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| 6,951 to 7,000 of 9,217 |
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| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
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Derek's words and gestures seems to calm the bestial spirit.
Snorting one more time dismissively, the Beast continues his search for worthy foes.
Was there anything of note in those rooms beyond shadow rats and ruined doors?
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
Weird, my post got eaten. It's in my history but it just disappeared out of the thread. Reposting...
Derek's words and gestures seems to calm the bestial spirit.
Snorting one more time dismissively, the Beast continues his search for worthy foes.
Was there anything of note in those rooms beyond shadow rats and ruined doors?
| DM Are |
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Was there anything of note in those rooms beyond shadow rats and ruined doors?
Each of the six rooms contains several beds, a table, and several chairs, although each appears to have not been used for some time.
***
Does The Beast go for the door at T22 or the door at L22?
***
As for post-eating: It seems that such things happen occasionally (although very rarely). Even James Jacobs had it happen to him in the "Ask James Jacobs" thread once :)
| DM Are |
| DM Are |
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The Morrowfall's light mingles with the darkness, creating a dimly lit environment. After a very brief detour north, the hallway stretches due west until it reaches an open door, but the Morrowfall's light is unable to penetrate far enough to see what lies beyond the door.
A dark stalker stands in the center of the hallway, clearly ready to strike at the first person who comes near.
***
The hallway is dimly lit throughout (20% miss chance unless low-light vision or better).
I don't think initiative checks are really necessary in this situation (at least assuming The Beast simply bounds forward at first sight of enemies), since the stalker has readied an action to attack.
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
*Bounds Forward*
The slightly crooked walls are denying me a powerful charge. =(
The Beast steps into the hallway and snarls at the sight of an enemy. He paws the hall's flooring with his heavy cloven hooves.
| Derek Keegan |
| Male Human (Azalanti) Bard 8/Fighter 2 |
|
"Oh no you don't!"
Sensing what is to come, Derek quickly moves forward enough to get a good look at the stalker, then fires a beam of light from the morrowfall, seeking to ruin what must surely be a trap.
Searing light, ranged touch attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 5d8 ⇒ (5, 2, 6, 1, 5) = 19
Miss chance: 1d100 ⇒ 48
| DM Are |
| DM Are |
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|
Looking a bit worried at the sight of the massive horned beast readying for a charge, the stalker retreats to somewhere out of sight.
***
The hallway is dimly lit (20% miss chance unless low-light vision or better).
Up next: The PCs. If The Beast elects to charge despite no longer seeing its foe, it will discover the stalker's scent again just beyond the visible area, thus allowing the attack (and with no miss chance, since it has scent).
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
Well I'm not one to pass up a good trap.
The Beast growls as his foe flees.
Perception to follow the scent: 1d20 + 6 + 8 ⇒ (4) + 6 + 8 = 18
But knowing his foe's strong scent is still near, he lowers his head and launches himself into the darkness.
Powerful Charge: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
Damage: 2d6 + 16 + 4 + 1 ⇒ (3, 5) + 16 + 4 + 1 = 29
| DM Are |
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The Beast's horn gores deep into the stalker's stomach, but it also notes the scent of more dark folk nearby. Immediately following The Beast's charge, two dark creepers step into flanking positions behind it and attempt to stab it in the back with their daggers.
Dagger attack #1: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (+2: flanking)
Dagger attack #2: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 (+2: flanking)
Dagger damage #1: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (2, 5) = 12 (+2d6: sneak attack)
Dagger damage #2: 1d3 + 2 + 2d6 ⇒ (2) + 2 + (4, 4) = 12 (+2d6: sneak attack)
Both daggers fail to penetrate The Beast's heavily-armored skin.
***
The hallway is dimly lit (20% miss chance unless low-light vision or better).
Up next: Appario, Derek, Xerath, Yahirma.
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
Derek's presence doesn't slow down Shu-Ak’eh-Di's rampage but there is a subtle change - the bestial spirit shifts his stance to put Derek at his back and roars a challenge.
No actual movement obviously. Just think of it as the Beast moving around in his square.
| DM Are |
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Since the creepers last turn readied to step-and-flank when The Beast closed on the stalker, their initiative count will now be the same as The Beast's. I figure it will be easiest if I simply do a "the enemies go, then all the PCs", but it would be unfair for the two creepers to get the benefit of The Beast's charge penalty twice, so they'll attack against its normal AC.
***
The Morrowfall's light (and The Beast's nose) reveals that the stalker has made its way into another room, where a second pair of creepers wait beside the door. There's another door in the south wall of that room, as well as a bricked-over doorway in the north wall (at I4).
The creepers attack The Beast again, then maintain a flanking position for the stalker. The stalker goes on the offensive before stepping back.
Dagger attack #1: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 (+2: flanking)
Dagger attack #2: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (+2: flanking)
Dagger damage #1: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (2, 4) = 11 (+2d6: sneak attack)
Dagger damage #2: 1d3 + 2 + 2d6 ⇒ (2) + 2 + (4, 3) = 11 (+2d6: sneak attack)
Short sword attack #1: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 (+2: flanking)
Short sword attack #2: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 (+2: flanking)
Short sword attack #3: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 (+2: flanking)
Short sword attack #4: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 (+2: flanking)
Short sword damage #1: 1d6 + 3 + 5d6 ⇒ (3) + 3 + (1, 3, 6, 5, 6) = 27 (+5d6: sneak attack)
Short sword damage #2: 1d6 + 3 + 5d6 ⇒ (5) + 3 + (2, 6, 4, 3, 1) = 24 (+5d6: sneak attack)
Short sword damage #3: 1d6 + 3 + 5d6 ⇒ (3) + 3 + (1, 6, 1, 6, 2) = 22 (+5d6: sneak attack)
Short sword damage #4: 1d6 + 3 + 5d6 ⇒ (3) + 3 + (4, 5, 6, 2, 6) = 29 (+5d6: sneak attack)
All of their myriad attacks miss.
***
The two newest creepers (#3 and #4) have readied actions to attack as soon as anyone gets in-between them, which I assume The Beast will oblige. So I'll roll their attacks now as well.
Dagger attack #3: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (+2: flanking)
Dagger attack #4: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 (+2: flanking)
Dagger damage #3: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (1, 2) = 8 (+2d6: sneak attack)
Dagger damage #4: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (4, 3) = 12 (+2d6: sneak attack)
These creepers also miss with their attacks.
***
>>>Current Map<<< (Xerath is off the map at K19)
There's dim light everywhere that's relevant (20% miss chance unless low-light vision or better, or scent within 5 ft).
Up next: The PCs.
| Appario Lind |
| Male Human (Taldan) Abadaran Militant 10 |
|
Appario will double strike at Creeper #1.
1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 to hit;
1d10 + 1d6 + 5 ⇒ (1) + (1) + 5 = 7 damage.
1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 to hit;
1d10 + 1d6 + 5 ⇒ (7) + (1) + 5 = 13 damage.
If it does away, he will 5' step to K9 (square of the dog).
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
The Beast exults at the number of foes falling upon him and answers them in kind first swinging Maddok's hammer in crushing arcs and then lashing out with his hooves and deadly horns.
Primary: 1d20 + 15 ⇒ (15) + 15 = 30
Primary Dmg: 1d6 + 19 ⇒ (5) + 19 = 24
Iterative: 1d20 + 10 ⇒ (15) + 10 = 25
Iterative Dmg: 1d6 + 19 ⇒ (1) + 19 = 20
Hoof I: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Hoof II: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Horns: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Horns Dmg: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Apply flanking where appropriate. If those two are down the Beast will oblige and 5-foot step into that flank.
| DM Are |
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Xerath: Okay, if that's what you want.
***
The Beast takes down the creeper between it and Appario with two brutal hammer-blows, causing it to explode in a burst of eye-scorching light.
Fortitude (Appario): 1d20 + 8 ⇒ (20) + 8 = 28
Fortitude (Derek): 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude (Maddok/The Beast): 1d20 + 13 ⇒ (20) + 13 = 33
Fortitude (Creeper #2): 1d20 + 5 ⇒ (20) + 5 = 25
All those caught in the blast successfully avoid the blast of light, but the creeper is still blinded for 1 round as its weak eyes recover, thus allowing The Beast's hooves and horns to hit it. It remains standing, however.
***
...
Seriously?! Four 20's in a row?
Why didn't I get those for some sneak-attacky goodness instead? :)
***
Map as above except Creeper #1 is gone.
Up next: Derek and Yahirma.
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
Fortitude (Appario): 1d20 + 8 ⇒ (20) + 8 = 28
Fortitude (Derek): 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude (Maddok/The Beast): 1d20 + 13 ⇒ (20) + 13 = 33
Fortitude (Creeper #2): 1d20 + 5 ⇒ (20) + 5 = 25
Well I'm glad those were Fortitude saves!
The Beast flicks gore from Maddok's hammer into the room with the other foes, daring them to come meet the same fate.
| Appario Lind |
| Male Human (Taldan) Abadaran Militant 10 |
|
Appario will 5' step and double whack the assuredly and completely evil DCreeper#2.
1d20 + 14 ⇒ (8) + 14 = 22 to hit;
1d10 + 5 + 1d6 ⇒ (7) + 5 + (1) = 13 damage;
1d20 + 9 ⇒ (17) + 9 = 26 to hit;
1d10 + 5 + 1d6 ⇒ (4) + 5 + (2) = 11 damage.
"How do you like it when you can't see who is hitting you, huh?"
| DM Are |
|
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That's close enough to 24 hours that I'm moving on.
***
Derek seeks to cut off the blind creeper's escape route, moving around it to find a long hallway leading east parallel to the one the group arrived by, with multiple doors along its length.
Placing himself between the creeper and the hallway's entrance, Derek applies his masterful swordsmanship to a form called closing the mountain pass.
Rapier attack: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 (+2: flanking)
Rapier damage: 1d6 + 1 ⇒ (2) + 1 = 3
Miss chance: 1d100 ⇒ 89 (1-20: miss; 21-100: hit)
Derek's rapier nicks the creeper's bludgeoned skin.
***
The stalker moves to the door in the south wall and opens it, while the two creepers maintain their readied actions for whoever first ventures forth between them.
The temporarily blinded creeper, realizing it's surrounded, assumes a defensive position as its eyesight clears once more.
***
All relevant areas are dimly lit (20% miss chance unless low-light vision or better).
Up next: The PCs.
| DM Are |
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If Appario maintains his stated action:
***
Even with the creeper's more advanced defensive tactics, Appario's sword, aided by Derek's flank, penetrates those defenses with two well-placed swings, causing the creeper to combust in a flash of searing light.
Fortitude (Appario): 1d20 + 8 ⇒ (11) + 8 = 19
Fortitude (Derek): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 (+1: guidance)
Fortitude (The Beast): 1d20 + 13 ⇒ (14) + 13 = 27
All those within range of the blast emerge with no adverse effects.
***
>>>Current Map<<< (assuming Appario does maintain that action)
All relevant areas are dimly lit (20% miss chance unless low-light vision or better, or scent within 5 ft).
Up next: Derek, Maddok/The Beast, Yahirma (and Xerath, if he wants to).
| Derek Keegan |
| Male Human (Azalanti) Bard 8/Fighter 2 |
|
What was it the beast said? "I am war"? And big brother has sometimes said the spirit nearly overwhelms him...
We have a connection, maybe I can siphon some of the beasts warlike nature into myself?
So into his own thoughts, Derek momentarily forgets about the battle raging around him and merely stands still, pondering the idea.
Delay
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
The Beast advances, eager for more foes to test his might against.
After he steps into the next room and the creepers rain more ineffective blows on him the bestial spirit roars.
Primary: 1d20 + 15 ⇒ (4) + 15 = 19
Primary Dmg: 1d6 + 19 ⇒ (6) + 19 = 25
Iterative: 1d20 + 10 ⇒ (3) + 10 = 13
Iterative Dmg: 1d6 + 19 ⇒ (5) + 19 = 24
Hoof I: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Hoof II: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Horns: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Horns Dmg: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
| DM Are |
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The Beast of War bludgeons one of the two creepers to death, blow after blow with hammer, hooves, and horns until it detonates into the now-familiar burst of too-bright light.
Fortitude (The Beast): 1d20 + 13 ⇒ (16) + 13 = 29
Fortitude (Creeper #4): 1d20 + 5 ⇒ (10) + 5 = 15
Both The Beast and the creeper succeed in closing their eyes quickly, but the creeper's light-sensitive eyes still suffer temporary blindness from the burst.
***
>>>Current Map<<< (the blue-ringed creeper is blind)
>>>Ground Floor Overview Map<<<
All relevant areas are dimly lit (20% miss chance unless low-light vision or better, or scent within 5 ft).
Up next: Yahirma, Derek's delayed action, potentially Xerath.
| Derek Keegan |
| Male Human (Azalanti) Bard 8/Fighter 2 |
|
Oh look, an opening for me to exploit.
Derek moves through the door, ducking under the massive form of the beast and then tickles the ribs of the dark creeper.
"A kiss of steel, as light as a feather, but with much more substance."
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Miss chance: 1d100 ⇒ 91
| Yahirma |
| Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 10 |
|
Gah, can't let another one get away and raise sundry alarms.
Yahirma slips past the Beast (end at L6) as it kicks away a few gooey tendrils of shadowstuff. Before the dark stalker can get any ideas about running away, she invokes an implosion of sonic energy to disorient it.
Sound burst centered at J-K/3-4. Misfortune is ready for that saving throw (DC 19)
Sound burst: 1d8 ⇒ 5
| DM Are |
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Derek succeeds at missing the creeper, despite its reduced defensive capabilities. His current vantage-point allows the Morrowfall's light to reveal a chamber beyond, where six large chairs are placed near the edge of a translucent wall. Two of these chairs have been pushed away into the corners, allowing a clear path from the door to that not-quite-there wall. The light doesn't penetrate far enough to reveal what lies behind the wall.
***
Fortitude (Stalker): 1d20 + 7 ⇒ (20) + 7 = 27
Misfortune reroll: 1d20 + 7 ⇒ (10) + 7 = 17
The stalker quickly reacts to get his hands up to cover his ears from the sudden thunderburst behind it, but one of his sleeves catches on a splinter in the door. The thunderous noise leaves it motionless, both its swords dropping to the floor from hands now clasped tight about its head.
***
The blinded creeper steps back, wary of the foes around it. It assumes a defensive position as the fog in its eyes clears away.
***
>>>Current Map<<< (the stalker is stunned)
All relevant areas are dimly lit (20% miss chance unless low-light vision or better, or scent within 5 ft).
Up next: The PCs.
| "The Beast of War" |
| Ancient Shoanti War Spirit | HP: 123/123 + 63/63 temp(s) + 36 non-lethal | AC: 30 (+1 adj to Derek) |
|
Shu-Ak’eh-Di catches sight of the staggering stalker, the greatest of these unworthy foes. After pawing the ground twice, the massive Beast lowers his horns and throws himself at it.
Powerful Charge: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26
Powerful Charge Dmg: 2d6 + 16 + 4 + 1 ⇒ (6, 5) + 16 + 4 + 1 = 32
| DM Are |
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The Beast's horns skewer its foe, ripping away parts of the stalker's flesh as it violently shakes its head to tear its horns free. Despite this, the stalker remains on its feet.
***
>>>Current Map<<< (the stalker is stunned)
The "i"'s represent large chairs; each of those squares count as difficult terrain.
All relevant areas are dimly lit (20% miss chance unless low-light vision or better, or scent within 5 ft).
Up next: Appario, Derek, Yahirma (plus potentially Xerath).
| 6,951 to 7,000 of 9,217 |
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