Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland draws his earthbreaker again and starts to control his breath to avoid attacking the knights on sight, since they were not using the Silvermane tabards as the previous.

After getting disappointed with the lack of a fight, he starts to wonder if he really wants to join these folks in the siege, knowing they could ask them only to support and provide backup, which would slow them down, making Xavius' rescue slower and less effective. "Roland. Listen, we can help, but we're going for a direct approach. What exactly do you mean by 'aid us'? We are powerful enough to get inside there and rescue Xavius, so we're not gonna lose time... Wanna be more specific?"

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Still hugging the little girl, Catcher kisses her on the forehead as she whispers See the sword? After this, spellsword Catcher is what they’ll be calling me.

Then she gets up, turning to the newcomers and putting herself between them and the girl. She is about to answer when the big dumbarian open his mouth and starts to sprout nonsense as usual. ”Don’t listen to him” she says pointing to Roland ”We belong to no faction but our own, and while it can be said we are capable fighters, by no means we can infiltrate the complex by ourselves. What can you do to help us?” she finishes using conjuring her magic powers to clear the blood from her clothes and the officer tabard she is using and weapons.

Using magic at this time had one single meaning: How could a wizard belongs to the Silvermane faction?


Tactical Map
Gromff Hammerhand wrote:

He gives him a look that says the answer is exactly what he thinks it is. "Gromff Hammerhand. And ye sir?"

"Just headed their ourselves. How goes the attack. And is anyone watching the valley entrances? Attack from within sure would be a good diversion from an attack from without."

He replies, "I am Kar, 1st man of the mountain, and I now trust you more for your words." He nods approvingly at the dwarf's situational battlefield awareness. "We have scouts out toward the eastern approach."

Turning to his riders he says, "Off with you now, to the keep at the pass! Ride hard if them devils break through. You know where we'll be."

10 of his riders splinter off at this command, heading eastward toward the ancient keep of Archdale that guarded the mountain pass into the Frostfang mountains. Only Kar and Helena remained.


Tactical Map
Roland, just Roland wrote:
"Roland. Listen, we can help, but we're going for a direct approach. What exactly do you mean by 'aid us'? We are powerful enough to get inside there and rescue Xavius, so we're not gonna lose time... Wanna be more specific?"

"You're a confident one, and big too. I believe you. I..." His sentence trails off as he takes in the upstart spellsword wearing officer's colors...of the enemy.

Catcher wrote:
...Then she gets up, turning to the newcomers and putting herself between them and the girl. She is about to answer when the big dumbarian open his mouth and starts to sprout nonsense as usual. ”Don’t listen to him” she says pointing to Roland ”We belong to no faction but our own, and while it can be said we are capable fighters, by no means we can infiltrate the complex by ourselves. What can you do to help us?” she finishes using conjuring her magic powers to clear the blood from her clothes and the officer tabard she is using and weapons.

Seeing the use of magic to clean the tabard of spilt blood, he bursts into uproarious laughter. "I needed that laugh. I think I'm gonna like you all. C'mon, we'll talk more on the way."

He and Helena turn their mounts back eastward toward the siege.


Tactical Map

Before Miro left for his scouting mission, he used the last of his 1st level spells to heal the party. Including Roland's totem healing powers and a quick heal from Helena, everyone is back at full health.
CLW: 4d8 + 20 ⇒ (8, 6, 4, 1) + 20 = 39


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Gromff gives Roland an annoyed look, or maybe just a dwarvish look at this point. "What the lad means is we been through hell and back a few times already and are still alive. Might be a small group could get through the siege and end this with less bloodshed. Devil's are smarter than most give em credit fer. Divide and conquer. One o them," he says pointing to their prisoners, "said one o their leaders up and changed his mind one day. Stinks of devil mischief ta me. And these fools seem like ones ta follow and not ask questions. Need ta find the head o this snake afore it does the devil's job for them."


Tactical Map

More to come. I'll get up a tactical map tomorrow sometime.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland who's a big fan of a song that wasn't even created back then mutters to himself. "Don't believe me, just watch." He walks with the earthbreaker lying on his shoulder, holding it with his right hand only. He approaches Littledragon and whispers to him something. "You know the girl should not come. It's too dangerous for her near us, you'd do better where you were, it was safe." He is not commanding the man, but merely suggesting it, knowing that suggesting it aloud would just piss off the mage, which is not what he wants, at the moment.

Then he asks the leader, Kar, about the events. "Did you see Xavius getting captured??"


Male Half-Elf - HP 70/70 | AC 21 | T 15 | FF 17 | CMD 22 | Fort +10 | Ref +10 | Will +9 | Init +4 | Perc +17 (+20 vs. traps) | Sense Motive +2 | Low-Light Vision | Ranger Tricks: 4/4

The half-elf watches and listens, not commenting on the approach or questions of the newly arrived soldiers, nor on any affiliations or faction membership. As far as he was aware, they were here to kill devils, which was fine by him, and everything else was just politics and scheming, which he would have no part in.

Once returned, he retrieves his bow, dropped on the ground during his magically induced state of fear, and moves to the side of his companions. Whatever was to come next, he hoped it included another crack at that hellish flying b~*%+ with the bow, he owed her one.


Tactical Map

As the group hustles along beside Kar and Helena, they're told of the siege currently underway involving groups of militia men and women from various factions attempting to take down the Silvermane's fortification. They further explain that all attempts thus far have been thwarted by archers who man guard towers. (Each tower has two archers, they explain.) Several thrusts have been attempted on the walls including flaming oils, scorpions, and battering rams -- but these haven't been effective enough to penetrate the walls. (or the attempts withered under missile fire before they had time to succeed)

Upon arrival at the scene, the baying of hellish hounds can be heard from behind the walls. The twangs of bowstrings thrum on and on from both sides of the fray, accompanied by death cries of those unfortunate enough to be on the wrong side of the arrow fletchings.

A sudden hooray indicates some victory on the west side of the complex, but the cries of triumph are quickly muffled by cries of pain and blood curdling screams of pain.

You see that a wall has indeed been breached on the west side but the opening is small (5'). There is a cluster of trees just beyond this breach that you can use for cover for your approach, if you care to utilize it. There is no sign of Miro at this point.

I have placed your tokens on the LEFT SIDE of the tactical map. Feel free to place them wherever you want, anywhere on the outside of the walled complex. Since there are no enemies directly attacking or engaging you all, I'm going to ignore traditional initiative rolls for this combat. You will all act first, then the bad guys will go afterwards. You may take a 'surprise round' action to first Stealth somewhere if you want to.

------------------------

Things to note on the map:

  • I haven't placed many opponents on the map that are inside the fort as you cannot see past the walls yet. You're aware of the layout due to your flyover when you first arrived to Archdale.
  • The guard towers each have 2 archers and they have cover.
  • There are 2 gates to the fort, one on the North wall and one on the South wall. They are barricaded at the moment.
  • The walls are made of planked wood. It could possibly be breached with some effort, but its thickness is difficult to ascertain from your perspective.


  • Tactical Map

    Tactical Map

    Round 1, everyone may go!


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Roland has his bow at hand, in case they choose the last option. "Break the wall, the barricade or the archers?"


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Gromff approaches through the trees and sees the assault taking place. Apparently the north and south entrances have been bottled up thoroughly and the one breach has been blocked by some pretty fiendish creatures. And with guards in towers showering attackers it would make for a pretty tough tick to root out. His tactical mind began working. Thinking of options, abilities, range, attack power. The one thing he came to first was take out the archers as they seemed to be stifling any concentrated efforts. "Oi. Ranger. Take out the archers. The rest o us will charge whatever comes to investigate. Get em caught in a vice with our mounted friends there." In preparation he casts some defenses on himself.

    Vote for Adakos to instigate while the rest of us attack whatever comes out of the breach. If nothing does we wait for the archers to die. We have time. Cast Shield of Faith. +3 now for a 28 AC.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    So Gromff is gonna just stand there and provide cover for the ranger? I'm not a mighty archer, but I might try my hand at it to rain arrows at them... Hey Gromff, it would be nice to find a Tower shield around here so you could hold it and give us cover...


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    I could still provide cover by standing in front of you but so will a tree. You have a high BAB and a bow so you probably have an okay chance of hitting.


    Male Half-Elf - HP 70/70 | AC 21 | T 15 | FF 17 | CMD 22 | Fort +10 | Ref +10 | Will +9 | Init +4 | Perc +17 (+20 vs. traps) | Sense Motive +2 | Low-Light Vision | Ranger Tricks: 4/4

    Feeling the draw of his bow in his hand, the ranger nods at the request, taking up a suitable position with which to employ his craft. Seeking suitable cover, be it a tree or a dwarf, the half-elf readies for the attack, drawing a bead on the nearest archers in a tower.

    Unless the archers have Total Cover the cover they have will be negated by Improved Precise Shot. If they have total cover they can't be targeted anyway.

    Seeing the opening, Adakos nods to the group as he lets his attacks fly towards one of the archers. If any arrow kills the target he will fire the remaining at another archer. I'm not taking a range bonus because I don't know exactly where we are setting up in all of this, although some would be in point blank range depending on our position.

    Effects: Improved Precise Shot, Rapid Shot, Deadly Aim, Favored Enemy - Human, Normal Arrows

    Attack #1: 1d20 + 13 + 2 - 2 - 2 ⇒ (13) + 13 + 2 - 2 - 2 = 24 Damage: 1d8 + 3 + 4 + 2 ⇒ (8) + 3 + 4 + 2 = 17
    Attack #2: 1d20 + 13 + 2 - 2 - 2 ⇒ (20) + 13 + 2 - 2 - 2 = 31 Damage: 3d8 + 9 + 12 + 6 ⇒ (8, 2, 5) + 9 + 12 + 6 = 42 Critical
    Attack #3: 1d20 + 8 + 2 - 2 - 2 ⇒ (2) + 8 + 2 - 2 - 2 = 8 Damage: 1d8 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Far less deadly than the half-elf and than himself with a hammer, Roland tries to help as he can for now, sending forth more arrows to surprise the archers, and hopefully help to take them out before they can call out a warning to the others. He also takes cover behind a dwarf or a tree, and shoots 2 arrows since he doesn't have the grace the elvens have.

    Effects: Embarrassment, hoping for a 20, +1 Bow, Hand itching.

    Attack #1: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
    Attack #1: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
    Substract the cover from this rolls, please.


    Tactical Map

    Nice shooting gentlemen, but I need some more specifics about your attack before I can proceed. Can you guys pick which tower(s) you're aiming at? I'm sure that will depend on if you're going to try and break through the wooden wall at the 'blue' spot provided by Roland, or if you're gonna charge the breach on the west side.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Considering where Adakos put himself I would assume Northwest tower and it would be silly not to focus on the same one.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Catcher stays back with the rest of the militia, waiting for an opportunity to help and do something. Right now, attacking the archers wasn't something she could do.


    Tactical Map

    Adakos puts an arrow so perfectly through the archer's neck that it cleanly exited in a crimson spray and lodged into the wooden tower's roof behind. The man dropped out of sight, dead before he hit the floor. Another of the ranger's shots is followed by one of Roland's, felling the 2nd archer.

    --------------

    Round 1, bad guys.

    An unearthly voice yells out in the infernal tongue, "Dorr enzin nok, gah fluu'rlz!" Translated to common as "Someone man that tower, this instant!"

    Moments later the archers are replaced by two brown furred humanoid devils with oversized gaping mouths and eyes glowing with hellfire. They emit loud breathy hisses as they search for who is to blame. Seeing the ranger and barbarian hiding behind the bare trees, the two charfiends reach back, conjuring fireballs to their cupped hands and hurling them at the pair. Adakos dodges, causing the flame to burst harmlessly against the gray tree trunk, though the fireball fired at Roland was aimed with more precision. The flames scorched the barbarian's shoulder, but the damage was mostly superficial.
    The attacks are vs touch AC, by the way.

    Fire bolt vs Adakos, cover: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
    Fire bolt vs Roland, cover: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
    Fire damage vs Roland: 2d6 ⇒ (1, 5) = 6, 6 fire damage

    ---------------

    Round 2, everyone may go!


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    "That's the stuff," Gromff says to himself. They took out the archers quickly but they were replaced with more fiendish reinforcements. He figured the fiends would die quickly enough and then the bearded ones (they really gave dwarves a bad name) would follow. When they did, he would be ready.

    Use Good domain Blessing to make weapon good and add 1d6 to damage. Stay put and bide time for one more volley then I'll charge in.

    Active Effect: Shield of Faith AC 28, Good Blessing 10/10


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    At 6th level I have an impressive resistance fire 1!

    "Ha, I think I hit one!" Says the barbarian, notching and loosing another arrow at the one who hit him.
    Attack #1: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

    "You know, I think I should shine more using the bow. It makes the wizard envy me." But the second arrow goes wide as his wish to impress.
    Attack #2: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d8 + 1 ⇒ (5) + 1 = 6


    Male Half-Elf - HP 70/70 | AC 21 | T 15 | FF 17 | CMD 22 | Fort +10 | Ref +10 | Will +9 | Init +4 | Perc +17 (+20 vs. traps) | Sense Motive +2 | Low-Light Vision | Ranger Tricks: 4/4

    Adakos grins at the barbarian as he puts his own bow to work. While there was definitely a lack of finesse in the larger man's shots, his skill was still more considerable than the half-elf would have originally thought. "You call that a hit? He could do worse with a shaving razor and a hangover!" the elf calls out, taunting the man playfully as he continues to seek targets on the walls. At the sight of the flame throwing devils on the ramparts his grin vanishes, instead replaced by a look of determination as he sets more arrows in flight, targeting the southern fiend.

    As before, if any arrow kills, the remaining shots will be aimed at the second charfiend.

    Effects: Improved Precise Shot, Rapid Shot, Deadly Aim, Favored Enemy - Devil, Point Blank Shot, Silver Arrows, Machismo

    Attack #1: 1d20 + 13 + 4 - 2 - 2 + 1 ⇒ (19) + 13 + 4 - 2 - 2 + 1 = 33 Damage: 1d8 + 4 + 4 + 1 + 3 ⇒ (5) + 4 + 4 + 1 + 3 = 17
    Crit Confirmation: 1d20 + 13 + 4 - 2 - 2 + 1 ⇒ (5) + 13 + 4 - 2 - 2 + 1 = 19 Damage: 2d8 + 8 + 8 + 2 + 6 ⇒ (4, 5) + 8 + 8 + 2 + 6 = 33
    Attack #2: 1d20 + 13 + 4 - 2 - 2 + 1 ⇒ (19) + 13 + 4 - 2 - 2 + 1 = 33 Damage: 1d8 + 4 + 4 + 1 + 3 ⇒ (5) + 4 + 4 + 1 + 3 = 17
    Crit Confirmation: 1d20 + 13 + 4 - 2 - 2 + 1 ⇒ (10) + 13 + 4 - 2 - 2 + 1 = 24 Damage: 2d8 + 8 + 8 + 2 + 6 ⇒ (1, 6) + 8 + 8 + 2 + 6 = 31
    Attack #3: 1d20 + 8 + 4 - 2 - 2 + 1 ⇒ (1) + 8 + 4 - 2 - 2 + 1 = 10 Damage: 1d8 + 4 + 4 + 1 + 3 ⇒ (1) + 4 + 4 + 1 + 3 = 13

    Two possible crits! :)

    The half-elf frowns as his last arrow slams into the fortress crenellations and ricochets off high into the air.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    With fire being used as weapon, the wizard casts a spell to protect herself from such danger.

    Casting Resit Energy: Fire

    She continues waiting near Gromff. There was no need to enter an competition with the Barbarian: 'The Embarrassing Arrow Shooting'


    Tactical Map
    Roland, just Roland wrote:
    At 6th level I have an impressive resistance fire 1!

    Noted.


    Tactical Map

    While Gromff and Catcher wait for their moment to thrust, Roland and Adakos continue their assault on the northwest sentry tower. One shot of Roland's hit a charfiend with barely enough power to draw blood damage resistance but it was soon made up for by Adakos' profound skill with the bow. The half-elf sent a pair of admirably-aimed shots, each sinking squarely into the forehead of a charfiend. They both drop out of sight, one after the other, dead as they day they were born into their hellish afterexistence.
    The tower is not currently manned.

    A barbazu who stands at the wall breach calls forth a taunt in the common tongue of men, "I see you, tiny dwarf man. I see you cowering behind the gray wood." His vocal voice is followed by a creepy mental intrusion on Gromff's consciousness... mentally it speaks again, eschewing the use of its voice in favor of telepathy, "I see your blood being spilled by my glaive, I see me tasting your flesh before the light has even left your eyes!"

    ----------

    Round 3, everyone may go!


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Roland finds the elf to have a sense of humor, after all. He's not gonna drop the subject in any case. He drops the bow, since he doesn't plan on using it for now, and puts a hand on the grip of his Earthbreaker. "See that wall?" He points to a section at the wall with a smile on his face. "Imagine that's you if you don't run more than I do."

    He sprints towards the wall while drawing his massive weapon on the way, ready to put the barrier to the ground even if it takes some seconds!

    Take up Arms!: 1d20 + 15 + 2 - 2 ⇒ (9) + 15 + 2 - 2 = 24 Damage: 2d6 + 17 ⇒ (4, 2) + 17 = 23
    AC 18 due to charge


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Gromff keeps his disgust at the mental intrusion from showing on his face. He steps from behind the cover and calls back. "Thought ye were supposed ta be smart? Pretty sure that's yer blood all over me and the ground between us. Why don't we see whose right?" Gromff points at the area between all three bearded devil's and burst of radiant light explodes right at eye level. He closes in after the explosion, taking advantage of their disorientation.

    Cast Burst of Radiance. DC 14 ref. Move to e12

    Damage: 5d4 ⇒ (2, 4, 3, 3, 4) = 16
    Rounds blinded or dazed: 1d4 ⇒ 3

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Still behind Gromff, waiting to put her sword in use, since there was no more magic she could conjure, the woman searches her bag and get a scroll from there.

    "Gonna make your dream come true, Gromff. You'll be bigger than Any dwarf! Promise!" she says as she starts to read the scroll.

    Casting Enlarge person from the scroll. Starts this turn and finish the next.


    Tactical Map

    Barbazus numbered 1-3, starting at the top.

    Refl save Barbazu 1: 1d20 + 7 ⇒ (15) + 7 = 22
    Refl save Barbazu 2: 1d20 + 7 ⇒ (10) + 7 = 17
    Refl save Barbazu 3: 1d20 + 7 ⇒ (15) + 7 = 22
    All saved, they're dazzled for 3 rounds.

    Gromff summons forth the pure light of the heavens in a flash of radiance centered on the trio of taunting barbazus. The light seared their flesh with an audible sizzle, causing steam to erupt from areas of their skin that bubbled in rage. The devils covered their eyes just in time to avoid temporary blindness, but when they opened them they were staring down an angry dwarf who had stepped right up to them.

    Catcher begins her incantations which will result in the dwarf becoming ogre-sized, but needed a few more seconds to finish her magic.

    Roland charges the wooden wall itself, determined to show his prowess with his earthbreaker maul to his ranger friend. The following CRACK was impressive but failed to penetrate the walled structure fully.
    The wood is 3" thick. 5 hardness, 10 HP/inch. You've done 18 damage to the wall section.

    The dazzled barbazus turned their heads at the BOOM caused by the barbarian's assault, seeing that their fortifications were finally under a significant assault.


    Tactical Map

    Still need a post from Adakos for Round 3.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    He's busy with various things, but I've pmed him earlier today and I'm sure he will show up tomorrow. If you want to dmpc him please go ahead, because there's not much he can do right now, I think...


    Tactical Map

    Thanks for the heads-up Roland.

    Adakos moves to the barren trees behind Roland's position in anticipation of a new breech in the perimeter wall. Ducking behind the foliage, he tries to remain unobtrusive.

    Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


    Tactical Map

    Round 3, bad guys

    Dice Rolls:

    Barbazu 1, Attack 1 vs Gromff: 1d20 + 11 - 4 - 1 ⇒ (20) + 11 - 4 - 1 = 26
    Barbazu 1, Attack 2 vs Gromff: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
    Barbazu 2, Attack 1 vs Gromff: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27, miss due to dazzle!
    Barbazu 2, Attack 2 vs Gromff: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
    Barbazu 3, Attack 1 vs Gromff: 1d20 + 11 - 4 - 1 ⇒ (9) + 11 - 4 - 1 = 15
    Barbazu 3, Attack 2 vs Gromff: 1d20 + 6 - 4 - 1 ⇒ (10) + 6 - 4 - 1 = 11
    Barbazu 1 crit confirm: 1d20 + 11 - 4 - 1 ⇒ (15) + 11 - 4 - 1 = 21, failed to confirm
    Damage: 1d10 + 6 ⇒ (10) + 6 = 16, 16 damage plus bleed.

    "Vehr saath sag vera d'luth morh depth derriorh'lor!"...a terrible, commanding voice calls out in the infernal tongue of the devils. Translated to "Drive them back or suffer the eternal consequences!" The voice's origin remains yet unknown and unseen.

    Obeying their commander, the trio of bearded devils began chopping their serrated glaives at the holy-armored dwarf, though their dazzled eyesight hindered their accuracy. One of the devils managed a single armor-piercing slice, however, and the blade tainted the wound with evil.

    -------------------

    Round 4, everyone may go!


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Roland continues with his divine mission of putting the wall down!!

    Take up Arms!: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30 Damage: 2d6 + 17 ⇒ (5, 4) + 17 = 26


    Tactical Map

    Here's Roland!

    The barbarian's 2nd swing easily finished what his first could not, namely breaking open a sizable breech in the wooden perimeter north wall.

    Feel free to enter the fortification's inside through a 5' gap created in front of Roland.


    Male Half-Elf - HP 70/70 | AC 21 | T 15 | FF 17 | CMD 22 | Fort +10 | Ref +10 | Will +9 | Init +4 | Perc +17 (+20 vs. traps) | Sense Motive +2 | Low-Light Vision | Ranger Tricks: 4/4

    Sorry, I somehow missed the Round 3 message when I checked in yesterday morning, my apologies there!

    Seeing the large man employ his earthbreaker to full effectiveness against the wooden palisade, Adakos quickly creeps past the barbarian, through the newly opened hole, and along the line of tents, until he comes to the edge, where he prepares to make an attack from behind the ranks of the demons.

    Double move at half speed, maintain stealth.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Round 3

    Didn't need to confirm, couldn't hit my AC regardless but he still gets a hit. I keep forgetting if it is a heal check or caster level check.

    Gromff feels the vile blade rip into his shoulder but he carries on. He had to.

    Active Effect: Shield of Faith AC 28, Good Blessing 8/10, Power Attack, Furious Focus

    Attack: 1d20 + 11 ⇒ (9) + 11 = 20
    damage Good+holy: 1d8 + 5 + 4 + 1d6 ⇒ (6) + 5 + 4 + (4) = 19

    5'step to the one in front and attack. Step Up to follow one of the ones on the side.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Catcher moves closer to Gromff and finish her spell.

    Just moving and finishing the Scroll.


    Tactical Map

    Round 4, good guys

    Catcher, are you sure you don't want to take an action other than moving? Your spell finishes at the start of your turn, so you still have a standard action to use. Feel free to do so now.

    Roland breaks a new hole in the wall, allowing Adakos to sneak in past the palisade. The half-elf hunches in the shadow of a tent, silent as death.

    Gromff grows to the size of a hellskin ogre and brings his over-sized adamantine morningstar down upon the wicked bearded devil in front of him, solidly connecting with brutal force and a flash of holy light.
    19 damage to Barbazu #2 (who has no cover from the corner)


    Tactical Map

    Round 4, bad guys

    GM Only:

    Barbazu #1: 41/57
    Barbazu #2: 22/57
    Barbazu #3: 41/57
    Erinyes healing potion: 3d8 + 5 ⇒ (8, 4, 5) + 5 = 22
    Erinyes: 77/100

    Like humanoid spiders, several more charfiends scuttle and crawl from deeper in the camp, emitting their loud, breathy hissing. Their chorus grows in volume as they spill out from the tent row, spreading out to re-man the sentry tower and to investigate the new hole in the wall. Two of them scale the tower as easily as an arachnid climbs its web.

    Seeing the holy warpriest grow to a massive size, the barbazus move back a few feet, clearly unhappy at the changing in momentum against them.
    5' step backwards, no apparent actions taken though their glaives are still brandished at Gromff.

    A wily, sexy, feminine giggle enters the mind of the barbarian. Hehe. Heheheheee hee! You're so big and strong! We could use you, you know. But for now we'll need to bring you down a notch. Immediately after the telepathic intrusion, several flaming arrow shafts fly out from the elusive erinyes deviless who has suddenly made her reappearance. 3 arrows find their mark and embed themselves, seriously wounding the barbarian warrior.
    She is flying 20' up in the air, and her token is on the map showing where she is currently hovering.

    Arrow vs Roland, shot 1: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
    Arrow vs Roland, shot 2: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
    Arrow vs Roland, shot 3: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
    Arrow vs Roland, shot 4: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
    Shot 2, crit confirm: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
    Shot 2, crit damage: 3d8 + 18 + 1d6 ⇒ (5, 5, 8) + 18 + (1) = 37, no fire dmg, 34 dmg.
    Shot 3 damage: 1d8 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14, 10 dmg
    Shot 4 damage: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13, 9 dmg
    Total of 53 points of damage to Roland...ouch. Gromff bleeds for another 2 points.

    -----------

    Round 5, everyone may go!

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Standard from last Round:

    Things were getting worse and worse. With that in mind, the wizard takes another scroll from her bag.

    Round 5:

    With the scroll in hands, Catcher conjures a new layer of magical protection to Gromff, making him resist fire as well. "Hang in there." she says as she turns to the militia nearby. "Get your ass here passage is open!"

    Casting Resist Energy: Fire on Gromff.

    And finally, she digs in her bag once more, this time, taking one of those magic stones. The one used for attack.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    I forgot to put in the heal for the last round. I'll do it now.

    Round 5

    Now supersized, Gromff squeezes into the vacated space and continues to pummel any within reach.

    CL Check: 1d20 + 8 ⇒ (5) + 8 = 13
    Swift Fervor: 2d6 ⇒ (6, 2) = 8

    Did not stop bleed.

    Active Effect: Shield of Faith, Good Blessing 7/10, Power Attack, Furious Focus, Enlarge Person, Resist Fire 10, AC 27

    Attack: 1d20 + 11 ⇒ (17) + 11 = 28
    damage Good+holy: 1d8 + 5 + 4 + 1 + 1d6 ⇒ (8) + 5 + 4 + 1 + (2) = 20

    Squeeze forward. Probably provokes.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Just realized that, considering where they are on the map, two of the barbazu would have provoked. On round 4, which I miss labeled as 3, I moved in to attack. As one of the north or south ones moved I would get an attack. And once big I would still be up on them again.

    Post enlarge AoO: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
    damage good+holy: 1d8 + 5 + 4 + 1d6 ⇒ (1) + 5 + 4 + (2) = 12

    Aimed at the one I damaged. Step Up if they move again.


    Male Half-Elf - HP 70/70 | AC 21 | T 15 | FF 17 | CMD 22 | Fort +10 | Ref +10 | Will +9 | Init +4 | Perc +17 (+20 vs. traps) | Sense Motive +2 | Low-Light Vision | Ranger Tricks: 4/4

    Can never seem to get everyone close enough when my buff would help most.

    The sudden appearance of the flying devil-wench did not bode well for the group, especially with Roland standing in the open, a perfect target for her arrows. Adakos ducks around the tent line, using it for cover, and suddenly noticing more of the flame-throwing fiends. Not ready to let the feathery b+#@! get away this time, he narrows his eyes and sends a pair of silver arrows in her direction, determined to bring her down. "Roland! Grab some cover man!" he calls out, seeing the deeply buried arrows in the barbarian's torso.

    Effects: Improved Precise Shot, Deadly Aim, Favored Enemy - Devil, Silver Arrows

    First shot will be an entangling shot. -2 to hit and -4 to Dex for one round if it strikes, plus impaired movement per Entangle

    Attack #1 (Entangling Shot): 1d20 + 13 + 4 - 2 ⇒ (11) + 13 + 4 - 2 = 26 Damage: 1d8 + 3 + 4 + 4 ⇒ (5) + 3 + 4 + 4 = 16
    Attack #2: 1d20 + 8 + 4 - 2 ⇒ (3) + 8 + 4 - 2 = 13 Damage: 1d8 + 3 + 4 + 4 ⇒ (8) + 3 + 4 + 4 = 19

    The ranger frowned at the second shot, the arrow zipping off into the horizon beyond the creature.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    You wanna kill me man!

    Roland rushes inside the hole he just made on the wall, knowing he could have made even more if he attacked fast. Still, he couldn't hurt the flying b!~!* now, so it would be better to seek a more advantageous position, which he does, and gets him in range to protect the archer and attack one of the charfiends, while at the same time covering himself from the arrows, since there was a tent there. He gets infuriated and doesn't even care about the arrows, knowing that at this time of his life he could outlast the enemies even with a spear through his throat.

    Attack #1!: 1d20 + 15 ⇒ (5) + 15 = 20 Damage: 2d6 + 19 ⇒ (2, 5) + 19 = 26 At the charfiend below him.

    Rage 1/9. AC 18. HP 12+17/75.


    Tactical Map
    Gromff Hammerhand wrote:
    Squeeze forward. Probably provokes.

    Hmm, I don't think squeezing provokes. They will however attack you gladly, as they had readied their actions to attack you when you moved into range. (which means they don't get to act this round.)

    Also the bearded devils haven't done any movement other than 5' steps, so they would not have provoked any AoOs yet.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    1 and 3 had to move 10ft back from there original positions to form the line they are in now. And since I moved in and then grew big I shouldn't provoke. I forgot I was inside when it happened. But I figured they had readied.


    Tactical Map

    You are correct. #1 and #3 moved back 5' on the first round they attacked you because they had to in order to use their glaives/reach weapons. Before that move they were adjacent to the wall while Gromff was just outside the wall. Then, last round all 3 of them took 5' steps back. Your token wasn't moved on the map at the time when you were enlarged so the enemies' moves were based on your position then. If we're to adjudicate that the enlarge occurred when Gromff was within the walls, that is fine with me. I know with people being at work and being unable to see/update the map, combined with initiative/action orders of players changing from round to round, placement can get a little confused from time to time.

    RE: your moves, you do not provoke any attacks.

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