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Chapter 3 - Combat


Blaeringr

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Just Maybell (@daltar) left to go before the archers.

Damage Tracker

Chalia: 12
Flick: 7
Kek: 0
Khaine: 18
Maybell: 0
Red:
Green: 16+17+20 (he was dead after the 2nd)
Blue: 6, prone
Yellow: 40 + 1d4 bleed, unconscious
 

 

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[fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 3[/I] [b]HP:[/b] 33/33 [b]AC:[/b] 19 [b]Spell Slots:[/b] 3/3 L1 2/2 L2 [b]Focus Points:[/b] 2/2 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 19 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 2[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 6 Rex 9 Wil 8 Per 8 [B]Speed:[/B] 25 [B]AC:[/B] 19 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset]
Maybell Springfield
F9acM1T.png
Maybell Springfield
Gutsy Halfling Bard 3
HP: 33/33
AC: 19
Spell Slots: 3/3 L1 2/2 L2
Focus Points: 2/2
Halfling Luck: 1/1
Class DC: 19
Status: Normal and Healthy
 

Statblock

 

Maybell Springfield Female Halfling Bard 2 Neutral Good Entertainer
STR: 8/-1
DEX: 14/+2
CON: 12/+1
INT: 14/+2
WIS: 12/+1
CHA: 18/+4
Saves: For 6 Rex 9 Wil 8 Per 8
Speed: 25
AC: 19
Languages: Common, Elven, Dwarven, Halfling

 

Maybell doesn't have the best view of what is happening inside of the barn but it seems like things are going well for the group. She strums at her viol, keeping her performance going... and tries to make the notes linger to keep her allies strong. After that, she spots one of the Highwolves and twists her grip on the bow, sending a note of dazing power to strike at his mind.

 

OOC: Using one action and a free action to try and keep Lingering Courageous Anthem/Inspire Courage. Using two actions to cast Daze on Red. Will save, if crit fails gets stunned 1.

Edited by daltar (see edit history)
Name
Daze
2
1d6 2
Performance
22
1d20+12 10
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Posted (edited)

Current Situation/Map

02endofround2.jpg.1497b8a0e761ec1fcfc41f5676f45ce4.jpg

Round 2 Summary

Maybell

Maybell repeats her heroic anthem, inspiring her allies. She strikes a few particularly harsh notes that strike out at one of the archers after he drops down into view

I applied her attack to blue instead of red, with whom she does not have line of sight.

Adding her bonus to everyone's attacks, including her own (how did you forget your own buff?)

Kek

Enter the barn, spots a weakness in the makeshift platform, and sends one bandit (blue) tumbling to the floor.

Khaine

Finishes off the leader (yellow), and then raises his shield defensively. He is feeling the effects of the poison.

Chalia

Strikes the falling bandit, landing a particularly heavy blow (crit vs blue). She strides and attempts to leap up to the platform on which the other bandit (red) is perched, but fails that. She is feeling the effects of the poison.

Alternatively, the athletics check could have been applied to trying to break his support, but either way it was a bit too low.

Flick

Is feeling the effects of the poison, but fights through, sending another magical bolt at the leader, this timing hitting true.

Bandits

Red: Shoots one arrow at Kek, the newcomer, one at Chalia, and one at Khaine. He hits Kek only, but this arrow is not poisoned. "That platform may have been poorly built, but I built this one myself. You won't get me like that!" - same rotten wood, same vulnerability.

Blue: perishes

Yellow: perishes

Damage Tracker:

Chalia: 12
Flick: 7
Kek: 6
Khaine: 18
Maybell: 0
Red:
Green: 16+17+20 (he was dead after the 2nd)
Blue: 6+3+22 (prone then dead)
Yellow: 42 + 1d4 bleed
hero points
Chalia: 3
Flick: 2
Kek: 3
Khaine: 3
Maybell: 3
 

 

Round 3 is beginning

Chalia, Flick, and Khaine are slowed one and need to roll fort saves again this round (DC 18). Failure means you advance to stage 2, which is still slowed 1 and next save will be in a minute. If you crit fail though and advance to stage 3, you will lose consciousness and your next save will be a round later instead of a minute later.

Edited by Blaeringr (see edit history)
Name
arrow at Kek
20
1d20+10 10
arrow at Chalia
6
1d20+5 1
arrow at Khaine
12
1d20+0 12
damage to Kek
6
1d6+2 4
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[fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 3[/I] [b]HP:[/b] 33/33 [b]AC:[/b] 19 [b]Spell Slots:[/b] 3/3 L1 2/2 L2 [b]Focus Points:[/b] 2/2 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 19 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 2[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 6 Rex 9 Wil 8 Per 8 [B]Speed:[/B] 25 [B]AC:[/B] 19 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset]
Maybell Springfield
F9acM1T.png
Maybell Springfield
Gutsy Halfling Bard 3
HP: 33/33
AC: 19
Spell Slots: 3/3 L1 2/2 L2
Focus Points: 2/2
Halfling Luck: 1/1
Class DC: 19
Status: Normal and Healthy
 

Statblock

 

Maybell Springfield Female Halfling Bard 2 Neutral Good Entertainer
STR: 8/-1
DEX: 14/+2
CON: 12/+1
INT: 14/+2
WIS: 12/+1
CHA: 18/+4
Saves: For 6 Rex 9 Wil 8 Per 8
Speed: 25
AC: 19
Languages: Common, Elven, Dwarven, Halfling

 

Maybell hears the boast of the last enemy archer and decides to see if she can do something about it. But for that she needs to approach... thankfully, her performance lingers to assist her allies so she moves closer to get a look at the last person. Then, stroking a tune with her viol she stares at him and declares "Come, drop down to us!"

 

Actions: 1 action to Stride all her movement down to enter the barn and get in range. 2 actions then to cast Command, ordering the bandit remaining to approach so he drops down from his ledge. Will save, on a failure has to use one action to approach, on a crit failure must use ALL his actions to do so.

Edited by daltar (see edit history)
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Posted (edited)

Heeding Maybell's words, the remaining bandit grasps the ledge with one hand, nimbly swings down so he is hanging from the ledge, and drops the remaining 4 ft to be standing right next to Chalia. He looks Chalia in the eye: "Oh shit!"

He has two actions left which he'll use on his turn.

Edited by Blaeringr (see edit history)
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image.jpeg.a7481a41d1d5d3c341abb56a5a4796ed.jpeg

Chalia Gremaris Elven Fighter 3

HP: 30/42 | AC: 20 (21 with shield) | speed: 25 (30) | hero: 3/3

Perception: +8 | Fort: +8 | Ref: +8 (+10) | Will: +8

conditions: none

 

Chalia wasn't sure what was happening, but then the guy dropped and was confused, so she understood Maybell had done some magic stuff to make him come down.

"Thanks," she said to Maybell, before looking at the guy, "Oh, hello there. Meet Angalad."

She swung her sword, trying to take him out quickly while also calling up her shield magic.

OOC

exploration activity: scouting (gives a +2 to initiative)

action 1: attack

action 2: attack

action 3: shield.

Edited by farothel (see edit history)
Name
fortitude save
26
1d20+8 18
attack 1, damage
14; 6
1d20+12+1;1d12+4+1 [1]; [1,1]
attack 2, damage
25; 8
1d20+7+1;1d12+4+1 [17]; [17,3]
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spacer.png Flick - slowed 1, Unleash Psyche round 2/2

HP: 23/30
AC: 17

Perception +7
Fort +7
Ref +7
Will +7


Flick quickly sends another magic dart toward the last bandit.
 

Actions

:TwoActions:Phase Bolt

Edited by Eagleheart (see edit history)
Name
Phase Bolt; piercing damage
21; 15
1d20+9+1;4d4+4 [11]; [11,3,3,2,3]
Fort save
16
1d20+7 9
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The remaining bandit is barely standing.

Chalia's fort save was at the start of her turn, meaning she is no longer slower this turn, so one action left.

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6 minutes ago, Blaeringr said:

The remaining bandit is barely standing.

Chalia's fort save was at the start of her turn, meaning she is no longer slower this turn, so one action left.

I've added an action to activate my shield spell.

Time to cure that guy from his iron deficiency.

Edited by farothel (see edit history)
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kek-tok-sm
 

 

Hakaja Kek

HP: 42/42 ~ AC: 20 ~ Speed: 25
Fort: +7 ~ Ref: +9 ~ Will: +8 ~ Per: +8

Sheet link

 
 
Kek approaches the last bandit and punches at him twice.
 
OOC: Move. Not sure of whether I can move to a place where I can get a flanking benefit from Chalia. Additional +2 if so. Nonlethal attacks. Attack +10 +1 Maybell -2 Nonlethal = +9, +4. I'm guessing the second attack doesn't hit.
Edited by Dr Jackal (see edit history)
Name
Attack 1 at +9
28
1d20+9 19
Attach 2 at +4
12
1d20+4 8
Damage, #1
7
1d4+4 3
Sneak crit
8
2d6 5,3
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Posted (edited)

Kek moves up behind the remaining bandit as hexs landing. As the bandit is still reeling from a big blow from Angalad, then from a bolt from Flick, Kek slams his fist right under the back of the guy's skull, knocking his lights out. (Nonlethal damage, doubled for crit, plus sneak attack which I'll add to you post, also doubled).

22 total. Not bad for a punch!

Edited by Blaeringr (see edit history)
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image.png.5608fb58dc41e0a2a069cca4bb5ee382.png

Khaine - Human Monk 3


HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 2/3 | Focus: 1/1 

Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 

Statistics | Equipment | Abilities | Skills

Conditions : Posioned


Khaine was still feeling sluggish. As he considered his options, the others finished off the bandits.

"Well done! I need to sit down."

Use Hero point to reroll that 1!

Edited by omegoku (see edit history)
Name
Fort save
10
1d20+9 1
Fort save
15
1d20+9 6
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