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The Doom of Glenn Hollow - IC


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Riksha

Riksha.png.f3241de41b0b5f3278dd77fa0c3f519a.pngRiksha braces as the thugs gang up on him, dealing crushing blows. Riksha vanishes and slashes at the wounded thug, silently rolling away from the dangerous pair.

 

 

 

 

 


Actions:

Swift: Ghost Step (invisible)

Std: Attack (with Sudden Strike) wounded Thug

Move: If Thug falls, Tumble 10' south, else tumble 10' west, Moving Silently

 

Remaining Ki: 2/3

Stance: Child of Shadows

Edited by nexiss (see edit history)
Name
Attack
25
1d20+9 16
Damage
13
3d6+1 4,2,6
Tumble
21
1d20+9 12
Move Silently
23
1d20+9 14
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.848ca692408bea454acbb149b58c7510.PNG

Niko dashes north, braving several blows while attempting to throttle the thug ahead of Pip, which grants the little guy an opportunity to retrieve their gear.

Realizing he needs to change the momentum of the fight, Riksha slips into shadows unseen by either mortal before him, then delivers a killing stab straight to the wounded thug's heart. Falling off an invisible blade, his ally swipes wildly about, but the ninja is able to dodge under these flails and slip away undetected!

While Zeff was on a roll, his overconfidence began to make him a little careless. The skeleton actually managed to dodge away from his greataxe a moment before it would've been crushed!

With her mission starting to go off the rails, the Captain decides to set an example for these would-be rescuers. "I'll have your heads!" she growled at Daitan and Niko, before lifting her mighty bastard sword and sending forth a terrible, sweeping blow! While it sharply glanced off Daitan's thick hide, Niko felt the large blade bite deep into this flank, cracking several of his ribs and leaving a nasty gash under his left arm. At the same time, a fierce glare bore down upon the two, discouraging them from attacking anyone else but her.

Meanwhile, the cultists get to work with their dark magic. The southern one, turning away from the prisoners, sees the giant being sufficiently swarmed by their skeletons. Hoping they will be able to tear him down before he does the same to him, he began chanting in a foul tongue, before expanding a sickly orb of necromantic magic across the battlefield. Though it had little effect on the living, beyond mild unnerving, the skeletons all appeared invigorated by this change.

The northern cultist, unable to see Riksha, weaves a hieroglyph in the shape of a bull's head out of magic, then pressed it into its chest. As it sank into his robes, he grew in bulk and build, muscle visibly stretching the previously loose fabric around his arms and shoulders.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

OOC: Niko moves to grapple, receiving three attacks of opportunity in the process. He is only struck once, taking 5 nonmagical piercing and bludgeoning damage. He then successfully grapples the thug, dishing out 5 nonlethal bludgeoning damage!

Riksha turns invisible, kills the wounded Thug, and escapes southwest.

Zeff misses the well-armored skeletons with his cleaving blow.

The Captain take a 5' step east and initiates a martial maneuver, attacking Daitan and Niko once each, but resolving both separately. For Daitan's attack, she expends a use of Smite to bolster her blow, but it narrowly misses (forgot to add an extra +1 attack bonus from Divine Favor for 26 total). Her strike against Niko connects, dealing 16 magical slashing damage to him (forgot to add +2 damage from Divine Favor).

The southern cultist casts desecrate on the battlefield, empowering their undead minions. The northern cultist buffs himself even more with bull's strength and takes a 5' step south.

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of DespairBeginning at 3rd level, the paladin of tyranny radiates a malign aura that causes enemies within 10 feet of her to take a -2 penalty on all saving throws.; Divine Favor; Iron Guard's GlareWhile she is in this stance, any opponent that the Captain threaten takes a -4 penalty on attack rolls against her allies. This penalty does not apply to attacks made against herself. Enemies she threaten become aware of the consequences of the stance. (Daitan and Niko)
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Skeletons) Desecrate

To Post: Damien, Pip, Dolly, Daitan

Initiative

23 - Skeletons

23 - Niko

19 - Riksha / Zeff

18 - Captain

14 - Cultists

11 - Damien

8 - Pip / Dolly

7 - Daitan

6 - Thugs


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

 

Edited by rogueblade0729 (see edit history)
Name
Thug Listen vs DC 23
14
1d20+1 13
Skeleton AoO vs Niko
17; 7
1d20+3;1d6+1 [14]; [14,6]
Thug AoO vs Niko
16; 3
1d20+3;1d8+2 [13]; [13,1]
Cultist AoO vs Niko
5; 3
+5;1d8+2 []; [1]
Cultist AoO vs Niko (ignore previous roll)
20; 5
1d20+5;1d8+2 [15]; [15,3]
Thug (Grappled) AoO vs Niko
16; 3
1d20+3;1d8+2 [13]; [13,1]
Opposed Grapple vs Niko
6
1d20+3 3
Niko Unarmed Damage
5.5
1d6/2+3 5
Captain Martial Maneuvers
TypeError: Cannot read property 'length' of undefined
reroll(repeat(1d6,3),6,above,1)
Captain Maneuvers
2,3,1
repeat(1d6,3) 2,3,1
Captain vs Daitan
25; 20
1d20+17;2d8+12 [8]; [8,6,2]
Captain vs Niko
29; 14
1d20+14;2d8+6 [15]; [15,1,7]
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Daitan

  

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan feels the massive vibration of the Captain's weapon clanging off his thick scales, and resolutely pads over to Damien to use his massive foreclaws to slice off the binds around the warrior's wrists.

image.png.3b694bf10706a3285fe85c0288425955.png

With a shake of his head, the crucian melds back into his normal form, and stands to his crouched height, his shell glinting under the sunlight.

He points at the captain goliath, hoping his allies can hear him amidst the clanging chaos. 'Everyone's gear is in that pouch on the lead warrior's waist, my comrades. For Okeanos, we shall prevail!' He roars.


Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1
-----------------------------------------------------------------------

:::Deep Gnome:::
Blindness / Deafness 1/day
Blur 1/day
Disguise Self 1/day
---------
+2 Hide when underground
+1 racial bonus on attack rolls against kobolds and goblinoids.
+1 to the Difficulty Class for all saving throws against illusion spells cast by Booth.


:::Woodling:::
Entangle 1/day
Summon nature's ally II 1/day
---------
+4 bonus on Hide checks and Move Silently checks in aboveground natural environments.


:::Vow of Poverty:::
Fey creatures regard you as though you are fey.
+1 bonus on all saving throws against spells and spell-like abilities.


:::Swordsage:::
Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind
Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike
Stances: Hunter's Sense, Child of Shadow, Martial Spirit


:::Ardent:::
Life Mantle: Touch of Health
Mental Power Mantle: Mind Thrust
| Init -4 | AC 27 Flat 25 | HP 36/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability.

It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.

You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting druid learns.

While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet.

At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability).

At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.

Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet.

You gain damage reduction 5/slashing while in forest avenger form.

At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites).

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).

While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.

You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form.

At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites).
, Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.
, Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
|Spontaneous Healer| Sheet |

 

Edited by Ensou (see edit history)
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PerringorBurrfoot.jpeg.ed91de324700f707760c4e61ad31622d.jpegPip attempts to work his way around to behind the captain, tumbling to keep from being hit by others. If he can do so he will then try and take the bag off of her as stealthily as possible while their attention may be focused elsewhere.

Statblock

[URL=/sheets/?id=2834800][B][SIZE=+1]Pippendor Burrfoot[/SIZE][/B][/URL] Male Neutral Good Kender Scout 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 27/27, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 16, [B]Flat-footed[/B] 16, [B]Fort[/B] 6, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] MW Composite Shortbow [/B] +8 (1d4, x3) [B] MW Short Sword [/B] +4 (1d4, 19-20x2) [B] Throwing Axe [/B] +7 (1d4, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Size, +1 Misc) [B]Abilities[/B] Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10 [B]Condition[/B] None
Pippendor Burrfoot
Male Neutral Good Kender Scout 3/Rogue 3, Level 3, Init 7, HP 27/27, Speed 30
AC 20, Touch 16, Flat-footed 16, Fort 6, Ref 8, Will 5, Base Attack Bonus 2
MW Composite Shortbow +8 (1d4, x3)
MW Short Sword +4 (1d4, 19-20x2)
Throwing Axe +7 (1d4, x2)
Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Size, +1 Misc)
Abilities Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10
Condition None

 

 

Edited by darlis moonbeam (see edit history)
Name
Tumble
23
1d20+6 17
Sleight of Hand
22
1d20+6 16
Move Silently
14
1d20+8 6
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image.jpeg.54c3dcb4ab05a65181edfbbf909fd729.jpeg

Damien Oathsworn

HP: 24/33

Well, that was certainly less than ideal. Not having actually achieved much of anything aside injuring himself, Damien was thinking how else he could help until one of his allies removed his bonds. Quickly bringing his hands to to his mouth to remove his gag, Damien brings his holy symbol to his lips and gently touches it while offering a quick prayer to Milil. "I beseech thy God Milil, please offer protection to your wandering warrior in his fight against the darkness and evil before me." A wave of green-tinted golden light erupts from Damien within a 30-foot radius centered upon himself. It seems.. that perhaps Damien was lacking in his honest faith to his god. This must yet be another test for him.

 

Move Action: Remove Gag?
Standard: Destroy Undead || DC = 15 Will Save (For Half Damage. Any Turn Resistance of the undead adds to their saving roll)
Destroy Undead: 8/9

 

 

[URL=/sheets/?id=2842257][B][SIZE=+1]Damien Oathsworn[/SIZE][/B][/URL] Male Chaotic Good Lesser Aasimar Cleric / Paladin, [B]Level[/B] 3, [B]Init[/B] 0, [B]HP[/B] 33/33, [B]Speed[/B] 40 [B]AC[/B] 14, [B]Touch[/B] 10, [B]Flat-footed[/B] 14, [B]Fort[/B] 8, [B]Ref[/B] 5, [B]Will[/B] 11, [B]Base Attack Bonus[/B] +3 [B]Masterwork Greatsword [/B] +6 (2d6+3, 19-20 / x2) [B]Masterwork Composite Longbow (Arrows) [/B] +4 (1d8+2, x3) [B] Chain Shirt[/B] (+4 Armor) [B]Abilities[/B] Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14 [B]Condition[/B] Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion, Destroy Undead Attempts 9/9,
Damien Oathsworn
Male Chaotic Good Lesser Aasimar Cleric / Paladin, Level 3, Init 0, HP 33/33, Speed 40
AC 14, Touch 10, Flat-footed 14, Fort 8, Ref 5, Will 11, Base Attack Bonus +3
Masterwork Greatsword +6 (2d6+3, 19-20 / x2)
Masterwork Composite Longbow (Arrows) +4 (1d8+2, x3)
Chain Shirt (+4 Armor)
Abilities Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14
Condition Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion,
Destroy Undead Attempts 9/9,

 

Edited by Dnd4life (see edit history)
Name
Destroy Undead ACF
3
3d6 1,1,1
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  • 2 weeks later...

Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.45bd633f257966bfa4c4b26193250d13.PNG

Our heroes retaliate, and so to do the enemies. A divine blast chips at the life force of the skeletons, a little man manages to pickpocket the goliath captain, and the pangolin reverts to a... crustacean? The mass of foes reposition and strike, but only Pip takes any pain for his trouble.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

OOC: Thank you all for your patience! I'm all moved in now and my first week of work is all wrapped up, so I'll be trying to move things along again. Expect my posting schedule to be more weekend-heavy from now on.

Damien sends forth a radiant blast in an attempt to decimate the skeletons, but it's not as effective as hoped. 4 out of the 6 take a little damage, but remain ultimately unshaken.

Pip successfully slips around the enemies and swipes the bag of holding off the Captain's belt! Unfortunately, it's not enough to avoid being noticed by her... gulp.

Dolly maintains her song, buffing the party. (Player didn't post actions, but they mentioned not wanting to attack.)

Daitan slices Damien's bonds and reverts to normal form.

The northern thug retreats south to protect the priest, but unknowingly draws an attack of opportunity from the invisible Riksha, if he still has a reaction. He then takes the Ready action to... do something I shall not openly disclose. The other three attack Niko, Damien, and Zeff. None of them manage to land a blow, however.

One skeleton attacks Pip, Daitan, and Damien each, while three continue ganging up on Zeff. Only Pip is struck, taking 5 nonmagical slashing damage.

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of Despair; Divine Favor; Iron Guard's Glare (Daitan and Niko)
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Skeletons) Desecrate

To Post: Niko, Riksha, Zeff

Initiative

23 - Skeletons

23 - Niko

19 - Riksha / Zeff

18 - Captain

14 - Cultists

11 - Damien

8 - Pip / Dolly

7 - Daitan

6 - Thugs


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

 

Edited by rogueblade0729 (see edit history)
Name
Skeleton DC 15 Will Saves vs Turn Undead
3,10,12,17,10,19
repeat(1d20+2,6) 1,8,10,15,8,17
Thug vs Niko
7; 4
1d20+3;1d8+2 [4]; [4,2]
Thug vs Damien
5; 9
1d20+3;1d8+2 [2]; [2,7]
Thug vs Zeff
13; 10
1d20+5;1d8+2 [8]; [8,8]
Skeleton vs Pip
20; 5
1d20+4;1d6+4 [16]; [16,1]
Skeleton vs Daitan
23; 5
1d20+6;1d6+4 [17]; [17,1]
Skeleton vs Damien
-2; 9
1d20-4;1d6+4 [2]; [2,5]
Skeletons vs Zeff
13,11,19; 6,9,6
repeat(1d20+4,3);repeat(1d6+4,3) [9,7,15]; [9,7,15,2,5,2]
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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 21/39 | Size: Medium | Speed: 20/30 ft |
Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18

 


https://i.pinimg.com/564x/a7/1f/da/a71fda84f6e4eeafb19b72b11bd26714.jpg

As Niko manages to slam the thug into the ground he feels a small amount of satisfaction, that evaporates as a distant memory, a second Captain's sword slams against his back. The agony was such that he didn't even notice the next attack, inwardly cursing his rashness. He had to move before the damn woman's sword found his exposed neck next. He felt the weight of his now useless helmet on the waist and cursed again, this time loudly as he disengaged the grapple and moved away.

 

OOC: If Pip moved from his place Niko moved there now, disengaging from attack. Also, I'm not sure about the damage, maybe it's lower. I counted 14 and 4. I saw one more attack for 4 more damage earlier but I think it missed.

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2)

Warhammer: 1d20+6, 1d8+3 (x3)

Dagger: 1d20+6, 1d4+3 (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free: Grapple

Swift:

Move: Forward to the square in front of Thug 10 ft. in front of Pip on the Map

Standard: Touch Attack to initiate Grapple

Immediate:

Powers: [8]=Max Number Of Psi Points, [7]= Current Number Of Psi Points

Level 1:

Expansion

Force Screen

Precognition, Offensive

Prevenom Weapon

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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Riksha

Riksha.png.f3241de41b0b5f3278dd77fa0c3f519a.pngAs the thug moves away from him, Riksha takes a swipe at him with his blade. He moves up to take advantage of another that seems to be fighting the cultists as well. He positions himself to flank the thug with the unknown ally. As he attacks, his blade erupts into flame, threatening to conflagrate his opponent.

 

 

 

 


Actions:

AoO: On the thug as he moves away

Move: 10' south, to flank with Pip (or Nico)

Swift: Maneuver - Burning Blade

Std: Attack Thug using maneuver

 

Remaining Ki: 2/3

Stance: Child of Shadows

Maneuver: Burning Blade

Edited by nexiss (see edit history)
Name
AoO Attack
18
1d20+10 8
AoO Dam
6
1d6+2 4
Attack
28
1d20+12 16
Dam
9
2d6+5 1,3
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.e44296ac48e394c5d8572a291f0d6cd6.PNG

Riksha and Zeff each add more kills to their counts, while Niko quickly limped away from the Captain. In her fury, she bellowed a battle cry in a language unknown to anyone present, before empowering her blade with another bout of dark magic. Then, she swung hard, aiming again for Daitan, and then at the little Pip-squeak who robbed her. Sparks flew off of Daitan's stony hide as her blade found deeper purchase, causing large cracks to form in his shell as blood poured from the exposed wound. Thankfully, this seemed to eat most of that dark magic, making the slash at Pip far less powerful, though no less painful. The robed cultists in their midst decided to try and clear the way for the warband to move, attempting to send away the ambushers with divinely evoked, primal fear.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

OOC: Niko takes a 5' step away from the captain and the thug, though now stands on difficult terrain.

Riksha slices at the passing thug, then advances to finish him off. However, this movement trigger's the thug's Reaction, and he makes an attack against the ninja first, but misses. Riksha's follow-up attack then finishes him off.

Zeff cuts down two more skeletons. Next!

The captain makes a full attack, striking once at Daitan, and once at Pip. Once again, she expends a use of Smite to empower her blow against Daitan, hoping to crack his shell wide open. She deals 24 magical slashing damage to Daitan, and 11 magical slashing damage to Pip.

The cultists each cast Cause Fear, targeting Zeff and Riksha. They must make a DC 13 Will saving throw or flee for 1d4 rounds.

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of Despair; Divine Favor; Iron Guard's Glare (Daitan and Niko)
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Skeletons) Desecrate

To Post: Damien, Pip, Dolly, Daitan

Initiative

23 - Skeletons

23 - Niko

19 - Riksha / Zeff

18 - Captain

14 - Cultists

11 - Damien

8 - Pip / Dolly

7 - Daitan

6 - Thugs


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

 

Edited by rogueblade0729 (see edit history)
Name
Thug Reaction vs Riksha
5; 8
1d20+3;1d8+2 [2]; [2,6]
Captain Maneuver
1.5
1d4/2 3
Captain Smite vs Daitan
35; 24
1d20+18;2d8+14 [17]; [17,4,6]
Captain vs Pip
21; 11
1d20+12;2d8+6 [9]; [9,2,3]
Fear Rounds
3
1d4 3
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PerringorBurrfoot.jpeg.ed91de324700f707760c4e61ad31622d.jpegPip attempts to tumble away from the captain to get out of reach of her attacks. He then tries to open the bag to get to their weapons.

Statblock

[URL=/sheets/?id=2834800][B][SIZE=+1]Pippendor Burrfoot[/SIZE][/B][/URL] Male Neutral Good Kender Scout 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 27/27, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 16, [B]Flat-footed[/B] 16, [B]Fort[/B] 6, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] MW Composite Shortbow [/B] +8 (1d4, x3) [B] MW Short Sword [/B] +4 (1d4, 19-20x2) [B] Throwing Axe [/B] +7 (1d4, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Size, +1 Misc) [B]Abilities[/B] Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10 [B]Condition[/B] None
Pippendor Burrfoot
Male Neutral Good Kender Scout 3/Rogue 3, Level 3, Init 7, HP 27/27, Speed 30
AC 20, Touch 16, Flat-footed 16, Fort 6, Ref 8, Will 5, Base Attack Bonus 2
MW Composite Shortbow +8 (1d4, x3)
MW Short Sword +4 (1d4, 19-20x2)
Throwing Axe +7 (1d4, x2)
Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Size, +1 Misc)
Abilities Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10
Condition None

 

 

Name
Tumble
21
1d20+6 15
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Daitan

  

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan absorbs the strike on the thickest side of his shell, taking a step backTake 5 foot step to the empty space away from a skeleton. to brace his feet as the weapon cleaves through. He coughs blood as the strike completes its arc, but he manages to remain standing.

His wound glares open, blood flowing around the mineral deposits on his thick hide, and in front of the Captain, several minerals glow, breaking down into particles as the wound closes upDamage Reduction 10/adamantine nearly to half its size.

'Okeanos, bring this worthy assault to her knees!'

He slams his fist into the groundSpell radius is cast outwards to the top right of the map, to only contain Captain and Thug.

Hopefully they both still fall under Dolly's Bestow Curve to have a lowered saving throw.
, as it begins to shakeImpeding Stones
(CityScape, p. 66)

Transmutation
Level: Druid 1, Ranger 1, Consecrated Harrier 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft.+ 10 ft./level)
Area: Brick, stone, or earthen surface in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No

At your command, the cobblestones of the street shudder and crack, sending your foes staggering about.

Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous and potentially tripping anyone in the area. Any creature who fails its Reflex save is knocked prone. Those who remain standing can move at only half normal speed. Each round on your turn, standing creatures must make either a new Reflex save or a Balance check (their choice) to remain upright.

Because the stones continuously shift, any attempt at spellcasting requires a Concentration check (DC 15 + spell level), and any attacks made from within the area take a -2 penalty; this does not stack with the penalty for attacking while prone if the attacker failed his save.
.

 

 

 


Level 3 | Init -4 | AC 27 Flat 25 | HP 19/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift, Voice of the City, Murky-Eyed |Spontaneous Healer| Sheet |

 

Edited by Ensou (see edit history)
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