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Chapter 1: By the Pricking of my thumb....


Michael

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Vrockv2.png.7061aa1e9941662b23152259ccde478f.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 1

HP: 11/11 | AC/Touch/FF: 16/12/14 | Str/Dex/Con/Int/Wis/Cha: +4/+2/+3/+0/+3/+0 | F/R/W: +5/+4/+5 | Speed: 30ft | Spells Active: 


Spurred on by Molgrug's disdain and feeling the rush of talons ripping through flesh, Kerapsis unleashes a frenzied series of attacks on the squire, hoping to take him down before the sleeping members of the camp can mobilize themselves.

 

OOC / Actions

Full attack on squire

5ft step west

Edited by Polyphemus (see edit history)
Name
Claw
6; 9
1d20+5 ; 1d6+4 [1]; [1,5]
Claw
23; 10
1d20+5 ; 1d6+4 [18]; [18,6]
Bite
22; 5
1d20+3 ; 1d6+2 [19]; [19,3]
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Molgrug

 

Sighing to himself, Molgrug ambles after the others, seeming none too concerned about needing to assist them. Fools will rush in where other fiends fear to tread, after all, so they've brought this upon themselves should anything go wrong.

As they fight, however, the vrock and the... whatever-he-is... can't quite avoid snatches of "...defined our short-term deliverable objectives..." or "...complete lack of stakeholder agreement..." on the edge of their hearing.

 

 

 

Actions

Perhaps Molgrug moved a bit closer last turn but, still, he's some catching up to do and in no real rush, so he'll just double-move closer, to somewhere just a bit behind Creed and Kerapsis.

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 9/9 [B]AC:[/B] 15, [B]Touch:[/B] 11, [B]Flat-footed:[/B] 13 [B]Saves:[/B] Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 9/9
AC: 15, Touch: 11, Flat-footed: 13
Saves: Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison)
Spells: Command, Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light
Special: None
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image.png.57103fdc7d22e2c93fab9e38b72337ff.pngAs the Paladin tries to fight him off, Creed snarls "The silver flame can't help you. And it won't help your friends". He slaps away the mans resisting hands and takes hold with an iron grasp before trying to bury his fangs into the mans neck.

 

As the mans blood begins to drain into his mouth Creed lets out a sigh of contentment. It has been FAR too long since he'd tasted blood like this.

 

 

Statblock

CREED
Level 1, HP 11/11, Speed 40ft / x4
AC 15, Touch 14, Flat-footed 13,
Fort 3, Ref 4, Will 2,
Abilities: Str 20, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Condition: Fast Healing 1 per minute
Senses: Low-light Vision 60ft, Spot/Listen +6, Init: +2

Edited by W0LF (see edit history)
Name
Opposed Grapple to maintain hold
20
1d20+14 6
Grapple to Pin
28
1d20+14 14
Blood (Con) drain if successful
3
1d4 3
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Kerapsis rips the poor squire into several large meaty chunks that plop wetly to the forest ground

Creed bats the Paladin's attempt to break the tackle like an adult might overpower a child. He then proceeds to sink his fangs into the man's neck and drain his blood.

The bandits, well, at least they kind of occupy some time of one of the enemy, I guess. They certainly don't hit anything.

The surrounded paladin flashes out with his sword and skewers one of your bandit minions.

Creed's paladin once again tries to break free

The other enemies struggle from their bedding, grab weapons, and enter the fray.

Creed needs DC 17 to maintain pin.

Round 3, your turns.

 

Edited by Michael (see edit history)
Name
bandit atacks
3; 14; 9; 9
1d20+2;1d20+2;1d20+2;1d20+2 [1]; [1,12]; [1,12,7]; [1,12,7,7]
paladin attacks bandit
23; 11
1d20+7;1d8+3 [16]; [16,8]
paladin breaks pin
17
1d20+6 11
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Vrockv2.png.7061aa1e9941662b23152259ccde478f.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 1

HP: 11/11 | AC/Touch/FF: 16/12/14 | Str/Dex/Con/Int/Wis/Cha: +4/+2/+3/+0/+3/+0 | F/R/W: +5/+4/+5 | Speed: 30ft | Spells Active: 


Blood smeared on her sharp beak and dripping from her claws, Kerapsis welcomes the sight of the awakened enemies frantically readying themselves for the fight. Eyeing her next victim, she lets out a raspy hiss and brings down her claws on the nearby squire.

OOC / Actions

5ft step south

Full attack on squire

Name
Claw
11; 7
1d20+5 ; 1d6+4 [6]; [6,3]
Claw
6; 9
1d20+5 ; 1d6+4 [1]; [1,5]
Bite
15; 5
1d20+3 ; 1d6+2 [12]; [12,3]
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Molgrug

 

Hearing the sound of the bandits fighting the paladins on the other side of the trees and, judging by the screaming, meeting their premature ends, Molgrug sighs. These ruffians aren't much use for anything, frankly, but his four-quarter projections will all look terrible if what few assets they have are thrown away so carelessly.

Strolling over to where the humans are fighting, Molgrug is surprised to see only one warrior holding his own against the footpads. Well, no matter; Molgrug's powerful, mind-shattering incantations will quickly demolish his lifeforce! Invoking his awesome power, Molgrug casts another spell, commanding the man's soul to leave his body.

 

 

Actions

Move

Cast Command, commanding the Paladin to drop prone. DC is 15; lets hope he's only a L1 Paladin and doesn't have that nasty saves bonus yet...

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 9/9 [B]AC:[/B] 15, [B]Touch:[/B] 11, [B]Flat-footed:[/B] 13 [B]Saves:[/B] Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison) [B]Spells:[/B] [strike]Command[/strike], Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 9/9
AC: 15, Touch: 11, Flat-footed: 13
Saves: Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison)
Spells: Command , Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light
Special: None
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image.png.ada1e4a3a35ad8b2dd54199f1f97a7e0.pngThe mans blood flows and Creed revels in it. The rest of the camp is but a blur to his senses. All that matters right now, to him, is to drain this vessel of its life force and bend it to his own will.

Memories flash by within his mind and he forces them down, suppressing the mans will as much as he is suppressing the mans body. There is no escape, only a brief moment in time for the mans life to end.

With monstrous strength Creed maintains his hold and keeps his teeth buried in the mans neck.

 

 

Statblock

CREED
Level 1, HP 16/11, Speed 40ft / x4
AC 15, Touch 14, Flat-footed 13,
Fort 3, Ref 4, Will 2,
Abilities: Str 20, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Condition: Fast Healing 1 per minute
Senses: Low-light Vision 60ft, Spot/Listen +6, Init: +2

Name
Opposed Grapple to maintain pin
20
1d20+14 6
Pin for this round
24
1d20+14 10
Blood drain if pin successful
4
1d4 4
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Kerapsis' next flurry is slightly less devastating, even against a lightly armoured opponent. The claws miss, though the vicious bite does not.

The mighty Molgrug, master of the dark arts, commands a squire to drop prone...which he promptly does!

Creed continues to drain the life out of his hapless target.

The bandits rain a hail of metal on the suddenly prone man as he stands up, with one of them connecting. The squire is so discombobulated that his return swing goes wide of its mark.

The bandits then get another round of swinging at air, which they are sadly really good at.

The awakened paladin heads north west, looking to rescue his pale looking comrade. He connects with Creed, his blade striking deep (7pts)

The awakened squire joins his friend and fronts up to Kerapsis, also hitting (4pts), his freshly pecked friend is clearly off balance and misses.

 

Molgrug some confusion which is entirely my fault, the bandits are facing a squire not paladin

Creed needs a 13 to maintain the grapple. lol. Guess you could roll a one.

The enemy with blue dots just got out of bed and are wearing leather, not the chain and plate the others have.

 

 

Edited by Michael (see edit history)
Name
Paladin will save
11
1d20+3 8
opposed pin
15
1d20+6 9
bandit opp attacks
7; 20; 4
1d20+2;1d20+2;1d20+2 [5]; [5,18]; [5,18,2]
bandit damage
5
1d8+2 3
paladin on bandits
10; 7
1d20+7;1d8+3 [3]; [3,4]
paladin grapple
13
1d20+6 7
squirre vs creed
16; 7
1d20+4;1d8+2 [12]; [12,5]
squires v kerapsis
22; 7; 4; 4
1d20+4;1d20+4;1d8+2;1d8+2 [18]; [18,3]; [18,3,2]; [18,3,2,2]
Bandit regular attacks
10; 12; 14
1d20+2;1d20+2;1d20+2 [8]; [8,10]; [8,10,12]
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 Brandisher.png.4abccf9766ad79862caaa7976666ebfe.pngBattle is joined!

Brandisher sniffs the air in savoring anticipation of the paladins' pious flesh between his jaws - their righteousness draws him to them, like a shark smelling blood in the water.

 

With a joyful snarl he sprints through the treeline, barreling for one of the unfortunates who have just emerged from their tents.

 

Show Statblock

Brandisher

Senses: Darkvision 60 ft., Low-Light Vision;

HP 13/13;

AC: 15; Touch: 10; Flat-Footed: 15;

Saves: Fort +5, Ref +2, Will +5; +4 vs Poison;

Resist Electricity 5

Show Actions

Initiative roll below.

 

Two move actions, to end up next to the recently awakened enemy near Creed.

 

Edited by Enkhoffer (see edit history)
Name
Initiative
17
1d20 17
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image.png.2fe423a49b5e0582a4c15769c0503c3d.pngWith a grunt Creed takes the hit. Due to the blood infusing him he takes less damage but snarls at the interuption. As Brandisher comes in to attack the new adversary, he uses Brandishers presence to safetly drag the Paladin away with him so that he can continue his feast.

With power infusing his limbs he hauls the man away bodily, leering into the mans face as the man wriggles and strives to try to break free.

 

On Roll20I can't move the paladin but Creed can drag him half his speed so have moved Creed to where he will drag him. He backs away using Brandisher to prevent the opponent from attacking

Statblock

CREED
Level 1, HP 10/11, Speed 40ft / x4
AC 15, Touch 14, Flat-footed 13,
Fort 3, Ref 4, Will 2,
Abilities: Str 20, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Condition: Fast Healing 1 per minute
Senses: Low-light Vision 60ft, Spot/Listen +6, Init: +2

Edited by W0LF (see edit history)
Name
Grapple to maintain the Pin
30
1d20+14 16
Grapple check to move the man (+4 due to pin?)
33
1d20+14 19
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Vrockv2.png.7061aa1e9941662b23152259ccde478f.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 1

HP: 7/11 | AC/Touch/FF: 16/12/14 | Str/Dex/Con/Int/Wis/Cha: +4/+2/+3/+0/+3/+0 | F/R/W: +5/+4/+5 | Speed: 30ft | Spells Active: 


Kerapsis snarls in pain as one of the squires lands a blow on her. She unleashes another assault on the wounded squire, attempting to even out the numbers attacking her.

OOC / Actions

Full attack on wounded squire to the south

Name
Claw
24; 7
1d20+5; 1d6+4 [19]; [19,3]
Claw
7; 5
1d20+5; 1d6+4 [2]; [2,1]
Bite
17; 4
1d20+3; 1d6+2 [14]; [14,2]
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Brandisher bounds into the fray, to give the paladins ganging up on Creed something to think about.

Creed meanwhile, takes the opportunity for a tactical withdrawal, hauling his food bag along. The punctured paladin is no match for Creed's strength.

Kerapsis continues his frighteningly efficient assault on the enemy, dropping another to the ground.

The bandit minions finally find their feet, a couple of good hits enough to put another of the Silver Flame entourage out of the action.

 

Things are looking grim for the heroes.

 

The pinned paladin produces a pitiful push against Creed, and the last remaining squire has no luck against Kerapsis. The Paladin facing Brandisher, however, lands a good hit. Perhaps if said paladin was wearing his armour he'd stand some kind of remote chance. Probably not though.

Brandisher takes 7 pts. Round 4, your turns.

 

 

 

 

 

Edited by Michael (see edit history)
Name
bandit attacks
21; 20; 12
1d20+2;1d20+2;1d20 [19]; [19,18]; [19,18,12]
bandit damage
14
2d8+4 5,5
Paladin opposed pin
10
1d20+6 4
Paladin vs Brandisher
127; 7
120+7;1d8+3 []; [4]
try that again
20
1d20+7 13
squire v Kerapsis
8; 10
1d20+4;1d8+2 [4]; [4,8]
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Molgrug

 

"Well, come on then, don't just stand there!" Molgrug calls to the bandits. "Get over there, chop chop!"

Seeing that Creed is grappling with one of the paladins just nearby, Molgrug pauses to assess the situation, hovering awkwardly nearby as if looking for an opening but reluctant to get his claws dirty.

Sighing, he eventually darts in to try and score a cheap hit on the armoured man whilst he's unable to defend himself.

 

 

 

Actions

5ft step towards Creed and the paladin, then full attack!

Since he's grappled, he loses any Dex bonus to AC vs these attacks and, if he's pinned, he suffers an additional -4 penalty!

Statblock

[URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 9/9 [B]AC:[/B] 15, [B]Touch:[/B] 11, [B]Flat-footed:[/B] 13 [B]Saves:[/B] Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison) [B]Spells:[/B] [strike]Command[/strike], Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light [B]Special:[/B] None
Molgrug
Senses: Darkvision 60ft, Spot/Listen +7, Init: +2
HP: 9/9
AC: 15, Touch: 11, Flat-footed: 13
Saves: Fort +4, Ref +4, Will +5 (+2 vs mind-affecting spells, +4 vs poison)
Spells: Command , Resurgence, Obscuring Mist, Detect Magic, Read Magic, Light
Special: None
Name
Claw Attack
5; 2
1d20;1d4-1 [5]; [5,3]
Claw Attack
2; 2
1d20;1d4-1 [2]; [2,3]
Bite Attack
-1; 0
1d20-4;1d6-1 [3]; [3,1]
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Vrockv2.png.7061aa1e9941662b23152259ccde478f.pngKerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 1

HP: 7/11 | AC/Touch/FF: 16/12/14 | Str/Dex/Con/Int/Wis/Cha: +4/+2/+3/+0/+3/+0 | F/R/W: +5/+4/+5 | Speed: 30ft | Spells Active: 


As the body of another squire falls down, torn apart by her claws, Kerapsis turns to the remaining squire. Her blood soaked beak forms a cruel smile before she slashes out again at her assailant.

OOC / Actions

Full attack on remaining adjacent squire

Name
Claw
23; 5
1d20+5; 1d6+4 [18]; [18,1]
Claw
9; 8
1d20+5; 1d6+4 [4]; [4,4]
Bite
20; 3
1d20+3; 1d6+2 [17]; [17,1]
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  Brandisher.png.4abccf9766ad79862caaa7976666ebfe.pngThe Hellhound Archon is almost giddy to have the flesh of a real living paladin underneath his falling sword!

He lashes out furiously, the blade blazing and pulsing with baleful energy!

 

Show Statblock

Brandisher

Senses: Darkvision 60 ft., Low-Light Vision;

HP 6/13;

AC: 15; Touch: 10; Flat-Footed: 15;

Saves: Fort +5, Ref +2, Will +5; +4 vs Poison;

Resist Electricity 5

Show Actions

Greatsword attack on the nearby paladin, using Smite Good.

Cha bonus is added to attack, and Paladin lvl is added to damage.

 

Name
Greatsword Attack
18
1d20+6 12
Greatsword Damage
10
2d6+5 2,3
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