Mythic Ashes at Dawn (Inactive)

Game Master Harakani


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Four days ago you left ill-fated Illmarsh, and your minds rebel at remembering the horrors you faced there.

Four days of hard travelling along the winding coastal road to Caliphas.

You were met at the gates of Thrushmoor by the Bishop of Versex. Looking somewhere between awed at having been visited by his goddess and insulted at being used as a mere messenger he stopped the guards from allowing you entrance.

"Oh no - Thrushmoor is not for you. The Lady of Graves appeared to me in a dream last night, telling me to meet you at this spot with two gifts and a warning."

At a word healing energy washes over you, dispelling your tiredness. At a gesture five pharasmin novices, each leading a fine fresh horse, come forward.

"I was told to tell you this: 'The hunters have become the hunted. Death seeks. Darkness comes. Make haste to Caliphas."


No such dignitary awaited you as you approached Vauntil, and you slept a pleasant night in an inn bed - until a cadre of summoned fire elementals sprung upon you and the inn was near destroyed in the conflagration.

Last night you camped in a muddy hollow a hundred yards away from the road while thunder crashed and freezing rain and sleet left you little comfort.

You are three hours out from Caliphas. The sun is almost down behind you and the overcast sky that has threatened more torrents all day still glowers a threat above you.

Behind you, far away, is a sound somewhat like the baying of hounds, or the howlign of wolves, or the screaming of men - like these, but not. Something different. Something worse.

A minute later the sound recurs - closer now. Much closer.

This close to Caliphas the winding road has become a highway. Twenty feet wide of good - if rain-slicked cobble stone. Fallow fields lie to either side of you.

Ahead is a bridge across a crack in the earth, the sound of a swift stream coming faintly from the bottom. The bridge is good solid stone, and twin antler-headed stone sentinels impassively guard each end.


Map in Gameplay - please tell me if you have problems.
Can I get people to roll init please.
If anyone wants more details on something feel free to make a perception roll.
If anyone wants to try to work out what the howls are, Knowledge: Religion.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Dot - rolls will follow ASAP


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Holding his huge hammer in one hand and absent mindedly fiddling with the mountain lion tooth necklace around his neck, Reknarok stares at the road behind them.

Something stalks us - he growls, swinging his weapon, testint its balance.

Can you make out what it is?

Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Initiative: 1d20 + 20 + 3 ⇒ (18) + 20 + 3 = 41

Edited for having forgotten Mythic Initiative :D


Male Halfling Summoner 11/Hierphant 5

I don't like the sound of that at all. Something sinister is afoot.

Seamus glides quickly down from his horse and lands on the ground smoothly.

Ride check for fast dismount 1d20 + 16 ⇒ (15) + 16 = 31

He helps Mitsy down from her horse as well, touches her shoulder, and she transforms. Her face remains unchanged, but her humanoid legs are replaced with the lower body of a lion, and two extra arms form into place.

Seamus hops up on her lion back, patting it as he does.

Ride check for fast mount 1d20 + 16 ⇒ (20) + 16 = 36

Seamus reaches out to grab the reins of their horses and begins to scan the countryside.

Perception 1d20 + 4 ⇒ (4) + 4 = 8
Initiative (using Amazing Initiative, right?) 1d20 + 26 ⇒ (1) + 26 = 27


”It's good to be back, Seamus,” Mitsy communicates telepathically to her master.

She draws her weapons from the bag at her waist, twirling them habitually to feel the weight. Then she too scans the surrounding area.

Perception 1d20 + 21 ⇒ (6) + 21 = 27
Initiative 1d20 + 3 ⇒ (5) + 3 = 8


Male Halfling Summoner 11/Hierphant 5

Also, are we already in initiative order, or do we have time for buffs?


Male Dwarf Inquisitor 11 / Champion Tier 5

1d20 + 26 ⇒ (8) + 26 = 34 initiative.

"And so the wild of this land struggles against true civilization. We must bring forth true strength, companions, and defy these creatures of the dark."

Knowledge Religion 1d20 + 8 ⇒ (4) + 8 = 12 +5 to identify monsters.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix dismounts from his horse. He looks toward the sound trying to discern what is coming for them.

Perception: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Know. Relegion: 1d20 + 13 ⇒ (13) + 13 = 26
Initiative: 1d20 + 10 + 20 ⇒ (4) + 10 + 20 = 34

After discerning what he can, Jennix turns to familiar at it's customary spot on his shoulder. Fly Shadow, tell us what is coming


AC16/T13/FF13/CMD18|HP29[29]F:+5;R:+6;W:+2 Cold Resist 2|Init.+3|Perc.+7 (+8 traps) Human Ranger (trapper) 3 / Mythic 1

Shadow Wing flies off Jennix's shoulder to go see what is coming and communicate back to its master.

Perception: 1d20 + 16 ⇒ (1) + 16 = 17

The raven will fly high and return to Jennix as soon as it sees something. The raven will communicate by empathic link until it gets back to the bridge, upon which it will speak to the party from the air. (Speaks Elven)


Male Halfling Summoner 11/Hierphant 5

"You fight creatures of the dark, Morrack, and I'll fight all those who try to kill us. Either way, they die, and we live. That's what I'm going for."

Seamus chuckles nervously.

I hope I sound more confident than I really am.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

We are still a couple of hours distance from Caliphas, which limits our options regarding this one - however I would suggest not simply staying out here in the middle of the road - I believe we have time to chose our grounds if a battle is forthcoming.

Reknarok surveys the surrounding area for acceptable spots for cover and hiding - he pays particular attention to the area surrounding the bridge edge - mainly the sloping terrain.

Making some assumptions for the roleplay, due to the fact that we have been on the road together for some time.

He laughs at Seamus' comment - That's my lad! he winks at the halfling - A fight is a fight, as long we stand side by side, we will prevail.

To Morrack he nods adding - Yes brother, whatever is coming our way, will not pass any further. Still... I believe whatever it is, it travels for us, and will not be wishing to pass us by.

Quick OOC comment, in case any buffs are forthcoming, try to land them before Reknarok rages, afterwards it will be much harder because of his Superstition :D


Male Dwarf Inquisitor 11 / Champion Tier 5

"Creatures of the dark, evil-doers in the light, the Golden-Fisted-One's might will come down on any and all interlopers who bar our way. These necromancer gul-drik will not succeed."

Morrack casts heroism on himself (duration 110 minutes, +2 attack/saves/skill checks), and draws his axe. 4/5 3rd lvl spells remaining

"Very well, let us choose a defensible location to repel these foes!"


Male Halfling Summoner 11/Hierphant 5

“I've got a pretty good way of making anywhere defensible

Seamus casts greater invisibility on himself and Mitsy. 3/6 3rd level spells remaining

Seamus and Mitsy disappear from view.

He also casts shield and mage armor on Mitsy in preparation for battle. AC now 34. She also has heroism cast on her from the beginning of the day using Enduring Blessing. 5/7 1st level spells remaining

“I'll have a haste ready for everyone when something comes into view. It certainly can't hurt to move a little more quickly.”


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

If the situation allows, let me cast a fireball, before you close on the enemy. Jennix looks around. Where is that damned raven


Male Halfling Summoner 11/Hierphant 5

"I can drop some fire down as well, assuming we see it coming from a distance. Let's hope we do.


@Seamus:

Seamus Sams wrote:


He helps Mitsy down from her horse as well, touches her shoulder, and she transforms. Her face remains unchanged, but her humanoid legs are replaced with the lower body of a lion, and two extra arms form into place.

How are you transforming her?



Wow! That's a lot of posts to greet me when I woke up!

Sorry for the delay guys. I have the order now.
Sorry to be mechanical for a second.
Reknarok's eagle eyes spots the enemy 300ft away.
Mitsy spots them at 270ft.
Shadow Wing, 80ft up and 40ft back spots them at 230ft.
Jennix spots them at 190ft.

The enemy is approaching at 450ft/round[1], but upon spotting you (at 180ft) slow down to 160ft/round.
Therefore there is a round before anyone sees them. There is a round where everyone sees them. There is a round where they are 20 ft away.

[1]yes, about the speed a car could do on this road. Yes that's inhumanly fast.

ROUND #1
Seamus switches Mitsy
Jennix sends Shadow Wing
Morrack casts Heroism
Shadow Wing flies out and up

If anyone thinks they would've taken an action in round 1 I haven't accounted for, tell me now. If anyone wants to spend points to get a second action in round 1, tell me. (Seamus, I think that's how you'd get greater invisibility, mage armour or shield off)

Assuming people move on round #1 the party can easily have been another 50ft down the road.

I'd like to start at the top of Round #2 if that's okay.
I will post the init order in the Gameplay tab.


Male Dwarf Inquisitor 11 / Champion Tier 5

Yes, Morrack & Reknarok should be closer to the bridge, I believe.

Do not stand in their path, Jennix! At that speed they'll flatten you!"


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Someone should get me flying... Reknarok mumbles under his breath.


Round#2. Reknarok is up.

@Reknarok:

Squinting into the remains of the sun you see a black horseman riding a black horse, behind him are a pack of 12 hounds. Noticing the speed they approach at you realise they must be supernatural, but something else seems wrong. Is it a child or gnome riding a warhorse? It is not till they ride past one of the skeletal trees you just passed that you realise their scale.
The horse must be ten, twelve feet at the shoulder! The Hounds the size of a normal horse! The horseman himself is a normal man - until you realise he rides with no head!

@Mitsy:

Squinting into the remains of the sun you see a black horseman riding a black horse, behind him are a pack of 12 hounds. Noticing the speed they approach at you realise they must be supernatural, but something else seems wrong. Is it a child or gnome riding a warhorse? It is not till they ride past one of the skeletal trees you just passed that you realise their scale.
The horse must be ten, twelve feet at the shoulder! The Hounds the size of a normal horse! The horseman himself is a normal man - until you realise he rides with no head!

@Jennix:

You know that howl - you heard it once, far away, and were told "The Wild Hunt rides tonight!" Unwilling to leave it alone you investigated where you had heard it, and found a single, cowering survivor. From his insane testimony and the damage they had caused you deduced that a pack of twisted undead abominations, with the form of giant hounds, had come through. From the space between footprints you discovered that the survivor's terrified tales of hounds running down fleeing horses with ease had been true.
The survivor also said the merest bite had been enough to leave their victims paralysed.
You have tentatively placed them as a ghoul variant in the undead taxonomy.

Shadow Wing sends you a brief image of a black horseman riding a black horse, trailing a pack of hounds. There is fear in his mind - they travel faster than anything but a diving eagle. It is not until you can triangulate with your own senses that you realise their scale.
The horse must be ten, twelve feet at the shoulder! The Hounds the size of a normal horse! The horseman himself is a normal man - until you realise he rides with no head!

Shadow Wing sends you a brief image of 12 hounds trailing the nightmare huntsman.

One of the most terrifying of undead is the Dullahan. Creatable only by the darkest magic, and on par with a lesser lich, the Dullahan is a remorseless unstoppable hunter. Once it knows your name, nothing can stop it finding and killing its target. It wields a burning flail of its own spine, delights in taking heads, and is rumoured to be all but unkillable.

Almost comfortingly you identify the horse as a "Standard" Greater Nightmare, or Cauchemar. While it can breathe choking smoke, fly and travel the planes it is nowhere near the greatest threat this night.

@Morrack:

Abadar favoured you with a nightmare last night. A nightmare of twisted ghoul hounds. Fast as a diving hawk, and large as a horse.

The hounds from your dream sounded just like that.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

As he moves purposefully to meet the charge, Reknarok comments to the others - What the...? I see a headless horseman, riding atop a gigantic horse, and on his toe, hounds... as big as horses... Brace yourselves - man the front line with me!

Going mechanic here too:

Reknarok will gauge the movement of his opponents - if it would seem they will charge, he sets his Lucerne Hammer to receive it. If not, he strides forward himself, raging in the first round of combat


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix will spend a point to get an extra action.13/14

Jennix steps over to G6/7 and casts Chain Lightning centered on the lead horseman.

Damage Dullahan: 11d6 ⇒ (4, 1, 3, 6, 1, 5, 3, 2, 1, 4, 6) = 36
Damage Nightmare: 11d6 ⇒ (5, 3, 5, 2, 6, 6, 2, 5, 3, 2, 5) = 44
Damage Hound: 11d6 ⇒ (3, 5, 5, 3, 1, 4, 4, 5, 3, 6, 4) = 43
Damage Hound: 11d6 ⇒ (1, 6, 6, 1, 1, 5, 1, 2, 4, 2, 5) = 34
Damage Hound: 11d6 ⇒ (2, 4, 4, 4, 3, 4, 4, 1, 6, 3, 6) = 41
Damage Hound: 11d6 ⇒ (6, 4, 4, 3, 3, 5, 1, 5, 4, 1, 3) = 39
Damage Hound: 11d6 ⇒ (6, 6, 3, 6, 3, 2, 6, 2, 1, 6, 5) = 46
Damage Hound: 11d6 ⇒ (2, 4, 1, 4, 5, 6, 3, 5, 1, 5, 6) = 42
Damage Hound: 11d6 ⇒ (1, 3, 3, 1, 6, 1, 3, 2, 1, 3, 1) = 25
Damage Hound: 11d6 ⇒ (4, 5, 1, 6, 3, 1, 1, 3, 1, 5, 5) = 35
Damage Hound: 11d6 ⇒ (2, 2, 6, 2, 4, 2, 6, 1, 4, 6, 6) = 41
Damage Hound: 11d6 ⇒ (3, 5, 4, 3, 5, 1, 1, 5, 2, 2, 4) = 35
Damage Hound: 11d6 ⇒ (5, 4, 4, 1, 6, 4, 3, 5, 5, 3, 4) = 44
Damage Hound: 11d6 ⇒ (5, 5, 4, 1, 1, 6, 4, 1, 2, 5, 6) = 40

Jennix yells out to his party.Beware they are undead, the leader is a Dullahan on a Nightmare. Followed by twelve undead hounds. Do not use names. The horse can shift through planes.


Male Dwarf Inquisitor 11 / Champion Tier 5

Undead, you say? The light of the First Vault will shine our way!"

Preparing himself to receive the oncoming undead horde, Morrack declares judgement on them, while also calling for strength from Abadar.

Swift: destruction (+3 sacred dmg), & justice (+3 sacred attack), standard: cast divine favor (+3 luck attack/damage). Current attack routine: +26/+23 1d8+31/1d8+31.
Move: take point with Reknarok.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Just waiting on the "go time" from Harakani


Jennix: No target in LOS until Round #2 - they're actually slowed down by The Nightmare's initiative... which must be unusual. You did say you were going to drop fire, so happy to say that was a readied action used at the top of round #2 if you want. Otherwise Reknarok gets to go first.

Reknarok: Hard to say, but you think if you stand your ground they'll probably look to surround you rather than charging. That said, 180ft off. Your Horse has a 50ft move, but a crappy (non mythic) init - for simplicity let's say just before the Nightmare. Also a riding horse is going to last about 2 seconds against that.
Unless you're trying to attack them as they come closer. If so that is either holding or readying.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Actually, I was expecting to be off the horse's back by now :/

180' off I cannot charge them so....I'll dismount and wait for them to get closer in that case


Sure. You can use your move action in round 1 - and you'll be closer. Assuming Horse has run ahead.

Map updated


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Deal - I am raging then at this moment ;)


Reknarok Moves forward and readies an action to (standard) charge when the enemy comes within range. Reknarok is raging. Reknarok has a 20ft move.


The Horseman grips his flail Readying and whirls it around himself in a flaming circle. The Hounds near him bay and howl as if going mad. Rally. 1 MP.

Jennix is up next, and he's said what he's doing.


DC 21
Dullahan: Reflex 1d20 + 9 ⇒ (15) + 9 = 24
Nightmare: Reflex 1d20 + 11 ⇒ (6) + 11 = 17
Hound1:Reflex 1d20 + 5 ⇒ (2) + 5 = 7
Hound2:Reflex 1d20 + 5 ⇒ (3) + 5 = 8
Hound3:Reflex 1d20 + 5 ⇒ (15) + 5 = 20
Hound4:Reflex 1d20 + 5 ⇒ (2) + 5 = 7
Hound5:Reflex 1d20 + 5 ⇒ (18) + 5 = 23
Hound6:Reflex 1d20 + 5 ⇒ (15) + 5 = 20
Hound7:Reflex 1d20 + 5 ⇒ (6) + 5 = 11
Hound8:Reflex 1d20 + 5 ⇒ (13) + 5 = 18
Hound9:Reflex 1d20 + 5 ⇒ (15) + 5 = 20
Hound10:Reflex 1d20 + 5 ⇒ (6) + 5 = 11
Hound11:Reflex 1d20 + 5 ⇒ (4) + 5 = 9
Hound12:Reflex 1d20 + 5 ⇒ (19) + 5 = 24


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

So that means I didn't expend mythic point?


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1


Reknarok Raging stats:


AC 24, touch 10, flat-footed 21 (+11 armor, +3 Dex, +3 natural, +2 deflection, +5 dodge)
hp 149 (10d12+1d10+55)
Fort +15 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +6; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities (for a total +13) but must resist all spells, even allies'.
DR 11/lethal, 6/nonlethal; 5/epic; Resist cold 2, extreme endurancecold


Melee +20/+15/+10 (1d12+29/x2) and
CMB +20; CMD 35


Sorry, DC 19 for everyone but Dullahan
Rally. Nightmare Reflex: 1d20 + 11 ⇒ (11) + 11 = 22
Rally Hound1 Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Rally Hound2 Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Rally Hound4 Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Rally Hound7 Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Rally Hound8 Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Rally Hound10 Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Rally Hound11 Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

Hounds 1, 2, 3, 5, 6, 7, 9, 10, 12 Used Evasion. No damage.
Hounds 4, 8 and 11 fail. 38, 35, 44 respectively.
Dullahan takes 18.
Nightmare takes 22.

Only hounds 3, 5, 6, 9 and 12 have rally left.


Jennix Caerwyllien wrote:
So that means I didn't expend mythic point?

No - with your initiative you go first anyway.


Male Halfling Summoner 11/Hierphant 5

I think that means it's my turn.

"What's that Mitsy? A headless horseman? I guess it's time to drop some fire."

Seamus quickly draws a wand from his belt, stretches it out towards the oncoming horde, and a tiny ball of fire shoots from the tip of the wand.

Use Magic Device to active the wand. 1d20 + 21 ⇒ (17) + 21 = 38

Seamus casts fireball from his wand, centered on Dullahan. 49/50 charges left.
8d6 ⇒ (6, 6, 4, 3, 1, 3, 5, 5) = 33 damage, Ref DC 20 for half damage.

"Let's see how they like that!"


Next up is Morrack. Morrack has declared already. I'm interpreting "take point with Reknarok" as dismounting when R dismounts. Map updated.

Seamus, you're up.


Male Dwarf Inquisitor 11 / Champion Tier 5

Yes, dismount & stand near Reknarok.


Hound 10 is out of area.

rolls:

DC 20
Dullahan: Reflex 1d20 + 9 ⇒ (14) + 9 = 23
Nightmare: Reflex 1d20 + 11 ⇒ (11) + 11 = 22
Hound1:Reflex 1d20 + 5 ⇒ (9) + 5 = 14
Hound2:Reflex 1d20 + 5 ⇒ (1) + 5 = 6
Hound3:Reflex 1d20 + 5 ⇒ (8) + 5 = 13
Hound4:Reflex 1d20 + 5 ⇒ (6) + 5 = 11
Hound5:Reflex 1d20 + 5 ⇒ (5) + 5 = 10
Hound6:Reflex 1d20 + 5 ⇒ (6) + 5 = 11
Hound7:Reflex 1d20 + 5 ⇒ (6) + 5 = 11
Hound8:Reflex 1d20 + 5 ⇒ (9) + 5 = 14
Hound9:Reflex 1d20 + 5 ⇒ (10) + 5 = 15
Hound11:Reflex 1d20 + 5 ⇒ (13) + 5 = 18
Hound12:Reflex 1d20 + 5 ⇒ (14) + 5 = 19

Rally
Hound3:Reflex 1d20 + 5 ⇒ (1) + 5 = 6
Hound5:Reflex 1d20 + 5 ⇒ (16) + 5 = 21
Hound6:Reflex 1d20 + 5 ⇒ (3) + 5 = 8
Hound9:Reflex 1d20 + 5 ⇒ (14) + 5 = 19
Hound12:Reflex 1d20 + 5 ⇒ (15) + 5 = 20

Dullahan makes. Takes 16 (total 34)
Nightmare makes. Takes 16 (total 38)
Hounds 5 & 12 make. Take no damage.
Hound 10 out of area.
Hounds 1, 2, 3, 4, 6, 7, 8, 9, 11 take 33.
H1: 33
H2: 33
H3: 33
H4: 71
H5: 0
H6: 33
H7: 33
H8: 68
H9: 33
H10: none
H11: 77
H12: none

The fie and lightning of Jennix and Seamus take their toll on the Hunt. Ironically it is the last hound who is destroyed, the tail of the lightning leaving him convulsing as the fireball strikes home.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Here we go, its the hound's turn :D


The Hounds come forward in a black wave, then split around the two figures in the road, churning the fields like galloping horses fallow ground is difficult terrain

Interesting. Because he is readied Reknarok's init is on pause. Sounds sort of stupid. I believe Reknarok may spend a mythic point to discard his readied action and take an action at his init -20, just like his turn had "come around again"

Horseman has the same option, but is not taking it.

If Reknarok is happy to stay readied, Jennix may spend a mythic point to take his init.

Man, that non-mythic Nightmare looks slow, hey.


Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 10 Fighter (Unbreakable) 1

Each square on the map is 5 feet right? Meaning I cannot reach any of them with a charge - so I won't take my regular init.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

That seems right, I wasn't sure because there are four J's


Jennix is still mounted?


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

I'll spend the point for an extra action. Then I'll spend one point for Mythic Magic Missle + 2 additional points to double the number of missiles (22 total@2d4+1). Range is 210ft, so if I need to step foward I'll do that.

Jennix mutters a few incomprehensible words and points at the Dullahan. Missiles of magical force issue from his hand and streak toward the headless thing.

Magic Missile: 44d4 + 1 ⇒ (1, 2, 3, 2, 2, 4, 3, 2, 1, 2, 1, 2, 4, 1, 4, 2, 4, 2, 4, 1, 4, 2, 2, 1, 4, 3, 3, 3, 4, 4, 2, 4, 2, 1, 4, 3, 3, 1, 3, 1, 3, 2, 1, 2) + 1 = 110


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

I think that should +22 at the end. Did that wrong, so 121 damage total I believe


MM is capped at 5 normally, so mythic is capped at 10? Range is LOS for mythic version. 20d4+10?


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Ahh, missed that, got a little over excited.

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