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  1. - Top - End - #271
    Dwarf in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2007

    Default Re: Into the Breach [IC]

    ---Jaxal---
    Spoiler
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    HP: 10/10, AC: 18, T: 13, FF: 15

    Not knowing whether to drop his bow and start clapping or cringe waiting for Murphy to apply is law Jaxal settles on a quiet whisper, "Shh, We're trying to ambush them remember..."

    "I'll pull the rope after the 1st attackers go down and once the platform is full. Remember they may already know about the trap. They may even know something about this keep that we don't if the Commander already gave them this. His men may not know everything about the layout."
    Last edited by Dustyme; 2008-05-01 at 01:35 PM.
    PC's
    Spoiler
    Show
    Contact Lost – Zell Melern
    Eberron:TC - Gander Qien
    Into the Breach - Jaxal Pralest
    Familiar - Toby the Cat
    Star Wars: Bounty Hunter - Slaw Nadier
    Greyhawk Adventures - Bonepicker

    Imagination is my way to escape your reality!
    -------------------------------------------
    To much DMing and not enough play makes a DM something something...

  2. - Top - End - #272
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Shep (and Best)

    Hovering in place, Best will bite at the witch again while Shep calls to mind the words needed to cast his spell. (or will follow if the witch tries to escape)If successful, a flame appears in his right hand, and he will touch the flame to the witch.

    Spoiler
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    cast produce flame
    touch attack - (1d20+3)[20]
    damage - (1d6+3)[9]

    Shep's bite - (1d20+6)[7]
    damage - (1d6+4)[5]

  3. - Top - End - #273
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Death from Above

    The valiant halfling and his loyal dog, Best, are illuminated in the air as a ball of fire appears in the small hand of the druid. Shep ducks under the staff swing of the glowing green form of the once-invisible witch. He stabs with his flaming hand and strikes the witch full in the chest - sending her backwards away from the snapping jaws of the collie.

    Screaming the words of magic as she falls, two fiery rays fly from her fingertips at the pair - both flying wildly. Now the green-outline of the orc witch erupts into a ball of fire as the still form of the orc caster falls towards the tower top.

    The soldiers and commoners stand in awe of the flaming corpse decends straight towards them. They scramble out of the way as best they can, but fail to do so. First, the clatter of the witches' staff is heard as it strikes the stone. Then, a shriek and thud followed by a conflageration of alchemical nature erupts killing two of the commoners and burning the catapult and the soldiers.

    As if on cue from the first of the flames visible - the drums begin to play a different tune and a loud roar like that of many voices is heard from the direction of the runes of Big Rapids. The sergeant atop the chain towers rips his burning tabard off and uses it to slap at the fire on the other men - he calls to those along the wall, "Water!" He turns to those still alive saying, "If we don't put out this fire on the catapult, those orcs get across unscathed." The commoners drop their crossbows and pick up the buckets of water as they hustle to help put out the fires on the men and the catapults.

    Looking down in the direction of the noise, it is difficult to see due to the dark and smoke. However, the sound is much too loud to come from those in boats crossing the river or swimmers. It is almost as if the orcs are charging across it!

    ooc: Ref Saves needed to avoid fire from those on top of the tower.

    soldiers - (1d20)[8]
    commoners - (1d20)[5]

    damage - (3d6)[8]

    After the saves, we are at the top of the order.
    Last edited by Darius; 2008-05-02 at 02:34 PM.
    Characters:
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  4. - Top - End - #274
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Kirke, who was hiding behind the catapult, cannot avoid the blast and is hit with the flaming paste. Jomei's combat training allows him to avoid much of the blast so that the worst of it misses him.

    With the sound of the charging orcs, Jomei looks over the parapets. His eyes widen in surprise as the moonlight reveals that the orcs are running over the water! He rubs his eyes thinking the smoke or blast is playing a trick on him, but the only thing that has changed is that the dark shadowy shapes are getting closer.

    Surprised by this, initially, the commoners inside the tower do not fire. Kirke moves over to the area where the oil was stored and casts her spell. The barrel levitates and can easily be pushed over the side.

    Round 2 actions, please.
    Characters:
    Spoiler
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  5. - Top - End - #275
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Sep 2007
    Location
    Columbus Ohio
    Gender
    Male

    Default Re: Into the Breach [IC]

    ooc back but gonna be gone all weekend won't get to post again until late sunday at the earliest

    ---- Jomei ----
    Round 2 - Initiative 15 - top of the tower

    After scrambling out of the way of the fire Jomei calls out Shoot Gaurds defend the keep. They are massed and easy targets. He looks about and points at the bunched commoners you you and you put the fire out now. with another point You push that barrel over the side. You grab some of that flame and when the barrel falls throw it after. Orders given to the commoners he quickly looks out over the water and thinks I need light over there. He quickly lights an arrow from a quiver and shoots into an arc over the river towards the far bank following the light with his eyes he watches as it comes down using its light to search for the one eyed cleric

    Inspire not sure what skill but most likely CHA based to help the commoners over come their fright (1d20-2)[-1]
    Arrow Shot (1d20+6)[12]
    Spot (1d20+4)[15]
    Last edited by LatemYvaeh; 2008-05-02 at 07:01 PM.
    Latem Yvaeh

  6. - Top - End - #276
    Orc in the Playground
     
    BardGuy

    Join Date
    Dec 2006
    Location
    Belgium
    Gender
    Male

    Default Re: Into the Breach [IC]

    Mellavin

    The dwarf started to cheer, but it stops halfway his throat as he sees the burning results of the fallen witch.
    "Ehlonna, help these good men and stop their burning"
    Water starts to rain down over as much of the fire as possible, but mostly on the burning men.
    Without waiting for the results, he speeds down towards the tunnel, grasping his sword.

    Spoiler
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    casting create water: 4 gallons of water in a downpour

    Current Location ( on wall near tower, racing towards the stairs and tunnel )

    INIT Phase: 10
    AC: 18 (Flat: 16, Touch: 12)
    HP: 30
    Saves: Fort 8, Ref, 2, Will 5

    readied items: greatsword

    spells/effects active: /

  7. - Top - End - #277
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    The Orc Wave

    Kirke picks up a burning brand from the flaming corpse and walks over to the barrel. With little effort she pushes the barrel over the wall, and it hovers in mid air. She waits patiently while looking down - watching a throng of dark shapes scramble along the rocks below. Ceasing her concentration, the barrel drops when gravity resumes its pull. She then drops the burning ember down and a bright flash illuminates the wall below - shedding light on the numberous orc screams of pain.

    With the light of the burning oil to guide their aim, the loud thunk of ballistae and catapults are heard from the distance. A whistling sound followed by the sound of anti-personnel shot smacking against wall and flesh.

    Unable to launch their own catapult, the soldiers wait until the fire is out. Jomei finds a target to shoot at below. (attack - (1d20+6)[25] for damage - (1d8+3)[5]) His arrow sinks deep into the chest of an orc who falls among the rocks.

    When Mellavin's prayers send a rain from the heavens, it quenches the fires upon the catapults. The soldiers do not take long to train the weapon on the onrushing hoard of shapes and fires another basket of anti-personel shot at the orcs advancing.

    Shep can see that a number of the orcs are gathering at the entrance of the cave. It seems that the light of the oil not only illuminates the orcs as viable targets, it also allows them to see the opening more clearly. Now Jaxal's keen ears can hear the throng of orc feet outside the door. He can assume that the humanoid axes will soon be chopping at the wall and door in an attempt to enter.

    Although Jomei's orders seemed to have little effect, the commoners atop the chain tower run back to their posts and pick up their crossbows. The twang of bolts coming from the other section is heard as a rain of bolts decends upon the orcs en masse along the north side of the chain tower wall. Many miss but the sheer number of orcs amassing provide easy targets and several are hit with a few falling dead outright.

    (ooc - Shep/Best's actions?)
    Last edited by Darius; 2008-05-05 at 02:58 PM.
    Characters:
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  8. - Top - End - #278
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Shep and Best

    Looking down at the carnage unfolding, Shep knows that they will need all the help they can get. He shouts down to those on the tower below, "I'm getting Boomgren!" and will spur Best forward to fly as fast as he can to the big tent described by Jomei. If it is surrounded by orcs, he will have best turn around. If not, he will have Best fly right in.

    ooc: Best can fly 90', so a "full run" should get them there. Best has scent, so can tell if some orc is inside/nearby.

    Shep
    Spot - (1d20+5)[6]
    Listen - (1d20+5)[18]

    Best
    Spot - (1d20+5)[6]
    Listen - (1d20+5)[13]

    Edit: Wow - I am not sure we can even FIND the tent - two "1's" for Spot? Sheesh

    If all goes according to plan, Shep will use his heat metal on the linch-pin link or ring or whatever that is holding them all there. He will then use the other rounds to hook Best up to pull on the chains (if Boomgren still has the bull's strength potion, he'll have Best drink that; better if Boomgren has the spell memorized). After that, Shep will help gather Boomgren's gear and get him ferried across to the keep.
    Last edited by Margrave; 2008-05-05 at 05:10 PM.

  9. - Top - End - #279
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    The Tents on the Hill

    Those atop the tower hear a cry over the din about Boomgren coming from the direction of Shep and his flying steed. They look up momentarily to see the dog pump its insubstantial wings and take off like a bird of prey towards the one time city of Big Rapids into the dark night with the small flame of the druid growing smaller and smaller until it is like a star in the sky and finally no more.

    The collie's tongue wags in the wind as it flies effortlessly to the tents. Circling them, no sentries are seen but sounds come from within. Best detects no 'active' orc scent, so the dog and rider plunge through the opening to find two dead orc guards on the ground just inside the tent and they are looking down the business end of a longsword held shakily by a slave girl.

    "I think he's with that one that came in earlier - the half-orc...what's his name?" Boomgren doesn't hide that he is testing Shep very well, for he is standing there with two more slave girls trying to break the chains. Although beaten and a captive, the man's charismatic aura is clear. When Shep answers, "Jomei," Boomgren smiles and relaxes a bit and says, "The attack has started - have they broken into the causeway? If they do, it is my fault. That witch had some spell that could see into my mind. She made me tell them about the defenses, too - I couldn't help myself. They had tortured me until I couldn't resist her magic anymore and then..." He just sighs and then resumes his pulling on the chains.

    When Shep casts his spell on the iron ring, Boomgren smiles. "Yes...that might work." He calls to the women, "Ladies, my armor. If you would be so kind to get it from that pile over there and put it on me while the spell does its work."

    One of the girls comes over to Best and hands him a potion, saying, "The big one - Jomei - he said that this would help." Looking down at the label, Shep sees the arcane mark for bull's strength upon the vial.

    Shep can see that much of the pile contains weapons and armors of all types. It also is a heap of other treasures undoubtedly pilfered from the homes of Big Bend. A closed iron chest rests nearby - it has a padlock on it and is locked. Other trappings of orc 'finery' are about inside, including a large hanging hide map with different markings like arrows and other sigils that Jaeur or Jomei may be able to decipher.


    The Orcs

    Though many have fallen to seige fire and crossbow bolts and others are dead from conflagration, a score or so of orcs have managed to find the cave. Jaxal can hear them thumping on the walls and then the tell-tale knock against steel is heard. Soon a rhythmic thump of battering ram is heard striking the door. Those in the corridor can hear the boom...boom...boom as much as they can feel it match the thudding in their chests. The party looks at the door and can tell that it will not hold for long.

    More thunks and thuds of crossbows fly through the sky. A few strike true, sending orcs to die or enraging them further. However, it seems where one falls, two take his place.

    ooc: top of the order again for round 3
    Characters:
    Spoiler
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  10. - Top - End - #280
    Orc in the Playground
     
    BardGuy

    Join Date
    Dec 2006
    Location
    Belgium
    Gender
    Male

    Default Re: Into the Breach [IC]

    Mellavin

    With his sword in his hands, Mellavin continues to race down towards the corridor to assist the others down there.

    Spoiler
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    Current Location (somewhere between wall and corridor)

    INIT Phase: 10
    AC: 18 (Flat: 16, Touch: 12)
    HP: 30
    Saves: Fort 8, Ref, 2, Will 5

    readied items: greatsword (AB: +6; dmg: 2d6+4)

    spells/effects active: /

  11. - Top - End - #281
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Sep 2007
    Location
    Columbus Ohio
    Gender
    Male

    Default Re: Into the Breach [IC]

    ---- Jomei ----
    Round 3 - Initiative 15 - top of the tower

    Jomei flinches back from the burst of bright light then as his eyes adjust to the increased brightness he again scans the massed horde for signs of the one eyed cleric. Then looses his arrow at a target.

    Spot (1d20+4)[17]
    Shot at the most imortant looking orc Spotted above
    Attack (1d20+6)[14]
    Damage (1d8+3)[8]

    Come on men keep at it we can stop these invader.

    Inspire (1d20-2)[4]
    Latem Yvaeh

  12. - Top - End - #282
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    The Battle Rages on

    Kirke looks down on the carnage below while the command of, "Fire" is given along the keep wall. Another volley of crossbow bolts rains down upon the orcs before they can get into the cave - sending a few more to Gruumsh. Jomei uses the light of the flaming bodies on the stone to sight down his massive bow. The creak of the wood straining against his massive pull is followed by the loud 'thunk' of the tension's release. Jomei's arrow flies true and drops another orc before he can get into the safety of the cave.

    The men atop the chain tower continue to reload their catapult with the deadly shot that can strike a large number of foes with the many stones and shrapnel within. With the loss of the commoners to help them, the process takes a bit longer than anticipated.

    Mellavin puffs as he continues to sprint down the winding stairs. He passes by several window posts with shuttered arrow slits and commoners standing with crossbows trained outside. As he passes by one, he hears him gasp, "By the gods of good, that cannot be..." Mellavin stops to catch his breath and shoves the stunned man aside to look out the window with his darkvision. What he sees makes him understand the amazement of the serf, for he watches the very water that separates the keep from the orcs to froth and foam and rumble in protest. Then, like a plow through fertile soil, the water parts! As if held by two invisible walls, the raging waters remain held at bay.

    Shep's spell begins to turn the ring a fiery orange color and the wooden post begins to smolder against the heat. Boomgren instructs the slave women how to put on his armor as one of them remains at the door as a look-out.

    The corridor door continues to bang with each successive strike of the battering ram. Then, with a resounding crash, a shower of rock cascades against the hall wall as the iron door thuds against the floor. A cacophany of cheers followed by the battle cries of the orcs that charge past those working the ram. They are armed with curved two-handed blades and wearing studded leather armor.

    Jaxal shoots at the first to come through and in an instant, the orcs are in range and present targets to the readied defenders.

    ooc: Jaxal, Jaeur, and Griff - make your attacks...Jaeur and Griff - you both have attacks of opportunities to take on those trying to climb over the barricade. That means that Jaeur and Griff can also make a second attack/action.
    Characters:
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  13. - Top - End - #283
    Ogre in the Playground
     
    GimliFett's Avatar

    Join Date
    Jun 2007
    Location
    Trogland.Texas.DFW-ish
    Gender
    Male

    Default Re: Into the Breach [IC]

    Jaeur Pershing
    Spoiler
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    HP: 17/17; AC 16, t 10, ff 16 (currently without shield)

    Jaeur manipulates the guisarme to strike the approaching orc as he enters into range. "Come, DOGS! We'll send your souls to your one-eyed god!" he bellows.

    Spoiler
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    Attack - (1d20+5)[24]
    Crit - (1d20+5)[19]
    Damage - (2d4+3)[9]
    Minor Aura: Watchful Eye (+3 Reflex saves).
    Major Aura: Motivate Urgency (+5' base speed)
    Last edited by GimliFett; 2008-05-07 at 10:37 AM.
    I have returned!! Not that most of y'all know whom I am.

    Mega-Awesome Avatar done by Dawn!

    The Many Faces of GimliFett.


  14. - Top - End - #284
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    The Killing Zone

    The first to climb atop the barrier in the corridor is met with Jaeur's thrust. Dropping his sword, the orc clutches at the grievous wound and falls backward - bleeding to death.
    Characters:
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    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  15. - Top - End - #285
    Barbarian in the Playground
     
    Vazzaroth's Avatar

    Join Date
    Aug 2006
    Location
    Sac Town, CA
    Gender
    Male

    Default Re: Into the Breach [IC]

    Griff Brutalles AC: 19 w/ shield (23 with cover?) HP:29/29

    Come on, ya dirty orcs!

    Griff braces for the orcs, and begins throwing fists at them as they try to clamber over to his side of the wall.

    Spoiler
    Show

    AoO
    (1d20+7)[26]
    (1d4+4)[7]
    Attack
    (1d20+7)[18]
    (1d4+4)[8]

    I'm quite proud of this:

    WAAAGH!


    Secret Option F, The Steam Group!



  16. - Top - End - #286
    Ogre in the Playground
    Join Date
    Dec 2005
    Location
    Bergen

    Default Re: Into the Breach [IC]

    Kirke
    The wizardess looks down at the raging battle below and sighs. She examines her wand, but knows that it will not be as useful in this battle as a shot from a catapult. Quickly assessing the situation, she knows that it is not yet time to call out on more arcane energy, and instead settles to take out a potion to drink and heal her wounds.
    Last edited by Maryring; 2008-05-07 at 11:13 AM.

  17. - Top - End - #287
    Dwarf in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2007

    Default Re: Into the Breach [IC]

    ---Jaxal---
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    HP 10/10, AC:18, T:13, FF:15


    Jaxal spots the door finally coming down and sends an arrow at the first orc coming through.

    Spoiler
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    Short Bow (Composite); Attack: (1d20+4)[8]
    CC: (1d20+4)[20]
    Dmg: (1d6)[3]
    Sneak Att Dmg: [roll[1d6[/roll]


    Watching his badly shot arrow Jax groans under his breath... "Why weren't you helping guide that?"

    Jaxal then stoops down to grasp the rope and get a bit of extra cover from the invaders. Making sure to not pull the rope to tight (Tight enough so the orcs don't stand on it, but also loose enough so they are unlikely to notice it).
    Last edited by Dustyme; 2008-05-07 at 12:57 PM.
    PC's
    Spoiler
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    Contact Lost – Zell Melern
    Eberron:TC - Gander Qien
    Into the Breach - Jaxal Pralest
    Familiar - Toby the Cat
    Star Wars: Bounty Hunter - Slaw Nadier
    Greyhawk Adventures - Bonepicker

    Imagination is my way to escape your reality!
    -------------------------------------------
    To much DMing and not enough play makes a DM something something...

  18. - Top - End - #288
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Shep (and Best)

    Shep will ask Boomgren, "Do you have any spells of strength that will aid either you or Best, here, in breaking the chain?"

    If no - then, he will have Best drink the potion. If yes, he will save the potion to give back to Jomei and request Boomgren administers the spell to his dog, Best.

    Shep will take down the map and roll it up and take it with him.

  19. - Top - End - #289
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Beaten to the Punch

    Jaxal's arrow skitters off the wall and is deflected wide, missing the lead orc (who was subsequently skewered by Jaeur). The first to stick his head atop the crate found his nasal bone lodged into his brain, and dropped to the floor, and the second also felt the blow of Griff's mighty fist alongside his head as the brawler's cross felled him in one punch.

    Strength in Numbers

    Boomgren answers, "Yes, yes I have two memorized. However, I was planning on using one to escape and the other for the battle. Don't be offended when I say that I would rather cast my second on Keera or one of the other ladies here if I cannot free myself, for your smaller size does not lend itself to be as strong as those of us bigger folk."


    A Force Apart

    Kirke quaffs a potion and feels the healing magic knit her wounds. The burns fade into nothing, and the magess feels herself again. Since no targets present themselves to her below, a sound draws her attention away to the river near the northern end of the keep. To her amazement, the very waters have parted! What looks like the entire orc force has begun their approach across the river. What must be rocky terrain has forced their movement to be slower than that of the orcs that ran across the river in the first wave, but it is evident that when this force reaches the other side, the keep may well be overtaken - even without the threat from within.

    Like Kirke, Jomei sees no nearby targets, but he could shoot his bow at the force there (-4 due to range).

    (This rounds actions?)


    ooc: Mellavin will get to the bottom and will activate the door this round. He will be able to enter combat or whatever at that time.
    Last edited by Darius; 2008-05-07 at 09:06 PM.
    Characters:
    Spoiler
    Show

    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  20. - Top - End - #290
    Barbarian in the Playground
     
    Vazzaroth's Avatar

    Join Date
    Aug 2006
    Location
    Sac Town, CA
    Gender
    Male

    Default Re: Into the Breach [IC]

    Griff Brutalles AC: 19 w/ shield (23 with cover?) HP:29/29

    Bring your swords! I dun need sissy weapons to kill all of you!

    Attack again! (Unless readying an action would mean I can deny them from coming easier, because it's a 10ft hall. I'll ready if so, same rolls either way)

    Spoiler
    Show

    (1d20+7)[26]
    (1d4+4)[5]

    AoO if more climb up
    (1d20+7)[19]
    (1d4+4)[6]

    I'm quite proud of this:

    WAAAGH!


    Secret Option F, The Steam Group!



  21. - Top - End - #291
    Orc in the Playground
     
    BardGuy

    Join Date
    Dec 2006
    Location
    Belgium
    Gender
    Male

    Default Re: Into the Breach [IC]

    Mellavin

    On his way past the commoners, he throws some encouragements at them. "keep firing those arrows and bolts, good will prevail"
    Looking out the window, he quickly tries to spot some spellcaster that might be creating the split sea, only to continue his way down as quickly as possible.

    Once he reaches the corridor and sees combat has already begun, eagerness blazes in his eyes. "stand fast, dear friends, this threat will not overtake us!" More solemnly he starts talking to the ceiling, holding his wooden symbol in the air. "Ehlonna, bring your light in these dark times and give our allies your blessing"
    The symbol starts to glow green and blue, and everyone around feels his heart warm and their odds increase.

    Spoiler
    Show

    casting bless: 20 rounds, +1 to attack and saves against fear, all allies within 50 ft.

    spot origin of parting water - (1d20+2)[22] If he sees something, he'll urge the commoner to go warn those on top of the tower

    Current Location (somewhere between wall and corridor)

    INIT Phase: 10
    AC: 18 (Flat: 16, Touch: 12)
    HP: 30
    Saves: Fort 8, Ref, 5, Will 5 (fear: 6)

    readied items: greatsword (AB: +7; dmg: 2d6+4)

    spells/effects active: Bless (20 rnds), jaeurs auras:+5 speed, +3 reflex

  22. - Top - End - #292
    Dwarf in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2007

    Default Re: Into the Breach [IC]

    ---Jaxal---
    Spoiler
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    HP 10/10, AC:18, T:13, FF:15


    Jaxal peeks over the top of the crates between the two warriors. Waiting for just the perfect moment when the next pair of orcs is stepping onto the crates and most unbalanced he pulls the rope while stepping back and hopes for the best. (Pulling rope before shifting to a more concealed/covered position 23/E.)
    PC's
    Spoiler
    Show
    Contact Lost – Zell Melern
    Eberron:TC - Gander Qien
    Into the Breach - Jaxal Pralest
    Familiar - Toby the Cat
    Star Wars: Bounty Hunter - Slaw Nadier
    Greyhawk Adventures - Bonepicker

    Imagination is my way to escape your reality!
    -------------------------------------------
    To much DMing and not enough play makes a DM something something...

  23. - Top - End - #293
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    Shep and Best

    After putting the map in his pack, Shep replies, "Nay, Sir Boomgren, the spell would not be for me - it would be for Best, here." He ruffles the dog's hair on top of his head. "He's a lot stronger than I'll ever be, and I'll wager that he will be able to pull that ring right off about now. Cast one on yourself and then on Best, and the two of you will get you out of here in no time."

    ooc: Diplomacy - (1d20+2)[7] if needed.

    If the knight refuses, then use the potion, cast guidance, and pull.
    STR - (1d20+6)[22]

  24. - Top - End - #294
    Ogre in the Playground
     
    GimliFett's Avatar

    Join Date
    Jun 2007
    Location
    Trogland.Texas.DFW-ish
    Gender
    Male

    Default Re: Into the Breach [IC]

    Jaeur Pershing
    Spoiler
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    HP: 17/17; AC 16, t 10, ff 16 (currently without shield)

    Jaeur continues attacking the oncoming orcs with the extra reach afforded by the guisarme. "Keep it up, friends! We'll not let the savages pass!"

    Spoiler
    Show
    Attack - (1d20+5)[10]
    Crit - (1d20+5)[22]
    Damage - (2d4+3)[9]

    AoO if necessary...
    Attack - (1d20+5)[6]
    Crit - (1d20+5)[24]
    Damage - (2d4+3)[9]

    EDIT: Damage rolls're nice, but dadgum I can't hit nothin'!
    Minor Aura: Watchful Eye (+3 Reflex saves).
    Major Aura: Motivate Urgency (+5' base speed)
    Last edited by GimliFett; 2008-05-08 at 10:27 AM.
    I have returned!! Not that most of y'all know whom I am.

    Mega-Awesome Avatar done by Dawn!

    The Many Faces of GimliFett.


  25. - Top - End - #295
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Sep 2007
    Location
    Columbus Ohio
    Gender
    Male

    Default Re: Into the Breach [IC]

    ---- Jomei ----
    Round 4 - Initiative 15 - top of the tower

    Jomei quickly looks over at the catapult crew Come on men the advance horde is coming across the river bottom and is bunched up let me know when you are close to firing and I will put a flaming arrow in there mist for targeting

    After attempting to encourage the commoners and catapult crew Jomei quickly scans the far shore looking for the orcs on the bank that are standing still once he spots a likely spell caster (IE Someone standing still) he will shoot them

    Inspire (1d20-2)[1]

    Spot (1d20+4)[17]
    Attack (1d20+4)[12] -2 range penalty applied
    Damage (1d8+3)[11]
    Latem Yvaeh

  26. - Top - End - #296
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach [IC]

    A River Runs

    Vollies of bolts and seige fire fly into the parted riverbed. Although the rocks slow the orc advance, they also provide some cover. Casualties are sustained, but the black of night is also in the orc favor. One can understand the wisdom behind the stories of Gruumsh's torch blanketing the land to conceal his orc forces from elven arrows.

    Jomei considers his actions and tries to inspire those around him. It seems his efforts continue to be in vane, for it may be difficult for the townsfolk to take words of encouragement from one who is descended from those they are fighting against. The ranger's arrow misses its mark as it falls just short and splashes in the water.

    Mellavin cannot pinpoint the source of the parting waters. However, he is certain that it is Kriegor One-Eye controlling the waters. Since the spell is much beyond that of his circle of power, Mellavin is uncertain as to how close the cleric would need to be in order to part the river. Perhaps he would need to stand on the bank of the river to do so?

    The dwarf doesn't take long to contemplate. Telling the crossbowmen in the tower his speculation, Mellavin ushers him to send this message to the sergeant above so he may train the catapult on the shoreline. Not looking back to see whether the man listens, Mellavin trundles down the stairs two at a time with a rate faster than most dwarves would take. Pulling the torch lever reveals the orc mass being held at bay by Jaeur and Griff.

    Raising his holy symbol aloft, Mellavin calls a blessing to his goddess - the divine magic warms Mellavin and his allies in the corridor. The attention of his goddess will surely bring the attention of the orcs as well.

    The chaintower catapult thunks with life as it sends its payload into the parted water. The soldiers go about reloading.


    InTents Heat

    Boomgren casts the spell upon himself and shakes his head saying, "Although you may have faith in your pet, I shall have to decline." He then begins pulling on the chain.

    Shep helps Best drink the elixer and then whispers a word of guidance to his friend...his Best friend. The dog's tail begins to wag as he seems to know that performing will bring pleasure to his master. Straining against the chain, the collie takes one step...then two...then a third...and another! Until SNAP! The white-hot ring pops sending man and dog to the dirt.

    Boomgren gets up and says, "I guess I owe you an apology. When we get through this, I will be sure to set things straight. However, right now, we need to assess the situation."

    Putting on the last of his armor, Boomgren moves to the tent flap. He picks up a shield and sword saying, "That brute took my sword - it is a family heirloom. I aim to get it back. But first..." The cleric commander points his gauntleted hand down the hill at a figure standing in the cover of the stones, "...we need to deal with him."

    Mellavin's spell helps Jaxal maintains his composure as he patiently waits for the best time to strike. He watches Griff grab ahold of one of the orcs climbing over by the hair and then the bruiser slams his head into the barricade, breaking boards and skull. A second orc gets within arm's reach and is on the receiving end of a shattering jab. He, too, falls.

    Pulling the rope, four of the orcs and the bodies of their unconscious and dying companions fall to the jagged rocks below. The slowed movement allows for the other orcs on the edge to not fall. Enraged, the orcs draw javelins and throw them at the trio of defenders. The javelins fly wide or stick into the cover of the barricades.

    Four orcs in the rear notice Mellavin and begin limping in his direction. They draw javelins as they do so, and toss them at the dwarf. All miss as they bounce off the door or fall short of their mark.

    ooc:
    Jaxal
    attack1 - (1d20)[11]
    damage1 - (1d6+3)[8]

    attack2 - (1d20)[9]
    damage2 - (1d6+3)[7]

    Jaeur
    attack1 - (1d20+1)[16]
    damage1 - (1d6+3)[8]

    attack2 - (1d20+1)[18]
    damage2 - (1d6+3)[8]

    Griff
    attack1 - (1d20+1)[20]
    damage1 - (1d6+3)[4]

    attack2 - (1d20+1)[3]
    damage2 - (1d6+3)[6]

    Mellavin
    attack1 - (1d20-1)[19] <-- too many attacks, so will not be used
    damage1 - (1d6+3)[6]

    attack2 - (1d20-1)[19] <-- too many attacks, so will not be used
    damage2 - (1d6+3)[5]

    attack1 - (1d20-1)[9]
    damage1 - (1d6+3)[8]

    attack2 - (1d20-1)[5]
    damage2 - (1d6+3)[9]

    attack3 - (1d20-1)[13]
    damage3 - (1d6+3)[7]

    attack4 - (1d20-1)[11]
    damage4 - (1d6+3)[9]
    Last edited by Darius; 2008-05-08 at 02:03 PM.
    Characters:
    Spoiler
    Show

    Keishara Embermist in A World Bound Together
    Bree Yark in Ages Past
    Jax in Graettin's Wake
    Dweomer
    Grimm Bloodaxe
    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  27. - Top - End - #297
    Orc in the Playground
     
    BardGuy

    Join Date
    Dec 2006
    Location
    Belgium
    Gender
    Male

    Default Re: Into the Breach [IC]

    Mellavin

    Just as the blessing starts to take effect, Mellavin sees the orcs turn in his direction and realises his position. "oh, right"
    He turns on his heals and leaps back through the door slamming it shut behind him, blocking the javelins just in time.
    "So, Ehlonna looks I'll need some more protection, forgive me my stupidity, and shield me from these pesty orcs"

    Spoiler
    Show

    casting shield of fate: 20 rounds, +2 to AC

    Current Location (behind secret door under chain tower)

    INIT Phase: 10
    AC: 20 (Flat: 18, Touch: 14)
    HP: 30
    Saves: Fort 8, Ref, 5, Will 5 (fear: 6)

    readied items: greatsword (AB: +7; dmg: 2d6+4)

    spells/effects active: Bless (19 rnds), shield of fate (20 rnds)
    (jaeurs auras:+5 speed, +3 reflex, do they linger or do they end when you leave?)

  28. - Top - End - #298
    Ogre in the Playground
    Join Date
    Dec 2005
    Location
    Bergen

    Default Re: Into the Breach [IC]

    Kirke quickly assesses the situation below her. A small frown appears in her face as she quickly gestures to the small bird above her, before she sends the hummingbird flying across to the other side as quickly as possible. She then narrows her eyes and prepares to cast another spell on the slope leading up to the castle. With careful gestures she crafts the magical energies for a grease spell, to turn the slope into a slide down to a watery grave.

    Assuming everything goes as planned...

  29. - Top - End - #299
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Sep 2007
    Location
    Columbus Ohio
    Gender
    Male

    Default Re: Into the Breach [IC]

    ---- Jomei ----
    Round 5 - Initiative 15 - top of the tower

    Hearing the catapult go off and seeing the destructive work heartens Jomei. He looks back at the crew Good job men keep up the good work

    He then turns back and looks at the far bank locates adjust his aim for the new increased distance and again fires at the orc he locates that seems to be standing still concentrating on holding the water back

    Spot (1d20+4)[23]
    Attack (1d20+4)[10] again took a -2 range penalty
    Damage (1d8+3)[6]
    Latem Yvaeh

  30. - Top - End - #300
    Dwarf in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2007

    Default Re: Into the Breach [IC]

    ---Jaxal---
    Spoiler
    Show
    HP 10/10, AC:22, T:13, FF:19 (Shield Spell)


    Jaxal ducks and sweats a bit a a javelin slams partway into the box he was just crouched near. Realizing he is still very exposed and going to be even more so shortly he casts a quick spell then tucks his bow safetly onto his back readying himseld for closer combat.

    Spoiler
    Show
    Cast Shield and puts bo away
    P.S. My PC sheets on coyotecode had a meltdown for some unknown reason and everything from the skills/feats area below disappeared. I'm going to recreat it ASAP.
    PC's
    Spoiler
    Show
    Contact Lost – Zell Melern
    Eberron:TC - Gander Qien
    Into the Breach - Jaxal Pralest
    Familiar - Toby the Cat
    Star Wars: Bounty Hunter - Slaw Nadier
    Greyhawk Adventures - Bonepicker

    Imagination is my way to escape your reality!
    -------------------------------------------
    To much DMing and not enough play makes a DM something something...

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