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The Tearing of the Veil

Halden Kraal-beach party

Halden advances on the soldier (s2) and strikes with a flurry of blows with his longsword 1d20+5=11, 1d8+2=8, 1d20+5=22, 1d8+2=9

Quick as a snake Kraal attacks the hapless soldier. Halden's sword is a blur of motion, as he spins it about his body, too quick for the eye to see. The sound the sword makes is the whirring of a hummingbird's wings.

I remember your teachings well, Master, 'Be deliberate but quick. Let the sword be an extention of your arm, a part of your spirit. It has the grace of a hummingbird and the sting of a scorpion.'

Unfortunately for you, You are in my way.
 
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Lon Deslo

Lon spurrs his horse forward, around the former mount of s17. Turning to the left he bears down on s12 who is kneeling on the ground beside s17's crumpled form. Using his ride skill he encourages the warhorse to trample s12 (not sure how to roll that), while swinging at him when the opportunity presents itself 1d20+3=6, and missing.
 

Tibalt Graf

It looks like the captain is the nearest individual to me, at about 30' away. This is within range of the charm spell, with a will saving throw of, I believe, DC 15. (I figure it's probably 50/50, which isn't bad ...)

Tibalt, still possessing the young soldier(S5), starts to walk towards the captain's back, while working another spell.

"Captain ! There are a lot more of them coming! The only way any of us are getting out of this alive is if you pull us out of here."
 

Round 3 Against the Thranes - Grefe

Drat! Did the Glitterdust blind him or not? Now I have to watch my back. Ah well, such is war.

Grefe faces south, sweeping his eyes across the beach to keep an eye on the mounted soldier (S18) who just rode past him as well as the two nearest soldiers (S2 & S16) to the south and east.

Time to assist my undead hide from being sundered or punctured.

His hands weaving in arcane motions, Grefe speaks the words that help him cast his Shield spell. He forms the invisible disk in front of him, providing protection from any attacks originating from that direction (S2 & S16 included).
 

Round Three

Soldier 12 does not see the danger in time; although he attempts to jump clear, Lon Deslo’s horse thunders over him, knocking him prone. This actually saves his life, as he falls beneath Lon’s sword stroke. (Usually a target of an overrun can get out of the way or attack back unless the rider has special feats, but it seemed reasonable in this circumstance to make it an opposed check of your Ride skill versus his Reflex save. Virtual dice were in your favor.) Groaning in pain, he scrambles to his feet and backs behind Soldier 17’s horse,

Meanwhile Soldier 3, still in shock that a fellow soldier seems to have gone berserk, manages to nock an arrow. In his haste, he fires into the ground directly in front of him. Soldier 10, in the bow of the skiff, joins the fray but he does no better. His shot sails over the head of Soldier 16, who continues his panicked gallop up the beach. (And off the map!)

Andrinor moves to intercept the horses bearing down upon him. Perhaps sensing his unnaturalness, they attempt to veer out of the way, but he catches one by the reins while the other gallops north, also giving Carmilla a wide berth. The terrified beast tries to rear out of his grasp, kicking the Deneith heir solidly as it does so. (5 hp damage) With his undead strength, Andrinor is certain he can get soon get the animal under control. (Next round as a move action he will need to make an opposed STR check to get the creature under control and as another move action a DC 10 Ride check to mount. If he makes his STR check by 5 or more, he’ll get a +2 circumstance bonus to the ride check.) Soldier 4, nearest to Andrinor, seems to have gotten his first real look at the ghoul. He backs away, sword at the ready.

James Dukar’s barrage continues to strike home. The captain staggers, but still manages to grab one of the stampeding horses and sags behind it, out of Dukar’s sight. Tibalt, approaching from behind, can see him pulling a vial of a belt and swallowing its contents with a grimace. The captain does not seem to even notice Tibalt’s words. The ghostly wizard has hardly spoken when he notices the Cardinal almost marching towards him. He lays a hand upon the chest of Tibalt’s stolen body. ”You will not pollute this man! It is unseemly for you to stay on this side!” Tibalt feels as if he were a violin string suddenly violently plucked. He finds himself standing next to the man he was possessing. (He is no longer possessing Soldier 5. However, he does get an attack of opportunity on the cardinal before he is ejected).

Carmilla continues to close with the soldiers. The two nearest her (Soldiers 6 & 7) scan the hillside nervously. Carmilla doesn’t think they have noticed the trail she is leaving.

Soldier Two puts up a valiant defense against Halden’s onslaught, but after parrying the first blow, the monk’s second strike finds its way home. Despite the terrible wound he received, the Thrane manages to stand his ground, riposting and actually managing to nick Halden in return. (2 hp damage)

While Alton Grefe prepares his spell, the mounted soldier’s horse rears up. The rider throws himself clear. He is clearly an experienced horseman; he hits the ground on foot and faces the dead sorcerer with drawn sword.

Round3.jpg
 

Andrinor

Andrinor isn't even phased by the wound as he tries to handle the kicking mount. He ignores the terror in the horse's eye as he strains to control the animal.

He makes an opposed STR roll 1d20+4=20 to grab the reins. If he finds himself stronger than the horse, his ride check is 1d20+8=18 (not including the +2 if applicable). If he saddles himself, he draws his sword and makes a bee line toward the Captain. If not, he lets the beast go and charges on foot to the same target.

None survive! The Bitter Blades have come!

I have some catching up to do...
 

Carmilla

I step forward, crouch low, unroll a scroll and decipher its foul script.

Summon swarm (bats)- as close to V17 as I can get.
 

JD switches targets

JD curses as the Captain ducks behind the horse but lo then the Cardinel emerges as a place to lodge my lethal missiles.......

JD lets fly at the Cardinel as he moves to comfort his man........1d20+5=17, 1d8+4=9, 1d20+5=22, 1d8+4=5 hopefully impaling him twice with my deadly missiles.

Pray to your gods for deliverance from that you bloody Thrane..... :]
 

Halden Kraal

Halden continues his flurry of blows against S2 with another sword strike and a kick 1d20+5=8 1d20+3=10. Both miss.

Halden's sword whistles past the soldier's head. Kraal immediately uses the force of the swing to execute an inside circle kick at his adversary's chest. Though graceful, the attack fails to hurt the soldier. He prepares to continue the duel.

Can't let the urgency of our situation distract me. Concentrate, calmness, let the ki flow through and guide my strikes.

Withdraw now or you may only live a few seconds more.
 

Lon Deslo

Screaming AAAAAAAAAAAAAAAAAAAAAAAAAAA! Lon urges his mount forward charging at s10 to drive him from the skiff. He pulls up short near the bow (careful to prevent the horse from damaging the vessle by putting a hoof through its bottom), while slashing at s10 1d20+3=6, and missing.
 

Into the Woods

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