(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry Sterling, missed your question. You can attempt a single will save when you attempt to attack, if you succeed, you can attack, otherwise you have to do something else lose the standard action. Since people may or may not be spending surge, I am going to with hold DCs on saves now that you have mythic power points to spend. (EDIT: Reread spell)


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

Kong does unlimber his...belt (the chain). *sigh* some days...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling closes his eyes, and in an instant the area explodes with light.

Swift Action: I placed a 10ft circle around myself. all within the circle must fort save dc 13 or be blinded. The rest of my turn depends on resolution

attack: 1d20 + 9 ⇒ (19) + 9 = 28
attack: 1d20 + 9 ⇒ (11) + 9 = 20

Mythic points3/5

Mythic point used:

Trickster Attack
Deadly Throw (Ex)

As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.

Flash Powder

Price 50 gp; Weight —

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

GM Evil Stuff, DO NOT OPEN UNTIL DOOMSDAY!:

Fort Save 1: 1d20 + 5 ⇒ (9) + 5 = 14
Fort Save 2: 1d20 + 5 ⇒ (4) + 5 = 9
Fort Save 3: 1d20 + 5 ⇒ (20) + 5 = 25
Fort Save 4: 1d20 + 5 ⇒ (4) + 5 = 9
Fort Save 5: 1d20 + 5 ⇒ (7) + 5 = 12

L = 0
1 = 0
2 = 0 Blinded
3 = 0
4 = 0 Blinded
5 = 7 Blinded
6 = 0

Perception, Sterling: 1d20 + 7 ⇒ (6) + 7 = 13

When Sterling opens his eyes, he can see 3 of them obviously reeling from being blinded, but the other two seem to have managed to avoid the blinding. From upper left to bottom right, 1 to 5, 1 and 3 seem to be ok


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling takes a 5 foot step back and tosses a bomb at the ground where he used to be.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9

1-5 bad guys splash 6 dc 16 precision no spash on me

I couldn't find AC of spot on the ground. hopefully I didn't overshoot


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Combat (Throw a Splash Weapon) - You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.[ooc]
[ooc]Most GM's use the same logic for a square, since you're really trying to splash everyone around that square. Technically, you can't do that. The reason being that the splash rules state you splash everyone adjacent to the target. So if you hit a dragon, you get a much bigger splash than if you hit a medium or smaller creature. Now, I usually allow targeting a square and getting splash on the 8 squares around, mainly since if you target a mouse, you get splash damage on everything within 5 ft, so it makes it more consistent. Using the above quoted rule, that would make the AC of the square 5 (10 base - 5 for 0 Dex).

GM Evil Stuff, DO NOT OPEN UNTIL DOOMSDAY!:

Reflex: 1d20 + 1 ⇒ (12) + 1 = 13
Reflex: 1d20 + 1 ⇒ (13) + 1 = 14
Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex: 1d20 + 1 ⇒ (3) + 1 = 4

L = 0
1 = 6
2 = 6 Blinded
3 = 6
4 = 3 Blinded
5 = 22 Blinded/Dead
6 = 0
7 = 0
8 = 0
9 = 0
10= 0
11= 0

The bomb goes off, and most of the men cry out in pain, all of the are injured to some degree.

Then the villagers release a volley of quarrels at the soldiers.

Random Target: 1d10 ⇒ 1
Attack: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10
Random Target: 1d10 ⇒ 10
Attack: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Random Target: 1d10 ⇒ 6
Attack: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Random Target: 1d10 ⇒ 1
Attack: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Random Target: 1d10 ⇒ 10
Attack: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Random Target: 1d10 ⇒ 5
Attack: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Random Target: 1d10 ⇒ 10
Attack: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Random Target: 1d10 ⇒ 8
Attack: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Random Target: 1d10 ⇒ 6
Attack: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10
Random Target: 1d10 ⇒ 9
Attack: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19

Unfortunately, all the villagers seem to be blinded by Sterling's flash of light as well, as only one even hits a target, and his bolt just bounces off the plate mail armor.

Will Save, Peacekeeper: 1d20 + 4 ⇒ (13) + 4 = 17
Attack, Siege Engine: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13

The Peacekeeper fires his siege weapon at the Leader, but the heavy ballista bolt ricochet's off the man's armor as it hits obliquely.

I swear the dice bot hates the villagers, can't roll anything at all. Them having the shaken condition doesn't help obviously.

The two villagers next to the siege engine begin cranking on the gears, winding it back again.

The villager with the axe charges forward and attacks on of the blind soldiers.

Charge: 1d20 + 2 + 2 - 2 ⇒ (15) + 2 + 2 - 2 = 17
Damage: 1d12 + 3 ⇒ (6) + 3 = 9

The most heavily wounded of the soldiers let's out a cry as the giant axe the man holds slams into his armor, and the armor collapses under the crushing blow, blood exploding out. Then the cry is cut off as he slams into the ground.

The villagers all let out a cheer as one of the soldiers falls.

Shaken condition removed.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Assuming Harry realizes he can't attack the boss man.

He will engage the soldier in front of him after a 5' step away.

deadly aim, point blank shot, rapid shot.
to hit: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d8 + 6 ⇒ (2) + 6 = 8 bet this misses actually
to hit: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d8 + 6 ⇒ (4) + 6 = 10


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Don't forget you can surge


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

I would surge if I was confirming a crit, a single hit isn't worth wasting a very limited resource.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

lol, being in the thick of it, I guess I have a different perspective :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry knows he'd have to overcome the field of energy around the man to attack him, and that it is difficult and he might waste time to do it. I need to know which one you're attacking Harry, none of them are close to you, so not sure why you're moving 5 ft. I've updated the map with #'s. 2 & 4 are blinded (obviously given the way they are groping).


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Ok, sorry, assumed the figure next to me was an enemy. How about #7, though you will need to subtract 1 from the to hit and damage owing to no point blank shot.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You can shoot any of them you want, so #7 is fine. Someone moved your character off the roof of building 4 and onto the ground. Did you want to jump off the roof before shooting? You'd be giving up high ground (which is a +1 to hit by the way), and be putting a bunch of stuff in your line of sight to block it. Also you'd need to make an acrobatics check to not take 2d6 of damage from leaping off.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

No, I'll stick to the roof.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry's 1st arrow bounces off the man's plate mail and slams into the dirt, but the second just barely bypasses the armor and sticks into the man's back, making him let out a blood curdling scream of agony.

Dust gone.

Phase 3

Initiative Harry: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Kong: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative Sterling: 1d20 + 4 ⇒ (1) + 4 = 5

Townsfolk: 1d20 + 2 ⇒ (12) + 2 = 14
Leader: 1d20 + 4 ⇒ (18) + 4 = 22
Soldiers: 1d20 + 2 ⇒ (13) + 2 = 15

The leader moves his horse with his knees, and again the odd electrical like energy emerges from him, arcing out to the soldiers on the left of Sterling, one of the arcs even hitting the man with the axe, who appears unaffected by it. The other soldiers move easier after it passes.

GM Evil Stuff, DO NOT OPEN UNTIL DOOMSDAY!:

???: 1d6 ⇒ 6

L = 0
1 = 0
2 = 0 Blinded
3 = 0
4 = 0 Blinded
5 = 22 Blinded/Dead
6 = 0
7 = 10
8 = 0
9 = 0
10= 0

Kong, Soldiers, Townsfolk, Everyone else


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Can't attack the leader, at least AC 20 on troops, and mass heals. What is the CR?


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Otherwise known as CR suicide


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

At least you and kong have a way out :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The CR was set to be a bog equal for 6 level 3 mythics. In other words, CR 4 (counting the villagers as balancing out the soldiers somwewhat). However, with half the mythics gone, it's probably a +2 or +3. I understand people wanting to split up, and I'm fine with that, but splitting up doesn't change the world. It just means you have to fight harder or give up. The fight is winnable, but you need the dice bot to quit hating the villagers quite so much.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

maybe so, but the mass heals makes that seem unlikely. Moot point, Sterling is trapped, and will have to see it to the end :P If he does survive, I sincerly hope he get's 4th level :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, well, channel energy has always been a pain in the tookus for both PCs and NPCs alike. As I said, this was not intended to be a TPK, and it still doesn't have to be. But because of the halving of strength, it's a lot easier for the dice to make it one that it would have been before. And if you're honest about it, Sterling's not really trapped. At his current AC, he could run past pretty much every soldier on teh field and still not get hit. Of course, it would mean abandoning the villagers. So if he's trapped, it's because of his/your own sense of honor. :) Not a bad thing at all, just an observation.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sorry, I tend to use hyperbole to make a point of humor. Just like demanding 4th level was tounge and cheek. I usually try and put emoticons to emphasize it.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No problem, just making sure everyone is on the right page. :) Tempers have been running a bit higher than I like, both OOC and IC, and I think a lot of it is has to do with this being a text medium, so there's no facial or tonal expressions. :) I tend to overcompensate when things go out of control. I have a short temper myself, and ruined two games I was in at the end of last year due to that temper (a major part of that was being diabetic and not knowing it, 400+ blood sugar level), which really plays hell with your mood swings, by the way. It did have one benefit, no migraines. So I'm probably overcompensating trying to de-escalate. :)


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

Kong makes sure he's beyond reach of the sword, and speaks arcane words, expelling insects from his mouth by the thousands.

He casts Vomit Swarm.

Swarming Damage: 1d6 ⇒ 2


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Game thread reactivated. Waiting for Paul and Luna to make their entrances. If not sure where you should be, let me know. You should have icons shortly.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna blinks from behind her veil of undergrowth as she sees Kong attacked by the soldier. His own magic in response is duly noted as well.

She slips up behind the soldier to 10 feet away from him and snakes out her whip, attempting to trip him up.

cmb: 1d20 + 1 ⇒ (19) + 1 = 20

Succeed or fail, she gives Kong a little wink and a smile, readying herself to attack again if she needs to.

sorry for not being more descriptive or evocative with the post... still trying to get a grasp of the character.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

After hurrying to the village with Luna, Paul sneaks up with her and waits for her to trip the soldier on Kong. Pual then charges the solider and attacks him.

+1/+1 Quarterstaff: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, sorry for the delay, let's get this party started.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

The soldier completely misses Luna sneaking up, distracted as he is by Paul racing up. Luna's whip snaps around his ankle and jerks him off his feat, sending him face first to the ground.

Paul then races up and slams his staff into the grounded fighter, scoring a ringing hit to the back of his head.

Kong looks at his bloody body, and at the town, and spits. "Liars, dey said dey vere not goink to attack. Only watch. None of dem are vorth vasting mine life!" Kong then turns and stalks off away from the village.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

"Good fortune, Kong." Luna calls to his receding back.

She turns to Paul and says, "Well what are we going to do now?... it's just the four of us and the villagers against an army... We'd better come up with something spectular and soon or we're all toast here. I don't want to waste my life here either, but I'm not going to run out on you guys while there's still a chance."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Evil Evil Dark GM Stuff, Toxic as all get out:

L = 0
1 = 0
2 = 0 Blinded
3 = 0
4 = 0 Blinded
5 = 22 Blinded/Dead
6 = 0
7 = 10
8 = 0
9 = 0
10= 0

The bomb goes off, and most of the men cry out in pain, all of the are injured to some degree.

Then the villagers begin reloading their weapons. The Peacekeeper and his people finish reloading the siege weapon.

The soldiers step forward, attacking Sterling, all but one who moves to attack the people reloading the seige engine. However, he can only get into postion, not attack.

Perception Check 1: 1d20 + 2 ⇒ (18) + 2 = 20
Perception Check 2: 1d20 + 2 ⇒ (19) + 2 = 21

The two blinded ones stumble forward, turning their ears toward the enemy as they stumble into position, but both manage to figure out the five ft step.

Attack 1, Sterling: 1d20 + 7 ⇒ (19) + 7 = 26
Attack 2, Sterling: 1d20 + 7 ⇒ (3) + 7 = 10 Miss Chance, <=50 Miss: 1d100 ⇒ 50
Attack 3, Sterling: 1d20 + 7 ⇒ (20) + 7 = 27
Attack 4, Sterling: 1d20 + 7 ⇒ (1) + 7 = 8
Attack 5, Sterling: 1d20 + 5 ⇒ (2) + 5 = 7

Attack 3, Confirm: 1d20 + 7 ⇒ (14) + 7 = 21 Not confirmed

Attack 1, Villager: 1d20 + 5 ⇒ (5) + 5 = 10
Attack 2, Villager: 1d20 + 5 ⇒ (13) + 5 = 18 Miss Chance, <=50 Miss: 1d100 ⇒ 5
Attack 3, Villager: 1d20 + 5 ⇒ (20) + 5 = 25

Attack 3, Confirm: 1d20 + 7 ⇒ (5) + 7 = 12 Not confirmed

Damage, Sterling: 1d8 + 5 ⇒ (1) + 5 = 6
Damage, Sterling: 1d8 + 5 ⇒ (6) + 5 = 11

Damage, Villager: 1d8 + 5 ⇒ (8) + 5 = 13

The villager screams and falls in a puddle of blood, despite only being hit once.

Everyone else up.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling looked out the window of his father's office. The New York skyline looked back at him, indifferent to his welling panic. The company was over the precipice, nothing to do but watch it fall. It's over. It's hopeless, we don't have any way to get out of it.

His Father slams his hand on his desk. His face red with rage, but not at the situation. He was angry with Sterling. So what are you going to do, lay down and die? You're useless. If you go over a cliff, you steal someone elses parachute. Quit feeling sorry for yourself, grab your balls, and use that over educated brain I paid for.

===================================================================
He had to get the troops away from the priest. His healing was a losing fight of attrtion with his bombs. It was time to risk everything to win anything.

Sterling launches his last flash bomb with incredible speed. He turns and runs toward the tannery(I believe its the big building to the north, right?) The mixture of methane, ammonia and urea, should amplify his bomb, if not turn it into a explosion that hollywood be envious of.

He had to give himself away, to make sure the soldiers who aren't blinded would run after him. He yells to his hidden companions. Take out the priest, or all is lost in his baratone voice.

last flash bomb. it will encompass all the circle (see map) If someone is on top of the tannery, he will wave them off

attack: 1d20 + 9 ⇒ (4) + 9 = 13
attack: 1d20 + 9 ⇒ (13) + 9 = 22

mythic points2/5

Mythic point used:

Trickster Attack
Deadly Throw (Ex)

As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.

Flash Powder

Price 50 gp; Weight —

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul grins at Luna and says "I don't intended to die today either. First things first though, we need to finish off this one and then I think the best course may be to decapitate the beast so to speak."

I haven't felt this kind of adrenaline rush since we played hide and seek with that Russian Akula under the Arctic ice. He never did find us and we ended up right up behind him.

He then brings the quarterstaff down on the solider again.

+1/+1 Quarterstaff: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 4 ⇒ (5) + 4 = 9


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna nods and if the soldier isn't dead yet, she moves into flank with Paul and strikes him with the whip.

to hit: 1d20 + 2 + 1 + 6 ⇒ (15) + 2 + 1 + 6 = 24
dmg if hits: 1d4 + 4 + 2d6 + 1 ⇒ (3) + 4 + (3, 1) + 1 = 12


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Evil GM Evilness of Evil:

Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Fort: 1d20 + 5 ⇒ (3) + 5 = 8
Fort: 1d20 + 5 ⇒ (15) + 5 = 20

L = 0
1 = 0
2 = 0 Blinded
3 = 0
4 = 0 Blinded
5 = 22 Blinded/Dead
6 = 0
7 = 10
8 = 0 Blinded
9 = 0
10= 0
11= 24 Dead

The bomb goes off, and Sterling races northward. Assuming a withdrawal

Three of them are able to attack however.

Attack 1, Sterling: 1d20 + 5 ⇒ (4) + 5 = 9
Attack 2, Sterling: 1d20 + 7 ⇒ (5) + 7 = 12
Attack 3, Sterling: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (12) + 7 = 19 Not confirmed

Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Sterling leaves a massive trail of blood behind him as he races north toward the building, a parting sword slamming into his back.

Harry up.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Harry will engage one of the men manning the siege weapon.

deadly aim, rapid shot
to hit: 1d20 + 6 ⇒ (3) + 6 = 9 miss
to hit: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d8 + 5 ⇒ (7) + 5 = 12


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry is attacking the villagers?


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Maybe he meant he was attacking the soldier who was attacking those manning the siege weapon?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I suspect that is the case, but wanted to confirm.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Harry is confused since it has been a while. We'll go with the soldiers attacking the siege engine.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Evil Evil Toxic stuff, Do not Touch:

L = 0
1 = 0
2 = 0 Blinded
3 = 0
4 = 0 Blinded
5 = 22 Blinded/Dead
6 = 0
7 = 10
8 = 0
9 = 0
10= 12

The soldier Harry shoots cries out in pain as an arrow burrows into his side, Harry having found a place that wasn't quite covered by metal.

The priest on the horse charges Sterling, trying to put him down.

Charge: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

However, Sterling manages to duck under the man's sword swing.

Sterling:

The fear affect that was preventing you from attacking the leader snaps and vanishes in your mind as he attempts to attack you.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Phase 3

Initiative Harry: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Luna: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Paul: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative Sterling: 1d20 + 4 ⇒ (16) + 4 = 20

Townsfolk: 1d20 + 2 ⇒ (4) + 2 = 6
Leader: 1d20 + 4 ⇒ (19) + 4 = 23
Soldiers: 1d20 + 2 ⇒ (9) + 2 = 11

The leader looks annoyed, and brings his sword down at Sterling again, and his horse attempts to hit him with his hooves.

Sword: 1d20 + 4 ⇒ (18) + 4 = 22
Hooves: 1d20 + 2 ⇒ (1) + 2 = 3
Hooves: 1d20 + 2 ⇒ (5) + 2 = 7

The sword scrapes along Sterlings back, stopped by his duster, and leaving a bruise, but doing no damage. The horse misses with both it's hoof attacks.

Sterling, Luna, Paul, Soldiers, Harry, Townsfolk


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

not sure if I missed something somewhere or what, but I don't see anything about the condition of the soldier that Luna had brought down with her whip and then attacked... is he dead yet? Makes a difference in what her next action will be.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry, yeah, he's dead. Or at least bleeding out.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Go ahead and make the attacks of opportunity. I will have to risk a full run into the building. The odds are worse if I only do a withdraw, and don't make it to inside the building. One hit and done. If I survive. I will need a detailed map of the inside.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

not sure how far I am from Sterling and the guy attacking him, but can I make use of fleet charge to try to get to him and bring him down with my whip? or use a double move and then fleet charge as a swift action?... whatever it takes to get to him before he can attack Sterling again.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

see demon reach map in the links at top. you are outside the barracades and buildings. The white star like shapes are barracades that have been blown up. You currently don't have a direct path and are about ~120 ft away as the crow flies


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

ah i see now... I wasn't showing on the map so I didn't know where Luna was exactly.... I had to scroll down to find myself lol... well that sure limits things.

Luna moves into position to get an attack on the soldier trying to attack the siege engine. She spends a use of mythic power to get an attack on him as a swift action

to hit: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
dmg if hits: 1d4 + 4 + 2d6 ⇒ (4) + 4 + (5, 1) = 14


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul looks a Luna and says "Lets go get them. I can't get to the leader yet but I may be able to damage a bunch of the soldiers."

Paul moves and then calls upon his mythic abilities:

Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Paul casts Flurry of Snowballs for Damage: 4d6 ⇒ (3, 2, 6, 2) = 13 DC 16. Area marked on map.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

just got home and realized I had a crit threat on that attack...

to confirm crit: 1d20 + 7 + 2 + 1d6 ⇒ (11) + 7 + 2 + (6) = 26 adding a use of surge
dmg if confirms: 1d4 + 4 ⇒ (4) + 4 = 8

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