Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


551 to 600 of 1,565 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

What's going on with that lizard in the white box? Please describe. Thanks!


He's in the pit. The grey area is sloped, the black is the pit. He just climbed up the side like it was nothing, and is now peaking his head out and looking around.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 7

Here I come to save the day! Iliante watches the enemies flee before him and his revolver of death. Wonder why Penance is yelling? There all running away. Iliante stands up and steps toward Penance. He takes aim and shoots one of the armored creatures in melee with Penance.
___________________________________
move action to stand up
5-ft step to AJ39
Spend Grit point for Deadeye deed
ranged touch #7: 1d20 + 10 + 1 + 1 - 2 ⇒ (16) + 10 + 1 + 1 - 2 = 26
damage: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Ok. Ok then. You can do this. Two at the same time. It can be done, I know it. Telemakos’ fingers move spasmodically as the gnome prepares another incantation I’m doing this. I’m doing this yes yesI’m doing it now!” he darts from behind the tent, pointing the finger in front of himself “There!” he shouts. A short, squat, thick mound of sand takes life and a somewhat humanoid shape.
Yes! I did it! Two at onc…” he looks behind himself, to see the fire elemental previously summoned disappear in a puff of smoke Darn it…what went wrong? I don’t… bah…

Focusing his attention on the newly summoned earth elemental, the gnome shouts in the hard-sounding Terran language. “Ki raro! Pana ratou i roto i te poka! Ki raro ka haere ratou!

Terran:
Kill the lizard, then push the man in the pit! Down they go!

The small mound of sand darts through the beach and slams head first into the lizard’s thorax, crushing a couple of ribs.

__________

Dammit the haste ended right when it shouldn’t.
Move action to AM 38.
Standard action to summon an Augmented Small Earth Elemental in AP45. Assuming the ditch isn’t difficult terrain for a creature who can Earth Glide, the elemental will charge the lizard in AQ41

elemental atk (charging, flanking, earth mastery, power attacking): 1d20 + 8 + 2 + 2 + 1 - 1 ⇒ (10) + 8 + 2 + 2 + 1 - 1 = 221d6 + 8 ⇒ (5) + 8 = 13 That's 13 dmg to the lizard.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Can I throw a web over that pit to trap the armor guy?


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Please, not yet. There's just a single lizard with no rider in the pit.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion keeps moving eastwards then flicks his wrist to bring his revolver to bare, aiming at the nearest lizard mount.

Revolver vs Lizard: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 1

Move to AM 31 I believe. Will wait on the web, just bullrush at least one armored guy in there.


1 person marked this as a favorite.
Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

The elemental is Small, it can't bull rush a Large lizard. And there was no line to charge an unmounted guy.
I'm coating Telemakos' actions in incompetence and panic, but I assure you I'm figthing tactically :D


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Shinjuko is confused to recognize components of her own language within the strange creature's response, though vexed that the similarities end there—she understands next to nothing about its manner of speech. Given the circumstances, she figures the likely response is one of proud defiance. She admires the creature's resolve against such overwhelming odds despite most assured death. The young samurai-ko will decides to offer it a swift and honorable death befitting its bravery.

Sword and swordswoman perform as one. Her initial attack strikes out in a blur of blue energy across the back of its knee. She has no need of the arcane shimmer that paints itself across the back of the creature's neck. Her tachi is already honing in on the spot before the dweomer has fully manifested. Given her unique upbringing, the concept of being a second to one given the honor of seppuku is one she never thought to be selected for, though Mifune-sama instructed her all the same. Afforded the advantage of her foes back, her mind races ultimately to a killing stroke not terribly unlike such a blow.

Noriki no meiyo hisses through the air towards the gap beneath the backside of the armored figure's helmet...

______________________________

Round 6

Active Effects: Ancestral Boon (+1 weapon enhancement bonus; 6/10 Rounds) | cat's grace (+4 Dexterity; 5/40 Rounds) | icy assault (+1d6 cold damage; 4/4 rounds)

HP: 32/35 | AC 20 | Init +6 | Reflex Save +7 | CMD 22 | +3 Attack/Damage

5-Ft. Step: to AN -2.
Full-Round Action: Spell Combat w/ Spellstrike; casting arcane mark before the movement
Primary Attack: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29 (Hit)
Confirm Threat: 1d20 + 11 + 2 - 2 ⇒ (7) + 11 + 2 - 2 = 18 (Miss)
> Damage: 1d6 + 7 ⇒ (4) + 7 = 11
>> Cold Damage: 1d6 ⇒ 1
Spellstrike: 1d20 + 11 + 2 - 2 ⇒ (14) + 11 + 2 - 2 = 25 (Hit)
> Damage: 1d6 + 7 ⇒ (5) + 7 = 12
>> Cold Damage: 1d6 ⇒ 4

Total Damage: 23 Physical, 5 cold

I'm sure it pales in comparison to a massive battle update on a roundly basis, but good lord typing out a turn for a Magus on here is absurd.


Corridan?


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram looks to Shinjuko when the enemy speaks. He knew it was Tian but nothing like his short lessons. He's shocked instead when the woman's sword decapitates the man. "What the hell? What did he say?"

-Posted with Wayfinder


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

"I for one have no idea," Corridan replies as he impassively looks at the now dead rider fall to the ground, his head separated from his body quite cleanly. The tailor's words come through clenched teeth, his clothes bloodied where his wounds are. "Quickly now. The battle is far from over, I believe," he then reminds himself and his companions alike as he starts moving towards the east side of the camp as fast as he is able to.

Round 7

Intelligence: 1d20 + 3 ⇒ (8) + 3 = 11

Full-Round Action: Run towards the east side of the camp (I believe that brings him to AP20?).


Hoping to have time for an update tomorrow.


Round 7

"No--" Penance says, dumbly, as Georg is brutally dropped right before him. No. Dammit, no--

He has nothing left for Georg-- no last bit of grace from Abadar, no chance to intervene and change fate. He'd gone and used it all on himself, and he doubts Abadar will answer him twice.

Taldane doesn't suit his mood now, thanks. Penance snarls vile curses in the tongue of the orcs as he tries to bring his sword down with brutal force on the enemy that just ran his soldier through. "
Intihar anasız fahişə-hoppana-hoppana donuz əslli çaqqal sevən təpə!"
His greatsword slams solidly into the armored humanoid's body, sending a spurt of blood out to drench the sands. The rider is staggered by the blow for a moment, and is horribly injured, but it doesn't go down.

Orc (Azerbaijani):
Motherless whore-hopping pig-born jackal-loving pile of s*+%!

"Drop the sword and surrender!" Devram yells at the remaining rider. "You're surrounded and alone." He motions to the Aspis members surrounding the man and points with his sword at the man's sword. Even if he didn't speak the same language, Devram hopes the intent was clear.

"讓一萬匹馬的蝨子居住你媽的屄!" the rider shouts into Devram's face.

Here I come to save the day! Iliante watches the enemies flee before him and his revolver of death. Wonder why Penance is yelling? They're all running away. Iliante stands up and steps toward Penance. He takes aim and shoots the rider that Penance sliced open. The armored humanoid falls over dead.

Ok. Ok then. You can do this. Two at the same time. It can be done, I know it. Telemakos’ fingers move spasmodically as the gnome prepares another incantation. I’m doing this. I’m doing this yes yes “I’m doing it now!” he darts from behind the tent, pointing the finger in front of himself “There!” he shouts. A short, squat, thick mound of sand takes life and a somewhat humanoid shape. “Yes! I did it! Two at onc…” he looks behind himself, to see the fire elemental previously summoned disappear in a puff of smoke Darn it…what went wrong? I don’t… bah…

Focusing his attention on the newly summoned earth elemental, the gnome shouts in the hard-sounding Terran language. “Ki raro! Pana ratou i roto i te poka! Ki raro ka haere ratou!”

Terran:
“Kill the lizard, then push the man in the pit! Down they go!”

The small mound of sand darts through the beach and slams head first into the lizard’s thorax, crushing its ribcage and heart. The rider is flung face first onto the sand as the lizard spasms in death.

Emerion keeps moving eastwards then flicks his wrist to bring his revolver to bare. He aims at the rider in melee with Penance and fires, puncturing a hole in the rider's arm.

Shinjuko is confused to recognize components of her own language within the strange creature's response, though vexed that the similarities end there—she understands next to nothing about its manner of speech. Given the circumstances, she figures the likely response is one of proud defiance. She admires the creature's resolve against such overwhelming odds despite most assured death. The young samurai-ko will decides to offer it a swift and honorable death befitting its bravery.

Sword and swordswoman perform as one. Her initial attack strikes out in a blur of blue energy across the back of its knee. She has no need of the arcane shimmer that paints itself across the back of the creature's neck. Her tachi is already honing in on the spot before the dweomer has fully manifested. Given her unique upbringing, the concept of being a second to one given the honor of seppuku is one she never thought to be selected for, though Mifune-sama instructed her all the same. Afforded the advantage of her foes back, her mind races ultimately to a killing stroke not terribly unlike such a blow.

Noriki no meiyo hisses through the air towards the gap beneath the backside of the armored figure's helmet. It slices cleanly through to send the rider's head flying across the beach.

Devram looks to Shinjuko when the enemy speaks. He knew it was Tian but nothing like his short lessons. He's shocked instead when the woman's sword decapitates the man. "What the hell? What did he say?"

"I for one have no idea," Corridan replies as he impassively looks at the now dead rider fall to the ground, his head separated from his body quite cleanly. The tailor's words come through clenched teeth, his clothes bloodied where his wounds are. "Quickly now. The battle is far from over, I believe," he then reminds himself and his companions alike as he starts moving towards the east side of the camp as fast as he is able to.

The remaining guards on the western side of camp follow Corridan, running towards the east.

The guards on the western side of camp form a new defensive line. "Agents, draw them into the light so we can fight too!" one of the older human men calls. He has a rather impressive mustache, but small beady eyes that are barely visible. His leathery dark tanned skin shines with sweat in the firelight. The other soldiers seem to be looking to him for guidance.

Many of the riders on the eastern side of camp have moved beyond sight, but their battle cries can be heard from amongst the tents, along with confused shouts of other mercenaries stumbling out in the dark trying to get torches lit.

Those who do remain converge on Penance, seeing what a rallying effect the stubborn half-orc has had on the men. The lizard in the pit climbs out to join in the fun. "İndi siz atdırmaq" the last remaining mounted rider spits at Penance in orcish that is so archaic and heavily accented that it takes him a minute to recognize the language.

Orc:
I f%*+ you now.

The first blow comes from Penance's side, he doesn't see it coming as he whirls to confront his taunter. The rider shoves his longsword through the side joint in Penance's armor stabbing the blade through him up to its crossguard. The tip of the blade emerges from the half-orc's other side red with his heart's blood. The other riders laugh and one of them swings up into the empty saddle instead of attacking Penance further.
________________________

1d20 ⇒ 3

Corridan, double moved you. You can only run in a straight line and there was stuff in the way.

15 on Penance (flanking): 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18 Holy balls max damage...ouch..
Puts Penance at -13/32 and dead unless 2 hero points get spent to save his bum. I will donate 1 hero point to the pool because Penance is essentially being really heroic and sacrificing himself to try to save the lives of the soldiers.

Okay, you guys are up for round 8

Map


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Closing some more distance, he cast a spell with his free hand. Speaking a few words of magic while making a quick gesture leaves his hand palm up as the magical energies draw water from the air. Removing the heat from the water as it is summoned allows it to form a sphere of snow above his palm that flies out with the energy of the spell at it's target.

"Surround and capture one if you can. Kill it's beast, they are slow without them."

Snowball (Fort DC 16): 1d20 + 5 ⇒ (3) + 5 = 84d6 ⇒ (3, 3, 2, 5) = 13

Move to AP35 I guess and cast snowball on a armored guy if best. Well that's a miss. >.<


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 8

"NOOOOOOO!" Iliante screams in despair as he watches the sword impale Penance. He shoots the armored humanoid between the gnome and Penance from the hip. They will all die!
___________________________________
5-ft step to AK39
ranged touch #15: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
damage #15: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Is the Haste off or on?


-12 not negative 13, but still dead. My mistake above.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet
DM Jelani wrote:
Puts Penance at -13/32 and dead unless 2 hero points get spent to save his bum. I will donate 1 hero point to the pool because Penance is essentially being really heroic and sacrificing himself to try to save the lives of the soldiers.

I assume you are house-ruling that we can spend HP on behalf of other PCs? I would be glad to spend my HP to save Penance, but I'd like to narrate how it happens. Penance would basically be left at negative hp but stabilized, right?


I don’t know if Penance has a hero point left but if he does he should spend it. If he doesn’t someone else can spend the point and narrate it. It would leave him at -11 and stable.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

According to the Hero Points Rules, you being play with 1 hp and gain one each time you level up (of course the GM may give you more if you are awesome).
We should all have had 2 then by the beginning of this battle. If Penance only spent 1 so far, he should have another. Otherwise I'll spend it for him.
Jelani, regardless of how it goes, are we establishing a precedent? Can HP always be spent to prevent death of another character, other than our own?


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

I have 1 left, yep, and obviously I will spend it rather than die, if those are my options. :P

Penance's eyes widen slightly at hearing the strange Orcish, but he responds quickly in kind--

"Sizin yaxşı gün--"

Orc:
"Not on your best day--"

But the words are cut off by the sword driving into him. Penance stares down at the blade in his body.

"....s@@~," he says in weak Common, before crumpling slowly to the ground in a clang of armor and overwhelming injuries.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram glares at Shinjuko but the sound of battle to the east draws his attention. "Let's go help. It will be useful if we can take one alive though. Especially since we now know we might be able to speak to them."

He takes off towards the eastern battle. As he nears the center of the camp, he spots movement to the south. "Is that the enemy? Have then penetrated our lines already?"

Not sure if starting in difficult terrain will preclude Devram from being able to run. If not, he runs (x4) as far east as he can. If so, he'll just double move.

-Posted with Wayfinder


Yeah Telemakos, as far as I'm concerned, any of the effects available via hero points can be provided to anyone in the party by anyone else spending the point. That includes rerolls etc. I didn't even really realize that was a house rule of mine, or I would have said so earlier.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20
Iliante wrote:

Round 8

...

Is the Haste off or on?

repeat unanswered question.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

I can answer that. It is definitely off.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Oh geez hadn’t noticed the four guys at the bottom of the map.

Telemakos feels down to his last tricks. This close to battle, the enemies trading blows with his companion a few feet from him, he feels incredibly out of place.
Oh Gods. I am going to die. I should’ve never come here. I could’ve reasoned with Aspis, I could’ve… his train of thought is cut short by the last Penance’s last scream. As the paladin, who so far had been a bastion in the fight (not to mention a magnet for enemy attacks), falls down in agony, a chilling sensation runs down the gnome’s spine. The sight of the armored brute in front of him, raising his blade, almost sends him into a panic attack.

Aah! No! No! Stay away! Arasmes, hit him! ‘Ras! ‘Ras!Oh Nethys he’s not here he’s not here what now whatYou! I mean koe!” he screams at the earth elemental “te awhina i ahau! patua ratou! haere mai i runga i tae mai ki runga ki a ratou i papaki!

Terran:
You! help me! hit them! come on come on hit them!

As the earth elemental comes to his aid, the trembling gnome faces his opponent “Don’t come any closer! I-I warn you!” averting his gaze in fear and almost cowering, the gnome points his finger at the enemy’s feet and whispers a prayer “Oh please Nethys help me do something don’t make him come any closer!” and almost by accident, a spray of foul-smelling, slippery grease sprouts out of him hands. “Oh that is awful! What…what is that…?” his disgusted face changes to hopeful in seeing the enemy losing his balance “Ha! That is right! Not so threatening now, are you? PATUA RATOU!

And the elemental patua happily, he patuas the lizard right in the pelvis, much to Telemakos’ joy. And now let's run! thinks the gnome, withdrawing from the heat of the battle.

________________

Standard action to cast grease (DC 16) covering the sqares with Penance, the armored guy on foot close to me, and half the lizard just to their right. The Earth Elemental will move NW and attack the lizard with the rider "12" on it.
Telemakos will then take a move action to AN35.

Concentration to cast defensively: 1d20 + 8 ⇒ (17) + 8 = 25
Ref save for armored guy 15: 1d20 + 2 ⇒ (4) + 2 = 6
Ref save for lizard 12: 1d20 + 4 ⇒ (9) + 4 = 13
earth elemental atk vs lizard, with Earth Mastery and Power attack: 1d20 + 8 + 1 - 1 ⇒ (13) + 8 + 1 - 1 = 211d6 + 9 ⇒ (1) + 9 = 10
AOO Longsword while prone: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

the guy on foot falls prone, so does the lizard, and the lizard also takes 10 dmg - Earth Mastery adds to dmg in addition to attack roll, forgot about that before.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Hearing distant cries from the other end of camp, Shinjuko flicks gobs of crystallized blood away from her blade and into the sand. She scrambles up the ditch as quick as she is able, sprinting across a great length of the camp in a desperate bid to effect some manner of assistance to the beleaguered souls still struggling.

______________________________

[Round 6]

Active Effects: Ancestral Boon (+1 weapon enhancement bonus; 7/10 Rounds) | cat's grace (+4 Dexterity; 6/40 Rounds)

HP: 32/35 | AC 20 | Init +6 | Reflex Save +7 | CMD 22 | +3 Attack/Damage

Run (120 ft.): to AT18

Any chance of Shinjuko being able to see the one moving through the tents from her ending location?

Penance:

I'll gladly offer up one of Shinjuko's Hero Points (speaking of which, I should probably update my profile with that) in place of your own. Given that you saved me from burning one on the whale-monster, seems more than reasonable. That's assuming that's okay with Jelani, too.


Any hero points shenanigans are fine, as long as someone spends the proper amount in the end.


I think we're just waiting on Corridan.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Sorry guys. Finishing a 24-hour shift at the hospital. Will be posting in the next few hours.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Regarding Penance/Hero Pointage: I'm honestly fine with spending Penance's, since he's the one who had the bright idea to run off and try and hold one side of the camp by himself, but I appreciate the offers from both Shinjuko and Telemakos (and I like the symmetry of repaying Shin's 'debt', too).

It's up to either of you, honestly. I'll spend my own, unless one of you insists. I'm sure I'll need my ass saved sometime in the future...


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Like before during his fight with the rider, Corridan centers himself as he runs, reaching into himself and finding there the same reserve of speed as before. Only this time, the tailor channels that speed not into his fists, but his legs, making it possible for him to run much faster than his companions in an attempt to reach Penance and his foes that much faster. Still he silently curses their attackers, not only for their assault on the camp, but also for forcing his hand in revealing just a little too much about himself and what he is capable of.

Hmm... I do not see much choice in the matter othen than continuing to approach the other side of the camp where battle still rages on.

Round 8

Hit Points 18/29
Ki Pool 1/3
AC 18/T 18/FF 11, CMD 22
Fort +4/Ref +11/Will +4 (+6 vs. charm and compulsion)

Swift Action: Expend 1 ki point to increase speed by 20 ft. for 1 round (move speed 50 ft., run speed 200 ft.).
Full-Round Action: Run towards the eastern side of the camp.


Grrrr...was almost done with an update post and then my browser ate it. So I'm just going to do the effects of the actions without reposting everyone's narratives. I'm too annoyed to redo it. So make sure you read everyone's Round 8 action above...

Round 8

Above stuff happens, and then....

The guards continue to hold their line in the firelight, preventing any of the enemies from getting into the northern side of the camp.

The rider and lizard in the grease stand up. The other mounted pair moves towards the line of guards, who all swing with their swords once they close. The guards' attacks all bounce off the riders' heavy armor.

The riders on the south side of camp form up and begin funneling through the tunnels to come around for a flank. The one on the east side who escaped the grease attacks the guards. His blade, and his lizard's teeth meet nothing but shield.
__________________________________

Shinjuko - You've got to run in a straight line and there's stuff in the way, so I moved you just straight east.

Guard: 1d20 + 5 ⇒ (9) + 5 = 14
Guard: 1d20 + 5 ⇒ (13) + 5 = 18
Guard: 1d20 + 5 ⇒ (12) + 5 = 17
Guard: 1d20 + 5 ⇒ (2) + 5 = 7

Rider: 1d20 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 5 ⇒ (7) + 5 = 12

Round 9, go!

Map


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Browsers can be evil. I often compose my big posts in Notepad or similar, then CP 'em in. Hindsight!

(For the record, I am assuming I knocked off Penance's second HP to save him from death, and have marked it off his sheet accordingly.)

Penance lies there, very still, possibly leaving his comrades to fear the worst.


I type stuff I'm putting into profiles in other software and copy it over. But when I'm updating combats I have to preview so much that that's not practical. If I don't know what the rolls are I don't know what to write :/


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Fair nuff!


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Recasting the spell while hoping for better luck he sends another snowball at the enemy. It seemed luck was kinder to him this time around and the armored enemy not only takes the blow but suffers the full effect of the magic induced cold impact.

Snowball (Fort DC 16): 1d20 + 5 ⇒ (8) + 5 = 134d6 ⇒ (6, 2, 4, 2) = 14
Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13

Target an armored guy. A hit and staggered.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

bad guy #15 took 8 damage last round. did it drop?

Round 9

Iliante settles down. His vision narrows to the creatures near Penance. He calmly aims and shoots.
___________________________________
ranged touch #15 or #12: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
damage #12: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8


Iliante - I noted the damage as normal, and no he didn't drop.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20
DM Jelani wrote:
Iliante - I noted the damage as normal, and no he didn't drop.

OK thanks. Does he look any different from the guys from the other side?


Each set of armor is unique and equally complex (and that's all you can see other than severed meat since it covers them head to toe). The only ones that have been different in any way were the two that had the thin green plumes on their helmets, but they're both dead.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Wasting no time, Corridan moves to support the wounded Penance. Unfortunately, however, his own wounds start to catch up with him as both his strikes miss their target.

Round 9

Hit Points 18/29
Ki Pool 1/3
AC 17/T 17/FF 11, CMD 21
Fort +4/Ref +10/Will +4 (+6 vs. charm and compulsion)
Effects: Combat Expertise (-1 on attack rolls, +1 dodge bonus on AC)

No Action: Take a 5-foot step to AP38.
Full Attack Action: Attack the adjacent unmounted enemy (Flurry of blows, Combat Expertise).
Flurry of blows (unarmed strike): 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Damage (bludgeoning): 1d6 + 2 ⇒ (1) + 2 = 3

Flurry of blows (unarmed strike): 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage (bludgeoning): 1d6 + 2 ⇒ (6) + 2 = 8


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Jelani, I think you forgot about the attack of Telemakos' elemental on the lizard.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

"Riders to the south! They've penetrated the camp!" Devram shouts as he nears the light and sees the lizard forms creeping along the tents. He rushes among the tents and calls to the mercenaries around him. "Those close, rally to me! Others move to the east and fortify our position there. "

Devram steps out in front of the soldiers taking his sinuous stance once again. He levels his blade at the closest lizard. "Dance with me, you bastard. I promise to drown you in your own blood."

Double move to AV26. Haste has worn off, yes?


Telemakos Ogeo Krostumolis wrote:
Jelani, I think you forgot about the attack of Telemakos' elemental on the lizard.

Nope, same as Iliante. I marked it like normal, it just didn't die. If any of them died, they wouldn't be on the map anymore.


Devram Coates wrote:

"Riders to the south! They've penetrated the camp!" Devram shouts as he nears the light and sees the lizard forms creeping along the tents. He rushes among the tents and calls to the mercenaries around him. "Those close, rally to me! Others move to the east and fortify our position there. "

Devram steps out in front of the soldiers taking his sinuous stance once again. He levels his blade at the closest lizard. "Dance with me, you bastard. I promise to drown you in your own blood."

Double move to AV26. Haste has worn off, yes?

Yes, haste is gone.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet
DM Jelani wrote:


Nope, same as Iliante. I marked it like normal, it just didn't die. If any of them died, they wouldn't be on the map anymore.

Got that. I just asked since you didn't move the image close to the lizard, maybe you forgot the attack too.

Telemakos is taken aback in seeing his elemental’s attack unable to kill another lizard “Keep go-ing! Keep hitting!” he shouts in Terran, withdrawing even more.
Then his attention is caught by the four lizardmen (as in “horsemen”) irrupting into the camp from south. Ooh stupid! You should’ve covered that too. Uff. So much running around this beach. a hacking sound and the clash of blade upon shield bring him back to the battle Oh Gods I almost forgot. Ok. Ok. Just…Men! Aspis’ best and bravest! To the southern border, enemies approaching!I sure hope that is the right lingo…Look upon the face of the enemy, fear not the darkness! The Gold Coins of the Consortium will provide light for you blades!

I haven’t used this trick in ages… but this is not something a Krostumolis forgets…

Waving his hands around, more out of showmanship than real need, Telemakos summons four golden lights in the general direction of the attack, bathing the area in soft luminescence.

Move action to AP34. Standard action to cast dancing lights.
The lights will cover the four squares at the intersection of rows AX, AY and columns 25, 26. Each of the four “coins” sheds normal light in 20-ft radius and dim light 20 ft beyond that.
The elemental attacks the non-greased lizard (the one without a number on it), since now he flanks with a mercenary.

elemental atk, flanking, earth mastery, power attacking: 1d20 + 8 + 2 + 1 - 1 ⇒ (15) + 8 + 2 + 1 - 1 = 251d6 + 9 ⇒ (5) + 9 = 14 Ok, this guy is getting a name. Goodbye, generic small Earth Elemental. Welcome, Krumo! You will be summoned again. Soon.


Ah, probably because you didn't specify a square for Krumo. Is he in the right spot now?


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Yes, he is. Although I guess he should be on receiving end of an AoO by the lizard, right?

AOO Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15

oH Yeah. Krumo is THE MAN! So from his current poition (which was the one at the end of round 8) he will move to AP40, avoid the lizard's AoO, and attack as detailed in my previous post.


Update incoming as soon as I get some time guys. Sorry for the delay.

551 to 600 of 1,565 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Colonization: Aspis Rising All Messageboards

Want to post a reply? Sign in.