Post by TheUdjat on Jan 21, 2010 14:50:18 GMT -5
[Sorry this is so late, everyone. You all replied pretty fast and I just haven't gotten around to it until now. My apologies.]
SEA GREEN
[The worst part about online D&D is the book-keeping. Lacking conscious decisions to delay a day, I’ve been assuming this is the same one—HP totals and DR/Lifedrinking have been tallied with this in mind. But I suppose you guys could’ve waited a day if you wanted to.]
Faced with a lurking golem out of tales he’s heard about such terrible creatures, Sean can only recite the many things he knows about flesh golems—particularly that cold and fire damage slows them immensely while electricity heals them. With other information is less useful—that they are enormously strong and durable, as anyone could guess.
With these facts—told in the stunning cadence and rhythm of fine oratory and storytelling—Sean keeps well away from the thing, letting his more martial allies deal with it.
Following after her bardic comrade, Natsumi also hangs back from the rough hand-to-hand, keeping an eye on that curiously stitched-together cat and summoning up the magic to aid her friends. They begin to move faster, full of energy supernatural quickness.
But not quite fast enough to react before the golem. ‘Igor’ charges mindlessly as commanded, its master hanging back while the mottled creature charges for Ella. It tries to clobber her with its enormous fists, but the Halfling is deft enough to avoid it. Though the monster’s quick assault has ruined whatever mounted charge she might’ve wanted to make.
Gro-bug moves in to attack, stepping close to the golem and lashing out with his axe, magic and rage surging through him to give Snaaga a little more bite. The axe sinks in deep, despite the creature’s thick and durable hide, significantly damaging it.
At this, Radgar finally acts, withdrawing an arcane wand with a scowl and firing off a jolting line of lightning across the room, though it only catches Ella and the monster in its path. Just as Sean indicated, the electricity invigorates the golem, healing it—even while it damages Ella. She manages to avoid most of the blast, all the same, only mildly scored by it.
(Combat Actions)
[Map]
[There is assumed to be detritus and equipment scattered around the room, but for the sake of my sanity it won’t play a role in cover, concealment, difficult terrain, or otherwise.]
Initiative: Sean (15), Natsumi (12), Radgar & Flesh Golem (12), Gro-bug (12), Ella (7)
(Character Status)
Ella – 68/77 HP; DR 3/- (4 blocked), Lifedrinking 22 (Lance), Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Sean – 47/47 HP; Hide from Undead, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement)
Gro-bug – 92/118 HP, DR 1/-, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Natsumi – 51/52 HP, Freedom of Movement, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Radgar – No Damage
Flesh Golem – 27 damage
Henrick – 73/78 HP [Absent]
Antyca – No damage [Absent]
Squeeks – No damage
DARK RED
Gildas, Lenny, Sayo-
Nope. I believe 5’ of movement while prone is a full-round ‘crawl’. Not terribly relevant since they can 5’ and flank again anyway.]
As the fight presses on, Gildas, still magically coerced to the ground, manages to fight on against the Deathspeakers surrounding him. Even from the ground he scores a hit on the injured one near him, and the man finally falls with a crash of plate mail, dead.
Across the battlefield, Lenny helps a cluster of temple defenders fend off a last cleric of the Master. He lunged in and with one well-aimed strike kills the man instantly, then urges the men to focus their attacks at Aurost, the key to a victory here.
But the battle yet remains precarious, at least in this hotspot. All around the forces of the Master are beginning to fall from the combined assault of Guardsmen and St. Cuthbert’s loyal defenders, some sent scattering while others are cut down. The day will be a victory for the temple, surely—but at what cost? Aurost and his retinue continue to fight fiercely. With one clean stroke a black-clad warrior slashes open Gildas’s chest, the injury finally proving too much for him. He goes limp, blood seeping into the dirt. But the men don’t dally to finish him off, for there are many more foes converging on them from all sides. Two of the clerics launch a wave of terrible magic at the guardsmen and many of them quake and shudder under its might, their resolve flagging a little.
Aurost gives a lingering look to the cowering warlock before him, but with a rumbling growl of frustration turns away from her, instead taking to the gates where his men fight to their last breath. With the mighty Skullsplitter in hand, he nearly caves in the chest of one hardened guardsmen, roaring and readying another powerful blow. Still, the guardsmen press on, and between them and the temple defenders they begin to pin the Deathspeakers from all sides. The dark warriors fight cunningly with magic and stalwart resolve, but the numbers are simply too much. More guardsmen die, but so do the Deathspeakers.
(Not-So-Quick Summary)
Except Aurost.
The clerics of the Master slowly, stubbornly fall from the combined effort of their opponents, making a bloody circle around them of mingled gore, but Aurost continues to wade through New Ravenshead’s forces without pause. He crushes one man after another with brutal blows from the Skullsplitter, putting the weapon to more lethal use than even Wanderer could manage. Some hits still penetrate his armor and his dark magic, especially with the constant focused fire of the nearby war wizard, but it isn’t enough to halt this black paladin. With a loud shout, a profane wrenching of life energy surges through all of those around him, pouring into the Deathspeaker champion and filling him with energy. Healing him. Renewed, he drives on, and without even a backward glance he penetrates the line of guardsmen.
His men, left behind without remorse or regard, are not so lucky. They are worn down and killed, one after another, though they succeed in slowing down pursuit of their leader. Aurost breaks free of the siege line and, raising one hand as nearby guardsmen begin to close in on the action, a terrible black charger storms onto the scene from seemingly nowhere, giving a cry of ululation. The Master’s warriors climbs onto the steed and, with a backward scowl directed at Lenny, takes off into the night.
The last straggling Deathspeakers are systematically killed in the ensuing quiet, leaving the field around the temple an open grave of carnage, good and evil men alike. But the temple stands, the guards are weary but aware of the Deathspeaker threat to the city, and the bone still sits in Tertian hands.
But the others…
Gildas, Lockheart, Tyrano, and Wanderer lay on the ground, silent and unmoving as the grave.
[I ran a few rounds of combat with Guardsmen vs. Deathspeakers to get a trend of what was going on. Even with some ranged support from Lenny (I didn’t think he’d want to go toe-to-toe with Aurost and risk life and bone), he’d eventually pull away. If he left his minions behind. Easy choice. All of this in under a minute (sorry Yogge)
Vemu – you can freely assume Gildas pulls through and is brought back to consciousness by someone (1 HP). The NPCs may not be so lucky…]
(Character Status)
Gildas – 1/69 HP
Lenny – 24/61 HP, DR 3/-
Sayo – 27/39 HP, DR 1/cold iron, +4 Turn Resistance, cowering
Wystfalrun – -1/62 HP, Blinded, Stable
Lockheart – Deep into the negatives
Wanderer – -5/90 HP, DR 2/-, Str effectively 7 (-2), stable.[/spoiler]
SEA GREEN
Not sure if this was in the same day.
Also, not sure if anyone else was keeping track of their stuff.
Also, not sure if anyone else was keeping track of their stuff.
[The worst part about online D&D is the book-keeping. Lacking conscious decisions to delay a day, I’ve been assuming this is the same one—HP totals and DR/Lifedrinking have been tallied with this in mind. But I suppose you guys could’ve waited a day if you wanted to.]
Faced with a lurking golem out of tales he’s heard about such terrible creatures, Sean can only recite the many things he knows about flesh golems—particularly that cold and fire damage slows them immensely while electricity heals them. With other information is less useful—that they are enormously strong and durable, as anyone could guess.
With these facts—told in the stunning cadence and rhythm of fine oratory and storytelling—Sean keeps well away from the thing, letting his more martial allies deal with it.
Following after her bardic comrade, Natsumi also hangs back from the rough hand-to-hand, keeping an eye on that curiously stitched-together cat and summoning up the magic to aid her friends. They begin to move faster, full of energy supernatural quickness.
But not quite fast enough to react before the golem. ‘Igor’ charges mindlessly as commanded, its master hanging back while the mottled creature charges for Ella. It tries to clobber her with its enormous fists, but the Halfling is deft enough to avoid it. Though the monster’s quick assault has ruined whatever mounted charge she might’ve wanted to make.
Gro-bug moves in to attack, stepping close to the golem and lashing out with his axe, magic and rage surging through him to give Snaaga a little more bite. The axe sinks in deep, despite the creature’s thick and durable hide, significantly damaging it.
At this, Radgar finally acts, withdrawing an arcane wand with a scowl and firing off a jolting line of lightning across the room, though it only catches Ella and the monster in its path. Just as Sean indicated, the electricity invigorates the golem, healing it—even while it damages Ella. She manages to avoid most of the blast, all the same, only mildly scored by it.
(Combat Actions)
- Sean uses his Inspire Confidence and hangs back. He can tell the above information as well, given his enormous pass on the Arcana roll.
- Natsumi casts Haste. Buffs noted below.
- Radgar delays. The golem charges (random roll) Ella. Attack roll vs. AC 26: 24, miss.
- Gro-bug rages and attacks (let me know if you want a different square, but note that the golem does have reach. This was a 5’ step from L6). Attack vs.—you know, with a +24 he just needs to avoid a 1: he does. 38 damage, 33 after DR. Ow.
- Radgar acts. He fires off a wand of lightning bolt, catching both Igor and Ella in the blast. Reflex save for Ella: pass on the die. She takes 9 damage. Igor heals 6 damage.
- Initiative drops to Ella. Since your charge is no longer possible, figured you might want alternative actions.
[Map]
[There is assumed to be detritus and equipment scattered around the room, but for the sake of my sanity it won’t play a role in cover, concealment, difficult terrain, or otherwise.]
Initiative: Sean (15), Natsumi (12), Radgar & Flesh Golem (12), Gro-bug (12), Ella (7)
(Character Status)
Ella – 68/77 HP; DR 3/- (4 blocked), Lifedrinking 22 (Lance), Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Sean – 47/47 HP; Hide from Undead, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement)
Gro-bug – 92/118 HP, DR 1/-, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Natsumi – 51/52 HP, Freedom of Movement, Hasted (+1 attack, +1 AC, +1 Reflex, +30 movement), +3 (Inspiration)
Radgar – No Damage
Flesh Golem – 27 damage
Henrick – 73/78 HP [Absent]
Antyca – No damage [Absent]
Squeeks – No damage
DARK RED
Gildas, Lenny, Sayo-
Also, can I *roll* 5ft east to avoid flanking like a 5ft step? I suppose not, but can't hurt to ask.
As the fight presses on, Gildas, still magically coerced to the ground, manages to fight on against the Deathspeakers surrounding him. Even from the ground he scores a hit on the injured one near him, and the man finally falls with a crash of plate mail, dead.
Across the battlefield, Lenny helps a cluster of temple defenders fend off a last cleric of the Master. He lunged in and with one well-aimed strike kills the man instantly, then urges the men to focus their attacks at Aurost, the key to a victory here.
But the battle yet remains precarious, at least in this hotspot. All around the forces of the Master are beginning to fall from the combined assault of Guardsmen and St. Cuthbert’s loyal defenders, some sent scattering while others are cut down. The day will be a victory for the temple, surely—but at what cost? Aurost and his retinue continue to fight fiercely. With one clean stroke a black-clad warrior slashes open Gildas’s chest, the injury finally proving too much for him. He goes limp, blood seeping into the dirt. But the men don’t dally to finish him off, for there are many more foes converging on them from all sides. Two of the clerics launch a wave of terrible magic at the guardsmen and many of them quake and shudder under its might, their resolve flagging a little.
Aurost gives a lingering look to the cowering warlock before him, but with a rumbling growl of frustration turns away from her, instead taking to the gates where his men fight to their last breath. With the mighty Skullsplitter in hand, he nearly caves in the chest of one hardened guardsmen, roaring and readying another powerful blow. Still, the guardsmen press on, and between them and the temple defenders they begin to pin the Deathspeakers from all sides. The dark warriors fight cunningly with magic and stalwart resolve, but the numbers are simply too much. More guardsmen die, but so do the Deathspeakers.
(Not-So-Quick Summary)
- Gildas attacks K14 from the ground: 22, 19; one hit, 13 damage. K14 goes down.
- Sayo remains cowers (round 1)
- Lenny helps the St. Cuthbert defenders: 27, Threat (does not confirm); two hits. Deathspeaker takes a total of 39 damage, which is plenty to drop him.
- Deathspeakers act. The team on Gildas continues to try and hit him, now with better odds. Vs. AC 13: Nat. 20 (confirms on AC 23); pause to resolve this attack. Crit deals 17 damage, enough to send Gildas down to -5. He’s out. The other fighter will delay for the casters.
- Two clerics cast at the guardsmen, between them catching them all. A Gazillion will saves: 10 fail. They take a -3 to pretty much everything. The third and last cleric heals his buddy at L13 for 12 damage. The Fighter chooses to act and lays into a guardsman for a bit of damage. Sorcerer casts Dimension Door and vanishes from the scene.
- Aurost acts last. He starts to clear a path out the gate, leaving Sayo to cower. Attack: 20, hits. 30 damage.
- Guards/Defenders act. The three from St. Cuthbert heed Lenny and rush into combat, but can’t reach Aurost. They settle for ganging up on D @ L13: one hit. 3 measly damage. Five of the guards that climbed over move into position to attack. Two on F @ J14: both miss. One on Aurost: 12, miss. Two on the cleric wielding a dagger @ M13: one hit: 5 damage. 3 guards holding the line attack Aurost as well: 21, 25, 23; one hit. 4 damage. 1 guard on the line attacks F @ L14: 21, miss. 3 guards in the second rank attack Aurost with longspears: 21. 13. 18; all miss. 6 guards try to climb the fence: one succeeds. Lastly, the wizard hits Aurost with Magic Missile: 12 damage.
- Initiative goes to the good guys, most of whom are disabled. Lenny can still act, but probably doesn’t want to get too close with the bone in hand. Gildas also needs a stabilization roll: Which, I swear to god, he passes on an 8. I don’t even believe this anymore. Anyhow, I’m going to breeze through the rest of this and sum it up like so:
- Aurost cuts his way through 1.5 guardsmen per turn and basically leaves the others to die.
Except Aurost.
The clerics of the Master slowly, stubbornly fall from the combined effort of their opponents, making a bloody circle around them of mingled gore, but Aurost continues to wade through New Ravenshead’s forces without pause. He crushes one man after another with brutal blows from the Skullsplitter, putting the weapon to more lethal use than even Wanderer could manage. Some hits still penetrate his armor and his dark magic, especially with the constant focused fire of the nearby war wizard, but it isn’t enough to halt this black paladin. With a loud shout, a profane wrenching of life energy surges through all of those around him, pouring into the Deathspeaker champion and filling him with energy. Healing him. Renewed, he drives on, and without even a backward glance he penetrates the line of guardsmen.
His men, left behind without remorse or regard, are not so lucky. They are worn down and killed, one after another, though they succeed in slowing down pursuit of their leader. Aurost breaks free of the siege line and, raising one hand as nearby guardsmen begin to close in on the action, a terrible black charger storms onto the scene from seemingly nowhere, giving a cry of ululation. The Master’s warriors climbs onto the steed and, with a backward scowl directed at Lenny, takes off into the night.
The last straggling Deathspeakers are systematically killed in the ensuing quiet, leaving the field around the temple an open grave of carnage, good and evil men alike. But the temple stands, the guards are weary but aware of the Deathspeaker threat to the city, and the bone still sits in Tertian hands.
But the others…
Gildas, Lockheart, Tyrano, and Wanderer lay on the ground, silent and unmoving as the grave.
[I ran a few rounds of combat with Guardsmen vs. Deathspeakers to get a trend of what was going on. Even with some ranged support from Lenny (I didn’t think he’d want to go toe-to-toe with Aurost and risk life and bone), he’d eventually pull away. If he left his minions behind. Easy choice. All of this in under a minute (sorry Yogge)
Vemu – you can freely assume Gildas pulls through and is brought back to consciousness by someone (1 HP). The NPCs may not be so lucky…]
(Character Status)
Gildas – 1/69 HP
Lenny – 24/61 HP, DR 3/-
Sayo – 27/39 HP, DR 1/cold iron, +4 Turn Resistance, cowering
Wystfalrun – -1/62 HP, Blinded, Stable
Lockheart – Deep into the negatives
Wanderer – -5/90 HP, DR 2/-, Str effectively 7 (-2), stable.