PDA

View Full Version : Post-war sandbox, Team Green IC



Pages : [1] 2 3

J-H
2017-02-16, 10:41 AM
Geography
Bruxum
The kingdom of Bruxum is near the northern coast of the only civilized continent in the world (you don’t know much about any other continents at this time). It’s an upland area, elevated 3,000-6,000’ above most of the rest of the continent, and protected from the plains and areas below by the mountain range known as the “Forest of Rocks.”

The eastern and northern sides are slightly higher altitude; the western end slopes down and eventually reaches the sea.

Angels, demons, undead, wizards, dragons, elves, dwarves, humans, bandits, monsters, and others all afflicted this area like any other, and it was rocked by a number of earthquakes during and after the war. The capital of Elmal suffered the worst, although that was not precisely an earthquake.

Elmal
Formerly fortified, Elmal was the capital of the upland kingdom of Bruxum. Was perched on mesa, surrounded by water on two sides. Undermined somehow, almost all of the top of the Mesa, and much of the rock under it, slid off into into the sea and was lost. Once a great source of fish, it seems no fishing boats ply the waters any more.

Major roads lead east, west, and north out of Elmal, as well as around the sea and to the south. There are, of course, secondary roads in numerous directions.



Ash Mountains
North and West of Elmal.

Formerly the home of numerous dwarf-holds and mines, as well as a few dragons up in the peaks, the once-green sides of the mountains have been blasted and coated with grey ash. Volcanoes that once warmed the high mountains were turned into weapons during the war. Repeated detonated for tactical advantage (by both defenders and attackers on multiple sides) created more and more instability until there are now numerous active volcanoes.

The dwarves depended partly on their herds (grazed on the hillsides and slopes) for food, so any who survived may be hungry.

Cold Land
East and North of Elmal.

East and north of the ash mountains lie the cold lands, a hilly region of higher altitude. The northern borders of the Cold Land reach up into the northern oceans like a finger, and contain mountains made of ice that never melt. It’s not well-populated by normal folk. The ice mountains never fully melt, but they also never fully freeze. This area is the source of most of the rivers that water the eastern parts of Bruxum, making it a fertile place for agriculture.

To the South
The Forest of Rocks is not friendly to travelers who lack a way to climb or fly, and is thus not suitable for most military forces or merchants. The main trade route with the rest of the continent is either ocean trade, or down the South Road. Paralleling the Hedetet river, caravans could travel up- or down-grade. The river itself even had great magically-created locks worked by water elementals, enabling great barges to bypass the waterfalls and travel downstream (or, with effort, upstream). The locks have existed since before Bruxum was founded, but the precise identity of their creators is lost.

East Bruxum
Elmal sits near the middle of the kingdom. The eastern half of Elmal contains several rivers. It’s mildly hilly, with rich, fertile soil (possibly from the occasional volcano eruption upwind in what are now the Ash Mountains), and was the breadbasket of the kingdom. The soil and availability of water help compensate for the cold winters.

West Bruxum
Lacking the large rivers of East Bruxum, West Bruxum tends to more of a rolling grassland environment used for herds, although trees with low moisture requirements certainly grow there as well. There are also areas with regionally high water tables, or that collect sufficient runoff from rains to have surface water year-round. Figs, grapes, peaches, and other fruit trees meant that West Bruxum generally supplied the fruits and preserves, as well as the meat and the cheese, to go with the staple crops produced to the east. The drier terrain and more varied altitude mean that there are a number of rocky hills and caves.

West Bruxum slopes down towards the ocean, and had the second-busiest trading highway after the South Road. Off the road, you would have found mostly small regional trading towns, along with larger compounds belonging to the wealthy. West Bruxum was also the source of most of the horses and other animals used in commerce and war, and contained most of the training and logistics areas for the army.

There are (or were?) some forested areas near the Forest of Rocks, but those were the domain of reclusive elf tribes who were only nominally subjects of the King in Elmal. They didn’t pay taxes, but they did help keep the bandit and monster population down in the area.

Group Green starts here, on the road, 10 days west of Elmal. The Ash mountains are far to the north, and the Forest of Rocks far to the south.

J-H
2017-02-16, 10:42 AM
Reserved for future use.

J-H
2017-02-19, 08:38 AM
Day 1
The sun is still low in the east as you come to a rise in the road, giving you a good view of your immediate surroundings. The land continues a gradual slope hundreds of miles west towards the ocean, and south towards the Forest of Rocks.

After years of neglect, the west road is beginning to show wear and tear. Grass and weeds are springing between the stones, and the passing of a number of winters have left the paving stones slightly uneven. In time, this too shall pass away unless repaired and maintained.

The sky is clear, and free of clouds, although those with keener vision can see a small column of smoke to the north.

As you look around, you can also see some sort of chasm or crack in the ground lying to the southwest. It’s hard to make out many details from a couple of miles away, but it lies just this side of a copse of trees.

Where will you go?

=> Party

Rhyvurg
2017-02-19, 06:06 PM
Manus drops to one knee and runs his hands over the paving stones. His teacher had told him how important roads were, they provided a sense of connection, and made commerce possible. Like an artery of civilization. But it was dying, decaying. Even things not directly ripped to pieces by the war were falling apart. But he would set it right. The world had survived, and had a chance to learn from it's mistakes. Even the gods had to take notice, without mortals they were nothing. Manus had the chance to drag the world back to sanity.

Ripptor
2017-02-20, 04:19 PM
http://i.imgur.com/2SXPOjp.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera brings up the rear beside Lady, her ever-present violet shadow. She spares Magnus a glance as he inspects what remains of the road they walk, silently wondering once more how young of a creature it is. Watching fresh life observe the world with new eyes always gives her a second appreciation for that which has fallen beneath her notice over the centuries. She appreciates the grounding that it gives her, and is glad to have traveling companions beside her once more.

Turning her eyes to the ruins of Elmal, Hedera smiles in spite. "Our destination greets us from the horizon, in all its splendor!" She gestures East, to the end of their current road. "Soon we shall see for ourselves what devastation the great Capital has visited upon itself." Lady trills along gently in assent.

Currently continuing to travel towards the Capital, Hedera and Lady in the rear of the march order.

Hedera Urushiol (http://www.myth-weavers.com/sheet.html#id=1111045)
Female Chaotic Nymph Druid 1, Level 8 (ECL 12), Init 5, HP 82/82, DR 10 / Cold Iron, Speed 50ft
AC 32, Touch 32, Flat-footed 27 (+5 Dex, +9 Deflect, +8 Misc)
Fort 17, Ref 19, Will 24, Base Attack Bonus 4
+1 Light Crossbow (50 Bolts) +10 (1d8, 19-20 / x2)
Poison Ring +9 (1, 20 / x2) Poison DC 19
Abilities Str 8, Dex 20, Con 18, Int 20, Wis 24, Cha 28
Skills +24 Diplomacy, +21 Intimidate, +20 Survival / Spellcraft / Handle, +18 Listen / Spot / Empathy / Tumble, +17 Know(Nature)
Special Attacks Stunning Glance(Ex) Stun 2d4 DC 22, Blinding Beauty(Su) 30ft, Blindness vs. humanoids DC 22
Condition Endure Elements, Protection from Law, Fire Resistance 10
Lady (http://www.myth-weavers.com/sheet.html#id=1102210)
Female Neutral Fleshraker (Animal) Animal Companion 5, Level 7, Init 5, HP 84/84, Speed 60ft
AC 25, Touch 17, Flat-footed 20 (+5 Dex, +8 Natural, +2 Deflect)
Fort 12, Ref 13, Will 8, Base Attack Bonus 5
Full Attack Routine +10 Claw / +10 Claw / +5 Bite / +5 Tail
Claw +10 (1d6+5) Poison DC 19
Bite or Tail +10 (1d6+5) Poison DC 19
Abilities Str 21, Dex 20, Con 18, Int 2, Wis 16, Cha 12
Skills +31 Jump, +18 Hide, +15 Move Silently, +14 Listen, +12 Balance / Tumble
Special Attacks Spit Venom(Ex) 30ft Ranged Touch, DC 19, 1d6 Dex / 1d6 Dex
Condition Scent

Metahuman1
2017-02-22, 12:19 AM
Magnhild had taken point on the marching order. It gave her room to charge, and she wasn't precisely unobservant thought not the best scout in the group. And, it also meant that anything that came at them from the front would have a better change of having to deal with her massive frame first. Her shield hovered in it's usual ready position, and she was wearing armor that didn't reveal much save two blue eyes and a strongly chiseled face.


She held for a moment as Manus inspected the road. They were kind enough to not out pace her though they could, she was only happy to return the courtesy.

She did, however, wander her eyes, her ears and her nose about, taking interest in a northerly direction.

"Is, is that smoke? Just that way?" She said, indicating with one figure and trying to focus more in on it.



[roll0] Listen Check. Probably just for the general area unless sounds carrying well or something form that plume of smoke area.

[roll1] Spot check. I'm interested in general in what's around the immediate area, but more so in what's going on were that plume of smoke is.

[roll2] Survival check for Scent Ability. Same as spot.

Simba
2017-02-22, 04:05 AM
Roaming all around the group, R'Ror makes sure nothing surprises them. From time to time he crosses the road ahead of them and gives the "all clear" sign or points towards things that can be seen in the distance.


Spot: [roll0]
Listen: [roll1]
Move Silently: [roll2]
Hide: [roll3]

tonberryking
2017-02-22, 09:17 AM
"The Great capitol, hmmm? Does this mean I have to start wearing pants again?"

Emerging from the tall grass nearby, the bored giant tigress tries to make light of what's happened after the monotony of days of marching. Chloe doesn't seem impressed, tugging at the low cut shirt (the only real article of clothing on her other than a short cloak that looks part of the shirt to begin with) while yawning, her maw showing off her impressive teeth. She never stays in formation for long, always slinking away like a blade of grass on the wind, but given her predilection for stealth, it's not too surprising. She only appears now and again to remind the others of her existence, or to make a comment:

"But seriously, darlings, we make quite the fearsome crew. I was pondering, should we avoid crossing paths with anyone else upon this road or shall we add to our merry band?"

Whether or not she gets an answer, Chloe's ears flick when Magnhild brings up smoke, her coy look becoming sterner.

"Hm. Let me go and see..." she says before vanishing again into the underbrush.



Chloe is going to get as close as possible to the smoke column without breaking cover
Move silently
[roll1] Hide She has an extra +4 in the grass, if it remains applicable.
[roll2]
[roll]1d20+
Spot and listen respectively
[roll3] and Survival roll with scent to notice even more

Rhyvurg
2017-02-22, 04:59 PM
Manus straightens up, looking where his companions indicated. "Too small to be the forest on fire, could be a camp. Might be hostile. Be careful, Chloe. We will continue walking, signal us if necessary." He assumes the tiger heard him, but keeps his weapon ready just in case there's trouble.

Metahuman1
2017-02-22, 08:34 PM
"I'm inclined to Add, were possible." Magnhild said quietly to Chloe. The giantess nodded as they moved into position. "If it's going badly, just raise hell, will come." She affirmed as the pair disappeared to investigate.




https://www.myth-weavers.com/sheet.html#id=1111043 (Magnhild)
Female Chaotic Good Phaerlin Giant 9 / Barbarian 1 / Fighter 1 / Warblade 1 / Unarmed Swordsage 1. Level:12 (Effective character level 13)

HP:182/182 AC: 33 Touch: 8 Flat Footed: 33 Hit Dice: 12
Initiative: +11. Speed: 20ft Swim Speed:
Ability's: Str: 26 Dex: 10 Con: 22 Wis: 12 Int: 13 Cha: 10
Fort: 24 Reflex: 9 Will: 16 Base Attack Bonus: +9/+4
Specials: Scent. SR 14. Frightful Presence: DC 13: Area of effect 30ft free action. Targets immune if they have more then 8 HD. Low Light Vision.
Readied Counters: Action Before Thought. Moment of Perfect Mind. Counter Charge. Baffling Defense.
Active Stance: Flames Blessing.
Iron Heart Vest: Manticore Parry counter. 1/Day.
Item Notations: ***Greater Crystal of Aquatic Action: No Armor Check penalty while swimming. No attack or movement penalty's while under water. Swim speed 1/2 land speed. Waterbreathing. Least Crystal of Adaptation: Endure Elements. Ring of Arming. Ring of Sustenance: No need to eat or drink, only require 2 hours sleep a day. Blue Shine on Armor and Shield: Immune to rust. Liquid Sunshine round and sling tied under helmet: Light source that doesn't require hands.
Skills: Balance: -11. Climb: -3. Concentration: +29. Escape Artist: -14 Hide: -22 Intimidate: +16*. Jump: +1. Listen: +11. Move Silently: -14 Ride: +1. Sense Motive: +17. Search: 11** Spot: +10. Survival: +17. Swim: +11. Tumble: +7.

Under Effect of Greater Magic Fang applied to Amulet of Mighty Fists.

*+4 for every size category bigger then the target I am.

**this is untrained and taking 10.

*** Not currently equipped.

Note: No knowledge skills on grounds that I am untrained in all knowledge skills.

J-H
2017-02-24, 02:45 PM
Chloe bounds off to the north while the others continue their slower pace along the road. Moving at quiet walk, it takes her approximately half an hour to move two miles – not that she is carrying a sundial.

Tall grass waves in the wind as Chloe crests a hill, giving her a view of the source of the smoke. A large, well-built homestead lies ahead to her north. The home and the barn have stone walls, and the home and outbuilding are surrounded by a stout palisade that has been pulled down in the northeastern area. To the west of the house lies a long pond running north/south, as well as a healthy two-acre forest that is probably an orchard.

A wagon is in front of the house, and people staging items near it, walking over the shattered front door. Supplies are being brought out of a buried root cellar, as well as out of the house and barn. There are at least two dozen people at work; most of them are armored dwarves, all dressed in similar well-worn gear. There are a number of humans, although they do not appear as well-organized or equipped as the dwarves.

The smell helps her identify the bonfire near the woodpile as being a pyre for a number of human bodies. This area has not historically been territory occupied by dwarves.

=> Chloe

tonberryking
2017-02-24, 03:55 PM
Oh my.

Chloe lays on her belly in the grass, peering down without any of her usual coyness, but as a predator making sense of the situation. Her nostrils flare for a moment; she wonders if she can smell the blood of those poor bastards on the pyre as freshly as she can the pyre itself, though to her eyes the situation is pretty clearly explained. What to do, what to do...

She settles down, her body rippling its stripes as she tries to shift. At the very least she doesn't want those below to suspect anything more than a stray big cat lurking about opposed to something they'd lose it over...


H'okay, I got a lot to get through here...

[roll0] first roll is a Control shape to assume animal form, and from there, Chloe is pretty much trying to confirm that these guys are not just looters, but organized looters. Are they wearing someone else's livery, are the humans being forced to work with them or are they equals, etc:
[roll1] Spot
[roll2] Sense Motive
[roll3] Survival to try to catch the smell of blood in the air.

And most importantly:
[roll4] Hide check in the grass to avoid being seen.

Are there any dwarves anywhere remotely close that she could try to sneak up on? Like within paw's reach?

J-H
2017-02-24, 04:52 PM
Chloe is uphill, around eighty yards from the perimeter wall. Her cat form blends seamlessly in the waving grass, and it doesn't seem like anyone is likely to spot her despite her size.

At that distance, it's hard to make out much detail. There may be two or three different sets of gear - she thinks she sees a couple of dwarves in full plate armor - but most of them appear to be wearing identical equipment. Chloe doesn't know enough to pick out anything that could be a useful identifying mark, heraldry, etc.

The humans are clad in lighter armor. A couple of them seem to be involved largely in tasks that involve reaching farther or higher. There is no obvious evidence that they are being bullied. In fact, two of them appear to be circling the inside of the palisade, keeping watch; the dwarves might not be able to see well over it.

tonberryking
2017-02-24, 11:34 PM
Chloe turns and lets the grass mask her path as she hurries back, only stopping to signal R'Ror to follow her and runs until she finds her party, leaping out of the grass without announcing herself and coming to a halt near Hedera.

Her body warps around some more until she's able to stand and speak again, stretching and licking her forearm fur back with typical nonchalance.

"A ways away is a settlement. Dwarves and men, all of them raiders, are quite busy looting the place and throwing corpses onto a pyre whom I imagine were the original occupants. They're taking great pains to load up carts with everything that isn't nailed down and then some and they won't be finished any time soon if I had to guess.

She huffs. There was no way she could have risked leaping down into the throng of raiders and fought them in the chance that there were survivors, but Chloe leavbe it unspoken that anyone who was living there is probably dead by now.

"At the very least I should go back for some clothes, but...Well, what should we do? Raid the raiders?"

Rhyvurg
2017-02-25, 04:11 AM
"We must see if there are any survivors, these raiders could be seeking to take slaves as well as goods."

Metahuman1
2017-02-25, 04:50 AM
"Besides, we should take steps to make certain. After all, if they came upon them dead from plague or something that might not care to loot, burning the bodies would have been sensible. Though if they did, Manus is right. We need to interfere. If there taking slaves we should try to rescue them. And if not and we are to claim the area, we should begin setting an example that coming in here, and killing indiscriminately only to steal will have, unpleasant final results."

Magnhild kept the other detail to herself for now. That there were people whom, if present, she wished to rescue if possible. Or avenge if not.

Ripptor
2017-02-25, 09:31 AM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
"All very noble thoughts, loves. Murder, slavery, plunder... All fine reasons to go kill them all."

Hedera smiles mischievously, and gestures East once more. "Whatever their goal, we however have our own. We want to build our new city, and they have what we need to get started! Food and supplies, of course, but we'll need a populace: People to build, farm, fight, and kill for each other. That could be them, if they're willing! But, if not..." She shrugs, and Lady snaps her jaws.

Metahuman1
2017-02-25, 11:17 PM
Magnhild glanced at Hedera. "If there willing, and worth having. there are certain types that would likely as not cut our throats in our sleep given half the opportunity. Assuming there neither though, yes, we should see if we can recruit, or at least ally with them. "


She looked at the direction the looters or whatever they were in.

"I think Chloe and R'Ror should got the same way they came. And the rest of us should pic a different direction to move in on them from, catch them in a triangle. What direction would accomplish that?

And as we move up, Stay with me, I can keep cover up with my shield till were close enough to talk and reasonable sure they won't shoot at us. Any magic's to work in advance to help with talking or better, with verifying whatever yarn they spin us might best be done now if possible.

We talk, if they tell us the truth and are simply salvage, we seek to ally or recruit. If they lie to use, claiming honest salvage and are killing or taking slaves, or if they are open about doing those things, we make an example of them. This is what I suggest. Are we agreed?"

J-H
2017-02-26, 09:54 AM
After some discussion, Chloe and R’Ror set off to the north to flank the dwarven force. Magnhild, Manus, and Hedera circle around to approach from the northeast. Slower and taking a longer route, they take an hour to get in position, for Magnhild is quite tall and visible at a distance.

The hunters are patient, and take advantage of this time. R’Ror positions himself just behind the crest of the hill, knowing that he’s too tall to hide in the grass. Chloe uses this time to slip closer to the wall, and the two of them take the time to watch their enemy. There appear to be two squads of nine dwarves, each armored heavily and carrying the typical dwarven waraxes. The squads are under the command of a dagger-armed cleric, and they get a couple of glimpses of another dwarf who might be some type of wizard.

Two of the human archers are on a perimeter patrol, while the other three humans (one other archer and two with longspears) help bring out preserved foods, tools, supplies, and other items for sorting by the wagon.

Chloe sees a couple of arrows embedded in the front of the house, stuck into the walls too high up to retrieve easily.

One of the lookouts gives a shout at the sight of Magnhild- “Giant! Giant!”- as the main group approaches from the northeast. Under the command of their squad leaders, the dwarves quickly rally. One squad forms up in battle lines behind the wall as the group continues to approach. Chloe sees the other one moving towards the front gate, although they crouch and attempt to hide their position from the main oncoming group.


http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%200.jpg

http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%200-1.jpg
Chloe is 55' away from the fence in column BQ on the zoomed map. R'Ror is 230' behind her and needs to move up by 20' to crest the hill and have line of sight.

=> Party

Metahuman1
2017-02-26, 10:46 AM
Magnhild kept her shield up and ready, covering herself, Hedera and her Dinosaur, and Manus. If they shot first, it should prove a deterrent. For now, she didn't speak, but she got them close. Close enough to talk comfortably anyway.

And close enough to start getting a whiff of the place, trying to see if she smelled anyone familiar.

Using tower shield for cover for myself and party members.

[roll0] Survival check for scent in order see if I smell anyone familiar.

Ripptor
2017-02-26, 11:02 AM
http://i.imgur.com/RSn9jiU.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
"Greetings, Stoutfolk!" Hedera calls out in Dwarven, "We spied smoke and hoped for a hearthfire to share! We mean no harm, just traveling the roads and looking for shelter on our way to Elmal. Can you tell us what happened here?" She lets them choose how to proceed, whether to speak false or fair.

Assuming DM will handle any Spot/Listen/Sense Motive checks for this conversation.

Rolling Diplomacy, if needed, to set the tone/mood?
[roll0]

Assuming no bluff needed, as everything she said is basically true, in one way or another..

All in Dwarven, because mostly dwarves, and screw the humans :smallsmile:

tonberryking
2017-02-26, 11:41 AM
When the tigress hears the arrival of the others, Chloe begins to slink her way through the grass, or any cover she can get, trying to ease past the human archer at the southern post, aiming to hide herself in the orchards. She muses, briefly, on pouncing the poor sot but decides against it as she isn't entirely sure how much of a screamer he would be. Best to err on the side of caution...


Gingerly making my way towards the orchards which I'll use as cover to start looping around towards the Barn. This will probably take a while, but once Chloe is within 60ft of the barn roof, she will opt to using her Bolt shirt to just teleport up there:

[roll0]
[roll1]
[roll2]
Pair of hides and move silently in the middle; her hide check will drop down to 30 once she's out of the grass...

Rhyvurg
2017-02-26, 12:25 PM
Manus silently appraises the dwarves' battle lines, they seemed very organized for raiders. But it is also possible they are soldiers sent to scavenge whatever they could find, no matter who they had to take it from.

J-H
2017-02-26, 02:02 PM
The squad leader facing the group (identified by his full plate) speaks gruffly. “The 45th Dwarven Battalion and its auxiliaries are bringing order to this area. Tax collection is not your concern, and the beast that you travel with is not welcome here. Move on and be glad that we aren’t collecting tolls yet. If you travel with creatures like that, go south to the wilds where they belong.”

Magnhild smells nobody familiar. It does smell as though blood has been spilled, though, and the dwarves certainly do not seem friendly.

The dwarven shields all bear the same symbol, but nobody in the group knows much about heraldry. Manus knows (K: Relig) that the only dwarven deity with a dagger as his holy symbol and weapon is Abbathor, an evil deity known most for greed. Manus also sees that the dwarves have axes at their belts, and javelins or throwing axes ready.


As they talk, Chloe moves stealthily to the west.

It doesn’t seem like the dwarf is lying.

Move Silently is at half speed, 2 rounds worth of talking…. Moved 40’ west. If you want to take a -5 on Hide & MS and move at just under full speed, let me know.

tonberryking
2017-02-26, 04:12 PM
Chloe speeds up as much as she is willing to allow; at the very least someone spotting a tiger in the grass WOULD be quite the distraction, but that mouthy dwarf really gets her ire going; reminding her of those awful militants who controlled her early years. If they are remnants of her old kingdom, she won't hesitate to tear them apart... But first things first....


Assuming that she still has the grass bonus until she makes it to the trees:
[roll0] Move silently
[roll1] Hide

[roll2] Another MS through the orchard and a hide to try to get close to the garden:
[roll3]

Rhyvurg
2017-02-26, 05:32 PM
Manus, all eight feet of him encased in mithril armor and iron faith, sets the butt of his halberd in the ground, making sure the dwarves can see the sign of Bahamut emblazoned on his armor. He had to hold their attention to give Chloe and R'ror more time. "What right do the followers of Abbathor have to collect taxes here?"

Metahuman1
2017-02-26, 08:12 PM
No one familiar, that was good. But that smell of blood. She had a very firm feeling of what she'd be doing. Humans might be salvageable. But not the dwarves.

"I smell blood. Fresh. No more then a few hours. " She let it hang for a moment before turning her gaze and adjusting her shield to give her more room on offense. "You killed them, didn't you?"

As she spoke, she quietly adjusted her stance, making ready to make a go, and looked the group over. Dagger user, no one willing came out for this sort of work armed like that unless they were very dangerous. Take him out first.

Change stance to Leading the Charge Stance.

J-H
2017-02-26, 08:52 PM
The dagger-wielder raises his weapon high, acting as the outsiders make their accusations. “Abbathor, look with favor on your followers as we protect what is ours! Fort the 45th!!”

The dagger glows with a dark golden light for a moment, and Hedera recognizes a strengthening spell (Mass Bull’s Strength) on the battle line facing the party. The dwarves shift their stances, planting their feet, and begin to lift their weapons.


Chloe moves 40’ more to the west. Mass bull’s strength on S1, D1-8, HS1, and HS2.
http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%200-2.jpg

S1 Bull's Strength
D1-D8 Bull's Strength
HS1-HS2 Bull's Strength


Party wins initiative (higher average modifier)
=>Party

tonberryking
2017-02-26, 09:03 PM
Things are starting to heat up, and Chloe is running out of time. From the second orchard, she cuts through the garden, mindful of the other human archer, trying to find any cover her form can afford her until she's hiding within range of the barn... IF she can make it...


[roll0]
[roll1] Hide
[roll2]


Another round of Move silently's until I can get within a distance of 60ft to the barn roof. Once I do, Chloe will just activate her Bolt Shirt and teleport on top, but as soon as she does, she'll take a swift action to turn invisible for the rest of a round because there's GOT to be some heinous hide penalties to a giant tiger on top of a big barn. Once her next turn starts she'll pounce from there to land down on the arcane caster, hopefully with a full attack and rake.

Metahuman1
2017-02-26, 09:22 PM
Magnhild looked at the damn priest or mage or whatever he was. Magic. That needed to be dealt with. And worse, he'd jumped the gun before they'd been fully ready.

He was going to regret that if she had her way about it.

She Adjusted her stance, and took off at a run, barreling toward the group, looking generally rather pissed.


Swift Action: Enter Pearl of Black Doubt Stance.

Full Round Action: Run. Close 60ft of distance between me and the badguys.

Also, in the event I'm close enough, don't forget, Frightful Presence as an automatic freebee unless they have the HD to avoid needing to make the save.

Rhyvurg
2017-02-26, 10:32 PM
No fancy maneuvers from Manus. There was no need. If he did not hold the attention of the dwarves' center line, they would surround and overwhelm Magnhild before she could finish the cleric. He would not allow that. He moves north of the giant, aiming for the center of the enemy line.

Moving as close to BX-73 as possible, I can't make it that far this round so any support should go to Magnhild

tonberryking
2017-02-26, 11:35 PM
Throwing caution to the wind, Chloe just charges once she hears sounds of her northern allies bringing the fight to the marauders. She lunges over the fence towards the archer, claws outstretched. She just hopes he doesn't scream too loud as she tears into him.


Charging/lump over the fence so I can pounce:

[roll0] Jump

Full attack:
Claws:
[roll1]
[roll2]
Bite:
[roll3]

Rake:
[roll4]
[roll5]


[roll6] [roll7] claws
[roll8] Bite

[roll9] [roll10] Rake. I'm not sure if this should be a higher modifier because of her improved natural attacks, but she's shredding this guy anyway...


Unless charging negates catching this guy flat footed, Chloe's not done lawn-mowering him:

[roll11]
[roll12]
[roll13]
[roll14]
[roll15]

Ripptor
2017-02-27, 01:36 AM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera grins wickedly. She is going to enjoy killing this group of fools. Throwing her arms out, she slowly raises them, as if pulling the roots up from the earth.

Lady takes a protective step in front of Hedera, hissing and spitting a warning cry.

Hedera:
Full-Round Casting, SNA III (as SNA IV) for 1d3 Greenbound Dire Wolves at CU-76 to CU-76.

Lady:
Move to CZ-70, blocking LOS to Hedera.
Ready standard action to Spit Poison at any opponent within 30' Radius.


Her casting was nerfed harder than I understood, this doesn't happen until next turn, if then.

The soil follows her command, and a ball of vines and branches burst into life in the field, twining and forming into a mass of living greenery loping across the grassland. At the same time, the ground beneath the defensive line explodes upwards into a denser, violent growth of its own. The thick, spiked vines snake around and upwards, slashing and constricting everyone in their wake, filling in the damaged palisade with a natural wall of her own design.

GB Direwolf:
Standard SLA: Wall of Thorns (all within 160ft of Wolf):
10x10 Cube: BU-72 to BT-73, capturing D1, D5, D6, HS2
5x5 Length: BW-73 to BX-74, capturing D2, D3
5x5 Length: BW-74 to BX-75, capturing S1, D7
5x5 Length: BY-75 to BY-76, capturing D4, D8
5x5 Length: BY-77 to BY-78, capturing HS1
5x5 Length: BT-72 to BT-73
5x5 Length: BT-74 to BU-74
5x5 Length: BV-74 to BV-75
5x5 Length: BW-75 to BW-76
5x5 Length: BX-76 to BX-77
5x5 Length: BX-78 to BY-78
All caught take 25 Damage, minus their flat-footed AC(Don't count Dex or Dodge).
Then, Move 50' straight to CK-76. Should now be in move+attack range.

Greenbound Dire Wolf ( 1/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.
http://i.imgur.com/YgqDFBZ.png

Simba
2017-02-27, 02:01 AM
R'Ror adances from the south, running to get as close as possible for a good firing range.

J-H
2017-02-27, 12:42 PM
The Homestead: Round 1, Part 1

Magnhild charges towards the dwarven line, her huge form crossing the landscape like some sort of giant siege engine. (I adjusted this to Run x3 for 90’ of movement based on what I believe your intent is, and will change back if you don’t want to close so quickly). Manus is right behind her (40’ base speed, 30’ due to medium armor, also Run x3).

Hedera begins to cast a spells, her dinosaur companion body-blocking for her while the Nymph chants. R’Ror crests the hill, his clawed feet finding easy purchase as he hurtles downhill (50’ base speed, run x4 covers 200’, putting him only 85’ from the south wall).

Chloe leaps over the fence with a silent snarl, dealing at least four separate lethal wounds to the gaping archer in the blink of an eye. The woodpile shields her from view (barely) and she’s pretty sure that the fence and the fire kept the southern squad of dwarves from seeing her approach.

(enemy turn coming in the next couple of hours)

J-H
2017-02-27, 02:37 PM
The Homestead, Round 1, Part 2

The cleric casts another spell, which Hedera recognizes as Bless. The squad leader shouts encouragement and orders. “Throw, and advance! Alvin, go big!” The dwarven line throws a volley of axes at Magnhild and advances, drawing their axes and spreading out as they do. Under their armor, it's hard to tell if they are flustered by the fact that their axe-fire merely bounced off of Magnhild's huge armored form.

Throwing axes, with Bless and range penalties, vs AC 33. all miss
D6 Attack [roll0] with range penalty, damage [roll1]
D7 Attack [roll2] with range penalty, damage [roll3]
D8 Attack [roll4] with range penalty, damage [roll5]
D1 Attack [roll6], damage [roll7]
D2 Attack [roll8], damage [roll9]
D3 Attack [roll10], damage [roll11]
D4 Attack [roll12], damage [roll13]
D5 out of range, just draws his axe.


The arcane caster, meanwhile, chants several syllables, and cast a spell whose effects are obvious: The nine dwarves grow until they are the size of ogres, the benefit of a (Mass) Enlarge spell.

Meanwhile, the archers fire at Magnhild and Manus, failing to do any damage, and the spear-wielders take the flanks.

HA1, with Bless, Rapid Shot
Attack [roll14] for [roll15] plus [roll16] elec damage
Attack [roll17] for [roll18] damage
Attack [roll19] for [roll20] damage

HA3, with Rapid Shot at Manus, -2 range penalty applies
Attack [roll21] for [roll22] plus [roll23] elec damage
Attack [roll24] for [roll25] damage
Attack [roll26] for [roll27] damage


To the south, the other dwarven squad spots R’Ror getting closer. Shouted orders from the squad leader leave the squad split; some move to hold the palisade against the glimpsed foe, while the others move out to flank the main attack group.


http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%20rd%201.jpg (http://s257.photobucket.com/user/jonathan8883/media/homestead%20rd%201.jpg.html)
(clicking the map should bring you to a zoomable version)

DC Bless
DA Bless
S1 Bull's Strength, Bless, Enlarge
D1-D8 Bull's Strength, Bless, Enlarge
HS1-HS2 Bull's Strength, Bless
HA1 Bless


=>Party

Metahuman1
2017-02-28, 04:57 AM
Magnhild kept running, but she did change course. Initially she'd hoped to simply use her size and the protection of her armor and skills and shield to break the line, but that seemed less advisable the more the magic users kept getting to work.

She moved in till she was close in with the human spearman. Close enough that if they had both been humans with swords they could still have reasonably fought.

And more importantly, she moved till she was right on top of the less then knee high fence.

Run action: Closing to the fence. The only block of squares that puts me slap up against the human spearman and directly facing and across from the cleric and arcanist.

Stance: Pearl of Black doubt. If any of these guys are only now in range of it and don't have the hit dice, I'll need to have them roll will for frightful presence.

tonberryking
2017-02-28, 11:08 AM
Time for a cat to try herding people instead of the disastrous reverse. Chloe lets out a deafening, location alerting *roar* before her stripes seem to move and shimmer sideways, her massive feline form vanishing from sight. Once invisible, she takes a mighty leap over the fence surrounding the house and slides her way into the building itself. Hopefully the warriors will head towards the woodpile and not through the building, but she tries to stay out of sight of anyone who could see through the door anyway once her form reappears...


Okay, step one: Attract alot of attention.

Step two: Activate Ghost step. I have 7 Ki motes left for the day, now.

Step three: Take a leap over the fence before anyone can see me and hide in the house, and pray they don't come in through the door.

[roll0] Jump to clear the fence
[roll1] Penalized Move silently since being invisible doesn't negate me making alot of noise.
[roll2] Hide. "I don't remember there being a tiger skinned rug in the house, Gary, did you?"

Simba
2017-02-28, 01:09 PM
R'Ror moves towards the North-East, relying on his speed to get him within optimal firing range to the group of Dwarves moving to flank the others.
He takes 3 steel tipped arrows from his quiver, taking careful aim before releasing one arrow on each of the Dwarves. Just before they strike, the arrows split.


R'Ror's speed was wrong on the sheet, it is 40 + 10 from Scout + 10 from Ring of the Woodland = 60'

Swift Action: use Travel Devotion to move 60' diagonally to the NE, to get within 60' from the Dwares tring to flank the others.
Full round action: shoot at Dwarves D14, D15 and D16

Attack on D14: [roll0] damage: [roll1] + [roll2]
Splitting Attack on D14: [roll3] damage: [roll4] + [roll5]
Attack on D15: [roll6] damage: [roll7] + [roll8]
Splitting Attack on D15: [roll9] damage: [roll10] + [roll11]
Attack on D16: [roll12] damage: [roll13] + [roll14]
Splitting Attack on D16: [roll15] damage: [roll16] + [roll17]

His AC goes up +4 because of Improved Skirmish



R'Ror (http://www.myth-weavers.com/sheet.html#id=1100293)
male NG Wemic LA/RHD/Scout/Ranger, Level 1/5/5/3, Init 7, HP 104+52/156, Speed 60
AC 28, Touch 14, Flat-footed 23, Fort 14, Ref 24, Will 12, Base Attack Bonus +11/+6/+1
Splitting +1 Composite Longbow +18/+13/+8 (2d6+10, 20*3)
2 Claws +18/+13/+8 (1d6+8, 20*2)
+5 Mithral Breastplate (+10 Armor, +5 Dex, -1 Size, +4 Natural)
Abilities Str 26, Dex 20, Con 18, Int 12, Wis 14, Cha 8
Condition None

Ripptor
2017-02-28, 07:26 PM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
With a final pull, the earth follows Hedera's divine command. First, a ball of vines and branches burst into life in the field, twining and forming into a mass of living greenery loping across the grassland. At the same time, the ground beneath the northern defensive line explodes upwards into a denser, violent growth of its own. Thick, spiked vines snake around and upwards, slashing and constricting everyone in their wake, extending the broken palisade with a natural wall of her own design. The new wall arcs northward, capturing the Squad leader and separating the line in half.

With a step forward, Hedera continues to beckon at the world around, and the southern grasslands also burst to sudden life. The long grasses twist and snare, gripping the sudden detachment in the south with all their combined might. Lady follows after her, on continual guard.

Okay, lots of action here, full battlefield controller mode. Image attached for clarity:
http://i.imgur.com/V73bhzp.png

Hedera:
Full-Round Casting resolves, SNA III (as SNA IV) for 1d3(1) Greenbound Dire Wolves at CU-76 to CV-76.
then, Move 50ft straight East to CQ-69.
then, Standard Cast Entangle, 40' radius centered at CH-90. South Detachment (Ref DC 17).

Lady:
Move 50ft East to CP-70, blocking LOS to Hedera.
Ready standard action to Spit Poison at any opponent entering a 30' Radius.

GB Direwolf:
Move 50' straight East to CK-76.
Then, Standard SLA Wall of Thorns (all within 160ft of Wolf):
5x5 Length: BV-69 to BW-69, capturing D5
10x10 Cube: BW-70 to BX-71, capturing D6, D5(again)
5x5 Length: BX-72 to BY-71
10x10 Cube: BY-72 to BZ-73, capturing S1(His whole self)
10x10 Cube: AA-72 to AB-73, capturing D3(His whole self)
5x5 Length: AB-71 to AC-72, capturing D2, D3(again)
10x10 Cube: AC-70 to AD-71
5x5 Length: AD-69 to AE-69

All caught take 25 Damage, minus their flat-footed AC(Don't count Dex or Dodge).

Greenbound Dire Wolf ( 1/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.

There, that should keep both flanks from pincering us too hard, and still give Manus a way in without jumping the palisade.

Rhyvurg
2017-03-01, 12:31 AM
Manus sets his weapon and charges, his footfalls kicking up a cloud of dust. The dwarves were divided, this was their chance to break their line and take them apart.

Charge attack at D4
[roll0]
[roll1]

J-H
2017-03-01, 01:30 AM
Round 2, Part 1

Hedera summons a plant-like wolf, and the grassland explodes with aggressive plants, hindering half of the dwarven forces in a matter of moments.


Your grid numbering is a bit off, but the visual on the map tells me where to put things.
Entangle Reflex DC 17 or entangled (inflicts -4 dex for effective -2ac, plus other stuff)

S2 Reflex [roll0] save
D13 Reflex [roll1] entangled
D14 Reflex [roll2] entangled
D15 Reflex [roll3] save
D16 Reflex [roll4] entangled

Wall of Thorns damage 25-AC (excluding dex/dodge)
D5 6 damage
D6 7 damage
S1 5 damage
D2 6 damage
D3 6 damage


Manus charges one of the enlarged dwarves, slashing into it with his halberd (hit for 23).

Magnhild charges towards the fenceline, letting out an deep howling roar.

Run action in a straight line… I used a 2-diagonal/1 straight down pattern for the line, as otherwise I was coming up with an illegal ending place on top of the spearman.
Spearman AOO [roll5] for [roll6] damage

Frightful presence: Will DC13 or shaken if under 8HD
HS1 [roll7] (includes Bolstering Voice & Bless) save
D8 [roll8] (includes Bolstering Voice & Bless) shaken
HA1 [roll9] (includes Bless) shaken


Chloe roars as Magnhild does, and then vanishes from sight, running through the outdoor kitchen area and into the house. Fresh bloodstains indicate that someone was killed here recently.

R’Ror moves up and fires a barrage of arrows at the dwarves, slaying one of them outright.

I applied the missing 30’ of move from last round, which puts you just in range.
D14 is hit for 30+33 = 63hp and killed
D15 is hit for 30hp…43 extra damage if his ac drops by 2 due to entangle.
D16 is hit for 34hp




DC Bless
DA Bless
S1 5 damage, Bull's Strength, Bless, Enlarge
D1 Bull's Strength, Bless, Enlarge
D2 6 damage, Bull's Strength, Bless, Enlarge
D3 6 damage, Bull's Strength, Bless, Enlarge
D4 23 damage, Bull's Strength, Bless, Enlarge
D5 6 damage, Bull's Strength, Bless, Enlarge
D6 7 damage, Bull's Strength, Bless, Enlarge
D7 Bull's Strength, Bless, Enlarge
D8 Bull's Strength, Bless, Enlarge, shaken
D13 entangled
D15 30 damage
D16 34 damage, entangled
HS1-HS2 Bull's Strength, Bless
HA1 Bless, shaken

J-H
2017-03-01, 02:07 AM
Round 2, Part 2

The dwarves caught in the wall of thorns struggle against it, trying to break free unsuccessfully. “Help!”
10 minutes? Who wrote this spell?
The dwarven casters shout back and forth “I can’t dispel it, it’d just break my own buffs!” “Well then let’s kill the giant, or build our own wall!” North of the wall of thorns, two of the enemies move towards Hedera.
The cleric moves north, chanting , and a column of black fire crashes down on Magnhild from the sky above. The arcane caster follows, manipulating something from his spell pouch; a rock wall quickly springs out from one of the stone pillars supporting the covered lean-to area, running east and blocking off part of the battlefield.

Hedera recognizes Flame Strike.
[roll0] damage, Reflex DC 19 half; 50% fire/50% divine
Magnhild Reflex [roll1] fail, 50 damage

The wall of stone is 10’ high and has 2” thickness; each segment has 30hp and hardness 8. A DC24 strength check can also break through a 5’ segment.


The longspear-wielder steps around the corner, ready to attack Magnhild if she approaches. Two of the enlarged dwarves, meanwhile, attack Manus. One axe-stroke bites home, splitting some of his reconstructed flesh.

D4 full attack; net +3 to-hit (+2 bs, +1 bless), +3 damage (+2 bs/+1 enlarge)
Attack [roll2] damage [roll3] hit for 17, DR reduces to 12
Attack [roll4] damage [roll5] miss
D6 10’ move, attack;
Attack [roll6] (-2 from shaken not included = 20) damage [roll7]


One of the archers reposition, while the other steps back, peppering Magnhild ineffectually with arrows.

+1 from Bless, -2 to-hit from Rapid Shot, -2 shaken, +1 hit/dmg from PBS all miss
Attack [roll8] for [roll9] plus [roll10] elec damage
Attack [roll11] for [roll12] damage
Attack [roll13] for [roll14] damage


In the south, one dwarf moves to investigate the strange roar, while the others attack the Wemic. The two un-entangled dwarves move towards R’Ror, while the two wrapped in prehensile prairie grass attempt to break free.

D9 throwing axe
[roll15] for [roll16] miss
D10 throwing axe
[roll17] for [roll18] miss
D11 throwing axe
[roll19] for [roll20] miss
D13 strength check [roll21] vs DC 20 to break free and move half speed fail
D16 strength check [roll22] vs DC 20 to break free and move half speed fail



http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%20rd%202.jpg (http://s257.photobucket.com/user/jonathan8883/media/homestead%20rd%202.jpg.html)
(map is clickable, should take you to a zoomable version)

DC Bless
DA Bless
S1 5 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge
D2 6 damage, Bull's Strength, Bless, Enlarge
D3 6 damage, Bull's Strength, Bless, Enlarge
D4 23 damage, Bull's Strength, Bless, Enlarge
D5 6 damage, Bull's Strength, Bless, Enlarge
D6 7 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D8 Bull's Strength, Bless, Enlarge, shaken
D13 entangled
D15 30 damage
D16 34 damage, entangled
HS1-HS2 Bull's Strength, Bless
HA1 Bless, shaken

Magnhild 50 damage
Manus 12 damage

=> Party

Metahuman1
2017-03-01, 02:27 AM
I'm starting with resolving some stuff for use of an attack of opportunity.

AoO against Dwarf Cleric who defiantly moved way to many spaces in an area covered by my reach to not provoke it.

[roll0]

I will make that a trip check.

[roll1]

Which, if it succeeds, will get a follow up attack. This might, depending on what the dwarf does in response, trigger a need for a concentration roll to get her spell off.

To hit. [roll2] Damage. [roll3] + [roll4] Sonic.

I will need to see what the results of these are and if it messes up the clerics spell before I go from here.

tonberryking
2017-03-01, 07:27 AM
Chloe moves quickly through the house and tries to get the drop on the single approaching dwarf, launching her surprise attack and swiping both her claws down on the poor sot.

If I have to burn another ki mote to turn invisible/ get sudden strike, I shall.

[roll0]
[roll1]

Damages
[roll2]
[roll3]



[roll4]
[roll5]


If this doesn't kill him, I would like to initiate a grapple with whichever attack hits:
[roll6]
Rake: [roll7]

Simba
2017-03-01, 07:37 AM
R'Ror continues to move, now going due east and a little south to stay out of charging distance. He takes out another set of steel tipped arrows and
stops to fire one at the approaching Dwarf and the other 2 at his squad leader


Attacking D14: [roll0] damage: [roll1] + [roll2]
Split Attack D14: [roll3] damage: [roll4] + [roll5]

Attacking S1: [roll6] damage: [roll7] + [roll8]
Split Attack S1: [roll9] damage: [roll10] + [roll11]
Attacking S1: [roll12] damage: [roll13] + [roll14]
Split Attack S1: [roll15] damage: [roll16] + [roll17]

His AC goes up by 4

Simba
2017-03-01, 07:44 AM
one attack on the squad leader critted:
confirm: [roll0] additional damage: [roll1] + [roll2]

Ripptor
2017-03-01, 02:43 PM
http://i.imgur.com/b4Dxcbb.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera, Lady, and the Wolf all advance deeper into the fray. As they retreat, the grasses behind them also now come to life, twisting into a frenzy of snatching undergrowth.

Hedera lays a powered hand on Lady, energizing her venomous glands to create a magical, caustic acid. Seeing herself now surrounded, Hedera re-emanates her natural radiance instinctively as a self-defense mechanism.

As the large plant creature circles one of the enlarged dwarves, Lady hacks a ball of her venom at the same creature.

No image right now, at work, away from my Photoshop lab!

Hedera:
Standard: Cast Venomfire on Lady, giving her poison +8d6 Acid damage.
Move: 50ft straight SouthEast to CJ-76.
Free: Turn on Blinding Beauty, any humanoids entering a 30' radius Blindness (Fort DC 22) (Currently just D8)

Lady:
Move: SouthEast to CI-75, kinda blocking Hedera.
Standard: Spit Venom at D8
-> Attack [roll0] vs. Touch AC (-1 Size for being a large target), might be blind (No DEX/dodge bonus)
-> On hit, Damage: [roll1] Acid, [roll2] Dex (Fort 19 neg)

GB Direwolf:
Standard: Cast Entangle as SLA, centered at CL-67 (Should just miss our party?), Full-round to move half (Reflex 13 partial, still only move half)
Move: 30' straight SouthEast to CG-80, 10' East to CE-80, 5' NorthEast to (CD-79 to CE-79).

Greenbound Dire Wolf ( 2/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.

There, that should hurt and flank D18 for Magnus and I, slow the northern flankers, and threaten lots of area with melee/blindness.

Metahuman1
2017-03-01, 11:33 PM
Resolving these first from now on.

Swift Action: Switching Stance back to Flames Blessing.

Move Action: Move to CB 79.

Standard Action: Steel Wind Strike.

Attack on Spearman:

[roll0]

Trip Attempt on Spearman if that hits.

[roll1]

Follow up attack on spearman if that succeeds.

[roll2]

Damage if that hits.

[roll3] + [roll4] Sonic.


Attack on D8.

[roll5]

Trip attempt on D8 if that hits.

[roll6]

Follow up attack on D8 if that succeeds.

[roll7]

Damage if that connects.

[roll8] + [roll9] Sonic.


Assuming this actually works, I'll post fluff later.

Metahuman1
2017-03-02, 12:03 AM
Magnhild grunted as the divine fires dropped down on her, even as more mundane blows met shield and armor to no effect. She shifted her stance to better cope with fire based magics, and as she pressed forward, she glared at the magic users. They were not going to like it when she got ahold of them.

She grabbed out with one hand, encircling the spearmans lower legs and yanking up, turning him upside down to drop him on the ground and bringing her fists down on his armored torso while he was lain flat. Probably not fatal but he was going to feel it.

"GET OUT OF MY PATH RUNT!!! I'VE NO TIME FOR YOUR WEAKNESS NOW, I'VE YOUR BETTERS TO ATTEND TOO!!"

Angry, she pivoted, and took the nearest dwarf by the wrist and elbow while sweeping with her leg behind his knees, pivoting him over as well. She brought her hands together, and threw her weight down behind her elbow into his abdominals.

She recovered back to her initial fighting posture, but took the time to bit the thumb at both magic users. She was coming for them, and she was angry.

Rhyvurg
2017-03-02, 12:41 AM
Manus keeps at it, doggedly wearing through the enemies in front of him. He knew the others could handle themselves, but at the same time he couldn't afford to waste time. Every second it took him to defeat these enemies, the greater the chance one of he others could be hurt. He only needed one. Remove the one in front of him, and the battle was as good as over. His weapon crashes down on the dwarf over and over, driving through his defenses.

Attacking D4
[roll0]
[roll1]
[roll2]
[roll3]

J-H
2017-03-02, 09:59 AM
Round 3, Part 1
Chloe goes invisible again, slipping through the smashed front door of the house and re-appearing as she spears the closest dwarf with her claws, latching on to him and tearing deep gouges with her toe-claws as well. (D12 reduced to negatives by rake attack)

Hedera casts a spell and advances, her unearthly and inhuman beauty a danger to the very eyes of the dwarves. Lady spits acidic venom at one of the dwarves, burning off chunks of his skin, while the plant-based wolf animates more prairie grass into tangling tentacles.

Blinding beauty, Fort DC22
D8 Fort [roll0] save
Acid hits for 29 damage, and possibly 2 dex damage (Fort DC 19)
D8 Fort [roll1] fail, 2 dex damage

GW had to stop slightly early due to Magnhild’s move.
Entangle, Reflex DC13
D1 Reflex [roll2] includes -1 penalty for enlarge fail
HS2 Reflex [roll3] fail


Manus hits the dwarf in front of him twice with a pair of powerful blows. The dwarf reels, but holds his ground even though he is close to death. (Hit D4 for 44 damage)

Magnhild steps around the stone wall. The spearman attacks her as she closes, finding a chink in her armor. She retaliates by knocking the spearman and the closest dwarf to the ground like broken toys. The impact is too much for the acid-scarred dwarf, and he lies limp and dead on the ground.

Moving to be centered on CB79 means her edge squares pass through threatened areas.
HS1 AOO [roll4] for [roll5] (base + bless, bull’s strength) crit confirmed, 20 total damage
D8 AOO [roll6] for [roll7] (base + bless, bull’s strength, enlarge, -2 shaken) miss
HS1 has no chance to win. D8 does get a small shot at standing, but only because he’s a dwarf and enlarged.
D8 opposed roll is [roll8] (+4 dwarf +5 strength + 4 size from enlarge; but -2 from shaken not included in the roll, so he needs a 20) vs 31, he fails
HS1 takes 40 damage
D8 takes 27 damage, killing him.


R’Ror moves southeast, firing another volley of arrows at the closest dwarves, slaying both of them outright.

I guesstimated where you wanted to go with your 60’ move.
D15 and S1 are killed.



DC Bless
DA Bless
S1 5 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge, entangle
D2 6 damage, Bull's Strength, Bless, Enlarge
D3 6 damage, Bull's Strength, Bless, Enlarge
D4 67 damage, Bull's Strength, Bless, Enlarge
D5 6 damage, Bull's Strength, Bless, Enlarge
D6 7 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 entangled
D15 30 damage
D16 34 damage, entangled
HS1 40 damage Bull's Strength, Bless
HS2 Bull's Strength, Bless, entangle
HA1 Bless, shaken

Magnhild 70 damage
Manus 12 damage

Rhyvurg
2017-03-02, 10:55 AM
Magnus keeps up the pressure. Death was regrettable, but these dwarves attacked unprovoked, they had made their choice.

Let's see if we can finish D4, power attacking for -1/+2.
[roll0]
[roll1]
[roll2]
[roll3]

J-H
2017-03-02, 02:00 PM
Round 3, Part 2

The dwarves trapped in plant-based prisons struggle to get free. Only one comes close, and he still doesn't manage to fully escape area covered in entangling grasses.

Wall of Thorns strength checks all fail
S1 [roll0]
D2 [roll1]
D3 [roll2]
D5 [roll3]
D6 [roll4]

Wall of Thorns damage (25-non-dex/dodge AC, include penalty for size)
D5 7 damage
D6 8 damage
S1 6 damage
D2 7 damage
D3 7 damage

Entangle strength checks, DC20 to move out at half speed.
HS2 [roll5] fail
D1 [roll6] success
D13 [roll7] fail
D16 [roll8] fail


“Burn!!” A bolt of blinding light streaks past Magnhild and erupts into an explosion with a loud BOOM. Everyone is able to dodge away and shrug off most of the blow except the summoned wolf, although the heat reacts poorly with Manus' artificial nerves. The wizard moves farther away. A loud noise erupts as the cleric casts his own spell and follows.

Fireball [roll9], Reflex DC 17 half
Targeted at the CF76/CG77 corner
Manus is immune to the damage, but slowed for [roll10] rounds unless he gets tagged with some electricity damage.
Magnhild [roll11] minus 10 fire resistance; SR 14, spell pen [roll12] save, 3 damage after DR
Lady [roll13] save, 13 damage
Hedera [roll14] minus 10 fire resistance save, 3 damage
Greenbound wolf [roll15] fail, 25 damage

Sound Burst for [roll16] sonic damage, hitting Magnhild and GW. Will DC 16 or stun 1 round.
Magnhild [roll17] and spell pen [roll18] vs SR14 save; 8 damage, no stun
GW [roll19] fail, 8 damage, stunned for 1 round


The spear-wielder near Magnhild tries to stand, but takes a fatal blow instead.

AOO Attack [roll20] vs prone AC, Damage [roll21] plus [roll22] sonic. killed


One of the archers backs up, switching targets to Hedera since he can’t seem to hit Magnhild. The other comes around the corner of the coop and fires a single arrow at Chloe.

HA1 vs Hedera
+1 from Bless, -2 shaken
Attack [roll23] for [roll24] plus [roll25] elec damage miss

HA3 vs Chloe
Attack [roll26] for [roll27] plus [roll28] elec damage hit, DR negates physical damage. 6 elec damage.


The three dwarves in the southeastern corner form up and advance on Chloe in a line, axes ready.


http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%20rd%203.jpg (http://s257.photobucket.com/user/jonathan8883/media/homestead%20rd%203.jpg.html)
Map should be clickable if zoom is needed.

DC Bless
DA Bless
S1 11 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge
D2 13 damage, Bull's Strength, Bless, Enlarge
D3 13 damage, Bull's Strength, Bless, Enlarge
D4 67 damage, Bull's Strength, Bless, Enlarge
D513 damage, Bull's Strength, Bless, Enlarge
D6 15 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 entangled
D15 30 damage
D16 34 damage, entangled
HS2 Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 6 damage
Magnhild 81 damage
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 25 damage, stunned until Round 4 Part 2
=> Party

tonberryking
2017-03-02, 05:00 PM
The arrow doesn't particularly bother her, but Chloe heads closer and closer to the archer anyway. Or rather, the tigress takes off in a run, looping past the advancing dwarves and towards the animal pen, trying to run as far as possible on her four legs. She soars over the wagon and the part of the animal pen, before another dash and a leap take her sailing over the other portion of it to skid to a halt with the barn, and that pesky arcane caster in sight....

Moving to BX/85

Ripptor
2017-03-02, 05:40 PM
http://i.imgur.com/RSn9jiU.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
With the first casualties fallen, Hedera steps forward and cries out,

"Lay down arms, or lay down your lives!" Spreading her hands wide, she again reaches into the earth for power. Standing firm beside her, Lady hisses loudly, then fires off another ball of acid at the dwarf beside the last corpse.



Hedera:
Full-Round: Cast SNA I as SNA II
5ft step East, putting D1 and D4 into Blinding Beauty range.(Fort DC 22)

Lady:
Standard: Spit Venom at D4
-> Attack [roll0] vs. Touch AC (-1 Size for being a large target), might be blind (No DEX/dodge bonus)
-> On hit, Damage: [roll1] Acid, [roll2] Dex (Fort 19 neg)

GB Direwolf:
Stunned (1/1 Rounds)

Greenbound Dire Wolf ( 3/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (45 / 78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.

Metahuman1
2017-03-02, 07:03 PM
Magnhild steeled her will twisting the way her training had told her too. She was only grazed by the fire, and her movement not stopped by the burst of sound. Still, that first hit at done a number on her, and that spearman had gotten a rather good jab in under the main breast plate to her lower abdominals. She throws a savage kick out as he came to his feet, her whole body spinning in place with the force for it, breaking, well, it seemed every part of him as she put on down. Pity it had to be done, but he wasn't giving her any other viable options.

And now.

She glared. Her first thought was the cleric, but no, no, she dined to save him for later. Then wizard was the bigger threat, she'd treat him as such. She adjusted her stance, and she flew toward him.

Swift Action: Change stance to Leading the Charge.

Full Round Action: Charge. I wish the movement of the charge to edge occupying rows BU 74, 75 76, BV 74, BW 74. The idea being it means the cleric and arcanist are firmly in AoO range if there still alive when this is over as a means to try to inhibit them at least some.

I will also be initiating battle leaders charge. This action will there for not provoke any attacks of opportunity. I will also be making the Arcanist the target of the charge maneuvers.

That said.

Main Unarmed Strike: [roll0] Damage if it hits: [roll1] + [roll2] Sonic

Claw 1: [roll3] Damage if it hits: [roll4] + [roll5] Sonic

Claw 2: [roll6] Damage if it hits: [roll7] + [roll8] Sonic

Bite Attack: [roll9] Damage if it hits: [roll10] + [roll11] Sonic

Iterative unarmed strike: [roll12] Damage if it hits: [roll13] + [roll14] Sonic.


Note: Claw 1, Claw 2, Bite and Iterative unarmed strike will sub damage for a trip. I rolled damage for all of them since I don't know which one will hit and succeed. This way you can just subtract that, add below, and go on with the round.

Follow up trip attack damage:[roll15] Damage: [roll16] + [roll17] Sonic

Trip Attempts: Just take the first one that he fails to resist.

Claw 1: [roll18]

Claw 2: [roll19]

Bite: [roll20]

Iterative: [roll21]

Once I know final number results I'll post more flavor text.

Rhyvurg
2017-03-02, 09:56 PM
Feeling the flames wash over him, Manus knows if he cannot strike swiftly, then he must strike harder. Adjusting his grip, he drives the point of his weapon into his enemy.

Power attacking D4 again, for -2/+4
[roll0]
[roll1]

Simba
2017-03-03, 02:58 PM
R'Ror runs towards the open entrance of the enclosure, looking for new pray. As he reaches the entrance he turns anc casually shoots the remaining dwarves caught in the magical plants.


R'Ror moves towards BZ / 97.

Attack against D16 [roll0] damage: [roll]2d6+10[roll] + [roll1]
Split attack against D16 [roll2] damage: [roll]2d6+10[roll] + [roll3]

Attack against D13 [roll4] damage: [roll]2d6+10[roll] + [roll5]
Split attack against D13 [roll6] damage: [roll]2d6+10[roll] + [roll7]

If one of the first targets survives he gets the last arrow otherwise R'Ror will shoot at the closest enemy he sees within 60'.
Attack [roll8] damage: [roll]2d6+10[roll] + [roll9]
Split attack [roll10] damage: [roll]2d6+10[roll] + [roll11]

Simba
2017-03-03, 03:02 PM
first shot damage: [roll0]
crit confirm: [roll1] if it hits:

damage 2: [roll2]
damage 3: [roll3]
damage 4: [roll4]
damage 5: [roll5]
damage 6: [roll6]

J-H
2017-03-03, 11:32 PM
Round 4, Part 1

Magnhild charges to the northwest, smashing into the dwarven wizard, knocking him to the ground, and clawing him to death. As she approaches, she sees a rocky coating on his skin, but it does little to hinder her, and she snaps at the dwarven cleric, injuring him as well.

He had stoneskin up, but it was cast before you arrived and is, I assume, not visible at long distance. 90 points of DR 10/ad, minus whatever it absorbs.
UAS hits for 52-10dr = 42.
Claw 1 trips.
Trip attack hits for 39 -10dr = 29
Claw 2 hits for 25 – 10dr = 15
Wizard is dead. Remaining attacks redirected to DC.
Bite hits for 22 damage.
Iterative UAS misses.



Hedera and Lady advance slightly, and the druid begins to cast a summoning spell.

D1 is still in the vines, which try to entangle him again.
Reflex [roll0] including Enlarge penalty to avoid entanglement. fail, entangled

5’ step west does not put D1 into a 30’ radius of Hedera, I think. The DMG doesn't have a 30' radius template to check and I'm pretty tired.
Acid spit kills D4.


Chloe bolts north across the battlefield. As the dwarf in front of him dies to a glob of magically acidic venom, Manus punches the other dwarf in front of him. (Redirected to D3, hit for 28)

R’Ror moves swiftly across the open field, arrows flying from his bow. He kills one of the two entangled dwarfs, and severely injures the second.

D16 is killed.
D13 takes 34 damage from the one arrow that hits in volley 2, and then 26 from the one arrow that hits in volley 3.



DC 22 damage, Bless
S1 11 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge, entangled
D2 13 damage, Bull's Strength, Bless, Enlarge
D3 41 damage, Bull's Strength, Bless, Enlarge
D5 13 damage, Bull's Strength, Bless, Enlarge
D6 15 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 60 damage, entangled
D15 30 damage
HS2 Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 6 damage
Magnhild 81 damage
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 25 damage, stunned until Round 4 Part 2

J-H
2017-03-03, 11:56 PM
Round 4, Part 2

The dwarves trapped in Hedera’s spells struggle to get free.

Wall of Thorns strength checks
D2 [roll0] +4 towards escaping
D5 [roll1] +2 towards escaping
D6 [roll2]

Wall of Thorns damage (25-non-dex/dodge AC, include penalty for size)
D5 7 damage
D6 8 damage
S1 6 damage
D2 7 damage
D3 7 damage

Entangle strength checks, DC20 to move out at half speed.
HS2 [roll3] fail
D13 [roll4] fail


Two of the dwarves choose to attack Manus instead of trying to break free, but fail to score a hit on the armored flesh golem.

D1, with -2 to-hit from entangle all miss
Attack [roll5] for [roll6]
Attack [roll7] for [roll8]
D3 no penalty, just takes damage from wall of thorns. all miss vs AC32 (33 - 1 slow)
Attack [roll9] for [roll10]
Attack [roll11] for [roll12]


The squad leader, also trapped in the thorns, swings his axe at Magnhild with a precise strike, heedless of the scratches he receives in the process. The blow lands, drawing blood. The dwarven cleric steps towards Magnhild, chanting words and reaching out to touch her with a darkly glowing hand. Despite her resistance, new wounds open across her body.

S1 uses a maneuver. Nobody has points in Martial Lore to ID it.
Melee touch attack [roll13]
Damage [roll14] hit for 26

DC does a 5’ step, then cast… Concentration check to cast defensively [roll15] vs DC21.
If successful, casting Harm for 110hp of damage, Will DC 20 half.
Melee touch attack [roll16] (+1 for Bless not included) hit
Applying prepared counter Moment of Perfect Mind, 1d20+29 with no failing on a 1 auto-passes with will save, so 55 damage.
total 81 damage this round


The three dwarves in the south move to the wall, calling for help, while the archers fire at Chloe; one arrow scores a glancing hit.


HA1 vs Chloe
+1 from Bless, -2 shaken
Attack [roll17] for [roll18] plus [roll19] elec damage miss
Attack [roll20] for [roll21] miss

HA3 vs Chloe
Attack [roll22] for [roll23] plus [roll24] elec damage hit for 4 elec damage; phys damage negated by DR
Attack [roll25] for [roll26] miss



http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%20rd%204.jpg (http://s257.photobucket.com/user/jonathan8883/media/homestead%20rd%204.jpg.html)
DC 22 damage, Bless
S1 17 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge, entangled, blind
D2 20 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
D3 48 damage, Bull's Strength, Bless, Enlarge
D5 20 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D6 23 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 60 damage, entangled
D15 30 damage
HS2 Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 10 damage
Magnhild 162 damage
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 25 damage
=> Party

tonberryking
2017-03-04, 12:55 AM
Though her original target has fallen, Chloe thinks she can still find a more credible threat to eviscerate and unexpectedly, her form literally bolts. Her strips zigzag and with a crack like a thundercloud, her form vanishes, only to reappear behind the cleric, and just as suddenly only with a stupidly coy look, the tigress vanishes once more, and her claws unfurl...


The Boly shirt doesn't have to teleport her in a straight line, so I'm fairly positive she can hit any space that would allow her to flank with our resident giantess so these attacks have +2 to hit.
Also, ghost stepping for a third time so I can get this guy flat footed:

[roll0]
[roll1]

I will use either of these to initiate a grapple again:
[roll2]

Damages:
[roll3]
[roll4]

Rake:
[roll5][roll6] Should these be 2d6 because of her improved natural attack or does it stay the way it is?


[roll7]
[roll8]

Rhyvurg
2017-03-04, 05:37 PM
Seeing the giant in trouble, Manus ignores danger to itself and runs to her side, as fast as his flame-ravaged body will move.

Moving to CB/74.

Metahuman1
2017-03-05, 04:32 AM
Magnhild let out a guttural, incoherent yell as she finally boar down on the arcanist. She swung hard, delivering a blow that likely should have been his end, except for what she hadn't seen previously. The skin of rock, magic to allow him to take it.

Show me then. Show me exactly, how much it will take, to break you!

She swiped her claws low, rending his legs out from under him and throwing a vicious downward kick with her heel into him in the process, and finally drove her claws forward, piercing him, the rest of her arm following, hallowing out his chest cavity.

She turned, the priest, and she snapped with her great jaws, catching him on the arm, only with a bit of fast leverage with his dagger did he force her to release.


Then it started, she was ready, he chanted and closed, wary the whole time. She could have mounted a defense, except the squad leader flash his blade. Emerald Razor Strike, he knew of the Diamond Mind school. It drove high, catching her under the arm, and she felt the tissues of her muscles giving under it as a spray of blood rewarded the leader and his ally laid a hand upon her leg, driving visible dark energy threw her.

She focused, using all the strength of the mind as Diamond Mind trained it's practitioners. She was still feeling her soul on fire as it tried to ebb her life force, even as Moment of Perfect Mind stalled off the effects.

"AAAAAAAAGGGGGGHHHHHH!!!!!" She bellowed in pain, staggering visibly for a second. If it had not been clear she needed some help before, it was now.

It hampered her enough that she'd not be able to properly mount a full onslaught. She needed to strike him down, and she needed it NOW! Get off the leader, she couldn't handle both at once in this situation, not as badly as they'd gotten to hurt her already. And then, fate stepped in, Chloe becoming visible, and going in on the cleric in a burst of magic.

She had been about to try for a throw, but seeing this, she quickly reconsidered, bringing both fists down on the dwarf in a precision strike that, none the less, showed she meant business!

"Could, use, a, medic!" She called in general. Thought more directly to Chloe she said one other thing. "Thanks."

Swift Action: Don't have one, had to use an Immediate Action for the counter last time.

Standard Action: Emerald Razor Strike, Full Power Attack!

I am assuming for this Chloe got into position and he's being flanked.

Touch attack. [roll0]

Damage if it hits. [roll1]

Move action: I will move directly backwards 2 spaces to row 78, and two over to row BY.

Simba
2017-03-05, 05:10 PM
Hearing Magnhild's shout for hel R'Ror abandons his cautious aproach and runs towards her with a might roar, jumping the fence to get as close to the enemy endangering Magnhild as possible.

He only has time for a single arrow but hoping to make it count he uses one tipped in Adamantine.


Move 60' from Travel devotion and another 60' with his own move action, jumping obstacles in the way to get to Magnhild's side ASAP.
I hope to get to somewhere BT 80 or so.
Jump checks:
[roll0]
[roll1]
[roll2]

Attack: [roll3] damage: [roll4] + [roll5]
Split Attack: [roll6] damage: [roll7] + [roll8]

If the cleric should be down already he picks S1 as his target instead.

Ripptor
2017-03-06, 09:22 AM
...



Hedera:
SNA II resolves, for Crocodile at CF-74
Move: 45' to BZ-77, pulling out Crossbow
Standard: Stunning Glance at Cleric or S1, whoever is left (Fort DC 22)
Blinding Beauty 30ft Aura (Fort DC 22)
(Unlike area spells, I think auras are centered on squares? If not, the top left of her square?)

Lady:
Move: 45' to BZ-76
Standard: Spit Venom at S1
-> Attack [roll0] vs. Touch AC (-1 Size for being a large target), might be blind (No DEX/dodge bonus)
-> On hit, Damage: [roll1] Acid, [roll2] Dex (Fort 19 neg)


GB Direwolf: Fast Healing 2x fo 6hp (Forgot last round)
Fullround Charge D3
-> Attack [roll3], might be blind (No DEX/dodge bonus)
-> On hit, Damage: [roll4]
-> On hit, Trip: [roll5]

GB Crocodile:
Standard: Cast Wall of Roots as SLA (CL 3)
-> Covering D1
-> CF-68 to CG-69
-> Continuing Northeast, covering HS1 and going off-map?
(Should be a straight wall going NE)
5ft step West towards D3

Greenbound Dire Wolf ( 4/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (51 / 78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.


Greenbound Crocodile ( 1/16 Rounds )
Medium Plant (augmented animal)
Hit Dice: 3d8+15 ( 39/39 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +2/+13
Attack: Bite +9 melee (1d8+10) or tail slap +9 melee (1d12+10)
Full Attack: Bite +9 melee (1d8+10) or tail slap +9 melee (1d12+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 25, Dex 14, Con 21, Int 1, Wis 12, Cha 6
Skills: Hide +7*, Listen +4, Spot +4, Swim +15
Feats: Alertness, Skill Focus (Hide)

J-H
2017-03-06, 09:57 AM
Round 5, Part 1

Hedera strides forward, her unearthly beauty, fey powers, and creatures wreaking havoc.

Stun Fort DC 22
DCleric Fort [roll0] stunned

Blind Fort DC 22
S1 Fort [roll1] blind
D2 Fort [roll2] blind
D3 Fort [roll3] blind
D5 Fort [roll4] blind
D6 Fort [roll5] save

S1 is hit for 27 damage, and must make Fort DC 19 or lose 3 dex
S1 Fort [roll6] including racial +2 vs poison fail

S1 does get an AOO against Hedera for moving through CA75
Attack [roll7] includes same Power Attack penalty used with Emerald Razor…but it’s not a touch attack. miss
Damage [roll8]

Wolf charges D3, hits for 17 damage, possible trip.
Opposed [roll9] including dwarven racial bonus fail, tripped

Wall of Thorns added to map.


R’Ror charges closer, firing a pair of arrows into the cleric (hit for 60). Manus also moves closer to Magnhild.

D3 AOO [roll10] for [roll11], may be blind, if so, miss chance [roll12] low is bad miss


Magnhild makes a precise and powerful attack against the cleric as well (hit for 41), knocking him unconscious.

Hedera is taking the AOO that moving (vs 5’ stepping) out of S1’s threatened area would provoke.


Chloe then teleports behind the cleric to finish him off with a blow from her claws (hit for 28).

A bit of overkill, but redirecting any of the other attack routines would leave him just barely standing, which was definitely not the party’s intent.


S1 44 damage, Bull's Strength, Bless, Enlarge, blind, 3 points of dex damage; 4/5 points towards breaking free
D1 Bull's Strength, Bless, Enlarge, entangled, blind
D2 20 damage, Bull's Strength, Bless, Enlarge, blind; 4/5 points towards breaking free
D3 65 damage, Bull's Strength, Bless, Enlarge, blind, prone
D5 20 damage, Bull's Strength, Bless, Enlarge, blind; 2/5 points towards breaking free
D6 23 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 60 damage, entangled
D15 30 damage
HS2 Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 10 damage
Magnhild 162 damage
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 19 damage

J-H
2017-03-06, 10:10 AM
Round 5, Part 2

The dwarves trapped in Hedera’s spells struggle to get free, crying out in panic as most of them are blind. Manus and the crocodile take advantage of their lack of defense. The crocodile kills one of them.

Wall of Thorns strength checks, including -2 penalty for blind
S1 [roll0] nothing AOO from Manus for 22 damage
D1 [roll1]
D2 [roll2] 3 points, breaks free, moves half speed
D3 [roll3], provoking AOO Attack [roll4] for [roll5]; -4 to AC from prone hit for 11, killed
D5 [roll6]
D6 [roll7]
HS1 [roll8]

Wall of Thorns damage (25-non-dex/dodge AC, include penalty for size)
S1 6 damage
D1 7 damage
D2 7 damage
D3 7 damage
D5 7 damage
D6 8 damage
HS1 10 damage

Entangle strength checks, DC20 to move out at half speed.
HS2 [roll9] fail
D13 [roll10] breaks out, half speed


The dwarves to the south charge north, while the one archer with line of sight fires a pair of arrows at Hedera, but misses

HA1+1 from Bless, -2 shaken
Attack [roll11] for [roll12] plus [roll13] elec damage
Attack [roll14] for [roll15]



http://i257.photobucket.com/albums/hh221/jonathan8883/homestead%20rd%205.jpg (http://s257.photobucket.com/user/jonathan8883/media/homestead%20rd%205.jpg.html)

S1 72 damage, Bull's Strength, Bless, Enlarge, blind, 3 points of dex damage; 4/5 points towards breaking free
D1 7 damage, Bull's Strength, Bless, Enlarge, entangled, blind; 1/5 points towards breaking free
D2 27 damage, Bull's Strength, Bless, Enlarge, blind
D5 27 damage, Bull's Strength, Bless, Enlarge, blind; 2/5 points towards breaking free
D6 31 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
D7 Bull's Strength, Bless, Enlarge
D13 60 damage, entangled
D15 30 damage
HS2 10 damage, Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 10 damage
Magnhild 162 damage
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 19 damage
=> Party

Metahuman1
2017-03-06, 11:16 PM
Magnhild took a knee as the druidess and her faithful companion closed with her, offering hands and carefully lifting the former up and depositing her, gently but swiftly, onto the roof adjacent to her.

It got her to were she could still reach the giantess to cast spells, but she would be borderline impossible to hit by there opponents. That done, she adjusted her stance, and made ready to reposition.

Swift Action: Enter Pearl of Black Doubt Stance. I gain +2 AC whenever an attack misses.

Move Action: Picking up Hedera and setting her on the roof. Row BV, 76 for Hedera and 77 for Lady.

Standard Action: Readied. Once Hedera and Manus have acted for the round, I will move to rows BX, BY, BZ 80, 79, 78. This is being done to set me up to attack the leader.

Ripptor
2017-03-06, 11:43 PM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
As Magnhild lifts Hedera, she reaches down into her great palm to reciprocate, radiating a soothing aura to hasten the process of knitting her many wounds. Lady, seeing her ward move away, takes one final spit at the large dwarf in front of her, than races at the side of the building to scramble up behind her.

The two living shrubberies of thorned pseudo-tooth and claw both wheel on the closest blind Giant-Dwarf, with one latching it's teeth into its leg while the other lashes a tail of spines at the beings midsection.

Hedera:
Move: 5ft step South, out of S1's blind reach
Standard: Extended Lesser Vigor on Magnhild, Fast Healing 1 for 36 rounds
Blinding Beauty, continuous 30ft Aura centered on self (Fort DC 22)

Lady:
Standard: Spit Venom at S1
-> Attack [roll0] vs. Touch AC (-1 Size, Blind)
-> On hit, Damage: [roll1] Acid, [roll2] Dex (Fort 19 neg)
Move: 5' North, 20' running start West
Jump 10 to 12ft [roll3] DC 40 to 48
-> On success, continue 10' West, then Jump 10 to 15ft [roll4] DC 40 to 60
-> On either failure, grab ledge if failed by 32 or less. (8' Vert reach)

GB Direwolf: Fast Healing for 3hp
Fullround Charge D1
-> Attack [roll5] vs blind (No DEX/dodge bonus)
-> On hit, Damage: [roll6]
-> On hit, Trip: [roll7]

GB Crocodile:
Fullround Charge D1
-> Attack w/ Tail [roll8] vs blind (No DEX/dodge bonus)
-> On hit, Damage: [roll9]

Greenbound Dire Wolf ( 5/16 Rounds )
Large Plant (augmented animal) HD 6d8+30 (54 / 78 hp)
Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+22
Attack: Bite +17 melee (1d8+15)
Full Attack: Bite +17 melee (1d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, SLAs
Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
Conditional:
+16 racial bonus on Hide and Move Silently checks made in forested areas.
+4 racial bonus on Survival checks when tracking by scent.

Greenbound Crocodile ( 2/16 Rounds )
Medium Plant (augmented animal)
Hit Dice: 3d8+15 ( 39/39 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +2/+13
Attack: Bite +12 melee (1d8+10) or tail slap +12 melee (1d12+10)
Full Attack: Bite +12 melee (1d8+10) or tail slap +12 melee (1d12+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 25, Dex 14, Con 21, Int 1, Wis 12, Cha 6
Skills: Hide +7*, Listen +4, Spot +4, Swim +15
Feats: Alertness, Skill Focus (Hide)

Rhyvurg
2017-03-07, 12:11 AM
With Hedera out of danger and Magnhild healing, Manus moves between the giantess and the dwarves still tangled up. Now was their chance to eliminate the isolated force to the south. Unless he convinced them otherwise. "Heed my words! We do not seek your lives, your leaders have fallen, there is no need to fight! Lay down your arms and you will be spared! Abbathor abhors loss, would you risk him losing what little followers he ha left in this world? I implore you, choose wisely."

[roll0]

Simba
2017-03-07, 06:34 AM
With a few steps running start R'Ror leaps the fence again, glad to get out of the closed space. He stops just as he lands and turns towards the dwarven squad leader. Taking a deep breath he draws one arrow after the other and releases them at his prey.


Juming the perimeter to end up in square CA 79, just 30' away from his target
Jump check: [roll0]

Attacks on S1:
[roll1] damage: [roll2] + [roll3]
split [roll4] damage: [roll5] + [roll6]

[roll7] damage: [roll8] + [roll9]
split [roll10] damage: [roll11] + [roll12]

[roll13] damage: [roll14] + [roll15]
split [roll16] damage: [roll17] + [roll18]

Secondary targets in case S1 is dead: D3, then D2

tonberryking
2017-03-07, 09:49 PM
Seeing R'ror make short work of the squad Leader, Chloe's stripes shift again, and re-emerge near one of the Giants still wrapped up in the wall of thorns.

Chloe knows better than to try to grapple that, but she does bring both her claws and her fangs to bear.


Using her anklet, Chloe teleports ten feet to BU/70 so she can full attack this guy. If he's being denied his dex bonus since he's trapped in the WoT, then Chloe can add the sneak attack damage to hr attacks, but she's not going to attempt a grapple because thorns suck:

Claws
[roll0]
[roll1]

Bite:
[roll2]

Damages:
C's:
[roll3]
[roll4]

B:
[roll5]


[roll6]
[roll7]
[roll8]

J-H
2017-03-07, 11:16 PM
Round 6, Part 1

Five dwarves fall as arrows fly and claws flash.

S1 killed by the first pair of arrows.
D3 is killed by the second pair.
D2 is killed by the third pair of arrows
D5 is blind, and is thus killed by sudden strike damage.
Lady’s Venom spit redirected to D6, hitting for 28 damage and killing it.
D1 is hit for 37 damage, Trip DC33 is autofailed.


The giantess lifts the dryad and dino up to the roof as she begins to heal slowly, then moves around the conjured stone wall towards the remaining un-entangled dwarves. Manus follows slowly, attempting to get a surrender.

Magnhild shifted one space south due to wall of stone, guessed at Manus’ location. He only has 15’ move due to slow.


D1 44 damage, Bull's Strength, Bless, Enlarge, entangled, blind, prone; 1/5 points towards breaking free,
D7 has been left off the map for the last 5 rounds and no longer exists.
D13 60 damage, entangled
HS2 10 damage, Bull's Strength, Bless, entangle
HA1 Bless, shaken

Chloe 10 damage
Magnhild 163 damage, 35 rounds of lesser vigor remaining.
Manus 12 damage, slowed until Round 12 Part 2
Lady 13 damage
Hedera 3 damage
GW 19 damage

J-H
2017-03-07, 11:19 PM
The dwarves fight on, but are slain quickly. The spearman to the north, tangled and trapped in thorns, stacks injury on injury and eventually bleeds to death. One of the archers throws down his bow and raises his hands in surrender, while the other tries to run off, initially heading southwest towards the orchard and away from the group.

What do you do with the one that’s running away?

Ripptor
2017-03-08, 12:43 AM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera's radiance dims as she gestures commandingly southward. The largest mound of greenery and claws sprints down towards the fleeing prey while the ground reaches up itself to catch him. The smaller vine-whipping creature sidles up to the more-willing captive on guard.

Hedera drops her Blinding Beauty.

Green wolf moves South, then casts Entangle on him, DC 14

Green crocodile moves beside surrender.

Rhyvurg
2017-03-08, 01:36 PM
Manus sets the butt of his weapon on the ground. "Who is wounded?"

J-H
2017-03-08, 05:19 PM
Post-Battle
The archer who surrendered eyes the plant-like crocodile nervously. “It’s not going to eat me, is it? I don’t even…is it a plant?”

The runner is quickly caught in entangling vines and retrieved, leaving the group with two captives, an empty homestead (save for the livestock), and a large number of dead dwarves. The summons disappear after a little while, leaving the captured archer slightly less nervous.


Note 1: The group is responsible for tracking loot distribution. If it doesn’t go onto anyone’s sheet and you forget about it, I probably won’t notice and remind you.
Note 2: I generally say that magical armor & weapons will resize by 1 step automatically (small to medium, medium to large or small, large to huge or medium, etc.) just for convenience and because it’s magic. This gear is all medium, though.

Half plate armor x 15
Dwarven waraxe x 6
Buckler x 6
Throwing axe x 20
Masterwork heavy steel shield x 11
Masterwork dwarven waraxe x 9
Dwarven Waraxe +1 x 2
Masterwork Full Plate x 2
Spellbook, warded & locked (probably requires arcane caster to open successfully, high chance of blowing up if accessed improperly)
Spell component pouch, wizard’s
Magical ring (unidentified)
Potion, unidentified
Breastplate, magical, unidentified
Dagger, magical, unidentified
Masterwork dagger x 1
Masterwork longspear x 2
Masterwork breastplate x2
Masterwork composite(+1 str) longbow x 3
Chain shirt x 3
Mundane arrows x 100
[roll0] +1 shock arrows


=> Party

Ripptor
2017-03-08, 05:40 PM
I'm addition, we can also grab the wagon, and whatever contents they were excitedly pilfering, correct? Was it food stores, valuables, something else?

Hedera would like:

Buckler x 1
Spellbook, warded & locked (probably requires arcane caster to open successfully, high chance of blowing up if accessed improperly)
Spell component pouch, wizard’s
Masterwork dagger x 1


And can hold onto and later identify:
Magical ring (unidentified)
Potion, unidentified
Breastplate, magical, unidentified
Dagger, magical, unidentified


Question: Will armor resize for any creature of the same size? Lady might need an upgrade for her fragile self...

Metahuman1
2017-03-08, 06:13 PM
Magnhild will carry whatever needs carrying, and yes, it might be best to take what we can from this place.

"I am, but it's no longer urgent. In a worse case, it can wait a few days to heal on it's own." She answers Manus as she moves to attend to some matters.

1: She moved over to the human spearman, the one still alive and trapped in a spell. "It's over. Stand down and when you are questioned, answer honestly, and you will be treated fairly." She says in a voice that was rock steady, but otherwise calm and even a bit gentle.

2: That done, she motioned in the direction of the one who'd managed to get away. "One of the dwarfs got off that direction during the fighting, broke from the group somehow. Chloe, R'row, one or both of you may wish to move that way, track him down and make sure he doesn't report back to his leaders. Would ruin the effect."

3: That said, she does take the time to investigate more thoroughly, to make sure none of the people she sought had been here.

(OOC: What do I need to roll for 1 and 3 if anything?)

J-H
2017-03-08, 07:06 PM
In addition to the wagon, there are a number of livestock (assume some cattle, chickens, ducks, etc. - but no dogs, the dogs were killed along with the residents), and around a year's supply of preserved foods for one family (salted meats, smoked meats, hams, stored tubers, cheeses, dried beans, dried fruits, nuts, etc). There's a whole root cellar structure on the map. There are also some agricultural tools (don't make me list them) and other things you'd expect to find on a moderately prosperous 17th-century homestead.

Animals wear barding, which is constructed differently. You'd need someone to modify it. Got craft (armor)?

The human spearman got killed by thorns. The "disappeared" dwarf was retroactively erased from history because I accidentally deleted him when Enlarging the dwarves.

Rhyvurg
2017-03-08, 11:41 PM
Manus walks over to the survivor that seems willing to talk. "Who are you? Where were you sent from? And why did you kill the people that lived here?"

tonberryking
2017-03-09, 02:06 PM
Following the fight, Chloe drags off one of the dwarven corpses and vanishes, though in a more mundane, less magical way.

Some time later, a rather wild looking dwarf lass reappears wearing the dead dwarf's pants which look faintly damp from a hasty cleaning. Her hair is an abomination of white locks, waist length even after she pulls and splits it into two tails flagged high on her skull, her bangs thick and covering most of her eyes. She has a lazy, toothy grin and yet her body looks none the worse from spending so long in beast forms; in fact she looks somewhat energized, ignoring the cuts those arrows gave her if they're still even there...

"Mmmm. I was expecting to be in alot worse shape..." she mentions to Hedera, but notices the interrogation and views it with a lazy nonchalance. Instead, she opts for helping collect the spoils and loads them into the wagon.

"Ask him if they were working for anybody who came from Kreagh, and watch them closely." she does call out to her more involved allies, brushing her hair out of one eye and giving Hedera a look, that implies a threat of death...


Using my healing belt charge:
[roll0]

Also, gonna be at work for most of the day, but Chloe's not kidding. She'll advocate killing EVERYBODY if these guys were working for anyone who came from her homeland because she ain't trusting ANY of that.

J-H
2017-03-09, 10:24 PM
The human who surrendered is named Steef, and the one you caught when he tried to run is named Biggs.

Your initial questions reveal that they do not know anything about Kreagh, which is far to the south and out of the kingdom of Bruxum. Both were conscripts in the war; their unit disintegrated, and they ended up joining up the Dwarven 45th Battalion to serve as archers and scouts. The 45th is composed of a mostly-intact unit, one of the few groups of dwarves to survive the calamitous and drawn-out destruction of what are now known as the Ash Mountains.

Led by a grizzled and ruthless veteran known to the humans as “The Generalissimo,” they have gathered any other dwarves they can find under their command, and have been sending out patrols to claim supplies and secure territory in an ever-expanding range around the forts and tunnel complexes that they have taken over. It sounds like they are building a new dwarven civilization, and don’t care much about collateral damage.

The patrol you ran into, composed of a mix of trainees and experienced fighters, did indeed kill the large family that lived here, although Steef is insistent that the inhabitants attacked first, and that they didn’t really have a choice anyway. You get the feeling that, although he was a soldier, he cares more about staying fed and alive.

=> Party

Rhyvurg
2017-03-09, 11:02 PM
Manus peers down at the human, measuring his words.

[roll0]

J-H
2017-03-09, 11:28 PM
Steef appears to be telling the truth for the most part, but it seems like he's stretching or glossing over some details about his background, the war, and how voluntary his association with the dwarves and their actions was.

Metahuman1
2017-03-10, 03:24 AM
Magnhild listens as the men talk before she speaks.

"Understand something little men. If you are lying, or holding anything back in the information your telling us, you should come forward now.

Because if you don't, and I ever learn of it, I will be very, very angry, and you will not enjoy what happens too you because of that. Not even a little."


She let the warning hang, giving them enough time to speak if they decided to owned up to anything or change there story now.

[roll0] Intimidate check to scare them into spilling anything there lying about or holding back on.

Once she was satisfied she had that answer, she spoke again.

"Now, I have a question. There are people I am looking for, I am going to begin describing them. And you are going to tell me if they were here." She begins doing this, and spends several minutes going over it with them. She needed to be sure.

J-H
2017-03-10, 08:28 AM
The two men don't seem to recognize any of them, although they admit to not paying too much attention to the faces of the people they were killing. A place like this doesn't get built up in two or three years - it was likely the work of a decade or more, assuming that the original residents were the ones who 'refused to pay the taxes.'

Rhyvurg
2017-03-10, 03:34 PM
"We will give you the chance to back up your words with deeds. You work for us now, until such time as you have done enough good to redress this evil. Know that I will always be watching." He removes his helmet, letting them see his stitched together face with mismatched skin tones and eyes. "And I never sleep. You will begin by digging graves for the people who lived here, and burning the bodies of these criminals."

Ripptor
2017-03-10, 04:57 PM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera grins and laughs at Chloe's clothing complaint. "It is lovely to see you in your birth-skin, dear. But yes, perhaps I can tear the next pair we find a little less." Hedera stands back with Chloe and watches as the large ones' Justice and Mercy routine plays out, with only half of the aforementioned pair seemingly present.

Suddenly realizing it was down to her to play Mercy, Hedera strode in after Manus' helmet threat seemed to frighten the poor dears quite effectively. "Of course, loves," she pops around from behind Manus with a glowing smile, "Once you've proven yourselves and gotten right with this one here, you are free to go wherever you please. You could even stick around, and help us build our own little oasis in these wastes." She reaches out and cups Steef's cheek, then turns back and leaves them to their work.

I'm gonna go out on a limb and make Justice and Mercy the vernacular for Bad cop/Good cop :smallsmile:

Rolling Diplomacy, hopefully persuading them to be willing, or at least up the morale a bit. Lets start carving an empire!
[roll0]

J-H
2017-03-10, 08:33 PM
Sufficiently cowed, Steef and Biggs retrieve shovels and start digging under Manus’ oversight. It will take most of the day to finish the job unless they dig in the garden, as prairie grass root systems are thick and deep.

What will you do next?

Stay here, go to Elmal, investigate the dwarves, check out the crack in the ground you spotted earlier, or something else?
What happens to the livestock?
What gear, if any, do your two prisoners get to keep?
What do you prioritize when loading if you take the wagon & draft animals to pull it?

Simba
2017-03-10, 11:37 PM
With the fighting over, R'Ror went to scout the area around the farm. Satisfied that there was no threat to them he returns.
Questioning the surivors holds no interest for him so he simply watches and with nothing better to do keeps lookout from the top of the barn.

Metahuman1
2017-03-10, 11:40 PM
Magnhild watched for a few moments, pondering the next move.

"I think between myself and the wagon we can cart all that's worth salvaging. My suggestion would be we camp here tonight, make sure everything that needs to be laid to rest get's that much, and load everything up for travel early tomorrow. It gives me more time to recover form those damn spells too. Livestock should come too, will have to figure out a way to make that work. Hedera, I that that might fall more under your area of expertise. Will want them as we have more people meet up and group up with us.

Chloe, R'row, it might not be a bad idea to check in on that crack in the ground while we get things settled here. Make sure we know what that's about. If it's something that needs to be dealt with we can do so while in the area, and if not, we didn't have to go out of our way or loose time to find out. "

Rhyvurg
2017-03-11, 12:58 AM
"The prisoners can herd the animals. Making camp here is satisfactory, the gaps in the palisade can be blocked, and the barn is large enough to accommodate Magnhild. A rare opportunity for shelter we should not ignore."

Simba
2017-03-11, 05:54 AM
"Great idea. Are you coming Chloe?"

Metahuman1
2017-03-11, 07:51 AM
"With respect Manus, I think Hedera can get them to be faster and more cooperative, and with less effort. Druidesses have that reputation." The giantess comments to the first part, leaving the rest alone for now.

Ripptor
2017-03-11, 09:42 AM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
"I'll spend some time with the animals tonight, and the three of us can herd them tomorrow. Two horses for the wagon, with the humans riding, and me leading the way and everyone else between should work well enough."

Hedera casts a healing spell on the lot before any scouting begins, to keep everyone well. Looking over Magnhild's wounds, Hedera adds, "Come into the barn with me, the doors are large enough. I know some special animal friends who can help you out as well." With that, Hedera strides to the barn, leaves Lady on post outside, then summons two Unicorns and walks in.

Her walking in with Unicorns should help the animals trust her <3

Extended Mass Lesser Vigor on Magnhild/Chloe/Lady/Manus, for 36 HP each (over 3.6 minutes)

Taking 20 / spending all the time needed to Wild Empathy the animals into a Helpful state.

Unicorns heal Magnhild 89 HP, if she comes along. (Rolls in OoC)

Metahuman1
2017-03-11, 11:19 PM
Magnhild moved with Hedera, nodding. "Thank you."


So now we wait to see if R'row and/or Chloe find anything interesting.

tonberryking
2017-03-12, 12:11 PM
Chloe seems to take some weird amusement from being shorter than R'ror and even asks for a ride. She may or may not be joking.


"Aye; I'll check it out, though I doubt anything could have gone worse for the late farmers than zealot brigands... she says off-hand. Where is this crevice? I didn't notice one during our own raid."



Spot and search checks applicable here?
[roll0]
[roll1]

J-H
2017-03-12, 01:25 PM
The chasm was in one of the first couple of posts
Leaving the others behind to work with the animals and oversee the grave-digging, Chloe-in-pants and R’Ror lope uphill, and then south across the plains to the great crack in the ground on the far (south) side of the road (approximately a mile and a half south of the road and thus 3.5 miles from the homestead).

It appears that the ground was simply torn apart here; the chasm is about 25’ wide at the top, and runs for 300’. It looks like it goes down 40 or 50’. The sides and bottom are very irregular, and navigating through it from one end to the other would be very difficult, especially since water has collected in some of the low areas.

The sun is high enough to illuminate the bottom, and detailed observation reveals that a portion of the bottom looks like some kind of stone structure that was broken open. It looks like part of a hallway was torn in half, although the area is half-flooded, so it’s hard to tell anything more.

The trees located a hundred yards or so to the south of the chasm appear normal for the area – just a regular stand of trees that grew around some source of water or other favorable condition.

Rhyvurg
2017-03-12, 11:23 PM
Manus jabs his halberd into the ground and sets his helmet on the butt, watching the prisoners work. Optimism, but not naivete. That is one of Marcus's lessons. Choose to see the best of what the world could be, but do not let that blind you to it's potential for evil. So as he oversees the work, he still remains ready to draw his bow should they try to run.

Metahuman1
2017-03-13, 03:20 AM
Magnhild debated, silently to herself, removing her armor while she waited. Eventually, however, she opted against it, given that she didn't know if that raiding party had backup in the area that might come looking for them. Another time.

Simba
2017-03-14, 01:47 PM
"Do we take a closer look? Get the others maybe?"

tonberryking
2017-03-14, 02:24 PM
Chloe slides off R'ror's back and peers down the crevice, rubbing her hairless chin before blowing hair out of her eyes with a huff.

"Th' others took th' brunt of that throw down we just had, and I'm daisy fresh and packing pants. You keep up here with that bow of yours, darling, and I'll climb down. Shouldn't be too hard.."


Chloe attempts to change back into her larger, humanoid form this time rather than play about as an animal, muscles swelling and fur engulfing her form. She catches the hair bands that no longer have crazy long hair to hold, after thye melded into her fur and she rudely shoves them down her shirt front before unfurling claws and taking her time climbing down below...


[roll0] She can attempt this hybrid form change as many times as she wants; assume that she stands there making silly faces and poses if she keeps rolling ones for awhile.


[roll1] Climb check to get down, and a [roll2] if she has to Jump for anything.

[roll3]
[roll4]

Spot/listen respectively.

J-H
2017-03-14, 11:06 PM
Chloe makes her way down without any difficulty, as the walls are layers of soil, clay, and a substantial amount of sand and ash; her claws sink in easily enough, although a heavier creature might not be supported.

The water at the bottom is muddy. One part of the stone hallway is angle downwards and appears to be almost totally flooded. The other part is a bit higher and seems to be flooded only about chest-high on her hybrid form (which, by the way, is taller than her dwarf form). It seems to slope upwards. With all the mud and water, it’s hard to make out any more detail.

The gap between the two chunks of hallway is deeper, but the mud makes the water too cloudy to get an idea of how deep it goes.

Simba
2017-03-15, 02:19 AM
"Can you see anything sweetheart?"
R'Ror seems to be amused by Chloe's way of speaking and has a smile on his face, maybe for the first time since they met.
Bow at the ready, he keeps watch on the rim, looking around from tie to time as well as down.

tonberryking
2017-03-15, 10:05 AM
Not an hour's gone by and she's already going to have to clean her pants again. Chloe wades through the water and up to and through the entrance.

"Think we should have those blokes we caught march through here instead of lil' ole me? It's a muddy cistern down here, though I kinda imagine this used ta be somethin' important." she shouts back up to the wemic, before she peers up through the entryway that's chest deep water.


Another spot/search combo. Chloe does have darkvision, if it affects anything:
[roll0]
[roll1]

And a climb check to get back up: [roll2] and no Control shape to be dwarf again, since I doubt R'ror is going to give a muddy dwarf a ride home :P



"If Hedera and the others want to see what's in that craphole, we can bloody well wait 'til morning." she says, disgusted with the mud and sludge caking her lower half.

J-H
2017-03-15, 10:39 AM
The less-flooded hall does indeed slant uphill, eventually becoming fully dry. It appears to end in a door or wall with some indentations on it. There’s a square hole in the ceiling, and a slight breeze.

J-H
2017-03-16, 12:57 PM
Chloe & R'Ror return to the rest of the group without incident.

Rhyvurg
2017-03-16, 05:51 PM
Manus looks over as they arrive. "Did you discover anything worthwhile?"

Ripptor
2017-03-17, 11:12 PM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera comes out of the barn to the sound of returning friends. Slipping a bloodthirsty blade at her hip, she palms the magic ring to Manus. A little something to protect the one protecting them.

"Anything with which we should concern ourselves?" She calls out with a smile. She glances at the humans working in the garden, feeding the circle of life. On track to be done by nightfall, the garden will be well-fed and ready for another blossoming soon enough.



Equipping a buckler and unholy knife, ring of protection for Manus, as in OoC.

tonberryking
2017-03-18, 11:47 PM
Chloe looks a little grumpy having to run in mud caked fur all the way back, but she doesn't pour any of this ire out onto the others.

"Mmm, there's some sort of underground dwelling that's a little more than half flooded with muck and water. I didn't go down too deep in there, but it's a bit spacious if you don't mind sharing space with slimy mud. I don't think all of us could even fit down there, so I wouldn't recommend starting our new nation in a hole in the ground."

Rhyvurg
2017-03-19, 12:57 AM
"Thank you for looking, but we have a long way to go yet."

Metahuman1
2017-03-19, 07:22 AM
When Hedera exited the barn, the massive armored woman took the que to do likewise. She listened intently as the report came in, and nodded.

"I'm inclined to agree. I certainly think we should give it a more through search down the line. However, for the moment, I think we'd be better served searching the rest of this homestead, taking anything of use we can, and proceeding toward the capital. If it proves unusable that's a conversation to be had at that point. If it's useful for our purpose however, then it's useful for our neighbors, and we need to not only stake a clam but fortify that claim firmly before they can, else will loose it. "

She looked for a moment at the work that was being done by the archers before she spoke.

"I want us to be a charitable as we can manage. But at present I've doubts that they feel the same way. Perhaps I'm wrong and it was just a bad commander and a bad priest, but if it's not just a bad commander and priest, we need to deal with them, and we need a secure, sustainable and defensible position and a decent force to be able to do that properly."

J-H
2017-03-19, 11:19 AM
Don’t forget to update your character sheets if you are equipping some of the loot. Please let me know if your AC changes so that I can update my spreadsheet.

Steef and Biggs finish digging the graves and move the bodies by mid-afternoon. They are pretty tired, and seem glad to be on horseback as you leave. The loaded wagon plus riders is a bit of a strain on the horses, although it’s easier once you reach the road.

The rest of the day passes without incident on the road, as does the night, and the next day. The following night, Manus spots something big fly far overhead, but it’s too far away to make out details with darkvision.

The morning of the next day, you sight the remnants of a village next to the road. The stone walls of some structures are remaining, but any roofs or wooden buildings are gone completely. Most of the area for a half-mile or more around the village is blackened, and bare of growth.

Just past the village, you see the walls of a small fort. The walls are black, instead of the normal grey of stone.

Ripptor
2017-03-19, 03:16 PM
http://i.imgur.com/2SXPOjp.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Hedera takes in the roadside devastation sprawling out across an entire village and the overbearing fortress that failed to protect it. "Fire from the skies, enough to drown this entire area. Dragonfire, perhaps?" Indicating the darkened fortress, she continues to muse, "There may be a wealth of supplies inside, should we choose to take a stay?" Lady eyes the scorched earth warily.

Hedera AC +1 from the buckler.

Knowledge/Survival check to recognize the origin of the fire? DM can roll in private, to keep the suspense!

Rhyvurg
2017-03-19, 03:44 PM
"The stone in the village was not blackened like this, it could be some kind of magically created fortification. There is no cover, so we should make ourselves known before we are in arrow range, in case it is occupied."

Metahuman1
2017-03-19, 07:00 PM
"This time we do not stop approaching till I'm close enough to close if things go badly. I'd like to avoid getting roughed up as much this time if I can." Magnhild murmurs to the group.

"But yes, we should check for survivors and supplies, and we should check to see if the responsible party has taken up residence in that fort. "

Did we tie the archers to there mounts? If so, I'm adding we should untie them.

Simba
2017-03-20, 05:56 AM
"Want me to check for tracks around the village first? Or just go ahead and see what hits us?"
Something inside R'Ror seems to have changed lately, his mood is better and he talks more. Even now there is a smile on his face instead of his usual scowl.

Metahuman1
2017-03-20, 07:04 AM
"That, would be wise I think. Thank you. " Magnhild responds to R'row.

Simba
2017-03-20, 08:29 AM
In none of the others disagree R'Ror circles the village and the fort, staying outside the burned areas but close enough to see if there is anything moving inside. While hiding seems impossible he tries his best to be silent, at least. No need to advertise their presence more than necessary...
Ever few seconds he looks up and quickly scans the sky for attackers.


Survival for tracks: [roll0]
Spot: [roll1]
Listen: [roll2]
Move Silently: [roll3]

tonberryking
2017-03-20, 08:48 AM
Chloe assumed her hybrid form again at some point early in the morning, but without being asked, she likewise slipped off to scout ahead, though despite the lack of grasses and wood. She doesn't think much of the fort's walls; she could probably get over them with a good jump and a good grip, but it may be best to look before leaping.


[roll0] Move silently
[roll1] Hide

[roll2]
[roll3]
Spot/listen respectively

[roll4] And what the hell, a survival for any scents lingering around

J-H
2017-03-20, 01:25 PM
The rest of the group stops in sight of the town, but well outside the burnt area. Chloe & R’Ror slip closer, staying in the grass at the edge of the burnt area, and begin to circle around on the north side (the city is south of the road).

Chloe picks up a strong smell of ash, and as they circle, they learn a few things:

The area around the village is noticeably warmer. There is a slight heat distortion in the air near the fort, which doesn’t make sense for this time of day or the temperatures recently.

There’s a small trail of smoke coming up from near the middle of the village, and R’Ror hears an occasional clanging noise, like metal hitting metal, backed by the crackling of flames.

R’Ror spots a few sets of tracks scorched into the grass, apparently from some three-toed creature with large claws on its feet. The creature is probably medium-sized, and the toes are spread wide like this: _|_, which is not a normal humanoid pattern.

You’re about a quarter of the way around the city. Do you continue, or turn back?

Simba
2017-03-22, 07:12 AM
Looking at Chloe R'Ror indicates that he would go on and finish the round before going back.
If she agrees he will go on, otherwise the will return to the others together.

J-H
2017-03-23, 10:33 AM
Chloe doesn’t respond, so R’Ror and the weretiger continue to loop around the city. Around the south side, they spot a few reddish bipedal lizard-creatures, which also see them. By the time the two felinoids are nearly back to the party, they have a group of followers, who can’t quite keep up.

http://vignette3.wikia.nocookie.net/eberron/images/9/9e/83088.jpg/revision/latest?cb=20120129215731

R’Ror & Hedera are both able to identify them as Zezirs, dinosaur-like creatures that love fire, eat ashes, and spit flame. They are moderately fast and fairly durable, and possess the Fire subtype.

=> Party
R’Ror & Chloe have 1 buff round before the Zezirs start to get close; everyone else has two. Please describe where you want to be relative to each other, what actions you will take, etc. If you have a long-ranged attack (100-200’) you may use that instead of buffing…

tonberryking
2017-03-23, 02:06 PM
Chloe remains in her hybrid form but she seems to take on some new additions, growing another set of arms beneath her original pair with a soft grunt, flexing the claws that form and trying not to think too much about the odd sensation it causes in her rib cage to expand slightly for accommodation. With that out of the way, she looks around for some place to hide...


I'm growing some new limbs for some really awesome multiattackin', and though there's probably little to hide behind, I wanna give it a shot, just in case I can get the drop on any of these guys with a teleport or five foot step:

[roll0]

Simba
2017-03-24, 06:03 AM
Easily outpacing the Zezirs, R'Ror stops just in front of the group and turns, bow in hand. While the creatures are too far away for him to aim at vulnerable spots they are well within his range nonetheless. He aims at the lead creature and loses 3 arrows in quick succession.


With the far shot feat R'Ror's range is 165'. No skirmish damage but a little is better than nothing!

Attack 1: [roll0] damage: [roll1]
Split Attack 1: [roll2] damage: [roll3]

Attack 2: [roll4] damage: [roll5]
Split Attack 2: [roll6] damage: [roll7]

Attack 3: [roll8] damage: [roll9]
Split Attack 3: [roll10] damage: [roll11]

Simba
2017-03-24, 06:05 AM
Attack crit confirm: [roll0] damage: [roll1]

Ripptor
2017-03-24, 08:46 AM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Recognizing the pack of fire beats coming their way, Hedera summons a Magnhild-sized plant of tooth and tail to help face the threat, then casts a protective aura on most of the group to ward off flame.

Lady steps in front of Hedera, ready for battle, and the creature shambles up the left flank of the forward group.


Hedera
Standard 1: Summon NAtures Ally III (as IV) for Greenbound Giant Croc
Standard 2: Mass Resist Energy for Fire Resistance 20 on 8 targets:
Hedera
Lady
Greenbound Croc
Magnhild
Chloe
RRor
Manus
...
The closer archer?

Lady
Reading Spit Venom at any target in 30ft.

Greenbound Crocodile, Giant ( 1/16 Rounds)
Huge Plant (augmented animal)
Hit Dice: 7d8+42+7 ( 105/105 HP )
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
Base Attack/Grapple: +5/+28
Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Full Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 33, Dex 14, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +2*, Listen +5, Spot +5, Swim +19
Feats: Alertness, Endurance, Skill Focus (Hide)

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . Caster level 7; save DC 8 + spell level.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Metahuman1
2017-03-24, 06:21 PM
Magnhild turned, and moved to boost Hedera onto the Wagon. "This will be more defensible if they do an end run." She says quickly to the druidess even as she get's her up onto it.

With that, she turns, adjusting her stance, and faces down the creatures.



She moves forward, taking point for the group, and fixes them an utterly murderous look in an effort to make them reconsider there plans.



Moving Hedera up onto the wagon assuming she's not unwilling. Entering Flames Blessing Stance. Moving too take the point position for this fight.

Attempting to intimidate as many of them as possible before the fight begins once there in range to be intimidated in an effort to demoralize as much as possible.

[roll0] Tumble check for Flames Blessing to determine fire resistance form that source. Note: Because there too different types and sources with two different names, the fire resistance should stack with Hedera's spell.

[roll1] Intimidate Check described above.

Once inside a certain range of me they will automatically have to make will saves Vs. Frightful Presence unless they have a certain number of HD.

J-H
2017-03-25, 09:52 AM
Pre-Battle & Round 1 Part 1

As the Zezirs approach, Chloe slips behind the wagon and grows a fifth and sixth arm. The archers atop the horses tied to the wagon ready their bows and normal arrows.

Hedera summons a giant plant-crocodile, and grants it and most of the group substantial fire protection.

R’Ror fires a string of arrows, hitting one creature four times, seriously injuring it.

Hit for 91 damage including 1 crit!


Manus takes no action.



Z5 91 damage

Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Manus Resist fire 20
Steef Resist fire 20


Round 1, Part 2

The creatures slow from their run, seeing a giant and two other large figures ahead, towering over them. The neck of the creature in front swells, and it rears back before spraying hot goo on Magnhild.

The giant is unharmed, but the goo sticks to her and the grass around her.

Not bothering to roll the damage or save, since damage is completely negated by the fire resist. The goo does not impede movement in any way, but it's hot and vaguely oil-like.


(Z5 heals 6hp)


http://i257.photobucket.com/albums/hh221/jonathan8883/Zez%20rd%201.jpg
Z5 85 damage

Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Manus Resist fire 20
Steef Resist fire 20

=> Party

Ripptor
2017-03-25, 02:40 PM
http://i.imgur.com/ZOXZaVZ.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
Standing alight the now motionless Wagon, Hedera took in the battlefied over the two humans. The predators came in a wide formation, ready to group in as needed. Good pack tactics.

Stepping forward to stand right behind the archers, she assumed mental and verbal command. "Be ready to fire at the one that comes in too close. Your lives are in your own hands, now." As Lady sidled up with the same command, She readied her own crossbow and set Lady's venom afire with a light touch.


http://i.imgur.com/MTCPWc0.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
The huge plant creature lumbers forward, and with a snap of its jaws a flanking wall of thorns sprouts up along the lefthand field. That would have to hold that side, for now.

GB Giant Crocodile
Standard: Wall of Thorns SLA, Ref DC 13 (See map)
Move: 10' North, 5' East

Lady
5ft Step Northwest, beside Steef
Reading Spit Venom at any enemy target in 30ft.

Hedera
5ft Step North
Move: Draw Crossbow
Standard: Cast Venomfire on Lady, 8hrs (I really need to add this to my morning routine...)

Archers
Ready attack action against first valid target in range(?). Using normal arrows.

Greenbound Crocodile, Giant ( 2/16 Rounds)
Huge Plant (augmented animal)
Hit Dice: 7d8+42+7 ( 105/105 HP )
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
Base Attack/Grapple: +5/+28
Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Full Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 33, Dex 14, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +2*, Listen +5, Spot +5, Swim +19
Feats: Alertness, Endurance, Skill Focus (Hide)

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . Caster level 7; save DC 8 + spell level.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
http://i.imgur.com/jx0EPiR.png

Simba
2017-03-25, 04:06 PM
Moving to the right flank in order to stay clear of the wall guarding the left flank, R'Ror oens fire on the Zezirs now directly in front of him. He fires the first 2 arrows at them saving the last for the one he wounded a few seconds ago.


Moving to end up in AL 37, using Travel devotion, to activate skirmish.
AC rises by +4.

Attack 1 on Z9: [roll0] damage: [roll1] + [roll2]
Split attack 1 on Z9: [roll3] damage: [roll4] + [roll5]

Attack 2 on Z8: [roll6] damage: [roll7] + [roll8]
Split attack 2 on Z8: [roll9] damage: [roll10] + [roll11]

Attack 3 on Z5: [roll12] damage: [roll13] + [roll14]
Split attack 3 on Z5: [roll15] damage: [roll16] + [roll17]

Ripptor
2017-03-25, 04:49 PM
As RRor moves to the flank, both Archers find a clear target and fire.


Steef
Rapid shot on Z7
1: [roll0] for [roll1]
2: [roll2] for [roll3]
3: [roll4] for [roll5]

B
Rapid shot on Z7:
1: [roll6] for [roll7]
2: [roll8] for [roll9]
3: [roll10] for [roll11]

[roll12] for [roll13]
[roll14] for [roll15]
[roll16] for [roll17]

Rhyvurg
2017-03-25, 05:01 PM
Manus readies his bow and nocks an arrow, then draws on the creature R'ror has already wounded. Hopefully enough early losses will make them withdraw.

Move action to draw the bow.
Standard action [roll0]
[roll1]

Metahuman1
2017-03-25, 09:18 PM
Magnhild moved in, and swung up with both fists, attempting to carry the nearest of the beasts in a direction it did not want to go.





Move Action: Move straight up to row 27.

Non Action: Staying in Flames Blessing Stance: Tumble Check for additional fire resistance for the coming round.

[roll0]

Standard Action: Devistating Throw. I am sending Z5 straight up. I have a vertical reach of 32ft that get's added to that upward movement, +10 for the base form the maneuver +5 for every 5 points I beat the check by. Further, it is a touch attack, and does normal damage on hit, +2d6 when he lands. + falling damage in this case.

I will full power attack.

Touch Attack Roll:

[roll1]

Base Damage:

[roll2] + [roll3] Sonic.


Trip Check:

[roll4]

Maneuver damage:

[roll5] + Falling damage.

Metahuman1
2017-03-26, 06:55 AM
[roll0]

Attack Roll for the follow up as discussed in OOC thread.

I added the +4 for it being prone for expediency's sake.

J-H
2017-03-28, 01:32 PM
Round 2, Part 1
The summoned crocodile walls off part of the battlefield as it advances slightly.

Reflex DC13 to avoid success
Z1 [roll0]


R’Ror trots to the east, drawing and releasing his bow repeatedly as he sends six arrows at the enemy; four of them connect. The two human archers also fire, injuring another of the creatures, although their arrows are much less effective. Manus fires an arrow, missing completely.

Z9 is hit for 58 damage
Z8 is hit for 36 damage
Z5 is hit for 40 damage

Note: their third attack with Rapid Shot is at +4 (iterative), was rolled at +9.
Z7 is hit for 19 damage
Archers without sources of bonus damage. Sad!


Magnhild advances towards the injured zezir in the middle, grabbing it, throwing it into the air, and then hammering it as it lands on the ground. The creature is very dead.

Used physical dice to speed a few things up.
Touch attack hit, trip check 36 vs 16+7 = 23, thrown 20’ straight up.
12 maneuver damage + 2d6 fall damage=9 for 21 total damage, lands prone and unconscious.
Magnhild then smashes it with her free improved trip bonus attack for 44 more damage.




Z7 19 damage
Z8 36 damage
Z9 58 damage

Hedera Resist fire 20
Lady Resist fire 20, readied action to spit at anything in 30’ range
Greenbound Croc Resist fire 20
Magnhild Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Steef Resist fire 20

J-H
2017-03-28, 01:40 PM
Round 2, Part 2

The zezirs skid to a halt. Two more of them spray out sticky hot goo, which is swiftly set alight by jets of sparks from the others before they retreat, their injuries healing slightly.


The goo does 2d6 fire damage on impact.
The spark streams are 30’ range and only Magnhild is in range. They do 3d6 damage, and she has fire resist 20, and is thus functionally immune.
The burning goo does 1d6 damage, but doesn’t seem to be burning out right away.




http://i257.photobucket.com/albums/hh221/jonathan8883/Zez%20rd%202.jpg

Z7 13 damage
Z8 30 damage
Z9 52 damage

Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Steef Resist fire 20

=> Party

Simba
2017-03-28, 03:18 PM
Determined to get a few more of the fleeing creatures before the retreat out of range, R'Ror leaps the flames with a running start and halts just on the other side of the goo to release another volley of steel tipped arrows.


Moing to stop at square AJ 27.
Jump check: [roll0]

Attack 1 Z9: [roll1] damage: [roll2] + [roll3]
Split Attack 1 Z9: [roll4] damage: [roll5] + [roll6]

Attack 2 Z8: [roll7] damage: [roll8] + [roll9]
Split Attack 2 Z8: [roll10] damage: [roll11] + [roll12]

Attack 3 Z8: [roll13] damage: [roll14] + [roll15]
Split Attack 3 Z8: [roll16] damage: [roll17] + [roll18]

Rhyvurg
2017-03-28, 06:40 PM
"Keep firing, do not relent!" He takes aim again, this time able to nock and fire two arrows instead of one.



120+10
[roll0]

[roll1]
[roll2]

Ripptor
2017-03-29, 12:59 PM
http://i.imgur.com/2SXPOjp.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
As the pack runs, Hedera smiles. A good predator knows when to hunt easier prey. No excessive loss of life, nor resources spent... Just live and let live. Hopefully they won't bother disputing the territory any further..

Sitting down on the wagon edge, she gently seizes the archers by the shoulders. "Stand down, men. Unlike certain religious zealots, these beasts are wise enough to leave the strong well enough alone." With a pat, She leans back and strokes Lady.


http://i.imgur.com/MTCPWc0.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
The plant creature gives chase, scurrying hurriedly through the flames and towards the retreating Zezirs.

GB Giant Crocodile
Run: 80' North, to R16, right beneath Z3.
Fire Resist 20 should ignore the Fire damage.

Greenbound Crocodile, Giant ( 3/16 Rounds)
Huge Plant (augmented animal)
Hit Dice: 7d8+42+7 ( 105/105 HP )
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
Base Attack/Grapple: +5/+28
Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Full Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 33, Dex 14, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +2*, Listen +5, Spot +5, Swim +19
Feats: Alertness, Endurance, Skill Focus (Hide)

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . Caster level 7; save DC 8 + spell level.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

J-H
2017-03-30, 09:51 AM
R’Ror pursues, inflicting further injury on two of the creatures. Manus fires two more arrows that miss.

Z9 +30 damage
Z8 +69 damage


The creatures continue to run off, circling the south side of town and moving out of sight.

(Assuming the group is not going to split to pursue to bring 1-2 more down)

Ripptor
2017-03-30, 12:58 PM
http://i.imgur.com/MTCPWc0.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)
As the Zezir tries to turn and run, the flowered monster snaps it's thorned maw down on the beast, latching on to it. As it struggles to free itself, the monster bites down on it again.

GB Giant Crocodile
AoO in OoC thread.
Bite for 28 damage.
Grapple hold success, for [roll0] Non-lethal Damage.

Standard attack, Bite: [roll]1d20+17[roll] for 33 per OoC
Damage: [roll1]

Opposed grapple check if the Zezir tries to escape: [roll2]

Greenbound Crocodile, Giant ( 4/16 Rounds)
Huge Plant (augmented animal)
Hit Dice: 7d8+42+7 ( 105/105 HP )
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
Base Attack/Grapple: +5/+28
Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Full Attack: Bite +17 melee (2d8+16) or tail slap +17 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, SLAs
Special Qualities: Hold breath, low-light vision, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 33, Dex 14, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +2*, Listen +5, Spot +5, Swim +19
Feats: Alertness, Endurance, Skill Focus (Hide)

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . Caster level 7; save DC 8 + spell level.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Metahuman1
2017-03-31, 11:07 PM
With the fighting over, Magnhild looks to the group.

"Chloe, R'row, we should probably do a more through sweep of the village now that there gone. There might be a survivor or two, or something of at least some value. And even if there isn't, we should gather the dead to deal with the bodies, least they either spread illness or rise because no proper rights were preformed to prevent this. " She suggests too the group.




Search: Take 20, total 21.

Spot: [roll0]

Listen: [roll1]

Survival for Scent: [roll2]



Notes: 1, I'm following the groups search pattern, whatever that works out to be.

2: Doing the whole village thoroughly.

3: While I'm rolling scent, I am also sniffing for and generally looking for any indication anyone I knew before the fall of my old home city happened to have been here.

4: If a check was not applicable, please just say not applicable for it so we can move on. I figured I'd check everything just to be sure.

tonberryking
2017-04-01, 11:20 AM
"Mmm, of course. I hate fighting the undead especially at this time of day.
Chloe nods, though when she slinks off, it's immediately noticeable that she still has her extra set of arms. She seems a little grouchy that the ranged fracas from moments ago left her unable to do much and she's eager to get back into her element.






[roll0] Move Silently
[roll1] Hide

[roll2] Survival w/ scent
[roll3] Search

J-H
2017-04-01, 02:04 PM
After the last zezir is released by the plant-form crocodile, it runs off, and the group moves closer to the village.

Hedera and Manus stay with the wagon.

R’Ror, Magnhild, and Chloe approach the village, moving down the western side to the south edge, then back towards the road. It’s noticeably warm in the village, and seems to be hotter as you go eastwards.

You smell nothing but soot and ash. The buildings are blackened, and many are barely standing after fire damage and an unknown amount of time passing.

Swinging east at the road again, the giant, were-tiger, and wemic turn south. The heat suddenly intensifies, as a pair of figures made of flame rise from the buildings to the east – fire elementals. The ashes as your feet grow hot, swirl, and begin to come together into a cloud.

R’ror can tell that the cloud seems to be made up of thousands of tiny elementals coalescing into a single swarm.


http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%200.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%200.jpg.html)

The swarm is about to coalesce somewhere in the shaded area.

The walls are about 10’ high. Magnhild and the elementals are tall enough to see over them, but the walls provide cover from attacks, and improved cover against attacks from below.


=> Party

Ripptor
2017-04-04, 05:28 PM
http://i.imgur.com/2SXPOjp.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)

Seeing the elementals looming over the walls, Hedera takes a dtep back and calls into the ground for protection as Lady sidles up in front of her her.

Hedera
5ft Step North, beside the wagon.
Summon Natures Ally III as IV, for [roll0] Greenbound Lions.

Lady
5ft Step North, following Hedera.
Readying a Venomfire attack for the first enemy that comes into range.

Greenbound Lion ( 0/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Metahuman1
2017-04-06, 02:10 AM
Magnhild saw the creature getting ready to form up. "Move, MOVE MOVE!!!!" She bellowed, lunging forward even as she did.


As it came, up, she whirled around, bringing her shield to bare and making a downward strike, hoping to knock it's base out form under it.

Swift Action: Stance: Flames Blessing:

Move action, move forward to row 70.

Standard action: Unarmed strike attack. Using Emerald Razor Strike. Going for a trip attempt.

Touch Attack: [roll0]

Trip Attempt: [roll1]

Follow Up Attack: [roll2]

Damage: [roll3]

Simba
2017-04-06, 03:01 AM
Squeezing past Magnhild as she moves, R'Ror runs back to the wagons. There she stops and turns to see What the huge Elementals were up to.
Moving to around BH 44 if possible

Rhyvurg
2017-04-06, 03:27 AM
Manus moves closer to the buildings, giving the elementals a target well away from the wagon. "The fort, try to make it to the fort, it's our best hope!"

tonberryking
2017-04-06, 08:43 PM
Like a scalded, immolated, torched, and otherwise burned cat, Chloe takes off like a shot, rebounding off a wall in her haste to get away as she bounds down the abandoned streets and gets back in touch with the others.

"Fire! Swarm! Elementals!!! One of you give me a boost when we reach the walls, I'll try to get over them and find a door for us all!"

J-H
2017-04-07, 03:25 PM
Round 1, Part 1

Hedera steps back and begins to summon a pair of creatures. As she casts her spell, the others react.

Magnhild moves towards the wagon and takes a swipe at the still-forming swarm, trying to trip it, but her blow has no effect on the mass of tiny creatures.

A swarm is a large number (1,000+) of very small creatures, in this case flying ones. There’s nothing to trip and no balance to disturb.
http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype
“A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.”


R’Ror runs north to the wagons, as does Chloe while Manus steps closer.

You can run through a square occupied by a friendly, but you can’t turn while running, so R’Ror moved to BB/BC44 instead of BH44. A double move would have put you barely out of the town.
No coordinates given, so I did a single move action for Manus.
I did a double move north for Chloe.


Round 1, Part 2

The huge fire elementals advance through the buildings with the speed of a wind-driven wildfire.

These are Huge creatures with 15’ reach. Chloe & Manus are in the threatened area for F1.


The tiny elementals cluster together into a towering swarm of ash and flame, which Hedera recognizes as a Cinder Swarm, flecks of hot flame that love to burn and destroy. The swarm tumbles and seethes as it advances on Magnhild, scorching the giantess as hundreds of tiny hot ashes impact her. Flames lick all around her as the ashes catch on her armor, but she is uninjured.


MM3 page 30, everyone can look it up.
Swarm start location was randomly rolled, and it starts in BC78:BD79. Move and end in Magnhild’s space to deal damage.

Swarm damage [roll0] plus [roll1] fire minus 20 fire resist.
Reflex DC 20 or on fire for 1d6 damage; damage negated by fire resist…
Magnhild Reflex [roll2]

Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll3] fails on a 1



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%201.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%201.jpg.html)

Hedera Resist fire 20
Lady Resist fire 20, readied action to spit at anything in 30’ range
Greenbound Croc Resist fire 20
Magnhild 14 damage, Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Steef Resist fire 20

=> Party

Ripptor
2017-04-07, 04:40 PM
http://i.imgur.com/ZOXZaVZ.png (http://i.imgur.com/ZOXZaVZ.png)
Hedera conjuration completes, with two large blossoms of purple-petal-maned snapping plants clawing their way out of the ground. With her free her she slams the side of the wagon and shouts, "Take it down, boys!" The humans fire an arrow volley into it while the two snapping flower monsters leap up to the tower of flame, and Hedera follows up with a quickening spell to the front line against the living pyre.

http://i.imgur.com/Zma9sxH.png
Steef
Rapid shot on F1
1: [roll0] for [roll1]
2: [roll2] for [roll3]
3: [roll4] for [roll5]

Biggs
Rapid shot on F1:
1: [roll6] for [roll7]
2: [roll8] for [roll9]
3: [roll10] for [roll11]

Hedera
Summon Natures Ally completes for 2 Greenbound Lions, beside each-other as in picture.
Mova action to draw Crossbow.
Ready action to Cast Mass Snake's Swiftness once everyone is in position, 20' burst encompassing Lions/Chloe/Magnus as in picture.

Lady
Readying a Venomfire attack for the first enemy that comes into range.

Lion-flower A (bottom-most)
Charge F1 straight East, Pouncing
Claw 1 [roll12] for [roll13]
Claw 2 [roll14] for [roll15]
Bite [roll16] for [roll17]
Extra attack, Claw: [roll18] for [roll19]

Lion-flower B (top-most)
Charge F1 straight East, Pouncing
Claw 1 [roll20] for [roll21]
Claw 2 [roll22] for [roll23]
Bite [roll24] for [roll25]
Extra attack, Claw: [roll26] for [roll27]

Greenbound Lions ( 1/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Metahuman1
2017-04-07, 10:23 PM
Hedera's magic and the power of her rather limited training in Dessert Wind combined, and held the creatures attack at bay. For now.

Her options were rather limited right now, she was going to have to try an cope with the one right on top of her. Which was going to involve trying to beat it down while, hopefully, the others had sense to move for the fort.


Attack of opportunity that the thing attacking me should have provoked when it moved into my space to attack me.

Attack [roll0] Damage [roll1]

Full attack on it.

Initial Unarmed. [roll2] Damage. [roll3]

Mass Snakes Swiftness Unarmed. Disregard if not applicable. [roll4] Damage. [roll5]

Iterative. [roll6] Damage. [roll7]

Bite. [roll8] Damage. [roll9]

Claw 1. [roll10] Damage. [roll11]

Claw 2. [roll12] Damage. [roll13]

For clarification. I am unloading this on the one that just tried to burn me and is sharing space with me.

tonberryking
2017-04-10, 11:48 PM
Chloe hisses as the flames get close, even if she has been gifted protection and her stripes slide sideways into thin air before she re-materializes nearer the swarm and all of her claws unfurl for a crazy barrage of swipes.



Sorry. Have wavered on alot of things while putting together a new computer with my friend.
Chloe will use her anklet to teleport 10ft as a swift action to BA/55 (no point in turning invisible if she can't sudden strike this guy...yet.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]


I seriously forgot just how much damage Chloe can do, so I was afraid her attacks would just get soaked up:
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Rhyvurg
2017-04-11, 03:45 AM
Manus is keenly aware what fire does to him, and these creatures were no spell, their flames could touch his semi-dead flesh. But the alternative was to do nothing, and inaction is intolerable. He swings his halberd down at the closest fire creature, followed by a sharp thrust.

Looking at the map it's in Manus' reach, since he's Large, so attacking F1
[roll0]
[roll1]

[roll2]
[roll3]

Simba
2017-04-11, 03:26 PM
Knowing that his accuracy would not hel against these creatures R'Ror decides to make up in quantity what he could not do with quality.
Planting his feet he fires 4 arrows in rapid sucession, each of them slitting before the hit the Huge Elemental in front of him.


Using Rapid Shot

[roll0] damage: [roll1]
[roll2] damage: [roll3]

[roll4] damage: [roll5]
[roll6] damage: [roll7]

[roll8] damage: [roll9]
[roll10] damage: [roll11]

[roll12] damage: [roll13]
[roll14] damage: [roll15]

J-H
2017-04-12, 09:30 AM
Round 2, Part 1

R’Ror fires four splitting arrows at the closest elemental, but has trouble placing them squarely into the dancing flames (only 1 hits, for 8 damage after DR). The two human archers join him, but their arrows are ineffective (1 hit negated by DR).

Hedera casts a spell, letting her summoned creatures, Manus, and Chloe strike quickly. The two lions charge in, while Manus spins his halberd and attacks, and Chloe teleports over to bite and claw at the elemental. Her teeth miss, but her claws slice through it repeatedly.
The lions do little damage and, unprotected, are burned by the elemental’s fiery form.

Manus hits with two attacks for 13 & 16 damage after DR.

Manus extra attack from Snake’s Swiftness
[roll0] for [roll1] = 16 more damage


Chloe’s 5 claw attacks all hit, for (after DR) 15, 10, 12, 14, and 16 damage.
I switched Chloe from BA55 to BA57 because otherwise the lion charge would be blocked (lions do not have reach)

GL1/B hits twice for 2 & 2 damage;.
Takes [roll2] fire damage, and Reflex DC24 to catch on fire for [roll3] extra damage.
Greenbound lion Reflex [roll4]
Takes [roll5] fire damage, and Reflex DC24 to catch on fire for [roll6] extra damage.
Greenbound lion Reflex [roll7]

GL2/A hits once, negated by DR.
Takes [roll8] fire damage, and Reflex DC24 to catch on fire for [roll9] extra damage.
Greenbound lion Reflex [roll10]


To the south, Magnhild swipes at the swarm, small cracking sounds reverberating as she sends shockwaves with each blow. Although the elementals burn her with each blow, Hedera’s protective magic allows her to shrug it off.

AOO hits for 2.
3 attacks miss.
3 attacks hit for 1, 2, and 1.

Auto-resisting the 3d6 fire damage, and any fire damage from catching on fire, thanks to Resist Fire 20.




F1 124 damage
Cinder Swarm 6 damage

Hedera Resist fire 20
Lady Resist fire 20, readied action to spit at anything in 30’ range
Greenbound Croc Resist fire 20
Magnhild 14 damage, Resist fire 20
Chloe Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GL1/B 21 damage, on fire (1d6/rd)
GL2/A 17 damage, on fire (1d6/rd)

J-H
2017-04-12, 09:39 AM
Round 2, Part 2

The swarm swirls around Magnhild, buffeting her; the sound of thousands of tiny fire elementals shrieking in Ignan sounds like the howling of a wind, feeding the flames ever higher.

Swarm moves 5’ within Magnhild’s space.

Swarm damage [roll0] plus ignored fire damage.

Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll1] fails on a 1


The southern fire elemental moves up, its flaming fist crashing down towards Chloe, while the other elemental does the same against Manus.

F2 vs Chloe
Slam [roll2]
Damage [roll3] and fire damage that gets ignored. hit for 7 after DR 5/silver

F1 vs Manus
Slam [roll4]
Damage [roll5] and fire damagehit for 3 after DR 5/ad

Slam [roll6]
Damage [roll7] and fire damage hit for 10

Fire damage from slams rolled OOC, 24 fire damage, plus on fire for 4 more damage. Slowed by fire damage.



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%202.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%202.jpg.html)
F1 124 damage
Cinder Swarm 6 damage

Manus 41 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20, readied action to spit at anything in 30’ range
Greenbound Croc Resist fire 20
Magnhild 28 damage, Resist fire 20
Chloe 7 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GL1/B 21 damage, on fire (1d6/rd)
GL2/A 17 damage, on fire (1d6/rd)

=> Party

tonberryking
2017-04-12, 10:20 AM
Chloe just keeps up her multi-claw barrage and while normally she would not be trying to bite the fire, she is still bolstered by Hedera's protection and chomps down again.

"Any idea if this is WORKING?!?" she yells over the crackling din of combat.


Claws:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Bite:
[roll5]

Damages:
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Rhyvurg
2017-04-12, 05:46 PM
Feeling the bite of the flames, Manus fights as best he can, slashing at the elemental. "Do not lose heart, it is failing!"


133/174 HP
[roll0]
[roll1]

Ripptor
2017-04-12, 07:19 PM
http://i.imgur.com/ZOXZaVZ.png (http://i.imgur.com/ZOXZaVZ.png)
Almost there, Hedera gives out a cry, "We're almost there, push!" The frantically archers fire again, hoping to keep the flames far away.

As the Lionflowers fight through the flames, Lady stalks over to the side of them to assist, spitting magical acid into the living blaze. Hedera gives each of them one last push with her magic, in an attempt to overwhelm the pillar of flame.
Steef
Rapid shot on F1
1: for [roll1]
2: [roll2] for [roll3]
3: [roll4] for [roll5]

Biggs
Rapid shot on F1:
1: [roll6] for [roll7]
2: [roll8] for [roll9]
3: [roll10] for [roll11]

Lady
Move: BA-51, just north of the Lion-Flowers.
Standard: Spit Venom at F1: [roll]1d20+ vs Touch for Acid damage
Extra: Spit Venom at F1: [roll]1d20+ vs Touch for [roll13] Acid damage

Lion-flower A (bottom-most)
Fast Heal 4 (17 damage, 48/65 HP)
Charge F1 straight East, Pouncing
Claw 1 [roll14] for [roll15]
Claw 2 [roll16] for [roll17]
Bite [roll18] for [roll19]
Extra attack, Claw: [roll20] for [roll21]

Lion-flower B (top-most)
Fast Heal 4 (13 damage, 52/65 HP)
Charge F1 straight East, Pouncing
Claw 1 [roll22] for [roll23]
Claw 2 [roll24] for [roll25]
Bite [roll26] for [roll27]
Extra attack, Claw: [roll28] for [roll29]

Hedera
Cast Mass Snake's Swiftness, 20' burst encompassing Chloe/Lady/Lions.

Greenbound Lions ( 2/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Metahuman1
2017-04-13, 01:05 AM
Right, this was an attrition duel then. She could theoretically swing all day. And right now it couldn't hurt her, and it's ability to do so even after Hedera's spell wore off, which would not be for awhile, her skill with the flames blessing stance would drag it out, hampering the swarms assaults.

But she could only hurt it through the power of her amulet, which was only inflicting minor harm every time she swung her limbs through the large swath of it then. It wasn't a fight that could end quickly, it was going to be about stamina.




But the others, the others weren't swarms as she'd first assumed. And If she could eliminate them, she could focus more. And further, she could give the others time to get free. They had the attention of one. The other....


She pivoted, and threw her weight forward, driving in in a brutal sprint, getting nose to nose with the nearest of the fire elementals that was not a swarm. She bit down, and as it did, she brought her claws up like she meant to shred the the creatures base, trying to first force it prone and then do as much damage as she could in the follow up. She brought both hands forwards and up ward, and then down with a will, smashing it, and then push in with a vicious stomping kick as though she was trying to crush it under her full weight.


"IF IT IS COMBAT YOU SEEK, SEEK IT WITH ME!" She bellowed in a voice powerful enough to rattle near buy roof tiles.

I am maintaining flames blessing for the extra fire resistance.

Initiating battle leaders charge. +10 to damage on the first unarmed strike's hit, and I do no provoke any AoO's on this charge.

I will close all the way to row 63 with the nearest fire elemental. The one that is in a sort of flanking postition with Chloe, charging range of Magnhild, and is not a swarm. My reason is I want to make sure if it tries to move away, or the swarm tries to close with me, it will have no other option then to provoke an attack.

I will open with the Bite/Claw/Claw routine. There secondary attacks, however, I will be making trip attempts with them. The first one that succeeds trips, and then any Bite/Claw/Claw attack left overs go to damage. Note: I have not included her size bonus as they are the same size for the trip check.


Bite. [roll0] Trip Check. [roll1]

Claw 1. [roll2] Damage [roll3] Energy Damage. [roll4] Trip Check. [roll5]

Claw 2. [roll6] Damage [roll7] Energy Damage. [roll8] Trip Check. [roll9]


First unarmed strike. [roll10] Damage [roll11] Energy Damage. [roll12]

Second Unarmed Strike. [roll13] Damage [roll14] Energy Damage. [roll15]

Metahuman1
2017-04-13, 01:12 AM
Forgot the AoO rolls for in case one of those trips works and the 1.5 STR damage for Hammerfist. Um, add +5 damage to the unarmed strikes if they connect, making them total at 41 and 29 damage respectively for first attack and Iterative attack with unarmed strike.

I've remember it for the rolls below.

Attack: [roll0]

Damage:[roll1]

Energy Damage: [roll2]

Simba
2017-04-14, 02:46 AM
Frustrated by the lack of effect his arrows had on the Elemental, R'Ror steps forward with a roar and fires the next barrage


5' step towards the elemental (diagonally down-left on the map)
Rapid Shot (-2 already included)
Targets: F1 until it drops, then F2

Attack 1: [roll0] damage: [roll1]
Split Attack 1: [roll2] damage: [roll3]

Attack : [roll4] damage: [roll5]
Split Attack 2: [roll6] damage: [roll7]

Attack : [roll8] damage: [roll9]
Split Attack 3: [roll10] damage: [roll11]

Attack 4: [roll12] damage: [roll13]
Split Attack 4: [roll14] damage: [roll15]

J-H
2017-04-14, 02:53 PM
Round 3, Part 1

Magnhild charges the southern fire elemental, her magical protections shrugging off the flames as she somehow manages to pull it off-balance and to the ground with her teeth and strong back before swiping at it with her claws and stomping on it, sending sparks flying.


Bite hits, Magnhild’s trip rolled a 26 excluding the +8 Huge modifier; opposed modifier is +5 excluding the size modifier, so trip succeeds.
Improved trip grants an attack as though you hadn’t used it, so it would be another bite attack, not an extra UAS. Bite [roll0] plus [roll1], including battle leader’s charge, since the +damage would apply to the specific attack. 15 damage after DR
This causes claw 1 to hit where it would otherwise miss, for 9 damage after DR.
Claw 2 hits, 3 damage after DR
Unarmed strike hits for 34 after DR
Unarmed strike hits for 22 after DR

Total damage: Tripped and 58 damage plus bite damage

Fire resist lets her ignore all the burning she’d otherwise be doing.


R’Ror fires another volley of arrows, but only two connect (total 5 damage after DR).

You rolled 2, 2, 9, 7, 8, 19, 9, and 3. Terrible!

Manus chops at the same target (hit for 13 after DR). Chloe claws at it (bite misses), causing more damage.

I’m running with the damage you rolled because there are too many claw entries on your sheet to figure out what to correct. Hit for 8, 2, 5, 5, and 3 after DR, for 23 damage.

Manus takes 1 point of fire damage (d6) from being on fire.


Hedera casts another spell, while the dinosaur spits and the plant-lions attack. The two human archers fire more arrows that disappear into the flames without effect. The plant-lions take a lot more damage from the flames than they deal, but the acid seems to hurt the elemental more than anything else has.

GLA, GLB are on fire! [roll2] and [roll3]
55 points of acid damage from Lady
GLA hits once for no damage after DR, takes [roll4] fire damage; already on fire.
GLB hits three times for 2 damage, takes [roll5] total fire damage; already on fire.



F1 222 damage
F2 73, prone
Cinder Swarm 6 damage

Manus 42 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 28 damage, Resist fire 20
Chloe 7 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 36 damage, on fire (1d6/rd)
GLA 27 damage, on fire (1d6/rd)

J-H
2017-04-14, 03:20 PM
Round 3, Part 2

The swarm chases after Magnhild, leaving itself vulnerable to another strike as it approaches with the whooshing of an angry fire, but she misses. The downed fire elemental stands, returning the favor with its own punch at Magnhild.


Swarm moves to Magnhild’s space.
AOO [roll0] for [roll1] sonic damage. miss

Swarm damage [roll2] plus ignored fire damage.

Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll3] fails on a 1 save

No combat reflexes, so only 1 AOO.

F2 slam [roll4] for [roll5] plus some totally ignored fire damage. hit for 17


The other elemental roars, raising up until it resembles a column of flame nearly 40’ tall. It then slams down its fists, which more closely resemble a pair of flaming pillars, striking Manus and barely missing Lady. It steps back slightly.

Slam vs Lady [roll6] for [roll7] damage, and fire damage that’s blocked by Resist Energy miss
Slam vs Manus [roll8] for [roll9] damage and [roll10] fire damage. hit for 26



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%203.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%203.jpg.html)

F1 222 damage
F2 73 damage
Cinder Swarm 6 damage

Manus 68 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 61 damage, Resist fire 20
Chloe 7 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 36 damage, on fire (1d6/rd)
GLA 27 damage, on fire (1d6/rd)
=> Party

Metahuman1
2017-04-14, 10:58 PM
"ugh!" she grunted as she brought her arm up tight, stopping the worst of the blow with her shield but still taking some of the wrap around. She was tempted to try to finish it faster, but she dared not, not when she was having such a hard time putting hits on it and she needed such specialized protection form it.

She went low again, trying to keep it on it's back this time with a brutal two handed swing and follow through, and then another before she bit into it and tore again with her claws as though she intended to disembowel it.

At the very least, the two of them were paying exclusive attention to her and not the others. If she could keep that up long enough they might yet pull through this.





Full attack, targeting the fire elemental again. Note 1: The first trip that connects and successfully trips the elemental gets treated as a trip, everything after that should just be an attack. Note 2: The just use whatever the damage roll next to a given attack is for the AOO damage roll if needed. note 3: Rolling with no size modifier again since there the same size.

Opening unarmed strike: [roll0] Trip check. [roll1] Damage: [roll2] Sonic: [roll3]

Iterative Unarmed Strike: [roll4] Trip check. [roll5] Damage: [roll6] Sonic: [roll7]



Bite: [roll8] Trip Check: [roll9] Damage: [roll10] Sonic: [roll11]

Claw 1: [roll12] Trip Check: [roll13] Damage: [roll14] Sonic: [roll15]

Claw 2: [roll16] Trip Check: [roll17] Damage: [roll18] Sonic: [roll19]


AoO for when it inevitably tries to get up and/or move next round. Note: This is to be directed at the fire elemental this time. I will be tripping it and the damage for the follow up will also be listed, as will the follow up roll, so that if I succeed, it will already be ready.

Unarmed attack: [roll20] Trip Check: [roll21]

Follow Up Unarmed Attack: [roll22] Damage: [roll23] Sonic: [roll24]

Rhyvurg
2017-04-15, 12:53 AM
"Stand firm, we have the upper hand!" Manus keeps it up, doggedly chopping at the elemental trying to burn him down.


107/174 HP
[roll0]
[roll1]

Ripptor
2017-04-15, 08:19 AM
http://i.imgur.com/ZOXZaVZ.png (http://i.imgur.com/ZOXZaVZ.png)
Hedera begins to worry, after watching Lady nearly get washed in flame from such a distance. Turning to the archers, she shouts, "Watch the cart!" before leaving it behind. The archers now dutifully listen, readying their bows against any potentially new threat that may arise...

Hedera runs up beside Lady once more, hey eyes flashing an angry amber color as she protectively glares at the tower of flame. Lady raises her spined hackles, continuing to hiss and spit at the elemental.

The Lionflowers are noticeably damaged, their purple petals blackened and their faces charred, but they continue to snap and claw as they can.


Steef
Readying Rapid shot on any new targets that appear
1: [roll0] for [roll1]
2: [roll2] for [roll3]
3: [roll4] for [roll5]

Biggs
Readying Rapid shot on any new targets that appear:
1: [roll6] for [roll7]
2: [roll8] for [roll9]
3: [roll10] for [roll11]

Hedera
Move: Just to the North of Lady, beside her again
Standard: Stunning Glance on F1, Stun for [roll12] rounds (Fort 23 negates)

Lady
Standard: Spit Venom at F1: [roll13] vs Touch for [roll14] Acid damage

Lion-flower A (bottom-most)
Fast Heal 4 (17 damage, 48/65 HP)
Claw 1 [roll15] for [roll16]
Claw 2 [roll17] for [roll18]
Bite [roll19] for [roll20]

Lion-flower B (top-most)
Fast Heal 4 (13 damage, 52/65 HP)
Claw 1 [roll21] for [roll22]
Claw 2 [roll23] for [roll24]
Bite [roll25] for [roll26]


Greenbound Lions ( 3/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

tonberryking
2017-04-15, 05:13 PM
Chloe tries to finish off her target.


Now, did Chloe take 7 damage after the energy protection kicked in, or was 7 damage negated? Either way, let's get in a proper multiattack!
Claws
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Add 2 to these rolls if she is flanking
[roll5]
[roll6]
[roll7]
[roll8]

[roll9]Bite
[roll10]

J-H
2017-04-17, 11:09 PM
Round 4, Part 1


Manus [roll0]
GLB [roll1], fast heal 4
GLA [roll2], fast heal 4

Magnhild kicks the elemental in front of her, tripping it on her second try, then claws and bites at it.

First trip resisted.
Second trip hits, follow-up attack for 22 damage after DR.
Follow-up attacks all hit for, after DR, 6, 6, & 6.
Total damage 40.


Manus attacks the other elemental, striking it again (15 after DR), as Hedera’s fleshraker spits a gout of acidic venom that finishes it off.

Deprived of her first target, Chloe teleports, swiping at the other elemental repeatedly, dealing a large number of hits that add up.

Hits after DR for 9, 10, 9, 9, 7 = 44


R’Ror takes no action, as do the summons, since they’ve lost their directed target.


No actions posted for R’Ror.
The summons don’t do a lot of damage, so I don’t think anyone will mind too much if they are skipped.

F2 157 damage
Cinder Swarm 6 damage

Manus 72 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 61 damage, Resist fire 20
Chloe 7 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 35 damage, on fire (1d6/rd)
GLA 25 damage, on fire (1d6/rd)

J-H
2017-04-17, 11:26 PM
Round 4, Part 2
The grounded fire elemental flails at its attackers, while the swarm continues to buzz around Magnhild.


Swarm damage [roll0] plus ignored fire damage.

Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll1] fails on a 1

Slam vs Chloe [roll2]-4=32 for [roll3] damage, and fire damage that’s blocked by Resist Energy hit for 14 after DR
Slam vs Magnhild [roll4]-4=still miss for [roll5] damage and [roll6] fire damage. miss



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%204.jpg

F2 157 damage
Cinder Swarm 6 damage

Manus 72 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 78 damage, Resist fire 20
Chloe 21 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 35 damage, on fire (1d6/rd)
GLA 25 damage, on fire (1d6/rd)
=> Party

Rhyvurg
2017-04-18, 12:09 AM
"Advance, bring it down! Manus moves closer to the remaining elemental, but it's slow going.

103/174 HP

Simba
2017-04-19, 01:28 AM
After a few seconds of hesitation, R'Ror takes a step forward and fires another volley of arrows at the remaining elemental.


Move 5' down and right to BB 46, Rapid Shot with -2 already figured in.

Attack 1: [roll0] damage: [roll1]
Split Attack 1: [roll2] damage: [roll3]

Attack 2: [roll4] damage: [roll5]
Split Attack 2: [roll6] damage: [roll7]

Attack 3: [roll8] damage: [roll9]
Split Attack 3: [roll10] damage: [roll11]

Attack 4: [roll12] damage: [roll13]
Split Attack 4: [roll14] damage: [roll15]

tonberryking
2017-04-19, 10:24 AM
Chloe isn't exactly happy to be literally fighting fire, but she has to admit, she's doing a better job of it than she would have thought.

She keeps thrashing the flames with her claws, using her ire of dealing with burning and singed fur to put more oomph into her blows.


+2 to these claw attacks if she's flanking. If necessary she can five-ft step to map-right if that would do the trick:

[roll0]
[roll1]
[roll2]
[roll3]

Bite Attack:
[roll4]


Damages:
[roll5]
[roll6]
[roll7]
[roll8]

Bite:[roll9]

Metahuman1
2017-04-19, 10:31 AM
Leg up, heeled kick down with all the force she could muster. She let that leg take her weight for a second, and then kicked out hard with her other leg, and even as she rechambered, she leaned in, biting hi, and raking with her claws low.

Needed to finish this. Soon. And then they STILL had to finish searching and sweeping the damnable fort.


Full Attack.



Opening Unarmed Strike. [roll0] Damage. [roll1] Sonic. [roll2]

Iterative Unarmed Strike. [roll3] Damage. [roll4] Sonic. [roll5]

Bite. [roll6] Damage. [roll7] Sonic. [roll8]

Claw 1. [roll9] Damage. [roll10] Sonic. [roll11]

Claw 2. [roll12] Damage. [roll13] Sonic. [roll14]

Attack of Opportunity if it tries to get up. [roll15] Trip Attempt for Attack of Opportunity if it tries to get up. [roll16] Note: No size modifier cause they are the same size. Follow up attack for Attack of Opportunity if Trip Succeeds. [roll17] Damage. [roll18] Sonic. [roll19]

Ripptor
2017-04-20, 07:55 AM
http://i.imgur.com/2SXPOjp.png (http://i.imgur.com/2SXPOjp.png)

Hedera sends her flower pups up to the cart now that the first one is down, and readies herself for more fighting, should anything else come out of the woodwork.

Lady runs in closer however, spitting at the rising elemental.

Steef
Readying Rapid shot on any new targets that appear

Biggs
Readying Rapid shot on any new targets that appear

Hedera
Readying Stunning Glance onany new targets that appear

Lady
Move: to BB-54, for a clear shot at F2
Standard: Spit Venom at F2: [roll0] vs Touch for [roll1] Acid damage

Lion-flower A (bottom-most)
Fast Heal 4

Lion-flower B (top-most)
Fast Heal 4

Greenbound Lions ( 4/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

J-H
2017-04-20, 10:26 AM
Round 5, Part 1

Lady spits venom at the elemental (hit for 35), and R’Ror puts a couple of other arrows into it (hit for 25, -4 penalty for shooting at a prone target applies). Chloe claws at it (hit for 47 after DR, and it falls apart right as it’s reaching to hit Manus as he advances (AOO denied due to sudden death).

Magnhild instead lashes out at the tide of tiny elementals swarming her (hit for 14 total sonic damage).


Manus [roll0]
GLB [roll1], fast heal 4
GLA [roll2], fast heal 4



Cinder Swarm 20 damage

Manus 75 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 78 damage, Resist fire 20
Chloe 21 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 32 damage, on fire (1d6/rd)
GLA 23 damage, on fire (1d6/rd)

J-H
2017-04-20, 10:28 AM
Round 5, Part 2
The swarm continues to assail Magnhild.

Swarm damage [roll0] plus ignored fire damage.

Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll1] fails on a 1



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%205.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%205.jpg.html)
(clickable)

Cinder Swarm 20 damage

Manus 75 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 93 damage, Resist fire 20
Chloe 21 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 32 damage, on fire (1d6/rd)
GLA 23 damage, on fire (1d6/rd)
=> Party

Metahuman1
2017-04-22, 04:07 AM
Finally. Now, now it was just these loathsome little pests to contend with. Still, she knew this would likely be taxing, and time consuming.


"Hedera, Can you get your summons to sweep the fort for obvious threats before the magic runs out? Everyone else, Try to finish checking the village for survivors and useful supply's! I'll try to keep wearing these cursed things down, Rally back when ready!"

She had a pretty good idea of there measure, she felt. At least enough that she could keep them occupied while the party made sure they could properly refocus on this for a time with out more surprises.

(OOC: Edit: Sorry for delay, getting mechanics up now, had stuff come up at work and it went from quite to busy really quickly. It's quiteded down again so I'm going to try to roll before clock out time. )

Still in Flames Blessing Stance.

Full Attacking the Swarm. Taking 1 point off the attack bonuses for reach to pay for Stone Power 1 on all attacks. That will be 10 Temp HP that have to be used up first when/if I take damage this coming round. If not used by the start of my next turn, they go away on there own. I get the temp HP even if the attack itself misses.

Unarmed. 1d20+17 Damage. 1d4

Iterative. 1d20+12 Damage. 1d4

Bite. 1d20+16 Damage. 1d4

Claw 1. 1d20+17 Damage. 1d4

Claw 2. 1d20+17 Damage. 1d4

Metahuman1
2017-04-22, 05:48 AM
Still in Flames Blessing Stance.

Full Attacking the Swarm. Taking 1 point off the attack bonuses for reach to pay for Stone Power 1 on all attacks. That will be 10 Temp HP that have to be used up first when/if I take damage this coming round. If not used by the start of my next turn, they go away on there own. I get the temp HP even if the attack itself misses.

Unarmed. [roll0] Damage. [roll1]

Iterative. [roll2] Damage. [roll3]

Bite. [roll4] Damage. [roll5]

Claw 1. [roll6] Damage. [roll7]

Claw 2. [roll8] Damage. [roll9]

Ripptor
2017-04-22, 07:45 PM
http://i.imgur.com/2SXPOjp.png (http://i.imgur.com/2SXPOjp.png)

With the two main threats down, Hedera allows MAgnhild to take care of the swarming fire-lights. Motioning with her arm, She leads the way East to the fortress, followed closely by her creatures, and loosely by the wagon and its humans.



Steef, Biggs, and Wagon
Move East as far as they can(?)

Hedera, Lady
Move 60ft East

Lion-flowers
Fast Heal 4
Move 60ft East

Greenbound Lions ( 5/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Rhyvurg
2017-04-23, 04:40 AM
Manus keeps up his slow march, trying to reach the wounded giant fighting the swarm.

Moving to BC/62

Simba
2017-04-24, 02:02 AM
Unable to hurt the swarm in an way, R'Ror continues to search the village. He takes great care to avoid the swarm's attention in the process.


Search: [roll0]
Survival for tracking: [roll1]
Hide: [roll2]
Move Silently: [roll3]

J-H
2017-04-24, 09:14 AM
Round 6, Part 1


Manus [roll0]
GLB [roll1], fast heal 4
GLA [roll2], fast heal 4


Magnhild continues her duel, one versus ten thousand.

2 hits for 5 damage
Bonuses from the same source don’t usually stack (Vigor doesn’t stack with Vigor, Vampiric Touch doesn’t stack with Vampiric Touch), but at this level that makes Stone Power a completely wasted feat (10 temp HP for a feat is terrible) so I’m fine with it stacking.

Manus advances, while Chloe stands still.

R’Ror, Hedera, and the wagon move east towards the fort. R’Ror is about 300’ from the fort’s northwestern corner. The howling of the cinder swarm drowns out anything you might hear.

Round 6, Part 2
Finding new things to burn, the swarm invades Manus’ space as well.


Manus gets an AOO, but it’s all weapon damage and doesn’t do anything to the swarm.

Magnhild
Swarm damage [roll3] plus ignored fire damage. net 3 damage after temp HP
Fort DC20 to avoid distraction/nausea next turn.
Magnhild [roll4] fails on a 1

Manus
Swarm damage [roll5] plus [roll6] fire damage. 24 damage
Immune to nausea effect.



http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%206.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%206.jpg.html)
Cinder Swarm 25 damage

Manus 100 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 96 damage, Resist fire 20
Chloe 21 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 32 damage, on fire (1d6/rd)
GLA 25 damage, on fire (1d6/rd)
=> Party

Metahuman1
2017-04-24, 10:44 PM
"Manus! You have to pull back! They can't be hurt by anything physical! You need acid, or magic or something like it! I can only harm them with my necklace as it is! "


The style was, sort of working. It needed tweak. With a surge of will, she allowed the massive tower shield to drop, falling to the ground behind her and away from the others, and giving her that extra bit of mobility.

Remain in Flames Blessing Stance.

Free Actions: Drop Tower Shield, thus removing 5 from my normal AC, and the -2 penalty to attack rolls.

Talk.

Full Round Action. Full Attack. Taking a -2 penalty for Stone Powering for 2 points, generating 4 Temp HP per swing. Totaling 20 Temp HP for the coming around.

First unarmed attack. [roll0] Damage. [roll1]

Iterative unarmed attack. [roll2] Damage. [roll3]

Bite. [roll4] Damage. [roll5]

Claw 1. [roll6] Damage. [roll7]

Claw 2. [roll8] Damage. [roll9]

Rhyvurg
2017-04-25, 04:02 PM
"You are injured! Reaching out, he pours all the healing energy he can into the giant, then withdraws.

Lay on Hands for 20 hp then 5 foot step back to BC-61

Ripptor
2017-04-25, 05:49 PM
http://i.imgur.com/2SXPOjp.png (http://i.imgur.com/2SXPOjp.png)

Hedera continues to lead the way East to the fortress, followed closely by her creatures, and loosely by the wagon and its humans.



Steef, Biggs, and Wagon
Move East as far as they can(?)

Hedera, Lady
Move 60ft East and 5 ft towards each other

Lion-flowers
Fast Heal 4
Move 60ft East

Greenbound Lions ( 6/16 Rounds)
Greenbound Lion
Large Plant (augmented animal)
Hit Dice: 5d8+20 (65 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+19
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 claws +13 melee (1d4+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2, SLAs
Special Qualities: Low-light vision, scent, DR 10/magic and slashing, Fast Healing 3, Resistance Cold and Electricity 10, Tremorsense
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5
Feats: Alertness, Run

COMBAT
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +10 melee, damage 1d4+2.
Spell-Like Abilities: At will - pass without trace , speak with plants ; 1/day - entangle, wall of thorns . CL 5; save DC 10 + spell level.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Simba
2017-04-26, 03:31 AM
Realizing that Stealth is rather useless given the circumstances, R'Ror continues to search the village but picks up the pace to finish sooner.


Search: [roll]1d20+19[roll]

tonberryking
2017-04-28, 02:25 PM
Chloe bails. She sticks around looking plaintively at the giantess, but she knows she can't do anything to rid Magnhild of her firey problem and she ducks away to see if any other threats are around. Maybe she can find water to bring back, if anything...




Moving towards BF/55/56 or as far as Chloe can move, searching the area with her scent and eyes. She literally is trying to sniff out a source of water.

[roll0] Survival

[roll1] Spot

J-H
2017-04-28, 09:32 PM
Consolidating the next two rounds...

Manus heals Magnhild, then withdraws slowly. His initial move away is too slow, and he takes another [roll0] plus [roll1] fire damage as the swarm follows him in his initial withdrawal. After he withdraws, it re-coalesces around Magnhild, who continues to wear away at its numbers, protected by her magic and martial skills.

Manus is still on fire, [roll2]. A move action will put it out (stop, drop, roll).
5’ step not enough to get out of range…swarms have a mutable shape.
Based on averages so far, let’s say 7 damage per round.
I think the fire should be out on the greenbounds, and fast healing is basically negating its damage anyway.

The rest of the group moves east towards the fort, and then turn south into the gap between the fort and the village. A large column of flame burns, partly in and partly out of the gate to the fort. The area around it is blazing hot and would be hazardous to enter without magical protection. It looks kind of like the column is continually being fed from the inside. Hedera is unable to figure out what it could be (rolled a 1 = 7 total…TWICE in a row, not enough for even basic info).
https://img.clipartfest.com/9b010890e04c7edbc999798ab42ad244_keyword-images-pillar-of-fire-clipart_500-735.jpeg

Roughly 20' in diameter and 15' tall


Across an open square to the south is a crudely-rebuilt one-story stone building. Based on the items around it, and the oversized chimney, you’re pretty sure that it was and is a blacksmith’s shop.

A large snake-like creature turns to look at R’Ror, having been previously looking to the northwest at the battle visible over the walls of the rest of the village. Two slightly smaller ones flank it. They have red skin, and flames ripple along their halberds. Hedera thinks they might be creatures from some fiery realm, but can’t remember anything else.
http://vignette1.wikia.nocookie.net/teenwolf-next-generation/images/0/0b/Salamander.jpg/revision/latest?cb=20160131165302

Chloe does not smell any water nearby, and it looks like the wells in the village square were long ago wrecked.


Hedera’s K: Planes rolls were terrible.


http://i257.photobucket.com/albums/hh221/jonathan8883/vil%20rd%209.jpg (http://s257.photobucket.com/user/jonathan8883/media/vil%20rd%209.jpg.html)
Clickable map, had to zoom out to show everything.

Cinder Swarm 39 damage

Manus 137 damage, on fire (1d6/rd), slowed
Hedera Resist fire 20
Lady Resist fire 20
Greenbound Croc Resist fire 20
Magnhild 96 damage, Resist fire 20
Chloe 21 damage, Resist fire 20
RRor Resist fire 20
Steef Resist fire 20
GLB 32 damage
GLA 25 damage
=> Party

Rhyvurg
2017-04-28, 11:37 PM
Aware how close he is to death, Manus stops to put out the fire on himself.

J-H
2017-04-30, 03:25 PM
The group heads back towards the elemental swarm. As they do, the tallest lizard-creature raspily calls out something in what Chloe & Hedera recognize as the Dwarven tongue.

If you have cold iron, I will trade for it!


The swarm of elementals is eventually battered down and dispersed, leaving Manus badly burned and a bleeding Magnhild standing triumphant amidst an ankle-deep pile of broken ash elementals.

Metahuman1
2017-04-30, 05:49 PM
Magnhild drew in heavy breaths, trying to recover after that exhausting slug fest.

"If I ever, ever, get my hands, on whatever summoned that mess..." She muttered darkly. She did however turn toward Manus after a moment.

"Are you badly hurt?" She queried of the Paladin.

Rhyvurg
2017-04-30, 08:47 PM
"I will be fine, but we need a safe place to rest."

Metahuman1
2017-04-30, 10:29 PM
"Agreed. I don't think we should give up on this location just yet, but a temporary falling back does seem in order. At least long enough to recover from wounds and let Hedera recover spells and prepare for the local issues in a more specialized fashion. "

The giantess nods to the golem, and lifts up her shield, setting it afloat once more. However, she does also take a moment to screen the area, hoping against hope to get something out of it this time. Maybe if she's lucky, survivors. Maybe, if she's miraculously lucky, survivor's she knows.

Spot: [roll0]

Listen: [roll1]

Survival for Scent:[roll2]

Trying to find any evidence of survivors. Or that anyone she knew before she lost her home city was here.

J-H
2017-05-01, 01:51 PM
Magnhild doesn't find anything. The whole village was burned pretty thoroughly. Where do you go to rest?

J-H
2017-05-02, 02:53 AM
The group retreats from the town, heading west and finding a copse of trees to rest in. The night passes uneventfully. The ever-burning fire in the fortress gate is a visible light throughout the night.

Healing spells cast on rest?
=> Party

tonberryking
2017-05-03, 02:29 PM
Treetops were Chloe's first choice of sleeping spots while on the road, but even she feels somewhat uncomfortable after the firey debacle of the day. She remains in hybrid form, though minus her extra arms, and lounges while waiting for her own chance to be healed.

You know, damndest thing..." she eventually opens up when she gauges it proper to, "Those lizards were willing to trade for cold iron. Not that I klnow what they'd want or even have in return... but something tells me this place is for some reason a haven for fire-types. I could try sneaking back in and interrogate a lizard...or just sneak in, but something tells me if you have at least one person willing to trade, there's more back there." she growls, "I swear, there'd better not be a red dragon in there; I hate chromatics...."

Simba
2017-05-04, 02:44 AM
"You're right, there is something fish there. So much fire must hae a source, a reason to be there."

Metahuman1
2017-05-04, 03:18 AM
"I, think I remember cold Iron worked well on Demons, or Devils, or, something like that. Heard troops talk of it at times during the war." Magnhild adds. "Perhaps that's what's going on? Maybe tomorrow we should try, speaking to them first see if we can find out what the issue is? We might not even need to fight the rest of them if were lucky, we can safely just leave them be and be let be in return, and go on our way?"

Simba
2017-05-04, 03:25 AM
"I can have cold iron arrows, but only I can use them. Just in case we need that."

Rhyvurg
2017-05-14, 08:25 PM
"We can attempt to make peaceful contact tomorrow, the battle with the elementals was far too costly. I will stand watch,
I have no need for rest." Manus' charred skin cracks and flakes as he moves to watch the road.

Metahuman1
2017-05-14, 11:18 PM
"Let me have 2 hours to rest. After that, I will be fully healed and ready. I will take the watch for you, and you can attempt to use the rest of the time to work on repairing the damage you took." Magnhild respond's to Manus, even as she begins to settle in for the mentioned 2 hours.

Simba
2017-05-15, 12:57 AM
"If you do not need me to stand watch I will sleep now."

Metahuman1
2017-05-15, 10:06 PM
Assuming nothing else of note happened, Magnhild relived Manus after 2 hours.

Ripptor
2017-05-15, 11:33 PM
http://i.imgur.com/2SXPOjp.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)

Hedera huddles up with Lady curled around her as she listens to the others. "Cold Iron is a Fae's bane, cutting through our flesh as easily as a mere human. I do not relish the idea of being near it..." She lays in the center of lady and slips off to sleep as the others take watch, rejuvenating her natural divinity for the day ahead.

Spells changed as per OoC

J-H
2017-05-16, 08:19 AM
The ever-burning fire in the fortress gate is a visible light throughout the night. Around midnight, some sort of flaming bird-like creature flies out, going straight up, circles the town briefly, and then vanishes back into the flames.

The sun rises, and it’s the morning of the next day. Everyone is at full health except Manus. What do you do now?

http://static.wixstatic.com/media/d78203_0209c91e8af54b90855e36106be249e4.jpg

tonberryking
2017-05-17, 09:35 AM
Chloe slept in the boughs of a particularly sturdy tree, and bounces down from it in her dwarven form once more, hastily tying up her massive hair. "Kinda wonderin' if I should cut this before it gets burned..." she mentions to Hedera before she takes a seat at whatever campfire the crew has prepared.

"Before I go catch breakfast, what's the plan now? Because as wise as it may be to try to talk to whatever firey beasties are in the fortress, they are attacking on sight. Should I sneak in, or perhaps we could try some sort of white flag tactic?"

Metahuman1
2017-05-18, 12:13 AM
"I think we may be better off waiting another half day to a day. Allow Hedera to invest in making sure all our party are fully healed and to then rest and rep repair spells.

Beyond that, a good precaution might me to find a safe place for our wagons, livestock and for our human companions. Keep them clear of fighting if it breaks out." She does give the men a sideways look.

"No offense, but I think your, unlikely to be of help in such a fight if yesterday was an indication.

Beyond that, I'd say we should attempt to talk, there more useful as allies then as a force we have to fight and wipe out again. If it can be helped."

Rhyvurg
2017-05-18, 01:39 AM
"We were all unprepared, we must endeavor to be less so in the future."

Metahuman1
2017-05-20, 04:03 AM
"Agreed, we go in fully healed, and with defense against fire cast and a full complement of magic from our druidess." Magnhild confirms.

Simba
2017-05-22, 02:15 AM
Ready for action, R'Ror starts scouting the area around their resting place, most of all in the general direction of the ruins they fled the day before. He simply needs something to occupy him while all the others are preparing and resting.

Ripptor
2017-05-23, 11:14 AM
http://i.imgur.com/2SXPOjp.png (https://www.myth-weavers.com/sheet.html#id=1176884)

Hedera lazily begins her morning, removing herself from the warmth of Lady's embrace and rejoining the others in their bustle after a brief period of natural re-centering.
Ready with fire-warding spells and some electricity for their half-charged warrior, she leads the way back to the edge of the previous day's fire village.
Careful to keep out of sight of the Fire-Lizard-People, Hedera weaves nature's protections around their party and turns to set Chloe off.

"I know you're quite capable of keeping yourself Love, but do be careful. We don't know what entirely is going on yet... We'll keep an ear out if you need help."

2x Arc of Lightning in 4th level slots, everything else the same.

Casting Extended Magic Fang on Magnhild
Casting Extended VenomFire on Lady
Casting Mass Resist Energy (Fire) on everyone (except Manus)

tonberryking
2017-05-26, 09:27 AM
Chloe, even if it takes a number of tries, starts getting bigger and furrier as she casually talks with Hedera until she's once more her towering brutish hybrid form, still holding to the conversation.

"Mmm. Yes. I'll scout the town ahead and see if there's a defensible place for us to start negotiatin'. Preferably a place we can hastily scram rather than entrap ourselves for the inevitable fire pit." With a few final pops of her neck and much larger knuckles, Chloe bounds off in the lead.


H'okay. Sorry about that, I got some unexpected art jobs lately and had to get some extra money from them.

Chloe will move ahead of the party as they approach the city and climb the tallest edifice she can to look around, while trying to be a ninja about it:
[roll0] Climb
[roll1] Move silently
[roll2] Hide

And A spot/listen and a second spot before she leaves to report, in that order:
[roll3]
[roll4]
[roll5]

J-H
2017-05-26, 02:47 PM
Chloe silently prowls atop the burnt-out stone walls, finding little of note. The blacksmith operation the salamanders seem to be running is clanking and smoking away. The only other signs of life are a couple of zezirs, but they stay well away from Chloe and from the salamander’s smithery.


The rest of the city is basically as shown on the last couple of maps. Several roads of burnt out buildings, with the salamander blacksmith building on the south side of a town square that faces the fort. Open space between the fort walls and the town, and a big fiery thing blocking the main gates of the fort.

Rhyvurg
2017-05-28, 04:14 AM
Manus checks his gear, but if all goes according to plan there will be no more violence.

tonberryking
2017-05-28, 10:30 AM
Chloe sneaks back down the way she came (hopefully) and lazily informs the others of what she saw, with her own opinions added on:

"Probably shoulda waited to put m'furs on, but the salamanders are working at the smithy, and we know they speak my language. What we could do is approach em with me in the lead-- preferably as a dwarf-- and shoot the breeze with them, possibly figure out who's in charge here. Keep cool, but keep ready for a fight, that sorta thing."



Move silently and climb to get back to the others:
[roll0]
[roll1]


Control shape to assume dwarf form:
[roll2]


Luckily, she's able to shrink back down without much fuss, grinning toothily up at Hedera. It'll be fun t'be a translator."

J-H
2017-05-30, 08:57 PM
Chloe returns to the group without any issues.

Metahuman1
2017-05-30, 10:12 PM
Magnhild took a moment to adjust her positioning, and then spoke.

"Sounds like a plan. I'm going to have to let you two take point on this, I'm, not precisely skilled at talking to people." She offers, a hint of embarrassment in her voice.

Ripptor
2017-06-03, 03:54 PM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)

Hedera smiles at the little woman and the rest of the group. "I as well speak your tongue, but I'll allow you to handle the introductions. We're all fire-kissed for the moment, so we should be ready. Follow me!" With that, Hedera leads the group down the road back towards the fire funnel, before turning south to the Salamanders. As she moves, her green-leaf clothing shimmers into gleaming autumn gold, with delicate black filigree trimming and a cut even deeper than before.




Hedera will keep a royal air in the wake of the party to emit some level of power / nobility / diplomacy, but intends to let Chloe do the talking unless needed. Don't want the Salamanders to think we are simple travelers to take advantage of...

Simba
2017-06-03, 04:01 PM
Happy to be left out of the diplomatic action, R'Ror hangs back and keeps his attention on the surroundings.

J-H
2017-06-03, 04:45 PM
The group moves towards the town square, although the horses balk at entering it due to the heat of the flaming pillar in the fort’s gate. The hardier (or protected) members continue on, and the thuds of Magnhild’s footsteps apparently draw someone’s attention.

One of the salamanders sticks its head outside, sees the group, and withdraws.

By the time you’ve reached the doorway, the larger one is there, carrying its halberd in one hand and a flaming smith’s hammer in the other hand.

(Dwarven)
“You return.”

tonberryking
2017-06-04, 01:50 PM
Chloe casually approaches, though she stays out of reach of the salamander's weapons, looking coy and casual in her dwarven form, shaking out her twin white pigtails before lazily. She appears nonchalant, as though coming by on a stroll, and inwardly she forces this front as to not seem so eager for information.

{"Mmm, yessss... They had to come get me, their translator. Though it did catch me off guard someone speaking a proper language was still about, but look at you! A sturdy smith, hard at work I see! Mmm, yes. Tell me, darling, I am most intrigued. Did you stoke the fires, restore this smithy all by yourself? I wouldn't have guessed there was enough call for smith work and a place like this; my fellow companions came around yesterday thinking this whole place had been deserted, yet here you are. Mmm, it has me quite curious, you see, especially when I caught word that trade is possibly negotiable?"}

{ } = In dwarven.

She doesn't let up, but she speaks in steady dwarven. Not too rapidly, but neither too slow to make it seem like she's speaking down to them. She postures casually, her eyes somewhat hidden under bushy bangs.

Hopefully, they don't realize she was the giant furry one... That might make this all awkward...


Bluff :[roll0] Because she's totally not the weretiger. Seriously!
Disguise: [roll1] TMK lycanthropes get a +10 to disguise so people won't recognize them, ad a +2 to this because of her high bluff skills/synergy if so.

Diplomacy: [roll2] Whelp! Maybe she's being too casual, but hopefully we can spin this well...

J-H
2017-06-04, 03:18 PM
The salamander doesn’t seem to suspect anything strange. Or maybe it doesn’t care.

{Yes, talkative Prime}, it rasps out, referring to Chloe being a native of the Prime Material Plane. {I was fortunate to locate this structure ready for use with only minor adaptation so close to the portal to the Home-Place-of-Fire. Trade would be good} it bobs its head – well, really the top part of its serpentine upper body – up and down. {A large number of cold iron weapons have been commissioned to be made by our clan, and cold iron is rare in the Home-Place-of-Fire}.

Hedera thinks the salamander might be referring to the Elemental Plane of Fire.

{Cold and heat do not go well together even figuratively}, the salamander grunts with a croaking laugh. {This place must have cold iron somewhere, but away from the portal is very cold and dreary. The iron must be underground someplace, but it is even colder under the earth than above, and I’m told that the flames of home would be unwelcome in a mine. The ethers in the air are too weak to support life and flame. My two apprentices and I have little to work on, but the elders… pfeh.}

{I would trade some of my time, which is being wasted, for cold iron. Bring me worked or unworked cold iron, I care not. You primes like to have your weapons burn, right? Nice and cheery? I can work some protections against the dreary cold onto armors as well.}


Available in trade:
Flaming type weapon enchantments
Protection from Cold enchantments on armor, shields, and rings or bracers
Similar fire-based magics for weapons, armor, shields, and rings or bracers

tonberryking
2017-06-09, 02:46 PM
{A portal, you say?" the dwarf rubs her chin, and decides to color her remarks with snippets of truth as she digs more at the matter. {"Mmm. I see, I see. Are you under the protection of anyone, darling? A leader or a group of some sort? Because these lands are quite dangerous these days and I would hate to see craftsmen such as you fall to the brigands or monsters that were here before you....I trust that you are in good hands? Because while I have no cold iron at the moment, I find you an agreeable sort and would care to do business with you and you ilk in the future. I plan to lead my comrades here back to old dwarven lands and would have at least some measure of luck finding cold iron there than here. I would simply need to find something to do with it... ...Anything else you might have need of in the future?}


Hoo boy. I dunno how much of a bluff this all is since she's basically speaking the truth about all this: [roll0] But we still need to make the deal sweet enough to secure these potential allies.

Diplomacy: [roll1] Hedera better help me, I don't have much faith for this one...

Ripptor
2017-06-10, 12:27 PM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)

Hedera steps up behind the small woman and puts a hand on her shoulder before the Salamander can indignantly respond. In Dwarven, she interrupts, "My apologies, some things just get lost in translation. I am sure that your people are quite capable of taking care of yourselves, but we would courteously offer some measure of alliance if it were requested of us on favorable terms, at your discretion. No implied threat, I assure you." She smiles warmly at him, hopefully having alleviated any implied insult.

"As for Cold Iron, my people are more intimately familiar, though it is certainly a scarcity even on these planes. Time is of course valuable to us all, but I am sure your quality of craftsmanship would convince us to detour into some areas that may yield some leads. Might I ask to see some protective wares?"



Diplomacy [roll0] to cover a social blunder (assuming its a military might challenge, from her words...) and to barter up any future Cold Iron (and acquisition time spent) as more valuable.

Sense Motive [roll1] As needed to see through any LIES OF THE JEDI.

Keep her noble air, in her shiny golden wardrobe. Hopefully shiny is a universal enough language of wealth/power :smallbiggrin:

J-H
2017-06-10, 06:33 PM
The Salamander gets a bit agitated as Chloe speaks, but calms back down once Hedera explains what the dwarf meant.

{Our proximity to the planar portal keeps away many creatures, and I believe I saw your giant} – motioning to Magnhild {fighting some of the less-intelligent beings that wander from there to the Prime and back. Only the most determined thieves would cause problems, and they would be repaid fivefold if I summoned my clan-mates in retribution.}

The salamander rests the butt of his halberd on the ground firmly, and pauses for a few moments to be sure his message is understood.

{Karshok – bring out the rings you and Teliu have been practicing on.}

One of the smaller salamanders slithers out, bearing a plate-sized iron disk whose edges have been pinched, stretched, and bent upwards like fingers. It has a dozen and a half “fingers” around the edge, about half of which have steel rings resting on it. The plate shimmers with heat from the creature holding it, and touching it could be painful.

{Most of these are protective, but my apprentices have also been stretching their abilities by conducting a few experiments. I am interested in little besides cold iron.}


Bored trainees are given something to do, even if it’s only a display rack...

6x Ring of resist energy (cold) 10
1x Ring of Burning Hands (5d4) 3/hour
1x Ring of Salamander Touch (3/day Swift activation, metal held weapon or one claw attack deals +1d6 fire damage for 5 rounds)
1x Ring of Protection from Cold 60, 1/day (continuously active, switches off for the day at 50 cold damage absorbed)

Also:
Bracers of Fire Shield (CL9/9 round duration) 2/day

Full Plate +2 of Fire (Anyone who strikes wearer with non-reach weapon takes 1d6 fire damage; wearer gets Resist Cold 10 and immunity to non-magical cold; persistent Continual Flame effect cannot be turned off)

Ripptor
2017-06-14, 02:31 PM
http://i.imgur.com/k65kGUG.png (http://www.giantitp.com/forums/showsinglepost.php?p=21713990&postcount=3)

Hedera looks over the wares, careful to show recognition, but not too much interest. "There is definitely some quality work here, no less than expected." Nodding at Karshok, she returns her attention to the Gate-keeper. "These may make us detour into some cold iron mines after all, if we find ourselves in the area. Though the deeper we must search, the colder and drearier it will become... Of course, it would be advantageous to have some of there wares in advance, so that we may explore deeper, and bring you back more." Hedera leaves the implication there for him to offer, neither too hot nor too cold to the idea.



Diplomacy [roll0]
Trying to convince him it will be difficult, (and worse yet, even colder!) and that we will save him time, trouble, and discomfort if we are to both succeed and get as much as we can. Maybe a ware or two in advance, like the rings? :smallwink:

If he offers some advance payment, we will take it with thanks. Once we're done, we can look / ask around for iron mines? Maybe that hole in the world that Chloe looked into may hold some, or the dwarven zealot fortress?

J-H
2017-06-14, 08:58 PM
{Unless you have cold iron with you now, I doubt you have much in trade that I desire, or could even find a market to pass on. I do not give my work away for free, nor do my apprentices.}

Karshok the apprentice leans forward. {What about that conversion ring that I made?}

{That failure? No one in their right mind would wear something so cold!}

{They aren’t as we are, may I please offer it?}

{If they’ll take it…}

Karshok slithers inside. You hear a few items shifting around as he searches for something, before he returns, holding a steel ring with a pale blue sheen to it in a pair of tongs. He offers it to you.

{This doesn’t work for us or our buyers, but maybe it will for you? It absorbs a certain amount of heat, and can then shoot it out in a concentrated ray. It’s too cold and…well, not safe for us. If you take it, I want to know how well it worked when you come back!}

Hedera examines the ring with Detect Magic, and is able to analyze the dweomers powering it.

Hedera’s the only one with Spellcraft…

Ring of Fire Conversion
This ring will absorb up to 30 points of fire damage, as with the spell Protection From Fire, once per day. Once it has absorbed 30 points of damage, it ceases to have a protective effect. The absorbed energy is stored, and the ring can to fire a Scorching Ray (CL3, 4d6 fire damage) as a standard action. The energy matrix is slightly unstable, and Hedera thinks that if the ring were left charged overnight, it might explode.
The ring is cool to the touch.


=> Party
What now? If you have nothing else to do with the salamanders, we can handwave the goodbyes. In that case, where do you go?

Metahuman1
2017-06-19, 07:39 PM
"I have a question. That building over there? Is it yours, have you claimed it, or does it stand abandoned? And, if abandoned, would you mind if we see what we can find in there before we go on our way?"

She was trusting that Chloe and Hedera would make that sound more diplomatic when they translated.

J-H
2017-06-19, 10:00 PM
Manus accepts the ring, placing it on his finger and agreeing to let Karshok know how it functions if or when he returns to the area.

{The fortifications? Some of the swift-burners-and-eaters-of ash have tried to nest there. Walls, ash, and a small stone building or two. Nothing of use to us is there.}

Metahuman1
2017-06-20, 04:46 AM
"May we make a search of it then before we depart the immediate area? See if perhaps there is anything we might find useful there?" She follows up with.

J-H
2017-06-20, 07:31 AM
{Feel free. As long as the planar gate is left intact, do as you wish.}

tonberryking
2017-06-27, 12:56 AM
Chloe gets out of sight to change and transform before she attempts to investigate the building for the others, cracking her claw knuckles and getting to work...


Hide, control shape into hybrid form:

[roll0]
[roll1]


Climb, move silently into the building through whatever openings can fit a giant tigress:
[roll2]
[roll3]

Spot, listen and search:
[roll4]
[roll5]
[roll6]
I really need to invest more in that last one.

J-H
2017-06-27, 08:20 AM
Chloe is able to climb her way up the chinks and cracks in the blackened stone of the fort’s wall. Going over the top, she lands on a masonry ledge no doubt intended for soldiers to use when defending the place. The ledge is broken around the portal to the Plane of Fire, with piles of scorched rubble where the gate tower used to be.

Each corner of the rectangular fort has a small tower as well. It looks like a man-sized ground-level door in the eastern wall of the fort is standing open, based on the pattern of light and shadow.

The ground inside of the fort is bare and covered in ash, except for three blocky stone structures. Two of them have empty doorframes, but the last has what appears to be a metal door that is shut.

tonberryking
2017-06-27, 09:43 AM
Chloe purrs curiously as she fumbles for her tools. She brushes at the ground and sniffs about, taking her time to search for any potential traps before she examines the door. After seeing how everything else works, her gut instinct is that the stolid door that wasn't affect is probably rigged...


Taking 20 to search the door, and trying to disarm anything I find...

[roll0] Disable device
[roll1] Open lock

J-H
2017-06-27, 09:56 AM
The door does not appear to be trapped, but it is cool to the touch despite the surrounding environment being heated by the portal.l
Chloe unlocks it with some effort, but the door seems to be blocked from the inside.

tonberryking
2017-06-27, 10:37 AM
With a grunt, Chloe puts her back into trying to shove the door, and whatever's blocking it, out of the way, even if only by a little. Maybe enough to where a smaller her could enter...


[roll0] Strength check to try to make this deal budge

If she succeeds or manages to move it just enough to where she could fit as a dwarf, then control shape:
[roll1] Strength
[roll2] Control shape

Subsequent search/spot check:
[roll3]
[roll4]

J-H
2017-06-27, 12:38 PM
Chloe pushes and shoves on the door, but it doesn’t move.

tonberryking
2017-06-29, 11:06 PM
With a disapproving snort, Chloe turns and goes back the way she came, reporting back to Hedera with a trace of bitterness in her deep growling voice.

I found a doorway but something from the other side is keeping it shut no matter how hard I shoved it; everything but that door looks like it was burned to ashes.

Rhyvurg
2017-06-30, 02:04 AM
"Do you think the merchant would object to us investigating the fort? A blockaded door is no major obstacle."

tonberryking
2017-06-30, 11:45 AM
"They already replied with indifference; either they don't know or care what's in there and if it can be of any use, we may as well see. Else-wise we should take our adventures elsewhere until we need to start rebuilding trade."

Metahuman1
2017-06-30, 07:45 PM
"Your sure the area is clear of traps? If so, I can go kick it in. It's a door, I've broken much harder things before and probably will after." Magnhild responds thoughtfully.

Rhyvurg
2017-06-30, 10:36 PM
"With the damage to the structure I doubt any traps would still function." Manus heads inside.

Metahuman1
2017-07-01, 04:13 AM
"Fair point." Magnhild concedes, and follows, moving over the wall if needed. She takes a moment to check around for the door that was mentioned.

J-H
2017-07-01, 07:11 AM
The open door on the east side will fit medium creatures, but is too large for Magnhild. She is able to pull herself up and over the wall and into the fort without much difficulty, however.