The Righteous Shall Rise...

Game Master verdigris

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Defender's Heart Map


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|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Edit to spell damage, it's Mythic so should be 7d8 ⇒ (3, 7, 6, 4, 3, 3, 6) = 32 instead.


Map

Round 2, so far

previously, The piggish tieflng cast a spell, calling forth a ball of flame to engulf Beagan, Eli and Cole. Beagan, steps nimbly from amidst the flames, taking little damage from the blaze. (-17hp). His lantern archon tries, but fails to shine his light upon the man once again.
Serra uses his mythic trickery to try to toss the sorcerer off the bridge. And succeeds, sending the man hurtling to the chasm below. Eli takes the opportunity to cure himself from his nasty burns.
and now...
Cole takes aim at one of the beasts. His arrow strikes true, but doesn't sink as deeply as it seems it should. (-7)

Meanwhile, the Quartermaster, perhaps in an attempt to provide better provisions for the next day, swoops down like an avenging angel, striking one of the beasts for all he's worth. The scent of freshly seared hair and beef fills the air as the creature herky jerks for a moment, then falls to his knees, stilled.

The one remaining tiefling takes a deep breath, and stands in the middle of the bridge, ready to spend his last breath to protect the bridge. readied action.

round 3, Init 20

20 : Barrid (-11)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-10), (dying)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Barrid, down below, crawls under the bridge.

Jurin only:
From your vantage point, you can see Barrid, pull a wand as he moves, then disappears.

Beagan,Serra, and Eli are up!


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 3, Init 19-

"COLE!!! SHOOT THE BEASTS!! SHOOT THE BEASTS!!!" Serra continues his refrain as he continues to deal with the tieflings on the bridge.

vs. Tiefling #1
1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 to hit:
2d4 + 7 ⇒ (3, 1) + 7 = 11 damage;

Haste vs. Tiefling #1
1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 to hit:
2d4 + 7 ⇒ (1, 4) + 7 = 12 damage;

Serra Stats:

Serra Stats/Effects:
AC 17+1+4 = 22 (haste, shield)
HP: 58/58

Wand of MM (lvl 3) 10/11 charges left
Wand of MM (lvl 5) 31/31 charges left
Mythic 0/4 used

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 3, Init 12, Reissued

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 38/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 7-2, 4-3
Mythic Points = 3/4

Seeing the tieflings fall like dominoes at the bridge's entrance, Eli watches the forward advancement of Jurin, Beagan, and Serra. Hearing, but not seeing, their discovery on the bridge, the old man waits, then watches Cole move towards the left, alone.

Eli follows Cole, unsure what everyone is seeing, but sure enough that the team shouldn't fracture too much. He uses his speed to pull up alongside Cole. Unable to see anything hostile, but knowing Cole does, Eli's frustration builds up. The old man bellows like the straining aurochs below.

Battlecry- +1 Morale Bonus to Attack Rolls, Skill Checks, and Saving Throws for 4 Rounds. Should get everyone (100')


Map

Round 3, continues

Beagan, seeing the caster fall, moves as quickly as he can to the ledge. His archon takes off over the side of the bridge and disappears beneath.

lantern archon: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 4

lantern archon: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 5

A flash of light and a sharp howl mark a well struck attack by the holy light.

Serra urges on the Archer, then strikes down the remaining tiefling.

Ely gives a battle cry, encouraging Cole and the other,s though against what is a little out of his line of sight.

Perhaps spurred by the battle cry above, or their master's scream, or perhaps just hungry and wanting to go in search of food, the MEAs attempt to break free, but their attempts are weak. Perhaps you do not smell as tasty after 4 days on the road.

MEA strength check: 1d20 + 7 ⇒ (2) + 7 = 9

MEA strength check: 1d20 + 7 ⇒ (14) + 7 = 21

Jurin and Cole are up!


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Status:

HP = 64/64
AC/T/FF = 16/11/15
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 8/8
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—haste, vampiric touch
. . 2nd—blur, invisibility, mirror image
. . 1st—color spray (DC 15), frostbite[UM], acid elemental shocking grasp[M] (2), intensified shocking grasp[M]
. . 0 (at will)—acid splash, brand[APG] (DC 14), detect magic, light, prestidigitation
. . M mythic spell
Status Effects = Haste, Battlecry

Jurin flies to the next beastie and gives it a taste of the electric boga-loo.

Casting Shocking Grasp Intensified, fly to next Auroch, Swift to grant Arcane Accuracy and Chop!

мировник: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Shocking Grasp: 7d8 ⇒ (6, 3, 2, 2, 3, 7, 4) = 27


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 3, Initiative: 6

Status:
AC: 19 (f13/t15) (+1 haste) HP: 19/52
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 45/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Aspect of the Falcon (1/20r), Hasted (3/6r), BattleCry (1/4r)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (0/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole continues to focus on the herd animal, trying to take him down before he pulls the bridge down into the crevasse.

Bow (magic, cold iron): 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25 (aspect, haste, battlecry)
damage: 1d8 + 8 ⇒ (5) + 8 = 13

Bow (magic, cold iron): 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22 (aspect, haste, battlecry)
damage: 1d8 + 8 ⇒ (8) + 8 = 16

Bow (magic, cold iron): 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15 (aspect, haste, battlecry)
damage: 1d8 + 8 ⇒ (8) + 8 = 16

Hasted Bow (magic, cold iron): 1d20 + 10 + 3 ⇒ (14) + 10 + 3 = 27 (aspect, haste, battlecry)
damage: 1d8 + 8 ⇒ (7) + 8 = 15


Map

Round 3, Init 3

and just like that, Jurin and Cole finish off the not so man eating aurochs. The piggish man is nowhere to be seen.

and you are out of initiative.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole tries to see where the piggish man might have hidden, looking as much as he can over the edge without falling.

Perception: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 (battlecry)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
GM_Verdigris wrote:
Jurin and Cole finish off the not so man eating aurochs.

Doy. Just figured out what 'MEA' stood for. I'm none too bright sometimes.

Serra will walk the bridge, checking for stability and danger.

1d20 + 11 ⇒ (15) + 11 = 26 Perception


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli shadows Cole to the edge of the descent, and strains to hear anything beyond the dying moans of the monstrous beasts.

Perception, Battlecry: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20

"You're looking for... what exactly? More beasts? There was a violent breaking sound, how is the bridge holding up? Do we need to repair it?" The old man holds up, and waits for the debriefing on the taking of the bridge.


Map

Two of the supports are indeed badly damaged, but the others appear to be holding for now. If possible, those should be repaired before use. But the bridge is yours for now.

There appears to be no sign of the sorcerer, save for a few drops of his blood on the ground.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

"We should get Aron on this. Maybe his siege engineering skills can be put to use in reinforcing a structure instead of tearing it down."

He looks around the region and watches the early dawn light begin to form.

"Let us rejoin the army and attack the Southbank as we planned. Make sure a squad stays behind to guard the bridge."

"Are we ready?"


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Aasimarra hustles back on his feathered legs to join Cole. He looks dour, but pleased that their initial sortie had been successful.

"We should leave a few men to guard the bridge, Cole? Or did you wish me to stand and hold it?" Serra offers. "Me and 5 knights will hold it, I promise you."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole rubs the stubble on his face, I need to shave.

He looks to Serra, "I think we'll need you in the Southbank. I don't expect a counter attack so quickly. We need to strike fast and then hold both positions - we'll split up a little then I think and plan for a counter attack - but not before."

You'd better be right...


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Aasimarra pauses.

"Cole, we must leave some knights at the bridge. That one caster was seemingly tasked with guarding it, and destroying it if we got here. I don't think we kilt him. He's still around, but a few stout knights should be able to warn him off."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

"I agree, that's why I said we needed to make sure a squad stayed behind. But I don't think we need you to stay with them."

Cole looks to the others for any input.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W
Cole wrote:
"Are we ready?"

Trying to read the others to understand the current threat level, Eli heartens to hear Cole readying to return towards the southbank.

"Yes, Cole, let's return to the paladins. If you feel Aron and a small contingent can stave off reclamation efforts for our strike, then let's see him assigned there. First the southbank, then the cemetary, eh?" Eli looks southwest, uneasily.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
Elyanias Myoch wrote:
"First the southbank, then the cemetary, eh?" Eli looks southwest, uneasily.

Aasimarra shakes his feathery head.

"No, we should take the cattleyards on the hill after the southbank. If we do not strike them soon, they may be slaughtered...and besides, why fight the undead if we can avoid it. No telling where our treasure lies, but I hope its not there."


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Jurin flies back to the others.

"The little pig flew under the bridge then went away. He pulled a wand and then *poof* no more little pig."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

"Ely, Serra's right. we take the hill and avoid the graveyard as long as we can."

"Jurin, did you see it? Was it a dimension door or an invisibility?"

Cole meets up with the army and stations a dozen or so knights on the bridge along with some support staff to start reconstruction. He then prepares to lead the balance of the forces into the Southbank.

Is this house to house fighting or is there some obvious gathering of troops?


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

GMAA:

Spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29

Could I tell what spell made him disappear?


Map

Jurin:
It was dimension door, from the wand.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W
Cole wrote:
"We take the hill and avoid the graveyard as long as we can."

"At least post a watch or something, Cole. Jurin suggests a horde or two of undead. Your hope that they remain within the confines of a desecrated cemetary is ill-founded."


Map

Beagan offers to stay with a small corps of paladins to hold the bridge while the others take the rest of the army to attack the South Bank.

While there may or may not be a few house to house skirmishes, the cultists are guarding a particularly large cache of weapons. Getting those is likely to be more one large group against the other.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6
Elyanias Myoch wrote:
"At least post a watch or something, Cole. Jurin suggests a horde or two of undead. Your hope that they remain within the confines of a desecrated cemetary is ill-founded."

Clearly annoyed at having to repeat himself, again, Cole reminds Ely he IS leaving a guard on the bridge, "There will be troops stationed here Ely."

He doesn't like leaving Beagan behind, but the man has proven hard to shift when his mind is set so he lets it go. He focuses on the next battle.

He looks at a map, "Does it make sense to get creative here? Or should we just charge in, leading the knights. We had the advantage of some higher ground and flanking the last time we used the knights, and it helped, but I don't see anything like that here."

"We may yet have surprise if we move quickly. That might be our only advantage. Well, that and superior forces." he looks at Jothinra.

"I think we move the troops on the main road, here, as close as we can get to their cache, here, then charge."

He looks for the best way forward with the army against the cultists.


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

"The little pig went dimension door whee whee whee. So he's probably getting reinforcements from the keep. Or the town. Probably not the undead, but you never know."


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Aasimarra nods agreement with Cole.

"I'm glad you finally agreed to leave a force to guard the bridge. I think Ser Beagan is a good choice for that duty." :)

He turns his attention to more of the southbank, looking at the terrain with an practiced, soldiery eye.

1d20 + 6 ⇒ (1) + 6 = 7 Prof (Soldier) - best way to clear the Southbank?


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W
Cole wrote:
"There will be troops stationed here, Ely."

Eli winces as Cole states his plan. He tries to sort out Jurin's description of the city against Cole's line-of-sight from the bridge to the cemetary. He must see it more clearly then. Cemetary must be closer than I had thought. Let's hope the vigil established here can do two things at once.

Eli pats Beagan on the back, wordlessly encouraging him as his position fixes in this city. He turns to listen to Cole and Jurin discussing 'Little Pig', imagining what the sorcerer must really look like.

"We shouldn't delay then." The old man stares off to the east, bringing his attentions to the sounds of their army, and what force lies ahead.


Map

With the situation decided at least, I think it was decided. some of the troops, plus Beagan, are holding the bridge. The rest are going with Cole and Company to route the cutlists and teiflings guarding the stockpile of weapons on the Southbank?

The army, having been primed for a fight since the night before, is more than willing to begin searching out cultists in the individual buildings, leaving Cole, Serra, Eli, and Jurin to scout out the stockpile of weapons and how it is being held near the center of the city ruins, and make plans to route the forces guarding them.

I'll get a map up tonight. Feel free to post about any preparations you make to take the warehouse of weapons


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Status:
AC: 18 (f14/t14) HP: 19/52 +18 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 54/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Bolstered (1/19m)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole checks his gear, replenishes his arrow supply and looks to the others for some healing.
down 33hp… can anyone help a brother out?

”While the army goes street by street we should take this warehouse. It’s the toughest nut in the neighborhood I think, so it’s ours. We should take it quickly though, if we can, so we can support the army in their task. It’s going to be a long and bloody day.”

He looks at the map and shrugs. ”Shall we just charge in the front door? Anybody have anything sneaky they can bring to bear?”

Cole will, when the party is close, take our his scale, and reinforce himself against the battle about to commence.
Bolstering Temp HP: 1d8 + 10 ⇒ (8) + 10 = 18


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli claps Cole on the back, a subtle low whisper that calls forth knitting thrums to work the archer's wounds closed.

Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 8) + 7 = 17
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 2) + 7 = 11

He also takes his scale out, and touches Jurin's, Cole's and his own weapon, hoping Terendelev's magicks will support them the entire day. Align Weapon- Good

Cole wrote:
"Shall we just charge in the front door? Anybody hae anything sneaky they can bring to bear?"

"Yes. We charge in, I think. We are not a sneaky bunch."


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

"I can move in unseen. Won't work against the powerful ones but any cultists won't know I'm there."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Status:
AC: 18 (f14/t14) HP: 47/52 +18 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 54/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Bolstered (1/19m), Align Weapon Good (bow)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 0/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

”Thanks for that Eli, your healing is always welcome.” He stretches the kinks out of his limbs. He nods to Eli again as he touches his bow with the scale. ”Thanks. How long does this last?”

Following Eli’s lead, Cole touches his scale to Jurin and Serra.
Jurin Bolstering Temp HP: 1d8 + 10 ⇒ (3) + 10 = 13
Serra Bolstering Temp HP: 1d8 + 10 ⇒ (8) + 10 = 18
(+1 morale bonus on attack rolls and saves against fear effects and the temporary HP for 19 minutes)

He then turns to Jurin, ”Let us do this then. You sneak up and check the door, or position yourself advantageously if there are guards outside it. We’ll then charge in and meet you - or all plow through the doors together. Agreed? Don’t expose yourself too much though - we don’t know if there are more powerful demons about.”

Ready to go.


Map

initiative:
Cole Zeff: 1d20 + 3 ⇒ (5) + 3 = 8
Elyanius Myoch: 1d20 + 0 ⇒ (10) + 0 = 10
Serra Iondri Phaer: 1d20 + 1 ⇒ (1) + 1 = 2
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
Jurin: 1d20 + 1 ⇒ (6) + 1 = 7
cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
EC1: 1d20 - 1 ⇒ (10) - 1 = 9
EC2: 1d20 - 1 ⇒ (12) - 1 = 11

perception:

Cole Zeff: 1d20 + 9 ⇒ (1) + 9 = 10
Elyanius Myoch: 1d20 + 8 ⇒ (7) + 8 = 15
Serra Iondri Phaer: 1d20 + 8 ⇒ (4) + 8 = 12
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
cultists(5): 1d20 + 6 ⇒ (15) + 6 = 21
EC1: 1d20 + 6 ⇒ (13) + 6 = 19
EC2: 1d20 + 6 ⇒ (16) + 6 = 22

stealth:

Cole: 1d20 + 13 ⇒ (2) + 13 = 15
Elyanius: 1d20 - 2 ⇒ (18) - 2 = 16
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
Serra: 1d20 + 0 ⇒ (4) + 0 = 4

Jurin:
going ahead of the group, Jurin is able to pick out the five cultist guards, that are in plain view on the ground, but also the two tieflings on top of the roof.

Jurin sneaks ahead invisible? to get an idea of what's going on. Jurin goes in the surprise round, everyone else can go in round 1.


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

GMAA:

Invisible.

Round Surprise Init 7

Status:

HP = 64/64
AC/T/FF = 16/11/15
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 8/8
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—haste, vampiric touch
. . 2nd—blur, mirror image
. . 1st—color spray (DC 15), frostbite[UM], acid elemental shocking grasp[M] (2)
. . 0 (at will)—acid splash, brand[APG] (DC 14), detect magic, light, prestidigitation
. . M mythic spell
Status Effects = Invisible

Jurin mutters the incantations to a haste spell while he is still near his fellows, then invisibly lands on the room next to the tiefling.


Map

Round 1

cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
EC2: 1d20 - 1 ⇒ (12) - 1 = 11
EC1: 1d20 - 1 ⇒ (10) - 1 = 9
Cole Zeff: 1d20 + 3 ⇒ (5) + 3 = 8
Jurin: 1d20 + 1 ⇒ (6) + 1 = 7
Serra Iondri Phaer: 1d20 + 1 ⇒ (1) + 1 = 2

Hearing the battle out in the streets, the guards draw something from their belts and drink, disappearing one by one.

Ely is up


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 1, Init 12

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 38/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 5-2, 4-3
Mythic Points = 3/4

Cole wrote:
"How long does this last?”

Eli tucks away the Scale, patting it for comfort. "Roughly 20 minutes, from what I gather. Let's make it count."

...

As Jurin brings the group's pulse up, Eli asks for a moment to steel himself for the fight to come. Cast Enlarge Person

As his team mentions the disappearing front guard, Eli begins to move forward, bringing his strength up. Cast Bull's Strength

Hasted single move forward


Map

Sorry for the delay... where was I? Oh right... trying to kill you...

Round 1, Init 12

Ec 1 from atop the roof, suddenly becomes two. A single copy of himself joins him in his square, making targeting difficult.

EC 2, however, spotting the man with the bow, decides to forgo such things, in hopes of stopping him in his tracks.

Willsave vs DC 16, or Cole is held via hold person

Cole, Jurin, and Serra are up!


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 8

Status:
AC: 18 (f14/t14) (+1 haste NOT included) HP: 47/52 +18 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 54/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Bolstered (1/19m), Align Weapon Good (bow) (1/19m), Haste (1/??r)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 0/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Will: 1d20 + 6 ⇒ (9) + 6 = 15

Really? By 1? How mean…

Cole begins to prepare his shots, lining up the tieflings on the roof for his attacks. He tries to reach for his bow… and hangs…


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 1, Init 2

Serra, now in his natural, more fuller form, looks at the cultists blinking out of sight. Mindful of dangers of the unseen, he casts See Invisibility. He moves forward to protect others, wielding his ranseur menacingly, but pretending not to see the cultists.

"Where did they go!?" - 1d20 + 14 ⇒ (15) + 14 = 29 Bluff

Serra Stats:

Serra Stats/Effects:
AC 17+1 (haste)
HP: 58/58

Wand of MM (lvl 3) 10/11 charges left
Wand of MM (lvl 5) 31/31 charges left
Mythic 0/4 used

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 8 continued

GM Verdigris:
The way I read Hold Person (link) I have a save on my first round… at the end of the round, to try and break free. I forgot to make that save, so I’m making it now. Let me know if you see things differently.

On his initiative, Cole tries to break free from his invisible bonds. (full round action)
Will: 1d20 + 6 ⇒ (18) + 6 = 24

He feels his limbs loosen and nearly drops his bow in the transition, but his grip remains firm and he once again prepares to attack.


Map

Cole feels himself freezing in place and tries once, then again to shake it off. The second time proves more successful, and he is back to his grumpy, mobile ol' self in no time. Serra casts a spell, drawing a foul spitting curse from one of the guys on the roof.

Jurin is up from Round 1, but we're going to move ahead with round two.!

Round 2

23: cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
12: Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
11: EC2: 1d20 - 1 ⇒ (12) - 1 = 11
09: EC1: 1d20 - 1 ⇒ (10) - 1 = 9
08: Cole Zeff: 1d20 + 3 ⇒ (5) + 3 = 8
07: Jurin: 1d20 + 1 ⇒ (6) + 1 = 7
02: Serra Iondri Phaer: 1d20 + 1 ⇒ (1) + 1 = 2

Serra:
Some of the men in the courtyard rearrange themselves while others wait, preparing to strike.(picture to follow)

Jurin still has a turn from round 1, Ely is up in round 2!


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Celestial:
"Ely, I can point them out to you as we get closer. They await to ambush you. There are 5 of them, invisible," Serra says. "Maybe we should wait them out...or flee and come back. My magics should last longer than theirs. A few minutes at best."

Serra whispers back at Cole.

"Do we wish to wait here or a few steps back for them to become visible or come to us?"


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 2, Init 12

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 38/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 5-2, 4-3
Mythic Points = 3/4

Celestial:

"You would flee now? Jurin needs our support. Point them out, and let's make haste."

Unable to see until he closes the distance, Eli moves to the gate, and opens one side of it. Looking over the courtyard, the old man frustrates over the lack of enemies to engage.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole whispers back to Serra, "I worry about delay. We have troops out there bleeding, and probably dying, while we take this building. We need to take it, and take it quickly. I'll help Jurin, but we need to break through."


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 1

Status:

HP = 64/64
AC/T/FF = 16/11/15
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 8/8
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—vampiric touch
. . 2nd—blur, mirror image
. . 1st—color spray (DC 15), frostbite[UM], acid elemental shocking grasp[M] (2)
. . 0 (at will)—acid splash, brand[APG] (DC 14), detect magic, light, prestidigitation
. . M mythic spell
Status Effects = Invisible, Haste

Jurin steps next to the roofling and gives him the chop.

мировник 2-Handed PA Haste Invisible: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 14 ⇒ (2) + 14 = 16

мировник 2-Handed PA Haste Invisible: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 14 ⇒ (6) + 14 = 20

мировник 2-Handed PA Haste Invisible Crit Confirm: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 14 ⇒ (4) + 14 = 18


Map

Round 1, retro

Jurin strikes quickly from his invisible position, Once, twice, sending EC1 tumbling down the 25 feet to the ground.

fall damage: 2d6 ⇒ (6, 5) = 11

Round 2, summary to date

A enlarged Eli steps up to the gate, opening 1 side.

EC2 looks down in horror at the body of his friend upon the courtyard ground, then back up to Jurin. with an odd hissing word and wave of his hands, he disappears!

spellcraft: 16:
Invisibility

Cole, Jurin, and Serra are up!


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 2, Initiative: 8

"Serra, I can't see anyone - give me a target!"

Cole delays, hoping that Serra will point out an enemy he can attack.

Damned invisibility!


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 2, Init 2

Serra moves up on hasted feets, missing his incongruous toes of his other form.

He stops short of the doors to let Cole know exactly where the cultist is by swinging at him (Guard 2) mightily.

1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 to hit; (haste)
2d4 + 7 ⇒ (4, 2) + 7 = 13 damage;

Pot Crit:
1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 to hit; (haste)
2d4 + 7 ⇒ (4, 4) + 7 = 15 damage;

After connecting with the guard, Serra activates the power of his ranseur.

Serra Stats:

Serra Stats/Effects:
AC 17+2+1 = 20 (haste, ranseur)
HP: 58/58

Wand of MM (lvl 3) 10/11 charges left
Wand of MM (lvl 5) 31/31 charges left
Mythic 0/4 used
Ranseur 2/3 used

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;

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