13th RoW (Inactive)

Game Master Pirate Rob


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Crossed Court

Working on a response and ongoing stuff. Some things to remember, we're in a champion tier environment so skill checks basically won't get easier than a 20. 13th Age does have a fail forward philosophy though, so you're still going to get the information you want, there's just going to be... complications...


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

"Who ordered you here?" asks Dernaras, her eyes narrowing as she tries to judge the man's honesty. Her years in the military have given her insight into some of the quirks of lying humans, but she nonetheless can never quite tell if she's reading them aright.

Ret Colonel (Cha, Level): 1d20 + 2 + 0 + 5 ⇒ (8) + 2 + 0 + 5 = 15


Crossed Court

Henrick and Dernaras play good cop, bad cop for awhile and eventually manage to get a secret path to the head of the bandits, that should avoid most of the trouble around.

It does come with some story time though. You learn that the bandit's name is Walter and he unfortunately knows very little of use, besides how to get to bandit HQ. He does take quite a liking to Henrick though, as does his demon bow... which shrivels up when the demon host decides to move into Henrick.

Now it's just a small demon so its not as bad as it sounds, but it holds a grudge against "bad cop" Dernaras. So Henrick, whenever you roll a natural odd on an attack roll (including spells), Dernaras will take 1d4 damage. Have fun with the misbehaving demon flavor though...

---

Following the bandit's instructions, navigating the house seems easy... well it's still challenging but at least you're not getting lost.

Eventually you come across an ever-moving river of large biting insects. Out of the chittering mass pokes top of a door, one that you're supposed to go it. The smell of millions of insects is strong in the air. It is obvious to you that anybody attempting to cross the insect river will be picked to the bone by the bugs.

What's your plan for getting into the door?

Mechanical note: it's going to take 3 success to make this work. DC 20 skill checks are the most obvious way, but if you want to use up one of your success from an icon roll, or have other cool stuff go for it. As a note a failed attempt will give you your choice of bad for everybody (everybody rolls a save (11+) or loses a recovery from insect bites) or it was really bad for one other person (that other person loses a recovery and must make the next skill check at +5 difficulty).

prompts if you're feeling stuck:

“A nearby room has tall furniture - you could construct a raft but you’d have to be sure it is solid and you’d have to post guards around the edge to avoid giant insects climbing up on board”.

“The bandits must have some way in and out. Looking around you can see a flute hanging from a tree. The flute has musical notes carved into it, a tune to play on it. Playing the tune right might get the bugs to part, but how long can you keep up playing the flute perfectly?”

“The ceiling here is coming apart, you might be able to climb across. It is risky, but should be faster than looking for a secret entrance.”

“You wonder how the bandits get in and out. Maybe there is a secret tunnel.”

“Maybe magic would help? You are playing a cleric and clerics can cast spells as rituals if they take an hour.”

A related note, especially in non-combat situations (and probably in combat situations too) if you've got unused icon benefit, feel free to narrate how its helpful and ask for somesort of benefit. If it's reasonable I'll probably say yes.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

"Hmm..." muses the half-elf woman, gazing around the nearby hallways. Turning on her heel, she grabs a tapestry and yanks it off the wall, knowing that its symbols are not those of a house, and are merely meaningless decorations that no one will mind being ruined (hopefully). Tying one of the heavy loops around an arrow, she grabs the tapestry's former hanging rod and attaches it to the end of the fabric to add weight and keep the bottom spread out enough for her plan to work.

With a slight nod she motions the others out of the way and sets her arrow, then pulls back the bowstring with powerful muscles. A moment later she sends the cloth-laden "sweeper" arrow flying through the room, its heavy fabric-and-rod contraption sweeping the ground and clearing a preliminary path through the insect mob.

Noble Scion (Str, Level): 1d20 + 3 + 5 + 5 ⇒ (16) + 3 + 5 + 5 = 29

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

"I wonder..." Dante muses. "Maybe a strong enough wind will push them away..."

Thievery+Wis+lvl: 1d20 + 5 + 0 + 5 ⇒ (13) + 5 + 0 + 5 = 23

He examines the curtains and tapestries for any breezes behind them which could be channeled towards the bugs. After some searching, and some leaping around the river of bugs, he finds one set of curtains that will do nicely. He pulls them open, angling the breeze in such a way as to scatter insects away from its path.


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Henrick scratches his head as he looks at the river of bugs. "Well that is something I've never seen before, to be sure. This can't be natural, though, it has to be some kind of mystical phenomenon."

The dwarf studies the stream of bugs for several minutes then realizes that the process used to create the insectoid river is similar to that seen in some of the ruins of an ancient, highly magically evolved race, and involves creating a short portal to a dimension that is completely filled with these insects. In the case of the ancient race, however, they used these portals to get rid of their refuse.

He then writes various dwarven magical runes in his exercise book, until he comes up with a spell that can momentarily divert this flow.

"It won't be enough for all of us to get through, but perhaps we can all combine our efforts, as disparate as they all are."

Henrick is working on a ritual. He is creating a spell based on the 5th level Sanctuary spell that wards himself and perhaps one or two more of his companions. The effect he creates will cause all the insects to completely avoid the persons and flow around them like water flows around a rock in the river.

Student of the Occult + Int : 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

"I am really wondering now... is this really the only entrance to the bandits' headquarters in this place? They must have some method of getting in and out that doesn't involve wading through bugs," Dante says to the group, concerned over whether the prisoner was being entirely forthcoming.


Crossed Court

Dernaras and Dante's efforts combined with Henrick's ritual get you past the bugs without anything horrible happening.

I'll update more tomorrow once I wake up.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Elantier looks a little sheepish as the party gets past the bugs. "I'm sorry, I should have been able to aid in this obstacle. My mind is still a little foggy since I woke up." He mumurs.

I think I have adjusted everything to the correct stats and added a header.


Crossed Court

Sweet, thanks Elantier. Note that in this campaign variant you only get 3 recoveries a day, not 8.


Crossed Court

Dante notes his concern, fortunately the bandit was telling the truth. Unfortunately he failed to tell you about the slide trap which activates shortly thereafter, sending you all tumbling down a chute.

Dwarves of course fall faster than humans and elves, which gives Henrick first view of the horrible set of blood-splattered spikes at the bottom of the chute. Henrick flashes back to his time as a double agent of the Diabolist.

Boy did the Diabolist love his spiked pits. Tired of seeing one of his favorite agents return all bloodied, the Dwarf King taught Henrick how to deal with this type of problem.

Henrick listens for the song of the spikes and is able to whisper a word of power causing the spikes to flatten and blunt just before Henrick lands on them. Of course everybody else lands on Henrick, but he's a tough dwarf.

Looking around you appear to be in some sort of slaughterhouse pen, although you hear chanting coming from nearby.

Peeking around the corner Dante is able to see some sort of blood ritual going on. A dozen or so bandits are painting themselves with blood, while a dark cloaked figure with a phoenix insignia leads the ritual.

Assuming you guys want to attack them, you get a surprise round, which means you guys get to choose 1 person to act, + whomever rolls the highest initiative also gets to act in the surprise round (full actions). Note however that you have no way to run from back here and may not flee.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Phoenix insignia, huh... can we get to the bandits/cultists/evil people?


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Henrick looks around at the group and whispers. "That insignia mean anything to anyone?"

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

"It's come up from time to time over the past few days," Dante comments. "Now, if this ritual is going to have a climax, the chanting will get much louder, and that's when we'll make our move."


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Dernaras grits her teeth. "The Black Phoenix... or her lieutenant, more likely. She was never one to 'dirty' her hands with rituals. If that is her lieutenant, though, he'll know where to find her."

What do you guys think about the surprise round? Henrick, do you have any crowd control stuff you could drop on them?


Crossed Court

Map in my header is updated. There seems to be a small trickle of blood surrounding them, although not enough to cause you any trouble. They are all nearby. You can barely make out 2 guards near what must be the front entrance. They are far-away. None of the doors on the map are solid enough to impede movement, the walls seem pretty solid though.

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Dante takes another quiet glance around the corner, then slips back to the party. "The leader of the ritual certainly doesn't look like a lady," he reports. "Unless, of course, she is exceptionally masculine-looking."


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Since nobody's answering...

DM: Elantier can act in the surprise round for us.


Crossed Court

Dante Init: 1d20 + 13 ⇒ (19) + 13 = 32
Dante Init: 1d20 + 13 ⇒ (13) + 13 = 26
Dernaras Init: 1d20 + 8 ⇒ (2) + 8 = 10
Henrick Init: 1d20 + 4 ⇒ (14) + 4 = 18
Elantier Init: 1d20 + 8 ⇒ (20) + 8 = 28

Bandit Leader: 1d20 + 13 ⇒ (4) + 13 = 17
Blood Bandits: 1d20 + 12 ⇒ (14) + 12 = 26
???: 1d20 + 6 ⇒ (5) + 6 = 11

Surprise Round:

Dante
Elantier

Dante and Elantier are up! Do your stuff!

Bandit Commander:

AC 23
PD 22
MD 18
HP 150

Blood Bandits:

AC 22
PD 20
MD 16
HP 27 (mook)

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Just as the chanting becomes loud enough to cover the party's approach, a dagger flies out of the darkness at the nearest bandit...

Ranged: 1d20 + 9 ⇒ (10) + 9 = 19 for 5 damage.

Sending it just over the shoulder, Dante retreats into the opposite hallway before the bandits see him.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Elantier darts to the northwest, then catches himself, eyes wide as he takes in the sheer numbers of men partaking in the macabre ritual. "By all the gos that are good! I hope I survive this..." Apparently talking to his bow, Elantier mumurs testily. "Aye, but these aren't the "good old" days are they! Just fire true and shut up!"

The elf draws back and takes aim at the apparent commander.

ELven Grace: 1d6 ⇒ 5

Arrow!: 1d20 + 3 + 5 + 3 ⇒ (15) + 3 + 5 + 3 = 26
Damage: 5d6 + 6 + 3 ⇒ (5, 6, 3, 5, 3) + 6 + 3 = 31


Crossed Court

ESCALATION 1

It's my option to increase the escalation die or not after a surprise round. I've decided to do so in this case.

Dante clips a bandit with a dagger as he moves further into the room while Elantier plugs the bandit leader with an arrow.

The bandit leader laughs "I knew you'd come."
as a pair of staff wielding humans wreathed in sparkling ice appear next to the leader.

Initiative:

Dante
Elantier
Blood Bandits - 5 (13/13)
Henrick
Bandit Leader - 31
Ice Mage
Dernaras

Dante and Elantier are up again!

Bandit Commander:

AC 23
PD 22
MD 18
HP 150

Blood Bandits:

AC 22
PD 20
MD 16
HP 27 (mook)

Ice mage:

AC 20
PD 14
MD 19
HP 70

ESCALATION 1

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Dante steps out from behind the wall, hoping to take one of the newly-present mages unaware with another of his daggers...

Ranged: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for damage: 5d4 + 8 ⇒ (3, 1, 3, 3, 4) + 8 = 22

"By the looks of your friends here, and how they're so surprised, I'd say they have no idea what your chanting is doing to them," he calls out.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Elantier shakes his head in astonishment as more foes appear. Maybe the good old days were better..... Elantier grits his teeth and continues to aim at the commander, forcing his will upon the flight of his arrows.

Elven Grace: 1d6 ⇒ 6

Arrow!: 1d20 + 3 + 5 + 3 ⇒ (3) + 3 + 5 + 3 = 14
Damage: 5d6 + 6 + 3 ⇒ (6, 5, 3, 2, 1) + 6 + 3 = 26

Archery Feat Reroll!: 1d20 + 3 + 5 + 3 ⇒ (18) + 3 + 5 + 3 = 29

Double Archery!: 1d20 + 3 + 5 + 3 ⇒ (17) + 3 + 5 + 3 = 28
Damage: 5d6 + 6 + 3 ⇒ (5, 1, 3, 6, 2) + 6 + 3 = 26

I'm guessing you can't use the Lethal Hunter feat to expand your Crit range, after seeing the rolls?


Crossed Court

ESCALATION 1

Correct on lethal hunter. As a note all the loose bandits in here are a mob of mooks. Also note that mooks count as unwounded targets until the first goes down.

Dante lodges a dagger in one of the ice mages while Elantier unloads several arrows into the bandit leader, staggering him.

Then the blood bandits draw their swords and fall upon the party!

Bandit on Dante: 1d20 + 12 ⇒ (9) + 12 = 21
Bandit on Dante: 1d20 + 12 ⇒ (20) + 12 = 32
Bandit on Dante: 1d20 + 12 ⇒ (6) + 12 = 18

The banits roar as they surround Dante, the first hitting for 16 and the second critting for 32!

Bandit on Elantier: 1d20 + 12 ⇒ (7) + 12 = 19
Bandit on Elantier: 1d20 + 12 ⇒ (18) + 12 = 30
Bandit on Elantier: 1d20 + 12 ⇒ (6) + 12 = 18

Powered by their blood ritual one bandit crits Elantier for 32 damage!

They appear to be feeding off each other's rage, thin their numbers to reduce their crit bonus.

2 Attempt to move around and run into Dernaras.

Bandit on Dernaras: 1d20 + 12 ⇒ (14) + 12 = 26
Bandit on Dernaras: 1d20 + 12 ⇒ (13) + 12 = 25

2 hits on Dernaras for 16 each!

The other 3 spread out to cover their leader, while the 2 door guards, keep to their posts for now.

Initiative:

Henrick
Bandit Leader - 83 Staggered
Ice Mage - 22
Dernaras
Dante
Elantier
Blood Bandits - 5 (13/13)

Henrick is up!

Bandit Commander:

AC 23
PD 22
MD 18
HP 150

Blood Bandits:

AC 22
PD 20
MD 16
HP 27 (mook)

Ice mage:

AC 20
PD 14
MD 19
HP 70

ESCALATION 1


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Henrick runs up behind Elantier and shouts out: "You may be confident now, me chums, but soon you will learn how the elves spell "grief"!

Twirling his hammer in a complicated pattern he makes a sweeping motion over everyone. Henrick casting Crisis of Faith as a Quick Action: For the rest of the battle, every enemy with 100 hp or less take -2 on their MD. Every time they miss with an attack, they also take 10 pts of holy damage.

He then points the hammer at the bandit standing in front of Elantier, and shoots his spiritual hammers at it. Casting Javelin of Faith at undamaged mook: Escalation+Lvl+Wis vs. PD: 1d20 + 1 + 5 + 5 ⇒ (7) + 1 + 5 + 5 = 18, miss: 5 damage


Crossed Court

ESCALATION 1

Henrick gives the enemies a crists of faith and starts whittling down the mooks.

Bloodied, the bandit leader takes cover in the SW and throws a javelin at Dernaras.

1d20 + 13 ⇒ (15) + 13 = 28
Hitting for 20 damage

Meanwhile, the first icemage fires a freezing ray at Dante. vsPD: 1d20 + 10 ⇒ (19) + 10 = 29
Hitting for 20 cold damage and Dante losses his next move action.

The other conjures sleet over Elantier and Henrick.
ElanPD: 1d20 + 10 ⇒ (12) + 10 = 22
HenPD: 1d20 + 10 ⇒ (11) + 10 = 21

10 cold damage each to Elantier and Henrick, and they lose their next move actions.

Initiative:

Dernaras
END OF ROUND
Dante
Elantier
Blood Bandits - 10 (13/13)
Henrick
Bandit Leader - 83 Staggered
Ice Mage - 22

Dernaras is up! Nothing weird is going to happen at the end of this round, so Dante and Elantier are welcome to take their next actions after Dernaras, just remember that escalation will be up to 2. I'll see you guys next week.

ESCALATION 1


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Yeesh, that's a lot of damage. HP: 52/104.

Dernaras quickly makes a warding motion as the blows and javelin strike her, intent on dodging any others that come her way. With a glare of defiance at the bandit leader, she brings her spear to bear against the enemies keeping her from him. Using an armor rune (1 remains).

Rune: 1d100 ⇒ 59

Attack vs AC (escalation): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Damage: 5d10 + 10 + 2 + 4d6 ⇒ (2, 10, 8, 4, 4) + 10 + 2 + (4, 2, 4, 3) = 53
Carve an Opening: crit range now 18+.

You said they're a mob, right DM?

HP: 52/104

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Dante takes 36 thanks to resist 12+ and Roll With It applying to the first hit.

After getting knocked down by a perfectly-placed attack, Dante recovers with a sweeping kick...

Slick Feint vs MD: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 - dazed

then thrusts his rapier at another bandit...

Slick Feint second attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Okay, let's try this...

Just as Dante slips on a wet patch of cavern floor, Lady Elizabeth throws one of Dante's daggers at the bandit looming over him, the hilt hitting the bandit in the back of the head.

Reroll that 1: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 for damage: 5d6 + 8 ⇒ (5, 3, 3, 1, 2) + 8 = 22

The distraction gives Dante just enough time to recover his footing and attack the bandit from a much stronger position.

"Excellent timing, darling," he comments.

hp 36/72


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Elven Grace: 1d6 ⇒ 4

Elantier tries to back away from the blood covered men, buy finds himself tripped up by the icy ground. Catching himself before he falls, Elantier fires at the northern mann then the southern man.

Swift action to activate Lethal Hunter against the mooks and the casters.

Attack: 1d20 + 3 + 5 + 3 + 2 ⇒ (8) + 3 + 5 + 3 + 2 = 21
Damage: 5d6 + 6 + 3 ⇒ (6, 3, 6, 4, 2) + 6 + 3 = 30

Double Archery: 1d20 + 3 + 5 + 3 + 2 + 2 ⇒ (6) + 3 + 5 + 3 + 2 + 2 = 21
Damage: 5d6 + 6 + 3 ⇒ (3, 5, 6, 1, 6) + 6 + 3 = 30

78/88 hp

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