Vander comes out of cover and fires at the goblin. Caught completely by surprise, the goblin falls in a gurgle of blood as it sprays up into the air and then pools around his head. He is quite dead. The halfling then moves back behind the automaton to hide and reload his crossbow.
Garlain moves up and over to threaten the human on the northern most of the grouping. While his blade work is distracting, it is only temporary. (aka you succeeded, but not critically, so he was only FF until the end of your turn)
Sabon moves up to the now pigman and can neither get his attention, nor affect him with his blade.
Baskia tries to fling a rock at one of the rapists, but it flies off into the bushes.
Then the enemies attack
The northern most human moves to attack Garlain. As he does, he kicks up a cloud of dirt right at the swordsman's face, but he closes his eyes at just the right moment. He then draws his short sword.
The southern most human moves to attack Sabon, trying the same tactic, but Sabon sees it coming and avoids it as well.
The orc lumbers around the southern most human, drawing his weapon first, and then stabs out at Sabon, but misses.
Not a good turn so far.
The pigman does a shuffle step and then charges directly at Baskia, his head down and a cry of anger as he swipes his tusks at her. Caught unaware, he crashes right into her dealing a grievous wound and dropping her to the ground unconscious and brutally damaged.
OCC: He moved past both Sabon and Garlain so if you two have AoOs, add them to the beginning of your post. Baskia, you can wait to post to see if the others will be able to do anything before you roll a death save as you would have moved to just before his action anyway.
Character | Location | THP | Conditions |
---|
Garlain Kromeel | see map | 18/18 | None |
Baskia Primavera | see map | 0/15 | Dying 2 |
Sabon | see map | 19/19 | None |
Vander | see map | 16/16 | None |
Enemies | AC | Fort DC | Ref DC | Will DC | HP | Conditions | Knowledges |
---|
Leader Human | 18 | 20 | 15 | 18 | Healthy (50%+) | None | Arcana, Nature, Lore |
Human 1 | 14 | 16 | 13 | 13 | Healthy (50%+) | None | Society |
Human 2 | 14 | 16 | 13 | 13 | Healthy (50%+) | None | Society |
Orc | 14 | 16 | 13 | 13 | Healthy (50%+) | None | Society |
Goblin | 14 | 16 | 13 | 13 | Dead | None | Society |
18:56, Today: GammaKnight rolled 14 using 1d8+6 with rolls of 8. crit damage.
18:53, Today: GammaKnight rolled 23,11 using 1d20+12,1d8+6 with rolls of 11,5. Attack/Damage pigman.
18:49, Today: GammaKnight rolled 14,5 using 1d20+7,1d6+3 with rolls of 7,2. Attack/Damage Orc.
04:15, Today: GammaKnight, on behalf of Sabon, rolled 23 using 1d20+8 with rolls of 15. Reflex Save.
04:10, Today: GammaKnight, on behalf of Garlain Kromeel, rolled 16 using 1d20+9 with rolls of 7. Reflex Save vs DC 16.
[
Private to GM: HP:
Wearboar: 45
Orc Brute: 15
Merc 1: 14
Merc 2: 14
Goblin: Dead
19:03, Today: Secret Roll: GammaKnight rolled 3 using 1d3 with rolls of 3. when will crazy lady come to help. Now 2 rounds left]
[
Private to GM:
MERCENARY 1 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee 1 action: club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee 1 action: shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged 1 action: crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting 2 actions: (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one round.
On a critical failure, the duration increases to 2 rounds.
MERCENARY 2 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one
round.
On a critical failure, the duration increases to 2 rounds.
ORC BRUTE CREATURE 0
Recall Knowledge (humanoid) Society DC 14
Perception +5; Darkvision
Languages Orcish
Skills Athletics +5, Intimidation +2
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items shoddy breastplate, javelin (3), orc knuckle dagger (2)
AC 15; Fort +6, Ref +4, Will +2
HP 15
Ferocity
Speed 25 feet
Melee orc knuckle dagger +7 / +3 / -1 (agile, disarm), Damage 1d6+3 piercing
Melee fist +7 / +3 / -1 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged javelin +4 / -1 / -6 (thrown 30 feet), Damage 1d6+3 piercing
WEREBOAR CREATURE 2
Recall Knowledge (beast) Arcana, Nature, Society DC 16
Perception +8; Low-Light Vision, Scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity
Speed 25 feet
Melee dagger +10 / +6 / +2 (agile, versatile S), Damage 1d4+6 piercing
Melee tusk +10 / +5 / +0, Damage 1d8+6 piercing plus curse of the wereboar
Melee claw +10 / +6 / +2 (agile), Damage 1d4+6 piercing
Ranged dagger +7 / +3 / -1 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Boar Charge The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet,
they gain a +2 circumstance bonus to their attack roll.
(concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid,
hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is
their hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning,
loses their jaws and claw Strikes. In animal shape changes to boar with Speed 40 feet and tusk for 2d6+4 piercing
and loses their weapon Strikes.
Curse of the Wereboar (curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15
Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same
kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night
before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must
enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and
increases the damage of their jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the
werecreature returns to humanoid form and is fatigued for 2d4 hours]
This message was last edited by the GM at 08:55, Thu 13 July 2023.