Redclaw's Eyes of the Lich Queen

Talas 42/42 AC 20

"That's not particularly my style, but we'll see."

Talas says nothing to Drekhad's concerns. Why am I trying to be the leader? That was always Cholas' job. I'm not him, why am I trying to replace him!




OOC: Init: 21

Talas moves forward, partially concealed by reeds to the edge of the clearing.

[sblock=ooc]Assuming no enemies approach, Talas will double move to G8[/sblock]
 

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25—Bregan
21—Talas (8 points of damage)
20—Hedowin
14—Poison Dusks
8—Drekhad (3 points in ddp used in hit)
6—Alexa

Seeing the crusader threatened, Bregan moves swiftly into positionand launches an arrow at one of the lurking figures. The shadows of the hut prove hard to penetrate, and his arrow misses its mark.

Talas moves closer to the conflict, and sees another form lurking in the shadows of one of the other huts.

Hedowin triggers a wand and is further protected.

The lizardfolk remain in their huts, but six arrows fly out of the shadows. Two each come from the huts opposite Drekhad. The first (from the entrance at K3) hits him for 3 points of damage, forcing a fort save. The other three miss or deflect off his armor. Two fly across the clearing from the entrance at F3, targeting Talas. One hits for 8 damage, forcing a fort save.

Drekhad nimbly charges past the firepit, catching the lizardfolk who had hurt him with a brutal attack, killing it instantly.

Alexa moves into the clearing and begins to sing, heartening her companions.
 

Attachments


Fort Save (+6 Fort, +5 Alchemical). (1d20+11=17)

If K6 is alive and well Drekhad moves closer and attacks him with Stone Bones.

Stone Bones (didn't include a potential bonus from the Bard Song) (1d20+7=23, 1d8+2=5)

If K6 isn't valid and Drekhad can close the distance to any other and make an attack, he will. If none of the targets are within range to move and then standard attack, but in range for a charge, Drekhad will spend 2 power points and use his Psychic Renewal to recover Battle Leader's Charge as a swift action, then use it (damage would be 20 instead of 5).

Card (1d2=2)

[sblock=OOC]DREKHAD DREVIN
Kalashtar Crusader
AC 23, TC 11, FF 23
HP 43/48 - DD 0/10
AP 5/7 - PP 5/5
Fort +6, Ref +1, Will +3; +2 against mind-affecting spells and abilities

STATUS
Mindlink: Yes
Psionic Focus: Yes
Zealous Surge: Yes
Ring of Brief Blessing: Yes
Corsair's Eyepatch: Left (3/3)
Current Stance: Leading the Charge

STANCES AND MANEUVERS
Stances: Iron Guard's Glare, Leading the Charge
Readied: (1) Battle Leader's Charge, (2) Crusader Strike, (3) Mountain Hammer, (4) Stone Bones, (5) White Raven Tactics
Granted: Crusader's Strike, Stone Bones (Draw: White Raven Tactics)
Expended: Battle Leader's Charge[/sblock]
 

Bregan moves swiftly past Talas' position and raises his bow from behind Talas and looses an arrow.


[sblock=action]

Move through Talas' square to H-9 then fire at PD3. I moved through Talas' square instead of stepping diagonal so that I could gain the skirmish ability. If your not a big fan of that tactic...... move me to I-8 instead and things will be fine that way too :)

Skirmish attack on PD3 (1d20+8=23, 3d6=7)

To hit: 23
Dmg: 7
[/sblock]
 

Talas 34/42 AC: 25 4 Str Damage

Fort save: 10

Talas feels the poison burn in his blood, making him weaker. He still walks forward, stepping towards the poisondusk that caught him with an arrow. His flail spins defensively around him, hoping to deflect anymore arrows that come his way, until he strikes out at the lizardfolk.

[sblock=ooc]Move to G4. Full combat expertise and attack. Attack: 10 That should miss. [/sblock]
 
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Hedowin

Not having encountered this sort of lizardfolk before, he quickly thinks back to his studies at the University for any information he might be able to remember about their strengths and weaknesses.

Knowledge (Nature) Check (1d20+9=23)


He walks a bit closer to the grouping of huts and then taps into his budding latent arcane talent. With a thought, he also causes his gloves to glow with a pale purple light, after which 2 darts of silver issue forth from his fingertips, arcing across the battlefield towards one of the lizardmen.

[sblock=OOC]
Move to D5, Activate Arcanist's gloves (1 use left today), cast Magic Missile (from Sorcerer side) CL boosted to 3, so 2 missiles for 9 damage.

1d4+1=4, 1d4+1=5

Wizard:
0 -(4)- Ray of Frost, Detect Magic, Read Magic, Daze
1st -(4)- Magic Missile, Lesser Orb of Fire, Magic Missile, Lesser Orb of Acid
2nd -(3)- Mirror Image, Flaming Sphere, Extended Mage Armor

Sorcercer: 5/3

[/sblock]
 
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Round 2

25—Bregan <--starting here
21—Talas
20—Hedowin
14—Poison Dusks <--ending here
8—Drekhad
6—Alexa

Bregan moves deftly past the duskblade and fires an arrow at the lizardfolk in the northwest hut, hitting it with a grazing shot.

Talas moves into the clearing, swinging his flail defensively around himself, and strikes at the same lizardfolk. His aim is off, however, and the small humanoid evades his attack.

Hedowin recalls a few minor details about the lizardfolk, mostly that they are accomplished hunters who make use of a poison made from distilled jungle fungus, and that their skin shifts colors to match their surroundings, making it very hard to see them when they remain motionless. He then steps to the opening of the clearing and fires two magic missiles across the clearing, striking the lizardfolk in the hut opposite him.

The lizardfolk fire almost simultaneously, each sending two arrows toward their attackers. The one in the northwest hut steps away from Talas and fires two arrows at him, hitting with one for 10 damage and forcing another fort save. The one in the southeast hut fires two arrows at Drekhad, hitting once for 6 damage and forcing a fort save. Finally, a new combatant fires at Alexa from the southwest hut and then steps further into the shelter of the small building. Again, one of its arrows hits, dealing 3 points of damage and forcing a fortitude save.

Actions?

OOC: This seems like a good time to mention that the hut entrances are only about three and a half feet high, and it looks like it will be challenging to enter them while effectively defending yourselves (you’ll need to squeeze through, -4 AC, -4 on attack rolls and each square counts as two for movement).
 

Attachments


Alexa grits her teeth as she feels the poison course through her veins, but manages to bear the pain and resist the temptation to give in to the sudden weakness in her limbs. "So that's the way it's to be, is it?" she mutters, before tumbling into the nearby hut and lashing out at the lurking lizardman with her blade.
[sblock=OOC]Fort save should pass, which is good because I wanted to save an AP for later this round: Fortitude save vs Poison (1d20 4=17)

Not tumbling literally; she'll move to F7, squeezing to get into the entrance, but preventing the lizardman from leaving and forcing it to drop its poisoned arrows or risk AOOs from her if it attacks with them. Attack with a normal attack (damn useless maneuvers at this point...) at +3 to hit from inspire courage and furious counterstrike but -4 from squeezing for a total attack modifier of +6.

Attack roll vs PD4 (squeezing) (1d20 6=18) Damage roll vs PD4 (1d4 4=7)

If PD4 does provoke from Alexa, and she rolls between 12 and 15 after modifiers, she'll use an AP. If she crits, she'll use a charge from her gauntlets.

PD4 has her Dodge.

IC seems to have crashed in between me making the previous rolls and me hitting the button to roll for my new maneuver, so I'll do that in the morning. It won't matter til next round anyway.[/sblock][sblock=Alexa's mini-stats]ALEXA SHALESS
Human Crusader/Bard
AC 13, Touch 8, Flatfooted 11, +1 vs PD4
HP 27/31 - Delayed 0/5
AP 5/7
Fort +4 Ref +6 Will +6; +2 Will vs fear


STATUS
Inspire Courage: ACTIVE; +2 bonus
Bardic Music: 1/4
Sandals of Sprinting: 1/3
Devastation Gauntlets: 3/3
Badge of Valor: 1/3
Stance: Bolstering Voice
Active Spells: none


MANEUVERS
Readied: (1) Crusader's Strike, (2) Vanguard Strike, (3) Leading the Attack, (4) Stone Bones, (5) Douse the Flames

Granted: Douse the Flames, Vanguard Strike, Leading the Attack, ?
Expended: None

SPELLS
0th level: 3/3
1st level: 0/3
2nd level: 0/1
[/sblock]
 

Fortitude. (1d20+11=16)

Drekhad will move to K6 and attack with Crusader's Strike. Crusader's strike. (+7 norm -4 squeeze +1 furious counterstrike). Once again didn't include bard song. (1d20+4=15) (also if poison is strength damage, forgot that, if it's DC is higher than 16). If the bard song is giving +2 to hit to Drekhad, I don't want to spend the action point. If it isn't, then I'm spending an action point to make sure it hits. Action Point, Damage, Healing. (1d6=5, 1d8+3=7, 1d6+5=10)

[sblock=OOC]DREKHAD DREVIN
Kalashtar Crusader
AC 23 (19), TC 11, FF 23
HP 47/48 - DD 0/10
AP 4/7 - PP 5/5
Fort +6, Ref +1, Will +3; +2 against mind-affecting spells and abilities

STATUS
Mindlink: Yes
Psionic Focus: Yes
Zealous Surge: Yes
Ring of Brief Blessing: Yes
Corsair's Eyepatch: Left (3/3)
Current Stance: Leading the Charge

STANCES AND MANEUVERS
Stances: Iron Guard's Glare, Leading the Charge
Readied: (1) Battle Leader's Charge, (2) Crusader Strike, (3) Mountain Hammer, (4) Stone Bones, (5) White Raven Tactics
Granted: Stone Bones White Raven Tactics
Expended: Battle Leader's Charge, Crusader's Strike[/sblock]
 

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