The Righteous Shall Rise...

Game Master verdigris

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

Round: 2, Initiative: 8 (cont)

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 = 50/54
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

Watching the blood fall he calls out, ”Thanks Serra!”

Cole steps up and tries to riddle the opposition with arrows, though he cannot see, he does his best.

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 (bolstering, haste)
Miss chance (high is good for me): 1d100 ⇒ 93
damage: 1d8 + 8 ⇒ (6) + 8 = 14

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (bolstering, haste)
Miss chance (high is good for me): 1d100 ⇒ 27
damage: 1d8 + 8 ⇒ (1) + 8 = 9

Bow (magic, cold iron): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 (bolstering, haste)
Miss chance (high is good for me): 1d100 ⇒ 79
damage: 1d8 + 8 ⇒ (6) + 8 = 14

Haste Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (bolstering, haste)
Miss chance (high is good for me): 1d100 ⇒ 87
damage: 1d8 + 8 ⇒ (7) + 8 = 15


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

Round 2

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

Spellcraft: 1d20 + 14 ⇒ (6) + 14 = 20

Jurin hisses back at the cultist, then looks about for a defensive position. Finding none, he does his best to protect himself.

Casting Blur for some sweet sneak attack immunity.


Map

Round 2 summary

The invisible guards moved about, but only Serra could see them.
Eli enlarged, moved up to the gate, opening it to let Serra through. The remaining man on the roof looks at his friend upon the ground, and turns invisible himself.
Serra smashed one of the invisible guards, bringing a rush of blood from some invisible source. Cole, using that as a target, skewered the man with three of his arrows, bringing more and even more blood, and then a solid thump as something hit the ground at Serra's feet.

Jurin cast a spell, causing his edges to blur as he began to shimmer in and out of space.

Round 3

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

Round 3, Init 23

Guard 1 suddenly appears as a bolt shoots out at Eli.

ranged attack: 1d20 + 8 ⇒ (11) + 8 = 191d8 ⇒ 2
Seeing the mere scratch it causes on the big man, the guard blanches and looks for somewhere to run.

Eli is up.


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

Round 3, Init 12

Status:

AC = 18, Hasted, Magic Vestment(7 hours), Enlarged
HP = 36/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 5-2, 4-3
Mythic Points = 3/4

The bolt strikes Eli as he surveys the grounds. His brow furrows deeply, and the old man raises his hammer in answer, twice.

"The day is here, and you know which side you're on. I can't imagine what waits for you on the other side."

+1 Cold Iron Lucerne Hammer, Hasted, Bull's Strength, Power Attack, Cover: 1d20 + 9 + 1 + 2 - 2 - 4 ⇒ (20) + 9 + 1 + 2 - 2 - 4 = 26 for 3d6 + 4 + 2 + 1 + 2 ⇒ (1, 3, 3) + 4 + 2 + 1 + 2 = 16 damage

Haste Attack: 1d20 + 9 + 1 + 2 - 2 - 4 ⇒ (20) + 9 + 1 + 2 - 2 - 4 = 26 for 3d6 + 4 + 2 + 1 + 2 ⇒ (3, 3, 3) + 4 + 2 + 1 + 2 = 18 damage

edit:

Confirm Critical 1?: 1d20 + 9 + 1 + 2 - 2 - 4 ⇒ (3) + 9 + 1 + 2 - 2 - 4 = 9 for 3d6 + 4 + 2 + 1 + 2 ⇒ (5, 2, 1) + 4 + 2 + 1 + 2 = 17 damage

Confirm Critical 2?: 1d20 + 9 + 1 + 2 - 2 - 4 ⇒ (5) + 9 + 1 + 2 - 2 - 4 = 11 for 3d6 + 4 + 2 + 1 + 2 ⇒ (2, 5, 6) + 4 + 2 + 1 + 2 = 22 damage


Map

Eli answers the little scratch with two solid swings of his hammer. The guard still stands, but is very worse for wear -34 to guard 2

nothing to see here, save for Serra:

The invisible guy on the top of the roof is withdrawing towards the far end of the roof, away from jurin.
percpt, Jurin: 1d20 + 7 ⇒ (6) + 7 = 13
stealth: 1d20 - 1 + 20 ⇒ (19) - 1 + 20 = 38

Cole, Jurin, and Serra 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 2

Serra moves to flank with Ely, stopping to chop at the barely standing guard.

1d20 + 3 + 1 + 2 ⇒ (12) + 3 + 1 + 2 = 18 to hit; (haste, flank)
2d4 + 7 ⇒ (3, 1) + 7 = 11 damage;

"These fools think that we cannot see exactly where they are! HA! Their magics fail them!"

1d20 + 14 ⇒ (13) + 14 = 27 Bluff - make them think that we can see them.

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;


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

Round 3
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—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 = Blur, Haste

Jurin waits, employing the arts of the ancient masters to locate his foe.

Delay.


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

Round: 3, 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 = 50/54
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

Cole steps up (5’ step) and tries to finish off the remaining guardsman he can see*.

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 (bolstering, haste)
damage: 1d8 + 8 ⇒ (1) + 8 = 9

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 (bolstering, haste)
damage: 1d8 + 8 ⇒ (1) + 8 = 9

Bow (magic, cold iron): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (bolstering, haste)
damage: 1d8 + 8 ⇒ (2) + 8 = 10

Haste Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (bolstering, haste)
damage: 1d8 + 8 ⇒ (6) + 8 = 14

* I think I can see the guy to shoot him, if I remember correctly. However if the fence is too high and I cannot see him at all, I’ll just move up. If the first shot drops him (seems unlikely), then I’ll move up as well with my move action. Just let me know. :)


Map

Cole drops the heavily wounded guard with one of his four arrows.

Serra steps up and tries to convince the other guards that their potions are useless against this group.

Jurin waits, leaving room for the other roof top combatant to succeed or fail as he must.


Map
GM_Verdigris wrote:

Cole drops the heavily wounded guard with one of his four arrows.

Serra steps up and tries to convince the other guards that their potions are useless against this group.

Jurin waits, leaving room for the other roof top combatant to succeed or fail as he must.

Round 4

23: cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
(1 + 2 are down, 3-5 are invis.)
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

Eli is up!


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

Round 4, Init 12

Status:

AC = 18, Hasted, Magic Vestment(7 hours), Enlarged
HP = 36/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste, Bull's Strength, Enlarged
Spells Today = 7-1, 5-2, 4-3
Mythic Points = 3/4

Eli proceeds cautiously, squeezing through the single opened gate, so that he may ready a swing at something unseen becoming visible, or something coming out to meet them all.

+1 Cold Iron Lucerne Hammer, Bull's Strength, Hasted: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22 for 3d6 + 4 + 2 + 1 ⇒ (4, 3, 6) + 4 + 2 + 1 = 20 damage


Map

Eli squeezes through waiting for something to happen, but nothing does.

Round 4 continues

Cole, Jurin 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 4, Init 2

"They are fleeing! See them flee!" Serra moves up on still hasted feets. He moves to quasi-intercept one of the fleeing guards.

1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 to hit; (haste)
2d4 + 7 ⇒ (1, 4) + 7 = 12 damage;

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;


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

Round 4

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—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 = Blur, Haste

Disappointed that his rooftop friend has run away, Jurin flies down to the ground.

"They let the weaklings guard this place."


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

Round: 4, 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 = 46/54
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

Having no immediate target, and hearing that the opposition is ceding the ground, Cole moves up.

”There may be more guards inside. We should be careful, and swift.”


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

If we're out of initiative...

Next, Cole tries to open the doors near him to see what's in the warehouse. He has his bow ready to shoot anyone who may step forth in a threatening manner, but he is concerned about press-ganged workers within so he doesn't shoot at the first thing that moves.


Map

We are out of initiative as of now.

Opening the doors does not expose any press-ganged workers, but does open the way into the warehouse. Inside, there are several piles of weapons and armor of varying quality, plenty to refresh your army if you only had men to go with it.

In other areas of the Southbank, the sound of battle dies as the men have either succeeded or fallen at their appointed tasks.


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

Serra walks through the makeshift armory with a knightly eye, seeking things of interest, mostly things of magical interest.

Cast Detect Magic.

Serra will also piddle through the remains of the two/three goons that were killed and look for magic thereon. Mostly mundane items he will leave for the troops, but more potions of invisibility would come in handy.


Map

Serra see's many faint traces of magic, mostly upon various pieces of armor.


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

Serra will identify and collect the magical armors and anything else that pings. I assume I'll get a list at some point. Take 10 Spellcraft (if you allow such things) is 24.


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

"Where to, next? It sounds like there's no more threat here, correct?" Eli looks into the faces of those looking about for threats.

"Cole, where are we needed? Point the way." Eli remains close, healing himself before continuing.

Cure Moderate Wounds: 2d8 + 7 ⇒ (5, 7) + 7 = 19

54/57


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

"I've still flight if we've need to deliver messages."

The wild look in Jurin's eyes is at odds with the calmly delivered words.


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

Cole rubs his lightly burgeoning beard

"Jurin, gain some altitude and see if there are any hot spots we should attend to immediately. If not, find Jothinra and have him station some men here to guard this cache and fly back to let me know where he is."

He takes out his map of the city, "If you've any flight left, take another look at Paradise Hill." he points to the spot with a stubby finger.

"I think tomorrow we take that hill and see if there are any willing to take up arms in their own defense. If so, we've got the gear for them here. Today we'll need to rest, and prepare for any counter-attack by the demons across these two bridges."

He points to the bridges crossing the Ahari riverbed.

I think it's going to be a long night...

When Jurin has left, Cole wanders the warehouse with Serra, still keyed up from the short battle, and worrying about the cost to the paladins of taking the district.


Map

Serras endeavors produce a list of armor, enough to help the paladins upgrade their armor to +1 magical armor, and have more left over.

Once the entire army has reassembled in Southbank, and those that can be healed are patched up, they are only down by 4 men.

Taking liberties to speed things along...

Watches are set with groups switching out at the bridge to hold it. Several small attempts are made to take it back, but the Righteous prove triumphant.

The morning dawns cold and cloudy, though the Paladins spirits still seem moderately high as they face the next step.

Feel free to role play the evening and//or morning.


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

Status:
AC: 18 (f14/t14) HP: 52/52
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 46/54
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 = None
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 (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole sees to the dead, and helps where he can among the injured (not much) before finally getting out of the way of more skillful hands. As usual, he meets with the party and key advisors in the evening and spends most of the night on watch. He may even have been involved in one of the skirmishes, after which he retires for the night to catch a few hours sleep.*

In the morning, he meets with the group again, and discusses next steps. ”I think we should move across this bridge here” (he points to the eastern bridge leading north) ”and take Paradise Hill today if we can. There may be some able bodied souls among the populous there, and we’ve got the arms and armament to out fit them if they are so inclined.”

”They won’t be as good as our main force of course, but we could maybe use them in flanking positions to put pressure on the enemy indirectly. Maybe even as guards on the bridge. I dunno, maybe an archer core to pin down opponent flanks.” he drifts off...

”That said, this fortress worries me. Those watchtowers will make minced-meat out of us if we try a direct assault.” he looks to Aron Kir and Serra, ”What can we do to neutralize them?”


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

Serra looks to Kastor to tend to not only his armor, but the new armors so that they might be properly assigned to the paladins.

"That's a good lad," Serra teaches the young squire. "You learn to clean and tend to your armor so that you'll respect it and know its purpose in your path to knighthood. Never let your armor rust and it will always protect you."

Leaving Kastor to tend to things, Serra goes to plan the day's fighting.

Cole Zeff wrote:
”I think we should move across this bridge here and take Paradise Hill today if we can. There may be some able bodied souls among the populous there, and we’ve got the arms and armament to out fit them if they are so inclined.”

"That was the plan when we started and remains the plan now," Serra nods in agreement. "We should expect many more days of blood and fighting. Saving as much of the cattle prisoners as we can is a good side goal. With luck, we might be able to address the main complex on the morrow."

Serra looks at the map.

"Did we enact a house to house search for the object we seek yet? It's possible our prize lies here in the South Bank, yes?"


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

Eli finds himself wandering the camps in the Southbank, Marcus and Saul in tow. He speaks with the paladins, absorbing the details of the skirmishes, and the layout of the city, through the dozens of eyes that range much further than his own. He tries to gather information on enemy numbers, and the attitude of the paladins regarding the tide of battle.

Gather Information: 1d20 + 16 ⇒ (8) + 16 = 24

When the time comes, Eli joins the others in the planning, and prepares himself for the next prong of attack.


Map

Aron eyes the watchtowers, them dips his head, answering Cole's question with a quiet certainty. "Best would be to send a small force tonight to take them out. It's not a thing for the army, but a few mighyt sneak in and be done with it before they could raise an alarm."

Serra Iondri Phaer wrote:
"Did we enact a house to house search for the object we seek yet? It's possible our prize lies here in the South Bank, yes?"

"It is possible, and is a good way to spend the rest of the day. " agrees Ara, though Aron looks doubtful. "Demons are many things, but not stupid, at least not most of them. They wouldn't want someting like that out here, where one of their rivals might take it unobserved. Still, it doesn't hurt to look, I suppose."

Eli gathers littlle information from the soldiers, for no quarter was given on either side, but he does find out that Paradise Hill is guarded by an army of schir demons, commanded by a vrocknamed Pozlixt. The prisoners kept there are captured crusaders, used for food or fun at the whim of the commander, or sent inside like stores for the same on a regular basis. Some of the men report being taunted with being added to the stores, and what might be done with them once they were.


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

Serra huffs, not quite willing to discuss taking down the watchtowers yet. Seems to be putting the horse before the squire to him.

He is keenly interested in the house to house search, intent on finding their item as quickly as possible.

He looks to Cole to lead them across the bridge.

"Cole, we are ready. We stand wrong. We knights cannot fail. We will not fail."


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

Eli shares what little he gathers regarding Paradise Hill, the schir, and Pozlixt. "If the bridge proves sound, we should make haste. There is a demon similar to the one who fought to erupt through the tear, down in that vescavor hive hole. It leads the others. Not sure how we could cut the head off the body, but it'll likely plague us from above."

The old man is grateful for a night's passing, but worries about the loss of life that waits inevitably on the Hill.


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

"If it flies in my range, I'll drop it. I have some magic arrows yet which will reach its heart."

"We free the poor souls today, we can hunt for treasure when we have won and are already tired from the effort. We'll see about tonight and those towers."

He looks to the others, "So we lead across the bridge, and stay a tight knot all the way to the summit with the troops close behind. A few pot shots aside, I think we press ahead just as fast as we can to try and break the back of the beast."

He worries about the paladins who will die this day to free the imprisoned.

He gathers his things and makes ready for the assault. "Laina, keep an eye on the warehouse today. I don't want you near either bridge. Make sure we didn't miss anything there."


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

Jurin reviews his spells and cleans his sword, preparing for the butchery ahead.

"Best to free the prisoners first. Take the keep first and they'll kill them out of spite before running away. We've already taken care of the ration problem, won't hurt to add more mouths."


Map

The next morning, when all is ready, the force sets out to free Paradise hill. Cole leaves Laina and a few others behind to guard the warehouse, and a group to keep the bridge, while the rest of the crew joins him and the others on the North side of the river.

initiative:
Cole Zeff: 1d20 + 3 ⇒ (16) + 3 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (11) + 0 = 11
Serra Iondri Phaer: 1d20 + 1 ⇒ (17) + 1 = 18
Elyanius Myoch: 1d20 + 0 ⇒ (19) + 0 = 19
Jurin: 1d20 + 1 ⇒ (7) + 1 = 8
Schir Demons(5): 1d20 + 2 ⇒ (14) + 2 = 16

Cole Zeff: 1d20 + 3 ⇒ (16) + 3 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (19) + 0 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (17) + 1 = 18
Schir Demons(5): 1d20 + 3 ⇒ (14) + 3 = 16
Jurin: 1d20 + 1 ⇒ (7) + 1 = 8

The battle on the Southbank has not gone unnoticed, for most of the prisoners have been moved from the corraling area outside by the time the breach the outer perimeter. The last can be seen being herded inside as the group draws near. A small contingent of Schir demons stand guard, ready for the fight.

Round 1, feel free to move yourself anywhere that is not any closer inside of the ruined area than you are now. Cole is 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

Approaching the corralling area, Serra takes out the scale that Tendrelev gave him long ago. The knight sighs, his memory flooded with battles fought under the influence of the scale, and sighs again for battles yet to come. Serra invokes the power again, expecting to need the power of angels in the forthcoming battle.

He becomes Aasimarra: arms of sculpted marble, his build slender and beautiful proportioned. His movements are graceful, allowing his glorious feathered hair and glittering skin to shine like a beacon of hope for all those that are imprisoned here.

"Hear my words, Kastor! Today we do not fight for our lives, but for the lives of those within. Today we fight so that the light of good and of knighthood might reach those imprisioned! TO BATTLE, KASTOR!! TO BATTLE!!"

Preparations: Aasimarra. Magic Circle Prot Evil 10' on Aasimarra. Shield when we get close. Mnemonic Enhancer for an extra Glitterdust and Grease.


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

Round: 1, Initiative: 19

Status:
AC: 18 (f14/t14) HP: 52/52 +14 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 (5/19m), Aspect of the Falcon (3/20r)
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

Prior to the fight, Cole would have used his scale on Jurin (Temporary HP: 1d8 + 10 ⇒ (7) + 10 = 17), Serra (Temporary HP: 1d8 + 10 ⇒ (5) + 10 = 15), and himself (Temporary HP: 1d8 + 10 ⇒ (4) + 10 = 14). We receive +1 morale bonus on attack rolls and saves against fear effects in addition to the temporary HP for 19 minutes.

As the group closed in, he’d have cast Aspect of the Falcon on himself.

He steps up and starts in on the forces along the wall to the east to leave the melee fighters someone to engage when they get past the fence. He is confident he’ll take one out and he uncharacteristically smiles as he shoots.

bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (bolstering, aspect) damage: 1d8 + 8 ⇒ (8) + 8 = 16
bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (bolstering, aspect) damage: 1d8 + 8 ⇒ (8) + 8 = 16


Map

Cole takes aim and sends two devestating arrows into the shoulder of one of the demons, drawing an ugly spittle fueled "Yowoowwl" for his efforts.

Did not mean to imply that Ely and Serra were not also up, as they are now also up


Serra:
Kastor nods and snaps to attention then falls in with the others, ready to do battle against Evil.


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

Seeing the creature refuse to fall, Cole remembers why he doesn't smile and wipes the grin from his countenance.

Grimly determined, he watches to see what the others shall do this day.


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 18

Aasimarra moves forward to encompass all within his magic circle of protection, examining his foes carefully for detail for the abyss holds multitudes of demonkind.

1d20 + 13 ⇒ (1) + 13 = 14 Know (Planes)

Questions:
How to kill? DRs?

He readies his ranseur to attack any that come close.

Serra Stats:

Serra Stats/Effects:
AC 17+4+2 = 23 (Shield, Prot Evil)
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 0/3 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 1, Init 19

Status:

AC = 20 (Shield of Faith, 7 minutes)
HP = 54/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer, Aligned Good
Condition(s) = Shielded
Mythic Points = 3/4

As the group sets itself to march, Eli presents his scale to both Cole and Jurin, blessing their weapons, as well as his own, with the enforcement of goodness. Align Weapon-Good, should last the whole of 19 minutes, blessed be Terendelev

For the intermediate gains on the field, Eli reckons close quarters, so brings a light shimmer to his armor, in preparations for what sounds like inevitable close-quarter fighting. Cast Shield of Faith

When his clouded eyes finally bring their enemies within his limited sight, Eli targets the schir topside, on both wall and rooftop. Groupings, that is always welcomed...

Cast Burst of Radiance, Blinded: 1d4 ⇒ 4 rounds, or Dazzled with a DC 16 Reflex Save. 5d4 ⇒ (2, 4, 4, 3, 3) = 16 points of damage, no save.

"I see four, there, there, and up there. How many more?"


Map

Round 1, Init16

19 (+3): Cole Zeff
19 (+0): Elyanius Myoch:
18 (+1): Serra Iondri Phaer

16 (+3): Schir Demons(9):

Schir 1:
Schir 2:
Schir 3: (-48)
Schir 4: (-16) dazzled
Schir 5: (-16) blinded
Schir 6:
Schir 7
Schir 8
Schir 9

08 (+1): Jurin

reflex 3: 1d20 + 3 ⇒ (17) + 3 = 20
reflex 4: 1d20 + 3 ⇒ (17) + 3 = 20
reflex 5: 1d20 + 3 ⇒ (4) + 3 = 7

Cole's two arrows and Eli's burst of radiance send one guard tumbling to the ground. Schir 4 and Schir 5 are also affected by the burst of radiance, with Schir 5 grabbing at his eyes and yelling.

spell resistance: 1d20 + 6 ⇒ (11) + 6 = 17

As if from some single command,several of the schir begin advancing upon the group, ready to do battle. A couple go inside.

Serra, or knowl planes 14:
Serra knows these to be Schir Demons.

Jurin is up!


|| 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+17
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, acid elemental intensified shocking grasp[M]
. . 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 = None

K. Planes DC 14: 1d20 + 15 ⇒ (11) + 15 = 26

Jurin wastes no time enhancing the speed of his companions.

Haste


Map

Round 1, summary

Cole's two arrows and Eli's burst of radiance send one guard tumbling to the ground. Schir 4 and Schir 5 are also affected by the burst of radiance, with Schir 5 grabbing at his eyes and yelling. Serra moved forward, ready to attack should any of them come close. The demons advanced, or retreated, as they saw fit. Serra and Jurin eye the demons, trying to remember what they learned about them in the past.

Jurin, you get two questions

Round 2, Init16

19 (+3): Cole Zeff
19 (+0): Elyanius Myoch:
18 (+1): Serra Iondri Phaer

16 (+3): Schir Demons(9):

Schir 1:
Schir 2:
Schir 3: (-48) dying
Schir 4: (-16) dazzled
Schir 5: (-16) blinded
Schir 6:
Schir 7
Schir 8
Schir 9

08 (+1): Jurin

Cole, Ely, and Serra are up!


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

Round: 2, Initiative: 19

Status:
AC: 18 (f14/t14) (+1 Haste not included) HP: 52/52 +14 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 49/54
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 (5/19m), Aspect of the Falcon (3/20r), Align weapon, Good (5/19m)
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 = 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

Cole, happy to be fast again (but careful not to grin), nods to Jurin for his aid, and tries to thin the herd of demons headed their way. He targets S2 for his ministrations. If it drops, he shifts to S4.

bow (magic, cold iron, good): 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29 (bolstering, aspect, haste) damage: 1d8 + 8 ⇒ (6) + 8 = 14
bow (magic, cold iron, good): 1d20 + 10 + 3 ⇒ (20) + 10 + 3 = 33 (bolstering, aspect, haste) damage: 1d8 + 8 ⇒ (7) + 8 = 15
Haste bow (magic, cold iron, good): 1d20 + 10 + 3 ⇒ (18) + 10 + 3 = 31 (bolstering, aspect, haste) damage: 1d8 + 8 ⇒ (5) + 8 = 13

Crit Threat bow (magic, cold iron, good): 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23 (bolstering, aspect, haste) damage: 2d8 + 16 ⇒ (5, 7) + 16 = 28


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 18

Aasimarra moves forward to protect Cole, his knightly ranseur ready to defend him to the death. He activates his ranseur to better protect himself from the oncoming onslaught.

Attack at S-4:
1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 to hit: (haste)
2d4 + 7 ⇒ (1, 4) + 7 = 12 damage.

Serra Stats:

Serra Stats/Effects:
AC 17+4+2+1+2 = 26 (Shield, Prot Evil)
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 1/3 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 2, Init 19

Status:

AC = 20 (Shield of Faith, 7 minutes)
HP = 54/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer, Aligned Good
Condition(s) = Shielded, Hasted
Mythic Points = 3/4

Eli takes advantage of Jurin's make-haste, to step a little closer, and swing twice at the schir within reach S-4, I believe His adjustment for the height of the fence throws both swings well off their intended target.

+1 Cold Iron Lucerne Hammer, Hasted, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (3) + 9 + 1 - 2 = 11 for 1d12 + 4 + 6 ⇒ (1) + 4 + 6 = 11 damage

Haste Attack, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (3) + 9 + 1 - 2 = 11 for 1d12 + 4 + 6 ⇒ (11) + 4 + 6 = 21 damage


Map

Round 2 so far

Cole drops S2, putting him out of his misery with two well aimed arrows, the second of which skewers him through the head. His last arrow hits S4, adding to his irritation.

Serra and Eli try to finish off the wounded S4, but both miss.

Round 2, Init 16

S4 swings at the old man on the far side of the ramshackle fence.

attack, S4: 1d20 + 10 ⇒ (15) + 10 = 251d10 + 4 ⇒ (10) + 4 = 14

S7 and S8 rush the fence, attacking Ely and Serra respectively. Provoking, Serra.

attack, s8 on Serra: 1d20 + 10 ⇒ (14) + 10 = 241d10 + 4 ⇒ (3) + 4 = 7

attack, s7 on Ely: 1d20 + 10 ⇒ (4) + 10 = 141d10 + 4 ⇒ (2) + 4 = 6

S9 moves down the crumbling stone steps to join the others, meanwhile S5 wobbles in his blindness on the narrow wall.

Jurin is 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

AoA vs. S8:
1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 to hit: (haste)
2d4 + 7 ⇒ (3, 4) + 7 = 14 damage.


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

Round 2

Status:
HP = 64/64+17
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, acid elemental intensified shocking grasp[M]
. . 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

2 Questions. First is Weaknesses, 2nd is Spell Like Abilities.
Apologies if those aren't legal questions, I so rarely play a character with the Knowledge skill...

Jurin moves up next to Eli.

"Don't worry kid, I've got your flank."

Move to attack S-7.

мировник (Cold Iron, Magic) 2H PA Haste: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 14 ⇒ (4) + 14 = 18


Map

Those are legal questions...

Jurin, or Knowl Planes 24 or higher:

Weaknesses: blondes in moonlight and burnt chocolate chip cookies.

Spell-Like Abilities:
Constant—see invisibility, tongues
3/day—arcane lock, expeditious retreat, protection from good
1/day—summon (level 2, 1d3 schirs 20%)

Moves up to help out Eli, attacking S-7. The resultant wound oozes, drawing flies almost immediately.

Round 2 Summary
Cole dropped took aim and took out one demon and started on another. Serra and Ely tried to follow up, but both had trouble seeing over the fence. Two demons joined those at the fence, attacking Serra and Ely, with one wounding Serra, though neither is even scratched. Jurin joined Ely at the fence and helped injure the demon attacking "the kid".

Round 3

19 (+3): Cole Zeff
19 (+0): Elyanius Myoch:
18 (+1): Serra Iondri Phaer

16 (+3): Schir Demons(9):

Schir 1:
Schir 2:
Schir 3: (-49) dying
Schir 4: (-29) dazzled
Schir 5: (-16) blinded
Schir 6:
Schir 7: (-18)
Schir 8
Schir 9

08 (+1): Jurin

Cole, Ely and Serra are up!

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