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Chapter 2: South Wind

Renna gives Baird and Io a rueful chuckle. "If I wanted to be sneaky, I'd have stayed in the monastery to become a cleric for Iomeade, instead I was sent to the Order of Paladins in order to better serve my Goddess. In the meantime, I'll let the rogue do what she does better than I and have her scout ahead of us." She nods, satisfied that the topic has been successfully addressed.
 
The rogue slowly moves forward, warily, trying to stay well-hidden and yet get a better look. Whether you succeed in the first case is rather hard to tell - it's not like someone would shout out as he sees you, but once you have a distinct feeling that someone is watching your steps from behind. If you decide to turn around, you won't see more than ancient trees, muddy water and brushwood - in other words, only the swamps. You certainly get a better look, though - as you muster the bodies, you can see five lightly armored orcs - three of them seemingly killed by arrows, the other two slain by swords or similar weapons - hard to tell from this side of the trickle. In the middle, you see a quite similar creature: A half-orc, though likely not from here, indicated by the rather grayish skin color compared to the dark green-blackish on of the foes. On his full plate, you can see the symbol of the Forgotten - a demonic hand reaching out for the sky.
 
Is the half-orc also dead, or is he the one that possibly killed the orcs across the opening?
 
He is dead as well, or at least it looks like that from your position - that said, his bastard sword might have caused some of the casualties. No bow or crossbow in sight, however - if he killed them, he had support.
 
Well, seeing as the threat of the orcs has been eliminated, Wren will go ahead and investigate the bodies in the clearing a bit closer, keeping watch for outside threats and traps that might try to ensnare her.
 
Moving even closer, Wren reaches the trickle - small enough to simply jump across. As the rogue does exactly that, half-crouched to not gain unwanted attention, she suddenly notices a couple of stones on the other side that seemingly are out of place. However, it is too late to react - right where your feet hit the ground, there's one of them, slightly hovering an inch above the muddy soil. It starts to glow in a fiery light, then all you sense is a thundering explosion. Moments later, you find yourself on the ground, somehow unscathed by the magical trap. Maybe your lucky, maybe your body knew how to react despite the nasty surprise - it doesn't really matter, does it? In your back, you can hear noisy movements, a warning cry in the tongue of the orcs.

The others will hear both the explosion and the shout, and Baird can see the movements of at least half a dozen shadows where Wren has left your field of view. You can see how Io silently grabs her bow, ready to help out the scouting companion. Do you all wish to rush forward, trying to help, or do you have more refined support in mind?

(Random note: The trap was really easy to spot - rolling a 1 didn't help, though... at least the reflex save worked out in your favor)
 
Upon hearing the blast, Renna grabs her sword from her back and quickly moves forward, trying to get eyes on the rogue to see if she is in trouble.
Do you all wish to rush forward, trying to help, or do you have more refined support in mind?
Refined? Really? A ditzy paladin with a newly magicked up sword? Um, no. lol
 
Wren struggles to get to her feet, thankful for her quick reflexes for saving her bacon from the effects of the trap. Idiot! You should know better than to fall for a simple trap like that! Then, she hears the sounds of orc voices in the near distance, warned of her presence by the explosion. With a flash of steel, she draws her blades, looking for some cover to get behind.
 
Hearing the explosion, Veskassdak knew immediately that Wren was in trouble. Not caring about stealth at all, he ran in her direction. Seeing the shadows moving into the clearing, he shouted out to grab the shadows' attention, "Shurigrem heem korlas kles!" His yellow eyes took on their bloody hue as his breathing increased and his muscles massively bulged. The coloration of his back frill again took on the deeper shade of green as his dorsal spike tips elongated half an inch and deepened to the color of dark blood. He entered his combat rage as he readied to strike at the shadows. These creatures now see his raging form and it is like unto a creature from the stuff of nightmares.

Hit points are now 50, Fort Save +8, AC is 15, Damage reduction 1/-, Speed is 45, attack bonus +8, bite damage 1d3+5, 2 claws damage 1d4+5 each, 0 of 11 rounds of rage used
 
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Baird readies his crossbow as well when he sees the shadows moving. ~Not today, not while I draw breath!~ However, with his crossbow ready, Baird moves to get ready to cast a spell.
 
On the clearance, Wren draws her blades, ready to protect her skin if needed. A single orc makes an appearance shortly after, a spear in his hands. You move sideways, trying to hide - when the bushes you're approaching suddenly burst apart. A crouched, wolf-like creature, rather gigantic in proportions, leaps at you with a thundering growl. For now, your reflexes save you once more - you manage to avoid its mighty jowl. But the creature quickly turns around, leaving no doubt that this won't be the last attack. Its fur is black, covering the rather scraggy body, fiery eyes burn within the sockets. The orc shouts loudly and storms forward as well, spear at the ready to thrust at your throat.

So indeed, the rogue might be in some trouble - the others, however, can't spot her yet. The loud approach demands the attention of the rest of the orcs, at least, grabbing their spears firmer to await your attack. With one exception, one should add - the tallest, clearly overtowering the others, raises a giant greatsword instead, threatening everyone who dares to attack his companions with both his blade and a deafening war cry. At his feet, you see another one of these wolf-like creatures, waiting for its opportunity to sink teeth into flesh.

Sherwood Sherwood and Clockwork Syringe Clockwork Syringe are up.

Initiative:
17 Orc Leader (Group)
17 Orc 1 (Wren)
15 Wren
15 Baird
14 Io
9 Veskassdak
7 Renna
7 Beast 1 (Wren)
7 Beast 2 (Group)
7 Orcs 2-5 (Group)
 
Wren has a choice: fight or run. She chooses to run; after all, she is not some gung-ho paladin! Turning on her heels, she bolts towards the safety of her companions.

OOC performing a double move to head back to the others. Is it possible to do a full move and go full defensive to boost my AC? If not, I'll keep on moving.
 
As Wren starts her run towards her allies, both orc and wolf try their best to stop her. The humanoid's spear barely hits the target, only scratching her skin as she runs. The beast, however, leaps at her once more, thrying to find the flesh of her leg. If not for Baird's bolt, she might have stumbled - while the projectile does not hit the target, it is enough to let it jump backwards, giving the rogue enough space to run. Slightly wounded, she hastens to safety behind the others rather than taking a defensive stance.

Io fires off an arrow herself, but does only hit the muddy ground - the wolf-like creature escapes in time. This leaves Veskassdak with a bunch of targets in front of him.

Dicer Dicer is up.
(Wren takes 8 damage, and is behind both Veskassdak and Renna)

Initiative:
17 Orc Leader
17 Orc 1
15 Wren
15 Baird
14 Io
--> 9 Veskassdak
7 Renna
7 Beast 1
7 Beast 2
7 Orcs 2-5
 
Letting Wren pass by him, Veskassdak, in his rage, considered what his options were quickly. The strongest foe was obviously the tall green-skinned mammal, maybe orc leader, with a sword like Renna has. He would leave that one to Renna or fight it later himself. The wolf-thing was closest and was a more immediate threat. The green-skinned mammal, orc, was just behind the wolf-thing and would be the next closest danger. Deciding on the closest threat, he moves towards the wolf-thing to attack it.

That is if it is close enough to reach in one 45 foot movement. If it isn't, Veskassdak will charge at it. Distance on charge covers 90 feet and either one will be a single claw strike. Charge adds +2 to attack and lowers Veskassdak's AC to 13. Rage usage 1 of 11 rounds
 
The lizardman storms forward, ready to spill blood - but his target turns out to be too quick for now, avoiding his claws with vigorous agility.

The paladin is up next - your turn, Psychie Psychie .

(no charge needed - beast 1 is close enough to be attacked. If only I wouldn't roll ones all day...)

Initiative:
17 Orc Leader
17 Orc 1
15 Wren
15 Baird
14 Io
9 Veskassdak
--> 7 Renna
7 Beast 1
7 Beast 2
7 Orcs 2-5
 
Renna moves forward, greatsword gleaming in the sunlight. The beast that bit Wren is the closest, so it has the honor of feeling the edge of her magic sword first. "For the glory of Iomeade! Have at you!"

+6 to hit, doing 2d6+9 damage. If there is another target within striking range, I'll attempt a Cleave to hit them both.
AC 18
Hit Points 27
Lay on Hands x8
 
Confident in her deity's support, the paladin jumps forward, ready to strike down the foes ahead. The orc following Wren lines up perfectly to be a second target as well, everything is set for glory - but it all ends when the first strike misses, only hitting the muddy ground. Granted, the magical blade cuts through the sodden soil without any resistance - but that doesn't really benefit your group.

Not only that, but it leaves the paladin rather exposed - the beast that you missed so decisively needs only a split-second to realize the opportunity, going directly for the jugular. The armor prevents worse things from happening, but before you can shake off the beast for now, its teeth painfully sink into the flesh of your shoulder. The orcs, shouting loudly, move up to the two of you - with the range advantage of the spears, they manage to score wounds without even getting into the range of your weapons and claws. The leader himself swings at Veskassdak - but while it's enough distraction for the spearmen to draw blood, the strike itself can be avoided by the lizardman. Meanwhile, his second pet ignores the melee, instead going for the supporting men and elves in the backline. He picks Baird as his first target of choice - but the sorcerer manages to avoid its sharp teeth for now.

Sherwood Sherwood and Clockwork Syringe Clockwork Syringe are up, time to turn things around.

(average hit rolls without modifiers during this fight thus far: group: 3, foes: 14. Renna takes 8 from a spear, and 10 from the beast; Veskassdak 19 from spear hits.)

Initiative:
17 Orc Leader
17 Orc 1
--> 15 Wren
--> 15 Baird
14 Io
9 Veskassdak (-19)
7 Renna (-18)
7 Beast 1
7 Beast 2 (next to Baird)
7 Orcs 2-5
 
We are getting tore up here. Time to shift the tide of battle. Wren moves into a flanking position on the beast that bit her before, and tries for a dual strike with her blades into its exposed skin.

+7 to hit with her dual wield swords with the flanking bonus added in, doing a hopeful 3d6+1 damage each. Lets see if one of us can actually connect with the bad guys
 
The rogue moves over in position, thrusting forward with both of her swords - trying to end this creature's life. This time, the wolf does not escape, too slow to avoid the hits from behind - blood spills from the wound as steel pierces through flesh. However, the creature is not quite done yet: Somehow, the muscular body ducks away, spoiling the chance of another hit. You can see that the wolf is clearly wounded - and likewise, there is a fiery gleam in its eyes, as if that would provoke the beast even further.

Clockwork Syringe Clockwork Syringe is up with Baird - the other beast is right in front of you.

Initiative:
17 Orc Leader
17 Orc 1
15 Wren (-8)
--> 15 Baird
14 Io
9 Veskassdak (-19)
7 Renna (-18)
7 Beast 1 (wounded)
7 Beast 2 (next to Baird)
7 Orcs 2-5

(A hit! Two of them! And the damage was only slightly below average!)
 
The spell goes off without any trouble - the protective magic surrounds the sorcerer's body, potentially saving your life in the future. As you move backwards, Io reacts, taking a shot at the beast in front of you - she hits, the arrow piercing through the fur, but one hit is not enough to kill it.

It's Dicer Dicer 's turn with Veskassdak.

Initiative:
17 Orc Leader
17 Orc 1
15 Wren (-8)
15 Baird
14 Io
--> 9 Veskassdak (-19)
7 Renna (-18)
7 Beast 1 (wounded)
7 Beast 2 (next to Baird, wounded)
7 Orcs 2-5
 
Veskassdak roared in outrage over the damage he had taken. He leaped at the beast only because it was closest. He used his claws and teeth to try a rend life away from the creature.

2 of 11 rounds of rage used.
 
Your first claw strike hits the beast, causing a deep wound at the jaws. However, the wolf then manages to back off far enough to escape the berserker's angry rage - no other strike or bite hits, leaving the creature alive and full of anger.

Psychie Psychie is up with Renna to help out before the wave of orcs and dogs gets to attack again.

(Just noticed that I forgot Veskassdak's damage reduction - thus, I adjusted the damage number below appropriately.)

Initiative:
17 Orc Leader
17 Orc 1
15 Wren (-8)
15 Baird
14 Io
--> 9 Veskassdak (-17)
7 Renna (-18)
7 Beast 1 (wounded)
7 Beast 2 (next to Baird, wounded)
7 Orcs 2-5
 

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