Mangroves of the Desert (Inactive)

Game Master Herkymr the Silly

The lands are barren of their once luscious greenery and varied other ecosystems. The culprits are chaos storms--large random magic surges ravaging the lands like tornadoes. The deserts have spread as the storms continue to force the land to change. Purveyors of the magic arts have drawn together in hopes of discovering the cause of the storms.

Civilization has shrunk to the edges of the desert for the most part. Mangrove trees have been cultivated to stop the advent of the desert into the remaining waters. Druidic magic strengthens the trees and purifies the water so that life can be maintained. They also provide refuge for many of the creatures that have survived the changes.

The dragons have all but disappeared and the giants are ranging out once more leaving destruction and terror in their wake. Rumors of a cabal of wizards controlling the ravaging bands have begun to circulate among the rabble in the cities.

Sages and others of ancient lore whisper of a group tasked with keeping the ancients in line with nature and magic. Absence of these guardians could correspond with the giants raiding and the notable absence of the dragons.


951 to 1,000 of 1,587 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Sure I'll go with you. Give me a chance to see more of the city and much better than sitting and waiting to see if someone or something wants to figure out how to ambush us. You bring up a good point Richard, and I hope that as we travel you will,....forgive the term..., keep an open mind to the presence of others. It is the type of advantage that could prove invaluable.


The group leaves the grove noticing the conspicuous absence of the guard whom greeted you on entering.
You walk down the roadway with the scholar once more taking the lead as he maneuvers you to cleaner areas and more reputable areas. The walk seems to take forever and cover every street and alley way in Fifth.
Finally, you round the last corner and see the Academy.


The main window of this immense building is large enough to allow a large boat through. It has a webbed motif surrounding a circular flower pattern. Several massive spires adorn the roofs and a myriad of light is passed into the rooms by huge windows aligned along each side.

There is a distinct odor of ""something" but it is hard to place whether it is people,alchemical and herbal additives, or misbegotten magics; either way it is both enticing and revolting simultaneously.

The area around it is awash with people of all races. Each set about their own tasks and many carrying accoutrements of the "arts" and conservation with them. At the front of the cathedral like building there are several large gargoyles that if observed closely, one might occasionally see perchance that these are not statues.

The immensity of the building and the sheer mass of people overawes most of you momentarily but Quentin continues forward moving lithely through throngs. After a few steps the awe you feel must register for he stops and beckons you to follow him. Once the group has rejoined each other they continue on.
The teacher takes you around to one of the sides of the building and descends a set of stairs that end facing a door of wrought iron and mithril. With a few quietly said words and a hand gesture, Quentin leads you through the door and into the lower academy storage rooms.

academy visual

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten smiles as he sees the others admiring the crowds and the cathedral. I've been here so often I no longer see the building's beauty. Thanks for reminding me.

The teacher frowns as he notices the wands in some of the students' and teachers' belts. Come on. We need to move.

As he steps into the lower storage rooms, tension goes out of Quinten's shoulders. Globes in the ceiling flicker on as the party approaches, illuminating stone floors worn smooth by the passage of heavy objects.

For the most part, the hallways seem deserted. But as the party passes a door labeled "experimental ingredients," a student steps out and stops. His eyes move from Mang and Jerram to Shadara, counting the weapons.

Unaware of the student, Quinten takes a turn and stops before a wooden door labeled "Davin Gladwell." He raises his hand to knock, then hesitates. I wonder if he'll be angry or proud of what I've done.

The door flies open. 10 feet beyond stands a gray-haired man with tired eyes. He sheathes the blade in his left hand as he recognizes his son. I've had some strange visitors today, Quinten. I hope the people behind you are your partners in crime rather than your pursuers.

Quinten smiles. You don't think you could take them?

Davin grins. I'm afraid not. But I'd certainly try.

Quinten's father sighs. Come in and close the door, please. I'd hate for a student who got a bad grade to report that my sword is unbound.

Quinten steps in. Assuming the others follow, he begins to introduce them. This is Shadara, the leader of our group and a capable archer. This is Mang, a druid and warrior. This is Jerram, a silent monk. And this is Richard, who wields magic beyond mine.

Quinten pauses as he gestures at his father, noticing the mithral chain shirt he wears. I always wondered why you went armed and armored. Now I understand. This is Davin, my father. And a Sentinel, but you all know that.

The gray-haired man studies Mang and Jerram, his lips curving upward. Then he turns to Shadara and speaks in a soft voice. Young lady, what prompted you to assume leadership? Do you understand that sometimes even the best decision will leave you with guilt and shame? His eyes move downward, toward the locket around his neck.

Davin turns to Richard. From Quinten's description, I'm guessing you're a psychic. Have you had to draw on your power when your legs are trembling? It's harder than you'd think.

Quinten raises his eyebrows. This isn't exactly how introductions are supposed to go, Dad. But the teacher stays silent, trusting his companions to give satisfactory answers.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Let's just say that the signs pointed to several people to join up with me when I asked.
Shadara smiles coyly at Davin

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Davin sighs. That is a cryptic answer, young lady. I'd press for more detail, but you have little reason to answer me. I didn't see either of the warriors with you bristle when Quinten introduced you as the group's leader, so I'll have to assume they're following you for good reason.

The gray-haired man glances at Mang and Jerram, looking for a reaction. Then his eyes shift to Richard. From you, boy, I expect an answer. It is his choice, but I'll be damned if I encourage my only son to head into the storms with someone too arrogant to admit fear or too weak to face it.

As his father looks at Richard, Quinten scans the room. For a moment, he smiles as he sees the familiar suits of armor, weapons and maps that line the walls alongside shelves full of curiosities and mementos his father brought back from ruins and shops. But then he frowns. The Yellow Scorpions raided our home but never attacked your repository, so they must have had agents who could verify that whatever they sought wasn't here. We should be careful.


Turning back to his son, Davin opens his arms inviting a hug. THe scholar responds by embracing his father.

Quineten:
As your fathers arms go around you, you hear him in your head. He is using the old mind spell to communicate that he used with you as a boy.I can see you have an odd group here. Some have much to learn and some have much to learn that they must learn. As you have already guessed, I am a part of the sentinels. I however am not a sentinel but the oracle of lore. It is with in me and the repository of memories that I keep that all things have their history recorded. With in me lies those few things to dangerous or to valued to be written. In time you may wear this mantle.
I know that you take the painted one and the wounded to seek the other oracles for help. Beware that not all oracles are benevolent nor are all willing to give what you require without steep price.
Protect the young half elf...your sister. She came from my lover long before your mother. I cannot nor dare I tell you everything.
There is a scroll case bound in red leather and emblazoned with griffons and a silver lion on my stand over by the marking mirror, that is yours now. Use it well, the contents are nothing but anything that you place within it will duplicate and become just like the original with in one week. It is called a Mispa. Your great grandfather was given it as a gift from the Elvin queen years ago. It has been passed to each new generation since then. It is time it became yours. I love you and so does your mother. Be careful and return. Always remember that stories become legends and then fade to myth but even myths started with truth.

When the two of them separate, Davin steps back and returns to the stack of papers he was with when you entered. Picking one up, he asks So what can I do to help with your preparations? I have some sway among the merchants. Just remember uncommon takes time which is a commodity worth a giants horde at this point. as his eyes scan down the paper.


Male Human? Psychic(amnesiac)/6 Expert/1 HP: 32/47

Richard studies the man in front of him, introduced as Quinten's father. The man seems to know about his brand of magic something no ordinary man would know. But if the claims he heard others of making, that he was or is a sentinel, those who were once involved with those of his people it. His knowledge would make sense.

"If I have I do not remember. Though I do know the reason you asked me such a thing but even in the face of fear I am not powerless. And my will is not so easily shaken." He stares the Davin in the eyes. "I have to say your knowledge of my magic is impressive. Have you met many people like me?"


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram nods his greeting when introduced to the elder teacher. After that he stands silently watching the interactions before him. His jaw tightens for a moment at being called "a warrior," but other than that and a small shake of his head, Jerram does not move. That is, untill the two men embrace. Jerram turns his head, looking at the walls around him as if seeking to step out of this intimate moment between father and son. Once the two have separated, Jerram stands back where he was, attention respectfully focused on the Quentin's father.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Embarrassed, Quinten hesitates for a moment before stepping forward to embrace his father. At first, the hug looks like any other, But after a few seconds, Quinten stiffens and steps back.

You've kept so many secrets from me, Dad. Of all the ones to reveal, why would you admit your tie to the woman you dare call 'young lady'? Is that all she is to you? Did you spend years helping others' children while neglecting your own daughter? Or did you lie when you told Mom where you were headed so you could sneak away to check up on her? Either way, I'm losing respect for you.

If I were spiteful or impulsive, I'd tell Shadara who you are. But I don't know her well enough to predict how she would react, and I have no desire to turn our meeting into a show for the others. So I'll bite my tongue, as I have so many times, and hope you have good reasons for keeping so much from me and doing so little for her.

When Quinten speaks, his voice is soft. I love you too, Dad. I'm planning to come back, but do me a favor and give me a home to come back to. I don't know what it is you've been so anxious to translate lately, or why you refuse to let Mom help, but you're going to exhaust yourself if you keep at it.

Not something I'd prefer to say in front of an audience, but it needs to be said, and I don't know when I'll get another opportunity.

Jerras should be able to handle most of our supplies and preparations. However, I need two books: The Sentinels' Use of Artifacts and Why They Tell Us Who They Are, and Evelyn's Guide to Binding. I understand the fundamentals of circle magic, and I know more names than I think you intended me to hear, but I need practice. I hope I can find the time for it.

More importantly, I thought you might be able to help Shadara figure out how to activate the powers stored inside her bow. Since none of our other allies have told her much, I don't expect you to know offhand. Can you read something from the bow's past?


Damage and round actions Attack rolls

Mang Fu Ha Saan places his fist over his chest and bows formally when introduced to Quinten's father, Davin. He stands quiet for the idle chatter only to shift slightly while resisting the urge to roll his eyes out of his head over Shadara's coy remark. When Davin mentions Richard's magic he studies the man more closely. Having heard some of the rarity and history behind Richard's person from those at the Inn he is curious as to how Davin came to know such things.


Quinten:
WATCH OUT! erupts in your head at the same time the door explodes inward.

As Quentin steps back and Davin acknowledges the formality of the rocky one with a nod. Suddenly, the Master teacher lunges forward pushing shadara aside as the door erupts into splinters.

all:
reflexflat footed [b]dc 17 or take the following and be knocked prone or stunned for 2 rounds 9roll d100 high is stunned low is prone]
damage piercing: 1d10 + 5 ⇒ (10) + 5 = 15
place your rolls in spoilers labeled with your name, please.

If you make the reflex you act at the end of the surprise round as if you had lowest initiative

Surprise round
__________Goons = ___________
The first creature through the door lunges at Shadara with a Broad sword.
Then tumbling in a halfling throws 2 daggers both sinking into Davin.
Stepping through and to the side and to the side, a human sights down the barrel of a heavily filigreed crossbow. Taking his time to pick the target.

Just beyond these three is the one responsible for the explosion. He stands juggling 3 bottles with a large and viciously sadistic smile on his face.
Sent to eliminate one and we get you all! Nella will give a big bonus I am sure. Finish them quickly we don't want the watch here

meta game if you read:
1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 7 ⇒ (2) + 7 = 9
Boss 1d20 + 8 ⇒ (15) + 8 = 23

meta:
1d20 + 5 ⇒ (3) + 5 = 8

damages:
1d10 + 2 ⇒ (1) + 2 = 3Shadara

2d4 + 5 ⇒ (2, 1) + 5 = 8davin

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten's requested rolls:

Reflex save to avoid the door shrapnel: 1d20 + 1 ⇒ (12) + 1 = 13
Result: 1d100 ⇒ 19

Initiative, when it becomes relevant: 1d20 + 0 ⇒ (9) + 0 = 9

HP remaining: 29/44

Quinten understands his father's warning too late. As the shrapnel embeds itself in the back of his jacket, he drops to the floor, fearing another barrage.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram:
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Jerram jumps and twists in the air dodging the debris, though some of it comes close. The monkey begins to move as soon as he lands. He runs past each of the three creatures in the room--the one with the broadsword, the halfling and human--striking out at them in retaliation for each of their own stiokes as he passes. Jerram finally jumps the last few feet into the man juggling bottles. Jerram twists slightly as he does so, trying to strike the man just right.

Actions:

Swift: Enter Panther Style
Move: 40ft of movement, trying to provoke attacks of opportunity as I pass the three "goons," but my primary goal is to end movement by the juggler. For each attack of opportunity taken against me (up to four) I get a retaliatory strike due to panther style. Fighting defensively this round:
First Panther Strike Attack: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
First Panther Strike Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Second Panther Strike Attack: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Second Panther Strike Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Third Panther Strike Attack: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Third Panther Strike Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Fourth Panther Strike Attack: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Fourth Panther Strike Damage: 1d8 + 2 ⇒ (5) + 2 = 7

I rolled four just in case one of them had combat reflexes.

Standard: Stunning Fist attack against the juggler. If it hits, he needs a DC 16 Fort save or be stunned.

Stunning Fist: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Stunning Fist Damage: 1d8 + 2 ⇒ (5) + 2 = 7

AC until the beginning of my next turn: 22

BTW, the reason for the full out attack in this case, is that these guys seem really dangerous, are definitely hostile and there are too many innocents around. Just in case you were wondering about how this fits in with my char.


Damage and round actions Attack rolls

Reflex Mang Fu Ha Saan: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex Strong Talon: 1d20 + 9 ⇒ (20) + 9 = 29
**Uhh...wow...dem dice rolls like whoah**


Male Human? Psychic(amnesiac)/6 Expert/1 HP: 32/47

Rolls:
Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
1d100 ⇒ 75


Damage and round actions Attack rolls

Dice rolls:

Attack roll Mang Fu Ha Saan: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Attack roll Strong Talon Bite: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Attack roll Strong Talon Talon: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Attack roll Strong Talon Talon: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Initiative Mang Fu Ha Saan: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d12 + 7 ⇒ (1) + 7 = 8
damage: 1d6 + 2 ⇒ (4) + 2 = 6
damage talon: 1d4 + 2 ⇒ (3) + 2 = 5
damage talon: 1d4 + 2 ⇒ (2) + 2 = 4

Mang Fu Ha Saan alerts to a presence outside the room moments before the door explodes inwards. Strong Talon, aware of his masters sudden change in demeanor manages to jump away from the debris that is simply bouncing harmlessly off the stone man. Into action, Mang Fu Ha Saan reaches for his lucerne hammer and, along with ordering Strong Talon to take up a flanking attack, turns to attack the one with the sword that is attacking Shadara.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Rolls:

1d20 + 8 ⇒ (1) + 8 = 9
1d100 ⇒ 7
1d10 + 5 ⇒ (10) + 5 = 15

Shadara looks away checking over the others as Quinten and Davin embrace. She is just turning back to the pair as Davin shoves her sideways causing her to spin. The next instant the door explodes inward lifting her off the ground and throwing her backwards. Splinters of wood hit her leather armor and the handle of the door glances off the side of her head before she crashes into a chair and falls to the floor.

Mental Recall:
As her vision swims in and out of focus everything seems to slow down for a second and she again hers a voice say:
Seek the words and find the Oracles. I have been a good protector when I could but you are now of age to learn your birthright.
From a mother to a daughter, blood stays true, seek the Hand. The curse now rests with you.


order:

alchemist & davin
goons
jerram --takes 9 damage from bolt -- 8 damage from knife
mang/strong
Richard - stunned (2 rounds)-- took 15 damage from door
shadara - prone -- took 3 damage from attack and 15 from door
Quentin - prone ---Took 15 from door

Seeing Jerram begin to move the crossbowman shoots his bolt, which imbeds itself into the moving monkeys shoulder.Readied action

meta:
1d20 + 10 ⇒ (15) + 10 = 25 damage 1d12 + 2 ⇒ (7) + 2 = 9

Seeing the bolt strike home ans sensing the movement the knife thrower rolls to the side avoiding the kick aimed at his head and thrusting a knife upward.
meta:
20 + 5 = 25 damage 1d4 + 5 ⇒ (3) + 5 = 8
The knife embeds itself in the calf muscle of the monk which wretches it out of the blade-man's hand.
meta:
1d20 + 8 ⇒ (6) + 8 = 14 damage 1d10 + 2 ⇒ (2) + 2 = 4

Jerram lands in front of the alchemist but contacts an invisible wall anchored in front of his intended target.

Strong-talon attempts to fly in order to use his talons but the narrow confines of the room become an encumberment to his movement. Frustrated he stabs his beak forward making harsh contact with the knife man whose tumble has brought him to close. Mang realizing the positioning of the thrower also aims his attack and cracks into the head of the man, whom crumples to the ground no longer showing signs of consciousness.


Round 1
Throwing his head back in manic laughter the alchemist downs 2 of the potions. His muscles bulge and his neck thickens. Claws stretch forth from under the skin of his fingers and his skin turns to a glacial blue.
The crossbowman loads and fires his quarrel at Davin. It hits and embeds itself several inches into the upper shoulder. Davin cries out in agony and stumbling back takes cover behind his desk.

Taking a small step for a better swing, the broadsword crashes down hitting Elf-kin in the shoulder leaving a trail of blood. 4dmge

meta:
1d20 + 8 ⇒ (3) + 8 = 111d10 + 2 ⇒ (2) + 2 = 4

Papers from the stacked desks are scattered all over and some are "floating" in the air swirling about in the rush of the air.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Shadara screams out an unintelligible curse as the blade leaves her shoulder, shoves herself towards him sliding on the floor and kicks out as hard as she can connecting with his pride and joy.

rolls:
1d20 + 4 ⇒ (5) + 4 = 9 unarmed strike
1d3 + 1 ⇒ (2) + 1 = 3 damage


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram's face twists in frustration at the invisible wall in front of him. Jerram turns to face the knife thrower and begins to strike fast, three quick blows.

Actions/Rolls:

From the map, it looks like knife thrower was right next to me. If that's not true, I'll take whoever is, or I can move up to ten feet for my first attack due to Flying Kick Style strike.

Full-round Action: Flurry of blows, spend a ki point for an extra attack.

Attack 1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage 1: 1d8 + 2 ⇒ (5) + 2 = 7

Attack 2: 1d20 + 7 ⇒ (20) + 7 = 27
Damage 2: 1d8 + 2 ⇒ (6) + 2 = 8

Attack 3: 1d20 + 7 ⇒ (14) + 7 = 21
Damage 3: 1d8 + 7 ⇒ (8) + 7 = 15

Attack 2, Crit Confirmation: 1d20 + 7 ⇒ (18) + 7 = 25
Attack 2, Extra Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Jerram, Mang got the knife thrower last round. Since his comment in the discussion implies he'll move toward the broadsword wielder, I'm going to assume you engaged the shooter instead.

As he sees his father stumble backward, rage fills Quinten. Forgetting his fear, he stands and turns to identify the source of the quarrel only to discover Jerram striking the man with uncanny speed. If I summon something next to him, it'll only get in Jerram's way.

The teacher's eyes move to the alchemist. He hasn't moved in yet, so it's possible the potion he's juggling is a bomb he's planning to throw if his comrades fall. It could be deadly.

The teacher reaches out to the bronze circlet, trying to remember how capable he felt when he first realized how much Sally smiled at him. When he speaks, his voice is loud and clear. Your vile concoction has no place here, cretin. Drop it.

If I'm lucky, the potion will explode and damage him.

Explanation:
Quinten is spending a point from his enchantment implement to cast Command. If the forcefield that stopped Jerram's movement is still up and qualifies as a solid barrier, the spell will fizzle because Quinten doesn't have line of effect. Otherwise, the alchemist needs to make a DC 16 Will save, with a -2 penalty if he's human. If he fails, he drops whatever he's holding. Making him damage himself with his own potion sounds fun, so I'm hoping you'll let me expand that to what he's juggling. If not, Quinten will issue the command when he's actually holding the potion.

If the forcefield is still up but Quinten recognizes it in time to delay the command, treat this action as a readied action that occurs as the juggler tries to drink or throw the potion.


see discussion


Damage and round actions Attack rolls

Mang Fu Ha Saan feels the head of his weapon connect with the knife thrower in a crunch, ending him in one blow. Shifting his focus to the human with the broadsword he steps to the human with a mighty swing. Strong Talon, though unable to fly, follows his masters lead and snaps at the man when the opportunity presents.

bleepbloop:

Bite: 1d20 + 8 ⇒ (4) + 8 = 12
Lucerne hammer: 1d20 + 9 ⇒ (12) + 9 = 21
Lucerne: 1d12 + 7 ⇒ (6) + 7 = 13
bite: 1d6 + 2 ⇒ (6) + 2 = 8


Summary Rounds surprise and 1st

..... Suddenly, the Master teacher lunges forward pushing Shadara aside as the door erupts into splinters.

As his father shoves Shadara,shrapnel from the door embeds itself in the back of Quentin's jacket. He drops to the floor, fearing another barrage.As he drops several creatures come through the door and proceed to attack.
The first creature through the door lunges at Shadara with a Broad sword. Following the swordsman comes a acrobatic
halfling, who throws 2 daggers both sinking into Davin.
A human with a crossbow steps in and to the side. His crossbow contains a quarrel and he evaluates each of the combatant waiting for the perfect shot. Seeing the Lord of the Monkeys attacking, he steadies and fires. The quarrel embeds itself firmly in the Vanaran.


Surprise Round

Shadara is suddenly pushed to the side as the door splinters inward. Quentin is forced backward and knocked off his feet as splinters embed themselves into his jacket. Jerram is able to dodge through the carnage with a variety of quick twists and turns. Several times he is brushed by shrapnel but no seem to hit with any true force. The druid and bird are un effcted by the blast as their position is such that the majority of the wood passes further from them than their companions. Being close to the scholar, places Richard directly in the path of the door. Pieces of it smack into him, momentarily stunning the amnesiac from responding to the threat.

Emerging from the rubble a fgure lunges in swinging a broadsword at Shadara/and hitting her. The leader of the group calls to his minions “Sent to eliminate one and we get you all! Nella will give a big bonus I am sure. Finish them quickly we don't want the watch here He stands juggling three small concotion bottles just past the doot way. His crossbowman steps through taking a moment to perview the room befor shooting at the attacking monk.. He entrance is made easier by his tumbling companion whom throws knifes with deadly accurac into the senior scholar..

Jerram turns his dodging into attacks and the knife thrower dodges only to place himself directly in front of an angry bird and upset druid. The bird streak out with a jab of his beak tearing into the head and face of the thrower. As he attempts to cover himself, Mang's hammer descends smashing him to the floor apparently past the point of consciousness. In response to the monk's movements, the crossbow raises his weapon and shoots. A quarrel strikes home only seconds before the knifer hits the ground.

Upon landing, Jerram lashes out with a swift kick intending to hit the alchemist. His foot is jarringly stopped as it comes into contact with a unseen wall.


Round 1
The alchemist laughs at his frustration.WIth a swift toss of his hands, he downs two of his potions. As the second one goes down the gullet, he begins to enlarge in size and grow claws and a thick hide covered in blue glacial collored hair.

Jerram spins from his position against the wall and strikes at the broadsword weilder. His feet and hands hit their marks with quick succession. The man winces as the right foot connects to his kidney making his attack only glance off the fallen elf-kin. Mang seeing the danger to his friend swings at the swordsman. His hammer rushes past the head of the monk and thunks pleasantly into the back of the enemy. As he stumbles, strong talon lashes out tearing his throat open and ending the man's life.

Quentin, sensing the others are taken care of, lets his attention focus at the alchemist. Focusing his magic through his voice, he makes a statement which ends in a single command, Your vile concotion has no place here,cretin. Drop it! The alchemist glances surprised at the scholat and attempts to disobey. The command is to strong and the potion fall from the apex of its arch breaking on the head of the would be user. Its “vile” concoction spills over him outlining him in in magical fire. As the remaining liquid rushes down his body, he begins to glow., he glowers in frustration at the aura of red enshrouding him.

Richard is still shaking his head in an attempt to clear it from the impacts of the debris. While the group is focused on the current turn of events, the crossbowman loads, and fires a quarrel. The quarrel strikes true forcing a now severely bleeding Davin to seek cover behind the desk.


Round 3

You all hear Davin begin to say arcane words from behind his desk.

Out of my way. You have served your purpose!! Growls a guttural voice from the alchemist. A brief shimmer appears where the wall was then fades almost to fast to see.
The "beast" charges forward attempting to repay the dropped potion.

available AoO jerram and mang

meta:
1d20 + 8 ⇒ (7) + 8 = 15 Unarmed lethal with claws 1d8 + 1d4 ⇒ (8) + (4) = 12

As its claws rip into the scholars shirt, the pierce deep wnough to leave wounds. damage 12
In an attempt to distract the others, the bowman fires at the bird. [spoiler=meta]1d20 + 10 ⇒ (20) + 10 = 30 quarrel 1d12 + 2 ⇒ (2) + 2 = 4


Damage and round actions Attack rolls

Dice:

attk: 1d20 + 8 ⇒ (11) + 8 = 19
dmg: 1d12 + 7 ⇒ (2) + 7 = 9

Seeing the Alchemist rushing through the room Mang Fu Ha Saan seizes on an opportunity to attack, he swings his hammer with great force at the intruder.


The hammer whistles harmlessly past the mad chemist.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

AOO:
AOO Attack: 3d20 + 7 ⇒ (15, 8, 14) + 7 = 44
AOO Damgae: 1d8 + 2 ⇒ (4) + 2 = 6

Jerram spins, kicking at the alchemist as he passes by.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

If the crossbowman still lives when Quinten acts:

As the alchemist's claws rake him, leaving three jagged, bloody lines down his chest, Quinten instinctively steps backward. For a moment, he glimpses the crossbowman who shot his father. You will pay for what you've done.

The teacher scowls at the would-be beast before him. Someone with so little regard for his allies will be easy to manipulate. The teacher's left hand moves to his chest, clutching his wounds as if they're fatal. He falls to his knees, grimacing in pain and staring at the alchemist with wide, frightened eyes.

Bluff to appear more wounded than he is: 1d20 + 13 ⇒ (16) + 13 = 29

I am out of the way. Embrace the beast inside you! Kill your ally so you can claim Nella's favor for yourself!

The teacher reaches out to the bronze circlet and tries to transfer the rage he feels toward the crossbowman to the monstrosity before him.

Quinten is taking a five-foot step backward to get out of the alchemist's reach, then casting Murderous Command, which will force the alchemist to make a DC 15 Will save or spend the next turn moving to and attacking his nearest ally. I'm hoping that will force him to provoke additional attacks of opportunity.

To make it harder for the alchemist to resist the enchantment, Quinten is pretending he's gravely wounded to minimize the chance the alchemist will remember that he should kill us before eliminating his ally. The ruse shouldn't have a mechanical effect, but it made sense to me.

If the crossbowman is dead when Quinten acts:

As the alchemist's claws rake him, leaving three jagged, bloody lines down his chest, Quinten instinctively steps backward. Using his connection to the circlet to ignore the pain, he sneers at the alchemist. If you want to fight like a beast, you should move like one too. Crawl.

The bronze circlet gives the teacher's final word unnatural force. As it tries to wrap around the alchemist's mind, Quinten draws his pointer, hoping to strike the creature while it's down.

Quinten is taking a five-foot step back and using his standard action to cast Command through his enchantment implement. The alchemist needs to make a DC 16 Will save, with a -2 penalty if he's human. Otherwise, the alchemist must drop prone at the start of its next turn. It'll still get to act, but it'll have to accept the penalties for being prone, which include a -4 penalty to AC against melee attacks and a -4 penalty to attacks it makes. Being prone also restricts its movement to crawling, which provokes an attack of opportunity and only covers five feet.

With his move action, Quinten is drawing his pointer.


Everyone make a will save dc 29

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Will Save: 1d20 + 9 ⇒ (15) + 9 = 24


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Roll Request:
will save: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human? Psychic(amnesiac)/6 Expert/1 HP: 32/47

Will: 1d20 + 9 ⇒ (12) + 9 = 21+4 against mind effects


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Will Save: 1d20 + 9 ⇒ (4) + 9 = 13


Damage and round actions Attack rolls

will save:
1d20 + 6 ⇒ (11) + 6 = 17


You see Quentin collapse under the onslaught of the feral alchemist. There are multiple slashes down and through his chest and shirt, but the actual damage is obscured b blood and tattered remnants.

richard:
You realize that Quentin isn't as injured as he appears and may be faking some of it.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

As Quinten falls to his knees, left hand clutching his bleeding chest, wisps of faint black smoke leak off his bronze circlet.

Spellcraft DC 16:
Quinten is casting Murderous Command.


ZAll of you see Quentin collapse as the Alchemist now obviously enraged, turns suddenly and rushes his fellow huntsman. Grabbing the bow he shatters it while his hand dances out for and through the throat of the bowman.
Those who want aoo take them. I figure room is mall enough that most people should get one. Just also keep this in mind when its your turn.


Damage and round actions Attack rolls

LOL
Once again seizing an opportunity to strike at the Alchemist, Mang Fu Ha Saan lunges with the spear like head of his hammer. An engraged Strong Talon also takes the chance to act out his own retribution.

Spoiler:

It looks like we get flanking
AOO Strong Talon Bite: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
AOO Lucerne Hammer: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Bite: 1d6 + 2 ⇒ (6) + 2 = 8
hammer: 1d12 + 7 ⇒ (7) + 7 = 14

**crit confirm: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Crit mod is 2x

Drawing back from lunging at the Alchemist Mang Fu Ha Saan turns to follow him through his charge and witnesses his making short work of the bowman. Bemused at the sight, if only for an instant, he takes a swing at the Alchemist facing away from him. Strong Talon also continues to lash out.

Modice:

Flanking I think
Hammer: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
damage: 1d12 + 7 ⇒ (9) + 7 = 16

bite: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
talon: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
talon: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
bite: 1d6 + 2 ⇒ (1) + 2 = 3
talon: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d4 + 2 ⇒ (2) + 2 = 4

crit confirm: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 **Noice, 2 threats in one round!


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Shadara gets to her feet and disappears.

DM:

She moves to put a desk between herself and the remaining attackers and pulls out her bow. She then pulls out a bottle of black smear and pours it on the arrow. She then notches the arrow and fires at the nearest intruder. As the arrow leaves the bow she ducks behind the desk and pulls out a blunt arrow notching it for the next shot.

Rolls
attack: 1d20 + 8 ⇒ (11) + 8 = 19
Black Smear has fortitude DC of 15
Frequency is 1/round for 6 rounds
black smear strength damage: 1d2 ⇒ 2
attack damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sneak attack damage: 3d6 ⇒ (6, 6, 2) = 14

discussion


Round 2 compilation.

out of my way you have served your purpose. the alchemist rasps as he charges through his wall and past Mang and Jerram. The two attack him making contact and inflicting some damage but even though solid hits,the alchemist is not delayed. Reaching Quentin, he plunges his claws into teacher whom promptly collapses severely wounded.

The xbowman, having fired his quarrel earlier, is surprised when the alchemist turns on him suddenly. He never has a chance to recover.
Several of your party are able to make attacks on the alchemist as he rages against his once compatriot. The attacks however merely seem to infuse his savagery with more fury.

Round 2 completed.


Round three Begins

Looking around, those of you party you can see seem to be hurt but holding together. Shadara appears to be up to her standard tricks and has gone visually mia.
Davin completes his words and you feel a warmth and comfort settle on you then wash some of the weariness and aches away. +10 hpWith a howl of delight as the "enemy drops" the alchemist turns and swings a wild haymaker at Mang. The claws come inches from marring the smooth stoned face but the bird on his shoulder isn't so lucky. The fists and talons make contact hitting and flinging the bird across the room. Strong talon hits the display shelves/case and the glass shatters covering him and leaving him stunned for the moment 16 damage piercing, 2 rounds stunned

meta:
1d20 + 8 ⇒ (11) + 8 = 19 1d8 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7 1d8 + 1d4 + 5 ⇒ (2) + (1) + 5 = 81d20 + 3 ⇒ (15) + 3 = 181d20 + 5 ⇒ (4) + 5 = 9

Order of group
alchemist/davin
jerram
mang / st
shadara
Richard
Quentin.
ALL ARE ABLE TO AcT THIS ROUND XCEPT STRONG


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Shadara pops up from behind the desk she was using as cover, pulls the bow back all the way aiming for the back of the alchemist's head and fires when she sees a clear path. As soon as the arrow leaves the bow she ducks back below the table.

Rolls:

attack: 1d20 + 8 ⇒ (11) + 8 = 19

Damage Rolls
attack damage: 1d6 + 2 ⇒ (6) + 2 = 8
sneak attack damage: 3d6 ⇒ (1, 2, 2) = 5

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

As the bird flies by, Quinten frowns. This man's blows are deadly. We need to finish him quickly. But how?

Instinctively, the teacher reaches for the wooden dog that hangs around his neck. As it absorbs the blood on his hand and the last trace of his father's healing spell, Quinten stands, confidence surging through him. Brown dog, this madman has shed too much blood. Bind him!

A gigantic spider appears a few feet behind the alchemist as webs fall on him from above, their stands glowing faintly as they wrap around him.

Ranged touch attack to entangle the alchemist in webs:

1d20 + 5 ⇒ (15) + 5 = 20

If this attack is successful, the alchemist will be entangled, which will give him a -2 penalty to attacks and a -4 penalty to dexterity (and therefore a -2 penalty to AC). The web only has 2 hit points, so if the alchemist can attack it from inside, it should be easy to destroy. He can also break free with a DC 14 Escape Artist or Strength check, but either would require a standard action, and he would take a -4 penalty on the Strength check.

The spider's skin radiates a soft blue light as it steps behind the alchemist, looking for an opening to bite.

Even though it is empowered by my blood and the magic of the man who gave me the wooden dog, the alchemist should have no trouble dissipating my thought beast once he breaks through the web. Attack while he's bound! Finish him before he can strike us again.

The teacher's eyes move to Mang and Jerram.

OOC notes:
Quinten is using his move action to stand and his standard action to activate Servitor, which consumes one of the focus points stored in his conjuration element to bring forth a celestial giant spider. The spider will appear 10 feet behind the alchemist, shoot a web (fluffed as the web falling as the spider appears), then step forward to flank the spider with Mang.


Damage and round actions Attack rolls

Claws nearly making contact with his face, Mang Fu Ha Saan ducks the blow only to see his companion nearby take a hit and get thrown back into a glass filled cabinet, shattering it and raining glass everywhere. Seeing a possible way to use the alchemists blind rage against him he steps back, quickly adjusting his position out of reach before making a quick gesture and speaking a word of summoning. A swarm of mad, screeching monkeys appears on the alchemist and begin clawing, screeching, and stealing anything on the alchemists person they can get their hands on.

spell link:

http://www.d20pfsrd.com/magic/all-spells/m/mad-monkeys/


Male Human? Psychic(amnesiac)/6 Expert/1 HP: 32/47

Finally able to collect his thoughts after the sudden explosion of the door he remains in the position he was in. Hoping him acting like he is still out will keep the others from noticing what he will do.

Richard takes a quick look at the raging alchemist. He seems to be the most dangerous one of them so far. Hopefully his rage has left his mind open. He sends out a blast of mental energy into his mind as he tries to overload it. Using Mind Thrust II.

He is going to bluff to act as if hes still stunned and will use cunning caster on his spell to hopefully keep up the facade.

Rolls:

Bluff: 1d20 + 14 ⇒ (7) + 14 = 21
Bluff for Cunning Caster: 1d20 + 14 ⇒ (16) + 14 = 30
Mind Thrust II: 5d8 ⇒ (6, 2, 6, 1, 6) = 21 DC16 for half

951 to 1,000 of 1,587 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Mangroves of the Desert All Messageboards

Want to post a reply? Sign in.