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Deus Ex Machina


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Disregarding the suggestion of his fellow warforged, Grace, 3AC-42X moves to flank one of the goblins menacing the Colonel's guard, ignoring any danger posed by the other combatants. Whether this is out of a foolish belief that he is not vulnerable to the blades of the diminutive goblins, or because of the apparent side benefit of putting himself in between some of the archers and the Colonel's, who knows.

Attack, Damage:1d20+5=12, 1d8+2=8
Action Point: 1d6=4

All that is important at this moment is that one unlucky goblin may look very unattractive with a hammer head buried in its skull.
 

Grace's follow-up swing flies harmlessly over the head of one of the goblin archers as Erran shifts to his right to gain a line of sight to the distant hobgoblin. His arrow strikes true again, and the spellcaster whirls around, plummeting over the hill's edge and out of sight.

Dog attempts to dodge the flames as he races out of the tent.
[sblock=OOC]Reflex save vs. DC 15. 1d20+1=5. Failure. Takes 1d6 = 4 damage.[/sblock]
He emerges wreathed in flames and runs as far as he can toward the horses. As the druid nears the colonel, his eyes widen at the frightful sight. Dog's hound barks as he leaps to his master's side.

3AC runs between the burning tent and his companions, and with a single blow, turns the lone guard's opponent's head into a bloody soup.

[sblock=OOC]Voda, no problem with changing your action. I need actions from Voda, Mellubb, and Necro. I'm also going to assume that LogicsFate is not joining us, so R7-2B3 goes *pop* out of existence.[/sblock]
 



Deactivation is not an option unless it accomplishes primary mission... Dog thinks with some urgency as it runs, remembering its lessons. The colonel had given this top priority, and to fail as soon as it had begun would mean Dog was a waste of resources, and thusly had no meaning or purpose. It must... not... deactivate yet!

OOC:[sblock]If Dog can get to the horse trough this round to stop the burning, then that's what he'll do. If not, then he'll execute a drop, roll, and roll (because he ain't exactly stopping right now) to extinguish himself before continuing. Falling unconscious would be a very inauspicious start to his career.[/sblock]
 
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Craft hefts his morning star, sprinkling it with a pinch of rabbit fur. As it bursts forth into flame, he raises his shield and moves to engage the archers.

[sblock=OOC] Craft infuses his morning star with weapon augmentation, making it a flaming morning star, then moves towards the nearest goblin archer.[/sblock]
 

Spider whirls around, loosing an arrow at point blank range, but the confused goblin whirls at the same time, oblivious to the fact that his head was very nearly taken clean off.

Fixem steps forward and takes a gigantic sweeping strike at the tiny goblin in front of him. The creature sees the warforged's attack coming a mile away, unfortunately, and rolls under the blow, coming up swinging.

Near the colonel, the humanoid torch that is Dog drops to the ground, and rolls in the dirt in an attempt to douse the flames.
[sblock=OOC]Reflex Save vs. DC 15, with +4 bonus. Rolls 1d20+5=19. Success.[/sblock]His efforts are rewarded, and he lies in the dirt briefly, collecting his thoughts, smoke rising off his back.

Craft closes with an archer fifteen in front of him, flaming morningstar held high.
His target attempts to loose a shot at the artificer, but the shot careens off his adamantine hide. [Craft AoO: 1d20=19.. Success. Damage: 1d8+1d6=8.]Craft brings his morningstar down in a quick retaliatory strike, and the goblin turns quickly into slightly charred mush.

The guard on the north side of the hill is brought low by the goblins attacking him. They unsling bows from their backs and train them on Dansern to the south. Two of the original archers loose arrows at Spider and Craft. The artificer manages to bring his shield up in time, but the rogue takes one in the shoulder, dealing 3 points of damage. The last archer drops his bow in favor of his short sword, since he has a gigantic warforged paladin in his face.

Erran trades blows with his opponent, but the rangy creature gets the better of him, and a bright red slash opens on his right thigh, causing him to wince with the pain. It causes 2 points of damage.

With infinite disdain, Fixem bats away the weak swing of the puny being before him.

Spider's confused foe is able to focus on him thanks to the warforged's grunt of pain from the arrow in his shoulder. Spider jumps back and out of the way of the swing.

The remaining goblins, witnessing the embarrassing demise of their hobgoblin leader make a break for the edge of the hill. Two make it and disappear over the side.

Another guard falls under the blades of his swarming foes. One runs away once he sizes up the odds, and the other -- fear in his pig eyes -- digs in his quiver and pulls out an arrow with an odd package wrapped around the head.

The last guard, near his sole surviving brother and the colonel, guts both of the goblins on top of him and picks himself off the ground.

[sblock=OOC]End of Round 2. Your turn. Updated map:
[/sblock]
 
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Erran, 8/10 HP, AC 16, fort +4, Ref +5, Will +2

As much as the goblin attacking him has him distracted, Erran notes the strangely shaped arrow being readied by the other gob. Knowing that the colonel's survival is essential, he steps away from his opponent, and fires his bow at what appears to be the bigger threat.
[sblock=ooc] 5' step away from the goblin that attacked me, shoot bow at goblin with strange arrow, rolling a 21 for 4 damage . [/sblock]
 

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