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Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!


HP: 9/9 AC: 12 Villain Points: 5/5 HD: 1/1 d8

Wordlessly, Pharom slinks along the wall with Excellence, hoping that Egina can actually run her con this time, but he need not have worried. From the conversation being yelled across the yard, Pharom senses the sincerity of the guards' worry for the slightly more competent apprentice.

Once he reaches the door with Excelence, he smiles, taking a long swig from the Strength potion. It's bitter, a sign of both age and middling craftsmanship, but it does the job. Feeling his muscles bulge with sudden strength, he flexes a fist and smiles.

______________________________________________

As the door cracks open and the sleep spell ensnares the guards, Pharom tosses a vial over the fallen bodies to catch one of the guards and the particularly nasty looking rottweiler in a blast of flame. He then uses his free hand to draw his club. Before, he'd taken it as a last resort, but with the burst of strength from the potion, Pharom looks into the surprised face of Trace and smiles. Yes, this would do just fine.

Save DC: 15
Cantrips: Mage Hand
Effects:
To Do List:
  • Turn pocketed Lantern Archon into a potion.
  • Investigate Warden's Laboratory
  • Enlist Worm's assistance in matters of the spirit after death
  • Escape Prison

Capfalcon fucked around with this message at 15:14 on Jul 4, 2018

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Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



HP: 13/13 (5 THP) | AC: 19 | Villain Points: 4/5 | HD: 1 (d10) | Divine Sense 6/6 | Lay On Hands 5/5 (HP) | Bardic Inspiration

Excellence uses the time that Egina's distractions buy to move up to the chipper half-elf. The last few feet are covered quickly enough to buy her a moment of weakness, though she can already see the guard's eyes beginning to track her. Luckily, Pharom's presence is more than enough distraction for the tiefling's stolen longsword to slip through the guard's quick reactions. As the blade slices a ragged line across Trace's chest, Excellence bares her pointed teeth and growls, "You're too slow, kid. I've got your number."

That's a 17 with advantage from flanking, dealing 7 slashing damage. Trace is marked.

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo


"The Gang Escapes from Branderscar Prison" — Combat: Surprise Round, Second Floor

It is a wicked instant as the team, despite a bit of a stumble, quickly makes work of the two veterans manning this part of the gatehouse. After Niashe and Worm fall, Hriss slithers forth from the darkness from an unexpected angle and plunged into the body veteran Jonn, breaking through the ringmail easily to follow up with a finishing blow that leaves him in twain from his midsection, two shocked bloody pieces falling to the ground once the halberd's edge had found flesh and bone to sever. In the background, a bolt from an opened trapdoor finds the neck of Gavril, as he lets out a wet cry of distress that is silenced first by the chill of the grave, and then the tolling sound of the dead, his eyes widening and his face becoming something twisted, as if the skin was no more and left only a white skull beneath. The guards collected themselves, but were now in panic, looking around and looking where to make their next move.

"The Gang Escapes from Branderscar Prison" — Combat: Surprise Round, Ground Floor

Released from her faux hostage situation, and rubbing at her neck, the sudden violence sparks Vicenza to action. She considers for a few moments, as suddenly the entire gatehouse seems alight in chaos. What exactly had she gotten into? The only way out was through, she reasoned, and gripping at her wand, she began to fluidly create an enchanted mark in the air, chanting eldritch incantations in Draconic. A shimmery mist of silvery dust clouded the eyes of the soldiers behind the main door, which made many of them easy prey for the entangling roots. After that she trailed after Egina, not wanting to be caught too far away from the others. In for a penny, in for a pound.

Excellence's strike on the half-elf smarts as she hisses, yet finds herself giving a laugh in defiance in the face of such impending darkness, even as she coughs a bit of blood into it, dashing between blows from both ends and looking to try and make her escape if an opening is given, deftly dodging back and forth between a thrown dagger and a bolt of fire just the same.

"Doesn't matter how wicked fast you run love, you're never going to get far from here! Now, do I have any tricks left up my sleeve..."

The pitched phial of alchemist's fire however catches and brutally maims the rottweiler inside, as well as consigns one of the trapped guards to a painful death as he twists and squirms within the roots, gasping and finding the thorned brambles now pushing through charred flesh and choking him from the inside out.

Griswold, having received no specific orders, found himself wandering off while Egina was doing her hostage situation, having phased in and out in a jaunt seemingly unnoticed in that disturbing way of his. He found himself lured over towards the kennels, which he entered, causing the dogs to start a cacophony of barks. He peered at them, and especially the prized hound of the Sergeant himself, a huge mastiff that found itself curled up and backing against the wall as the Beast of Freness approached, reaching out to pet it. Griswold's gesture however was greeted with a violent attempt at mauling, injuring the childlike monster and nearly bringing him to the ground with a jerk of its muscular neck as the Beast was caught by surprise. Griswold roared a bestial sound much unlike his innocent voice, suddenly alighting to violence and gripping the neck of the dog, throwing it around like a rag doll while strangling the life out of it, leaving a loud whimpering sound that only Salvatrix could hear, as she missed the mark on her spell.

Combat: Round 1 posted:

[Doom] (PCs) > Hope (NPCs)

[Trapdoor: This is mainly for Glenn, but just to clarify: Opening or shutting the trapdoors are both counted as part of the move action. You can't do both: It's not possible to open a door, fire a shot, and close it. Didn't make a difference because of the surprise round, and you could still use your Round 1 to fire a shot, and then close the trapdoor if you want to play it safe.]

[Tower Shield: So long as the tower shield is not braced, it is easier to knock over. Essentially all it's going to take is a DC 10 Strength (Athletics) check, as if you were trying to shove someone. Normally it would be contested by the holder. Your battering ram would also give you advantage to this check. This is however a full action.]

Your Minions
Griswold, 31/36, AC 12, claws
Vicenza, HP 9/9, AC 11, dagger

Ground Floor
Guard 1A, Extra, AC 11, light crossbow, club
Guard 1B, Extra, AC 14, halberd, prone, unconscious, restrained
Rottweiler A, HP 1/5, AC 12, bite, prone, restrained
Jorgen, HP 22/22, AC 14, war hammer, prone, unconscious, restrained
Razya, HP 20/20, AC 14, halberd
Trace, HP 9/16, AC 16, hand crossbow, dagger

Second Floor
Guard 2A, Extra, AC 11, light crossbow, club
Guard 2B, Extra, AC 11, light crossbow, club
Guard 2C, Extra, AC 14, halberd
Jonn, HP 0/18, AC 14, heavy crossbow, club
Gavril, HP 0/18, AC 14, heavy crossbow, dagger


Blackbriar's Hole
Guard 1C, Extra, AC 11, light crossbow, club
Guard 1D, Extra, AC 11, light crossbow, club
Guard 1E, Extra, AC 14, halberd
Guard 1F, Extra, AC 14, halberd
Rottweiler B, GP 5/5, AC 12, bite
Logen, HP 12/12, AC 14, longsword
Sgt. Blackbriar, HP 20/20, AC 16, light crossbow, shortsword

Tricky Dick Nixon fucked around with this message at 06:22 on Jul 4, 2018

TheFireMagi
Nov 6, 2011

...She's behind me, isn't she?

HP: 11/11[5 THP] AC: 14 Villain Points: 5/5 HD: 1/1 d8| Bardic Inspiration: No

Carefully waiting for the flames from the thrown vial to subside, Worm slides halfway down the ladder before pouncing off onto the maimed hound. Its form feebly struggles, still panicked from being burned, before it collapses, dead. Worm turns as he stands up from his prey, the goblin’s sharper than normal fangs dripping with the hound’s blood. He looks up at the dragonborn woman, eye to eye, as he steps out of the entangling roots.

“Worm will not die here. You stand in his way.”

Went down ladder, Primal Savagery'd the doggo.

Save DC: 14
Cantrips: Primal Savagery, Infestation
Prepared Spells Entangle, Cure Wounds, Goodberry, Create or Destroy Water, Speak with Animals
Lvl. 1 [1/2]
Effects:
Relationships
Hriss: Respectfully Wary | Glenn: Indifferent | Gertude: Curiously Cautious
Niashe: Irritatingly Useful | Salvatrix: Resents | Excellence: Distrusts
Egina: Tenatively Respects | Pharom: Is an Elf (Knowledgeable)

Successful Businessmanga
Mar 28, 2010


HP: 8/8 AC: 19 Villain Points: 4/5 HD: 1/1 d8

With the most competent seeming of the immediate enemy dealt with, Gertrude turns her attentions back to tending to her new compatriots. With another caress of the unholy symbol of Asmodeus, she drops her voice as low as it goes and begins to make generic prayers for blessings of victory.

On a metaphysical level, Gertrude only has eyes for the man she'd just felled. Dealing with the soul is typically a fairly delicate operation, but Gertrude hasn't the time to work neatly, so she rips at the little remaining life force in the man and gestures at her allies, sending a swell of energy into Hriss, Niashé, and Worm.

With her allies bolstered, Gertrude turns her gaze on the cowering guards down on the other end of the hallway and begins to stalk toward them.


Save DC: 14
Cantrips: Control Flames, Guidance, Light, Mold earth, Spare the Dying, Toll the Dead
Prepared Spells Bane, Bless, Command, Detect Magic, False Life, Healing Word, Inflict Wounds
Feature: Mage Armor (Once per long rest)
Circle of Mortality: Max HP gained when healing creatures at 0hp.
Lvl. 1 [1/2]
Effects: Mage Armor: AC is 13+dex (8 hours)
Concentration(Bless) 10 rounds


quote:

Move: Shuffling 5' back to be in range for Bless
Action: Casting Bless on Hriss, Worm, and Niashé. They take a free d4 to their attack rolls and saving throws until 10 rounds pass or I fail a concentration check.
Remaining Move:Going further down the hall toward Glenn.

Successful Businessmanga fucked around with this message at 07:00 on Jul 4, 2018

Wol
Dec 15, 2012

See you in the
UNDERDARK


HP: 9/9 (5 THP) AC: 14 Villain Points: 3/5 HD: 1 (d6)

The most seemingly dangerous foes on her floor taken care of, Niashé trusts that her compatriots can mop up the scant survivors. She takes a look down the trapdoor Worm disappeared down. While the sounds of a skirmish still rage outside, the room itself mostly seems full of dead or unconscious enemies. An ideal scenario. Niashé hops down, this time landing solo and much more gracefully. She looks up to see one more enemy standing - which, of course, won't do. A word, and frostbite starts to overtake the dragonborn's extremities. Satsified, Niashé starts to step back away from the writhing vines. When she turns to look behind her, though, she finds she's about to walk right into Worm. Still appearing somewhat annoyed at first, a second later a little smirk appears on her face and she gives the goblin a wink. She retreats next to him. Just barely able to see Excellence and Pharom through the tower shield, she realizes their perspective must be similarly blocked, and calls out a warning.

"One foe left standing - beside the door. Get everyone in and we'll lock it behind us."

Blessed! (Gertrude)

Dropping into the gatehouse level 1, then backing up a bit out of entangle range.
Frostbite (Razya): DC15 Con save (failed!) or take 5 cold damage and disadvantage on next weapon attack.

Equipment:
Cold iron dirk; Rose stiletto; Black rose (100gp petal remaining); Component pouch
Backpack; Nice hat; Prisoner's clothes; Ration days (2); Skarrian rye (3); Tabard
Blackbriar's Effects: Embezzlement evidence; Richter correspondence; War medals

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



HP: 13/13 (5 THP) | AC: 19 | Villain Points: 4/5 | HD: 1 (d10) | Divine Sense 6/6 | Lay On Hands 5/5 (HP) | Bardic Inspiration

Excellence laughs coldly as she unleashes a precise series of chops and slashes at Trace, "I suppose we'll have to see. But if you're the best they've got..." They're not meant to strike, no, but to catch the girl in her tempo. It was just as she'd told the sorry lot she'd been saddled with as a captain: the battle is won and lost by controlling the ebb and flow. If you're forced to react, sooner or later you'll slip up. Better to force that on the enemy and profit from their misfortune.

Excellence sees her opportunity a moment later. A cheeky attempt at a counterattack with that wicked sharp dagger extends just a touch too far forward, leaving the guard off-balance. Easy prey for a trained soldier. She catches Trace's arm with a vicious overhand chop, lopping it clean off above the elbow. Time seems to slow a moment, a shocked look lingering on Trace's face as a quip dies in her throat, but it's cut short as Excellence brings the blade back up and rams it deep into her chest. The tiefling shakes her head, "...You'd be surprised just how 'wicked far' we'll get."

That's a 25 to smack Trace with the flanking advantage, dealing 11 slashing damage and killing her.

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Hriss“The Unbroken”

HPS: 17/17 AC: 18 Villain Points: 3 of 5 Remaining HD: 1 (d12) Rage 1 of 2 Remaining Rage Dmg: +2
Consumables: 1 Greater Healing Potion

A clean kill. The soft skin had no chance to defend himself. Hriss knew that the remaining guards would likely panic at the sight of one of their leaders cut in half. Arrows and spells from his associates made quick work of the other veteran on the floor. Feeling confident that Granny Penderghast and Glenn could deal with the guards Hriss moved to follow Worm and Niashe' down to the first floor. The ground was a tangle of strange growths and yet slick with the blood of a dead guard and dog. Three other guards laid unconscious or dead on the floor. It left only only a dragonborne standing as an immediate threat. Hriss made a long strike with halberd that was on target but was met by the shimmering glow of a magic barrier.

"I am not surprised that the only challenge in this place would be one blessed by the creators. It is a pity you are in my way."

quote:

Round One
Movement: Spending entirety of movement to drop down to 1st floor with the others. This will put me on the corpse of the one guard in Roll20 and within 10ft of all enemies in the room.
Action: Regular attack against Razya. Rolled 1d20+5 (11) + 1d4 bless (4) for a total of 15 against target's 14ac. DM has Razya use reaction to cast shield adding 5ac to bring total to 19ac. Attack misses.
Damage: 1d10 (5) +3+2 for 10 damage total.

Equipment: Halberd, Shield, Spears (6), Heavy Crossbow, Bolts with case (10), Explorers Packpack, Rope Ladder, Flask of Oil (1)

Trast fucked around with this message at 19:29 on Jul 4, 2018

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

HP: 7/7 (5 THP) AC: 15 Villain Points: 5/5 HD: 1/1 d8

(RETCON: The trap door is still open. My bad.)

The singed man sinks to his feet, only to grasp at his head as his face melts away. In the distance, Glenn swears, he can almost hear chimes. Some wizardry, then? No matter, no matter.

Glenn draws the next arrow without thinking, his hands on automatic. Across the way - stationed by the arrow slit, looking out - Guard 2B turns to see Gertrude approaching Guard 2C. Glenn spies the crossbow in his hands. "Don't think so, friend," he mutters, and shoots.

To hit: 20 (against Guard 2B, if that wasn't clear; on the lower right-hand side of the second floor)
Damage: 8

Equipment: Kitchen knife, short bow, quiver of arrows (17); explorer's pack, potion of healing

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"



HP: 8/10 AC: 11 Villain Points: 4/5 HD 1 (d8)

Egina runs in closer, seeing that things are going even better than she had hoped, her allies from up top looking like they've already finished their part, and their new ally putting several opponents to the ground. Drawing a spear as she moved, she threw it towards the one oponnent that was still standing, yet once again failed to hit her mark, cursing sharply in orcish.

moving and drawing a spear, then throwing at Razya and missing with a 12.

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!


HP: 9/9 AC: 12 Villain Points: 5/5 HD: 1/1 d8

As Trace falls under Excellence's blade, I stride over the corpse, and feeling the rush of strength coursing through my body, I rear back and send the shield flying across the room with a kick.

Giddy with the rush of success and strength, Pharom grins at the other villains in the room, before saying Rayza, "I'd just surrender if I were you. You're vastly outnumbered. Not to mention outclassed."

Kicking in the shield door: 1d20+5 25

Save DC: 15
Cantrips: Mage Hand
Effects:
To Do List:
  • Turn pocketed Lantern Archon into a potion.
  • Investigate Warden's Laboratory
  • Enlist Worm's assistance in matters of the spirit after death
  • Escape Prison

GenuineRevelry
Aug 12, 2010

Decor Aficionado

HP: 7/7 (5 THP) AC: 15 (Mage Armor) Villain Points: 5/5 HD: 1/1 d6 Inspired

Salvatrix shrinks behind the rock as the sound of Griswold's grizzly deed reaches her. Alone in the dark hidden behind a stone as she listens to the life be torn from some poor creature just out of sight. It's just like home. Just like the first time she brought home someone wrong. There hadn't been many. Only a handful really. Good souls rarely wandered the bounds. She'd been on the cusp of change, not quite a child but too lanky and awkward to be woman, and he had found her chasing rodents in the thicket desperate for a meal. An older man with kind eyes and a harsh face. He'd lost his daughter when she was just about Sal's age. He shared his rations and his water, though not without some frustration at Salvatrix's desperate greedy need, and in return she had led him to his doom. Dear Mother was so furious. An endless tirade about her adopted daughter's lack of sense and uselessness from just beyond the treeline as the man screamed and screamed and then with the worst most guttural sound came... silence.

And in an instant, she's back in the courtyard hunkered behind the stone. The witch leans out to rain fire upon her enemies again only to halfheartedly fling a bolt at one of the guards above. It slams into the stone of the guardhouse and fizzles into nothing. Without a second thought, Salvatrix leaps from her hiding space and sprints towards the stables. Anything to get away from the monster in the kennels.


Save DC: 14
Cantrips: Firebolt, Friends, Prestidigitation
Prepared Spells Charm Person, Mage Armor, Shield, Sleep, Tasha's Hideous Laughter
Feature: Arcane Recovery: Once per day, recover spell slots after a short rest.
Lvl. 1 [1/2]
Effects:
Equipment: Halstan's Wand (Arcane Focus), Light Crossbow (20 bolts), Crystal Ball

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo


"The Gang Escapes from Branderscar Prison" — Combat: Round 1, Ground Floor

As Pharom batters and nearly breaks through the twoer shield, sending it flying back and clattering at the other side of the room with all the strength of a primeval giant, Vicenza meanders over to the body of Trace, dagger in hand. She smirks. "Always mocking, I knew, behind those eyes. What did you ever have in life to be happy about, anyway?" She puts her foot down on the chest of the stricken Trace, who lets out a half-alive groan, and twists her wand to call upon a rain of acid conjured from above the immobilized dwarf, who screams awake and cannot move out of the way before it corrodes and burns through his armor.

Vicenza deals 6 acid damage to Jorgen with acid splash, automatic since he cannot make a save. This however wakes him up.

Pharom's request for surrender causes only a smirk of the dragonborn's reptilian lips, which are cracked and bleeding from the frostbite that she bears through. "Don't be so sure about that, elf." Her eyes glint past him. "Look behind you."

[Hero Point] Fiddling under her sleeves, looking for that trick, even as she was slived through, Trace founds it within herself to give a last laugh with her dying breath, as her friends still need her. Her hands hold two strange, apparently lead rods, that are vibrating with energy. "I always wondered what would happen if I do... this..." She reaches to put them both together, and they vibrate more violently. Vicenza's eyes widen, and she makes to move, but when they hit, there is an intense explosion of rippling force that tears Trace's body into bits, leaving only her well-crafted boots in its place, and rippling to strike at the others.

Trace sets off a pulse bomb with a 5' radius, dealing 8 force damage to Vicenza, Egina, Excellence and Pharom. DC 13 Dexterity save negates. Vicenza fails her save and is down to 1 HP.

Grasping at the sides of the doorway, the broad dwarf, even without his tower shield, makes a menacing wall, now his face scarred with smoking bits of acid. He grits his teeth and spits. "It's just a scratch." Heaving his muscled body, he breaks free of the entanglement, and swings forward his warhammer in both hands, ready to try and intercept those that cross through as best he can and block the way. "I don't like this standing around. Just need to hold this point until the others come."

Jorgen spends his action escaping from entanglement, and standing from prone.

There is a sudden crack of thunder, as Razya answers a second time Pharom's request for surrender, but this time with a sudden cracking bolt of lightning from her mouth that pierces through his space and Excellence's, before arcing and striking the gibbet beyond them, lighting it on fire and becoming another source of light. Discarding her halberd, the dragonborn draws her nodachi, keeping it in a low and back stance as she tears through the vines to put her back to Jorgen's facing down the lizardman with a cool confidence. "Dragonborn die facing forward, not with their backs turned. Something your kind will never know." She seemed resigned to the death before her, the magic barrier rippling and fading away. It was unlikely she could call upon it again, but her honor commanded her to make this last stand. "Ready, old man?" She called to Jorgen.

Razya uses her breath weapon in a 30' line striking Pharom and Excellence. She deals 3 lightning damage, halved on a successful DC 13 Dexterity save.

"I'm just getting started..."

"The Gang Escapes from Branderscar Prison" — Combat: Round 1, Blackbriar's Hole

First comes the explosion of force that ripples like a tremor through the gatehouse, and then the crack of thunder, that causes the guards, along with the sounds of death above them, to falter. It is the young one with the straw hair that speaks up, his voice suddenly resolute. "We will either route them here, or we will die! Leave the traitor here, we'll deal with him later. Forward!" They began to clamber up the rope ladder into the second floor, the guards making their last stand here. They had no reason to think they'd be offered quarter: The villains attacked during parley, proving themselves honorless and desperate souls, and making the fight one of life or death. Even though they were dispirited, the guards knew they had no choice but to fight. And it was an important lesson: Good fights harder the harder you put it in a corner. The more desperate the circumstances, the more emboldened they became. Callow lads suddenly become would-be heroes and righteous warriors, and the corrupt and lazy become pushed aside.

"You gibbering little idjits! I will have your heads for this! Logen!" He turns to his left hand man, but even Logen seemed uncertain, and then his eyes widened. "You keep your trap shut then, and we'll wait for this to all blow over. They just need to make one mistake, you'll see. I'll make them pay." Then the sergeant hid himself in the room as best he could. Logen for his part, was having himself a thinking session, whistling over at the rottweiler to join him on the far side of the room, before he kicked over the table and took cover behind it, cocking a crossbow to prepare for the coming storm.

"The Gang Escapes from Branderscar Prison" — Combat: Round 1, Second Floor

With the reinforcements from below, the guards were suddenly emboldened. As a firebolt hit the side of the gatehouse and a quarrel came from above, they re-assed their position. The still living guards were the first to move. The one with a crossbow took position behind cover on the far side of the room, while two of the others that reached the top stepped forward and trained their bolts down. One of the more armored ones dashed across to the trapdoor that Glenn was at, the same straw-haired young man that had rallied them to begin with. Grasping at the rope, he looked defiantly at the halfling. "Your escape ends here, rogue." With a jerk he closed the trapdoor and made to bar it and entry. With that, the others position and ready to converge on Gertrude, two with halberds using a formation to close around her and restrict her movements, while crossbow bolts begin firing at her, one of which striking true even through the protective mantle of Eustace.

Guard 2A moves behind partial cover (+2 AC) and fires a shot at Gertrude, missing. Guards 1C, 1D, 1E, and 1F climb up into the second floor. 1C and 1D fire off bolts, one of which connects with Gertrude and deals 6 damage. Guard 1. 1E Dashes and moves to 10' below Gertrude. Guard 2C then moves to the space 10' above Gertrude, and attacks with flanking advantage, but misses. However, she is now marked. Now if Gertrude closes into melee on either, she risks an opportunity attack from the other. Guard 1F Dashes and moves underneath the trapdoor, using their action as part of their move to close and bar the trapdoor from entry.

Make your Concentration check, Gertrude.


"The Gang Escapes from Branderscar Prison" — Combat: Round 1, Back Outside

There is the sound of reinforcements coming, even the beating of hoofbeats. As Salvatrix takes cover near the stables, the spotlight falls upon her, exposing her position. It also spooks the last remaining horse in the stables, a fly-bitten old nag that snorts and kicks, whinnying at all the violence and excitement.

Smarting from his wound and feeling very put out, the Beast of Freness disappears into the ethereal Feywild, his position unknown, leaving a few of the dogs barking at the air and the mangled body of the sergeant's riding mastiff behind as he does.

Combat: Round 2 posted:

[Doom] (PCs) > Hope (NPCs)

[Reinforcements: More guards will arrive on the NPC turn this round, likely near the four red rectangles. Half will arrive now, the other half will arrive at Round 4, at which point, nearly all the living guards at Branderscar prison will be present at the battle.]

[Visibility: The orange circle on the map is bright light generated by the burning gibbet, and another 20' from it is dim light. The spotlight has also moved to track the source of the firebolts from the darkness..]

The Villains
Excellence, HP 9/13, AC 19
Niashé, HP 9/9, 5 THP, AC 14, bless
Salvatrix, HP 7/7, 5 THP, AC 15
H'riss, HP 17/17, AC 18, bless
Worm, HP 11/11, 5 THP, AC 14, bless
Egina, HP 7/10, AC 11
Gertrude, HP 2/8, AC 19, marked by Guard 2C
Pharom, HP 9/9, AC 12
Glenn, HP 7/7, 5 THP, AC 15

Your Minions
Griswold, HP 31/36, AC 12, claws, ethereal jaunt
Vicenza, HP 1/9, AC 11, dagger

Ground Floor
Guard 1A, Extra, AC 11, light crossbow, club
Guard 1B, Extra, AC 14, halberd, prone, unconscious, restrained
Rottweiler A, HP 0/5, AC 12, bite
Jorgen, HP 16/22, AC 14, war hammer
Razya, HP 15/20, AC 14, no-dachi, Disadvantage on next weapon attack
Trace, HP 0/16, AC 16, hand crossbow, dagger

Second Floor
Guard 2A, Extra, AC 11, light crossbow, club
Guard 2B, Extra, AC 11, light crossbow, club
Guard 2C, Extra, AC 14, halberd
Jonn, HP 0/18, AC 14, heavy crossbow, club
Gavril, HP 0/18, AC 14, heavy crossbow, dagger

Guard 1C, Extra, AC 11, light crossbow, club
Guard 1D, Extra, AC 11, light crossbow, club
Guard 1E, Extra, AC 14, halberd
Guard 1F, Extra, AC 14, halberd

Blackbriar's Hole
Rottweiler B, GP 5/5, AC 12, bite
Logen, HP 12/12, AC 14, longsword
Sgt. Blackbriar, HP 20/20, AC 16, light crossbow, shortsword, hidden

Tricky Dick Nixon fucked around with this message at 19:20 on Jul 4, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



HP: 9/13 | AC: 19 | Villain Points: 4/5 | HD: 1 (d10) | Divine Sense 6/6 | Lay On Hands 5/5 (HP)

The explosion was not kind to Excellence, though she was quick enough to deflect most of the lightning breath up and away with her shield. Smoking and crackling, she seems every bit as fiendish as her ancestors as she charges through the doorway with Egina at her side. She bellows, "Is that all you've got? Trickery? Cowardice?" A mighty blow slams down on Jorgen's head, stunning him for a moment and setting him up for Egina's strike. "Die!"

Bardic Inspiration was used on a save. That's 16 to hit Jorgen with advantage, dealing 12 slashing damage and setting him up for Egina's finishing blow.

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"



HP: 8/10 AC: 11 Villain Points: 4/5 HD 1 (d8)

The half-orc had been far enough to the rear to escape the most of both blast and lightning bolt, then rushed forward, grabbing the third of five spears they had pilfered. "Getting started?" She said with a mocking sneer , then she thrust forward, the spear sliding between ribs piercing the heart and pushing deep, the bard's grin going from mocking to nearly feral, her voice growing harsher. "You're finished old dwarf!" She growled, withdrawing the spear and letting the blood spurt out.

moving, grabbing a spear and flanking Jorgen, Rolling with advantage and getting a 20, with half orc trait of Savage attacks that means three times the die for the crit, 3d8+2= 15 damage, dropping Jorgen.

Successful Businessmanga
Mar 28, 2010


HP: 4/8 AC: 19 Villain Points: 3/5 HD: 1/1 d8

Gertrude scoffs a touch under the influence of Eustace's protection, blades simply bounce off her form and the bolt that jams into her shoulder is casually ripped out, the wound sealed with a word. The minor wound dealt with, Gertrude turns her attention to the guard trying so hard to harry her and gives a shake of her head "You'll have to try much harder than that dearie." Gesturing toward the partially desiccated corpse of Gavril, she taps he unholy symbol, and brings her finger to bear on the young guard. The faint chiming still surrounding Gavril's corpse suddenly gains volume again and in moments the guard is on the ground having joined Gavril in death.

Spinning on a heel, Gertrude steps over to Gavril's body and in a smooth motion plucks a dagger off the man's belt "Won't be needing this anymore will he?" She gives an unhinged grin to the remaining halberdier and casually walks off to find cover from the crossbow wielding guards. Unwilling to let her go so easily, the halberd wielding guard takes a mighty swipe at the deranged hag, but Eustace is there to catch the blade before it sinks true and cut her in half.


Save DC: 14
Cantrips: Control Flames, Guidance, Light, Mold earth, Spare the Dying, Toll the Dead
Prepared Spells Bane, Bless, Command, Detect Magic, False Life, Healing Word, Inflict Wounds
Feature: Mage Armor (Once per long rest)
Circle of Mortality: Max HP gained when healing creatures at 0hp.
Lvl. 1 [0/2]
Effects: Mage Armor: AC is 13+dex (8 hours)
Concentration(Bless) 9 rounds

[/quote]

quote:

Concentration Save vs Crossbowmen: 18, bless remains up.
Action: Toll the Dead on the Halberdier marking her. 1E fails and dies.
Bonus Action: Gertrude casts Healing Word and brings herself back to full hp. Outta slots!
Move: 5' to the right
Interact: Pick up Gavril's dagger.
Continuing Move: 25' to the left behind cover. Gertrude eats an OA for 4 damage.
Concentration Save vs Halberdier: 9+6 from a VP makes the save. Bless is still up.

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

HP: 7/7 (5 THP) AC: 15 Villain Points: 5/5 HD: 1/1 d8

"Tch."

Glenn gives the trap door a quick kick of frustration. Then he hears it: the horns, the hoof beats. He looks and sees the torches in the distance, coming closer. "Cavalry's here," he says, and books it for the carpet. He recalls the word the witch girl spoke.

"Sadikh, sadikh, sadikh," he whispers tersely, gripping the tassels in his hands. A ripple flows across the carpet's surface, and Glenn takes to the skies, surveying the damage.

Reinforcements on the move, and granny - he shakes his head, grimacing - and Gertrude's locked inside. Outside seems clear, for now...Salvatrix!

He sees her in the courtyard, running for the stables. "There," he instructs the carpet. The carpet complies, quick as a wink, and swerves to a stop by the young magician. "Get on," Glenn commands. "Granny's in a tight spot."

Salvatrix joins him, and Glenn directs the carpet to dash up the side of the gatehouse, affording Sal a fleeting glimpse of the second floor on her way to the top.

Equipment: Kitchen knife, short bow, quiver of arrows (17); explorer's pack, potion of healing

Bad Seafood fucked around with this message at 20:44 on Jul 4, 2018

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!


HP: 9/9 (4 Temp HP) AC: 15 Villain Points: 5/5 HD: 1/1 d8

Pharom's eyes go wide as he quickly realizes what the insolent little half elf has in mind, and he leaps a pace back as the pulse of force sharply expands and recedes. That, too, works out for Pharom, as he's flattened against the stone wall and avoids most of the lightning blast. Still, Pharom's lost all his good humor, and he strides forward, taking the the club in both hands as he savagely swings at the dragonborn's maw. As he feels the club connect with flesh and scale, he spits out, "Facing forwards, backwards, it doesn't matter. You're still going to die."

Save vs bomb: 1d20+2 18
Save vs Breath: 1d20+2 18

Pharom saves on both effects and only takes 1 damage

Pharom goes Clubbing (with flanking advantage): 2#1d20+7 9 15 1d6+5 6

Pharom also hits the dragonborn for 6 damage


Save DC: 15
Cantrips: Mage Hand
Effects:
To Do List:
  • Turn pocketed Lantern Archon into a potion.
  • Investigate Warden's Laboratory
  • Enlist Worm's assistance in matters of the spirit after death
  • Escape Prison
  • Kill every last one of the guards

Capfalcon fucked around with this message at 21:14 on Jul 4, 2018

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Hriss“The Unbroken”

HPS: 17/17 AC: 18 Villain Points: 3 of 5 Remaining HD: 1 (d12) Rage 1 of 2 Remaining Rage Dmg: +2
Consumables: 1 Greater Healing Potion

quote:

"Dragonborn die facing forward, not with their backs turned. Something your kind will never know."

Hriss listened to the dragonborn's words. Even when resigned to death she found the breath to attack his people's spirit. Hriss did not doubt that this one had also attacked his people with more than words in the past. Such was the way of the dragonborn. Prideful even among those blessed by the dragon creators. That was always their undoing.

Hriss saw an advantage open as Pharom got in behind the dragonborn. A swing of the halberd sent a spray of blood across the room. Using the momentum of the strike he brought the halberd down to strike the unconscious guard on the ground. The blades sunk deeply into the soft skin's chest and the life left his body. They were just meat and bone now. Still there was some use left to the dragonborn.

Hriss knelt down besides the woman. He saw the life draining from her eyes. Even then she struggled to fight. "You claim to know my kind? Than you should know I do this out of respect for your will to fight and survive. The others will rot. Unused and forgotten." With that he used his claws to rip a hole in her chest and pluck out her heart. He shoved it in his mouth and ate it. Had he more time he could have made proper use of what remained. But there were still guards to kill and an escape to be had. Up the ladder he went to finish what he had started.

quote:

Round Two
Action: Regular halberd attack with advantage due to flanking rule. Rolling 2d20+5 (9 & 18 total), 18 hits. (Bless roll of 1d4 was unneeded)
Damage: Rolling 1d10+3+2 for 11 damage total. Target killed, GWM bonus action rule triggered.
Bonus Action: Attack against prone and incapacitated guard rolling 2d20+5 (19 & 19), both hit (Bless roll of 1d4 was unneeded)
Bonus Action Damage: Unrolled, minimum damage kills minion.
Movement: Moving back up ladder to second floor, token moved accordingly.

Equipment: Halberd, Shield, Spears (6), Heavy Crossbow, Bolts with case (10), Explorers Packpack, Rope Ladder, Flask of Oil (1)

GenuineRevelry
Aug 12, 2010

Decor Aficionado

HP: 7/7 (5 THP) AC: 15 (Mage Armor) Villain Points: 5/5 HD: 1/1 d6 Inspired

Glenn finds a Salvatrix a bit more frazzled than he might have expected her. She's hidden haphazardly in the stable, eyes wild, pressed against a rickety wall and staring at the old horse making a racket nearby. She nearly jumps out of her skin as the carpet swings down from the roof above and it takes a solid second for her to process what's being said. There's a hesitance, just a moment of it, as Salvatrix tries to reason with herself that she did not need to save the hag. These were not the Bounds, they were not her woods, and perhaps if Sal simply ran she could make it to the swamp and freedom by herself. Yet, as the sound of horse hooves gets louder, her desire to survive becomes stronger than whatever twitching doubt had been born inside of her. She climbs on the carpet behind Glenn with a quiet and mumbled, "Thank you."

Salvatrix doesn't waste any time as they land at the gatehouse door on the second floor. She lifts the wand up before her and bounces it off the air in a gentle, almost hypnotic arc before her like a metronome in motion. Then, as the wand hits the apex of its arc after the third bounce, there is the lightest flick of her wrist to release the potent sleep spell in the room beyond.

Sal casts a potent sleep spell on the room beyond intent on putting the remaining guards and whatever else lurks among them into a short-lived slumber. (29HP)


Save DC: 14
Cantrips: Firebolt, Friends, Prestidigitation
Prepared Spells Charm Person, Mage Armor, Shield, Sleep, Tasha's Hideous Laughter
Feature: Arcane Recovery: Once per day, recover spell slots after a short rest.
Lvl. 1 [0/2]
Effects:
Equipment: Halstan's Wand (Arcane Focus), Light Crossbow (20 bolts), Crystal Ball

GenuineRevelry fucked around with this message at 00:52 on Jul 6, 2018

Wol
Dec 15, 2012

See you in the
UNDERDARK


HP: 9/9 (5 THP) AC: 14 Villain Points: 3/5 HD: 1 (d6)

At the sight of Hriss tearing the dragonborn's heart from her chest, Niashé is immediately impressed. Asmodean rituals sometimes remove a sacrifice's heart, but never from a standing, struggling victim. She briefly wonders if the lizardman might also be among the faithful until he starts to eat it. That's not part of any ritual she's heard of. Maybe they worship differently wherever Hriss comes from...but like as not, the lizardman's just hungry. Ah well. His technique is still excellent. He likely catches Niashé admiring his handiwork as he turns to head back up the ladder. As for Niashé herself, with bloody work having been made of the guards in this room, she heads back upstairs soon after. She finds herself greeted there by more guards than there were before, but they lay asleep to a man. She's fine with that. A guard across the room finds their breath stolen by a ghostly hand as she refocuses her attention on the trapdoor across the room. The trapdoor Blackbriar cowers beyond. She's not entirely sure where the entirety of her team is, but she hopes they're ready to move. There's just the one last thing to do before escape.

Blessed! (Gertrude)

Climbing back up to gatehouse level 2.
Chill Touch (NE-most halberdguard): 24 vs AC; minionkill

Equipment:
Cold iron dirk; Rose stiletto; Black rose (100gp petal remaining); Component pouch
Backpack; Nice hat; Prisoner's clothes; Ration days (2); Skarrian rye (3); Tabard
Blackbriar's Effects: Embezzlement evidence; Richter correspondence; War medals

Wol fucked around with this message at 05:05 on Jul 5, 2018

TheFireMagi
Nov 6, 2011

...She's behind me, isn't she?

HP: 11/11[5 THP] AC: 14 Villain Points: 5/5 HD: 1/1 d8| Bardic Inspiration: No | Bless: Yes

With a flick of Worm’s wrists, the vines he was commanding writhe and wither, retracting back beneath the stone tiles. They were needed no longer to restrain any foes, and were only affecting their group’s movement now. As he prepared for his next attack against the dragonborn woman, the goblin heard a great deal of clamor back from the second floor. Reinforcements? A quick head count made it clear there were more of them than was needed down here, while Gertrude and Glenn were by themselves above. Time to move then. As the goblin scampers up the ladder, he glances back just in time to see Hriss tear out the dragonborn’s heart and devour it. Taking in the sight for a moment, he simply nodded, and then continued climbing. As expected. A fearsome ally, one that Worm was right to be wary of.

Now on the second floor, Worm surveys the room, watches Gertrude handle a young guard while a spirit surrounding her intercepts a halberd that would otherwise strike down the elderly woman. A spirit. On top of being able to speak his tongue… the elderly Penderghast continued to intrigue. Snapping his attention away from her, Worm looked to another young guard north of him. As he does, the goblin picks off a flea from his own bloodied and unwashed body, almost gentle as he blows it towards the guard. Yet where one flea flew, a cloud of them gathered, conjured, and swarmed over the guard. Biting, teething, ripping. The guard, all things considered, should not have opened his mouth to scream.

Dropped Entangle, moved up to second floor, cast Infestation on the NW minion guard and killed him.

Save DC: 14
Cantrips: Primal Savagery, Infestation
Prepared Spells Entangle, Cure Wounds, Goodberry, Create or Destroy Water, Speak with Animals
Lvl. 1 [1/2]
Effects:
Relationships
Hriss: Respectfully Wary | Glenn: Indifferent | Gertude: Cautiously Intrigued
Niashe: Irritatingly Useful | Salvatrix: Resents | Excellence: Distrusts
Egina: Tenatively Respects | Pharom: Is an Elf (Knowledgeable)

TheFireMagi fucked around with this message at 05:28 on Jul 5, 2018

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
"The Gang Escapes from Branderscar Prison" — Combat: Round 2, Reinforcements

The dragonborn and the dwarf die like dogs; not as quickly as the two veterans, but without the last defiance the half-elf swashbuckler showed. The spear breaks through the ringmail and lifts the dwarf as if on a spit, his hammer having never even landed upon the enemy, and the dragonborn is quickly overwhelmed on all sides. Attempting to move and defend herself from the back, she is set upon by the lizardman and her very hearstblood consumed. The Branderscar forces are decimated, and none are left standing at the end of the round, as the last of the living guards are soon enough extinguished. Indeed, the life of the straw-haired lad that dared show any defiance is snuffed out in his deep, magical slumber, as his final breathes are coaxed out with a skeletal hand and leaving nothing but a dessicated corpse. There is now no resistance between the lot of you and Blackbriar's hole, and having been abandoned by most of his men, there is not likely to be much resistance even when you move down to finish the job.

If you do end up deciding on opening the trapdoor and/or entering the room where Blackbriar is located, let me know. There may be a Reaction.

Yet even as their numbers dwindle, there are still a few guards that still stand and bear the colors and coat of the prison on their tabard. They have no escape, just as much prisoners of the walls and cliffs as the villains were, so they must instead commit to moving forward. With the fire brigades diverted, half of the great hall is now caught aflame and burning in a great pyre, which now bathes most of prison yard in its dim glow, and the darkness provides now little cover. This turnabout however comes just as the villains fortify themselves behind walls, and reveals the approaching of the last lines of defense, and the last few heroes that will oppose them.



The first sound of the reinforcements is with a howling bolt. It whistles through the air, letting out a screaming and a streak of light behind it, burning through the air. It hurtles towards Glenn, who is dismounting from the carpet and taking cover behind the crenulations, and he ducks it just in time, as it actually strikes with a shower of sparks part of the metallic carpet and breaks into twin, skittering to the ground. The Keshkevarine archer, Faryse, frowns as she lowers her crossbow, and then moltions to the two guards accompanying her. As the tracer bolt's trail begins to fade, they fire after it. Both have remarkable accuracy, and though the first hits the fortification, the other bolt hits true, sinking into the halfling.

"Justice finds its mark."

Faryse fires a shot and misses. However her tracer bolt gives Advantage until the end of her next turn to hit Glenn. Both the guards accompanying her fire as well, the first misses and the second hits for 9 piercing damage. (The syntax messed up there but they rolled 15 and 17 respectively, the second of which is just enough to hit on the dot with Glenn behind cover.)



Faryse's detachment then makes their way towards the gatehouse, ducking through the kennel watchtower and approaching the fortifications, keeping in cover behind the wall fortifications all the way and closing in at a cautious pace.

Faryse and the two guards accompanying her, R3 and R4, have partial cover unless flanked from the side.



A second contingent comes from the walls, announced by the landing of two bolts at Vicenza's feet, which draws her sudden intention as she struggles to try and get to her feet, her clothes torn and body bruised. A third missile, this one an arrow, makes a particularly straight path and strikes the cobbled stone at the base of the gatehouse. Glowing with enchantment, it explodes into shrapnel that is alit with light blue trails that split off and careen in four directions, ricocheting off each surface. It pierces through Vicenza's body four times, and threatens to do the same to Pharom and Egina, as the bolts flood in and barely miss Excellence and H'riss in doing so. The source is the elven arcane archer that was found before in Blackbriar's hole, the tattooed face of Ansel looking quite self-satisfied that he ran the wizardess down.

"Simple geometry."

The guards accompanying Ansel, R1 and R2, fire at and miss Vicenza who is still out in the open. Ansel uses a "shatter arrow" that creates a 30 ft cone through richocheting arrows that threatens to hit Vicenza, Egina, and Pharom for 5 piercing damage. It is a Dexterity save at DC 13 to negate. Vicenza fails her save, and is reduced to 0 HP.



Moving likewise as cautiously as their counterparts across the way, the elven archer moves with two guards accompanying him further along the way, making it about halfway across to the chapel watchtower where better cover awaits them.

However, they will never make it. Vicenza, with dark red blood, almost black, pooling all around her from now six wounds in her body, desperately fingers at something in her voluminous robes, her expression suddenly twisted in a very real hate, the first expression that she showed of any real emotion, lacking the same detachment that she had expressed up until this point. Unfurling a blood-stained spell scroll, blood spattered from her mouth as she spoke the incantation in the hissing Draconic, but as she turned and pointed her finger accusingly at Ansel and his men, her eyes glowed aflame as if a dragon herself, smoke rising from her nose followed by a shot from her finger of a small burning orange seed, hurtling through the air in an arc and landing betwixt the guards and Ansel.



The elf's eyes widen like saucers. "Insolent cur!" He made to leap away and down, but it was too late. Once the seed hit the ground, it exploded into a sphere of flame that erupted. The men were consumed into so much ash, while his body was consumed as well, leaving only the singed top half of his body, burned even still mostly to a crisp, launched halfway across the yard and landing on the ground in a smoldering ruin on the ground, near the burning gibbet.

Technically, Vicenza goes the same time as the guards/Ansel did, but being dramatic with it. She uses one of the three spell scrolls, a scroll of fireball to launch a fireball that deals enough damage to incinerate Ansel and the minions even if they made their saves successfully, before she collapses on the ground. She'll make her first death save next round.



"Once more, into the breach!"

Wulfstan is a hulking figure compared to the guards alongside him, with a spear and shield in hand. They are armed with halberds but lack the ringmail of the guards that were on the interior of the gatehouse, with only padded armor and their bucket helmets. Accompanying them is one of the Gebroan rottweilers. They come around from the west side of the burning great hall, having been the bulk of the fire brigade and now breaking off. Once they round the corner and can gaze past the burning gibbet, Wulfstan stops in his tracks, seeing the smoking black stain at Vicenza's feet, as well as the smoldering half body of Ansel. His lips curl back over his tusks and his eyes seem to glow with a fiery orange glow, as he unleashes the rage of his ancestors.

As a bonus action (at the end of his movement), Wulfstan activates his rage ability, as a barbarian. Notably, he now resists slashing, piercing, and bludgeoning damage.



Hitting his spear against his shield with a roar, Wulfstan makes a prodigous leap that helps close the distance, and then throws the spear forward to try and catch Pharom, though at enough a distance that it is somewhat lacking in accuracy. Thus it lands a few yards short, sinking into the ground near the dying body of Vicenza. There is a limited amount of time before they can close the door and bar it, and the raging Wulfstan is likely to be first to try and batter it down. The two guards accompanying him dash forward, to provide support and with their polearms cover the body of the downed Vicenza, not sure if such blackguards as these would attempt to save her sorry life, but ready to move into the breach and give their lives to end this massacre here, accompanied in quick pursuit by their hound.

Wulfstan attempts to throw his spear and hit Pharom at disadvantage, especially since he has partial cover as well, and misses handily. He moves closer, but the two guards, R5 and R6, take their action to dash in closer than him, along with Rottweiler C.



Last, but certainly not least, to arrive upon the scene was the quiet stable girl, now clad in tabard and ringmail recovered from the other guards, her eyes aglow with purpose as she kicks into the side of the surprisingly spry older mare she took with her from the hitching post. With spear and shield as well in hand, she rallies some of the faltering guards to follow her towards the light of the burning gibbet, coming around the right side and trambling through the hemlock grove as she does. Once she comes around, she lifts her arm, hearing the baying of the hounds from the watchtower where Griswold had disappeared to originally. She motions to the two men to go there, and then kicks into the horse into a gallop, to close the distance with the gatehouse.

The guards move into the kennels, and in doing so release the two remaining Rotweilers D and E with their action, which will join initiative next round. Orais's horse then dashes to transport her in front of the gatehouse.




The aasimar lifts up on her saddle, and then leaps upwards with a suddenly certitude that the heavens will lift her, and indeed as her eyes glimmer so too does two incorporeal wings spread outwards in the outlines of a deva, carrying her up in that leap onto the top of the walls, wherein she bursts forth in a dash onto the scene on the second floor. With spear in hand, she readies her shield and scans the villains that have coalesced there, letting out a single command in a stereophonic voice.

"Halt! You're not getting away."

Orais activates her protector aasimar ability, which grants her a radiant damage bonus and a 30' flight speed. By dashing from her horse, she is able to burst forth and threaten the villains from the second floor.

For a moment, things seemed to be flowing in the tide one direction, even with the firewball, for one last hurrah for the heroes, but it was quickly apparent that the aasimar was greatly outnumbered, perhaps having hoped that the guards would not have been enchanted with a sleep spell and able to support her from the other direction. Soon, however, the advantage becomes even more grossly stacked in the favor of a villains, as an unseen ally makes itself known again .

"Grandmother! It bit me! It hurts!"

Indeed, the creature materializes from an ethereal jaunt, having rushed as if sensing the blood spilt, even as he clutches and licks at his own, relatively minor wound as if it were a mortal one, having climbed and clawed through the bramble to get here. Indeed, his appearance comes with a chill wind and a guttering of the torches, and no one actually sees him materialze, only appearing with a blink and a bad omen. He protectively looms near Gertrude, though exhausted in its movement it all but collapses on all fours, panting, as the Beast of Freness turns its beady eyes to Orais for a few moments.

"Have you all been playing without me!?"



Round 3 posted:

[Reinforcements: I've spent the last two remaining Hero Points to have all the reinforcements arrive at once for a final climactic clash on Round 2. There are no more that will come, and once the enemies on the board are neutralized, combat will end.]

[Visibility: By Round 3, the fire of the great hall has become so large that the entire exterior of the prison is washed in at least dim light. The spotlight has now been abandoned, as well, as the fire has now reached the top of the laboratory watch tower. It is likely that most of the prison will catch on fire, though the outer walls are likely to prove resilient, but the great hall will likely be hollowed out completely since it had quite a bit of tinder. The fate of Halstan, Haihn, and the halflings remains unknown.]

The Villains
Excellence, HP 9/13, AC 19
Niashé, HP 9/9, 5 THP, AC 14, bless
Salvatrix, HP 7/7, 5 THP, AC 15
H'riss, HP 17/17, 5 THP, AC 18, bless
Worm, HP 11/11, 5 THP, AC 14, bless
Egina, HP 7/10, AC 11, hit by shatter arrow
Gertrude, HP 4/8, AC 19
Pharom, HP 9/9, AC 15, hit by shatter arrow
Glenn, HP 3/7, AC 15

Your Minions
Griswold, HP 31/36, AC 12, claws
Vicenza, HP 0/9, AC 11, dagger, death save 0S/0F

Ground Floor
Guard 1A, Extra, AC 11, light crossbow, club
Guard 1B, Extra, AC 14, halberd
Rottweiler A, HP 0/5, AC 12, bite
Jorgen, HP 16/22, AC 14, war hammer
Razya, HP 15/20, AC 14, no-dachi
Trace, HP 0/16, AC 16, hand crossbow, dagger

Second Floor
Guard 2A, Extra, AC 11, light crossbow, club
Guard 2B, Extra, AC 11, light crossbow, club
Guard 2C, Extra, AC 14, halberd, prone, unconscious
Jonn, HP 0/18, AC 14, heavy crossbow, club
Gavril, HP 0/18, AC 14, heavy crossbow, dagger

Guard 1C, Extra, AC 11, light crossbow, club, prone, unconscious
Guard 1D, Extra, AC 11, light crossbow, club, prone, unconscious
Guard 1E, Extra, AC 14, halberd
Guard 1F, Extra, AC 14, halberd

Blackbriar's Hole
Rottweiler B, HP 5/5, AC 12, bite
Logen, HP 12/12, AC 14, longsword
Sgt. Blackbriar, HP 20/20, AC 16, light crossbow, shortsword, hidden

Reinforcements
Ansel, HP 0/18, AC 14, longbow
Faryse, HP 18/18, AC 14, heavy crossbow
Wulfstan, HP 24/24, AC 16, spear, shield, rage, resists physical
Orais, HP 22/22, AC 16, spear, shield, resists radiant and necrotic
Guard R1, Extra, AC 11, light crossbow
Guard R2, Extra, AC 11, light crossbow

Guard R3, Extra, AC 11, light crossbow
Guard R4, Extra, AC 11, light crossbow
Guard R5, Extra, AC 11, halberd
Guard R6, Extra, AC 11, halberd
Guard R7, Extra, AC 11, club
Guard R8, Extra, AC 11, club
Rottweiler C, HP 5/5, AC 12, bite
Rottweiler D, HP 5/5, AC 12, bite
Rottweiler E, HP 5/5, AC 12, bite
Horse, HP 13/13, AC 10, hooves

Tricky Dick Nixon fucked around with this message at 01:48 on Jul 6, 2018

GenuineRevelry
Aug 12, 2010

Decor Aficionado

HP: 7/7 (5 THP) AC: 15 (Mage Armor) Villain Points: 5/5 HD: 1/1 d6 Inspired

For a moment, just a moment, it had seemed as though they might soon triumph. The guards of the second floor had been successfully sent into a deep slumber and the battle on the first seemed to quiet entirely. Now, the world erupted once more. The fireball may not have been an act that Salvatrix could witness but it was surely one she had heard. The clopping of a horse, the aasimar bursting onto the scene, and the now all too familiar sound of a projectile puncturing flesh as Glenn found himself under fire. Salvatrix was no longer behind a rock, hidden in darkness, but illuminated by the flaming tower and threatened by it's encroaching heat. This was now, to put it quite simply, entirely about survival. She could muster the courage to strike for survival.

As frazzled and bewildered as the witch is, she swirls the wand about in the air and lashes out from the trap door to the room below. A bolt of fire flies toward Orais catching her easily and badly singing the aasimar.

Salvatrix attacks Orais with Firebolt. She manages a 25 to hit and deals 6 fire damage.


Save DC: 14
Cantrips: Firebolt, Friends, Prestidigitation
Prepared Spells Charm Person, Mage Armor, Shield, Sleep, Tasha's Hideous Laughter
Feature: Arcane Recovery: Once per day, recover spell slots after a short rest.
Lvl. 1 [0/2]
Effects:
Equipment: Halstan's Wand (Arcane Focus), Light Crossbow (20 bolts), Crystal Ball

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"



HP: 3/10 AC: 11 Villain Points: 4/5 HD 1 (d8)

The shraplen struck her, pain coursing along with the glee glee of combat through her. She'd been too distracted by the display of Hriss to react timely to the explosion. Looking outside, she saw them gather. Caution told her to perhaps toss a spear, and then pull back, but then she saw the other half orc, and drunk on battle and victory, Egina stepped out, facing the two guards and their hound twirling the spear as she limped forward, eyes on the other half-orc. She recognized him. He'd been standing there, when she was hung, scowling and calling for her to be shut up when the rope was at her neck. His words were one of the last things she heard before that terrible cracking sound and the darkness.

She smiled at him, blood dripping down her lips. "so, even as you serve those who cursed our race, you call upon its power?" She spat blood. "A shame you were not here a few seconds before, warrior! Perhaps your friends would still be alive!"

And with that, she span, let out an orcish war cry and slammed the ground with the spears blunt end, causing the stone of the gatehouse to shake with the burst of sound. The dogwhimpered in pain at the sound, and the guard to her left was flung backwards in a limp little heap.

Egina looked up at him, a mocking grin on her face. "But maybe you can try to avenge them. Come and find me, kin. And may dying in rage bring you to One-Eye." And with that she backed away, barely managing to dodge the retribution blows from the two close to her who survived.

Move on top of Trace's corpse, do a Thunderwave for 8 damage and tossing folks ten foot back, sadly, doggo and left guard save. Doggo takes 4 damage, minion guard lives. Egina backs out, takes two opportunity attacks who both miss. Moves back inside, lets Pharom do his thing and close the door.

Shogeton fucked around with this message at 02:41 on Jul 6, 2018

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Hriss“The Unbroken”

HPS: 17/17 AC: 18 Villain Points: 3 of 5 Remaining HD: 1 (d12) Rage 1 of 2 Remaining Rage Dmg: +2
Consumables: 1 Greater Healing Potion

The magics of the group continued to make quick work of the remaining guards. Hriss returned to the second floor to find many of the guards unconscious on the floor. There were sounds of more fighting from below and distant outside. It was best to make quick work of the guards who were incapacitated while they still could. The great lizardman calming walked over to one of the prone soft skins and slammed the blade of his halberd through his victim's chest. There was a great gout of blood and the sound of the guard's last breath escaping. Hriss wasn't even looking at him when he died.

quote:

Movement: 30ft to closest prone guard, token moved in Roll20
Action: Attacking with advantage due to target being prone and in melee range, 14 hits.
Damage: Critical hit due to condition, 18 total damage
Bonus Action: None taken at this time

Equipment: Halberd, Shield, Spears (6), Heavy Crossbow, Bolts with case (10), Explorers Packpack, Rope Ladder, Flask of Oil (1)

TheFireMagi
Nov 6, 2011

...She's behind me, isn't she?

HP: 11/11[5 THP] AC: 14 Villain Points: 5/5 HD: 1/1 d8| Bardic Inspiration: No | Bless: Yes

Surprised by the sudden arrival of Orais, Worm is even more surprised as she falls just as quickly. Rushing past Gertrude, the goblin gestures with his hand, and the swarm of fleas that tore away at one of the guards begins to move over towards another. Yet this new target, even asleep, unconsciously batters away several of the pests and rolls over onto a few more. They chomp and nip away, but the sleeping boy is sturdier than he seems, and proves strangely resilient. At least, until Hriss stomps over a number of the fleas and pierces the boy with a halberd instead. The goblin turns away, not saying anything, though he does seem a bit flushed at that embarrassment.

Moving and using Infestation on a sleeping guard, who makes his CON save and survives. drat it Worm!

Save DC: 14
Cantrips: Primal Savagery, Infestation
Prepared Spells Entangle, Cure Wounds, Goodberry, Create or Destroy Water, Speak with Animals
Lvl. 1 [1/2]
Effects:
Relationships
Hriss: Respectfully Wary | Glenn: Indifferent | Gertude: Cautiously Intrigued
Niashe: Irritatingly Useful | Salvatrix: Resents | Excellence: Distrusts
Egina: Tenatively Respects | Pharom: Is an Elf (Knowledgeable)

TheFireMagi fucked around with this message at 02:24 on Jul 6, 2018

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!


HP: 8/9 AC: 15 Villain Points: 5/5 HD: 1/1 d8 Inspiration: Yes

As the shatter arrow bursts into the room, Pharom throws his arms up to shield himself from the shrapnel. He yells over the commotion at Vicenza before she falls, "All the arcane training in the world, and you can't read a scroll without stuttering. It's a miracle you manage to actually activate it! Once we get through this, I'll beat some basic Draconic into you if it kills you!"

Frustrated at the sudden change in fortunes, Pharom draws another flame vial and tosses it out the door before Egina slams it shut and bars it. He rushes past her and braces the door before saying to the others, "Get upstairs and finish them off."

Save vs Shatter Arrow: 1d20+2 12
Knocks off the last of my temp HP and I take one to my real HP. Also, going to use Curses!

Dexterity Saves vs. Acid: 2#1d20+1 15 14
Got a doggo, but not a guard with my flame vial.

Also moving to brace the door.


Save DC: 15
Cantrips: Mage Hand
Effects:
To Do List:
  • Turn pocketed Lantern Archon into a potion.
  • Investigate Warden's Laboratory
  • Enlist Worm's assistance in matters of the spirit after death
  • Escape Prison
  • Kill every last one of the guards

Capfalcon fucked around with this message at 03:08 on Jul 6, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



HP: 9/13 | AC: 19 | Villain Points: 4/5 | HD: 1 (d10) | Divine Sense 6/6 | Lay On Hands 4/5

Excellence hisses out a quick curse as the situation in the gatehouse becomes far more complicated. She's thankfully out of the way of the shrapnel, though Vicenza isn't as lucky. Excellence calls out, "Hold them off and bar the door! We'll win if we fight smart." The temptation to leave the apprentice bleeding out is there, particularly given their uneasy alliance, but there are two things that Excellence firmly believes in: there's a certain sanctity to the relationship between leader and follower and, indeed, accomplishment on the battlefield should be rewarded. With that in mind, Excellence pulls Vicenza out of the doorway and channels a spark of infernal energy into the half-elf. She growls in Infernal, "Rise, wizard, and let death have no hold. Your service has not ended."

Moving Vicenza out of the way and spending 1hp of Lay on Hands to get her back up.

Successful Businessmanga
Mar 28, 2010


HP: 4/8 AC: 19 Villain Points: 3/5 HD: 1/1 d8

Gertrude coos quietly when Griswold appears, pointedly ignoring the newly arrival being frozen, burned, and shot to death behind her "There there dear Griswold, it simply looks worse than it is. A dog can be quite frightened by new people they're unfamiliar with, and I do imagine you haven't had much time about the skittish creatures." Gertrude points down the hall at the remaining sleeping guards and gives a small smile "Do Granny a kindness and help out about the place will you? We'll see about getting you a pup of your own when we're away from this nasty place. They're much kinder when you've raised them yourself."

Her adopted monstrous grandchild hopefully sated for the moment, Gertude sidles up against one of the arrow slits and peers down into the courtyard, where another new combatant is raising a ruckus. Reaching toward the second of the guards she'd downed, Gertrude continues to swing an invisible bell, but unfortunately the tones fall on deaf ears, the barbarian's rage deafening him to their call.


Save DC: 14
Cantrips: Control Flames, Guidance, Light, Mold earth, Spare the Dying, Toll the Dead
Prepared Spells Bane, Bless, Command, Detect Magic(r), False Life, Healing Word, Inflict Wounds
Feature: Mage Armor (Once per long rest)
Circle of Mortality: Max HP gained when healing creatures at 0hp.
Lvl. 1 [0/2]
Effects: Mage Armor: AC is 13+dex (8 hours)
Concentration(Bless) Hriss, Niashé, Worm 8 rounds


quote:

Move: Gertrude moves 30' to the left side of the room by an arrow slit.
Action: Casting Toll the Dead on Wulfstan. He makes his save though, so no damage.

Successful Businessmanga fucked around with this message at 10:41 on Jul 6, 2018

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

HP: 3/7 AC: 15 Villain Points: 5/5 HD: 1/1 d8

Glenn claps his hands over his mouth, a cold and piercing pain intruding on his senses. He wants to call out, to scream. Tears well up in his eyes. He shuts them tight. He'd been hurt before, beaten and bruised by competing business interests, but never shot. Never punctured. This...this was new. This was...this was...

Something snaps in Glenn. Unknowable, unnameable. His conceit, perhaps, that things would go back to normal. His delusions of civility, that he was somehow of this world, yet above it. That this, all this - the killing, the gutting, the hunting, the sniping - was a temporary inconvenience. It wasn't him. It couldn't be him. He wasn't a killer. He wasn't.

But he was.

He grits his teeth. His eyes snap open - his tired, sleepless, hooded eyes - awake, angry, and strangely eager.

He sails the carpet to the edge of the trap door Salvatrix is holding open. He leaps down, into the gatehouse, landing lightly on his feet. The room about him glows, bathed in the ephemeral light of the aasimar's wings, her attention fixed on the two before her: Niashe and Gertrude.

Glenn slinks against the wall and draws his bow. With cold precision, he aims to snuff out the light.

To Hit: 22 (Orais)
Damage: 14

Equipment: Kitchen knife, short bow, quiver of arrows (16); explorer's pack, potion of healing

Wol
Dec 15, 2012

See you in the
UNDERDARK


HP: 9/9 (5 THP) AC: 14 Villain Points: 3/5 HD: 1 (d6)

As much as she's steeled herself, made herself ready for anything that might happen in her battle for freedom, Niashé was absolutely not expecting an aasimar to burst into the room on a winged horse and come to a stop right next to her. The aasimar has only a second to turn her gaze on Niashé, but in that second, the startled sorceress feels the holy radiance emanating from her. It burns. What it ignites, though, is Niashé's temper. Just as a bolt of fire strikes the aasimar in the back, just as an arrow finds its way into the back of her neck, Niashé spits the words to the spell that just helped the demise of the enhorsed foe's erstwhile dragonborn ally. As she burns and bleeds, so too does a dreadful cold seize her from the inside out.

"Alas, the fate of a hero," she says derisively as the aasimar falls. Niashé listens, momentarily, to the sounds of battle coming from below. She'd hoped her compatriots would have been at least safely up the trapdoor by now. She'd like to close her grip around Sergeant Blackbriar, but she's ill at ease both leaving enemies at the door behind her and leaving her new companions to an uncertain fate. Nine they are, and nine they should stay. It's an auspicious number with which to greet her Lord's servants. Besides, she's not inclined to dispose of good allies so readily. Excellence and Egina have both proven themselves worthy so far. From the sound of his cursing, Pharom's still alive, so he must also have at least some mettle. She decides, ultimately, to do what she can to help them. Or, at least, convince others to do what they can. Despite the shock of the holy warrior charging right next to her, she hasn't missed the arrival of Griswold. She's not seen much of the beast yet - but while she doesn't really know what to expect from it, she gets an inkling from its pouting at Gertrude.

Niashé calls out to the Beast of Freness, her voice melodic, and a hint of an amused smile on her face. "If you want to play," she points at the floor beneath her, "our friends below sound like they have more toys than they know what to do with."

Blessed! (Gertrude)

Frostbite (Orais): DC15 Con save (failed!) or take 5 cold damage and disadvantage on next weapon attack.

Persuasion (Griswold): 26

Equipment:
Cold iron dirk; Rose stiletto; Black rose (100gp petal remaining); Component pouch
Backpack; Nice hat; Prisoner's clothes; Ration days (2); Skarrian rye (3); Tabard
Blackbriar's Effects: Embezzlement evidence; Richter correspondence; War medals

Wol fucked around with this message at 11:51 on Jul 6, 2018

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo


"The Gang Escapes from Branderscar Prison" — Combat: Round 3

The light of the aasimar snuffed out nearly completely by the end of a few seconds after she charges in. A firebolt causes her shield to falter and stagger back, followed by a bolt from the darkness that causes her to fall to one knee. The wings fade away. She raises her head, looking to the villain "Rêve" in sudden defiance, holding her gaze even as her body begins to freeze over. The light begins to fade from her eyes, the sign of her celestial guardian leaving this world, but there is an almost beatific certitude in the voice as it accepts its fate.

"This isn't over. We will follow you until the end of your days, scion of the nine..." But at the end of her words, she was almost as a statue of bluish frozen skin, lips shriveled and broken with tinges of cooled blood, still resolute even in those last moments.

For the first time, Griswold had been given contradictory directions, glancing between the harridan and the sorceress with its beady eyes. Its maw seemed ever contorted in that almost smile, and despite its frightful mien, there was almost something like humanity therein. It was easy to classify as a monster, because that is what it was, but it was also genuinely still a child, and learning lessons quickly. When it seems likely that Gertrude isn't going to very much contradict it, and considering how softened the sorceress's manner has become, it seems to look at her in a different light, its arms sinking.

"Oh. Okay, I guess. Don't start on the smelly little gnome without me though, OK?" With that it disappeared, moving off once more into the ethereal Feywild, which it would use to slither closer down to the engagement beneath their feet.

With the quaggoth having made itself no longer a target, there is essentially nothing but open air between the right hand door and the rest of the party. Thus when Faryse and the guards arrive to kick it open, they quickly scan and identify the largest threat: The lizardman with a blood-stained face stabbing the sleeping guard at his feet. Cocking back her heavy crossbow, Faryse lets fly a tracer bolt that creates a streak across the air guiding the bolt of the guard beside her, and both strike true with shots to the chest that would be enough to fell many mortal men. However, emboldened with the power of the dragonborn he consumed and with the cold, dispassionate killing frenzy of the lizardfolk, H'riss simply shrugs it off.

"Right on target, let's keep it moving."

Faryse and Guard R3 arrive and open the door with their Move, and then Attack H'riss, both hitting, which deals 5 piercing damage through the resistance, eliminating his THP. Faryse and Guard R3 have partial cover (+2 AC and Dexterity saves) against attacks from inside the gatehouse. Guard R4 moves closer and then Readies an action to attack anyone that gets within 10' of the door, as at that point he can get an angle and do so.

The men in the kennels start marching up the spiral staircase with them at their sides, making for a mad dash to get to the door before it is shut and barred, though coming shy of it. From inside the gatehouse, you can hear the baying of the rottweilers, their tongues flopping and slobber from their jowls dripping as they close in.

Guards R7 and R8, along with Rottweilers D and E, use their Dash. They move 30' to move up 15' of stairs to the second floor of the watchtower, and then 30' down the parapets.

Back downstairs, the action was just as intense. Vicenza's unconcious body was dragged from the fray as Pharom barred the door and Egina stepped back with her laughter from her noise of great sound and fury, having left the attackers off balance. Filled with infernal power to sustain her, Vicenza grasped and pawed at Excellence's collar, looking up at the tiefling with something that didn't exist before. Before there was perhaps a sense of opportunity, but her pride had been washed away with an almost religious awe. Her lips broke open as she was held there, but there was little time to bask in the moment, as the door broke open into splinters.

As the dust settled, Wulfstan gave a great battlecry, the glow of his eyes beginning to fade as he gained a bit more control of himself, standing there in the doorway. He pointed his spear at Egina. "Do not dare accuse me, Coringaer, of denying who I am! We have the opportunity to choose who we are, and you have chosen wrong over right. Cut her down!" And indeed, the surviving guard with him pushed through the breach. Vicenza attempts to catch him with a splash of acid before he catches Egina, pulling herself together and standing, but it merely dashes off of the guard's bucket helmet that hides their face. With a heaving cry, they swing down the halberd, catching Egina's shoulder and making to bring her down, while also threatening the space of Vicenza and Pharom as suddenly the tide shifted once more, though for an uncertain amount of time.

Wulfstan moves to the doorway succeeds in breaking through the barred door, and then drops out of rage. He no longer has resistance. Guard R5 moves in and attacks Egina after miraculously dodging once more Vicenza's acid splash, hitting and bringing her down to 0 HP with 4 slashing damage.

Meanwhile, the horse just bolts over towards the stables, away from the fire and chaos as quickly as it can. What else did you expect? It's a horse! It's a wonder it didn't die of fright or kill itself by attempting to jump over a burning gibbet or something.

Round 4 posted:

The Villains
Excellence, HP 9/13, AC 19
Niashé, HP 9/9, 5 THP, AC 14, bless
Salvatrix, HP 7/7, 5 THP, AC 15
H'riss, HP 17/17, AC 18, bless
Worm, HP 11/11, 5 THP, AC 14, bless
Egina, HP 0/10, AC 11, death save 0S/0F
Gertrude, HP 4/8, AC 19
Pharom, HP 4/9, AC 15
Glenn, HP 3/7, AC 15

Your Minions
Griswold, HP 31/36, AC 12, claws, etheral jaunt
Vicenza, HP 1/9, AC 11, dagger

Ground Floor
Guard 1A, Extra, AC 11, light crossbow, club
Guard 1B, Extra, AC 14, halberd
Rottweiler A, HP 0/5, AC 12, bite
Jorgen, HP 16/22, AC 14, war hammer
Razya, HP 15/20, AC 14, no-dachi
Trace, HP 0/16, AC 16, hand crossbow, dagger
Wulfstan, HP 24/24, AC 16, spear, shield
Guard R5, Extra, AC 11, halberd
Guard R6, Extra, AC 11, halberd
Rottweiler C, HP 0/5, AC 12, bite

Second Floor
Guard 2A, Extra, AC 11, light crossbow, club
Guard 2B, Extra, AC 11, light crossbow, club
Guard 2C, Extra, AC 14, halberd
Jonn, HP 0/18, AC 14, heavy crossbow, club
Gavril, HP 0/18, AC 14, heavy crossbow, dagger

Guard 1C, Extra, AC 11, light crossbow, club, prone, unconscious
Guard 1D, Extra, AC 11, light crossbow, club, prone, unconscious
Guard 1E, Extra, AC 14, halberd
Guard 1F, Extra, AC 14, halberd
Orais, HP 22/22, AC 16, spear, shield
Faryse, HP 18/18, AC 14, heavy crossbow
Guard R3, Extra, AC 11, light crossbow
Guard R4, Extra, AC 11, light crossbow
Guard R7, Extra, AC 11, club
Guard R8, Extra, AC 11, club
Rottweiler D, HP 5/5, AC 12, bite
Rottweiler E, HP 5/5, AC 12, bite

Blackbriar's Hole
Rottweiler B, HP 5/5, AC 12, bite
Logen, HP 12/12, AC 14, longsword
Sgt. Blackbriar, HP 20/20, AC 16, light crossbow, shortsword, hidden

Reinforcements
Ansel, HP 0/18, AC 14, longbow
Guard R1, Extra, AC 11, light crossbow
Guard R2, Extra, AC 11, light crossbow

Horse, HP 13/13, AC 10, hooves

Tricky Dick Nixon fucked around with this message at 15:54 on Jul 6, 2018

Successful Businessmanga
Mar 28, 2010


HP: 4/8 AC: 19 Villain Points: 3/5 HD: 1/1 d8

There's the faintest click of a tongue in annoyance as Griswold sets off on other business, but now wasn't the time to allow her annoyance bubble up in her. There was work to do and new enemies arriving on the scene to be dealt with. Hustling back across the room, Gertrude quickly takes up cover once more.

The dullard outside had been too numbed with rage to be affected by her casting, but it remained to be seen if these eager young bucks bursting into the scene on high alert would fair any better. Once more Gertrude taps her unholy symbol and swings her arm, her form less sloppy than it had been when she'd targeted Wulfstan. With a crisp snap of the wrist toward the open door Gertrude is pleased to hear the sudden ringing of bells, louder this time, and the satisfying thump as yet another guard falls to the floor.


Save DC: 14
Cantrips: Control Flames, Guidance, Light, Mold earth, Spare the Dying, Toll the Dead
Prepared Spells Bane, Bless, Command, Detect Magic(r), False Life, Healing Word, Inflict Wounds
Feature: Mage Armor (Once per long rest)
Circle of Mortality: Max HP gained when healing creatures at 0hp.
Lvl. 1 [0/2]
Effects: Mage Armor: AC is 13+dex (8 hours)
Concentration(Bless) Hriss, Niashé, Worm 7 rounds


quote:

Move: Back adjacent to the central room cover.
Action: Toll the Dead on R3. They fail and fall over dead. :rip:

Successful Businessmanga fucked around with this message at 16:47 on Jul 6, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



HP: 9/13 | AC: 19 | Villain Points: 4/5 | HD: 1 (d10) | Divine Sense 6/6 | Lay On Hands 4/5 | Inspired

Excellence is just a moment too late to stop the guard from gutting Egina, but she quickly avenges the bard with a quick swipe of her blade. Blood sprays across the doorway. The guard's luck had finally run out. She levels her blade at the barbarian and calls out, "You're next, fool." Lowering her shouder, the tiefling charges into him and tries to jockey for position behind him. Despite her infernal strength, the half-orc barely manages to fend her off. She hisses at the elf beside her, "Useless fool! Do you want to die at his hands? If you can't manage to distract this idiot for one moment, what good are you?" Her teeth glint in the light of the gatehouse. "If we make it out of this, I'll carve basic competence into your flesh if it's the last thing I do."

Hit R5 with a 19, killing him. Using a bonus action to attempt to Overrun Wulfram, rolling 13. Will position to give Pharom a flank on the opposite side of the doorway if the roll succeeds, but it didn't, so Curses instead!

Tricky fucked around with this message at 18:45 on Jul 6, 2018

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

HP: 3/7 AC: 15 Villain Points: 5/5 HD: 1/1 d8

As the Aasimar crumples, Glenn's fatigue catches up to him. He clutches the bolt at his side, leaning against the wall, his breathing haggard. He wants to remove it, but knows better. Not yet, not yet. No need to bleed out.

Across the way, the door slams open as more reinforcements pour into the room. Then, from below, the sound of wood splintering. Glenn makes a quick appraisal, then skitters over to the yawning trap door. In the room below, Pharom, Egina, Excellence, and Vicenza stand in the company of a towering half-orc and a single, solitary guard - immediately struck down by Excellence. Glenn tries for a quick potshot on the half-orc, but the arrow in his ribs, jostled by the sprint, throws off his aim with a fresh wave of agony.

To Hit: 9 (Wulfstan)
Damage: 9

But Glenn has little time to gripe. Already the crossbowmen from outside are here. Holding his side, he jumps down the trap door to join his companions, touching down behind Vicenza, his newly appointed human shield. The arrow jostles again on impact. "Ghrg!" He winces. "Worthless eagle-eyed bastards. Curse 'em, all three of 'em. I'll clip their fingers and bottle their eyes. Who's a sharpshooter now, I wonder?"

Equipment: Kitchen knife, short bow, quiver of arrows (15); explorer's pack, potion of healing

Bad Seafood fucked around with this message at 13:59 on Jul 7, 2018

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"



HP: 9/10 AC: 11 Villain Points: 4/5 HD 1 (d8)

Egina shouted back at the half-orc. "My name is..." But she was interrupted when the halberd struck, breaking boke and cutting deep, blood spraying. Briefly she wavered, eyed unfocused even as Excellence cut down the soldier a heartbeat later.

Then she gritted her teet, steadied her feet, and with her uninjured left arm reached for the potion the flower had given them and gulped it down, feeling the magic take effect as flesh and bone knit. She stepped forward again, taking position against her beside her new allies. "My name is Egina Alduz! And you chose to be a disgusting, pathetic dog who lives to get pats on the head for 'overcoming his orc blood'. I'd feel pity if I didn't feel so much contempt! You failed to protect your friends, and now you're going to fail to avenge them."

Using my Resilience to only go down to 1 HP instead of 0 HP, then spending my action to drink the potion from the flower Pharom gave me, it gives me 8 HP so I'm at 9 now. Then moving up close

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!


HP: 8/9 AC: 15 Villain Points: 5/5 HD: 1/1 d8 Inspiration: Yes

Thrown back in surprise when the barbarian slams through the door, Pharom catches his feet underneath himself and readies the club. Egina takes yet another blow from the guards, but thankfully, she remembers the potion Pharom so generously gave her earlier in their escape attempt.

Then, as Exelence berates him for not supporting her in a foolish charge, he strikes. Forgoing all attempts at subtlety, Pharom raises the club over his head and brings it crashing down on the brute with all his unnatural, alchemic strength. After it connects with the barbarian, Pharom leaps back and blusters, saying, "How's that for "basic competence," child?"

Pharom goes Clubbing: This Time it's Personal: 1d20+7 27 1d6+5 10
Pharom goes Clubbing: This Time it's Personal (Crit): 1d6 4

Pharom deals 14 damage with his club (:toughguy:) and has immunity to taunts from ungrateful tieflings for a round.


Save DC: 15
Cantrips: Mage Hand
Effects:
To Do List:
  • Turn pocketed Lantern Archon into a potion.
  • Investigate Warden's Laboratory
  • Enlist Worm's assistance in matters of the spirit after death
  • Escape Prison
  • Kill every last one of the guards

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Hriss“The Unbroken”

HPS: 17/17 AC: 18 Villain Points: 2 of 5 Remaining HD: 1 (d12) Rage 1 of 2 Remaining Rage Dmg: +2
Consumables: 1 Greater Healing Potion

The new arrivals to the fight greet Hriss with two crossbow bolts. They were now lodged into his chest. He supposed this might hurt if he was a soft skin. With a swipe of his claw he broke the bolts and dislodged them from his scales. Reaching for one of the spears across his back he hurled it at the talkative guard with the markings around her eye. It was only fair to repay one ranged attack with another.

quote:

Moving 30ft, token moved in Roll20
Action: Throwing Spear at Faryse, rolled 1d20+5+1d4+1d6 (Normal attack, bless, villain point) for 19 total, hit.
Damage: 1d6+3 for total damage of 4 piercing.

Equipment: Halberd, Shield, Spears (5), Heavy Crossbow, Bolts with case (10), Explorers Packpack, Rope Ladder, Flask of Oil (1)

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GenuineRevelry
Aug 12, 2010

Decor Aficionado

HP: 7/7 (5 THP) AC: 15 (Mage Armor) Villain Points: 4/5 HD: 1/1 d6 Inspired

The halfling abandons the carpet and Salvatrix is on top of it in a moment. In her mind, it is something of a gift. Where the wand is a memento she grasped from the boy's rapidly cooling hands with now some small amount of shame as the fires rage in the keeps the rug itself was freely given. It was hers and Glenn should have been thankful for the opportunity to use it. A matter they would have to discuss later.

"Sadikh." She whispers to the carpet in a gentle voice, urging it forward in a swooping motion down into the second floor the guard house. She flings a bolt of fire at Faryse as the carpet swiftly carries her through the room catching the archer and singing her as she had Orais.

The carpet comes to a halt behind Niashé. Sal is a picture of her youthfulness, even more so without the glamor of makeup or jewelry, her eyes wide and hair a mess in plain prison garments. The fae runes dance across her fair skin softly glowing as they shift about. She looks at the other woman, only slightly her senior, with a certain kind of exhausted vulnerability like there's a question on her lips she's far too tired to ask. Her eyes are alight with fear and uncertainty as she floats there far too exposed for her taste.

Sal rolls a 14 to hit Faryse with Firebolt and spends a Villain Point to add 4. 18 hits her effective AC and Faryse takes 4 Fire damage.


Save DC: 14
Cantrips: Firebolt, Friends, Prestidigitation
Prepared Spells Charm Person, Mage Armor, Shield, Sleep, Tasha's Hideous Laughter
Feature: Arcane Recovery: Once per day, recover spell slots after a short rest.
Lvl. 1 [0/2]
Effects:
Equipment: Halstan's Wand (Arcane Focus), Light Crossbow (20 bolts), Crystal Ball

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