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  1. - Top - End - #451
    Ogre in the Playground
    Join Date
    Jan 2017

    Default Re: The Crimson Echo IC - Season Two

    Dalen points the wand into the fray, splitting his concentration momentarily and sending two bolts flying, "step away from the pit, Silas, it quite literally pulls you towards it and the balance at the edge is deceiving,"

    Spoiler: OOC
    Show

    Magic Missile against Dog #2: (1d4+1)[3]
    Magic Missile against the guard #3: (1d4+1)[2]

  2. - Top - End - #452
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

    Join Date
    Oct 2017

    Default Re: The Crimson Echo IC - Season Two

    Silas swung at the passing guard as, striking him with a harsh clang, piercing part of his armor with his blade. Overconfident from his previous hit, Silas gave a flourish to his next swing at the guard as Dalen took care of the dog with his spell, missing completely without the man even having to have noticed the tiefling now flanking him. Embarrassed, he was thankful everyone was so busy with their own battles that his mistake might not make it into later conversations.

    "Y-yes, it's never too late!"

    To Aliani, he mouthed and motioned to cudgel him quickly.

    Spoiler: OOC
    Show
    Spoiler: STATS
    Show
    Silas Rata'da
    Male Chaotic Neutral Rakshasa-Spawn Velvet Blade, Level 4, Init 3, HP 33/36, DR cold/electic/fire 5, Speed 20/30
    AC 23, Touch 13, Flat-footed 20, CMD 20, Fort 6, Ref 7, Will -1, CMB +7, Base Attack Bonus 4
    Masterwork Sword Cane +8 (1d6+3, x2)
    Sick AF Falchion, +1 Cold Iron +8 (2d4+5, 18-20/x2)
    Chakram (3) +7 (1d8+3, x2)
    Masterwork Breastplate (+6 Armor, +3 Dex, +4 Deflect)
    Abilities Str 17, Dex 16, Con 12, Int 12, Wis 7, Cha 14
    Condition None

    Chakram Melee: -1 atk, DC 15 Ref = 1/2 dice dmg to self


    AoO against Guard 3. 23 vs AC, 13 damage.

    Move to T10, attack Guard 3 with nat 1.
    ~ Piccadilly Pineapple

  3. - Top - End - #453
    Barbarian in the Playground
     
    PirateGuy

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 26 (5pt nonlethal) | AC: 20 (24) | TOUCH: 16 | FLAT: 15 | CMD: 16 | FCMD: 11
    INITIATIVE: +7 | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (1/10)
    CONDITIONS: None.


    Jakkin slips away from the man who narrowly missed taking some of his head off, keeping the pressure on each opponent that Blackjack faces. Of course, this does leave him in a similar position of being hemmed in by the remaining guards, which could definitely be a problem.

    Recalling combat lessons common to his people, he proceeds to make himself a much more difficult target to land a blow on, even if it does have the unfortunate effect of taking more of his focus away from landing a blow of his own.

    Nonetheless, he keeps the pressure on by lashing out with a foot at the man caught between himself and Blackjack.


    Spoiler: OOC:
    Show
    5’ step to H17, Flanking Guard 8
    Move Action: Martial Flexibility (Cautious Fighter) Fighting defensively, -4 to attack, +4 to AC.
    Attack Guard 8: (1d20+7)[22] Punch Damage: (1d4+5)[6] Cold Damage: (1d6)[6] Sneak Damage: (2d6)[7]

  4. - Top - End - #454
    Troll in the Playground
     
    Inspectre's Avatar

    Join Date
    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    "You don't get it kid. I run, and Lamm goes after my family."

    The guard grunts to Aliani's plea to just walk away, slashing at the playwright yet again.

    Spoiler: Guard #3
    Show

    Longsword vs. Aliani
    To-Hit: (1d20+5)[14]
    Damage: (1d8+2)[9]


    Meanwhile, the original guard for this entrance has finally had enough of Dalen's interference as he drops his crossbow and rushes the mage while drawing his longsword.

    "I've had enough of yer Acadamae bull****!"

    Spoiler: Guard #1
    Show

    Free Action: Drop Light Crossbow
    Move Action: Move up to R8, drawing longsword as part of the move
    Standard: Longsword vs. Dalen
    To-Hit: (1d20+5)[18]
    Damage: (1d8+2)[3]


    Ignoring chivalry, the three guardsmen at the door further into the building snap off shots from their crossbows at Silas's back, while the one that nearly fell through the doorway backs up further down the adjoining hallway after shooting from the doorway.

    Spoiler: Guards
    Show

    All three are shooting at Silas, Guard #4 backs up 10' down the hallway south to U16
    #4
    To-Hit: (1d20-1)[4]
    Damage: (1d8)[8]

    #5
    To-Hit: (1d20-1)[16]
    Damage: (1d8)[5]

    #6
    To-Hit: (1d20-1)[4]
    Damage: (1d8)[3]


    There is the sound of desperate scrambling from within the depths of the pit, accompanied by a crackling growl and a shout of pain from the guard. (The thunder dog isn't happy being in the pit, but doesn't do anything damaging - as yet. Guard #2 doesn't even bother trying to climb out.)

    Meanwhile in the courtroom, Jakkin finally delivers a telling blow to one of the corrupt guardsmen, sending him reeling backward directly onto the waiting point of Blackjack's rapier, who once against skewers the guard through the heart before unceremoniously shoving him forward off of the blade. The vigilante tumbles over the top of the desk in front of him, taking up flanking positions on the last guardsmen up and fighting in the room, who looks back and forth between the two of you before shaking his head and cursing under his breath.

    "Sod it! Wait up!"

    He calls, wildly swinging at each of you to keep you off his back before he finally turns and runs after the guard who just disappeared through the open doorway and into the hallway beyond.

    Before you or Blackjack can consider giving chase, however, the double doors leading out to the front of the Longacre Building boom open to admit Baldrago, accompanied by the guard who ran off to fetch him, two more guards, and two men in studded leather armor who are cradling weapons that are definitely not standard-issue Guard equipment, given the heavy crossbows are nearly as big as they are.

    "Get down!"

    Blackjack growls as the two arbalesters spread out to flank either side of the doors before raising their weapons and spraying crossbow bolts into the courtroom. The other two guards, each brandishing a crossbow, joining in the eruption of fire. Their fire proves much more accurate than the two arbalesters simply spraying bolts everywhere, as one guard's bolt passes just over Blackjack's head on the floor, while the other one hits Jakkin directly in the chest with his bolt, the halfling's armor just stopping the bolt from penetrating deep enough to impact his lungs or heart! (Nat 20 threat, no crit.)

    Spoiler: Arbalesters
    Show

    Blackjack drops prone, thus gaining a bonus to his AC. One arbalester fires at Jakkin, one at Blackjack with Rapid Shot.
    Arbalester #1 (vs. Blackjack)
    To-Hit: (1d20+4)[6]
    Damage: (1d10)[2]

    To-Hit: (1d20+4)[6]
    Damage: (1d10)[10]

    Arbalester #2 (vs. Jakkin)
    To-Hit: (1d20+4)[18]
    Damage: (1d10)[8]

    To-Hit: (1d20+4)[12]
    Damage: (1d10)[10]


    Spoiler: Guards
    Show

    Guard #12 - at Blackjack
    To-Hit: (1d20+3)[22]
    Damage: (1d8)[6]

    Guard #13 - at Jakkin
    To-Hit: (1d20+3)[23]
    Damage: (1d8)[6]


    "See! I told you Blackjack is here!"

    The guard exclaims, starring in disbelief at the bodies of two of his fellow guardsmen and Lieutenant Rastin, all three of which had fallen in nearly as many seconds. Baldrago grimly grunts an affirmative while digging a familiar orange vial out of his belt pouch.

    "Yeah, that looks like him alright. Well, I got a surprise for him. Give me a second."

    Baldrago then pries the cork open with his teeth and bites down onto his thumb, dribbling a bit of his blood into the vial while muttering an incantation under his breath. He then downs the contents of the vial, and immediately doubles over and vomits a considerable amount of black blood across the floor, retching and wheezing.

    Spoiler: Baldrago
    Show

    Baldrago takes Shudder this round.


    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 11 Damage (IN PIT)
    T-Dog #2 - 37 Damage (At -1)
    Guard #2 - 7 Damage (IN PIT)
    Guard #3 - 15 Damage
    Guard #8 - DEAD
    Lt. Rastin - DEAD

    Jakkin - 6 Damage
    Silas - 3 Damage
    Aliani - 3 Damage
    Blackjack - 13 Damage

    Door to Arbiter's Office - 7 Damage

    Create Pit - 2/5 Rounds Duration
    Last edited by Inspectre; 2021-05-26 at 08:01 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  5. - Top - End - #455
    Ogre in the Playground
    Join Date
    Jan 2017

    Default Re: The Crimson Echo IC - Season Two

    Dalen swats the longsword away with his back hand, the layers of protective magic encasing him repulsing it. He gives the corrupt guard a dismissive look, then turns to the other guard who rose to Aliani's provocation. An opportunity he wouldn't let slip.

    "You think your child will be better off an orphan in burning streets awash with shudder? Even if you die for him, Lamm certainly won't protect them! You're the only one who can and will do so, and we can help you with that. Cut loose those puppet strings, and seize a better future than the bloody one Lamm envisions, for yourself and your family," Dalen carefully weaves his words around the threats and insinuations he surmises that Lamm has made, and striking his dagger at the heart of the father's obligation to his family.

    Spoiler: OOC
    Show

    Diplomacy: (1d20+19)[22]

  6. - Top - End - #456
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

    Join Date
    Oct 2017

    Default Re: The Crimson Echo IC - Season Two

    "If you've a reason to live, I've a reason to let you. All you need is proof of service, right? Then stand still and expect a rude awakening!"

    Silas turned his blade so that it's inward curve could be used in place of the sharpened edge.

    Taking a step over to his left, he positioned himself directly across from Aliani before letting loose a force of mercy on the guard. Unfortunately, his aim proved uncertain as the guard easily avoided his attack.

    "Stand still I said! Do you want this to look good for your boss, or would you rather get the sharp end?"

    Spoiler: OOC
    Show
    Spoiler: STATS
    Show
    Silas Rata'da
    Male Chaotic Neutral Rakshasa-Spawn Velvet Blade, Level 4, Init 3, HP 33/36, DR cold/electic/fire 5, Speed 20/30
    AC 23, Touch 13, Flat-footed 20, CMD 20, Fort 6, Ref 7, Will -1, CMB +7, Base Attack Bonus 4
    Masterwork Sword Cane +8 (1d6+3, x2)
    Sick AF Falchion, +1 Cold Iron +8 (2d4+5, 18-20/x2)
    Chakram (3) +7 (1d8+3, x2)
    Masterwork Breastplate (+6 Armor, +3 Dex, +4 Deflect)
    Abilities Str 17, Dex 16, Con 12, Int 12, Wis 7, Cha 14
    Condition None

    Chakram Melee: -1 atk, DC 15 Ref = 1/2 dice dmg to self


    5ft step to T10. Attack nonlethally vs Guard 3. 1d20+10-4 = Rolled 10 - miss.
    ~ Piccadilly Pineapple

  7. - Top - End - #457
    Ogre in the Playground
    Join Date
    Jul 2017
    Location
    Illinois, USA
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    Aliani raised his morningstar again, then lowered it to his side, hesitantly. "If Lamm threatens to harm your family, then you and I are very much alike. We can help you. Let us help you."

    He closed his eyes for a second, raising the hand still holding a vial of fire to his neck, and releasing a burst of energy that would close the man's wounds (and not incidentally, quell that damnable ringing in his ears.

    At a thought, the morningstar made of force flew off toward the pit, taking a swipe at the crazed dog within.

    Spoiler: OOC
    Show
    Standard: channel energy, healing (2d6)[10] damage to me, Silas, and Guard 3. I'll exclude Guard 2 and both dogs.
    Move: morningstar goes to attack the dog in the pit; attack (1d20+6)[12], damage (1d8+1)[5]

  8. - Top - End - #458
    Barbarian in the Playground
     
    PirateGuy

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    Dec 2012
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    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 20 (5pt nonlethal) | AC: 20 (21) | TOUCH: 16 (17) | FLAT: 15 | CMD: 16 (17) | FCMD: 11
    INITIATIVE: +7 (+9) | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (+13) (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (2/10), Cat’s Grace (3 min)
    CONDITIONS: None.


    The solid and painful impact of the bolt in the centre of his chest sends Jakkin stumbling back a step as further shots whistle past to careen off the chairs behind him. With a curse he darts forward and shelters behind the little swinging doors that partition the courtroom.

    "Now it’s startin’ to get interestin’, aye?" he observes idly to Blackjack, slipping a potion out of his bandolier and tossing it back. His already nimble reflexes heighten, and he works the quarrel loose before preparing to rejoin the battle, wondering what Shudder-infused horror will end up facing them this time.


    Spoiler: OOC:
    Show
    5’ step to G17, taking cover.
    Move Action: Retrieve potion from bandolier.
    Standard Action: Quaff Potion of Cat’s Grace.

  9. - Top - End - #459
    Troll in the Playground
     
    Inspectre's Avatar

    Join Date
    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    At the back entrance, the guard slows his assault on Aliani as he clearly thinks over Dalen's words, although he is not so distracted that he fails to duck aside from Silas's attempt at introducing the butt of his falchion to his head.
    He gasps in surprise as Aliani heals his wounds alongside the party's as a gesture of good will, and after another moment's thought steps aside and places his back against the wall, but takes no other offensive action.

    "You let me go and give me enough money to get my family out of Korvosa, and I'll tell you what I know about Lamm's plan."

    The guard offers, prompting a glance of disbelief from the guard continuing to assault Dalen despite the demonstration that his blade may be unable to cut the wizard's skin. This time, he delivers a hard thrust to Dalen's defenses and the magic barrier is broken, leaving a deep gash in the wizard's chest although Dalen manages to step back off the sword before he is run completely through (very nearly a critical).

    Spoiler: Guard #1
    Show

    Attacking Dalen
    To-Hit: (1d20+5)[24]
    Damage: (1d8+2)[10]


    "The Hells you doing, Serge!? You think Lamm's gonna let you walk if you sell him out to this bunch!?"

    This confrontation between two former rebels-in-arms is interrupted by a grunt and brief scream from one of the guards out in the hallway as, having backed up to get some space to run, attempts to repeat Serge's attempt at jumping over Dalen's pit. This time, however, the ledge crumbles away the instant the man steps forward, and instead of clearing the doorway he just tumbles through, head-first into the pit, to crash thunderously down on top of his armored ally who was definitely not expecting a comrade to drop in unannounced. For its part the dog continues to growl and snarl VERY loudly, and bites in futility at the ghostly morningstar now circling around its head.

    The last two guards out in the hallway reload and then take aim at Aliani, firing two crossbow bolts at him before their work is interrupted by another guard charging down the hallway to join them.

    Spoiler: Guard #5 & #6
    Show

    Move Action: Reload
    Standard: Shoot Aliani
    To-Hit: (1d20+3)[11]
    Damage: (1d8)[8]

    To-Hit: (1d20+3)[6]
    Damage: (1d8)[3]


    "What the hells is going on here!? We've got trouble lads, BLACKJACK IS HERE IN THE COURTROOM!"

    The newcomer explains, eliciting more curses from the two guards at the doorway.

    "Can we get out of here through the front still!?"

    One asks, clearly starting to think better of this whole last stand affair now that they were starting to get an inkling of what they were truly up against.

    Meanwhile, Blackjack growls at Jakkin's excitement.

    "I'm getting too old for this ****."

    The vigilante comments, crawling on hands and knees around the desk, pushing the chairs aside as he returns to Rastin's body to tug a ring of keys off of his belt.

    "We need to get the people in that cell out of here!"

    Blackjack explains, clearly worried that so many crossbow bolts being sprayed about where going to start hitting innocent bystanders who can't escape the line of fire. In support of this, another series of crossbow bolts come flying overhead.

    Spoiler: Arbalester #1
    Show

    Rapid-Fire at Blackjack
    To-Hit: (1d20+4)[20]
    Damage: (1d10)[3]

    To-Hit: (1d20+4)[16]
    Damage: (1d10)[5]


    Spoiler: Arbalester #2
    Show

    Rapid-Fire at Jakkin
    To-Hit: (1d20+4)[16]
    Damage: (1d10)[2]

    To-Hit: (1d20+4)[10]
    Damage: (1d10)[8]


    Spoiler: Guards 11, 12, 13
    Show

    #11 and #12 at Blackjack, #13 at Jakkin
    To-Hit: (1d20+3)[22]
    Damage: (1d8)[4]

    To-Hit: (1d20+3)[19]
    Damage: (1d8)[8]

    To-Hit: (1d20+3)[8]
    Damage: (1d8)[5]


    Then, from the doorway there is a thunderous boom, and roar of flame, a moment before Baldrago comes flying across the room and comes to a stop in mid-air 10' above Jakkin, leering down at both him and Blackjack as black blood continues to drool out of his mouth and drip from the corner of his right eye. Tendrils of smoke and flame roil off of the man's arms as he hovers in mid-air.

    "Let's get this party started, shall we!?"

    Spoiler: Baldrago
    Show

    Standard: Flame Jet to move diagonally 10' feet up, and 50' forward to G17. He will remain 10' up in the air until the end of his next turn, at which point he will fall to the ground like a dumbass unless he uses Flame Jet again.



    Battle Map

    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 11 Damage (IN PIT)
    T-Dog #2 - 37 Damage (At -2)
    Guard #2 - 11 Damage (IN PIT)
    Guard #4 - 4 Damage (IN PIT)
    Guard #3 - 5 Damage
    Guard #8 - DEAD
    Lt. Rastin - DEAD

    Dalen - 10 Damage
    Jakkin - 6 Damage
    Blackjack - 13 Damage

    Door to Arbiter's Office - 7 Damage

    Create Pit - 3/5 Rounds Duration
    Last edited by Inspectre; 2021-05-28 at 12:37 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  10. - Top - End - #460
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

    Join Date
    Oct 2017

    Default Re: The Crimson Echo IC - Season Two

    Silas bowed to the newly pacifist guard before turning to the enemy beside Dalen, slashing at his back. Perhaps it was the blade or the meal from last night, but his aim was not as accurate as he wished as the blade slid along the enemy's chained arm and off his elbow without drawing a drop of blood nor inflicting any wound at all. He cursed himself as the fight carried on.

    Spoiler: OOC
    Show
    Spoiler: STATS
    Show
    Silas Rata'da
    Male Chaotic Neutral Rakshasa-Spawn Velvet Blade, Level 4, Init 3, HP 33/36, DR cold/electic/fire 5, Speed 20/30
    AC 23, Touch 13, Flat-footed 20, CMD 20, Fort 6, Ref 7, Will -1, CMB +7, Base Attack Bonus 4
    Masterwork Sword Cane +8 (1d6+3, x2)
    Sick AF Falchion, +1 Cold Iron +8 (2d4+5, 18-20/x2)
    Chakram (3) +7 (1d8+3, x2)
    Masterwork Breastplate (+6 Armor, +3 Dex, +4 Deflect)
    Abilities Str 17, Dex 16, Con 12, Int 12, Wis 7, Cha 14
    Condition None

    Chakram Melee: -1 atk, DC 15 Ref = 1/2 dice dmg to self


    Move to R9 to attack Guard 1. 12 to hit - miss.
    ~ Piccadilly Pineapple

  11. - Top - End - #461
    Barbarian in the Playground
     
    PirateGuy

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 20 (5pt nonlethal) | AC: 20 (21) | TOUCH: 16 (17) | FLAT: 15 | CMD: 16 (17) | FCMD: 11
    INITIATIVE: +7 (+9) | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (+13) (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (3/10), Cat’s Grace (2/30)
    CONDITIONS: None.


    Jakkin nods sharply; things are indeed getting out of hand, and the chances that some of these clerks could be hurt or killed keep increasing.

    "Toss me the keys," he urges, holding out his hands to receive the keys if they come his way, before flitting across the floor to the door of the cell to begin working on getting it open.


    Spoiler: OOC:
    Show
    Move Action: Move to D16. If he has keys, will unlock the door. If no keys, will pull his Any-Tool while moving and start trying to pick the lock.

  12. - Top - End - #462
    Ogre in the Playground
    Join Date
    Jan 2017

    Default Re: The Crimson Echo IC - Season Two

    Everything slowed down. Dalen wasn't exactly sure how grievous the injury was, with adrenaline surging and his mind racing. He jabbed the wand directly into the belly of the corrupt guard who struck him and sneered, "Lamm is the least of your worries right now," as the wand surged with a point blank blast.

    Spoiler: OOC
    Show

    Magic Missile at guard 1 (2d4+2)[5]
    Spell trigger items do not provoke attacks of opportunity

  13. - Top - End - #463
    Ogre in the Playground
    Join Date
    Jul 2017
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    Illinois, USA
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    "DONE!" was Aliani's enthusiastic reply to the guard, a genuine (if brief) outpouring of joy. "Same deal goes for the rest of you!" he shouted, advancing closer to the pit and dangling the vial of fire in his hand. "If not..."

    That sentence was left unfinished, save for the most basic application of gravity to the situation.

    Spoiler: OOC
    Show
    5' step to V9
    Standard: throw vial of alchemist fire into the pit (at Guard #2 directly): attack (1d20+4)[19], damage (1d6)[4], don't forget the splash of joy and pain
    Move: pull out another vial, this one acid

  14. - Top - End - #464
    Troll in the Playground
     
    Inspectre's Avatar

    Join Date
    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    In the back room, Aliani's rain of fire down into the hole seems to have finally been the spark to ignite the dog's rage.
    He hears a bit of panicked yelling from within the hole as a rumbling growl builds and builds, and then there is a hellacious racket from the hole as the dog within throws its head back and unleashes a calamitous howl.
    As the sound fades, Aliani can hear the two guards still thrashing about in the hole, yelling "what'd you say!?" to each other.

    Spoiler: T-Dog #1
    Show

    Angered by Aliani's attack and its confinement, unleashes a Thunderous Bark, dealing three damage and Deafening both guards who failed their Fort saves. They are also staggered for 1 round, but that is unlikely to matter given Dalen's pit has 1 more round to go.


    Unfortunately Aliani's victory is short-lived as the guards at the doorway continue to use him as a moving target for their crossbows.

    Spoiler: Guard #5 & #6
    Show

    Reload, and then fire at Aliani
    To-Hit: (1d20+3)[5]
    Damage: (1d8)[1]

    To-Hit: (1d20+3)[19]
    Damage: (1d8)[5]


    Behind them, another guard becomes visible through the open doorway, skidding to a halt to take in the room at a glance before turning and running away further down the hallway.

    "Sod this lads, we've got Blackjack in the courtroom! Come on, let's get out of here through the front before the rest of the Guard shows up!"

    Another guard skids to a halt in almost the exact same spot a few moments later, looking into the room with an even more confused expression, but unlike his previous "comrade" this guard is clearly uncertain whether he should continue to flee or stay and fight.

    Spoiler: Guard #7 & #9
    Show

    Double move to U-20 & U-15 respectively.


    Meanwhile, the guard who seems to have been convinced by Aliani's words continues to hold his ground against the back wall, going so far as to sheathe his sword but keeping his shield up and his other hand on the sword's hilt.

    Spoiler: Guard #3
    Show

    Continues to take no actions


    The guard who just got a chestful of magic missiles, however, gives an angered growl and steps out of the building entirely. Before Silas is able to pursue, the guard slams the back door shut in his face and wedges his longsword into the crack of the door, hammering it into the frame with the edge of his shield before turning to confront Dalen with a manic grin.

    "Now it's just you and me, mage. Time to see which is mightier - your stick? Or my fist."

    Spoiler: Guard #1
    Show

    5' steps to R7
    Move: Shut the door
    Standard: Bar the door using his longsword. Because this is a good-quality door but is being barred with makeshift tools, we'll go halfway between the two DCs to break the door open again, or DC 15 STR check to kick the door open. From his side, Dalen can also remove the sword from the doorway to unbar it with a DC 12 STR check, that will provoke (not a concern at the moment as the guard only has his fists and does not have Unarmed Strike).


    *************************

    In the courtroom, Blackjack smoothly lances the ring of keys with the tip of his rapier, flicking them into Jakkin's hand. But this movement is in itself a bluff, for halfway through the movement, the vigilante releases his grip on the rapier entirely, allowing it to clatter to the floor while his hand darts into the depths of his cloak to retrieve a handcrossbow bolt, which he smoothly loads into his handcrossbow before rolling up into a sitting position, turns to face Baldrago, and fires.

    Spoiler: Blackjack
    Show

    Free Action - Flick Jakkin the keys, drop his rapier, reload his hand crossbow
    Move Action: Feint against Baldrago
    Bluff: (1d20+17)[21]
    Standard Action: Fire at Baldrago (-4 To-hit from Prone)
    To-Hit: (1d20+12)[23]
    Damage: (1d4+2)[5]
    Holy: (2d6)[7]
    Sneak Attack: (6d4)[21]


    The man growls as the crossbow bolt stings him, but rather than returning fire he shifts his attention to Jakkin who hurries over and unlocks the door before realizing that the reason there was a ring of keys is that the others must be for the manacles holding all of the clerks down to the benches by one wrist. A crackle of flame surrounds the Shudder-maddened ex-guardsman as he cackles before extending both hands and sending out a pair of fiery rays that lance over Jakkin's head while the second burns into a nearby clerk's arm. The man jerks and shouts and curses as the sleeve of his clothing catches fire and burns away to reveal the flame-blackened flesh beneath, but he manages to swat out the flames before they manage to catch. Unfortunately, unleashing that blast of flame also met that Baldrago was no longer using the jets of flame to keep himself aloft, and with a grunt of "oh . . . ****!" he crashes unceremoniously to the floor. Despite the messy landing and the crossbow bolt lodging in his spleen, the angry growl that comes from Baldrago as he pushes himself up with one arm, the other hanging limply at a twisted angle away from his body, reveals that the Shudder-created abomination wasn't done yet.

    Spoiler: Baldrago
    Show

    Move: Gather Power
    Standard: Flurry of blasts at Jakkin and Clerk #3 (Blackjack was 5' too far away), missing Jakkin and hitting Clerk #3. Clerk #3 makes the Reflex save to avoid catching on fire.

    Fall Damage: (1d6)[5]


    Meanwhile, there is one last wave of crossbow bolts that fly across the room before the arbalesters move up, fumbling with their crossbows as they remove an empty holding case from the backs of their weapons. One of the guards slowly moving up the middle aisle points at Jakkin.

    "Hey! He's trying to rescue the hostages! Stop him!"

    Another pair of crossbow bolts fly his way, while the last one tries to keep Blackjack suppressed.

    Spoiler: Arbalesters
    Show

    #1 fires last shot at Blackjack, moves to A25. #2 fires last shot at Jakkin, moves to L25
    Blackjack (-4 Prone)
    To-Hit: (1d20+2)[3]
    Damage: (1d10)[5]

    Jakkin
    To-Hit: (1d20+6)[14]
    Damage: (1d10)[1]


    Spoiler: Guards
    Show

    Guard #11 & #12 at Jakkin
    To-Hit: (1d20+3)[5]
    Damage: (1d8)[8]

    To-Hit: (1d20+3)[5]
    Damage: (1d8)[1]

    Guard #13 at Blackjack (-4 from Prone)
    To-Hit: (1d20-1)[18]
    Damage: (1d8)[7]


    Battle Map

    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 12 Damage (IN PIT)
    T-Dog #2 - 37 Damage (At -3)
    Guard #1 - 5 Damage
    Guard #2 - 15 Damage (IN PIT), Deafened, Staggered (1 Round)
    Guard #4 - 8 Damage (IN PIT), Deafened, Staggered (1 Round)
    Guard #3 - 5 Damage
    Guard #8 - DEAD
    Lt. Rastin - DEAD
    Baldrago - 38, Prone


    Dalen - 10 Damage
    Jakkin - 6 Damage
    Blackjack - 13 Damage
    Clerk 3 - 3 Damage

    Door to Arbiter's Office - 7 Damage

    Create Pit - 4/5 Rounds Duration
    Last edited by Inspectre; 2021-06-02 at 07:54 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  15. - Top - End - #465
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

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    Default Re: The Crimson Echo IC - Season Two

    Silas looked to Aliani and then the newly barred door.

    "Need any help out there?!"

    As things were, it would've been dangerous to ignore the advent of the pit's rise to normalcy.
    ~ Piccadilly Pineapple

  16. - Top - End - #466
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    "I'm afraid I have you outnumbered," Dalen whistles to signal his familiar, not far away and carefully watching this entrance, to intercede. As the bird distracts Dalen draws a dagger from his belt, takes a guarded stance, and unleashes another burst from the wand.

    Spoiler: OOC
    Show

    Rhetoric uses Aid Another to boost Dalen's AC and CMD by +2; 22 AC and 15 CMD
    Wand of Magic Missile (2d4+2)[8]
    Move action to draw dagger

    Dalen threatens an attack opportunity if he attempts to grapple or attack unarmed, for what little it's worth:
    Attack: (1d20+1)[7]
    Damage: (1d4-1)[0]

  17. - Top - End - #467
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    Default Re: The Crimson Echo IC - Season Two

    "Damn right you do!"

    Silas put forth a leggy burst of strength as he impacted the door. Unfortunately, his mighty blow landed near the hinges, thus providing no benefit at all to the wizard on the other side. Defeated, he turned to the reshaping party of ne'er do wells.

    Spoiler: OOC
    Show
    Spoiler: STATS
    Show
    Silas Rata'da
    Male Chaotic Neutral Rakshasa-Spawn Velvet Blade, Level 4, Init 3, HP 33/36, DR cold/electic/fire 5, Speed 20/30
    AC 23, Touch 13, Flat-footed 20, CMD 20, Fort 6, Ref 7, Will -1, CMB +7, Base Attack Bonus 4
    Masterwork Sword Cane +8 (1d6+3, x2)
    Sick AF Falchion, +1 Cold Iron +8 (2d4+5, 18-20/x2)
    Chakram (3) +7 (1d8+3, x2)
    Masterwork Breastplate (+6 Armor, +3 Dex, +4 Deflect)
    Abilities Str 17, Dex 16, Con 12, Int 12, Wis 7, Cha 14
    Condition None

    Chakram Melee: -1 atk, DC 15 Ref = 1/2 dice dmg to self


    Move to R8 - Rolls a 7 against DC 15 strength check vs door.
    Last edited by PiccadillyPi; 2021-06-03 at 03:48 PM.
    ~ Piccadilly Pineapple

  18. - Top - End - #468
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 20 (5pt nonlethal) | AC: 20 (25) | TOUCH: 16 (17) | FLAT: 15 | CMD: 16 (17) | FCMD: 11
    INITIATIVE: +7 (+9) | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (+13) (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (4/10), Cat’s Grace (3/30)
    CONDITIONS: None.


    With a salty curse Jakkin tosses the keys to the recently-scorched clerk.

    "Get yerselves out of here," he urges before going off to do something stubborn but ill-advised.

    You know, perfectly in character.

    Ducking around the head-height table, he slides into a position where any attacks directed at him won’t be likely to go anywhere near the hostages, right in the very shadow of the grotesque Baldrago.

    "Ye were a disgusting piece of offal before you swallowed that filth; naught but a monster, now," he sneers, and lashes out with a much intended more to be distracting than potentially lethal.


    Spoiler: OOC:
    Show
    Free Action: toss Clerk 3 the keys
    Move Action: Move to F18.
    Standard Action: Attack Baldrago (fighting defensively, +4AC): (1d20+7)[8] Punch Damage: (1d4+7)[8] Cold Damage: (1d6)[4]

  19. - Top - End - #469
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    The weapon flailing about in the pit took one last swipe at the dog before winking out of existence. Meanwhile, Aliani, unsatisfied with the results of the fire, took a step to the side and let his flask of acid fly at one of the guards.

    Spoiler: OOC
    Show

    spiritual weapon attacks dog: (1d20+6)[19], damage (1d8+1)[4]
    5' step to U10
    Throw acid flask at guard at U15, hopefully for some splash on a couple others. -4 for range figured in. attack (1d20)[7], damage (1d6)[2]

  20. - Top - End - #470
    Troll in the Playground
     
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    Default Re: The Crimson Echo IC - Season Two

    In the back room, the battle continues to rage as the guard launches himself at Dalen while Silas hammers away at the blocked door.
    Rhetoric comes swooping down just in time to get in the guard's face, disorienting him before he is able to swat the familiar away, but not before his lunge has missed Dalen and instead leaves him slamming himself up against the doorframe.

    Spoiler: Guard #1
    Show

    Lunges for Dalen in an attempt to start a grapple, gets a 10 and misses Dalen's CMD. Dalen's AoO also misses.


    Inside Aliani launches a flask of acid, but while he manages to get it through the doorway, he overshoots his target and it ends up smashing into the wall behind the guardsman, right at the corner where the two hallways meet. Still, flecks of glass and globs of acid rain down on the guardsmen, who cries out in surprise and pain before drawing a crossbow and joining his associates in firing a fusillade of bolts at the playwright (1 Splash damage to Guard #9)

    Spoiler: Guards
    Show

    Guard #5 & #6
    Reload and shoot at Aliani
    To-Hit: (1d20+3)[17]
    Damage: (1d8)[7]

    To-Hit: (1d20+3)[7]
    Damage: (1d8)[8]

    Guard #7
    Makes good on his escape and continues heading for the front door, leaving this fight unless people pursue him for some reason.

    Guard #9
    Pull out crossbow, shoot at Aliani, 5' step back down the hallway. He gets a "7" and also misses.


    Things turn back towards the grim, however, as Dalen's spell ends and the mutated dog and the two guards stuck down in the pit with it rise back up to the ground floor as the pit spell's duration runs out. (T-Dog #1, Guard #2 & Guard #4 are now all plainly visible as Dalen's pit spell runs out.)

    *****************************

    Inside the courtroom, Jakkin hands off the keys to the burned clerk who swiftly unshackles himself before passing the ring of keys up the line, allowing each person in turn to free themselves from the bench (Clerk #1 - #3 are now free of their shackles and will make good on their escape next turn.)

    He then runs up to Baldrago and tries to curbstomp the man while he's pushing himself back up to his feet, and gets a second swing before the man stumbles back away from him, snarling.

    "TAKE THIS!"

    Spoiler: Baldrago
    Show

    Move Action: Stand up, provoking an AoO from Jakkin
    5' Step back to G16
    Baldrago unleashes a flurry of blasts, missing Jakkin and Blackjack both. He takes 1 Burn from this due to being unable to use his move action to gather power.


    Baldrago screams as he unleashes another blast of flame at Jakkin and at Blackjack, but his aim again cleanly goes over Jakkin's head while lighting up the chair next to Blackjack before the vigilante crawls over to the railing dividing the room. He slides another small bolt into his handcrossbow, and then pulls himself up into a sitting position, leaning over the railing to fire at the arbalester as the man struggles with reloading his complicated weapon. The bolt catches him dead in the throat, and he falls backward onto the nearby bench as he gasps and sputters, blood pumping out of the wound.

    Spoiler: Blackjack
    Show

    Move: Crawl over to L18, making a Stealth check to hide as he does so
    Free: Reload hand crossbow
    Standard: Fire at Arbalester #2, hitting him for 23 damage and one-shot dropping him down to -1.


    Spoiler: Arbalester #1
    Show

    Full-Round Action: Reloads his automatic heavy crossbow
    5' Step to A 24


    Seeing what Blackjack just did to their compatriot, the three guards all fire blindly in his general direction with their crossbows.

    Spoiler: Guards
    Show

    #11, #12, #13
    Move: Reload Crossbows
    Standard: Fire at Blackjack
    To-Hit: (1d20+3)[9]
    To-Hit: (1d20+3)[18]
    To-Hit: (1d20+3)[10]


    Battle Map

    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 16 Damage
    T-Dog #2 - 37 Damage (At -4)
    Guard #1 - 13 Damage
    Guard #2 - 15 Damage, Deafened
    Guard #4 - 8 Damage, Deafened
    Guard #3 - 5 Damage
    Guard #8 - DEAD
    Guard #9 - 1 Damage
    Lt. Rastin - DEAD
    Baldrago - 44, 1 Burn, Prone
    Arbalester #2 - 23 Damage (At -1)

    Dalen - 10 Damage
    Jakkin - 6 Damage
    Blackjack - 13 Damage
    Clerk 3 - 3 Damage

    Door to Arbiter's Office - 7 Damage
    Last edited by Inspectre; 2021-06-06 at 01:58 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  21. - Top - End - #471
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

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    Default Re: The Crimson Echo IC - Season Two

    "If Any of you are wise enough to live, I'd advise a private bath as the public ones may give you a lifetime ban!"

    Silas took a vial from his bandolier and tossed it toward the guard in front of the door. It fell short, striking ground beside the howling beast. The stench dissipated just as the tiefling positioned himself comfortably between all three inside the room.

    Spoiler: OOC
    Show
    Spoiler: STATS
    Show
    Silas Rata'da
    Male Chaotic Neutral Rakshasa-Spawn Velvet Blade, Level 4, Init 3, HP 33/36, DR cold/electic/fire 5, Speed 20/30
    AC 23, Touch 13, Flat-footed 20, CMD 20, Fort 6, Ref 7, Will -1, CMB +7, Base Attack Bonus 4
    Masterwork Sword Cane +8 (1d6+3, x2)
    Sick AF Falchion, +1 Cold Iron +8 (2d4+5, 18-20/x2)
    Chakram (3) +7 (1d8+3, x2)
    Masterwork Breastplate (+6 Armor, +3 Dex, +4 Deflect)
    Abilities Str 17, Dex 16, Con 12, Int 12, Wis 7, Cha 14
    Condition None

    Chakram Melee: -1 atk, DC 15 Ref = 1/2 dice dmg to self


    Throw vial of ghast retch fluid at guard on U13. Rolled 6 - miss. Rolled 7 - lands on dog's square. Dog and two nearest guards are sickened until the end of their next turn.

    Moved to T12.
    ~ Piccadilly Pineapple

  22. - Top - End - #472
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    "Such a waste," Dalen sighs as he unleashes another valuable charge of the wand. He supposes it would also apply to the poor fool he was dispatching.

    Spoiler: OOC
    Show

    Magic Missile (2d4+2)[9]
    If the guard is still standing, Rhetoric will repeat the same action next round.

  23. - Top - End - #473
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 20 (5pt nonlethal) | AC: 20 (21) | TOUCH: 16 (21) | FLAT: 15 | CMD: 16 (17) | FCMD: 11
    INITIATIVE: +7 (+9) | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (+13) (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (5/10), Cat’s Grace (4/30)
    CONDITIONS: None.


    Following hot on Baldrago’s heels, Jakkin doesn’t even bother voicing one of the several comebacks that had immediately sprang to mind; on an opponent like this, wit is clearly wasted.

    He lets his actions show his insolence; eschewing a simpler route he slides between the Shudder-wracked man’s legs and kips up to plant some icy knuckles in the vicinity of a kidney. He’d be more concerned about the progress of this encounter if it seemed the man could hit the broadside of a galley with this twisted fire he’s in the process of squeezing out of himself.


    Spoiler: OOC:
    Show
    Move Action: Move to G15, Acrobatics check to move through occupied square: (1d20+25)[30]
    Standard Action: Attack Baldrago: (1d20+11)[15] Punch Damage: (1d4+7)[8] Cold Damage: (1d6)[1]

  24. - Top - End - #474
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Aliani had a dismayed look on his face; back to this, we were, and outnumbered at that. Time to pull your damn weight he exhorted to himself, stepping forward to swat again at the mangy mutt.

    Spoiler: OOC
    Show
    move to v11
    attack dog, (1d20+4)[7], damage (1d8)[6]

  25. - Top - End - #475
    Troll in the Playground
     
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    Default Re: The Crimson Echo IC - Season Two

    Decried the senseless waste (of a wand charge), Dalen blasts the man again with magical missiles, and with a last grunt curse he slumps over in front of the door, leaving Dalen the last man standing outside the back entrance.
    Inside the back entry room, Silas and Aliani move forward to engage the guards and their pet dog, Silas throwing a vial of a ghastly substance that leaves both guards and the dog (thunderously in its case) retching.
    Silas' quip is clearly lost on the two guards, who squint and shout "what!?" at him a moment before the vial shatters against the floor in their midst.

    The dog and one of the guards focus on Silas in an attempt to repay him for this assault upon their sense of smell, while the other slides away from Silas to engage Aliani in a sword vs. mace fight.
    Both guards' swings have no strength behind them, however, allowing even Aliani to easily ward off their blows . . . for now.

    Spoiler: Guards
    Show

    Guard #2
    5' Step to V12
    Swing at Aliani (-2 Sickened)
    To-Hit: (1d20+3)[4]
    Damage: (1d8+2)[10]

    Guard #4
    Swing at Silas (-2 Sickened)
    To-Hit: (1d20+3)[4]
    Damage: (1d8+2)[7]


    Spoiler: T-Dog #1
    Show

    Bite Silas
    To-Hit: (1d20+4)[15]
    Damage: (1d6+3)[9]


    Out in the hallway, two of the guards switch up to melee weapons with grim determination while the last man who had been hanging back glances over his shoulder, mutters "sod this" and then runs down the hallway after the other fleeing guard shouting "wait for me!"

    Spoiler: Guards
    Show

    #5 & #6
    Swap out crossbows for melee weapons and shields.

    #9
    Double moves down the hallway after the fleeing Guard #7


    ************

    In the courtroom, things start to get a bit more desperate as while Baldrago took a full kick to the face from Jakkin while he was attempting to stand up, causing Jakkin to wince a bit as intense heat penetrates the cold surrounding his hands (Jakkin takes 4 Fire damage from striking Baldrago with a natural weapon). Jakkin's follow-up strike Baldrago dodges, even as Jakkin slides underneath the Shudder-infused madman to strike him from behind. Heat builds up in the air causing it to shimmer as Baldrago stumbles away from Jakkin, wiping the black blood dribbling out of his mouth and eyes with the back of one hand before jabbing that limb at Jakkin as a massive blast of fire roils off him.

    "BURN!!!"

    Spoiler: Baldrago
    Show

    5' step to G17
    Move Action: Gather Power
    Standard: Empower Burning Blast (0 Net Burn)
    To-Hit: (1d20+7)[14] vs. Touch
    Damage: (3d6+1)[12] Fire plus 50%, Sets Jakkin on Fire if it hits


    Fortunately, once again Jakkin's height proves to be an asset as Baldrago's blast sails over his head, but Jakkin can feel the heat off of that one this time - Baldrago's aim was improving.

    Inside the cage, the woman at the end of the line slips off the bench to pass the keys, allowing the other bench of employees-turned-prisoners to free themselves as well. The two other freed clerks rush out of the cell, heading for the door and prompting the guards to point at them.

    "Hey! The hostages are getting away! STOP THEM!"

    At this, Blackjack finally pushes himself back up to his feet, leaving himself in plain view of the guards as he rams another crossbow bolt into his handcrossbow.

    "HEY!"

    The vigilante shouts, drawing all eyes to him as he levels the small crossbow and fires at the group of guards, forcing them to return fire on him rather than worry about the hostages for now. In their haste, both sides miss each other cleanly.

    Spoiler: Blackjack
    Show

    Move Action: Stand Up
    Free Action: Reload
    Standard: Shoots at Guard #12
    To-Hit: (1d20+16)[17]
    Damage: (1d4+2)[3]
    Holy: (2d6)[11]


    Spoiler: Guards
    Show

    #11, #12, & #13
    Move Action: Reload
    5' Step Forward
    Shoot at Blackjack

    To-Hit: (1d20+3)[13]
    Damage: (1d8)[3]

    To-Hit: (1d20+3)[6]
    Damage: (1d8)[7]

    To-Hit: (1d20+3)[9]
    Damage: (1d8)[8]



    Meanwhile, the last Arbalester sprints forward and attempts to vault over the railing, narrowing clearing it. Coming to a halt in front of the cage, he brandishes his now fully reloaded crossbow at the four clerks still caught inside the cage. "DON'T MOVE!"

    Spoiler: Arbalester #1
    Show

    Double Move, clearing the jump over the railing with a 12 vs. DC 10.


    Battle Map

    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 16 Damage, Sickened (1 Round)
    T-Dog #2 - 37 Damage (At -5)
    Guard #1 - 22 Damage (At -7)
    Guard #2 - 15 Damage, Sickened (1 Round), Deafened
    Guard #4 - 8 Damage, Sickened (1 Round), Deafened
    Guard #3 - 5 Damage
    Guard #8 - DEAD
    Guard #9 - 1 Damage
    Lt. Rastin - DEAD
    Baldrago - 57 (65) Damage, 1 Burn
    Arbalester #2 - 23 Damage (At -2)

    Dalen - 10 Damage
    Jakkin - 10 Damage
    Blackjack - 13 Damage
    Clerk 3 - 3 Damage

    Door to Arbiter's Office - 7 Damage
    Last edited by Inspectre; 2021-06-12 at 11:42 AM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  26. - Top - End - #476
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

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    Default Re: The Crimson Echo IC - Season Two

    Again, Silas swung at the dog only for it to jump out of the way with ease. He told himself he was distracted by the enemy attacking Aliani, but really he was just having an off day.
    ~ Piccadilly Pineapple

  27. - Top - End - #477
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Aliani's eyes narrowed, and he tried taking a deep breath in. Relax, relax, relax he tried telling himself, not that it helped.

    Spoiler: OOC
    Show
    Attack dog: (1d20+6)[26] includes flanking; (1d8)[3] damage

  28. - Top - End - #478
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Given the fallen guard a soft kick to send him slumping to the side, Dalen grabs a hold of his blade, braces his boot against the wall, and gives a firm tug to free it. He tosses the sword aside and opens the door.

    Spoiler: OOC
    Show

    Standard action to unbar the door - rolled a 16 on Discord - then move action to open the door.

  29. - Top - End - #479
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Spoiler: STAT BLOCK
    Show
    Jakkin Longshanks
    HP: 26 | CURRENT: 16 (5pt nonlethal) | AC: 20 (25) | TOUCH: 16 (21) | FLAT: 15 | CMD: 16 (17) | FCMD: 11
    INITIATIVE: +7 (+9) | PERCEPTION: +11 | FORTITUDE: +4 | REFLEX: +11 (+13) (Evasion) | WILL: +2
    ACTIVE EFFECTS: Frost (unarmed attack), Cautious Fighter (6/10), Cat’s Grace (5/30)
    CONDITIONS: None.


    Fighting these Shudder-infused opponents with bare hands and feet always proves to be painful, and for some unknown reason the rest of his allies are taking their sweet time in joining the fight – meaning no helpful healing to deal with such drawbacks.

    Jakkin grunts to himself. That’s life, isn’t it?

    Regardless, something a little more pressing that dealing with this flame-sharting boil has come up, and he rolls agilely between Baldrago and a chair to come up on the arbalest wielder threatening the remaining hostages.

    "Oh, I think you got something more pressing to worry about, ya giant arse," he growls before lashing out with an icy hand at the large muscle of the man’s thigh.

    Yes, this puts him at risk of fire and crossbows both; which is why he takes pains to minimize the lines of sight to himself. If he’s going to have to carry his half of this fight, he’s going to have to exhibit at least a little bit of caution.


    Spoiler: OOC:
    Show
    Move Action: Move to C17, Acrobatics check to avoid triggering AoO: (1d20+20)[32]
    Standard Action: Attack Arbalest 1, fighting defensively: (1d20+7)[17] Punch Damage: (1d4+7)[9] Cold Damage: (1d6)[4]

  30. - Top - End - #480
    Troll in the Playground
     
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    Default Re: The Crimson Echo IC - Season Two

    Dalen manages to wrench the sword out of the door hinge and push open the door just in time to witness Aliani bludgeoning the remaining dog across the face with his morningstar. That side of the creature's face is ripped open by the spikes adorning the morningstar, but it staggers back and remains on its feet despite the grievous injury. Enraged, the dog throws its head back and howls again, heedless of the fact that it was standing in the midst of its allies as well.
    The effect was quite devastating against the guards, leaving three of them staggering about again, unable to hear, while the last guard hid behind the door frame and was spared from the blast.

    Spoiler: Thunder Dog
    Show

    Standard: Howl, affecting Silas & Aliani, and all four guards
    Deals 1 Damage this round (already rolled in Dice Roller)
    Fort DC 15 for Half
    Failure: Deafened for 1 minute, Staggered for 1 round

    All but Guard #5 failed their saves


    "STUPID DOG!" The one guard yelled, and having already been blasted not once, but twice now, turns and takes his fury out on the dog with his longsword. The other man who had been trapped in the pit continues to fight Silas, as does the unaffected guard who moves into the room, sword and shield in hand. The last guard, having gotten a taste of Lamm's "helpful" companions, decides this fight is a lost cause and staggers down the hallway in full retreat.

    Spoiler: Guards
    Show

    Guard #2
    Attacks T-Dog in a rage
    To-Hit: (1d20+5)[22]
    Damage: (1d8+2)[4]

    Guard #4
    Attacks Silas
    To-Hit: (1d20+5)[16]
    Damage: (1d8+2)[6]

    Guard #5
    Move in, Attack Silas
    To-Hit: (1d20+5)[21]
    Damage: (1d8+2)[4]

    Guard #6
    Joins #7 & #8 in Fleeing


    *****************************

    In the courtroom, Jakkin disengages from chasing after Baldrago again to go pound on the arbalester, leaving a large patch of frost dangerously close to the man's pride and joy. He staggers backward screaming, raising his heavy crossbow and firing it wildly at Jakkin. One of the shots improbably manages to hit Jakkin dead-center in the chest, and the bolt is only stopped by his armor from penetrating all the way into his heart. As is, he'll have another small scar on his chest after the skin heals (nat 20 critical, fails to confirm).

    Spoiler: Arbalester #1
    Show

    Rapid Shot vs. Jakkin
    To-Hit: (1d20+4)[24]
    Damage: (1d10)[3]

    To-Hit: (1d20+4)[12]
    Damage: (1d10)[2]


    Baldrago sees Jakkin's exposed back and grins, raising his hand to point for another blast of fire, before a pair of handcrossbow bolts come flying into his own back, causing him to scream as he staggers drukenly to the side, Shudder no longer able to keep his body going against the mounting injuries. Twisting as he falls, Baldrago roars and fires one last blast of fire at Blackjack before the flames rage out of control and consume the man, leaving only a charred mess behind. In death as in life, Baldrago's aim is pathetic, and he only manages to scorch a black line across the marble floor of the courtroom.

    Spoiler: Blackjack
    Show

    Shoot Baldrago twice thanks to rapid reload and iterative attacks, dropping him into negatives. Baldrago continues to fight thanks to a Diehard-effect.


    Spoiler: Baldrago
    Show

    Turn and shoot Blackjack with Empowered Burning Infusion, this applies 1 Burn to Baldrago, pushing him to Negative CON, and he dies after the shot.
    To-Hit: (1d20+7)[10] vs. Touch AC
    Damage: (3d6+1)[10] plus 50%, Sets Blackjack on fire if it hits


    The three guards continue to slowly advance down the aisle, this time attempting to provide covering fire to the arbalester. None of their shots come even close to hitting Jakkin, however, and at this point it's starting to become a question of whether or not their crossbow fire is even threatening enough to warrant the definition of "covering fire".

    Spoiler: Guards
    Show

    #11 & #12 &13
    Fire at Jakkin
    To-Hit: (1d20+3)[10]
    Damage: (1d8)[7]

    To-Hit: (1d20+3)[9]
    Damage: (1d8)[2]

    To-Hit: (1d20+3)[19]
    Damage: (1d8)[5]


    Meanwhile the rest of the clerks escape from the cell, following the other two as they manage to get the door open and run out into the hallway, skidding to a halt as the see the guards engaged in a fight with the others.

    Battle Map

    Spoiler: Status
    Show

    Guard #10 - DEAD
    T-Dog #1 - 31 Damage
    T-Dog #2 - 37 Damage (At -6)
    Guard #1 - 22 Damage (At -8)
    Guard #2 - 16 Damage, Deafened and Staggered
    Guard #4 - 9 Damage, Deafened and Staggered
    Guard #5 - 1 Damage
    Guard #6 - 1 Damage, Deafened and Staggered
    Guard #3 - 5 Damage
    Guard #8 - DEAD
    Guard #9 - 1 Damage
    Lt. Rastin - DEAD
    Baldrago - DEAD
    Arbalester #1 - 13 Damage
    Arbalester #2 - 23 Damage (At -3)

    Aliani - 1 Damage, Staggered 1 round, Deafened for 1 minute
    Silas - 1 Damage
    Dalen - 10 Damage
    Jakkin - 13 Damage
    Blackjack - 13 Damage
    Clerk 3 - 3 Damage

    Door to Arbiter's Office - 7 Damage
    Last edited by Inspectre; 2021-06-13 at 07:13 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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