The Forgotten God (Table 3) (Inactive)

Game Master Rednal

Harath, God of Dreams and Nightmares
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The Roost
Battle Map


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Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

yeah, i was hoping for something better than bandolier which is a move action and provokes AoOs. alas. i will get my equipment section tidied up and be ready to proceed to the meeting soon.


Just let me know when you're ready to proceed. ^^


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

After dropping off the armor to be altered and having his measurements taken, Harath heads to the meeting at the wall.


Terrin’s voice is tired, and he doesn’t look like he’s slept for a long while. "There’s a problem... again." he said. "We sent guards to bring in the citizens from the houses outside the walls. The guards spotted more devils in the sky, and it’s got me worried about the outlying homesteads. The folks who live that far out are a bit better at defending themselves, but they’re used to fending off occasional orc scouts — not hosts of devils."

"Mayor Proum has asked that you extend your stay here until we can figure out how you two — especially Vegazi — are involved in all of this. That said, you’ve proved yourselves in my book. We’re short-handed, and could use all the help we can get, so I must ask you a favor for which you will be compensated. Could you round up the outlying homesteaders and convince them to come within the walls until this problem is resolved? It’s not an official order — we haven’t seen an invading force and can’t say if the devils even care about attacking the homesteads — but we have a duty to protect the homesteaders. If you can get these people out of harm’s way, I can find something in the armory or wrangle a dispensation from Mayor Proum to make it worth your time."


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Alright, seems reasonable enough. Is there a place they should meet up inside the walls? A place where I assume you will have them all sleep? I'm unfamiliar with what happens in this sort of situation."

Harath thinks for a second, then asks, "And if it isn't an official order, if they say no, then I am to just leave them be, correct?"


Terrin grimaced slightly. "Please don't use violence to convince them, but do try to persuade them with anything short of that. They're independent folk, but I'm not sure they know how bad things are at the moment - and I don't want any of them to die just because they were too uninformed. Just get them to come to town - or escort them in a group yourself, if you'd like. Here's a map of the steads." He drew out a piece of parchment and passed it over. Several of the buildings were marked with notations, showing that they needed to be visited.

"In particular, we'd like to get Grev into town. He lives the furthest away from us. He's a retired old soldier, and could verify some of the things Vegazi's told us." Your companion grunted slightly, seeming to accept this idea.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"No problem there, I was just trying to gauge just how badly you wanted these people in.. If Grev is your main focus, I will try to get him sooner rather than later." Harath looks at the parchment.

looking at the parchment, I would plan on following the road clockwise from Arwyll to D2, then up to the road and cut through the hills to D4, then follow the road to D6/Camp E where I assume Grev is. Then follow the road north, to D5, then take the road to D3, then cut straight to D1, then return to Arwyll. That is assuming it is faster to take the shortcuts than it is to travel the longer way by road. Not sure what kind of vegetation is involved.


At your question on the terrain, Terrin provides more detail - and Vegazi, who knows more of the area, fills in the rest. The off-road terrain is definitely rough and likely to slow you down, while the road itself can be traversed at about two miles an hour without difficulty. Going along the road, it would take about an hour to reach the closest homestead. For shortcuts, your movement speed would likely be cut in half, but the low areas (Darker parts of the map) could still be traversed. Getting horses would measurably speed your pace, if you cared to ride instead of walk.

You can also grab anything else you might need for a trip out of town before you leave - or just head out as you are now.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

hmm, well there is the matter of my armor. has it been 4 hours? not sure how long all my shopping took and at what point in the shopping i would have dropped it off.

regarding the shortcuts, I will do whichever i reckon to be faster overall. is the road in the valley, or on a ridge?

"Are there any horses I could borrow for this task? Preferably amenable ones, as I am not a particularly skilled rider."


It's been closer to 1 hour. Easiest to grab it when you get back - unless you'd like to wait a few hours, of course.

"Mostly steeds for warriors, I'm afraid. We don't really have the luxury of placid animals." Terrin answered, looking faintly apologetic. Vegazi, on the other hand, just perked up slightly.

"Just do as I say, and you'll be fine." she said confidently, thumping her chest with one fist. "Most horses're easy enough to ride as long as you stay calm and just give them a little direction. Too soon to fight on one, but I think you can at least ride it around."


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Sounds good. I'm sure I will survive taking a spill off of one, as long as it doesn't hoof me to death thereafter."


Vegazi just grinned - and it wasn't long before she managed to rustle up a pair of steeds from the stables - and the two of you set out. It was about 11 AM by the time you finally made it to your first destination. (D2)

According to the information you were given, this is the home of Linno Brethun, a dwarven alchemist-turned-farmer, and his human bodyguard Iselle. The dwarf is the only one visible, and looks up as you and Vegazi ride up. "...You new 'round these parts?" he asked, eying the two of you carefully.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Yessir, got caught up in the recent attack on Arwyll estate. I agreed to lend Terrin a hand by going out and informing people. My name is Harath, this is Vegazi. Terrin just wanted everyone notified that he believes you all are in harm's way out here. There were a host of devils that attacked the city, they were a pain to cut through, that is for sure. Terrin wanted me to come out and ask people to come to town for safety, rather than possibly being picked off individually out here."


"Leave the farm, eh?" the dwarf asked, looking at the wilted, barren area. "...Honestly, I was thinking of doing that sometime soon anyway... my experiments haven't helped much. Can't just leave the place defenseless, though... tell ya what - help me set up some traps for those devils and I'll head on in to town. You can take a few of them for yourself, too - I'll show you how to set them up. Oy, Iselle! We've got friends here!" A sudden movement from the roof of the house caught your eye, as a woman with a crossbow stood up from where she'd been hiding.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Alright, though I have to be quick about it. There're a handful of others to warn as well."


"No point in doing a job unless you do it right - first thing an alchemist learns after something explodes." the dwarf said, tugging cheerfully on his beard as his much taller companion came over and introduced herself. "I've already got plenty of the flasks." he added, waving a hand and showing you in to a large pile of flasks of alchemist's fire and various pressure-based sensors.

Make a DC 15 sleight of hand or disable device check to set them up. Failure means the trap explodes prematurely.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

DEX: 1d20 + 2 ⇒ (9) + 2 = 11
Mythic Surge: 1d6 ⇒ 5

Harath does his best, nearly setting off the traps early before having to dip into his mythic wellspring of power to alter fate in the slightest manner.


Changing fate is something that really never stops being useful - but despite your best efforts, it takes nearly three hours to get all of the traps set up, and that's with the others helping. Sadly, you simply didn't have the numbers to do this quickly... but the dwarf looked quite refreshed by the time all the makeshift traps had been set up. There were a few left over by the time you were done, and he passed one over to you - carefully, of course.

You've received an Alchemical Mine Trap.

Quote:

ALCHEMICAL MINE TRAP - CR 1

Type: mechanical; Perception DC: 18; Disable Device DC: 18
Trigger: location; Reset: none
Effect: alchemical explosion (1d6+1 fire damage, Reflex DC 13 half); multiple targets (all targets in a 10-ft. square)
-DC 15 Dexterity check to properly set it up

Finally, he seemed ready to go - either along with you to your next destination, or back to town on his own. His bodyguard seemed inclined to just head to town, but they'd probably go with whatever you wanted here.

It is currently 2 PM. It will take 2 hours to get to D4 if you go off-road.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

did it seem like sending him to notify others (D1) would be shirking my duties to Terrin, or more of an acceptable delegation for more swift completion of the task?

and how long if i dont go offroad?


1) Terrin mostly wants to get people inside - but you don't know exactly what might be needed to get the people at D1 to move. You can always attempt it, of course - but success can't be guaranteed.

2) About 5 hours from D2 to D4 by road.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath points to the spot on the map that indicates D1, showing it to the alchemist. "I need those people to move as well. Do you know them? If so, do you think you could convince them to move for me? It'll help me get this all done faster. If not, then I suppose you could come with, things are bound to get dangerous. I am headed here next" he says, pointing to D4.

Harath turns to Vegazi, "Help me out here, we should go off-road to get to our next destination."


The dwarf rubbed his head. "I'll try. The Border's have a few kids, and I reckon they'll be pretty keen on keeping them safe." With that, he and his guard set out - and Vegazi led you back down the path for a little ways before turning off of the road and heading towards your destination. Around 4 PM, you came to a large ranch, packed with goats - and a family who adamantly refused to leave as long as some of their goats were unaccounted for. They'd recently had trouble with goats going missing - and aside from wrangling all of them up (which would take about four hours, given the contrariness of the beasts), they needed help dealing with the source of the problem... whatever it was.

Vegazi actually looked quite interested in that - she didn't seem fond of anything that preyed on livestock.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

is that 4 hours with our help, or 4 hours with them wrangling them and us beating up the chupacabra?

"Vegazi, can you track this goat-snatcher?"


4 hours of them working - they wouldn't really trust a non-rancher to do it, and I'm pretty sure you don't have points in that particular Profession. XD

Survival: 1d20 + 7 ⇒ (20) + 7 = 27

"I think you could say that." Vegazi said with a toothy grin. As the family started getting the goats together, she made her way out towards the fields - and there was still enough light left to follow the tracks. Over the next half an hour, Vegazi carefully followed the tracks, seeming to have a particularly easy time of it - until finally you came to a series of hillocks, and a hissing sound alerted you to the fact that you'd found your prey... or maybe that it had found you.

Init (Enemy): 1d20 + 7 ⇒ (11) + 7 = 18
Init (You): 1d20 + 5 ⇒ (15) + 5 = 20


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

what does it look like, and how far away is it?


It looks exactly like what you said it was - and it's ~20 feet away.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath manifests a shield of force around himself, and moves to ensure that the creature cannot rush Vegazi without catching a fist from Harath.


The Chupacabra jumped forward, mouth extending outward in an attempted bite.

Bite: 1d20 + 6 ⇒ (1) + 6 = 7

Key word here: Attempted. It actually shut its mouth well before it got close enough to hit you, landing on the ground and hissing viciously as it popped out a pair of claws and prepared to get to work with them.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath's fists, clenched from bracing for the chupacabra's impact, loosened up into his typical clawed form as he moved to get to work on the beast. Electricity arced around his hands, a new but hopefully effective development in his experience.

He leaned into the attack and unleashed two strikes.

atk: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6 last d6 is electric

atk: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 last d6 is electric


Your first blow missed, sailing over the creature's head as it ducked down - your second hit, and with a satisfying thud at that, driving deep into the beast's belly. That was far from enough to drop the creature - it would probably take at least two more blows of such strength to bring it down - but you did appear to have it under control for now. Vegazi, meanwhile, her her bow out and was looking around - apparently checking to see if your foe had any friends.

As for the creature itself, it was attacking as best it could.

Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Claw: 1d20 + 6 ⇒ (5) + 6 = 11
Claw: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

two damage noted

Rnd 3
bleed dmg: 1d4 ⇒ 4 unless i trained out this feat? i forget now. i think i was just planning on retraining, but didn't yet due to in-game time restraints.

atk: 1d20 + 5 ⇒ (11) + 5 = 16
dmg: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9 last d6 is electric

atk: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11 last d6 is electric

Rnd 4
bleed dmg: 1d4 ⇒ 2

atk: 1d20 + 5 ⇒ (3) + 5 = 8
dmg: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10 last d6 is electric

atk: 1d20 + 5 ⇒ (10) + 5 = 15
dmg: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 last d6 is electric


I believe you said you wanted to retrain Bloody Attack for Weapon Focus (Claw), to improve your monstrous form's usefulness.

The bleeding was helpful - and your first attack was (barely) solid enough to connect with the creature, digging into its flesh as it fought to protect its home.

Bite: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 6 ⇒ (11) + 6 = 17
Claw: 1d20 + 6 ⇒ (5) + 6 = 11

Grapple: 1d20 + 8 ⇒ (2) + 8 = 10

This time, the creature actually managed to bite into you - but its mouth and tongue were unable to get a good purchase on you, and it couldn't hold the bite. Rather unhelpfully, neither of your other attacks hit, giving the creature another chance to try and latch on.

Bite: 1d20 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 6 ⇒ (3) + 6 = 9

After managing a sharp poke with one of its claws, the creature finally bled out, unable to keep going... and Vegazi carefully approached. "Doesn't look like it had a mate or children." she observed, looking down at the creature. "Might want to check its nest, though - they've been known to steal shiny things."


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

6 dmg noted

"Good call, and thanks for the information. And tracking." Harath said to Vegazi. The hunter had probably saved him an hour or more just trying to find this creature.

Pulling out a cold iron dagger he had picked up, Harath takes to detaching the creature's head (unless Vegazi has a longsword or something to do it quicker, in which case he would ask her for a quick chop).

"Let's try to check that nest as fast as possible. I assume you can follow the tracks to the nest?"


"Aye." Vegazi said with a grin. "That I can." The creature's nest, as it turns out, isn't too far away. With, a search uncovers a set of rings, necklaces, and other jewelry worth a total of 640 GP - and buried at the bottom is a Bead of Force, a moderately valuable item capable of creating an almost-impenetrable barrier for ten minutes.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Excellent find. Let's get going to the next place, after we show this head to those goatherds."


Vegazi glanced up at the darkening sky. "They're not gonna be done until it's all but dark out - sure you wouldn't rather spend the night at their farm?" she asked, apparently a bit worried about how well you'd fare in the dark.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Shit, I suppose you are right. I had hoped to finish this excursion tonight and be back to Arwyll tonight."

sense motive: 1d20 + 7 ⇒ (16) + 7 = 23 to see if she is deceiving me or not

will there be sufficient moonlight tonight to navigate/fight?


As far as you can tell, she's being honest - it's been a rough couple of days, with repeated assaults from the enemy, and she seems somewhat worried about being caught out in the open. On the other hand, you do have darkvision - navigating and even fighting in the darkness are well within your abilities.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"I can see at night, we just might want to move quietly so as not to attract undue attention. We should probably hurry so we don't get caught when front of the force arrives."


Vegazi looked rather uncertain, but eventually shrugged, and lead you back towards the farm before the day's light could totally fade away. As promised, the family was still busy rounding up the goats, most of whom seemed intent on making the task as difficult as possible - but bit by bit, they were being rounded up, and everyone in the family looked delighted at the news that the beast preying on their herd was no more.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

with that family planning on heading back to Arwyll, Harath can continue on?


Do you want to see them off and make sure they leave safely, or just move on?


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Hmm, I suppose I should see that they leave safely.


It's getting quite dark out by the time the family leaves, but they seem eager to be on their way. Going by your map, it will be near nine by the time you finally reach the camp furthest west - but at least you have a road this time.

A brief cry from Vegazi was your only warning before two boars charged out of the underbrush, aiming straight for your steed.

Charge: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Charge: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

The first one shot to the side, but the second slammed straight into your steed.

Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Your steed let out a pained cry, but it was still alive - for the moment. Another blow from either of the boars would probably drop it for good. They could probably make a run for it if you jumped off, but Vegazi would have to track them down later.

Init (Enemy): 1d20 ⇒ 7
Init (You): 1d20 + 5 ⇒ (17) + 5 = 22


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath will dismount and slam one of the boars with his fist.

atk: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11

Using Incite Terror to hopefully make one flee. DC 15 will save or be shaken 1d4 ⇒ 3 rounds. it takes a -4 on the save while in my aura. Aura affects enemies, so the horse isn't gonna get spooked by the aura itself.

bleed: 1d4 ⇒ 4 on the boar i struck on its turn


It was a fairly close call, but your fist sunk into the boar's hide - aided, in part, by its vulnerability after charging. That didn't stop it from crying out and slashing at you with its tusks - nor from the other one coming in to slash at you even as your horse ran away.

Gore: 1d20 + 4 ⇒ (12) + 4 = 16
Gore: 1d20 + 4 ⇒ (10) + 4 = 14

Vegazi, meanwhile, brought up her bow and took careful aim.

Ranged Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Ranged Attack: 1d20 + 4 ⇒ (7) + 4 = 11

Sadly, both arrows simply shot into the dirt.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

If the boar I already struck looks on death's door, I will strike the other boar. However, if it looks barely injured, I will strike it.

Harath, surrounded though he is by boars, will take a moment to focus his energies into his fist, and strike. move action to charge psychic strike, then standard for a single attack

atk: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 1d6 + 4 + 1d6 + 2d8 ⇒ (2) + 4 + (1) + (2, 8) = 17

second d6 is electricity, 2d8 is psychic strike and Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.)

on hit, activating combat slide to 5' step out of their flank and to maybe give Vegazi a better shot

bleed: 1d4 ⇒ 1 on the boar(s) i struck on its turn


The boar you'd struck before did indeed look rather badly injured - and your fist sunk into the other's hide. It staggered to the side a moment later, looking disabled... but gave a fierce grunt as it pushed up to its feet. Both boars staggered five feet closer to you (but hadn't been flanking to begin with), jabbing out with their vicious tusks.

Gore: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Gore: 1d20 + 4 ⇒ (11) + 4 = 15

"Be careful!" Vegazi called out from the rear. "Boars are tough - they'll keep fighting long after they should have dropped!" With that, she let another two arrows fly.

Ranged Attack: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Ranged Attack: 1d20 + 4 ⇒ (7) + 4 = 11

One of the arrows hit home, and sunk straight into the side of the creature that had still been on its feet. It, too, pushed up despite the pain. Normal animals would unquestionably have dropped by now, but boars were considered hard hunts for a reason.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath struck out at both boars this time.

atk: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13

atk: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7

crit confirm?

atk: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d6 + 4 + 13 ⇒ (1) + 4 + 13 = 18 <- actual damage, vice the first attack's listed damage

bleed on their turn: 1d4 ⇒ 2


Finally, the first boar stopped moving as damage overwhelmed it - and the second was bleeding out heavily, but nevertheless still had the energy for a vicious jab from its tusks - and it was a surprisingly accurate thrust, too.

Gore: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Without hesitation, Vegazi launched another pair of arrows through the air, clearly trying to help stop the creature before it could hurt you any further.

Ranged Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Ranged Attack: 1d20 + 4 ⇒ (4) + 4 = 8

...And she didn't seem to be succeeding.

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