GM Tyranius The Dragon's Demand (Inactive)

Game Master Tyranius

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The next few hours are spent hobbling back to town as the injured party seeks aid from the nearby temple once again.

Go ahead and pay for whatever healing / ability drain you want to.

Looking around Belhaim the townsfolk seem extremely nervous. A few glances you way look worried under hushed whispers that the dragon will return soon and burn the entire town to the ground. You know that you have very little time to get to the Monastery and meet the Dragon's demands.


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Sooo.... I may have forgotten to level up Jaren last time, so I have to level him up TWICE.

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So. Anyone want to do anything else around town or head to the monastary?


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Dont really have enough gold to go shopping unless we sell some of the magic we just recovered. Has everyone put in a claim on all the gear? If not we need to do so, or see if we can sell it and buy some consumables at least. After that, I'm ready to go.

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Alright this is the end here. Let's increase the posting rate a bit and knock this out of the park.

The group rests for the night to prepare for the following day, knowing that Aeteperax will attack within the next day or so. Quickly gathering their gear they head to the ruined Iroran Monastery. The monastery's ruins have stood empty for centuries until now

Approaching Riggs sees at the entrance eight weather worn statues in various martial poses flank a tiled patio leading up to the monastery's gate. The weathered iron gate is ajar. A guardhouse lies to the north,a and three narrow arrow slits face ominously southward from its facade. A 12 foot high fence made of black iron surrounds the property.

As the party approaches they hear a shrill draconic voice from the guard house to the north. [b]You there! You here with the money? Where is it? Show us! Lord Aeteperax is impatient. You see three arrows sticking out of the walls nooks.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Before responding, Roggs pulls out his Mage Armor wand and applies a charge to himself.

"we've got something for the dragon right here. Send him out to come get it. We don't deal with underlings!"

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Give me a diplomacy check.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Diplomacy 1d20 ⇒ 3


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

"Be quick about it!"
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

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The shrill draconic voices get nervous. Go see Aeteperax's pet human.... follow tiled path east past the fountain and you'll see him, but no funny business or we'll come and shoot you all!

Following the trail east the monastery grounds are exquisitely sculpted. Manicured lawns, well trimmed trees, and a serene reflecting pool all give the place a peaceful air.

A single sycamore tree grows in this idyllic courtyard, and a wooden veranda along the courtyards edges provides shade and shelter from the elements. Sitting on a large rock is a tired looking man wearing a red hat with a blue feather.

Dc 15 Perception:
You recognize this man as Clausyre from the auction. The man visibly upset by not winning the books he was bidding on and stormed off.

I has a feeling you'd be the ones coming here. Did the Baroness manage it? Have you brought the ransom? Gozreh's bones, where is it? I pray the beast will be satisfied- my wife's life depends on it!


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Perception 1d20 + 1 ⇒ (17) + 1 = 18

"Clausyre, you traitor! Were those books worth betraying the town?! We've got what the dragon needs right here. Lead us to him."


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Jaren sighs.
If your wife is in danger, then you don't have any choice, do you Clausyre? No matter, this will all be over soon...

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Realizing that you actually haven't brought the ransom and are instead here to slay the dragon he blanches.

Are you mad? The beast is enormous! You have neither the skill nor the numbers to face a dragon of his soze- All you'll accomplish is an agonizing death, and then Ateperax will raze Belhaim to the ground!


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

"Maybe you can tell us a beast has? If you tell us all you know, it'll make it much easier for us!"


Spells:
1st: 2/2, resist energy, longstrider
Human Ranger (dragon hunter) 5; HP 40/40; AC 15 (T 12, FF 13); Init +2; Per +9; Fort +5, Ref +6, Will +4

Yes, any information you can give us will be helpful. And don't worry about the dragon. It's just a puffed up lizard with an oversized ego.

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Let's try a diplomacy.


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

"You must know the Belhaim would never be able to meet his demands. This is the only option. Had he been more reasonable with this we would not be here at all. This truly is the only way out of this."

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19

Jaren puts his arm around the man, and chuckles.
Well, with whatever help you can give us, we'll have more than we do now! Not to mention, we visited the tomb of the Belhaim Dragon Slayer, and her spirit gave us quite a few useful things.

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Clausyre nods his head to the corner as he sighs heavily. Fine, fine! I'll help you, but if it costs my wife and unborn child their lives, a dragon's wrath will be nothing compared to mine!

He begins to walk to the southwest. Come with me to an area where we won't be eavesdropped on my kobolds, grioths or any of the others. He leads you all down a small hallway to a chamber with narrow pillars painted gold and blue that support the ceiling. At its west end is a large statue in a mother of pearl lined niche. The figure sits in the lotus position, hands clasped and eyes closed in prayer.

DC 18 Knowledge Religion:
This room is one of Irori's Serenity Halls.

My true name is Azmur Kell. Sorry for the deception he begins to explain the nature of your quarry. A young green dragon has been going by the name of Aeteperax. In my time here as the dragon's hostage I have studied old journals and tomes I have found lying around. The monks here were tinkering around with the Dark Tapestry, a subject that Aeteperax seems to be obsessed with.

The Dark Window: According to my research, the monks managed to construct an aperture, called the Dark Window, in a locked and hidden room accessible via the lectern library on the third floor. The Dark Window allowed them to observe and even communicate
with alien entities on the far side of the universe. The monks had hoped to use the Dark Window to study and learn about these alien creatures and societies, working on the theory that if they knew the chaos and madness of the Dark Tapestry, they could then identify
similar traits in themselves and work to expunge them on the road to self-perfection.

Yet the first time they used the Window, the malevolent alien they contacted teleported into the monastery and attacked the priests. Abbot Kanjougas banished the alien back to the Dark Tapestry, but not before it slaughtered the monastery’s other inhabitants. I hasn’t been able to determine what became of the abbot afterward, but he knows the event took place over 200 years ago. I havn’t seen the Dark Window, but Aeteperax has spent some time in its hidden room communicating with creatures from the far side of the universe. The room is locked—the dragon comes and goes via potions of gaseous form brewed for him by his pet alchemist Pentosh. I have learned that the abbot carried the key to the room, and if his body still lies hidden somewhere in this monastery, the key should be nearby.

The Grioths: Azmur explains that Aeteperax used secrets gleaned from the monastery’s texts and the Dark Window to develop a method of conjuring monsters from the Dark Tapestry to serve him. These are the grioths, batlike monsters from an alien world. Azmur knows the dragon can conjure grioths only because the Dark Window maintains the connection between this part of Dragonfen and the Dark Tapestry. Finding a way to close the Dark Window should not only remove the dragon’s ability to conjure aid in a battle, but also end his control over the grioths already conjured. Those in his lair will likely attack the dragon, weakening him before the you face him.

Closing the Dark Window: once you close the Dark Window, Aeteperax will know your coming for him, and will likely vent his anger by attacking Belhaim soon thereafter. Wait until you're absolutely ready to invade the dragon’s lair before closing the Dark Window. Even a brief disruption from a successful dispel magic spell should be enough to undo the dragon’s work, at least for a time. Beyond this, my research has shown me that force effects should be able to disrupt the window—but only if they could somehow be enhanced before being unleashed upon the Dark Window. “Hopefully,” he muses, “studying the window will provide some clues—when the time comes, I can aid you in that matter if you need help.”

The Dragon’s Lair: Aeteperax’s lair is in a large cavern north of the monastery. Reaching it from above ground is difficult for creatures that can’t fly, but Aeteperax had his kobolds dig a tunnel between the cave and the monastery’s dungeons so the dragon’s minions could report to him secretly.

The Monastery: Take some time exploring the monastery—there are parts of it the dragon’s agents haven’t yet explored that could contain useful magical weapons or objects to aid you in their coming confrontation.

Lieutenants: Seek out the dragon’s other three “lieutenants” here in the monastery and dispatch them to prevent Aeteperax from calling upon them as reinforcements. These three are the enormous grioth Goladryth in the Saint’s Library, the mad alchemist Pentosh who dwells up in the belfry, and the lunar naga Thaena who can be found somewhere on the third floor. Of the three, Azmur knows the naga has served Aeteperax the longest, and is nonsensical and distracted.

The True Name: If you can seek the dragon’s original name. The druid knows that at least one other lieutenant—a half-orc named Hapscot—knew it, because Aeteperax had Hapscot killed for saying it. The dragon’s violent reaction tells me that the you could use the name to distract the dragon and trick him into using hasty and foolish tactics. “Perhaps,” the druid muses, “one of the other lieutenants knows his true name as well.”

The Druid’s Assistance: I cannot accompany you while my wife remains in danger, but my spellcasting is at your service. I can visit the dragon and report that agents from Belhaim have arrived to plead for an extension. I am confident that I can negotiate at least an additional 2 weeks for you, but beyond that there’s not much I can do. I will stay mobile in the coming days, but if you wish to contact me, you can throw a handful of dead leaves into the reflecting pool in the monastery’s grounds as a signal. If I can, I'll meet you here within an hour of seeing the signal to provide more spellcasting aid.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Know. Religion 1d20 + 9 ⇒ (14) + 9 = 23

"This used to be a hall of Irori. Obviously, that was a long time ago."

OK, we have a lot of options. Should we try to clear out the monastery first, and look for the dragon's true name while we remove his three lieutenants?

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Still there?


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

I'm just waiting on a response from somebody. If no one responds, I think we should start with the monastery, I suppose...


Female Elf Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

Clear the monastery first, then eliminate the dragons allies, ideally asked them the dragons name, before closing this window and launching an attack. We would probably need to have some healing just after stopping the window as it's unlikely we could return to the town and back before this dragon destroys the town.


Spells:
1st: 2/2, resist energy, longstrider
Human Ranger (dragon hunter) 5; HP 40/40; AC 15 (T 12, FF 13); Init +2; Per +9; Fort +5, Ref +6, Will +4

Yep, let's clear out the dragon's lieutenants. I say we start with the grioth in the Saint's Library. Maybe we can find some useful information, as well. Libraries can be full of useful info.


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

"The Library seems reasonable?"

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Azmur nods. There is a staircase leading to the second floor library in the room just east of this one He points behind him. He grasps Barral by the arm. Good luck and save my wife! With that he turns and leaves.

In the Assembly Hall are eight pillars painted with faded quotations and prayers from Irori's teachings that support the ceiling of this large chamber. A statue of a man with long braids stands to the south. A large stone staircase leads upward. This room was once used for assemblies of monks and clerics. Lying behind the statue is a bone scroll tube containing a scroll of marionette possession.

Heading up the stairs is the Saint's Library. The ceiling of this twenty foot high room is painted with a scene of scholars at study. A polished wooden statue of a woman sitting in the lotus position, eyes closed in meditation, hangs from the center of the ceiling on several lengths of thin twine so that it seems to levitate. The spiral staircase leads both up to a third floor Lectern Library and back down to the Assembly area.

Squatting amid dozens of tattered tomes near the center of the north wall is a hulking beast called Goladryth. A bloodthirsty, enormous grioth. As soon as you appear on the stairs he turns with a shrill shriek and attacks.

Init:

Barral: 1d20 + 1 ⇒ (20) + 1 = 21
Jaren: 1d20 + 2 ⇒ (3) + 2 = 5
Jasmine: 1d20 + 2 ⇒ (13) + 2 = 15
Lovec: 1d20 + 2 ⇒ (3) + 2 = 5
Riggs: 1d20 + 2 ⇒ (19) + 2 = 21
Goladryth: 1d20 + 8 ⇒ (3) + 8 = 11

Round 1
Riggs
Barral
Jasmine

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Goladryth
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Round 1
Jaren
Lovec


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

Round 1 Two Handed; Power Attack
Barral steps up to swing at the grioth with Wyrmsmite ...
Lg Sword: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 for Slashing: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10
That was pitiful!


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Riggs uses his Maximize wand to cast a magic missile at the beast, not wanting to damage any part of the library.

Maximized magic missile 15 points of damage.

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Jasmine is up


Female Elf Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

Jasmine steps up and enlarges, lashing out with her Greatsword.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 3d6 + 4 ⇒ (3, 1, 5) + 4 = 13

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Are you guys not able to move your tokens on the map? Do I need to adjust the settings?

Jasmine and Jaren- We are now lvl 5. Not lvl 3.

Riggs pelts the monstrous beast with magical missiles while Barral and Jasmine rush Goladryth. Each of their blades fall harmlessly against the grioths breastplate armor.

Goladryth slashes at Barral and Jasmine with a falchion made of voidglass.

Red vs Barral AC 23: 1d20 + 16 - 3 ⇒ (10) + 16 - 3 = 23
Damage: 2d4 + 13 + 6 ⇒ (3, 3) + 13 + 6 = 25 + Mindshock
Mindshock NL: 1d4 ⇒ 2

Red vs Jasmine AC 14: 1d20 + 11 - 3 ⇒ (13) + 11 - 3 = 21
Damage: 2d4 + 13 + 6 ⇒ (1, 3) + 13 + 6 = 23 + Mindshock
Mindshock NL: 1d4 ⇒ 4

The blade slashes into both of the members as the voidglass wracks their minds with thoughts and waves of psychic energy pulses.

Round 2
Riggs
Barral (18/43; 2 NL)
Jasmine (1/24; 4 NL)

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Goladryth (-15)
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Round 1
Jaren
Lovec


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

"Get away from that demon!" Riggs yells at his friends, watching the beast cleave throuh them. He readies an action to cast his super strong Fireball, if the other two move back.

Use maximized wand. With spell specialization, does 7d6 points of damage, maximized to 42 points of damage, half if it succeeds on a DC 19 Reflex.


Spells:
1st: 2/2, resist energy, longstrider
Human Ranger (dragon hunter) 5; HP 40/40; AC 15 (T 12, FF 13); Init +2; Per +9; Fort +5, Ref +6, Will +4

Lovec moves to the south to get a better angle on the grioth. He draws his new bow, and lets fly with an arrow.

Longbow: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Female Elf Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

Withdraw, full round action


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Yeah, my laptop crashed over the weekend. I have a lot to get caught up. I'll level up as soon as I get the games I'm GM'ing caught up


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

Round 2 Withdraw
Wracked with pain, Barral withdraws from combat ...


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

I'm still behind on leveling and all that from the laptop crash, but I'm going to get it done asap. For now...

Jaren begins an inspiring tale, as he moves forward, drawing his cold iron longspear.

Move, Inspire Courage.

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Jaren draws his longspear and begins to inspire those around him while Lovec's arrow clatters harmlessly off of the large grioths armor plating.

Barral and Jasmine withdraw away from Goladryth as Riggs releases a maximized fireball.

Reflex: 1d20 + 9 ⇒ (19) + 9 = 28

The fireball washes over the grioth as it shields itself with its wings. Stepping forward it slashes the falchion at Jaren.

Red vs Jaren AC 16: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d4 + 13 ⇒ (3, 2) + 13 = 18 + Mindshock
Mindshock NL: 1d4 ⇒ 3

Round 3
Riggs
Barral (18/43; 2 NL)
Jasmine (1/24; 4 NL)

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Goladryth (-36)
--------------------------------------
Round 2
Jaren (3/21; 3 NL)
Lovec


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Riggs triest he same strategy again, using the day's final charge from the maximize rod, and casts his Fireball spell yet again. "Get away from him, Jaren!"

Readied action to cast Maximized Fireball when Jaren withdraws or moves out of melee. 42 points of Damage, DC 19 Reflex for half.


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

Round 3 Lay on Hands (HP 24/43): Bastion of Good (AC 27); Bless

Swift Action - Laying on Hands for Healing: 2d6 ⇒ (3, 3) = 6
Move Action - Bastion of Good
Standard Action - Cast Bless

Bastion of Good (Su):
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin's number of uses of smite evil per day increase a sacred shield's uses of bastion of good per day. This ability replaces smite evil.


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Wouldnt he have provoked when he moved adjacent to Jaren? If he did, I'll take the attack of opportunity, but in either case, I'll be full withdrawing.

Karen winces at the pain, but backs away, using his spear to keep the demon at bay.


Female Elf Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

Withdraw Action again

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Jaren and Jasmine please level up to level 5 or The next swing may kill you where you are currently at.

Jaren and Jasmine both withdraw from the fight as Riggs lets loose another maximized fireball against the wall.

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

The Grioth lieutenant shields itself once again with its wings as luckily it manages to absorb most of the fire once again.

Barral tends to his wounds as he shields and blesses those around him.

Active Party Buffs
-Bastion of Good- Half damage to allies within 10 feet
-Bless

Round 3
Riggs
Barral (24/43; 2 NL)
Jasmine (1/24; 4 NL)
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Goladryth (-57)
--------------------------------------
Round 2
Jaren (3/21; 3 NL)
Lovec

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He only 5 foot stepped up to you Jaren so no AoO.


Spells:
1st: 2/2, resist energy, longstrider
Human Ranger (dragon hunter) 5; HP 40/40; AC 15 (T 12, FF 13); Init +2; Per +9; Fort +5, Ref +6, Will +4

Lovec draws another arrow, and aims carefully at the beast. At the last second, a bug flies in his eye, sending the arrow careening off into the darkness.

Longbow, Deadly Aim: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10


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Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Jaren is levelled. Don't forget guys, I have Inspire up, and it's +2 now.

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Lovec fires an arrow that shatters harmlessly off of the wall behind the Grioth.

Goladryth chortles as he moves towards Riggs as he keeps severly injuring him with fireballs. provoke from Jaren

Red vs Riggs AC 18: 1d20 + 16 - 3 ⇒ (3) + 16 - 3 = 16

Jaren annoyingly gets in it's way and he snarls in the bards face. Its four eyes staring over Jaren by a couple of feet.

Active Party Buffs
-Bastion of Good- Half damage to allies within 10 feet
-Bless

Round 4
Riggs
Barral (24/43; 2 NL)
Jasmine (1/24; 4 NL)

--------------------------------------
Goladryth (-57)
--------------------------------------
Round 3
Jaren (15/33; 3 NL)
Lovec


Male Aasimar Bard 5 HP:33 Bardic Performance:18, Wand of CLW-21 AC:16 T:12 FF:14 Init:+2 Fort:+2 Ref:+6 Will:+4 Longspear +6, 1d8+3 Shortbow +5, 1d6

Jaren begins to assault the demon, using his arcane power to charge his spear, and continuing his inspiring speech.
Attack, Inspire, Power Attack, Arcane Strike: 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22
Cold Iron Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (8) + 3 + 2 + 6 + 2 = 21
Gotta love two handed weapons and power attack.

Oops! Forgot the AoO. I'll roll it here.
Jaren takes advantage of the demon's move, and stabs out viciously with his spear.
Attack, Power Attack, Inspire Courage: 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22
Cold Iron Damage: 1d8 + 3 + 6 + 2 ⇒ (3) + 3 + 6 + 2 = 14


Female Elf Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

ATTN, I have been level 5 for like two weeks, my tag line just had me at level 3 while my profile crunch was up to date. I'll still die to another swing though


HP 42/43 | AC23 T11 FF22 | Init +1 Perc +6 CMB +6 CMD 17 | F+11 R+5 W+12 | LG Male Aasimar | Paladin (Divine Defender, Sacred Shield) 4; Warpriest 1 | +2 Lg Sword +9 1d8+4 (19x2) | sheet

Round 4 Lay on Hands (HP 28/43): Bastion of Good (AC 27); Bless; Inspired; Axiomatic Strike (Lawful); Power Attack

Swift Action - Laying on Hands for Healing: 2d6 ⇒ (1, 3) = 4
Move Action - War Priest Blessing (Axiomatic Strike)
Barral Steps up and swings ...

Wyrmsmite: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30 for Slashing: 1d8 + 11 + 2 ⇒ (8) + 11 + 2 = 21 plus Lawful: 1d6 ⇒ 2 vs Chaotic
Threat: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27 if Confirmed: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16 plus Lawful: 1d6 ⇒ 5 vs Chaotic

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