Nearly gods... Legacy of Fire Chapter 2!

Game Master BloodWolven

a map


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Who will heed the call?


Almah Roveshki has put out a call for heroes to come purge the surrounding lands, especially the mountain which contains the Carrion King. The town of Kelmanare has been reclaimed, the trade routes opened with added security, and many have been invited to open shop or live here with insentives. A massive Pesh field grows nearby, but with the correct blessing it could be turned into a wonderful oasis according to several doctrines including Sarenrae and Aspu.

Minerva:
You were sent here for your first mission, your contact is Baris Zanthias, a halfling. Who hates, 'hates', suck ups.

The battle market dominates the center of the city. Nearly all trade happens here. The abandoned houses, mansions, and shops have begun to be livable but with the threat of tunneling kobolds, gnolls, and a harpy progress has slowed. Besides the battle market, the
Pactmaster Guild house nearby, and the most prominent and visible mansion are the only fully restored buildings and fully occupied. Opening a tavern or shop is another viable cover or investment opportunity.


Dot


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Nazetoz holds up a hand to shield his eyes. "Argh, the sun is so bright. How do you stand it?"

::The sun is a gift from our goddess. It's the source of all life. Without it, we would all freeze and almost no plants would grow.:: Comes the answer in his mind. Nazetoz is surprised, even though he really shouldn't be. He has traveled with the sentient sword for some time now, enough time to get used to it.

He looks over at his companion, the winged paladin. "Have you been here before? In Katapesh? In Kelmanare?"

I imagine they are still walking towards the town, though if you prefer that they have already entered the city that's ok too.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

As her shift for guard duty comes round Minerva prepares herself for the last leg of the journey to Kelmanare. Longbow in hand Minerva checks her quiver, insuring her white shafted arrows are in perfect condition. Seeing one with a slight bend she takes it out of the quiver, glancing down the length of the shaft she checksfor impurities. Seeing one she snaps the shaft and tosses it aside in an impressive display of strength, this women was not to be messed with. Wiping away the bead of sweat on her brow Minerva scans the horizon one more time in search of threats. Seeing nothing but the shimmering mirage of heat ahead of her she releases back in her saddle pulling her cowl father up on her head to protect against the radiant sun. Looking over to Mazye her half dragon companion she croaks out in draconic This desert sun beats down on me like the fires of a dragon, how do you manage this heat


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

dot


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Mayze answers, the words a slurring scathing garble to most, her accent heavy even for those who speak the language...

Draconic:

"Suffering is a gift my friend. Without missery there would be nothing to compare pleasure to."

Quill, the draconic lizard-like pet accompanying Mayze hisses up at her in disagreement...having chased after the discarded arrow, much like a two hundred pound white-scaled puppy. After pouncing upon the object and giving it a good sniffing, she scurries back next to her mistress, making sure to walk in the shade cast by the halfdragon's bulk.


Male Human Paladin 1

Drystan looked out over the vast and barren scrubland of northwestern Katapesh. The land was marginally less barren, now that they had passed from the desert into the highlands, but it was still no oasis. The settlers trying to refound Kelmarane would have had a hard road ahead of them even without prowling gnolls and the rumored cults of the Rough Beast that claimed territory nearby. But that is why the caravan hired guards. For that, mighty Waybringer, I am greatful.
Guarding a caravan provided an easy way to travel to the settlement, and a reason to linger, at least for a while. He wasn't exactly undercover, what with the gold-scaled wings folded against his back, and spiked plate armor, its white scales cut from the hide of an ancient white dragon. But nonetheless, it was less conspicuous than announcing to the world that he was here to investigate and, if the opportunity presented itself, annihilate these rumored cults of Rovagug. An enemy so foul that the Maker even allied with his fell son Dahak to bring the Beast down. It isn't dragonslaying, but this task needs doing.

When the dark-skinned elf spoke up, he looked away from the horizon. "No, friend, I have not. Truth be told, this journey has brought me as far south as I have ever traveled. I must say though, I prefer this heat to the cold. Only months ago, I was on a caravan much like this one traveling the Crown of the World. It is so cold there that water tossed from a cup would practically freeze before it hit the ground." he said, losing himself for a moment in memories of the fight against the great white wyrm Icetooth, the dragon's roar mixing with the cries of dying men. And now I wear Icetooth's hide, armor and a trophy all in one.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Wait are we on the same caravan?
Laughing at the playing dragon lizard as he chases the arrow, and then returns to the shade. Well you lizard pet had the right idea, what I would give for a decent spot of shade right about now. I need to get out of this beating heat alas the day moves on and the caravan still has yet to reach its destination. Looking back at her other half dragon companion Minerva quips Well maybe you enjoy this heat Drystan but I would take a burning cold over this sun any day. I miss the snow of the mountains already alas the call to good is far more important. Turning back to the horizon Minerva keeps watch for any surprise attackers.


Male Human Paladin 1

Well, the other option seems to be that two of us are alone in the gnoll-infested wilderness, so...why not?


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

The young women sat up straight when he raised the stakes. She was in over her head. With a little naive smile. I am sorry, I do not have enough money to cover the raise. She looks around at the table filled with professional gamblers, they were eyeing up this little women. They felt she was in over her head and they wanted to take her for all she was worth and then some.
The fat merchant that has been staring at her cleavage all night spoke up.
Little lady, I think we can come to some kind of arrangement...I will cover the difference, provided you agree to my terms. He was staring at her cleavage again.The young lady new she had to do something. Shying away as if she was ashamed and looking down at her cards
Fine! Let's get this over with then. I see your raise and call.

The young women was crying all the way back to the fat merchants room.
Once inside the merchant looked her up and down, licking his lips. You should not have been gambling in the first place. Now you have to pay your tab. I aim to collect all night.
The young women turns to look the fat merchant in the eyes. Her crying stops and she gets a wicked smile on her face. Then the merchant notices something else. The women had not been crying at all, her face still beautiful as ever. Then he felt the touch of cold steal on his neck. Then he felt the warm breath on his in his ear.
Your fondness for young women is your undoing. That is why I am here. I should slit your throat right here and be done with you, but my employer wants you ruined...and so you are. The sheriff will be here soon to collect you. Your crimes are as vast as your wealth...well your wealth will be put to good use.

The young women looks on as the merchants face turns ashen gray with fear.
So, That is why they call you the grey man

Grayson pushes the fat merchant down on his own bed and proceeds to tie him up face down. His arms and legs stretched out to all for post of his ornate bed. Once he was satisfied that his target was neutralized, Grayson searches the room. He finds several trinkets worth taking for himself and leaves the rest to his companion.
I will take these, the rest is yours....
Grayson notices some official papers that make him smile.
On second thought I will take these and then everything else is yours.

Grayson hires on to the small caravan as a guest and not a guard. This one was filled with merchants and he did not want to work while he traveled. Kelmanare was a ways off but the should get there soon enough. The papers he took from his last job was a gamble onto itself. He knew that as long as he had these papers in his hands he owned that property and business. Problems was that the papers could be forgeries, they could just be worthless pieces of paper. He could be the owner of a hovel for all he knew. It was time to get out of that city and move on to new pastures and this was his ticket. He would see it to its end..not matter the outcome. The city of kelmanare will be in sight by night fall.


With the 'Clawed' tree in sight relief comes over most of the merchants. Some of them even exclaim, "What a wonder we are nearly there!" But it is short lived as the cries of bandits come from the hills and over the nearest rise about a dozen wrapped humans on top camels come charging towards the caravan from the East side now 140 feet away.

Perception DC 17:
You were able to hear some of the tale tale signs of nearby camels and men. You get to act in surprise round.

Round 1 - Check for initiative:

1d20 ⇒ 4 Sir Drystan Goldenflame
1d20 + 12 ⇒ (20) + 12 = 32 Grayson
1d20 + 13 ⇒ (5) + 13 = 18 Minerva
1d20 + 4 ⇒ (18) + 4 = 22 Mayze
1d20 ⇒ 16 Merchants
1d20 ⇒ 14 bandits cavalry
1d20 ⇒ 6 infantry
1d20 + 5 ⇒ (13) + 5 = 18 Jellisa

32 Grayson
22 Mayze
18 Minerva
18 Jellisa
16 Merchants
14 bandits cavalry
6 infantry
4 Sir Drystan Goldenflame

The merchants scramble to get their camels to the ground and hide behind them. The one and only coach in the caravan reserved for guests is used as a shield for some of the merchants as they get their camels behind it and hide between their mounts and the coach. The guards seem almost lost in what they are suppose to do, most do draw their ranged weapons and aim them at the oncoming bandits.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

As she glances once more over the horizon she hears an unfamiliar sound as a crowd of bandits come charging at the caravan, readying her bow, Minerva yells out Raiders incoming as she draws one of her white shafted arrows from her quiver. Knocking the arrow she draws in what you can obviously tell is a practiced motion. Feeling the familiar tickle as the fletching brushes past her cheek Minerva sights in and releases watching to see if her arrow finds its mark on one of the calvary men.
Ranged Deadly Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

GM Wolf do you use block initiative or should I wait for my turn after Grayson and Mayze


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Grayson was just relaxing in the guest coach when I heard something that was not good. Hearing the commotion form the caravan, he guess it was trouble. He always kept his armor on while traveling, his weapons belt he kept in his backpack. Reaching deep into his backpack he pulls forth a belt with several weapons, wands and a few tools all dangling from the sturdy leather. Strapping it on he sees everyone look at the incoming camels.
Great and here I though I could get some sleep.
Keep an eye out for the hidden hand, there might be more coming from another direction
Move action to retrieve weapons belt and strap it on.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Perception, since Nazetoz is with Sir Dystan I assume he's also supposed to be in combat: 1d20 + 16 ⇒ (1) + 16 = 17
Initiative: 1d20 + 6 ⇒ (15) + 6 = 21

Normally Nazetoz would have mage armor and penumbra up all day in a situation like this... Though I haven't had time to mention that yet. I hadn't expected to be thrown into combat before I knew where we were. Is it too late to assume I had them?


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Earlier
"The heat doesn't as much bother me as the bright light." I wish I could remove my clothes though, but that would just attract even more attention that I don't need. If allowed he would have cast penumbra if it wasn't up already.

---

Nazetoz is not alarmed by the bandit's appearance. "Well, this is what we are here for, right?" He says with a grim smile as he looks at the other guards. Quickly he waves his hand and it's as his body moves with the waves, swaying and becoming blurry like a desert mirage.

I could blind some of them with glitter, but we aren't close enough to take advantage. Better to get up some protection for myself first.

::Nevermind that, feed me the power! Let's stop these unlawful bandits from killing the innocent members of this caravan.::

Very well. Nazetoz thinks back and grips the handle harder as a red glow of magic runs along the scimitar to engulf the whole blade.

Casting blur and activating arcane pool to turn Kuro Rakirai into a +3 Keen Scimitar.


Male Human Paladin 1

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Unfamiliar with these southern deserts, Drystan doesn't recognize the approach of camels.


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Sorry I thought the DM rolled it for us, but that was INIT
So my action will happen after the surprise round


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Mayze Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Quill Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Caught off guard by the raiders, Mayze tenses up, freezing at a most inopportune time...


Round 2

Most of the merchants are behind their camels now, drawing scimitars or daggers but the weapons are more for show. The guards shoot their weapons at the cavalry a second time at Jelissa's command as she stays mounted and fires at them as well. Several of the riders fall from their camel from the barrage but 8 of them get to the line of guards and attack. None of the guards fall but several take wounds.

One merchant in specific is having troubles with his camel, at the back of the caravan.

A horn is blown from where the cavalry came from and a few more wrapped men come out with bows. As the sand on the West side of the caravan explodes, revealing hidey holes filled with gnolls. Another dozen enemies surge upon the caravan, they cut down several camels. The gnolls howl into a frenzy and laugh as they move in to slaughter.

If you have not already done your round 1 actions please do so. Also post your location, remember to do a ride check to dismount otherwise it is a move action.
Naz those spells we will count as casted and active.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Thank you. I wish I had put a rank in ride... I must say that witout a map it's incredibly hard to figure out what actions I can do. Hard to state out location without it, though I think you could have just placed us on it. Can I charge? Flank? Full attack? Nazetoz still got his round 1 action (before the bandits), round 2 (before what you just posted apparently) and round 3 action (before their next action) to g as what I posted before was surprise round. Was what you just posted supposed to be for round 1? That would make more sense to me since the two of us who posted did so for the surprise round. Everyone except Drystan now need to make 3 rounds of actions.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Did we roll initiative for Round 2? Also this is my round 1 post

Realizing that her one arrow would not stop the incoming hoard, Minerva calls to her faith and is infused with a divine wrath of destruction. As she dismounts, she quickly draws and fires three more speeding arrows towards the incoming bandits.

Free action to dismount, swift to call judgement, full attack flurry. GM if I kill any bandits I would switch any further arrows to different bandits. Also did my first arrow hit, if so then I would first target that guy, after he dies the other arrows can be moved to any of the mounted bandits as I can't see the gnolls yet. The perfect strike roll is a monk ability allowing me to roll twice and take the best result on one attack so I did so on my first shot.

Flurry: 1d20 + 9 ⇒ (8) + 9 = 17
Perfect Strike Roll: 1d20 + 9 ⇒ (12) + 9 = 21
Flurry: 1d20 + 9 ⇒ (10) + 9 = 19
Ki Extra Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Fast Dismount: 1d20 + 11 ⇒ (16) + 11 = 27


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Round 2
Mastering her initial surprise, Mayze dismounts her camel, and moves into the thick of things, brandishing her spear...intent on adding a few more pelts and teeth to the weapon. On the way up she calls out to Quill, "Čuvaj me u dupe i uverite se ne se proguta od strane ovih olinjali šakala!"

Draconic:

Guard my ass and make sure I don't get swallowed up by these mangy jackals!
Using Serbian for Draconic

Move action to dismount, move action to move up and ready weapon. Trying to reach melee for next turn, hopefully in a position where I don't have to use the reach weapon to fight over friendlies who would provide cover. Free action to talk. Not sure how you'd like to do the Eidolon, Quill, as her initiative would be different than mine. Speaking of which, my init is +8 due to Improved Init, but I didn't make that clear, so my bad :).


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Round 1: Surprised
Round 2
Grabbing his weapon belt form his back pack and strapping it on, Grayson hears the oncoming bandits from the east. He looks out towards the west just as the bandits spring the second part of their trap.
alright, lets see what you do...show your hand you little s@*ts


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Round 2
Seeing her hated enemies explode from the sand Minerva quickly turns to analyze the new threat. Her heart aches as the memories of her fallen brothers come to her like short flashes. Drawing upon these as motivation, Minerva calls out in a prayer to good asking them to bless her bow Bane Humainoid (gnoll).

Attack 1: 1d20 + 13 ⇒ (7) + 13 = 20
Attack 2: 1d20 + 13 ⇒ (12) + 13 = 25
Attack 3: 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1: 1d8 + 2d6 + 14 ⇒ (1) + (2, 1) + 14 = 18
Damage 2: 1d8 + 2d6 + 14 ⇒ (6) + (1, 1) + 14 = 22
Damage 3: 1d8 + 2d6 + 14 ⇒ (2) + (5, 1) + 14 = 22


Male Human Paladin 1

Round 1
Reaching for his bow, Sir Drystan draws and knocks an arrow, letting fly as soon as he draws a bead on one of the camel-riders

Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Unfortunately, in his haste the arrow flies well wide of the target.

Round 2
Recognizing the threat of the gnolls, Drystan gathers himself in a crouch, unfurls his wings, and leaps into the air, flying toward the gnolls. Landing just shy of them, he turns to spare the merchants from what is to come then, drawing a mighty breath, roars out a 30-foot cone of golden flame at the hyena-men.

Breath Weapon: 1d6 ⇒ 3 DC 15 Reflex save for half damage.

He's aiming the cone to miss any friendlies, and catch as many gnolls as he can. If any gnolls are already mixed in vwith friendlies, lucky them, they're spared this round.


Round 1
Minerva takes down three of the camel riding bandits with the help of a few shots by the guards.

Round 2

Drystan, your breath weapon does 1d6 damage per HD right? So now it would do 3d6, with your 3 levels. Even if it was 1d6 per two I would let you round it up to 2d6.

Drystan's flames pour out over the gnolls who howl out in pain and surprise. Minerva cuts down three of the gnolls with her arrows. 3 gnolls strike out at Drystan but his armor protects him.

Mayze, if I forget you can roll Quill's init. Also there is surprise round, round 1, and round 2. So now technically you would do round 2, count the other post as round 1. I am still waiting for Nazetoz's actions for round 1&2. Go ahead for your Round 3 actions.

Now there is six cavalry bandits to six guards and Jelissa.
Nine gnolls are left to your group.


Male Human Paladin 1

No, breath weapon works off of Racial HD, not class HD. Races with no racial HD, like humans and most other pc races, get only a 1d6 breath weapon. Source: James Jacobs. Now, he does posit an "improved breath weapon" homebrew feat in that pos, which I'd be happy to take, but as of now it's just 1d6. Unless you want to be more generous, of course. You're the GM.


Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
My bad, I was thinking round 1 was the surprise round for some reason, probably too much 5th ed lately.

Round 1
Unsure if the new people are friend or foe Quill waits for instructions from Mayze.

Delaying until after Mayze goes. So her new initiative will be 1 less than Mayze.


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Round 2 (for really reals this time)
Having made it up to the melee Mayze stabs at camel mounted raider, screaming out insults the man likely doesn't understand.

Long Spear Attack: 1d20 + 9 ⇒ (14) + 9 = 23
+2 Base Attack +7 Strength +1 Enhancement -1 Power Attack
Long Spear Damge: 1d8 + 14 ⇒ (1) + 14 = 15
+10 2Handed Strength +1 Enhancement +3 Power Attack

Risking a quick glance over her shoulder at the sound of the cries of pain coming from burning and feathered gnolls, Mayze grins, glad her companions were able to respond to the surprise.


Round 2
Planting herself firmly behind Mayze, Quill waits for any attempt to surround her mistress, ready to tear into any foe stupid enough to get into reach with her vicious teeth.

Move adjacent to Mayze, ready an action to attack any raider or camel who gets within the 10' reach of her bite.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Seeing the gnolls lash out against her ally causes Minerva to lose focus as the magic on her bow slowly fades away. Cursing herself for allowing her hatred to affect her in combat Minerva lets loose three more arrows hoping to punsish the three who were foolish enough to attack a friend.

Letting bane drop, do not want to waste it on easier foes, and I want to target the three that attacked Drystan, I have precise shot and do not take a penalty for shooting into melee.

Attack 1: 1d20 + 11 ⇒ (8) + 11 = 19
Perfect Strike 1: 1d20 + 11 ⇒ (17) + 11 = 28
Attack 2: 1d20 + 11 ⇒ (15) + 11 = 26
Attack 3: 1d20 + 11 ⇒ (15) + 11 = 26
Damage 1: 1d8 + 12 ⇒ (4) + 12 = 16
Damage 1: 1d8 + 12 ⇒ (4) + 12 = 16
Damage 1: 1d8 + 12 ⇒ (6) + 12 = 18


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Grayson clears the guest coach and moves towards the gnolls, drawing his weapons as he engages the enemy.
Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Possible critical
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Damage if Critical: 1d6 + 7 ⇒ (5) + 7 = 12


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Round 1
Nazetoz rides over to where the battle is and dismounts.

Round 2
Nazetoz will try up to set up a flank with one of the others by stepping into the enemy lines. "We should strike at them from opposite sides, it'll be much more effective that way." Before stepping into the fray he makes a quick arcane gesture.

-

"B̥̗̩̝͖͑͌́͡a̢̡̘̤̰̖͍ͯ̓ͥ̀̊̓̓ͭd̬̞̖̣̜̤̻ͪ̕͟ ̣̩̩̥͇̃ͣ͒ͩ̓͊͊͛̚͞ͅi͔͖̳̯̼̙͎͂ͭ̊̈́ͭͤ ͎͎̣̉͊͋́̃͑̀h̸͓̱̙͕̹̹̼̺͊̉͂͋̓̌ͫ͘ͅę̸̧̪͔ͤͮͧ̅ļ̶̘͇͖͖̞ͦ̈́ͅl̸̢̘̘̉̓͆ͥ͌̏̀̄̚ͅḭ̩̝̟̯ͤ̄͂̀̏̉ ͑͝g̢̰ͫ͋ͤ͑͗̑͒̑̽è̢͍͙̹̝ ̵̟͚̳͒ͅf̡̗͉͎̆̎̋͞l̓̊̂̽͏̛̲a̡̝͚͍̙̼̮̹ͮ̐̅ͥͦ͛ͥ͘ͅm̩͓͎̑̑ͦ̈ͮ͜͡m̶͉̮̜̘̳̦̠ͦ̓̄͟͟e̗̙ͩͬ̈́̋̇ ͨ̑̆r͍̰̬̫̠͎̄̃ͪͮ ̜̮̓ͩ̐ͧ̄ͣ̚͠f̨̂̈́̉̋ͭ͌̕҉̫̬r̴̘̮̬̣̞͖̃̌̂̀ͭ͒ͮ͋̀͝a̝͍̭̮̾͆͋ͧ́ ̵̥͎̹͉̺̤̆ͪͣs̹̘̮̈͠k̨͔̰̙̩̂̌͝͞j͇̻̬͎̓̓ͤͮ͛̀̉͌̎͡æ̝̹̺̞͉̬ͥ̉ͭ̎̈̂r̡̼̯̻̞̊ͮ̽ͭ̀͘s̳͔̤͉ͮͬi͑ ͣ̏͋͗͏͚̜͠ľ̉҉͓͈̣̕d̙͊̒͊̅̅̔̌̿ͮ͞ḙ̷̢͓͙̒͋n̵̢͔̟̯̼͊͆̄!̫͈̙̼͐̃̎ͣͭ̕"

-

His blade is suddenly wreathed in flames as he strikes towards the bandits. His scimitar is moving incredibly fast, so even if it wasn't covered in flames it would be hard to see and avoid.

Spell combat, going to assume no flanking this round, but that he started the round out of combat so he could cast without concentration. Casting Shocking Grasp with Versatile Evocation to turn the damage into fire damage. +3 bab +6dex +3 weapon +2 moonlight stalker -2 Spell combat. If the first blow is enough to kill a bandit, strike at another.

+3 keen Scimitar spellstrike with fiery grasp, add +3 if they wear metal armor: 1d20 + 12 ⇒ (15) + 12 = 27 weapon damage: 1d6 + 11 ⇒ (2) + 11 = 13 Fiery Grasp damage: 5d6 ⇒ (6, 2, 5, 4, 3) = 20
Crit confirm: 1d20 + 12 ⇒ (5) + 12 = 17 crit damage: 6d6 + 11 ⇒ (1, 5, 1, 5, 1, 5) + 11 = 29

Attack: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d6 + 11 ⇒ (1) + 11 = 12
crit confirm: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d6 + 11 ⇒ (2) + 11 = 13


Round 2

Grayson comes out of the coach to slice one of the gnolls nearly in half. Minerva lets more arrows fly and drops 3 more gnolls. Mayze pierces one of the riding raiders with her spear, a vital spot and the fellow just drops. Naztetoz enters the battle after his allies trying to setup a flank but the enemies just kept dropping. Instead he got close and burned two of them to a crisp.

8 gnolls left, then 5 gnolls left, now 3 gnolls left, there is five cavalry bandits to six guards, Jelissa, and Mayze.

Round 3

Commence?!? Please.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

My last post was for round three sorry If i confused you, you said to post it earlier, I am sorry for not marking it as such.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

I thought Nazetoz was fighting the bandits, not the gnolls, but it doesn't matter much. It's always a good idea to put round number in the header to avoid confusion. I was waiting to see the results of my actions before posting round 3.

Round 3

Pha, puny enemies, they go down so easily, they don't even deserve my flames. Nazetoz thinks after seeing how easily the enemies go down. ::If you lose less force, some of them might survive, be shown the error of their ways and redeemed.:: Understanding glimmer in Nazetoz' eyes at the words of the sword in his mind. Ah yes, redeem our enemies. That's still a new concept to me. Everyone I knew back home were too far gone for that...

"By Sarenrae! I mark thee bandit. Know your shame and repent." He cries out as he slices into the bandits in front of him. Magic glimmers along his blade, but this time, not to harm, but just to mark. He slices into the forehead of the first bandit in front of him leaving the words BANDIT Magically glimmering behind. Though they only remain there for a moment as the top of the bandit's head comes off from the force of the blow. Oh well, I tried... He thinks ruefully.

Add +2 to attack and sneak if he somehow managed to get into flanking position.
Arcane Mark spellstrike, spell combat: 1d20 + 12 ⇒ (17) + 12 = 29 damage: 1d6 + 11 ⇒ (6) + 11 = 17 sneak attack?: 2d6 ⇒ (1, 1) = 2
crit confirm: 1d20 + 12 ⇒ (20) + 12 = 32 crit damage: 1d6 + 11 ⇒ (5) + 11 = 16

Regular attack, spell combat: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d6 + 11 ⇒ (2) + 11 = 13 sneak attack?: 2d6 ⇒ (3, 5) = 8
crit confirm: 1d20 + 12 ⇒ (1) + 12 = 13 crit damage: 1d6 + 11 ⇒ (1) + 11 = 12


Male Human Paladin 1

Hopefully, there's at least one gnoll within a 5 foot step of me.

Stepping up to a singed survivor of his breath weapon, Drystan slams his spiked armor into the gnoll, then tears into him with tooth and claw.

Attack(Spikes): 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Attack(Bite): 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 9 ⇒ (1) + 9 = 10

Attack(Claw): 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d4 + 9 ⇒ (1) + 9 = 10

Attack(Claw): 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d4 + 9 ⇒ (1) + 9 = 10


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Round 3
Grayson adjust his stance to attack another Gnoll. He eyes his opponent up. When the time occurs, Grayson steps into his enemy stabbing up with his rapier and cutting across the stomach with his kukri.
Attack Rapier: 1d20 + 10 ⇒ (19) + 10 = 29
Attack Kukri: 1d20 + 8 ⇒ (12) + 8 = 20
Critical Confirmation: 1d20 + 10 ⇒ (20) + 10 = 30
WOW! What to do now..lol
Damage Rapier: 1d6 + 7 ⇒ (5) + 7 = 12
Damage Kukri: 1d4 + 1 ⇒ (2) + 1 = 3
Crit Damage Rapier: 1d6 + 7 ⇒ (6) + 7 = 13


Round 3

The bandit camel riders back up and retreat. The gnolls get sliced up except for the last three, Since Naz, focused on the bandits earlier. The gnolls cut out at the enemies, landing only two blows, one on Graysome, and Drystan.

1d8 + 7 ⇒ (6) + 7 = 13
1d8 + 7 ⇒ (7) + 7 = 14 dryston

Round 4


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Round 4
Three more white shafted arrows quickly dart across the desert landscape burying themselves in the gnolls.
Attack1: 1d20 + 11 ⇒ (13) + 11 = 24
Attack 2: 1d20 + 11 ⇒ (19) + 11 = 30
Attack 3: 1d20 + 11 ⇒ (18) + 11 = 29
Damage 1: 1d8 + 12 ⇒ (1) + 12 = 13
Damage 2: 1d8 + 12 ⇒ (8) + 12 = 20
Damage 3: 1d8 + 12 ⇒ (7) + 12 = 19


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Round 4
Seeing the raiders retreat Mayze calls out several more insults before turning toward the gnolls. "Ca mhom Quill." She says, and the eidolon follows her to the melee.

Got hung up and missed round 3. My fault for not checking in as often, and I'm just going to assume Mayze spent her action calling out insults. If you do want me to give an action for round 3 though, Mayze will cast Enlarge Person on Quill before moving toward the gnolls.


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Grayson watches to make sure they are truly fleeing and not just regrouping. Once he is satisfied that they are fleeing for good, he starts to search the fallen.
will take 10 since we have some time but not a lot
Perception: 10 + 11 = 21


Male Human Paladin 1

Furious at the gnoll that attacked him, Drystan turns and attacks. Activate Rage. Also using Power Attack

Spikes:Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d6 + 14 ⇒ (4) + 14 = 18

Bite:Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Claw:Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Claw:Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Bite crit check:
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 8 ⇒ (6) + 8 = 14

AC now 21 due to Rage, HP 31/45


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Sorry my fault I thought everyone was fleeing..
if there are gnolls then Grayson would attack

Rapier: 1d20 + 10 ⇒ (7) + 10 = 17
Kukri: 1d20 + 8 ⇒ (3) + 8 = 11
Damage Rapier: 1d6 + 7 ⇒ (1) + 7 = 8
Damage Kukri: 1d4 + 1 ⇒ (3) + 1 = 4


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

I've been trying to write this post several times, but since the situation has been so unclear I've been having troubles. How many bandits are left? 4?3?2? You didn't describe if any went down last round. Can I charge them?

"Don't let them get away! They'll just ambush and kill people from another less well defended caravan. Bandits, dismount and surrender if you don't want to be shot in the back."

If the bandit is close enough to charge, he'll do that, otherwise he'll toss a javelin.

charge: 1d20 + 16 ⇒ (4) + 16 = 20 damage: 1d6 + 11 ⇒ (2) + 11 = 13
javelin: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 1d6 + 3 ⇒ (4) + 3 = 7


Nazetoz tosses a javelin and strikes one of the fleeing bandits. Meanwhile on the other side the gnolls are slaughtered. Arrows find their mark, claws slash, blades bite deep and Sir Drystan bites out one of their necks. Their cackles die as their bodies hit the ground.

The bandits are now 100 feet from Nazetoz.

Next round.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

"Hey archer! Shoot down the bandits! Don't let them escape to terrorize someone else!" Nazetoz shouts after Minerva as he gets out another javelin while running after the bandits and hurls it at them.

Knowing the number of remaining bandits would be nice.

javelin, still 2nd range increment after moving 30 ft closer: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d6 + 3 ⇒ (4) + 3 = 7


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Round 5
They will feel the sting of my arrows fear not, Minerva says as she turns to face the fleeing bandits. Taking a deep breath she focuses on her bow wishing for it to be blessed in the faith of evil. Seeing a familiar red glow she sights in and releases three more of her deadly arrows.
Attack 1: 1d20 + 12 ⇒ (10) + 12 = 22
Attack 2: 1d20 + 12 ⇒ (20) + 12 = 32
Attack 3: 1d20 + 12 ⇒ (18) + 12 = 30
Attack 2 Conf: 1d20 + 12 ⇒ (2) + 12 = 14
Damage 1: 1d8 + 2d6 + 13 ⇒ (6) + (5, 2) + 13 = 26
Damage 2: 1d8 + 2d6 + 13 ⇒ (3) + (4, 4) + 13 = 24
Critical 2: 2d8 + 26 ⇒ (8, 8) + 26 = 42
Damage 3: 1d8 + 2d6 + 13 ⇒ (4) + (1, 5) + 13 = 23

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