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[LPF] Rescue at Boar's Ridge

possum

First Post
Dolgrin stares straight into the empty eye sockets of the skeleton in front of him. "Oh, ye're certainly to get it!" he calls out as he slaps the warhammer down into the palm of his free hand.
 

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Satin Knights

First Post
Sorry, the party is up, you won initiative, so go ahead and attack. No surprise round as each knew the other was on the other side of the door.
 

Deuce Traveler

Adventurer
Lem moves to P32, waiting for an opening to toss his tanglefoot bag. "Maybe we can reason with the hordes of undead," Lem suggests in sick mirth.

OOC: Sent him in for his level up approval.
 


possum

First Post
Dolgrin wades into what soon will be a melee, stepping forward to engage the skeleton in front of him, yelling a Dwarven battle cry.
 

Deuce Traveler

Adventurer
Lem the Cook, Halfling Monk 2

If Lem can manage to lob the tanglefoot bag over Dolgrim's head, he would like to change his action to move to P33 and take a shot at the lead skeleton. If not, he'll move to P32 with the intention to get closer next round.

Mini-Stats
[sblock]
Lem the Cook (2nd Level Monk of the Empty Hand)
HP: 14/14; AC: 19; AC Touch: 19; AC Flatfooted: 11; INIT: +7; BAB: +1; CMB: +5; CMD: 17; Fortitude: +4; Reflex: +9; Will: +7; Speed: 15'

-Unarmed Strike: Attack: +7; Damage: 1d4, Crit: 20/x2, Special: Stunning Fist Option
-Flurry of Blows: Attack: +6/+6; Damage: 1d4/1d4, Crit: 20/x2, Special: Stunning Fist Option
-Thrown Flask of Acid: Ranged Touch Attack: +7; Damage: 1d6, Crit: Nil, Range: 10 feet, Special: 1hp splash acid damage to those within 5 feet; 13 Flasks of Acid
--Thrown Tanglefoot Bag: Ranged Touch Attack: +7; hit target gains –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor; 2 Tanglefoot Bags
[/sblock]
 
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hemera

Explorer
Sliding over to get a better view of what is behind the large doors, Reianne almost immediately regrets it as she sees the heavily armed skeletons. Recovering quickly she takes a deep breath and begins to sing an old Venzan military marching song to rally her allies.

[sblock=OOC]
I'll 5' step to Q34 and start using Inspire Courage. Been keeping it in reserve for a bigger fight like this. :)
[/sblock]

[sblock=Mini Stats]
Reianne Estril

AC: 15 (Touch 11, Flatfooted 14) -1 due to carrying Sunrod in offhand
HP:
16/16

Initiative:
+1
Perception
: -1 Sense Motive: -1
CMB:
+3/+5 (tripping) CMD: 14/16 (resisting tripping)
Fort: +1 Reflex: +4 Will: +2

Scorpion Whip:
+3, 1d4+2, 15' Reach, Trip, Disarm, Performance, Nonthreating
Masterwork Longsword:
+4, 19-20, 1d8+2
Morningstar: +3, 1d8+2
Dagger: +3, 19-20, 1d4+2
Thrown Dagger:
+2, 19-20, 1d4+2, 10'
Thrown Alchemist's Fire: +2 1d6 fire 10', Touch Attack, Splash, 1d6 fire on 2nd round.

Combat Feats
Arcane Strike
Combat Casting
Combat Expertise
Improved Trip

Bard Cantrips: Daze, Detect Magic, Drench, Jolt, Lullaby, Mending, Read Magic

1st Level Bard Spells (2/day): Charm Person, Ear-Piercing Scream, Sleep

(1 cast, Charm Person:Goblin Interrogation)
Conditions:
None

In Hand:
Masterwork Longsword, Sunrod

2 Daggers, 1 Alchemist Fire
[/sblock]
 

jkason

First Post
Ru Brike, human ninja

Ru swears as he gets a better look at the interior.

"Gis told you not to discount locks and traps for shinier tricks," he chastizes himself under his breath, knowing his own failures at the door helped the enemy prepare. Then he shakes his head to clear it, and calls out to the others.

"We're bottlenecking for them! Pull back!" he cries, lobbing a flask of alchemist's fire in the midst of the skeletons, dousing all four with splashed fire.

[sblock=ooc]As Ru says: right now we can only get two folks at the skellies at a time. If we back up and they follow, we get some flanky/surroundy goodness, hopefully. Unless someone has forced movement effects.

Move: draw Alchemist's fire
Standard: throw AF.

Hopefully I have this right: Targeting grid intersection S-T, 33-34, so right in the middle of the skellies. Normal AC for that would be 5, +4 for soft cover: Target AC 9.

I figure the range at 15', so into the second range increment, giving a -2 to the attack roll:

Alchemist's fire to s/t 33/34, 2nd range increment, soft cover. (1d20+3=15)

If I got that right, the fire hits, though all skellies only take spash damage (1 fire each).[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 19/20

Initiative: +4
Perception: +5 Sense Motive: +5
CMB: +1 CMD: 15 Fort: +2 Reflex: +7 Will: +1

Wakizashi: +5, 1d6
Wakizashi (TWF): +3/+3, 1d6/1d6
Nunchaku: +5, 1d6
Shuriken: +5, 1d2
Conditional Damage mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: Tools dropped at Q34

In Hand: None

Consumables:
Alchemist's Fire: 1/3
Liquid Ice: 0/1
Shuriken: 9/10
[/sblock]
 


Qik

First Post
The tense wait while Ru handled the door proved to be too much for even Mesem's monastic training: the moment the doors opened, he rushed in. It was only in the process of an errant swing of his sword that he realized his haste had overcome his discipline, and that the group as a whole was suffering for it. He chances a momentary glance Ru's way, nodding to affirm his intention to fall back.

[sblock=OOC]Gah - sorry, All (esp. soulnova). Got a little too eager there and faffed up the entrance. Apologies. I'll fall back in the next round.[/sblock]

mesem-adrarda-portrait-small.jpg


[sblock=Stats]Mesem Adrarda
Status: Bound
[sblock=Bound Stats]Initiative: +1, Perception: +8
HP: 16/16 real + 18/20 temporary
AC: 21 (Touch: 11 Flat-footed: 20)
AC: +2 vs evil
CMB: +6 CMD: 17
Fort: +2 Ref: +2 Will: +8 (+10 vs enchantments)
Saves: +2 vs evil

Natural Weapons:Bite (+6, 1d6+4), 2 Claws (on feet) (+7, 1d4+4)
[/sblock][sblock=Unbound Stats]Initiative: +0, Perception: +7
HP: 18/18 real
AC: 10 (Touch: 10 Flat-footed: 10) CMB: +1 CMD: 11
Fort: +3 Ref: +1 Will: +8 (+10 vs enchantments)[/sblock]Current Weapon in Hand: Nodachi: +6, 1d10+6, 18-20/x2

Summon Monster I: 3/4
Spells: 0 - Infinite, 1 - 0/3

Active Magic:
Mage Armor - 0/2 hours
Protection from Evil - 0/2 minutes
[/sblock]​
 
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