The Broken Age (Inactive)

Game Master Vinsomner

World Map: Kalinthros

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Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Breewyn slipped and jolted awake. She didn't realize that while she was lost in her thoughts, she had managed to nod off. She jerked back up and then looking around, she felt a pang in her chest. She hadn't spoken to Ishak in quite some time and it was already starting to get dusk. She got up and started to wander around the encampment, asking for the whereabouts of the other Kobolds, even asking their wonderful cook if they had seen them since they had left to go scouting.

Let me know if I need to roll anything for trying to locate or find out anything about the Kobold scouting party, Vinsomner.


Game Master

All you receive in response is that left to go north from the camp, inspecting a few oddities that were spotted by the kitsune before when she scouted that way. But other then that, they should've arrived back at camp hours ago.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Tsakua had been catching a rest, taking it easy until he heard about the missing kobolds. Realizing that Ishak was among the group, the large half-orc races off into the woods to try and find his friend.

Survival (track): 1d20 ⇒ 3

A few minutes later, members of the camp would see Tsakua come jogging back into camp with a puzzled look on his face. Whatever he tried to track, it didn't work, and he obviously had no idea where he was going on his own. A sheepish grin on his face, he looks at his companions.

"Well, guess I'd be better off t'wait f'r Ira 'r Pazeek t'show the way," he says with a sheepish grin. "But if someone's willin' t'lead th' way, I'm willin' t'bet we c'n find somethin' that'll deserve a good kickin'."


Thomen finds Serin and they spend a while talking about religion and morals, about what is happening with the High King, and also practicing some moves. Thomen's found Serin quite a reliable being, despite being a human, and his natural innocence has allowed him to see beyond the obvious (his race). Also, he has detected no evil in Serin, and believes him a holy warrior of his Goddess, whom he calls Iomedae.

The time spent in company of such a holy soul has given Thomen some confidence, and he wants to address a matter that he's being postponing for too long. He carefully thinks who to speak to about it...

-It should have to be Octavian, he seems the one taking the initiative with the decisions.

So he approaches Octavian while having a light dinner, as if, you know, casually.

-Sir? Excuse me, Sir... how did it go the scouting thing? I mean... I'm interested... we're all interested, right? Er... well, we saw some of you coming a bit bruised, so... I thought... erm... maybe you could put me to good use... I mean, I would... love to... help you, out there, you know...

Still many words come clustered to Thomen's mouth, though he decides to cut the flow and let Octavian think about his proposal.

-Please, please, I've been dreaming with this my whole life...


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Hearing his name mentioned, Pazeek looks up from his ruminations with a puzzled chirp. "Someone need me for something?" After listening to Tsakua's worried explanation, Pazeek clicks his beak shut thoughtfully, returns to the bench to gather his weapons, then begins to stow them as he heads in the direction from which the kobold party left the camp. Pazeek has little trouble finding the start of their trail and--heeding Tsakua's not-so-subtle worries about wasting time--decides to take the chance of missing something in exchange for traveling a bit faster than he normally would while engaging in such a meticulous task.

Making Survival check to follow the kobold's trail. Because time might be of the essence here, Pazeek is tracking while moving at normal speed.
Survival (Track): 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20

With several others following along in his wake, Pazeek heads into the woods east of the camp area, eyes darting back and forth in the light of the setting sun for the slightest sign of the kobolds' passage. He very much hopes to find the small reptiles safe and sound, and before dark as well, as night fighting has never been one of his preferred types of battle.


Game Master

Okay I need to know; besides Tsakua, and Pazeek, who else is venturing to find the missing scout party, and who is remaining at the camp? When thats decided, I need everyone to post in spoilers respectively, "Rescue Party" and "Camp Defenders"

Rescue Party:

With sharp eyes, you are able to find the signs of the kobold passage, but barely at that. The buggers were small, and use to moving quite stealthily through the forests, if not tunnels of the world beneath. Just thirty minutes into the tracking the sun is already fading quite quickly, the camp is already far behind.

The tracks bend down into an old road over run with vegetation, when you approach the road and look either way, you are unable to see that far due to the growth, but it seemed as if it was once a main road used for a specific purpose as the road curved to the north east after a few dozen feet. Pazeek notices the trail of the kobolds continues, but will require a bit more work.

The world was getting dark, fast. It was at this point that it was either push on to find the kobolds, or return to camp. It was going to be a dangerous night. It was doubtful the Kobolds would make it if they were in trouble.
Go ahead an roll another Survival (Track) if the rescue party moves on.

Fate: 1d100 ⇒ 97

Camp Defenders:

With the scouting party sudden departure, it left the camp a little weaker, and thus all those who are able to bare arms did, standing guard.

The night was silent, eerily so. Not even the crickets were making a sound. It was silent... too silent. The night was encroaching fast. The air around the camp was tense and could be cut with a knife.

Everyone nervously looked out towards the darkness that was oppressively fighting the fires. Hands gripping weapons at the ready. Whatever the party encountered was coming, everyone could feel it in the air.

"Oi... this reminds me of a time I was in the tunnels with my kin, fighting off a horde of shade demons that somehow found their way into our mines." Targen rumbled, breaking the silence for a moment, "I'll tell you what, its far better knowing what is coming then what isnt. My jimmies be all rustled here." To emphasize his discomfort he shuffled his weight, adjusting his gear.

Fate: 1d100 ⇒ 40


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

stealth: 1d20 + 12 ⇒ (2) + 12 = 14

Tsakua tries to move quietly through the woods, but his concern for their missing friends clouds his mind and he pays more attention to following Pazeek than moving silently.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Go rescue or too distracted to notice?: 1d100 ⇒ 60

Camp Defenders:
Toyer is far to enthralled with dinner preparations to notice that others of the camp have taken off. Too bad too, he would have loved to go on another adventure. But, he simply remains sitting cross-legged next to the cook pot waiting to eat.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party, eh? Hmm, I think that may be a wee, tiny bit of a hint. Maybe. Not entirely sure. ;D

Rescue Party:

Keeping on the kobold party's trail without slowing is a challenge, but one that Pazeek is able to meet with only a bit of worried fluffing at some of the trickier parts. It seems stealth is of less concern than usual, as Tsakua plows along in Pazeek's wake with none of Pazeek is coming to learn is his usual sneakiness. But Pazeek isn't minded to prod him about it, as he can clearly see the half-orc's worry every time he looks back. Instead, he just concentrates on sticking to the trail before him.

When the trail comes onto an old road, however, Pazeek finally comes to a halt. The light is fading quickly, the trail is moving into unfamiliar territory, and Pazeek feels a growing certainty that the kobolds have run into trouble out there. He can still make out enough evidence of the kobolds' passage through the area to at least get a start in the right direction, though keeping on the trail in the dark, at speed, and over a road that holds prints poorly, if at all, will be a considerable problem even for him. "Alright, decision time," he says as he turns to face the others who have followed him out here. Waving a claw down the road, he continues "The tracks I've been able to find lead that way, for a time at least. But it's getting dark, and I'll have a right time of trying to keep us all on the trail. To make things that much harder, I'm pretty certain those kobolds are in trouble, which means we can't waste time."

Loosening his weapons as he stares at the minute signs of travel made by the kobolds, Pazeek rubs absentmindedly at the long scar on his beak. "So the first decision is whether to turn back or continue onward. If we continue, then it becomes a matter of go slow but steady so I don't risk missing the trail, or keep moving as we have been." His eyes glittering in the waning light as he looks at the others, Pazeek hums thoughtfully. "I'll be honest here, if we go the way we have been, I'm not sure I'll be able to hold to their trail, not without a lot of help from the rest of you."

If Pazeek has to take the -5 penalty to Survival checks for moving at normal speed while tracking, he'll probably miss the check. I could take 20, but I'm pretty sure that'd take time we can't afford to spare. So the rest of the rescue party, all of you, need to chip in with aid another checks to keep him on the right path. If we decide to go after the kobolds, I'll wait for everyone to make their checks before Pazeek makes his.


Yeah, tell me 'Camp Defenders' is not indicative...

Camp Defenders:

Thomen and Octavian are talking when they realise the atmosphere has suddenly grown quite tense. Thomen stops talking and pays attention for some seconds, then says to Octavian:

-I should... I should better go get my weapons and be ready... it looks we're in a tense situation. Better we keep talking tomorrow, right?

He goes and picks his hammer, nervous both by the suspense and because of the people's attitude.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Rescue Party:
Jietin follows along quietly, keeping an eye out for any unwanted attention as Pazeek tracks. As the sun starts to set, he frowns and looks back, then looks forward. "Either we abandon them to death to save our own hides, or we risk ours to save theirs. I'm not in the mood for leaving anyone behind, let's keep pushing. I'll track for this part, help me out."

Jietin adds 11 to survival and has a higher base move speed than Pazeek. Give me some aid checks please!

Track: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party:
Hearing of Jietin's desire to take over the task of tracking, Pazeek briefly gives thought to contesting the decision, before realizing that this isn't the time or place. Instead, he shrugs and points out the various signs he's noted in the area.

Making aid another check to improve Jietin's chances of tracking successfully.
Aid Another: Survival: 1d20 + 10 ⇒ (5) + 10 = 15


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

I am going with the rescue group, I wanna make sure Ishak is ok.

Rescue Party:
Breewyn follows as long as quickly as she can, keeping her eyes peeled for clues at the request of both Jietin and Pazeek.

Aid Another: Survival: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6

She was rushing too fast to really be able to help in watching for traces of the search party. She decided to redouble her efforts on trying to keep up without becoming tired, it would do them all poorly if she wasn't able to keep up with them.


Game Master

Rescue Party:

With the combined efforts of the group you head down the road, following the tracks, collectively pointing out anything the others miss. The process was arduous by you were making progress.

The night has finally fallen, it was getting pretty dark now, creating dim lighting. The moon was not out this night and it will only get darker with the trees surrounding creating an impenetrable wall of blackness.
Someone will need to pull a torch if they do not have lowlight or darksight.

It takes about another hour of tracking, covering pretty good ground without much interruption but the trail turns into a more sturdy road, the vegetation becoming very sparse and the tracks all but disappearing.

Rescue Party Perception DC 15:

You can suddenly hear some metal clanging and shouting, the shouting was unfamiliar and rough, almost sounding draconic. It appears the kobolds are locked in combat!

Camp Defenders:

Camp Perception: 1d20 + 15 ⇒ (10) + 15 = 25
All camp defenders roll perception to aid.

The camp is silent, everyone on constant watch, the feeling of being exposed ever present as the group had been split. Not even the defenders were speaking now. Only the sound of leather crunching and metal clanking from shifting weights. Not knowing what lay in weight in the looming darkness beyond.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Camp Defenders:
Toyer shivers for a moment at the change in demeanor of the camp, and peers around for a moment, before finding a place to get out of sight.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Tsakua's ears perk up to the sounds of combat. His eyes adjusting to the darkness, he taps Pazeek, Jietin, and Bree, motioning them towards the sound of battle.

As the group draws closer, Tsakua vanishes into the trees, hoping to approach at a different angle, unseen by the combatants.

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

[spoiler=Rescue Party]Perception: 1d20 + 10 ⇒ (16) + 10 = 26

I have darkvision so no worries here. I assume the bit about the tracks getting harder to follow would mean the survival check is much harder?

Jietin grunts unhappily. "Hard to track over this, we'll have to slow down." He muses. But as he says that his ears twitch and he looks to where Tsakua is pointing. He draws his new black greatsword with a grim look and nods. "Aye, that's them. In battle too. Anybody that wants to be stealthy, break off and flank. Everybody else, behind me." Jietin gives the quiet members a few moments to get ahead, then takes in a deep breath. "RRAAAAAGGHHHH!!!" With a bloodcurdling war cry, Jietin charges directly at the fray.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party:

Making Perception check to notice what sounds like a fight in progress.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29

As the small party moves through the woods, with only the barest pauses to check that the course is still correct, Pazeek can make out the growing sounds of a fight, and he spares a heartbeat to draw his smaller swords as the party approaches the battle in progress. Reassured when Tsakua and Jietin note the fight as well, Pazeek nods his agreement with Jietin's basic tactics, and steps off into the undergrowth on a course mirroring Tsakua's own stealthy approach.

Making Stealth check to appprach the battle unnoticed.
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Rescue party:
perception: 1d20 + 2 ⇒ (16) + 2 = 18
Breewyn looks up to hear the sounds of battle and the draconic. She feels the tapping and nods trying to follow quietly as well.

stealth: 1d20 + 5 ⇒ (10) + 5 = 15

She quietly follows tsakua and pazeek, facepalming at jietin rushing forward. She shrugged and continued to move with the others.


Game Master

Zanven, your que!

Rescue Party:

As you come upon the scene, you see flashes of light as metal was striking metal. The buildings around you were hallow, but ahead was a scene that was putting things in a bit of perspective.

A large amount of skeletal warriors, clad in armor and wielding swords and shields. Jietins roar and charge caused quite the few of them to turn, showing their glowing blue eyes. Cackles and clacks sounded up as the undead moved to engage, alerting the others of the new enemy.

The undead charged Jietin, not detecting the others that had faded into the darkness.

The kobolds were traped upon the second floor of a ruined building, two kobolds had their shields locked, trying to keep a group of the armored beasts from charging up the steps, while Ishak and another were engaged with two that broke through.

Interesting enough, a human was in the road as well, though he seemed much of an enemy to the skeletons as the kobolds, as he was surrounded by three himself.

First Round, Players take their turns first, including you Zanven!

Camp Defenders:

The silence permeated the camp until a yell came up from the west. Bows were drawn and a hustle of some of the guards made way to bolster the west entrance.

A singular armored skeleton appeared, eyes glowing a bright blue, as it tilted its head and cackled. The skeleton was adorned in ornate armor, gilded and polished. It seemed that this was no regular undead skeleton. It raised its fine sword towards the camp and its guards. "Surrender your souls to the Master, and your deaths will be swift!" It cackled again, keeping its sword pointed towards the group, it seemed to be waiting a response from the group.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party:
As Pazeek finally lays eyes on the battle, he recoils briefly upon realizing that the enemy is some manner of undead. And not the usual mindless fodder either, it seems, if their coordination and equippage is any hint. The unusual nature of this enemy is enough that Pazeek checks his urge to enter battle, instead staying concealed for a few moments while he evaluates these foes. Though hardly a scholar by any stretch of the imagination, he's picked up enough lore and practical experience over the years to have a surprisingly broad base of useful knowledge regarding certain enemies, and hopefully this will help him out now.

Making untrained Knowledge (religion) check to identify these particular undead and any special abilities or weaknesses they have. While untrained Knowledge checks are normally limited to a max DC of 10, Pazeek gets to bypass that limit due to undead being a favored enemy.
Knowledge (religion): 1d20 + 4 ⇒ (18) + 4 = 22

As he studies the skeletons, Pazeek notes the presence of another combatant, a human by all appearances. The stranger seems to be another foe of the undead, though that doesn't necessarily make him an ally. What Pazeek finds especially noteworthy is the manner in which the human is fighting, and the tengu make a note to himself to be very careful about letting that fellow get a hold of him if it comes down to a fight between him and the group.


Human unchained monk 5 | hp: 65| AC: 18, T:18, FF:15 | Fort:+6, Ref: +6, Wis: +7| ki:5/8 | Mythic Power: 5/5 | Init: +2| Perception: +11

oohh glad I made one final check before I hit the hay.

rescue party:

Zanven let's out a small tch . And you can almost see a visible energy flow across his arms before he lashes out with a right jab into the skeleton in front of him to his left, followed by a left hook, both aiming at the least armored parts of the skeleton. Then spins to sweep the legs out from under the one behind him before bringing his foot back up and slamming it down on the prone skeleton

He takes a small pause to quickly look in the direction of the loud yell, taking note of the large man with a sword. He moves a bit in the opposite direction, accustomed to new encounters not be particularly friendly, especially if it was a race other than human.

spending point of ki to get additional attack fists count as magic and bludgeoning damage. He is putting two attacks into the first enemy, then the 3rd and AoO into the second. Other words, he struck the two skeletons that were flanking him.

flurry1: 1d20 + 10 ⇒ (13) + 10 = 23
flurry2: 1d20 + 10 ⇒ (19) + 10 = 29
flurry3: 1d20 + 10 ⇒ (15) + 10 = 25 - leg sweep style.

DamageF1: 1d8 + 10 ⇒ (1) + 10 = 11
DamageF2: 1d8 + 8 ⇒ (3) + 8 = 11
DamageF3: 1d8 + 8 ⇒ (7) + 8 = 15

Free trip attempt (if 3rd attack hits, does not provoke)
1d20 + 10 ⇒ (19) + 10 = 29

If successful, triggers viscous stomp AoO.
AoO: 1d20 + 10 ⇒ (9) + 10 = 19 vs prone target
AoO damage: 1d8 + 8 ⇒ (1) + 8 = 9

Total, 22 damage to first skelly, 24 to second skelly and he is/may be prone.
(He would have tripped the one behind him/by itself to reduce flanking, then 5ft stepped away to further reduce flanking chances. But keeping the prone skeleton close enough for an AoO should it stand


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Breewyn quietly crept along behind the other two until she saw the human. She did her best to swallow her emotions as the feelings threatened to overwhelm her. She knew she would have to embrace this dreadful reaction sooner rather than later, or she would be no help in the great conflicts that fate had in store for her. She desperately searched around for Ishak, seeing a few small figures trapped behind a small mob of armored creatures, if she could even call them that.

Attempting to identify the skeletons as well.
Knowledge Religion: 1d20 + 11 ⇒ (7) + 11 = 18

She looked back to Tsakua and tapped him, pointing over to where she believed that the Kobolds appeared to be. She hopped that they could make it to them with all due haste.


Female Kitsune Hunter 3/Rog1/Guard1| AC 16/T13/FF13| HP 35/41 | F4/R8/W3| Init+3| Per +9
Stats:
Atks: M +1/ R +4; Skills: Acro+5,Clb+7,DisD+9,HandA+9,Heal+7,Know(G)+8,Stlth+10,Surv+9,Swm+6

Camp Defenders:
Ira stepped forward, pressing through the guards to confront the undead emissary. Gommie padded at her side, a soft growl on his muzzle.

"Who is this master? Nothing will be surrendered to him," She nocked an arrow but did not draw, trying not to incite the attack before others could get prepared. Quietly, she whispered words of magic that strengthened Gommie's bite. Magic Fang on Gommie


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Rescue Party:

Jietin sees the flashes of red, but holds onto his composure for now. He feels the presence of his allies behind him, and trusts that they will handle the skirmishers on the edge that he leaves in his wake. He roars again, challenging the dead and living alike to face him as he charges in, rushing past the frontline to crash into the center of the fray, bringing down his brilliant black weapon on one of the skeletons.

Movement will provoke from the skeleton that is farthest south unless the acrobatics succeeds. I've included a red arrow to show Jietin's path.

Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8
Charge Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d6 + 20 + 2d6 ⇒ (3, 4) + 20 + (1, 4) = 32


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Camp Defenders:
As the skeleton stands with his sword pointed awaiting a response from the group, a crow lands on a tree branch above him. The tree branch was long dead having been damaged in a wind storm months ago, but since it was in the center of the tree it never full broke off. The crow had just enough mass, though...

Using Longshot: Fortune's Filch, DC17 Will save or the following happens:

*CRACK* The branch breaks and begins to fall. The skeleton looks up just in time to see a large log falling. The thicker end of the branch hits the ground to the left of the skeleton whipping the thinner end down fast on the skeleton's wrist knocking the sword free of hs grip. The sword falls and hits a large rock on the ground at just the right angle to bounce it up arcing to the left of the skeleton. At the same moment the thicker end of the branch bounces off the ground rebounding it up from the left and colliding with the arcing sword sending it flying end over end off into the bushes. What the skeleton doesn't see is that Toyer is in that bush and the sword lands right in his hand.

If he makes the Will save all the same happens, but the skeleton never loses his grip, and we'll just say he looks silly trying to be ominous while getting whacked by a tree branch.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

stealth: 1d20 + 12 ⇒ (4) + 12 = 16
Tsakua charges in, trying to remain quiet, but getting louder as his speed increases. Seeing a skeleton in front of him, he draws back and throws a fist at it.

Attack: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Rescue Party:

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Breewyn attempts to keep quiet and maintain her stealth as she slowly creeps after Tsakua, watching him dart forward from the bushes.

She looks around at all the different skeletons and thinks back to the corrupted plants they saw earlier after the bridge, and it begins to click. With the dawning realization she just had, she knows they need to finish this conflict and hurry back to warn the camp about the necrotic influence.


Game Master

Will make my post on enemies for the Rescue Party when Pazeek makes his turn.

Pazeek Knowledge Check:

From your knowledge of the undead, you immediately note that the blue glowing eyes were out of place, normally they were of a soft red glow, powered by lesser magics, but it seemed these skeleton foe were imbued with much powerful magic. Also they seem to be far more intelligent then the average undead.
As normal, they are immune to cold, have undead traits, and are resistant to damage except bludgeoning.

Camp Defenders:

The skeletal warrior cackled, "You will meet him soon enough flesh bags! He has tolerated your presence far enough. You will not defile his kingdom!" Just as he finishes, he looks up to see the branch falling.

Will Save: 1d20 + 3 ⇒ (14) + 3 = 17
Haha... so close to failing that. A little sad that it made it.

The skeletal warrior kept its grip on its sword, making a sound that made it seem as it was irritated. "We will not be sullied by tricks! It yelled as a blue glow enveloped its form, "ATTACK MY SOLDIERS! TEAR THEIR FLESH FROM THEIR BONES!" The undead scream reverberated through the camp, causing the hair on your spines to stand. Yells began to rise from around the camp as more of the skeletal warriors appeared, quite nurmorous at that as they had the camp surrounded.

"YOU FOOLS WILL PERISH TONIGHT!" It cackled out as the skeletons charged the camp.

Defenders, post first your reactions!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Alas, poor Knowledge check, you probably weren't high enough to uncover the really juicy secrets! But your efforts will not be forgotten or in vain!

Rescue Party:

Unfortunately, Pazeek's store of accumulated lore doesn't seem to have anything about this particular variety of undead, beyond what is common to most skeleton-type undead, but he does at least recall that edged weapons aren't terribly effective. Well, unless your name is Jietin, he notes with a flicker of amusement as he notices the brawny tiefling rush into the fray, his newly-improved sword getting its first workout.

With Tsakua drawing further attention by his entry into the fray, Pazeek feels he can spare a moment to sheathe the lighter of his two drawn blades, drawing the tonfa in its place; the lighter blade, even with a good swing, just won't be effective enough on the bones of his enemies. The tonfa, on the other claw, should do a much better job of sending them back to their rests.

As Pazeek prowls cautiously into the fight, he feels a sudden rush of power throughout of his body, and before he can think twice, he's charging toward one of the skeletons trying to get in behind Tsakua, his katana driving in to smash against its fleshless form. For a moment, Pazeek is certain the hit will be taken fully-and harmlessly--by the undead thing's armor, but a second surge of that odd power sharpens his eyes and somehow lets him redirect the blade just before contact is made.

Move action to sheathe wakizashi, then second move action to draw tonfa while moving six squares left. Then using swift action and one surge use to activate Fleet Charge, and another surge use to increase the attack roll. As part of Fleet Charge, moving four squares up and making attack. Damage inflicted bypasses DR.

Katana Attack: 1d20 + 8 + 2 + 1 + 6 ⇒ (8) + 8 + 2 + 1 + 6 = 25
Surge: 1d6 ⇒ 6

Katana Damage: 1d8 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13


-Toyer! Stay close to me and you'll be safe!
Thomen casts Shield Other SLA on Toyer


Game Master

Rescue Party:

Zanven
The warriors attempted to flank the human to bring the task of bringing down this nuisance that had been plaguing their master, though it seemed just the three of them would not be enough as the first suffered several blows, but not enough to bring it down. The one that was flanking fell to its back with an angry clank before its skull was smashed in by the heel of the human, causing a puff of bone and shower of fragments to erupt from the impact, killing it.

The two remaining skeletons take a step forward, bearing their shields in a defensive strike with their longswords at the human that just annihilated their companion. Unfortunately the human was deft at dodging the incoming attacks.

SKL Attack: 1d20 + 7 ⇒ (4) + 7 = 11
SKR Attack: 1d20 + 7 ⇒ (7) + 7 = 14

Jietin
Skeletal Champion AoO: 1d20 + 7 ⇒ (5) + 7 = 12
The skeleton that Jietin rushes pass strikes out, but the tiefling was pretty quick on his feet as the longsword only cuts the air where the tiefling was only a second before. The enemy that had pulled the ire of the tiefling crumpled beneath the savage blow as the greatsword swept through the armor, obliterating its torso. This drew the attention of the nearby warriors.

One in particular back pedeled away as its eyes flared with potent magic, one that was engaging the kobolds jumped down from the upper ledge to stand before it with its shield readied in a defensive stance versus the tiefling as the one that Jietin rushed past charged up from behind, its eyes flaring with energy as it brought its sword down from above. Jietin would feel the tip of the blade run across his black, ripping his flesh.

Skeleton Attack: 1d20 + 7 + 5 ⇒ (2) + 7 + 5 = 14
Skeleton Surge: 1d6 ⇒ 5 Totaling to 19 to attack
Total DMG: 1d8 + 3 ⇒ (2) + 3 = 5

"Kill the glowing one! It's summoning more!" Yelled Ishak as he dodged a sword from the one above.

Tsakua

The warrior took the blow by surprise, but it only took a step back, its eyes flaring to life as a mad cackle rose from it, bringing its sword in a sweeping swing, then a backswing, hoping to feel the blade sink into flesh. Luckily for Tsakua he was able to deftly dodge the first swing of the blade, but the second one came faster as the skeletons eyes flared suddenly when it the blade came in. This one was going to leave quite the nasty gash.

Skeleton Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Skeleton Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Skeleton Surge: 1d6 ⇒ 3
Total DMG: 1d8 + 3 ⇒ (8) + 3 = 11

Pazeek
Pazeek would recieve a yowl of anger from the skeleton as the katana bit into the bone, splintering it. The champion struck back with savagery, blue tendrils of eldritch magic powering it's limbs. Feeling the blade meet resistance it cackled madly as it tore its blade away, attempting to inflict as much damage as it could.

Skeleton Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Total DMG: 1d8 + 3 ⇒ (6) + 3 = 9

Will Post Camp Defenders when Iraldia, Toyer has posted. Octavian is on DMCP for the weekend.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Rescue Party:
Are we up to act now?


Game Master

Rescue Party is up to act now, yes.


Human unchained monk 5 | hp: 65| AC: 18, T:18, FF:15 | Fort:+6, Ref: +6, Wis: +7| ki:5/8 | Mythic Power: 5/5 | Init: +2| Perception: +11

Rescueparty:

Zanven is almost impressed with the skeleton still standing. Almost.
He lashes out at the injured one with a left strike, before turning his attention to the the last, striking at it with a right jab before sweeping at its legs. Exerting his ki to move his body faster than normal. While his kick was well placed, a slight insight in intuition told him to raise it just ever so slightly, the placement crashing into his hip and sending a shudder through its waist and spine.

FoB1: 1d20 + 10 ⇒ (13) + 10 = 23
FoB2: 1d20 + 10 ⇒ (2) + 10 = 12
FoB3: 1d20 + 10 ⇒ (20) + 10 = 30

FoB3confirm: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (5) = 23 surge

damagefob1: 1d8 + 10 ⇒ (1) + 10 = 11 so many 1s for damage T.T

damageFoB3: 2d8 + 16 ⇒ (7, 2) + 16 = 25

trip: 1d20 + 10 ⇒ (8) + 10 = 18
If target is Alive, and if the trip was successful

AoO: 1d20 + 10 ⇒ (4) + 10 = 14
AoOdamage: 1d8 + 8 ⇒ (7) + 8 = 15

He then spends another mythic point to run towards the two engaged against pazeek and Tsakua. Making a strike vs the one engaged with Tsakua, if possible to flank with both, of not, just Tsakua.

Fleetcharge: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

damage: 1d8 + 8 ⇒ (2) + 8 = 10

totals:
Damaged skelly: 11 more damage
Third skelly: 25, 40 if trip maneuver worked and AoO hits.
Skelly flanked by Zanven and Tsakua: 10 damage

Resources: 3/mythic power, 6/8ki

In case the third skelly was up, acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party:

Pazeek squawks in pained outrage when the skeleton returns his blow with one of its own, but the injury does little to dissuade him from continuing his assault on the undead abomination, which he launches in full with a furious barrage of strikes from the weapons grasped in each clawed hand.

Pazeek starts with backhanded swing of the katana, which is poorly aimed due to combination of bad light and his enemy's attempts at evasion, but once again, he feels that curious rush of energy that lets him correct the swing just before impact, though it doesn't seem as effective as it was previously, possibly because the blow was so badly made to begin with. As the katana's blade makes contact--though Pazeek can't tell if it did so with any actual effectiveness--an overhand blow from the curiously-shaped wooden baton in his other hand swiftly follows, and Pazeek can see that this blow is much better aimed than the one previous.

With the bony horror rattled by the skull-cracking strike, Pazeek decides to take shameless advantage of its distraction by stepping inside its lowered guard and driving his head forward with a loud screech that ends in the audible thump of his stout beak against the abused skull of his enemy.

Full attack action with katana as primary weapon, tonfa as off-hand weapon, and beak as secondary natural attack. The tonfa and beak both do bludgeoning damage, bypassing DR. Finally, spending a surge to improve his katana attack roll.

Katana Attack: 1d20 + 6 + 2 + 5 ⇒ (5) + 6 + 2 + 5 = 18
Surge: 1d6 ⇒ 5
Katana Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Tonfa Attack: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Tonfa Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Bite Attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Bite Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5

If the damage inflicted (14 points) is enough to put the skeleton down, the following section is Pazeek's followup. He takes the 5-foot step granted by his full attack, moving one square diagonally up-left.

As his undead enemy drops in a noisy, ringing clatter of bone and metal, Pazeek takes a short step past its fallen form--pausing just long enough to scratch a little dirt into the shattered remains of its skull with a taloned foot by way of insult--and faces the skeleton being hammered on by Tsakua and the human. Readying his weapons as he watches the undead creature get brutalized, Pazeek doubts he'll actually be needed for this one's demise, and so focuses his gaze at the one beyond it, raising its blade to Jietin's unguarded back. Eyes narrowing, Pazeek unconsciously flicks his tongue across his beak, then sputters in disgust as he tastes the residual bone dust left behind by his skull-busting peck.


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Rescue Party:

Sorry I forgot to move myself when I moved Tsakua when he went to attack his guy.

Breewyn starts to chant in Sylvan, her hands and arms making flowing gestures as she calls upon living natural elements to do battle with these skeletal foes.

Can't do my usual rp fluff because spoiler in spoiler breaks s*$+.
Breewyn begins to cast as a full round cast Summon Monster II to conjure forth from the very rock itself, a small earth elemental. I will place it on the other side of the skeleton attacking Pazeek, it will act upon completion of the spell.

She continues to chant and gesture, hoping that her higher powers would awaken a being of stone to smite these unnatural foes with swift and brutal vengeance. It would take some time for her call to be answered, and hopefully her allies would be more than able to hold off their foes until she was able to complete her summoning.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Rescue Party:

Tsakua grits his teeth as the blade cuts into his skin. He had been overconfident coming in, and now he roared as his fists flew at the skeletal being.

Attack (Brawler's Flurry): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Attack (Brawler's Flurry: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
All bludgeoning damage

Satisfied with the noise of crunching bones, Tsakua takes a quick look around. The human could fight, and Jieting and Pazeek were more than holding their own. [b]"Finally gettin' some good exercise in,"[b] he mutters to himself.


Female Kitsune Hunter 3/Rog1/Guard1| AC 16/T13/FF13| HP 35/41 | F4/R8/W3| Init+3| Per +9
Stats:
Atks: M +1/ R +4; Skills: Acro+5,Clb+7,DisD+9,HandA+9,Heal+7,Know(G)+8,Stlth+10,Surv+9,Swm+6

Camp Defenders:
"Get'em Gommie!" Ira takes a step back and draws her bow on one of the skellies to the left.
Atk: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d8 ⇒ 6


Male Dog 3 HD Animal | HP 27/27 | AC 19/ T 15 / FF 15 | F 5 / R 7 / W 2 | Perc +6, Slth +12

Camp Defender:
Gommie's paws kick up dirt as he launches himself at the skeletons.
Charge: 1d20 + 9 ⇒ (16) + 9 = 25
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Gommie's magically enhanced teeth clamp around the skeleton's thigh bone. he shakes his head violently, trying to tear the leg from the socket, crushing some of the bones in the process.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Rescue Party:
Jietin roars and smashes the creature next to him.

Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 20 + 2d6 ⇒ (6, 3) + 20 + (3, 2) = 34

If that drops the skeleton...

Jietin crouches and springs after the glowing blue undead, crossing the gap with terrifying speed and bringing up a sudden strike!

Move action to get over, using a mythic power to make a sudden attack as a swift action.

Sudden Attack Rolls: 1d20 + 13 ⇒ (10) + 13 = 231d20 + 13 ⇒ (20) + 13 = 33
Crit Confirm: 1d20 + 13 ⇒ (20) + 13 = 33 Wow. Goodbye.
Damage with crit: 4d6 + 40 + 2d6 ⇒ (1, 6, 2, 1) + 40 + (4, 4) = 58


Posting it properly.

Camp Defenders:

-Toyer! Stay close to me and you'll be safe!

Standard: Thomen casts Shield Other SLA on Toyer.
Swift: Thomen uses Smite Evil on the skeleton that spoke at the beginning.
Move: Thomen moves towards the skeleton.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Camp Defenders:
Toyer scowls at the skeleton who spoke. He doesn't say much else, but that dislike is enough to convey the intent.

1 Moment of Chance spent on Fateful Footing increasing Toyer's Dex by 2 and movement speed by 10 feet while also reducing the speaking skeleton's dex by 2 and reducing movement speed by 10 feet (DC17 Will save to negate penalties) for 5 rounds.

Fauchard in hand, he moves up toward the encampment wall attempting to hide behind it.

Using 1 Adaptable Luck to increase the stealth roll

Stealth: 1d20 + 14 + 3 ⇒ (13) + 14 + 3 = 30


Game Master

Rescue Party:

Zanven & Tsakua
The wounded skeleton was shattered with the strike Zanven delivered. Its body dispersing the latent energy as it collapsed to the ground in a pile. The second one suffered much the same fate as the kick severed the body into two. The skeleton collapsing to the floor. As the skeleton clattered to the cobbled road, a sudden sense of dread filled the air.

The skeleton now being flanked between Tsakua and Zanven could barely avoid the flanking charge by the human, as it suffered the blows from not only him but Tsakua as well. It simply perished without a recourse.

Pazeek
The skeletal warrior had no chance against the enraged Tengu as it was assaulted in every sense as it went down into a pile of bone and armor, as the attacks overwhelmed it's defenses.

Jietin
The skeletal champion that had the gall to attack such a furocious tiefling soon to come to know its error. It was dropped in a savage blow dealt by the horned beast.

The glowing skeletal champion was clearly in danger, as one tried to stop the sudden charge from the tiefling. But it was quickly stampeded over, unable to bring defense to the one summoning. The one under his scrutiny suddenly perished from the swings of the sword Jietin weilded. The blue eldritch magic erupting from its bones, splintering them as it exploded from within. Though it was an harmless explosion to the tiefling.

A skeletal champion tries to extract vengence upon the tiefling. It brought its shield up in a bash. Failing that it brought its sword up, flaring up with blue eldritch magic as it brought the blade in.

Skeletal Champion uses 2 surges
Shield Bash: 1d20 + 3 ⇒ (7) + 3 = 10
Longsword: 1d20 + 7 + 2d6 ⇒ (3) + 7 + (3, 6) = 19
Total DMG: 1d8 + 3 ⇒ (3) + 3 = 6

Everyone
The kobolds seemed invigorated with the sight of the skeletal bodies hitting the floor. They made a harder push to annihilate the threats. Ishak shot a bolt of lightning at ones skull, shattering it with its impact. The kobolds against the stairs pushed forward, shield bashing the skeletal warriors away, one of them shattering to the floor.

For Camp Defenders, Blue Highlighted enemies are Skeletal Champions. Rest are Skeletal Minions

Camp Defenders:

Iraldia
The arrow shot missed, gliding through the skeletals ribcage as it charged forth. Targen was more then ready to intercept the undead.

Gommie grabbed hold of its target, the skeletal champion turning its attention to the mutt, as it brought its sword down at the beast. Its blade biting into the hound as it cackled in glee.
Longsword: 1d20 + 7 ⇒ (17) + 7 = 24
Total DMG: 1d8 + 3 ⇒ (2) + 3 = 5
Gommie was quickly getting flanked by other skeletal warriors, all striking out savagely with their swords. Most of the attacks missed due to Gommie's agile body and natural instincts, but it wasn't enough to save him from all, as another blade ripped through his flesh.
Longsword: 1d20 + 7 ⇒ (2) + 7 = 9
Longsword: 1d20 + 7 ⇒ (13) + 7 = 20
Longsword: 1d20 + 7 ⇒ (11) + 7 = 18
Longsword: 1d20 + 7 ⇒ (5) + 7 = 12

Total DMG: 1d8 + 3 ⇒ (7) + 3 = 10
Gommie Suffered a total of 15 DMG

Everyone
The entire camp became a cacophony of noise, as the skeletal horde charged the camp. Yelling, shouting and commands rose and fell like the blades and metal clanging. Serin and Luca held the north, fighting viciously as they were backed up by two other dwarves, trying to hold the line. The south rampart was relatively save as two elves were perched atop, raining bolts down on then enemy as they approached, until one took an arrow to the shoulder, crying out in pain.

"They have archers!" cried a voice as they tried to stem the tide. The skeletal horde, rushed forward as they pressed the charge, trying to break the lines.

Camp Defense: 1d20 + 15 ⇒ (14) + 15 = 29
Skeletal Horde Attack: 1d20 + 5 ⇒ (17) + 5 = 22


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Rescue Party:

Breewyn had a big grin spread over her face as she completed her casting and a small earth elemental rumbled into being from underground behind the skeleton. She then directed it to move towards any other skeletons and engage them. She moved to approach Tsakua and Pazeek to check on their injuries.

Heal Check: 1d20 + 10 ⇒ (13) + 10 = 23

After assessing their injuries, if they are severely hurt she will use her action to either bandage them if they let her, or cast a cure spell upon whoever needs it most.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Rescue Party:

Pazeek chirps nervously as he feels hands brushing through his feathers, and he nearly swings his weapons on pure instinct, checking himself at the last moment as recognizes Breewyn. His heartbeat dropping back down to a steadier pace, Pazeek chuckles softly and allows her to finish her inspection. Though he realizes she's merely assessing his injury, an impulse to mischief drives him to tease her a bit. Leaning down, so that only she can hear him, he murmurs quietly. "While I do certainly appreciate your adventurous spirit, I must point out that this is hardly the best time or place to be feeling me up," he says with poorly concealed amusement in his voice. With a deliberately exaggerated wagging of his eyebrows, Pazeek continues. "If you can somehow manage to contain yourself for but a bit longer, I'll be most happy to allow your unfettered exploration of my stunning form after these nasty undead have been dealt with."

Chuckling to himself as he straightens up, he waits for Breewyn to finsh her check, then takes a deep breath and lets it out slowly. The moment her hands are clear, Pazeek sprints forward, easily hurdling the skeleton that just fell to the combined attentions of Tsakua and the human. He reaches his intended a target with just a few more strides, tonfa held ready to deliver a punishing shot. With the skeleton trying to split its attention between Jietin, the kobolds pushing back from their refuge, and the small rock-like creature that just rumbled up behind it, Pazeek finds its guard woefully lacking, which he makes clear by slamming the tonfa into the side of its head.

Move action to move four squares left, with his starting postion this round being the square he occupied with his 5-foot step in the previous round (one square diagonally up-left of his current postion on the map), then a standard action to attack.

Tonfa Attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Tonfa Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Camp Defenders:

Seeing that the south wall might be in danger, Thomen tries to alleviate the weight of the horde on the two elves and charges some skeletons there to slow their advance. He tries not to lose sight of where the talking skeleton is, anyway...

Charge, if they are in reach. If not, just ignore all this and run whenever needed.

-Toyer! They need us here!

Charge random skeleton+Power Attack: 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14
Damage if successful: 2d6 + 7 + 9 ⇒ (2, 6) + 7 + 9 = 24


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Breewyn looks a bit shocked at Pazeek's response. "What?! I mean I would never... That's not what I am trying to do!" She sputters and stammers obviously flustered by his japes, and blushing as she tries to finish checking his injuries. She still looks bright red after she finishes assessing his injuries, before she moves on to Tsakua's injuries.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Camp Defenders:
Did my Fateful Footing not succeed on the talking skeleton?

Toyer steps up behind Thomen and stabs his fauchard through the dwarvf's legs at the skeleton he is attacking...

1 Mythic Surge use

Trip Attack with reach weapon vs CMD: 1d20 + 1d6 + 4 - 4 ⇒ (13) + (5) + 4 - 4 = 18

attempting to trip the skeleton.


Game Master

Toyer:
Yes, it succeeded, just no visible affects yet. Sorry I thought I made a note there about it! Btw, the reip is successfull, finish your post if you have any other actions you with to take.

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