Dockside Diversion/Still Waters

Zelena continues to sing, as she draws upon her arcane energies, and then pops up with her crossbow and fires on an open halfling.

((Continue Inspire, Arcane Strike, Attack Halfling 2 1d20+7=16 if hit... 1d6+1+1=8 damage))

Celebfedhiin continues to attack the prone hafling at her feet.

((Attack Halfling 3 1d20+5+4=29 (threat), 1d20+5+4=20 (to confirm crit) damage 1d6+4+1d6+4=10 (or 5 if not a critical) ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (13 rounds), Inspire Courage (2 rounds), Arcane Strike
AC: 21 (13 touch; 19 flat-footed)
HP: 31 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: Light Crossbow +5 (1d6)
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d)
Arcane Spell Slots 0-level At Will (Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation) 1st level: 4 of 4 slots remaining (Grease, Silent Image, Vanish)
Channeling: 4 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 10 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

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Borric watches as the beast behaves in a manner unlike a normal creature. It looks as if the behemoth is attempting to intercede between Borric and the halfling caster to protect the halfling from the bigger warrior.

When Nathan's fireball blasts the halfling and the beast the creature writhes sending up gouts of mud and water. When the flames die away steam can be seen rising from the creature's hide but it doesn't appear to have been injured by the fires. The halfling isn't as lucky: his clothing is burnt and his exposed skin reddened from the fires.

The cries of the halfling tussling with Celebfedhiin cut off abruptly and the hound shakes the limp body of the dying slinger.

"That beastie kill't Mokk!" exclaims the second halfling slinger as he flinches from Zelena's bolt passing past him. "Oi! That was a close one, lass! Lemme show ya how it's done!"

OOC: Combat: Round 8
[sblock=Combat Information]
Gerald, a destination square would be useful info… And by my calculation you have another 20 feet of movement if you need it.

Perrin, yes, a 4 for Borric & and 8 for Nathan. It's why I hate rolling for players. Plus I feel guilty if I don't make a good roll. You're right, it was a bad round for the characters. No, I did not give the caster any sort of cover bonuses this round. Soft cover appears to only apply to ranged attacks. Also, +13? I only see modifiers up to +12. Did I miss something?

Jkason, short response: you can't make it to J11 and remain prone. Difficult terrain from the stone call spell is still in effect (though ending at the end of this round). It seems logical that Nathan could throw himself over the edge of the cabin to land in K-L-M 9 without having to pay that extra square of movement cost. The short railing serves as a low wall for cover and would help your armor class.

As for targeting of the Necklace of Fireballs bead that seems right.

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 14/53 hp remaining; Heated?
Nathan: 4/22 hp remaining
Sylvain: 28/42 hp remaining
Zelena: 31/34 hp remaining
Celebfedhiin: 10/13 hp remaining

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust (x2), Magic Missile (x2), Snapdragon Fireworks (x2); Sylvain: Hold Person, Heroism
Conditions in Effect: Party: Bless, Courage; Nathan: Mage Armor; Borric: Air Bubble;
Boat: Difficult Terrain 1/6 rounds

Enemy Status:
Halfling (unnumbered): 34 damage; glitterdusted 1/4; fireball for 6
Halfling 1:
Halfling 2:
Halfling 3: 28 damage; bitten for 10 dmg; dying
Ouhm B:

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Borric is up for Round Eight.
 


Borric Hawkins, Male Human Fighter

[Sblock=OOC]Ahh, Heroism and Bless don't stack, +12 it is. Soft cover affects the reach weapons. So I guess that answers my question. I just wasn't sure if it was occupying the volume in between or just sticking its head out.

My choice is to either not attack or go for broke and hope Syl can heal him and the sea monster misses.[/Sblock]With the blast not finishing off the spellcaster, Borric goes all in. He is the Mageslayer after all.

Borric slashes out and connects, but he doesn't wait to see if the blow was fatal, "Eat that, numb nuts."

He drops steps away and readies his shield as he drops his guisarme at his feet. He quickly draws his flail gritting his teeth at the short slinger before him.
[sblock=Actions]Standard Action: Melee attack Halfling spellcaster; Guisarme (1d20+12=28, 2d4+5=10)
Free Action: Talking & 5ft step to D4, drop guisarme, quick draw flail
Move Action: Ready shield (AC now 26)

AoO: Flail (AoO) (1d20+14=30, 1d8+8=10) on slinger if he provokes[/sblock][sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 14 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves), Inspire Courage (+1 Att/dmg)

Current Weapon in Hand: Shield and +1 Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

[sblock=ooc]I roll plenty of crappy rolls for myself, so I won't take it personally if a GM does a few, too. :)

GlassEye said:
Jkason, short response: you can't make it to J11 and remain prone. Difficult terrain from the stone call spell is still in effect (though ending at the end of this round). It seems logical that Nathan could throw himself over the edge of the cabin to land in K-L-M 9 without having to pay that extra square of movement cost. The short railing serves as a low wall for cover and would help your armor class.

Any help he can get, I'll take. :)

Let's drop to K9, then, for the added bonus of cover. Is this full or partial? I'll edit mini-stats as full, but can always scale back. Thanks muchly. [/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee), Inspire Courage (+1 attack & weapon damage), Cover (+4 ac)

AC: 15 (19) (27 ranged, 23 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 4/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
Used: 5d6 bead on Necklace of Fireballs
[/sblock]
 

The gnome's song ceases as she curses, "Tullog's rotten luck!"

She calls out, "Now Sekmun! Bring your companions to bear!" she concentrates and calls forth her arcane magics as she ppeks out between the gear she is hiding behind.

From the water emerges a half dozen or so lizard folk, all looking similar to Sekmun, bearing an array of nasty spears all looking ready to attack, several coming at the river monster and the others looking menace the other halflings.

"If you surrender now my friends will stay their weapons!" Zelena calls out...

Celebfedhiin lets out a menacing growl but remains over the halfling she down...

((Silent Image (Will Save DC 13 once interacted with) using the squares... 6 & 7 - E & F, 5 & 6 - G & H, 4 & 5 (i, J, K, L, M, N) ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (13 rounds)
AC: 21 (13 touch; 19 flat-footed)
HP: 31 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: Light Crossbow +5 (1d6)
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d)
Arcane Spell Slots 0-level At Will (Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation) 1st level: 3 of 4 slots remaining (Grease, Silent Image, Vanish)
Bardsong:4 of 6 rounds remaing; Channeling: 4 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 10 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 



The Mageslayer lives up to his name and Borric's heavy polearm cuts deeply into the muscle between neck and shoulder. The halfling opens his mouth in surprise, blood bubbles out onto his lips and he collapses into the mud. The beast raises its head to the sky and lets loose a long ululating howl of despair before turning its tiny eyes upon the warrior that downed his companion. Long teeth snap at Borric but the creature is too distant to threaten him and it wrenches its ungainly body around and with a heave throws itself into deeper water.

The two remaining slingers, seeing half their number taken down including their leader, begin to back away. Borric takes the opening left by the halfling's retreat and lashes one slinger with his flail.

When Zelena's illusions rise up out of the river the halflings call out in defeat:

"Oi! They gots grayscales!"

"We surrender!"

OOC: Combat: Round 9
[sblock=Combat Information]

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 14/53 hp remaining
Nathan: 4/22 hp remaining
Sylvain: 28/42 hp remaining
Zelena: 31/34 hp remaining
Celebfedhiin: 10/13 hp remaining

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust (x2), Magic Missile (x2), Snapdragon Fireworks (x2); Sylvain: Hold Person, Heroism
Conditions in Effect: Party: Bless, Courage; Nathan: Mage Armor; Borric: Air Bubble

Enemy Status:
Halfling (unnumbered): 44 damage; dying
Halfling 1: 10 damage
Halfling 2:
Halfling 3: 28 damage; dying
Ouhm B:

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Borric, Nathan, & Sylvain are up for Round Nine.
 

Nathan Tchanlach, human sorcerer

"Oh, thank heavens," Nathan whispers at the call of surrender. He doesn't move, instead focusing on putting as much command and malice in his voice as he bellows, "Drop all your weapons and present yourselves to the mageslayer and the flying man for binding, or you'll both wind up like your comrades!"

[sblock=ooc]I don't know that I need an Intimidate roll at this point, since they already offered surrender, but just in case:

Intimidate? (1d20+11=25)[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee), Inspire Courage (+1 attack & weapon damage), Cover (+4 ac)

AC: 15 (19) (27 ranged, 23 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 4/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
Used: 5d6 bead on Necklace of Fireballs
[/sblock]
 

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