Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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dead.

I feel like helping, but then again I don't.

Seventh is worried about other people trying to help the tien, so he keeps a look out for people supporting the man.

I think you are in trouble ^_^


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"I hope you get a discount on those things. "

to hit: 1d20 + 15 ⇒ (5) + 15 = 20
to hit: 1d20 + 15 ⇒ (10) + 15 = 25
to hit: 1d20 + 10 ⇒ (9) + 10 = 19
to hit: 1d20 + 10 ⇒ (8) + 10 = 18

whiff , at least he's paid for it


Inner Sanctum

"The price of victory is never to high"

He finally resumes his attempt to grapple you..

Greater Grapple: 1d20 + 22 ⇒ (17) + 22 = 39

And he succeeds finally.. I think?

Pretty sure you can still full attack while grappled, but at a -2.. No need for your crane style no more though..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Ok, well if it means that much to you, I yield. " and he will tap out.

He wasted enough money that I consider it a victory. "

after being released (assuming it happens) "Hope your pride was worth all that money"


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Dammit Bug! You just cost me!

Belsiard swears as he returns his earlier winnings plus another 10 gold.


Inner Sanctum

Aww man.. He still had to maintain grapple twice to pin u.. He still needed a 10 or better to do that..

At your proclamation of defeat the tien releases Bug and stands, arms raised, victorious.. He gives you a slight bow and turns, walking away.. All through the crowd people are cheering and people are upset by the loss of gold..

DC 33 Perception:

1d20 + 16 ⇒ (17) + 16 = 33
You see the same Avitani women from the boat sneaking to the back of the crowd.. Apparently she had been watching the fight between the 2..


Inner Sanctum

After the crowd disperses Marthysan makes his way over to your group again.. "Well fought Bug.. That man is a master of the Tetori and it took him quite a while to get ahold of you.. Im not a hundred percent sure he would have beaten you anyways.. Regardless yall should rest and in preperation for tomorrow.. Or I suppose if your feeling frisky the island is vast expanse for exploration.. Just try to get some rest.. It will be a long day tomorrow.."

If yall have nothing else to do I'll progress to day 1 of the competition..


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Other than spill a beer on Bug, nope I am happy to advance.


Inner Sanctum

The guy did use all of his consumables to win.. For someone whos never lost a grapple match its worth it.. Bug had him to 1/2 hps.. He was 3 levels higher than Bug too and he had him on his heels for awhile..


Inner Sanctum

Im gonna go ahead and progress to the next day.. I cant move tokens at work so yall have to help me out there.. Ill explain what your competitors do..

You guys get a good nights rest and early the next morning Marthysan wakes you all early, so your not late for your first match.. As you come outside it seems as if all of New Harbor wakes before dawn. Even as the dull orange sun creeps slowly over the eastern horizon, the fishermen have already crowded into their boats. They move swiftly, like blackened silhouettes dancing against dawn’s watercolor pallet, eerily silent except for the shuffling of ropes and oars, and the caws of their trained cormorants.

Marthysan leads your group, which should have a name, towards the Grand Pavilion, which will be the host for all the for all the major fights..

The Grand Pavilion and surrounding fairgrounds lie deep within the cove, and feature a massive and elaborate combat arena specifically constructed for the tournament. Scores of colorful tents cram the grounds spreading from the wood almost to the water. A line of spectators stretches from the Grand Pavilion, waiting to enter the arena. Contestants are given priority, and red- and orange-clad monks usher the eclectic collection of warriors and battlemages into the arena to stand before the Emissary.

At the entrance your group is required to sign an entrance contract before an Abadaran cleric.. You are required to:

-Write your team name and the names of each individual.
-Also sign your names to the contests 5 simple rules.
•The commands of the Emissary and his agents are to be obeyed at all times, and the Emissary's word is final. None shall take violent action against the Emissary or his agents.
• No contestant may leave Xielan Island until the conclusion of the tournament for any reason.
• Once a round has begun, no contestant may receive any aid, be it magical or mundane, from anyone not participating in the round as a contestant.
• Should any contestant yield to a foe and forfeit the battle, failure of other contestants to honor that forfeit will result in immediate disqualification.
• No contestant shall loot the body of a fallen foe.
• All contestants agree that there shall be no ties; only one team may be named the champions.

Once the contract is signed the monks escort you to the fight stage, where you find most of the other contestants already assembled..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Yeah way I figure it if I make competitors blow all their consumables now, they won't have them when it matters. And you thought I was a dumb brute.

"I vote our team name be guinea pigs. "


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Belsiard signs. How about we go with "Menudo"


Inner Sanctum

In the grandstands, a tenuous hush falls upon the immense and eager crowd. Moments later, the curtains part, revealing the Emissary flanked by the oni Kiang Zhen and the previous Ruby Phoenix Champion, the half-elf paladin Marthysan the Righteous. Behind the Emissary, like motionless statues, stand no less than a dozen qinggong monks—his mystic disciples and bodyguards. As all watch rapt, the Emissary rises and addresses the crowd.

“I am Sifu Xho Nuo—Emissary of the Ruby Phoenix Tournament and guardian of the legacy of Hao Jin, the onceimmortal sorceress in whose name you are gathered here to battle. To honor the Grandmaster’s legacy, I stand before you to carry out her final will: the thirty-first decennial Ruby Phoenix Tournament. Without further delay, we begin our first round of the contest. May the worthiest win!”

Upon his final words, the crowd erupts into clamorous applause, and the contestants scatter for their respective seats or positions throughout
the pavilion. Your group is escorted by a group of silent usher monks and directed to the center of the fight stage to face their first opponents, the most skilled martial artists of the famed Monastery of the Enduring Spirit in Quain.

Please place your avatars on the map where you'd like to start.. The black lined box surrounding the fight stage is a wall of force 30' high that is entered to protect the onlookers from colateral damage..

In front of your group stands 6 monks armed with different weapons.. The front 2 are wielding meteor hammers, the other 4 have either monk spades or seven branch swords..

I go to be away from my desk for several hours so get yourselves set.. Ill roll Initiative when i return..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Don't see a link for the map


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

says grand arena just under "WEREPOX"


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Ahh, OK, got it.

When the match is about to start he will use martial maneuvers to add improved trip, greater trip and felling smash. Also he will activate crane style(before the match starts he will be in total defense).


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I have a feeling these will not be easy to disarm…

DM note that I have an ability that gives me an opportunity to do a lot of parrying so that might create some retconning for you, but I am declaring now that I will attempt to parry the first attack against me


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Parry Roll:

The first attack against me must be better than this

1d20 + 20 ⇒ (2) + 20 = 22 if not then it is parried.


dead.

So just to make sure, we fight only one fight a day?
By the way I would have him drop you Bug. You would have won. But at least now we seem weaker, I guess that's good, we draw less attention.
Also, how does it work? Are we allowed to kill them? Can we heal a fallen comrade? If one wield all the others wield?

The Warpriest draws his Scimitar and draws the group closer so he can speak at a low voice:
"Don't forget what we discussed. Stay together, don't let them flank you, and call out if you need anything. Don't let them get to the fallen ones."
He uses the cover to lock his sword on the gauntlet, and recalls his magic, getting the stuff ready.

Moved in position. Let them come to us.
Used in order:

  • Defending Bone on self - hours;
  • Swallow your fear on Belsiard/Bug/Thomas - 10 minutes
  • Bear's Endurance on self - 10 minutes;
  • Deadly Juggernaut on self - 10 minutes;
  • Divine Favor on self - 1 minute;
  • Dominance Aura (Charm Blessings) - 1 minute;[/list]

    [ooc]Sacred Weapon and Armor will be used on combat. Do the enemies have any sign of elementals like fire? Are they fire benders? ^_^
    HP 103/103


  • Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

    Thomas will study the two monks with Meteor Hammers so that he may add his slayer bonus.


    Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

    At the beginning of the day Kuras will throw a couple of spells on himself.

    *Magic Vestiment (+2 AC) 1 hour/lvl
    *Magic Weapon Greater (+2 Attack/Damage) 1 hour/lvl

    Also do the majority of the monks appear to be of one race?

    93/93 HP | 25 AC | 11 T | FF 24 | CMD 23


    Inner Sanctum

    Ok to answer some questions:
    You will have mutiple fights per day, every day..
    You cannot coup de grace your opponents...
    If you happen to deal enough damage to kill them outright while standing than you will not be penalized for that.. Most opponents will surrender at low hps so.. This is a competition, not a fight to the death..
    You may heal your comarades and surrendering doesnt surrender your whole team..
    As far as spells goes Seventh, some fights you will have buff time, but this isnt one of them.. I will allow your 1min/lv spells and longer to be active, but you will have to start with round 1 on your 1 minute spells..
    The monks all seem to be tien humans..
    Noted Vuvu..

    Thorne Init: 1d20 + 8 ⇒ (4) + 8 = 12
    Belsiard Init: 1d20 + 9 ⇒ (14) + 9 = 23
    Seventh Init: 1d20 + 7 ⇒ (5) + 7 = 12
    Kuras Init: 1d20 + 1 ⇒ (8) + 1 = 9
    Bug Init: 1d20 + 3 ⇒ (17) + 3 = 20
    Monks: 1d20 + 7 ⇒ (16) + 7 = 23

    AS far as initiative goes groups of similiar baddies will go on the same int.. Unique opponents will have seperate init.. If you all go before, or the baddies have gone already feel free to post in whatever order yall wish.. Basically you guys can go in any order once all ur oppenents have gone or your opponents are last in the round..

    Init Order
    Belsiard
    Monks
    Bug
    Thorne
    Seventh
    Kuras

    Bel your up!


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    Crap, I don't like this! lol I am going to get swarmed


    Inner Sanctum

    You have the option to ready or hold ur action lol..


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    Belsiard quickly advances on one of the monks, and levels a cut at the monk [ooc] combat expertise and piranha strike

    1d20 + 20 - 2 - 3 ⇒ (10) + 20 - 2 - 3 = 25 for 1d6 + 10 + 7 + 1 + 6 ⇒ (5) + 10 + 7 + 1 + 6 = 29

    AC is on parenthesis and the first attack if it is a 22 or less is parried


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    yea, but then flat footed


    dead.

    Since we have multiple fights/day I'll not use everything I have now. I'll only use Defending Bone on self. Don't want to show the enemies what we've got, right?


    Inner Sanctum

    Move yourself plz so i know where your at.. thanks.. Also where's the +10 to damage coming from?


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    all done, it was loading slow


    dead.

    I hope you do not get killed on the first round... But chances are against you, you know that, right?

    Don't! Seventh greets his teeth at seeing one of them breaking the formation.


    Inner Sanctum

    As you advance on this Meteor hammer wielding Monks he takes an AoO with his reach weapon.. He attepts to trip you..

    Trip Attempt: 1d20 + 13 ⇒ (18) + 13 = 31 Vs CMD of 27 yes? If so you are tripped as you come at him and cannot make your attack..


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    yes, if they all attack me, rather than do anything to the Flat footed folk, and if i die well thats the way it goes


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    well thats just f!$&ing great, move action to get up then


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    acro if needed 1d20 + 20 ⇒ (17) + 20 = 37


    dead.

    Not that I agree with the rules, but those who have not acted yet are flat-footed, and cannot make AoO, or can they?


    Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

    It depends on if they have combat reflexes or not(which if they are a good tripping build, they should)


    Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

    If they have combat reflexes they can.


    dead.

    Ohhhhhh ok you're screwed Belsiard... Next time try to listen to me. ^_^


    Inner Sanctum

    Well im not rules lawyer and this is my first online gming so good catch! You are right that FF guys cannot make AoO's.. Well for the most part, some archetypes can make em.. But these guys cant..

    Edit: He does not trip you and you then run him through..

    Edit: Dammit they do have combat reflexes.. You do not run him through..


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    don't take this the wrong way but bite me. :)


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    take that stupid monk!


    dead.

    I think you did not read his edit Vuvu.


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    ah ha take that stupid belsiard


    Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    In any event back on my feet


    Inner Sanctum

    Alrighty then.. Now that we have 14 edits on the first attack post... Standing up provokes to doesnt it? If so

    Attack: 1d20 + 13 ⇒ (2) + 13 = 15
    Whiff

    The monk on Belsiard burns a Ki point for a bonus attack and goes to town..

    Flurry: 1d20 + 11 ⇒ (1) + 11 = 12
    Flurry: 1d20 + 11 ⇒ (9) + 11 = 20
    Flurry: 1d20 + 11 ⇒ (8) + 11 = 19
    Flurry: 1d20 + 6 ⇒ (1) + 6 = 7
    Flurry: 1d20 + 6 ⇒ (12) + 6 = 18
    Whole bunch of Whiff..

    I hate not being able to move the tokens at work..

    The one in front of bug moves up with his hammer

    Attack: 1d20 + 13 ⇒ (9) + 13 = 22 Hit vs FF
    Damage: 1d8 + 5 ⇒ (1) + 5 = 6

    The bottom one charges u Bug

    Attack+charge: 1d20 + 15 ⇒ (10) + 15 = 25 hit..
    Damage: 1d6 + 4 ⇒ (2) + 4 = 6

    The back rows charge Thomas and Kuras with swords..
    Charge Thomas: 1d20 + 15 ⇒ (12) + 15 = 27 hit
    Charge Kuras: 1d20 + 15 ⇒ (20) + 15 = 35 hit
    Confirm Kuras: 1d20 + 15 ⇒ (11) + 15 = 26 confirm

    Thomas Damage: 1d10 + 5 ⇒ (9) + 5 = 14
    Kuras Damage: 3d10 + 15 ⇒ (1, 5, 7) + 15 = 28

    The other spade guy charges up on Bel..
    Attack: 1d20 + 15 ⇒ (11) + 15 = 26 Miss? Ur AC is 29?

    Can someone please move the tokens to match my actions.. please..

    DM:

    M 71/71
    M 71/71
    Sp 71/71
    Sp 71/71
    S 71/71
    S 71/71

    Vuvu can you explain your damage please..


    dead.

    I'm trying, but I do not see how the monk at the back can charge Thomas. There are people in the way.


    dead.

    The one who would have charged Thomas can go for me instead, but I don't think he is an option.


    dead.

    I'll be back in a couple hours.


    Inner Sanctum

    I could draw a straight line from the monks corner to Thomas's.. If i could only edit the map lol.. Bug would have gotten a AoO but hes FF so.. Regardless its all yalls turn to destroy the poor monks.. You can burn your jingasa to negate that crit if you wish Kuras..


    Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

    OK, if they are nice enough to come to me:
    brawler flurry, power attack, fighting defensively, crane style
    to hit: 1d20 + 12 ⇒ (17) + 12 = 29 damage: 1d10 + 16 ⇒ (2) + 16 = 18
    to hit: 1d20 + 12 ⇒ (13) + 12 = 25 damage: 1d10 + 16 ⇒ (4) + 16 = 20
    to hit: 1d20 + 7 ⇒ (4) + 7 = 11 miss
    to hit: 1d20 + 7 ⇒ (2) + 7 = 9 miss

    AC is at 27 now. Crane wing is functional.

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