Grp C: En Route Callenburg [IC]

The adventures of Phaeral, Nikhil, Kaedyn, and Dorn.

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Grp C: En Route Callenburg [IC]

Postby PMiller » Thu Jan 02, 2014 12:43 am

Day 7, 13:45 - En Route Callenburg in Tranym ForestImage
In the afternoon of the following day, Phaeral was leading your caravan of two wagons towards the edge of the great Tranym Forest. There was still another full day of travel across the rolling hills and farmlands of the outlying areas of Callenburg, and you were anticipating that your next camp would be right on the large forest’s outskirts.

The day was typical sunny weather to start, but became overcast by late morning. The clouds were darker, but it had not started to rain. The forest was mostly quiet, the ambient noise of the woods being drowned out by the clopping of shod hooves and the wagon wheels running over hard packed dirt.

After a brief stop for lunch, the monotony of travel was broken by the thrumming of hooves up ahead. Last time such heralding noise brought an ally of Heironeous. But not this time as an armored figure atop a black horse galloped around the bend. Upon seeing you the warrior reined in the steed and it reared up, its forelegs pawed the air.

Image
The armored warrior looked to be a half-orc, but his skin was darker and he had bat-like wings coming from his back. He was wearing a black breastplate and wielded a lance in his hands with a heavy flail hung off his belt.

At first glance, the steed looked like a large powerful horse with a jet black coat. A closer look, however, revealed its true nature. Flames wreathed its steely hooves, trailed from its flared nostrils, and smoldered in the depths of its dark eyes.

The pair resumed their galloping charge towards you!

The fiendish looking knight called out, "Ha, ha. Prepare to DIE!"

Tactical Map | Show
    Notes:
    1. Dark colored vegetation is difficult terrain if more than 50% of Square & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone.
    2. Trees provide hard cover
    3. Large bodies provide difficult terrain for medium creatures or smaller

Image

Combat Information | Show
** Combat: Round 1 **
Knight and Steed double moved (Knowledge The Planes to Identify each)

Initiative:
Enemy Knight & Steed
Nikhil <--
Gothrom (Asleep)
Phaeral & Mundo
Coraline & Terra
Hrandeth (Asleep)
Kaedyn

Current Party Conditions:
Code: Select all
Phaeral:    42/42 HP remaining; Mounted
  Horse:    19/19 HP remaining; (AC13)
Gothrom:    63/63 HP remaining; Sleeping
  Horse:    19/19 HP remaining; (AC13) Tethered
Nikhil:     38/38 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Kaedyn:     42/42 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Coraline:   50/50 HP remaining; Mounted
  Terra:    56/56 HP remaining;
Mundo:      13/13 HP remaining (Guarding Phaeral)
Hrandeth:   08/08 HP; (AC12) Sleeping
Conditions in Effect: None

Gothrom Rages (8rnds): 2/2 remaining
Nikhil Spells Remaining: SLA (4/4); Cantrips (5/5); 1st Level (5/5)
Kaedyn Spells Remaining:  1st Level (5/5); 2nd Level (4/4); 3rd Level (3/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
Coraline Lay on Hands: 15/15 remaing
Coraline Spells Remaining: 1st Level (1/1)
Coraline Turn Undead: 6/6 remaining
Coraline Smite Evil: 2/2 remaining
Wand of CLW (Coraline): 50 Charges remaining

Enemy Status:
Code: Select all
Note: Until you learn more the numbers are ??
Enemy Knight  (AC??/??Touch/DR5(Magic))  ??/??hp; Mounted
Black Steed   (AC??/??Touch)  ??/??hp
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Re: Grp C: En Route Callenburg [IC]

Postby Nikhil » Thu Jan 02, 2014 4:22 pm

Nikhil snapped his head up at the sound of the approaching hooves. He stared as the fiendish knight appeared and then charge the group. But then the duskblade quickly moved to action.

Nikhil turned around, poked and yelled at Gothrom, “Wake up, Gothrom! We’re under attack by something fiendish!”

Turning back forward, Nikhil then jerks the reins of the wagon and tries to get the mules to move off the road so Kaedyn and Coraline have a clear way to the front. But he wasn’t sure the animals were going to listen.

While fighting the reins, Nikhil also tries to recall if he’s ever heard such a fiendish creature as the one charging down the road.



spoiler: show
Free Action:
Move Action: Wake Gothrom
Standard Action: Assuming this is possible, Animal Handle Check to move mules/wagon off the road between M/N0 to M/N5: 1d20=11

Know Dev, Planes check on rider: 1d20+5=20. Think that is +1 bonus…
KNow Dev, PLanes check on steed: 1d20+5=9

Current AC: 18
Current HP: 38/38
Current Weapon in Hand: Spiked Chain
Conditions in Effect:
Spells:
0-Level Remaining: 5/5
0-level spells known: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st-Level Remaining: 5/5
1st-level spells known: Shocking Grasp, Chill Touch, Ray of Enfeeblement, Color Spray, Swift Expeditious Retreat
Spell Like Abilities: 4/4 – Dancing Lights, Detect Magic, Flare, ghost sound, read magic
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Re: Grp C: En Route Callenburg [IC]

Postby PMiller » Fri Jan 03, 2014 6:50 am

Day 7, 13:45 - En Route Callenburg in Tranym ForestNikhil recognized what was different about the half-orc. He was also half fiend as well and likely possessing some extraordinary defensive abilities and resistances from being an outsider. The wings were a giveaway. One thing he was sure about though was that half-fiends were evil and had an ability to use profane power of smiting good.

Of the black steed, he knows nothing.

Nikhil has no trouble driving the wagon off the road and into the undergrowth at the side of it.

Image
Gothrom was snoring hard in the back of the wagon, oblivious to what was going on. The rough change in the wagons motion did nothing to jarr him awake either.

The dwarf replied, "Zzzzzz... GnnnooOCK... Zzzzz."

The little gnome was right alongside him, fast asleep as well.
Gothrom's Combat Information | Show
Still unconscious and will remain so unless he is needed to save your asses from a character death. :twisted:

Character Sheet
Current AC: 20
Current HP: 53/63
Current Weapon in Hand: Shield
On Belt: Dwarven Waraxe+1 (+10 Att; 1d10+5)
Conditions in Effect: None

Arrow Quiver: 20/20
Rage(7rnds): 2/2


Tactical Map | Show
    Notes:
    1. Dark colored vegetation is difficult terrain if more than 50% of Square & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone.
    2. Trees provide hard cover
    3. Large bodies provide difficult terrain for medium creatures or smaller

Image

Combat Information | Show
** Combat: Round 1 Continues**
Gothrom out cold and snoring
Nikhil gains +2 Insight Bonus to Attacks versus the knight

Initiative:
Enemy Knight & Steed
Nikhil
Gothrom (Asleep)
Phaeral & Mundo <--
Coraline & Terra
Hrandeth (Asleep) - Non-combatant
Kaedyn

Current Party Conditions:
Code: Select all
Phaeral:    42/42 HP remaining; Mounted
  Horse:    19/19 HP remaining; (AC13)
Gothrom:    63/63 HP remaining; Sleeping
  Horse:    19/19 HP remaining; (AC13) Tethered
Nikhil:     38/38 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Kaedyn:     42/42 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Coraline:   50/50 HP remaining; Mounted
  Terra:    56/56 HP remaining;
Mundo:      13/13 HP remaining (Guarding Phaeral)
Hrandeth:   08/08 HP; (AC12) Sleeping
Conditions in Effect: None

Gothrom Rages (8rnds): 2/2 remaining
Nikhil Spells Remaining: SLA (4/4); Cantrips (5/5); 1st Level (5/5)
Kaedyn Spells Remaining:  1st Level (5/5); 2nd Level (4/4); 3rd Level (3/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
Coraline Lay on Hands: 15/15 remaing
Coraline Spells Remaining: 1st Level (1/1)
Coraline Turn Undead: 6/6 remaining
Coraline Smite Evil: 2/2 remaining
Wand of CLW (Coraline): 50 Charges remaining

Enemy Status:
Code: Select all
Note: Until you learn more the numbers are ??
Enemy Knight  (AC??/??Touch/DR5(Magic))  ??/??hp; Mounted
Black Steed   (AC??/??Touch)  ??/??hp

Phaeral (w/Mundo), then Coraline & Terra are up. Kaedyn is last for Round 1
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Re: Grp C: En Route Callenburg [IC]

Postby Phaeral Oeri » Fri Jan 03, 2014 8:43 am

Phaeral’s head snapped up as he saw the knight and flaming steed appeared on the road ahead and issued a challenge. The sight was truly horrifying, something out of a nightmare or campfire tale of dark times. The hair at the back of his neck prickled.

He pulled on the reins and his horse bolted from the path, entering the forest with a crashing of branches. Leaves and twigs tore at Phaeral’s clothing. He jumped down from his horse, bow in hand.

“Mundo! Stay with my horse!”

spoiler: show
Move Action: Horse to F6xG7.

Ride check to dismount as a free action -1d20+5=23 vs. DC 20
Free Action: Dismount (as per Ride check success) to H6.

Second Move Action: Handle Animal to command Mundo to Guard horse instead of him vs. DC10- 1d20+6=11 (Success) Mundo should stay at F5.

Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 42/42 remaining
Current Weapon in Hand: Compound Longbow.
Conditions in effect: None.
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Re: Grp C: En Route Callenburg [IC]

Postby Celtic Guardian 7 » Mon Jan 06, 2014 1:49 am

Coraline has considered it to be a pleasant day until this incident. The irony is not lost on her of such a rider appearing after she had the day before. Though she is uncertain of what the rider or its mount is, there is no doubt of its evil nature. Terra evidently feels the same way, for her ears fly back and she snorts loudly.

Not flinching in the slightest at the being's threat, Coraline brings her lance around to ready for an attack. A kick to Terra's side gets the horse to circle around the wagon. She directs to her companions, "Leave the road clear! Either it will attract his attention to me, or I will get in a clean attack. Either is beneficial." She then holds up her lance, bracing herself for if it goes after her and Terra.

spoiler: show
Move Action: Go to J7-K9. I believe that is possible due to Terra being Large. If not, go as far down the road as possible in one movement, staying in the center and blocking the wagon.
Standard Action: Ready an action to stab the rider if he comes in range. Readied Lance Attack: 21 Attack, 13 Damage
Free Action: None.

Current AC: 20 (11Touch/20 Flatfoot)
Current HP: 50/50
Current Weapon In Hand: +1 Lance.
Conditions: Immune Disease, +4 Fear Saves (10ft Radius)
Lay on Hands: 0/15 used.
Smite Evil: 0/2 used.
Turn Undead: 0/6 used.
Spells, Level 1: Lesser Restoration

Current AC, Terra: 22 (10 Touch/21 Flatfoot)
Current HP, Terra: 56/56
Current Weapon In Hand, Terra: 2 x Hooves & Bite
Conditions, Terra: Improved Evasion, Endurance, Speed 50ft
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Re: Grp C: En Route Callenburg [IC]

Postby Kaedyn » Mon Jan 06, 2014 5:10 am

Kaedyn was not real adept at riding or even driving the wagon. He thought it best to get them out of the way. But with Coraline moving around, the gnome's spice shipment was protected. He hoped the donkey's would not bolt.

He left the crossbow on the seat beside him and took up his longspear in preparation for doing battle.

He called out a prayer, "Boldrei's blessing provide us courage!"

"Go get the blighter, Coraline. Impale it."


Combat Information | Show
Know The Planes Orc Knight (1d20+4=5) & Know The Planes Steed (1d20+4=16)
Draw Longspear, drop Crossbow
Cast Bless

Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield
Current HP: 42/42 remaining
Current Weapon in Hand: Longspear
Condition in effect: Bless (50/50 Rounds)

Javelins: 5/5 remaining
Wand of CLW: 22 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 5/5 (Guidance x 2, Light, Detect Magic x 2)
1st level 3/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 3/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 2/2+D (Magic Vestment, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP
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Re: Grp C: En Route Callenburg [IC]

Postby PMiller » Mon Jan 06, 2014 5:36 am

Day 7, 13:45 - En Route Callenburg in Tranym ForestKaedyn recognized the hellish looking mount as an outsider called a nightmare. Quite obviously the creature had a fire attack, but that was about all he knew of the creature's abilities. He doesn't recall them ever being used as mount for a knight, though.

Image
The fiendish orc and the nightmare charged down on Coraline, accepting the challenge! "You want to face Thark? You can die bitch!"

The flaming hooves beat on the dirt of the road and the black knight and horse shrouded in streaming flames raced down on the paladin. Coraline's lance struck first and penetrated the fiendish half-orc's armor.

The enemy knight lance was infused with profane energy and he struck Coraline in return. The force of the charge punched the lance hard into her armor and nearly knocked her from the saddle. There was an evil aura around the fiendish Thark, despair threatened to grip the wounded paladin and her trusted steed's hearts.

Image
The nightmare tried kicking at Terra but the nimble horse evaded.


Tactical Map | Show
    Notes:
    1. Dark colored vegetation is difficult terrain if more than 50% of Square for medium creatures or smaller & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone medium ones.
    2. Trees provide hard cover
    3. Large bodies provide difficult terrain for medium creatures or smaller

Image

Combat Information | Show
** Combat: Round 2 **
Gothrom out cold and snoring
Nikhil gains +2 Insight Bonus to Attacks versus the knight
Thark charged -2AC, Coraline's readied attack hits
Thark's charge hit with Smite good for 32dmg
Nightmare missed
Within 10ft of Thark, suffer -2 to saves with Aura of Despair

Initiative:
Thark & Nightmare
Nikhil <--
Gothrom (Asleep)
Phaeral & Mundo
Hrandeth (Asleep) - Non-combatant
Kaedyn
Coraline & Terra

Current Party Conditions:
Code: Select all
Phaeral:    42/42 HP remaining; Mounted
  Horse:    19/19 HP remaining; (AC13)
Gothrom:    63/63 HP remaining; Sleeping
  Horse:    19/19 HP remaining; (AC13) Tethered
Nikhil:     38/38 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Kaedyn:     42/42 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Coraline:   18/50 HP remaining; Mounted; 32dmg
  Terra:    56/56 HP remaining;
Mundo:      13/13 HP remaining (Guarding Horse)
Hrandeth:   08/08 HP; (AC12) Sleeping
Conditions in Effect: Bless (50/50), Aura Despair -2SVs (Coraline, Terra)

Gothrom Rages (8rnds): 2/2 remaining
Nikhil Spells Remaining: SLA (4/4); Cantrips (5/5); 1st Level (5/5)
Kaedyn Spells Remaining:  1st Level (4/5); 2nd Level (4/4); 3rd Level (3/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
Coraline Lay on Hands: 15/15 remaing
Coraline Spells Remaining: 1st Level (1/1)
Coraline Turn Undead: 6/6 remaining
Coraline Smite Evil: 2/2 remaining
Wand of CLW (Coraline): 50 Charges remaining

Enemy Status:
Code: Select all
Note: Until you learn more the numbers are ??
Thark Fiendish Half-orc  (AC19/13Touch/DR5(Magic))  31/44hp; Mounted, charged -2AC
Nightmare   (AC22/??Touch)  ??/??hp, charged -2AC

Nikhil, Phaeral, and then Kaedyn are up. Coraline & Terra are now last for Round 2.
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Re: Grp C: En Route Callenburg [IC]

Postby Nikhil » Wed Jan 08, 2014 11:48 am

Nihkil grimaced as he heard the crash of horses and lances. He saw the fiendish orc and his mount charge past his wagon, and glanced back to see him collide with Coraline. The paladin took the brunt of the orc's lance, and it was a nasty strike.

The duskblade quickly glanced down at Gothrom as the dwarf continued to snore away the battle.

"Damnit it to hell!"
Nikhil cursed.

He did not have time to wake the dwarf as the others needed help. The dark haired man moved to the edge of the wagon seat and then hopped off onto the road as quickly as he good. Drawing his spiked chain, Nikhil wondered at the wisdom at engaging the half-orc on foot. But he felt confident with some insight into how the creature fought.

Stopping short of the nightmare and half-fiend, the duskblade prepared to strike out with his spiked chain.


spoiler: show
Free Action:
Move Action: Dismount from wagon at L2, if possible
Standard Action: Move to L5

Current AC: 18
Current HP: 38/38
Current Weapon in Hand: Spiked Chain
Conditions in Effect:
Spells:
0-Level Remaining: 5/5
0-level spells known: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st-Level Remaining: 5/5
1st-level spells known: Shocking Grasp, Chill Touch, Ray of Enfeeblement, Color Spray, Swift Expeditious Retreat
Spell Like Abilities: 4/4 – Dancing Lights, Detect Magic, Flare, ghost sound, read magic
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Re: Grp C: En Route Callenburg [IC]

Postby Phaeral Oeri » Thu Jan 09, 2014 10:30 am

Phaeral knew that Mundo would stay with his horse, as ordered, so even if the roan mare ended up shying away from the ongoing battle, she would still be safe, or as safe as Mundo could keep her. Phaeral had other concerns. He slipped through the forest and onto the road.

He grabbed an arrow and fired it at the knight’s armored back. It flew true and stuck in a chink in the armor.

spoiler: show
Move Action: to J4.
Standard Action – fire at Knight - 1d20+10=27
Damage - 1d8+3=4 +4 for favored enemy Outsider Evil bonus = 8
Skirmish Damage - 2d6=6
Damage Total - 14

Free Action: None.

Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 42/42 remaining
Current Weapon in Hand: Compound Longbow.
Conditions in effect: None.
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Re: Grp C: En Route Callenburg [IC]

Postby Kaedyn » Fri Jan 10, 2014 4:45 am

Kaedyn called out, "That is no ordinary fiery steed. It is called a nightmare and it has dangerous fire."

With longspear in hand, he got off the wagon and cast a spell to bring forth a spiritual spear to attack the smoking and fiery horse. It managed to hurt the nightmare, but not much.

"I will bring the healing touch in a moment, Coraline. Stay strong and don't get hit again."


Combat Information | Show
Dismount to H12
Cast Spiritual Weapon: Spiritual Weapon vs. Nightmare (1d20+7=27, 1d8+2=3), Crit Confirm (1d20+7=15, 2d8+4=12) failed: 3 dmg

Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield
Current HP: 42/42 remaining
Current Weapon in Hand: Longspear
Condition in effect: Bless (49/50 Rounds), Spiritual Weapon (4/5 rounds)

Javelins: 5/5 remaining
Wand of CLW: 22 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 5/5 (Guidance x 2, Light, Detect Magic x 2)
1st level 3/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 3/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 2/2+D (Magic Vestment, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP
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Re: Grp C: En Route Callenburg [IC]

Postby Celtic Guardian 7 » Sun Jan 12, 2014 12:14 pm

Even with her preparing herself, it is impossible to ignore the drastic pain from the incoming lance and its vile energy. A pained gasp escapes Coraline as she feels her own weapon meet flesh. Her vision blurs for a moment, but she feels Terra shift beneath her, dodging an attack from the flaming mount. Then she is able to snap her vision back into focus, bringing the corrupted knight and steed back into view.

Blood pours from her wound, yet a smile comes to Coraline as she faces the enemy warrior. "I have no plans on dying. There is too much I have left to do... such as defeating you!" She holds up her lance, and it starts to glow with light. As she drives it forward, at first, it looks like the strike will miss. Then, as if guided by the hand of Heironeous himself, the point drives into the vulnerable enemy's side.

Inspired by her rider's confidence, Terra rears to lash at the one who hurt her master. She strikes out with two hooves, both keenly aimed. A flash of teeth can be seen as she tries to land a bite. That is more wildly aimed, however, and stands no chance of sinking into anything but thin air.

spoiler: show
Move Action: Coraline remains where she is.
Standard Action: Smite Evil with +1 Lance: 17 Attack, 11 Damage/Hoof 1: 17 Attack, 10 Damage/Hoof 2: 25 Attack, 10 Damage/Bite: 5 Attack, 3 Damage
Free Action: None.

Current AC: 20 (11Touch/20 Flatfoot)
Current HP: 18/50
Current Weapon In Hand: +1 Lance.
Conditions: Immune Disease, +4 Fear Saves (10ft Radius)
Lay on Hands: 0/15 used.
Smite Evil: 1/2 used.
Turn Undead: 0/6 used.
Spells, Level 1: Lesser Restoration

Current AC, Terra: 22 (10 Touch/21 Flatfoot)
Current HP, Terra: 56/56
Current Weapon In Hand, Terra: 2 x Hooves & Bite
Conditions, Terra: Improved Evasion, Endurance, Speed 50ft
Last edited by Celtic Guardian 7 on Tue Jan 14, 2014 9:24 pm, edited 1 time in total.
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Re: Grp C: En Route Callenburg [IC]

Postby PMiller » Tue Jan 14, 2014 3:52 am

Day 7, 13:45 - En Route Callenburg in Tranym ForestDespite her holy smiting, Coraline's lance and one of Terra's hooves were barely turned aside by the enemy knight's armor. Still one hoof caught the fiendish half-orc as the warhorse reared up and clipped him good. However, the blow was not as effective as it should have been.

Image
Thark dropped the lance and drew his large flail. With another profane enhanced blow, he struck the armored woman hard and knocked her from the saddle. Coraline was dying and fell beside her still fighting mount and landed into the undergrowth behind the boulder. She took another bruise from the fall, adding insult to fatal injury.

"Ha ha! There you have it. Who's next?"

Image
The nightmare kicked Terra once with a hoof and then snorted out a noxious cloud of smoke that covered the hellish steed and the paladin's horse. Terra was trying to fight off the noxious fumes and being blinded.


Tactical Map | Show
    Notes:
    1. Dark colored vegetation is difficult terrain if more than 50% of Square for medium creatures or smaller & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone medium ones.
    2. Trees provide hard cover
    3. Large bodies provide difficult terrain for medium creatures or smaller

Image

Combat Information | Show
** Combat: Round 3 **
Gothrom out cold and snoring
Coraline and one of Terra's attacks missed, Thark's AC19 included Charge penalty. His AC is now 21.
Thark smited Coraline for 23dmg, knocked her from her mount and unconscious, took 1 dmg from fall
Nightmare hit Terra for 9 dmg (4 fire)
Nightmare breathed out smoke causing concealment (miss on 1-20) around it and Thark & Terra.
Terra needs to make Fort DC16 Save or suffer -2Att/Dmg for 1d6 minutes

Initiative:
Thark & Nightmare
Nikhil <--
Gothrom (Asleep)
Phaeral & Mundo
Hrandeth (Asleep) - Non-combatant
Kaedyn
Coraline & Terra

Current Party Conditions:
Code: Select all
Phaeral:    42/42 HP remaining; Mounted
  Horse:    19/19 HP remaining; (AC13)
Gothrom:    63/63 HP remaining; Sleeping
  Horse:    19/19 HP remaining; (AC13) Tethered
Nikhil:     38/38 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Kaedyn:     42/42 HP remaining; Seated Driving Wagon
  Horse:    19/19 HP remaining; (AC13) Tethered
Coraline:   -6/50 HP remaining; 24 dmg, dying
  Terra:    47/56 HP remaining; 9 dmg
Mundo:      13/13 HP remaining (Guarding Horse)
Hrandeth:   08/08 HP; (AC12) Sleeping
Conditions in Effect: Bless (49/50 rnds), Aura Despair -2SVs (Coraline, Terra), Spiritual Weapon (1/5 rnds)

Gothrom Rages (8rnds): 2/2 remaining
Nikhil Spells Remaining: SLA (4/4); Cantrips (5/5); 1st Level (5/5)
Kaedyn Spells Remaining:  1st Level (4/5); 2nd Level (3/4); 3rd Level (3/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
Coraline Lay on Hands: 15/15 remaing
Coraline Spells Remaining: 1st Level (1/1)
Coraline Turn Undead: 6/6 remaining
Coraline Smite Evil: 2/2 remaining
Wand of CLW (Coraline): 50 Charges remaining

Enemy Status:
Code: Select all
Thark Fiendish Half-orc  (AC21/13Touch/DR5(Magic))  12/44hp; Mounted,
Nightmare   (AC24/11Touch)  42/45hp,

Nikhil, Phaeral, and then Kaedyn are up. Coraline & Terra are last for Round 3.
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Re: Grp C: En Route Callenburg [IC]

Postby Nikhil » Tue Jan 14, 2014 3:05 pm

Nikhil gritted his teeth as the fiendish half-orc slammed a flail into Coraline’s side. The duskblade nearly cursed as the blow unseated the paladin, dropping her to the ground. He had no time to consider much else, other than striking out and dealing a belated blow himself.

Despite the noxious and bellowing smoke from the nightmare horse, Nikhil was determined to attack. The duskblade swung back his spiked chain as he quickly intoned an arcane spell. The weapon light up as blue electric lighting danced along its links. Then with a roar, Nikhil swung forward with the chain, sending it’s tip towards the half-orc. The found its target despite the smoke, and struck the fiend in the side, piercing deep. Then the electric discharge arced through the weapon, and the smell of burnt flesh began prevalent.

“You are!” sneered Nikhil as the orc slumped it’s saddle from the wound. Now they just needed to deal with the nightmare….

spoiler: show
Free Action:
Move Action:
Standard Action: Attack Knight: 1d20+9+3=26, 2d4+7=10, channel shocking grasp dmg: 4d6=14, miss chance: 1d100=47, hit, 24 total damage

Current AC: 18
Current HP: 38/38
Current Weapon in Hand: Spiked Chain
Conditions in Effect:
Spells:
0-Level Remaining: 5/5
0-level spells known: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st-Level Remaining: 4/5
1st-level spells known: Shocking Grasp, Chill Touch, Ray of Enfeeblement, Color Spray, Swift Expeditious Retreat
Spell Like Abilities: 4/4 – Dancing Lights, Detect Magic, Flare, ghost sound, read magic
Nikhil : Adventurer's Guild
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Re: Grp C: En Route Callenburg [IC]

Postby Phaeral Oeri » Wed Jan 15, 2014 9:47 am

Phaeral flinched and cringed when he saw Lady Solberg go down. The evil knight had felled her in a mere two swift blows. But just as quickly, the tables turned and Nik brought down the rider. Now Phaeral wondered if the nightmare steed would be loyal to its master and fight to the death over the orc’s body, or if it would flee.

He saw that Kaedyn was in a good spot to rush forward and aid Solberg, so Phaeral backed up several paces, drawing an arrow as he did so. He fired off a shot toward the nightmare’s hindquarters, but the shot flew wide.

spoiler: show
Move Action: to I1.
Standard Action – fire at Nightmare - 1d20+10=13

Free Action: None.

Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 42/42 remaining
Current Weapon in Hand: Compound Longbow.
Conditions in effect: None.
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Re: Grp C: En Route Callenburg [IC]

Postby Kaedyn » Thu Jan 16, 2014 1:27 am

Kaedyn had a good view of the battle and saw Lady Coraline fall after just one more blow. The battle cleric clenched his teeth and moved forward to her side as he saw and heard Nikhil do the same to the other knight.

As he touched the fallen paladin with his healing to bring her back to consciousness, he called out, “Nice job, Nik! Keep have that nightmare, I got Laby Solberg covered.”

“Rise and shine, milady,”
he said as Coraline’s eyes opened.

“You were only out a heartbeat and we are not done yet.”

The spiritual spear kept after the nightmare and missed.


Combat Information | Show
Move to H10
Healing Touch on Coraline, heals 9 and brings her back to consciousness
Cast Spiritual Weapon: Spiritual Weapon vs. Nightmare (1d20+7=14, 1d8+2=4) - Miss

Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield
Current HP: 42/42 remaining
Current Weapon in Hand: Longspear
Condition in effect: Bless (49/50 Rounds), Spiritual Weapon (4/5 rounds)

Javelins: 5/5 remaining
Wand of CLW: 22 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 5/5 (Guidance x 2, Light, Detect Magic x 2)
1st level 3/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 3/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 2/2+D (Magic Vestment, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP
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