Intermission in Millhaven And Journey to Stomanell City

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Re: Intermission in Millhaven And Journey to Stomanell City

#141 Post by Ithril »

road battle 5.jpg
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Adversaries initiative


and attack rolls



Conweena turns with the savage instinct she learned in the wild Nordt country. Her axe and her body are united in their task, and the body of creature #5 is liberated from most of it's head as bone and teeth crunch. Her action turns her to face Traesta and Harker in their fruitless tasks.

Pebble leaps towards the two assailants as they cudgel Traesta and swings his long blade, but it only cuts the rain dripping from the clouds high above.

As Pebble and Conweena complete the actions of the previous instant, Harker cries out in serious pain as the spiked end of a club lodges in a weaker point of his armor. Blood sprays, staining his garments crimson in spite of the rain. The wound is deep and serious.


Traesta continues to swing at her antagonists, but her attention is divided, and she fails to mark either of them.

Conweena's axe suddenly rings out with a sharp, high pitched "CLANG !" It's not far in it's arc from where the humanoid's head used to be. Dorath's bullet clearly would have destroyed the soft target had the axe failed it's mission. She grimaces and glares back at Dorath, but does not stop moving towards the next rival.

Offset by the pain of the cruel spikes now protruding into his flesh, Harker cannot strike his target effectively. Creature #8 finds his mark on Traesta, she has miscalculated the dance macabre they have joined. Even so, somehow the weapon of her foe fails to meet her. She can feel the spray of the water on her face as his weapon glances past, missing her when it ought to have struck her full. Harker struggles with the pain, but instinctively blocks the attacks of the second foe without full comprehension of his actions. The rain stings his eyes, and somewhere in the back of his mind, he knows it's not rain, but sudden sweat that is causing the burn. Another cruel mace makes a whistling sound, but it's interrupted with a thump, and it makes an ugly mark against Traesta's brightly painted shield.

Igber is now within striking range of the creature that is yet shorter than he is, and he swings wildly at it with his dagger, but finds the humanoid is fast, and he cannot pin it down so easily as he expected.

Pebble has no choice but to wade into the gore of the foe Conweena first slew. The brother (#6) of that first creature blocks his advance. Igber however is nearby, and they will have to be wary of accidentally striking each other, or becoming a hindrance to Traesta's attacks.

Conweena however finds herself in the enviable position of having the opportunity to flank the preoccupied humanoids. She can attack almost any of them with near impunity from behind. They are unaware of their peril.

(Conweena may target #'s 6 or 8 without penalty, #7 at a -2 initiative, and #4 at a -4 initiative simply for distance)

This is getting quite exciting I think! 'The suspense is terrible... I hope it'll last.' - Gene Wilder, Charlie and the Chocolate factory.

Rex, you made a slaying machine. Perhaps it's the nature of the beasts, or your past history & disposition regarding them; perhaps you have a better rapport with the dice-rolling djinni. Give some to the other players? Good job so far.
I think with the seriousness of Harker's wound, a save vs constitution (1d20) would be in order. Success gives him another round, failure means he either faints from the pain, withdraws, or fights with a penalty (depending on the severity of failure). Alternately, you can elect to not take the chance, and attempt a retreat yourself. The humanoids engaged with Harker and Traesta are not yet aware that Conweena is threshing them like so much dry wheat. They will understand that soon enough.
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Re: Intermission in Millhaven And Journey to Stomanell City

#142 Post by Rex »

Conweena

Conweena moves on #8, trying to split them. If her 1st blow finishes 8 and she is allowed to use her second one against another she will attack 7.

Initiative [1d10]=8

Battle Axe [1d20+1]=17+1=18 to hit [1d8+3]=8+3=11 damage

Battle Axe [1d20+1]=18+1=19 to hit [1d8+3]=3+3=6 damage

This is the only game the roller likes me in, LOL.
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Re: Intermission in Millhaven And Journey to Stomanell City

#143 Post by BackworldTraveller »

Igber decides that he will fight to distract #6 allowing Pebble a chance of getting past his guard.



- a palpable hit!
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Re: Intermission in Millhaven And Journey to Stomanell City

#144 Post by sunphoenix »

Harker is struck solidly by the crude weapon piercing him with a deep wound... but he refuses to yield and he calls upon the grace of Paladon and lay on hands upon his wounds healing himself, not completely but slowing the bleeding at least.

He holds his ground seeing Corweena coming up behind the foes her weapon clearly drenched in the blood of their slain foes.

He hefts his Bastard Sword yelling a battle cry to keep the enemies attention to hopefully cover her approach, and rejoins the battle swinging in two wide arcs...

Initiaitve [1d10]=1

Action -
- Lay on Hands, Self {Heal 2 hit points}

Bastard Sword Weap Spec - Swing 1 [1d20+1]=2+1=3, Damage SM [1d8+3]=4+3=7

Bastard Sword Weap Spec - Swing 2 [1d20+1]=11+1=12, Damage SM [1d8+3]=1+3=4
OOC: I don't know what kind of action lay on hands is in 2e DnD.. can Harker do it and still attack, as this is Harker's two attack round?
Not that it matters as the dice roller proves again to not be very random at all.
"...you can't conquer a free man; the most you can do is Kill him."
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Re: Intermission in Millhaven And Journey to Stomanell City

#145 Post by redwarrior »

Dorath, encouraged with the results of his slinging so far, though sad that Corweena's axe was where the creature's head was a moment before, turns to the only other monster than he can range without trying to sling between party members and lets fly at #4.

Feeling a bit exposed, and knowing that at least one disappeared from view earlier in the combat, he will rush to join up with the party as soon as his bullet is loosed.

init [1d10]=5
Sling THACO 20 [1d20+2]=14+2=16 damage [1d4+1]=4+1=5
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Re: Intermission in Millhaven And Journey to Stomanell City

#146 Post by gurusql »

Traesta

Traesta sees that Harker was hit hard, and not sure how he is still on his feet. She takes a strong swing at #8.

Init: [1d10]=2
Attack with Mace[1d20]=14, Damage S/M [1d6+1]=5+1=6 L [1d6]=3
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Re: Intermission in Millhaven And Journey to Stomanell City

#147 Post by Ithril »

sunphoenix wrote: Wed Mar 09, 2022 2:51 pm OOC: I don't know what kind of action lay on hands is in 2e DnD.. can Harker do it and still attack, as this is Harker's two attack round?
Not that it matters as the dice roller proves again to not be very random at all.[/color]
Laying on hands won't work unless the paladin employs both hands at the same time. Before using this ability, he must sheath his sword, put down his bag, or take whatever other actions are necessary to free his hands. If he's disabled—for example, if he's lost an arm in an accident—he may petition the gods to allow him to heal with a single hand. Assuming the paladin has served honorably, the gods probably grant his request.
- Complete Paladin's Handbook

So that would require a strategic retreat first. Otherwise you would be facing a free attack from two opponents, and unable to defend yourself at all.

Naturally, I'll allow you to consider these options again and revise your actions.
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Re: Intermission in Millhaven And Journey to Stomanell City

#148 Post by sunphoenix »

Harker will NOT retreat.. he'll take his two swings and miss with both.

Constritution check [1d20]=13
"...you can't conquer a free man; the most you can do is Kill him."
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Re: Intermission in Millhaven And Journey to Stomanell City

#149 Post by ravenn4544 »

Pebble will try to manage staying out of everyone's way while he tries to pummel 6 with his sword.

Init [1d10]=8
Longsword Attack [1d20+1]=10+1=11
Long sword damage [1d12+2]=2+2=4
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Re: Intermission in Millhaven And Journey to Stomanell City

#150 Post by Ithril »

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Humanoid Initiative Rolls [_4d10]=(9+6+2+9)

Humanoid Attack Rolls [_4d20]=(5+20+3+8)


Creatures #4 and 8 are quick to return strikes with their weapons at Harker and Traesta in turn, but somehow Harker is able to fend off the blow, and Traesta adds another bruise to her decorated sheild while positioning to return the action.

init
4:9
8:9

attacks
4:5
8:8

Pebble makes several strikes at #6, but the creature is fast, and has a large rock nearby which limits Pebble's options. He is unable to land a solid strike, but the creature is fully engaged trying to avoid the long keen edge of Pebble's weapon.

Conwenna successfully avoids gaining undue attention from her target who is intent on doing harm to Traesta. With another swing of her broad axe, it falls to the ground. It's limbs still thrashing in meaningless effort.

Travel takes time from your action, so no. Only one strike (but a good one anyway).

#6 finally finds a rhythm to Pebble's moves, and takes full advantage of it, giving him a brutal blow. The spikes cause significant damage and pain. Pebble's world suddenly goes red, as his vision is temporarily narrowed from the intense pain.

init
6:6
att
6:20 (19)Damage for Pebble [1d6]=6

As with Harker, roll a constitution check to avoid passing out.

Dorath's bullet finds it's mark, and #4 topples forward, landing at Harker's feet. for a few moments, Harker is unsure what happened, but is relieved that the creature is no longer threatening him.
Dorath charges to the side of his companions, and will be beside them shortly.

While #6 is finally able to land a satisfying strike against Pebble, it doesn't realize the move leaves him open to Igber's quick small weapon, and Igber drives it into the creatures arm, drawing a deep well of the dark brown earthy fluid these creatures have for blood, and the creature emits a shrill cry of pain, dropping it's weapon and cradling its wounded arm as it looks at Igber in shock. Blood wells up between it's fingers and runs unhindered, dripping and puddling as it escapes the wound.

By the time Traesta can recover from the flurry of blows, and strikes out the creature is already folding to the ground like a crushed insect. Several of it's limbs are twitching on the ground where they fell as if they are still intent on the battle.

#7 continues to try to end the life of the paladin, but it's weapon is ineffective against his long weapon, and years of combat training. After a few exchanges, he hears the cry of #6, and realizes he is the last one standing. Without hesitation it swivels on its feet, and flees attempting to escape into the wet forest.

Soon you come to the realization that you have routed these creatures, and the only sounds breaking the steady drip of the rain are those of the fleeing creature. Then in the distance you hear another sound.

"THUMP"

And again:

"THUMP"

It sounds like someone is beating a hollowed out log, solid and purpose made to be some kind of signalling drum. A dread that this was only the first round begins to build like some terrible viscous tide that won't simply run away down the steep sides of the hills like the rain does. At once you all realize the meaning: MORE ARE COMING. The leader that was challenging you isn't accounted for.

Creature #6 sets, quivering at the base of a large boulder, his weapon lay abandoned on the ground near him, and he watches you in terror, but the sounds of the drum seem to lessen his fear, though not enough for him to make any moves aside from squeezing the wound in his dripping arm. He is noticeably more pale than he was a few moments ago in any case. The pounding of the drum continues in the rain.
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Re: Intermission in Millhaven And Journey to Stomanell City

#151 Post by Rex »

Conweena

"Is everyone fine? We need to get the wounded taken care of and move to a position we can defend."
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Re: Intermission in Millhaven And Journey to Stomanell City

#152 Post by redwarrior »

Dorath rushes up to the group whips his sling around his head twice and lets fly at #7. Best to kill it now, when it doesn't have friends!!! Once the bullet is cast, he will check to see what aid he can give the party. He sees #6, but ignores it, at it is clearly not a threat. Should we find better ground? Return to the cart? he asks, a bit out of his depth with the idea of preparing for ANOTHER battle so soon.



init [1d10]=5
Sling THACO 20 [1d20+2]=19+2=21 damage [1d4+1]=3+1=4
This is one of the best strings of roll I've had in quite a while
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Re: Intermission in Millhaven And Journey to Stomanell City

#153 Post by gurusql »

Traesta

"We should get back to the cart, they could storm the cart instead of us."

She cast CLW on the Paladin.
Cure Light Wounds :[1d8]=1
And the string continues
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Re: Intermission in Millhaven And Journey to Stomanell City

#154 Post by Rex »

Conweena

"The cart is a good idea, lets go."

She will lead the way back to the cart.

That may have been my best rolling ever on here.
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Re: Intermission in Millhaven And Journey to Stomanell City

#155 Post by BackworldTraveller »

Igber
Climbing onto the rock, igber loads his sling and looks out for a target. Where is that drum?

As you are heading back, get the heavy guys over the stream before the horde arrive. But that drum will be rallying people and they won't be expecting us to come to them while they are gathering. It also tells us where they are - but the only thing they know about for certain is here and the cart
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Re: Intermission in Millhaven And Journey to Stomanell City

#156 Post by ravenn4544 »

"UGH!" is all that Pebble can belch out as his enemy deals a devastating blow - a blow he has never had anything like in his short life. His wind is knocked out. His vision tunnels down to nothing but darkness as he collapses to the ground.

Con (10) [1d20]=12
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Re: Intermission in Millhaven And Journey to Stomanell City

#157 Post by Rex »

Conweena

Conweena will rush to Pebble. "Pebble is down!"
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Re: Intermission in Millhaven And Journey to Stomanell City

#158 Post by Ithril »

gurusql wrote: Fri Mar 11, 2022 6:09 am Traesta
She cast CLW on the Paladin.
Cure Light Wounds :[1d8]=1
CLW works differently in Evisath.
It cures 1d6+3 points of damage.
It's also applied differently.
25% applied in the first round after casting, 50% applied in the second round, and the last 25% in the third round. Any fractions are applied in the second round; so if 25% results in a fraction, round it down for the first & last round, and add the difference to the second round. If you roll 5, for instance, 1 point in the first round, 3 points in the second round, and the last point in the final third round.
You're allowed a re-roll. Make it good. :D
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Re: Intermission in Millhaven And Journey to Stomanell City

#159 Post by gurusql »

Cure Light Wounds :[1d6+3]=5+3=8
2 HP Round 1
4 HP Round 2
2 HP Round 3
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Re: Intermission in Millhaven And Journey to Stomanell City

#160 Post by Ithril »

gurusql wrote: Fri Mar 11, 2022 11:13 pm Cure Light Wounds :[1d6+3]=5+3=8
2 HP Round 1
4 HP Round 2
2 HP Round 3

Much better. Of course since he only took 6 points of damage, it's limited to 2/3/1. Still much better than only 1 hp.
I'll include the description when I post actions next.
What of Pebble?
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