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Chapter 6: Pillars of Ruin, continued


Abberdaggus

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Round 3

As Boradur stomps resolutely forwards towards danger, Cirmaran runs in the opposite direction, firing arrows in an attempt to bait the enemies at the northern end of the site. The arrow is poorly aimed, but there is still a chance it may have drawn the man-bats attention.

The all but mindless mudspiders immediately scuttle after Cirmaran into the jungle. They are sure on their many legs on their pile of mud and firm ground, but turn out to be less accustomed to the dense jungle. It becomes clear to Cirmaran that he will be far faster within the jungle than they are.

The mokele-mbembe finally finds itself freed from captivity. At first it cautiously steps outside the cage, pauses and with a hooting call, its long neck swings back and forth to survey its options. The commotion to the south clearly agitates it, but in the other direction is the jungle and freedom.

At first, the man-bat appears enraged by the arrows that keep coming from the jungle at it takes a few wing strokes in the direction from which the last arrow was fired. But then it notes the hesitation of the mokele-mbembe and realises how its instinct draws it towards the jungle. That will not do! Ignoring Cirmaran for the time being, the man-bat turns around and begins pelting the dinosaur with small rocks from a distance. The rocks just bounce off its thick skin without doing any real damage, but it serves to agitate it further and slowly, the man-bat succeeds in drawing the beast closer to the battle at the cabin.

Meanwhile, at the cabin, Hezle witnesses the mayhem taking place around her - strangers in the form of a human and a dwarf apparently in league with the strange kobold apparently attempting an all-out assault against the combined forces of the cultists at the mine - and she quickly decides that this is way more than she bargained for. She slips out the door, runs south along the cabin, around the corner and bolts straight for the jungle.

The charau-ka in front takes Boradurs approach as a challenge and is more than willing to take it. Shrieking in blind fury, it bolts forward reckless with its trident raised for plunging it into Boradurs sturdy form.

The two nearest boggards follow behind, but stop at a safe distance and begin to gesture in the air with gnarled staves and webbed hands. A creepy sensation comes over Boradur and the hairs on the back of his neck rises as a chill runs down his back.

The last boggard in the first wave seems to have smarted from the devastating effects of the fireball. Instead of rushing forward, it dashes eastward towards the jungle, finds a good spot some distance from his fellow cultists and enters the familiar stance signalling the casting of magic. Soon after a green-glowing glubule of magical essense materialises between its webbed hands and with a whirl, it sends the blob against Boradur.

The last charau-ka comes rushing as well, no less furiously than its fellow cultist. It is, however, too far away to do much more than run before Boradur has a chance to react.

At the bunk house further to the south, the cultists seems to have finally gathered their forces on their feet.

Mechanics

Actions:

Charau-ka butcher 1:

  • Free action: Shrieking frenzy - quickened 1 for 1 rd.
  • Action 1: Rage
  • Action 2: Stride to AM40
  • Action 3: Strike at Boradur with trident
  • Action 4: Strike at Boradur with trident

Boggard swampseer 1:

  • Action 1: Stride to AQ41
  • Action 2+3: Cast a spell - Boradur, make a DC 21 will save

Boggard swampseer 5:

  • Action 1: Stride to AR39
  • Action 2+3: Cast a spell - Boradur, make a DC 21 will save

Boggard swampseer 3:

  • Action 1: Stride to AV44
  • Action 2+3: Cast a spell, targeting Boradur

Charau-ka butcher 2:

  • Free action: Shrieking frenzy - quickened 1 for 1 rd.
  • Action 1: Rage
  • Action 2-4: Stride to AM39

Let's roll some dice!

Wait!...What?!?...Isn't the GM supposed to roll really, really well...?

 

Round 4 is next - your turn.

Init order:

  • Cirmaran
  • Wilder
  • Samrod
  • Boradur
  • Hezle
  • Man bat 2
  • Cultists
  • Mokele-Mbembe
  • Mud-spiders

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spacer.png

spacer.png

 

 

Edited by Abberdaggus (see edit history)
Name
Charau-ka strike 1 with trident
28
1d20+20 8
Strike 1 damage
16
2d8+8 6,2
Charau-ka strike 2 with trident
16
1d20+20-5 1
Strike 2 damage
20
2d8+8 4,8
Boggard spell strike
15
1d20+11 4
Spell strike damage
18
3d8 7,8,3
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[table=2,1][r=1,1][img2=250]https://i.pinimg.com/originals/a1/0d/1f/a10d1f50a67ca3e5591268f78e173993.png[/img2] [r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheets/?id=2394611"][B][U][SIZE="5"]Wilder[/SIZE][/U][/B][/url] [B]Level 7 Fey Bloodline Sorcerer[/B] [B]HP:[/B] 43/43[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 25 [B]Spell Slots:[/B], L1 4/4, L2 3/4, L3 3/4, L4 1/3(+1/1) remaining, Focus points: 1/2 [B]Conditions:[/B] Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent [/center][/fieldset][/table]
a10d1f50a67ca3e5591268f78e173993.png
 
Stat Block
Wilder
Level 7 Fey Bloodline Sorcerer
HP: 43/43 , AC: 25
Cantrip Level: 4, Class DC: 25
Spell Slots: , L1 4/4, L2 3/4, L3 3/4, L4 1/3(+1/1) remaining, Focus points: 1/2
Conditions: Battle medicine (1/1 remaining).
Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
HP = 71/71, speed=35ft, spit=special move
Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth
Size = large, Move=35, low-light vision and scent

 

"I think we're leapt out of the frying pan and into the fiery depths of hell," Wilder remarks as he notices the enemies closing in from all size.

Eying the large contingent of cultists gathering to the far south, he hurls another fireball in their midst. (I think he can hit all 9, but if not, he can probably hit 8 of the 9. If he misses one, let it be the furthest one from us.

 

Actions 1-2. Fireball level 4, DC 25 basic reflex

Roll

 

Free action: he's going to call out to Wednesday to move 35 feet to the west. (Q: is that an enemy in the woods next to Wednesday?)

 

"SAMROD, if you keep close to me, I can try to patch you up. Or maybe take out that bat guy, before he draws that giant reptile closer to us?"

Action 3: @Abberdaggus Can I give you 2 possibilities?

a. If Samrod steps beside him, Wilder would like to use battle medicine on him. Feel free to roll for me. Medicine skill is +12.

b. If Samrod moves elsewhere, Wilder would like to move next to him so he can (hopefully) use battle medicine next turn. Most likely this is what's going to happen I'm guessing.

Name
Roll
33
8d6 6,5,3,1,5,3,6,4
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Cirmaran Fairlagos Level 7 Eldritch Trickster HP: 62/62 , AC: 25 Cantrip Level: 4, Class DC: 23 Spell Slots: Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will Conditions:

Grinning as the spiders at least followed him, Cirmaran dashed west, fired another arrow at the bat-man, and continued to the west, calling to the giant lizard as he went in the local dialect, "Freedom, friend! THIS way!".

Show this

First action: Stride to -H/37 (I think? 50' due west... he's unaffected by difficult terrain in Forests)

Second action: Strike the man-bat with bow...

ToHit

Damage

Third action: Stride 50' further west, calling to the lizard.

 

Name
ToHit
28
1d20+16 12
Damage
10
2d6+4 5,1
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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 57/92 -[b] AC: [/b]25 [b]Conditions:[/b] Longstrider 1 hour [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 2 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x0 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 57/92 - AC: 25
Conditions: Longstrider 1 hour
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 2
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x0, Blood Vendetta x0

"Sorry, gotta help Boradur first!", Samrod calls out as he moves next to his dwarven companion (AL 39), before he lays into the foe facing Boradur with his shield and gauntlet (which he has been fighting with the whole time *cough*).

Edited by Lycar (see edit history)
Name
Shield bash/ damage/ Gauntlet / damage
28; 13; 32; 11
1d20+16;2d6+6;1d20+16;2d4+6 [12]; [12,2,5]; [12,2,5,16]; [12,2,5,16,1,4]
Fire Damage from Gauntlet crit (also need a DC 19 Fort save)
5
1d6 5
Flat Check DC 15 / Bleed 1d4
21
1d20+1d4 19,2
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alBD9d1.jpg

Boradur

AC: 28 HP: 101/101 Focus: 2/2 Hero Points: 2

Perception: +12
Condition: none
Shield: Hardness 10 HP: 96/96 (48)

 

The nearest ape man hurls himself at Boradur, but is easily fended off with his shield, meanwhile, several of the others expose themselves as spellcasters, hurling a variety of spells at the exposed champion. He shrugs off one assault on his mind and avoids whatever that glowing green ball was supposed to be, but can feel one of the spells eroding his will. He still raises his hammer and lashes out at the surviving cultist. "You'll fall too."

 

Actions

Action 1&2: Intimidating Strike

Action 3: Raise Shield

 

Name
Will 1
27
1d20+14 13
Will 2
19
1d20+14 5
Intimidating Strike
26
1d20+16 10
damage
10
2d6+4 4,2
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Round 4

Cirmaran once again attempts a feat of marksmanship as he fires a long shot through 50 ft. of dense jungle. Before he even sees whether the arrow strikes true, e takes off again, calling for the big lizard to follow. Alas, the beast pays little attention - a single elf calling out from somewhere within the dense jungle is not match for the distraction of a pesky batlike creature and a raging to the south.

At the southern end of the compound, another ball of fire explodes among the laggards, completely incinerating most of the cultists caught in the blast - though when the smoke clears it seems a few has survived the inferno. Meanwhile, Samrod rushes forward and begins the bash and rake at the raging cultist. His shield smashes into its ape-like face leaving it open to the razorsharp claws of the Cinderclaw gauntlet to open a deep gash across its chest. The sickening smell of cauterized flesh mixed with burned fur fills the area, threatening to choke the cultist.

Boradur feels a sense of unknown terror creaping up on him, weakening his grip on the hammer. He steadfastly retaliates with a righteous fury of his own and he succeeds in delivering a glancing blow, thanks to the cultists reckless abandon.

Mechanics

 

Okay, so Cirmaran is firing an arrow through 50 ft. of dense jungle. That sort of thing doesn't happen without penalty. I will rule that the jungle cover provides greater cover and concealment (just like the group received greater cover against the flying scouts earlier). In addition, the man-bat is 110 ft. away, which is one range increment for the composite shortbow. So that is -2 to attack, +4 to AC and a flat check DC 5 miss chance. Cirmarans attack roll is just a success, so it all comes down to the DC 5 concealment check.

DC 5 flat check

Reflex saves against the fireball:

Charau-ka warrior 4

Charau-ka warrior 6

Boggard warrior 1

Boggard warrior 2

Boggard scout 1

Boggard scout 2

Boggard swampseer 4

Boggard swampseer 7

From the gauntlet critical strike:

Charau-ka butcher fort save DC 19

Be aware that the smoke is an activated ability that also consumes Samrods reaction.

Boradur fails his second will save and is frightened 2. Still hits, though.

 

Combat status:

  • Boradur: Frightened 2
  • Charau-ka butcher 1: Frightened 1

Init order:

  • Cirmaran
  • Wilder
  • Samrod
  • Boradur
  • Hezle
  • Man bat 2
  • Cultists
  • Mokele-Mbembe
  • Mud-spiders

My turn now...

 

 

Edited by Abberdaggus (see edit history)
Name
DC 5 flat check
18
1d20 18
Charau-ka warrior 4
17
1d20+8 9
Charau-ka warrior 6
12
1d20+8 4
Boggard warrior 1
14
1d20+5 9
Boggard warrior 2
23
1d20+5 18
Boggard scout 1
10
1d20+5 5
Boggard scout 2
11
1d20+5 6
Boggard swampseer 4
26
1d20+7 19
Boggard swampseer 7
19
1d20+7 12
Charau-ka butcher fort save DC 19
37
1d20+17 20
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Round 4

Up north, two of the mudspiders continue to hunt Cirmaran through the jungle, although with their limited ability to traverse the dense jungle, the fall further and further behind. The last mudspider - whether the smarter or more lazy among them - gives up pursuit and returns to its muddy lair. Alerted by the sound of battle, however, it strides atop the mound of earth to survey the land with its multifaceted eyes.

The man-bat continues to goat the dinosaur towards the south, limping in front of the beast on pierced wings and throwing another rock to further entice the creature. Alas, the man bat appears to have misjudged its own speed - perhaps not factoring in the damage suffered from Cirmarans missiles. The mokele-mbembe now seems in a state of mindless fury as it stomps after the nuisance, picking up speed along the way. Suddenly, it lashes out with its long neck and burrows its sharp teeth into the upper thighs of the man-bat.

The two raging cultists facing Samrod and Boradur enter an all-out frenzied massacre on the stout warriors. Behind them, the two boggards each conjures and fires one of the greenish-glowing magical darts, one at Boradur and one at Samrod. It is a bloody carnage and when the dust settles the two stout warriors have taken a savage beating. But they both still stand.

The last nearby boggard once more begins to gesture in the air and soon after a dense fog begins to gather around Samrod, Boradur, Wilder and their two opponents. The mist is so dense that it becomes hard to distinguish friend from foe.

From the burnt-out cinders further to the south, the shattered and scorched remains of the backup force slowly gathers their wits and approaches cautiously. Unnoticed by everyone, the single boggard that escaped the flames turn its back on the carnage and waddles southwards into the jungle.

Mechanics

Actions

Mokele-Mbembe:

  • Action 1+2: Stride south after man-bat
  • Action 3: Strike at man-bat with sharp teeth

Mokele-Mbembe teeth

Mokele-Mbembe damage

 

Charau-ka butcher 1:

  • Action 1: Strike Boradur with trident
  • Reaction: Blood fury - heal 5 hp and +1 to attack for remaining strikes
  • Action 2: Strike Boradur with trident
  • Action 3: Strike Boradur with trident

Strike 1 v Boradur

Strike 1 v Boradur damage

+1d4 persistent bleed damage

Strike 2 v Boradur

Strike 2 v Boradur damage

x2 for a crit

Strike 3 v Boradur

Miss

Charau-ka butcher 2:

  • Action 1: Strike Samrod with trident
  • Reaction: Blood fury - heal 5 hp and +1 to attack for remaining strikes
  • Action 2: Strike Samrod with trident
  • Action 3: Strike Samrod with trident

Strike 1 v Samrod

Strike 1 v Samrod damage

+1d4 persistent bleed damage

Strike 2 v Samrod

Strike 3 v Samrod

Strike 3 v Samrod damage

 

Boggard swampseer 1:

  • Action 1: Stride
  • Action 2+3: Cast a spell at Boradur

Spell strike v Boradur

Miss

Boggard swampseer 1:

  • Action 1: Stride
  • Action 2+3: Cast a spell at Samrod

Spell strike v Samrod

Spell strike damage

+ 1d6 persistent acid damage

 

Boggard swampseer 3:

Casts obscuring mist centered on Samrod. Everything in the white blob has concealment.

 

 

Mine 22.JPG

Mine 23.JPG

Mine 24.JPG

Mine 25.JPG

Edited by Abberdaggus (see edit history)
Name
Mokele-Mbembe teeth
26
1d20+22 4
Mokele-Mbembe damage
16
2d12+10 2,4
Strike 1 v Boradur
37
1d20+20 17
Strike 1 v Samrod
33
1d20+20 13
Spell strike v Boradur
26
1d20+11 15
Spell strike v Samrod
26
1d20+11 15
Strike 1 v Boradur damage
15
2d8+8 4,3
Strike 2 v Boradur
36
1d20+20-4 20
Strike 3 v Boradur
27
1d20+20-8 15
Strike 1 v Samrod damage
19
2d8+8 8,3
Strike 2 v Samrod
24
1d20+20-4 8
Strike 3 v Samrod
28
1d20+20-8 16
Spell strike damage
16
3d8 6,2,8
Strike 2 v Boradur damage
16
2d8+8 4,4
Strike 3 v Samrod damage
11
2d8+8 1,2
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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 11/92 -[b] AC: [/b]25 [b]Conditions:[/b] Longstrider 1 hour. 1d4 bleed, 1d6 acid [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 2 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x0 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 11/92 - AC: 25 Conditions: Longstrider 1 hour. 1d4 bleed, 1d6 acid Steel Shield: Hardness: 5 Hp: 20/20 (10) Hero Points: 2 Cantrips prepared: Light, Shield, Message, Electric Arc Spells: Longstrider x0, Blood Vendetta x0

Bleeding from deep wounds and now also having conjured acid eat away at his flesh, it is only due to his veteran soldier toughness that he does not succumb. Trading blows with these foes one-for one is a losing proposition, and yet, these foes must fall! He will not be brought low by the likes of these cultists!

Trying to get a breather, Samrod violently shoves at his attacker, but in the fog he misses his mark completely. With a snarl he then attacks Boradur's foe, hoping to take that one down for good! His shield bash connects, but he can't get a hold with his gauntlet, grasping only wisps of fog.

Edited by Lycar (see edit history)
Name
Bleed
3
1d4 3
Flat Check 15 
13
1d20 13
Acid
2
1d6 2
Flat Check 15
11
1d20 11
Attempt to trip foe in front of Samrod (DC 5) + Athletics
3; 15
1d20;1d20+13 [3]; [3,2]
Shield bash + damage vs. Boradur's foe
28; 14
1d20+11;2d6+6 [17]; [17,6,2]
Combat Grab with Gauntlet vs. Boradur's foe
9; 12
1d20+7;2d4+6 [2]; [2,2,4]
Flat checks Shield Bash/Gauntlet
7; 16
1d20;1d20 [7]; [7,16]
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[table=2,1][r=1,1][img2=250]https://i.pinimg.com/originals/a1/0d/1f/a10d1f50a67ca3e5591268f78e173993.png[/img2] [r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheets/?id=2394611"][B][U][SIZE="5"]Wilder[/SIZE][/U][/B][/url] [B]Level 7 Fey Bloodline Sorcerer[/B] [B]HP:[/B] 43/43[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 25 [B]Spell Slots:[/B], L1 4/4, L2 3/4, L3 3/4, L4 0/3(+1/1) remaining, Focus points: 1/2 [B]Conditions:[/B] Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent [/center][/fieldset][/table]
a10d1f50a67ca3e5591268f78e173993.png
Stat Block
Wilder Level 7 Fey Bloodline Sorcerer HP: 43/43 , AC: 25 Cantrip Level: 4, Class DC: 25 Spell Slots: , L1 4/4, L2 3/4, L3 3/4, L4 0/3(+1/1) remaining, Focus points: 1/2 Conditions: Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent

"Oh gods, I'll do what I can to keep you up!" Wilder calls out as he reaches out to heal his companions.

Actions 1-2: Level 3 Heal on Samrod

Action 3: Using battle medicine on Boradur

Free action: Wednesday continues moving towards Wilder. He'll head south-west toward the NE corner of the building.

 

Roll Samrod healing

So in addition to Samrod's 33 healing, Boradur gets 13 health @Lycar @leons1701

Edited by ifreedman (see edit history)
Name
Roll
33
3d8+24 3,5,1
Roll
SyntaxError: Unexpected token medicine
1d20+12 medicine
Battle Medicine on Boradur
16
1d20+12 4
Healing on Boradur
13
2d8 5,8
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alBD9d1.jpg

Boradur

AC: 28 HP: 54/101 Focus: 2/2 Hero Points: 2

Perception: +12
Condition: none
Shield: Hardness 10 HP: 96/96 (48)

 

Boradur shields Samrod against the worst of the damage, but is unable to land a strike on his attacker. Possibly because he is also trying to fend off the frenzied assault of his own attacker. Concentrating on his would be killer, Boradur grins unnervingly and launches a savage strike of his own.

 

Actions

Reaction: Retributive Strike: Prevent 9 damage to Samrod, free melee attack on Samrod's attacker.

 

Action 1&2: Intimidating Strike

Action 3: Raise Shield

 

Name
Retributive Strike
20
1d20+16 4
Intimidating Strike
35
1d20+16 19
Damage
15
2d6+6 4,5
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Round 5

Even with his life slowly bleeding through his fingers, Samrod refuses to give in and a forceful swing with his shield sends the cultist flailing. Competely exposed, the cultist has no defense against the righteous wrath of Boradurs hammer...

...except for the gathering fog. Boradurs blow is devastating and it completely annihilates the shadow in the fog it was aimed at. Unfortunately, the shadow turned out to be just that - shadowy wisps of smoke and the charau-ka remains standing.

Wilder's healing is timely and welcome, bringing much needed relief to Samrod and Boradur.

 

Mechanics

Boradur needs a DC 5 flat check as well due to the fog.

Boradur concealment check

 

Combat status:

  • Samrod: Persistent bleed 1d4; persistent acid 1d6

Init order:

  • Cirmaran
  • Wilder
  • Samrod
  • Boradur
  • Hezle
  • Man bat 2
  • Cultists
  • Mokele-Mbembe
  • Mud-spiders

 

Cirmaran is up.

spacer.png

 

Edited by Abberdaggus (see edit history)
Name
Boradur concealment check
3
1d20 3
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Cirmaran Fairlagos Level 7 Eldritch Trickster HP: 62/62 , AC: 25 Cantrip Level: 4, Class DC: 23 Spell Slots: Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will Conditions:

Giving up on the bat-man, Cirmaran ducked behind a tree for a heartbeat before popping out to shoot the closest spider, then retreated west again, trying to get around the fog cloud to the south so he could see the enemy spell casters.

Show this

First action: Hide!

Stealth

Second action: Strike the nearest spider with bow...

ToHit

Damage

SneakDamage

 

Third action: Stride 50' further west and slightly south (-F/18, I think).

 

Name
Stealth
21
1d20+17 4
ToHit
21
1d20+16 5
Damage
12
2d6+4 6,2
SneakDamage
5
2d6 3,2
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Round 5

Cirmaran must be embarrassed by his feeble attempt to hide, but he is greatly helped by the dense foilage, which provides lots of cover for hiding, and he actually manages to briefly lose his pursuers. Unfortunately, the same dense undergrowth also provides some cover for the giant spiders and his arrow burrows into a tree trunk just in front of the nearest spider. Still, the distraction is enough to encourage the eight-legged menaces to continue their futile pursuit.

A bit further to the south, the man-bat appears to be approaching a state of panic as it suddenly and unexpectedly finds that it has become a target of the dinosaur rather than its shepard - none too bright, it would seem. It gives up all plans of driving the lizard further and instead puts all efforts into escaping its terrrifying fangs. The man-bat takes off towards the jungle to the east as it flaps its perforated wings in a desperate attempt to gain altitude.

The Mokele-Mbembe storms after the leathery cretin and getting close enough it can still reach the man-bat by stretching its neck. But it merely snaps at thin air and it seems that the man-bat may actually escape to live another day. The pursuit brings the dinosaur terrifyingly close to Wednesday, though. Intent on catching its fleeing prey, the Mokele-Mbembe appears to ignore the camel for the time being. Though will that last?

The mud-spider that returned to the mud-pile does not appreciate being this close to a huge dinosaur with lots of sharp teeth and pure survival instinct bids it to burrow into the safety of its muddy hill.

By the intense melee further south, the two raging charau-ka cultists continue to pounce on Samrod and Boradur. There are no finer tactics involved. Seemingly caught up in a blood frenzy, they pay their own serious wounds little heed - it is, as if they feel the pain they must endure. Boradur manages to sidestep the repeated thrusts - the last one comes close, but is repelled by the dwarfs sturdy shield. The other charau-ka manages to land a glancing blow on Samrod.

The boggards behind the front line berserkers are milling about - they seem to be fairly slow on land, but no less deadly when getting close enough. One of the nearest boggards circle around the foggy patch to get a clear shot at Wilder. A thin line of icy frost shoots from its finger, aiming at the foggy kobold-shaped shadow. It is poorly aimed, however, and Wilder avoids the icy blast.

A second boggard steps up and mimics his ally's idea, firing a thin ray of frost at Boradur - and missing - while a third boggard attempts a completely different tactic. Stepping into the fog very close to the intense melee, the boggard suddenly emits a deafening croak of devastating intensity. The sound hits Boradur - and the two charau-kas - like a blunt physical force. The two ape-men have clearly heard the terrible croaking of the boggards before and they shrug it off with little difficulty.

The rest of the boggards from the southern encampment very slowly closes in. In fact, they move unusually slowly and staggers along - as if the fireball took a greater toll than expected, or if they already suffered from some unknown malady.

 

Mechanics

As before, dense jungle provides greater cover and concealment outside a 30 ft. radius. Bonus to both stealth and AC. Lets say that the darker green jungle areas on the map is dense jungle. All wooded tiles are difficult terrain (though not for Cirmaran due to favored terrain).

Actions:

Man-bat:

  • Action 1: Stride
  • Action 2+3: Fly - ascending (half move + half ascend)

Mokele-Mbembe:

  • Action 1+2: Stride
  • Action 3: Strike at man-bat with jaws

Jaws attack

Jaws damage

 

Charau-ka butcher 1:

  • Action 1: Strike against Boradur
  • Action 2: Strike against Boradur
  • Action 3: Strike against Boradur
  • Reaction: If a strike hits, activate Blood Fury - 5 hp and +1 to remaining attacks (should be added to dice rolls below)

Trident strike 1 v Boradur/concealment

Trident strike 2 v Boradur/concealment

Trident strike 3 v Boradur/concealment

Trident strike 3 reroll

 

Charau-ka butcher 2:

  • Action 1: Strike against Samrod
  • Action 2: Strike against Samrod
  • Action 3: Strike against Samrod
  • Reaction: If a strike hits, activate Blood Fury - 5 hp and +1 to remaining attacks (should be added to dice rolls below)

Trident strike 1 v Samrod/concealment

Trident strike 2 v Samrod/concealment

Trident strike 3 v Samrod/concealment

 

Trident damage 2 v Samrod

 

Boggard swampseer 1:

  • Action 1: Stride
  • Action 2+3: Cast lvl 2 Ray of frost at Wilder

Ray of frost v Wilder/concealment

 

Boggard swampseer 3:

  • Action 1: Stride
  • Action 2+3: Cast lvl 2 Ray of frost at Boradur

Ray of frost v Boradur/concealment

 

Boggard swampseer 5:

  • Action 1: Stride
  • Action 2+3: Destructive croak - 15 ft cone, Boradur and the two charau-kas take listed sonic damage, subject to a DC 19 basic fort save.

Destructive croak damage

Charau-ka butcher 1 fort save

Charau-ka butcher 2 fort save

 

Combat status:

  • Samrod: Persistent bleed 1d4; persistent acid 1d6
  • Man-bat: 25 ft. altitude

Init order:

  • Cirmaran, Wilder, Samrod and Boradur
  • Man bat 2
  • Mokele-Mbembe
  • Cultists
  • Mud-spiders

Round 6 next - your turn.

 

 

Mine 27.JPG

Mine 28.JPG

Mine 29.JPG

Edited by Abberdaggus (see edit history)
Name
Jaws attack
23
1d20+22 1
Jaws damage
22
2d12+10 3,9
Trident strike 1 v Boradur/concealment
27; 11
1d20+20; 1d20 [7]; [7,11]
Trident strike 2 v Boradur/concealment
23; 9
1d20+20-5; 1d20 [8]; [8,9]
Trident strike 3 v Boradur/concealment
SyntaxError: Unexpected token ,
1d20+20-10,1d20
Trident strike 1 v Samrod/concealment
23; 18
1d20+20; 1d20 [3]; [3,18]
Trident strike 2 v Samrod/concealment
29; 5
1d20+20-5; 1d20 [14]; [14,5]
Trident strike 3 v Samrod/concealment
23; 17
1d20+20-10; 1d20 [13]; [13,17]
Ray of frost v Wilder/concealment
20; 2
1d20+11; 1d20 [9]; [9,2]
Destructive croak damage
10
4d6 4,1,3,2
Charau-ka butcher 1 fort save
37
1d20+17 20
Charau-ka butcher 2 fort save
31
1d20+17 14
Trident strike 3 reroll
29; 13
1d20+20-10; 1d20 [19]; [19,13]
Trident damage 2 v Samrod
12
2d8+8 2,2
Ray of frost v Boradur/concealment
23; 17
1d20+11; 1d20 [12]; [12,17]
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Cirmaran Fairlagos Level 7 Eldritch Trickster HP: 62/62 , AC: 25 Cantrip Level: 4, Class DC: 23 Spell Slots: Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will Conditions:

Seeing the bat-man take the to the air once again, Cirmaran strode to the edge of foliage and snapped off a shot. He then melted back into the underbrush.

Show this

First action: Stride 50' to C-14 (or so)

Second action: Shoot the man bat.

ToHit

Damage

SneakAttack

 

 

 

Third action: Hide!

Stealth

 

Name
ToHit
18
1d20+16 2
Damage
13
2d6+4 4,5
SneakAttack
6
2d6 4,2
Stealth
29
1d20+17 12
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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 48/92 -[b] AC: [/b]25 [b]Conditions:[/b] Longstrider 1 hour. 1d4 bleed, 1d6 acid [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 2 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x0 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 48/92 - AC: 25 Conditions: Longstrider 1 hour. 1d4 bleed, 1d6 acid Steel Shield: Hardness: 5 Hp: 20/20 (10) Hero Points: 2 Cantrips prepared: Light, Shield, Message, Electric Arc Spells: Longstrider x0, Blood Vendetta x0

Being a veteran caravan guard, Samrod has been in situations where he stood in a shield wall, side-by-side with his fellow guardsmen, fighting Gnoll raiders, before. So this this rather artless exchange of blows is not something Samrod is a stranger to. But these ape-men sure are potent foes. Seeing that they are cultists of an evil dragon god, who wants to destroy the world including them, their wisdom 'compares unfavourably to that of a lemming' (as he heard an Elven wizard once describe his Halfling compatriot). Their sheer ferocity in battle is beyond reproach though. It is almost tragic that they would waste their death-defying devotion on such an unworthy cause. But perhaps, their lot in life is to test the resolve of those who would rise to oppose and thwart Dahak's plans. Well, history shall not find him wanting!

Just as he prepares another attack, Samrod shortly gets shaken by a supernaturally loud croak,...

[Edit: Adding the stuff I meant to write what got eaten by the editor]

... which does not cause any harm in and of itself, but the distraction it causes is just enough for his Charau-Ka enemy to land another painful thrust with his spear.

Samrod, being a veteran caravan guard, is no stranger to fighting in a shield wall and fending off Gnoll raiders, and he knows that just standing his ground and trading blow for blow is a losing proposition. In a caravan, this would not be a problem, one would just need to hold the line long enough for the archers or a battlemage (if one were so lucky to have the merchant spring for one) to do kill off enough of the assailants to break their resolve.

But right now, their own archer is nowhere to be seen, and while their 'battlemage' had successfully decimated the enemy host, the front line (meaning Boradur and himself) is still fully engaged. And now some surviving casters (badly burned from their looks they may be) have joined the fight and are doing a fair job of whittling down his defenses.

Even while going through going through the motions of fighting shield and claw(ed gauntlet), Samrod analyses the battlefield. The Charau-Ka facing off against Boradur and him truly are ferocious foes, zealous to destroy Dahak's opponents, even at the cost of their own blood and life. A shame truly that they would waste their bravery on such an ignoble goal. The Boggards are holding back, but they use spells to augment the Charau-Ka's assault. Wounded as they are, they may fall quickly to a skirmisher. Hmm...

As a veteran soldier, Samrod has always taken some pride in his skill with weapons, plural, not being limited to just fighting with a sword, or just with a bow or just with a lance. And now that his years of arcane dabbling finally afford him to cast a few humble cantrips, he has even more options. He could break formation for just a moment, cast the Electric Arc cantrip at two of the Boggard casters, maybe take them out that way, and be poised to punish anyone next to him performing a spell. It would leave Boradur alone, but the sturdy Dwarf could withstand the enemy's assault for a moment...

But no, the two ape-men facing them are too ferocious of foes to be allowed to continue their relentless assault, at least one of them need to be taken down first. So Samrod yells at Boradur's enemy (cognisant of the fact the Charau-Ka can't understand his words, but trusting his tone of voice to carry the message) to weaken his resolve or at least distract him before laying into him with shield and claw. This one dies now!

Also it appears that the blood Samrod was losing has neutralised the acid eating away at his clothes, armour and skin, and the bleeding seems to have abated for now. So much the better!

Edited by Lycar (see edit history)
Name
Fortitude DC 19
21
1d20+12 9
Intimidation
25
1d20+12 13
Shield Bash Hit/Concealment/Dmg.
SyntaxError: Unexpected token ,
1d20+16,1d20,2d6+6
Shield Bash Hit/Concealment/Dmg.
33; 6; 11
1d20+16;1d20;2d6+6 [17]; [17,6]; [17,6,3,2]
Gauntlet/Concelament/Dmg. 
21; 14; 9
1d20+16;1d20;2d4+6 [5]; [5,14]; [5,14,1,2]
Bleed
4; 20
1d4;1d20 [4]; [4,20]
Acid
3; 18
1d6;1d20 [3]; [3,18]
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