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Croverus
2013-01-29, 08:42 AM
The sun hovered high in the cloudless blue sky, the hands scorching hot. If not for being warforged the heat of the desert would probably have killed you days ago as your squad travels towards the mountains in the distance. Your squad has been given a target, a dwarven outpost that was sighted by scouts. Being the closest to the outpost, Command ordered you to dispatch from your way station. Up until then your group had been stationed in the sector to watch for enemy scouts and incursions and deal with them with extreme prejudice. The station was left under the command of Surge, one of the rare Sorcerers that appeared among your kind. Wizards were common as a Warforged could study without need to break for food or rest, but having magic as part of one's being was almost unheard of.

Your squad was led by Brickhead, a rare Warforged Charge. He wasn't the most tactically minded individual around, he used the casters in the group to come up with any strategic plans more complicated then "close distance, destroy enemy." He led towards the front of the group, which was spread out in a formation so that if anything living under the sands attacked, the group would be hard to surround. Having marched almost non-stop since leaving the way station almost a fortnight ago, the only delays the group had experience was a run in with giant scorpions and spotting some ruins, but without any orders to examine such the squad has moved past them.

The desert does not give way to the more temperate hills beside the mountains for another day's travel. The horizon shimmers from the heat coming off the sand. The sun shines overhead and a sandstorm can be seen far to the east, but it seems to be heading south, away from your squad. Your group is traveling West South-West. The surrounding terrain is desert as far as you can see, with many sand dunes breaking clear vision, and a few outcroppings of stone here and there.


Everyone can roll me Spot checks please.
Edit: If everyone agrees I roll all passive rolls, I'll roll for you and if it's better than what you roll for this Spot check I'll use that.

Mangles
2013-01-29, 08:57 AM
Aldritch flies 10 feet off the ground so to better avoid an ambush. His invocations are active in case of invisible ranged foes. The odds of that in this desert are small, but it costs nothing. Why be wasteful like the fleshlings. Aldritch scans the horizon again. His elevated height ensures a more uninterrupted view, but his eyes are not his keenest feature.


[roll0]

Scout89
2013-01-29, 09:16 AM
Without paying too much attention to his surroundings, Adam says "Well, one thing is certain. With this higher temperature I might be able to brand the fleshlings. Gotta remember to ask Tink to apply a nice branding mark to my fists once we head back to HQ."

TaiLiu
2013-01-29, 04:25 PM
I stay silent as I scan the area around me. There's no reason to speak unless needed or asked, after all.

Technical Stuff:
Character Sheet:
Bitter Melon (http://www.myth-weavers.com/sheetview.php?sheetid=487899)
None True Neutral Warforged Diviner Wizard 3/ Master Specialist 2/ Divine Oracle 1, Level 6, Init +1, HP 42/42, Speed 30 Feet
AC 10, Touch 10, Flat-footed 9, Fort +5, Ref +3, Will +7, Base Attack Bonus 1, Action Points 8
Wooden Quarterstaff +0 (1d6/1d6, ×2)
Cold Iron Dagger +0 (1d4, 19-20/×2)
(+1 Dex, -1 Misc)
Abilities Str 8, Dex 12, Con 16, Int 21, Wis 8, Cha 6
Condition None
Spells Prepared:
Level 0 Spells: Mage Hand, Detect Magic, Message, Open/Close, Prestidigitation
Level 1 Spells: Feather Fall, Comprehend Languages, Instant Search, Karmic Aura, Lesser Acid Orb, Silent Image, Identify
Level 2 Spells: Arcane Turmoil, Enlarge Weapon, Detect Thoughts, Heart of Air, Bladeweave, Augury
Level 3 Spells: Spellcaster's Bane, Haste, Suggestion, Enduring Scrutiny, Divination

Croverus
2013-01-29, 04:51 PM
Brickhead pauses, raising a large fist to shade his eyes as he seems to be observing something ahead of the group just over a ridge.

Everyone but Adam:
You spot a large animal watching the group from the ridge. It is some kind of canine. None of you however know exactly what it is but it is in your path.
http://www.wizards.com/dnd/images/sand_gallery/87616.jpg

Mangles
2013-01-29, 04:57 PM
Large canine up ahead. Looks hostile. Orders? Aldritch begins gathering his energy. The only logical answer is to remove the canine from their path.

Mangles
2013-01-29, 04:59 PM
Init

[roll0]

Croverus
2013-01-29, 05:21 PM
Brickhead bellows, "REMOVE OBSTACLE." He flexes his fists, ready to charge the canine.

Brickhead Init [roll0]
Canine init [roll1]

Thrice Dead Cat
2013-01-29, 06:20 PM
"RALLY!" Zeus will use Sudden Leap to jump 20 ft. closer to the foe, then charge the remaining distance, if possible.


Jump
[roll0]

Charge Attack
[roll1]

Damage
[roll2]

Scout89
2013-01-29, 07:56 PM
"Canine? Where?"

Init roll: [roll0]

Thrice Dead Cat
2013-01-29, 09:58 PM
OOC: Urgh, just realized I didn't roll initiative.:smallredface:

[roll0]

warbringer
2013-01-30, 03:13 AM
Initiative: [roll0]

Tink sighs, annoyed at having another beastly interruption after the scorpions. He calls his crossbow to his hands with a quick command word and inspects the canine interruption.

(Knowledge Arcana check to see if the wolf is a magical beast: [roll1])

He then grabs a small patch of rabbit fur from his component pouch and starts focusing his magi-tech energies into his weapon.

(Casting Weapon Augmentation, personal on my light crossbow. Casting duration 1 full round.)

Croverus
2013-01-30, 04:37 AM
Zues leaps forward, then charges up the dune, swinging his massive greatsword and leaving a deep red gash in the animal's side.

@Zues:
From your higher vantage point you can now see there are two more animals about 15ft down this side of the dune.

Brickhead charges up the slope and slams into the creature, the sound of ribs cracking can be heard. The animal is still standing, but just barely.

Technical details:
Zues does 11 damage to the creature. Brickhead does another 10 damage to it. It appears badly wounded.

Bitter Melon's turn.

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine: 10
Tink: 9
Aldritch: 8
Adam: 2

TaiLiu
2013-01-30, 07:52 PM
A single creature. Do I wait for my comrades to finish up, or do I use my magic to assist? One option is more conservative; one option is more exciting.

...I think I would like to see a bloodbath today. I move up, wave my staff, and watch the energy and power flow into my comrades' bodies.

Technical Stuff:
Bitter Melon casts Haste on Tink, Aldritch, Adam, Tin Man, and Zeus. This will last for five rounds.
Character Sheet:
Bitter Melon (http://www.myth-weavers.com/sheetview.php?sheetid=487899)
None True Neutral Warforged Diviner Wizard 3/ Master Specialist 2/ Divine Oracle 1, Level 6, Init +1, HP 42/42, Speed 30 Feet
AC 10, Touch 10, Flat-footed 9, Fort +5, Ref +3, Will +7, Base Attack Bonus 1, Action Points 8
Wooden Quarterstaff +0 (1d6/1d6, ×2)
Cold Iron Dagger +0 (1d4, 19-20/×2)
(+1 Dex, -1 Misc)
Abilities Str 8, Dex 12, Con 16, Int 21, Wis 8, Cha 6
Condition None
Spells Prepared:
Level 0 Spells: Mage Hand, Detect Magic, Message, Open/Close, Prestidigitation
Level 1 Spells: Feather Fall, Comprehend Languages, Instant Search, Karmic Aura, Lesser Acid Orb, Silent Image, Identify
Level 2 Spells: Arcane Turmoil, Enlarge Weapon, Detect Thoughts, Heart of Air, Bladeweave, Augury
Level 3 Spells: Spellcaster's Bane, Haste, Suggestion, Enduring Scrutiny, Divination

Croverus
2013-02-01, 07:40 PM
Bitter Melon pulls out shaving of licorice root and casts his spell, the root burning up and a wave of yellowish-green energy scatters about, enveloping his allies. Their limbs feel a surge of adrenaline and energy and invigorate them with great speed.

The creature howls and bites at Zues, crunching down on his leg and causing minor damage.
You take 4 damage

Two other creatures charge up from the other side of the hill and attack Brickhead, biting at his arms and both managing to rip off pieces of his plating.

Technical details:
Creature1 Attack Zues (26)
Creature2 Attack Brickhead (21)
Creature3 Attack Brickhead (18)


Tink's up.

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine2: 14
Canine3: 11
Canine1: 10
Tink: 9
Aldritch: 8
Adam: 2

warbringer
2013-02-01, 09:48 PM
Tink grabs a small patch of rabbit fur from his component pouch and starts focusing his magi-tech energies into his weapon.

(Casting Weapon Augmentation, personal on my light crossbow. Casting duration 1 round.)

Mangles
2013-02-01, 11:17 PM
Aldritch flies overhead, spurned by the magical energies from his allies and himself. As he passes by the wolf tin man attacked, he launches a bolt of energy at the side of it.


flying to P,13. Still 10 feet above the ground level there.
Blast: [roll0] for [roll1]

Croverus
2013-02-01, 11:43 PM
The blast slams into the creature from above, straight into it's forehead. It drops to the ground, it's body twitching before finally remaining still.

Adam's up.

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine2: 14
Canine3: 11
Tink: 9
Aldritch: 8
Adam: 2

Out of Comabt

Canine1: Dead

Scout89
2013-02-03, 10:15 AM
Finally noticing the threat, Adam charges the canine in front of Brickhead.

Charging the canine ending movement in L8.
Attacking [roll0]
If critical [roll1]
Damage [roll2]
If critical [roll3]

Croverus
2013-02-04, 05:37 PM
Adam charges up the hill and slams his battlefist into one of the canines, the blow blooding its face. It yips in pain from the damage.

Zues's up.

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine2: 14
Canine3: 11
Tink: 9
Aldritch: 8
Adam: 2

Out of Combat

Canine1: Dead

Thrice Dead Cat
2013-02-04, 07:51 PM
Zeus will spend his swift action to move into martial spirit stance before using Emerald Razor and power attacking for 6 on the other beast near him, if he hits, he will heal 2 HP.

Touch Attack
[roll0]
Damage!
[roll1]

Croverus
2013-02-04, 08:58 PM
The canine manages to avoid Zues' attack. Brickhead makes a full attack on the injured canine. His first slam goes high and the canine ducks under, but he lands the second blow, doing a good amount of damage.

Technical details
Zues misses Canine2.
Brickhead full attacks on Canine3 (7,16) and does 8 damage.


Bitter Melon's Turn

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine2: 14
Canine3: 11
Tink: 9
Aldritch: 8
Adam: 2

Out of Combat

Canine1: Dead

TaiLiu
2013-02-05, 12:43 AM
I move up a bit to watch the carnage. I am not disappointed.

A punch in the snout caused an animal to fall, coughing blood and breath while it did so. A powerful slam from our leader caused another to yep in pain.

My comrades were painting a beautiful, bloody picture. I applaud.

Technical Stuff:
Bitter Melon casted Haste on Tink, Aldritch, Adam, Tin Man, and Zeus. This will last for four rounds.

Bitter Melon uses two move actions to go closer to the action.

Character Sheet:
Bitter Melon (http://www.myth-weavers.com/sheetview.php?sheetid=487899)
None True Neutral Warforged Diviner Wizard 3/ Master Specialist 2/ Divine Oracle 1, Level 6, Init +1, HP 42/42, Speed 30 Feet
AC 10, Touch 10, Flat-footed 9, Fort +5, Ref +3, Will +7, Base Attack Bonus 1, Action Points 8
Wooden Quarterstaff +0 (1d6/1d6, ×2)
Cold Iron Dagger +0 (1d4, 19-20/×2)
(+1 Dex, -1 Misc)
Abilities Str 8, Dex 12, Con 16, Int 21, Wis 8, Cha 6
Condition None
Spells Prepared:
Level 0 Spells: Mage Hand, Detect Magic, Message, Open/Close, Prestidigitation
Level 1 Spells: Feather Fall, Comprehend Languages, Instant Search, Karmic Aura, Lesser Acid Orb, Silent Image, Identify
Level 2 Spells: Arcane Turmoil, Enlarge Weapon, Detect Thoughts, Heart of Air, Bladeweave, Augury
Level 3 Spells: Spellcaster's Bane, Haste, Suggestion, Enduring Scrutiny, Divination

warbringer
2013-02-05, 03:55 AM
Posting my turn right now to speed things up a bit, since I doubt anything the wolves will do at the moment will change my course of action.

Tink finishes infusing his crossbow, and looks over at Bitter Melon. A tingle of amusement goes through him, as he watches his companion enjoy the show. These critters were not a challenge at all, so he couldn't blame the spellcaster for holding on to his precious magic for now...

Wanting to at least offer some small contribution, Tink loads up a crossbow bolt and fires it at the wounded wolf.

Attack: [roll0] (including +2 from Bane property)
Damage: [roll1]
Bane bonus damage: [roll2]

Crit confirm: [roll3] (including +2 from Bane property)
Crit damage: [roll4]

Mangles
2013-02-07, 03:46 PM
Aldritch continues his aerial assault, flying over the next canine and letting another bolt fly.


Blast: [roll0] for [roll1]

Croverus
2013-02-07, 05:14 PM
The bolt slams into a wound in the canine's side that was made by Brickhead, the energy tearing through its muscle and bone as it falls to the ground and writhes in pain, blood oozing from the wound.

Adam's Turn

Zues: 22
Brickhead: 18
Bitter Melon: 15
Canine2: 14
Tink: 9
Aldritch: 8
Adam: 2

Out of combat
Canine1: Dead
Canine3: Dying, stablize roll: [roll0]

Scout89
2013-02-07, 06:32 PM
Adam relaxes. "I thought these animals would put up a real fight. Are there more?"

Thrice Dead Cat
2013-02-09, 07:28 PM
Zeus scans over the beasts, planting his foot onto the skull of one of the bodies. "Brute beasts are quick to put down. Damage was minimal, but it is possible they were under command of a larger division. Lost scouts wound signify our presence."

TaiLiu
2013-02-10, 01:53 AM
The show ended almost as quickly as it started. I casually look around while my comrades speak.

Technical Stuff:
Bitter Melon casted Haste on Tink, Aldritch, Adam, Tin Man, and Zeus. This will last for three rounds.

Bitter Melon makes a Spot check: [roll0]

Character Sheet:
Bitter Melon (http://www.myth-weavers.com/sheetview.php?sheetid=487899)
None True Neutral Warforged Diviner Wizard 3/ Master Specialist 2/ Divine Oracle 1, Level 6, Init +1, HP 42/42, Speed 30 Feet
AC 10, Touch 10, Flat-footed 9, Fort +5, Ref +3, Will +7, Base Attack Bonus 1, Action Points 8
Wooden Quarterstaff +0 (1d6/1d6, ×2)
Cold Iron Dagger +0 (1d4, 19-20/×2)
(+1 Dex, -1 Misc)
Abilities Str 8, Dex 12, Con 16, Int 21, Wis 8, Cha 6
Condition None
Spells Prepared:
Level 0 Spells: Mage Hand, Detect Magic, Message, Open/Close, Prestidigitation
Level 1 Spells: Feather Fall, Comprehend Languages, Instant Search, Karmic Aura, Lesser Acid Orb, Silent Image, Identify
Level 2 Spells: Arcane Turmoil, Enlarge Weapon, Detect Thoughts, Heart of Air, Bladeweave, Augury
Level 3 Spells: Spellcaster's Bane, Haste, Suggestion, Enduring Scrutiny, Divination