Black Tom's War of the Burning Sky

Game Master Black Tom

This is the new campaign


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Male Human (mostly) Ex-cleric and Grumpy Cat

In the silence distant muted thumps fill the air, like the sound of ripe fruit landing on the roof of a house.

As Hiro reaches the door the men outside, who are wearing scale mail and wielding saps, shout: "Drop your weapons and come quietly! We don't want to break your valuable little heads." They are all wearing red armbands with a black horse's head on and some lettering in Ignan. The men in the alley also have brought a brown hunting dog that growls at you.

Ignan:

Spoiler:
It says "Murderers"

At the same time the the building shakes and a deafening boom sounds overhead. Ceiling boards crack and buckle, and the flaming oil spraying around upstairs leaks down into the room like a fiery rain. Overhead, a handful of screams sound out. A dying man stumbles down the stairs, on fire. The bronze bust of Emperor Coaltongue falls off the wall and lands
with a thud.

You all need to make Reflex 10 saves or take 1 point of fire damage from falling debris. The orange squares are filled with burning debris and count as difficult terrain. They also will force a Reflex save to avoid burn. I also corrected the map a little. The gray squares are the stairs.

The men at the front door continue pounding on it as two half-orcs with identical bands descend the stairs.

The good news is that you all beat their initiative so you are up.


REF 1d20 + 2 ⇒ (14) + 2 = 16
Did I get started on my enlarge? If so it will finish it up. If not, I will start the full round spell. Hiro shouts, "Give us a minute, we are dodging burning debris."


Male Dwarf Fighter 1

1d20 + 1 ⇒ (1) + 1 = 2 Reflex Save

Still not sure where the Orc's are, but they seem the most current threat, so Yurggen will move to intercept them.

1d20 + 5 ⇒ (4) + 5 = 9 Warhammer Attack

1d8 + 3 ⇒ (4) + 3 = 7 Warhammer Damage

Wow! Would someone please wake Yurggen up for this combat


Female Halfling Monk 1

Reflex save

1d20 + 7 ⇒ (19) + 7 = 26

Naria attempts to charge 1 of the half orcs

1d20 + 7 ⇒ (3) + 7 = 10

Damage

1d4 + 1 ⇒ (4) + 1 = 5


Ref: 1d20 + 1 ⇒ (14) + 1 = 15

"Are you traitors to the city? We have done nothing wrong, now get out of our way!" Wolf-Sark shouts and he punctuates his words with an acidic dart at one of the half-orcs confronting Hiro.

Move to O32 and use Acid Dart.

touch attack 1d20 + 1 ⇒ (2) + 1 = 31d6 ⇒ 1

"That was just a warning shot. Now begone!"


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Reflex save 1d20 + 3 ⇒ (17) + 3 = 20

Molasbar nimbly avoids the dripping fire and readies himself for the fight.

Move action: ready longsword.
Standard action: cast Mage Armor.

Armor Class 17, hit points 7/7, Mage Armor.


Hiro AC 15, Touch 14, Flat-footed 11, CMD 16
HP 10/10 Fort: +3, Ref: +2, Will: +2

"You fire inspectors are just in time, we seem to have problems with flammable building materials here."


Male Half-Elf Alchemist (Vivisectionist)/1

Reflex Save:
1d20 + 6 ⇒ (3) + 6 = 9

Zar'zel attempted to dodge out of the way as the burning debris came down only to feel a fiery burn forming along his back.

Moved to L31.

Attempting to salvage his pride, Zar'zel raised his bow and let out a hiss as he took a shot at one of the descending half-orcs.

Attack:
Attack Roll 1d20 + 4 ⇒ (13) + 4 = 17
Damage Roll 1d8 + 1d6 ⇒ (4) + (3) = 7

I rolled in sneak attack as its first round and we're up first.


Male Human (mostly) Ex-cleric and Grumpy Cat

Only the men coming down the stairs to the left are half-orcs, but they are all part of the same band.

Zarzel's arrow lodges in the chest of the half-orc behind the one fighting Yurggen, but he fights on. Torrent casts Bless granting you a +1 to hit and vs fear and draws her battleaxe.

The dog nips at Hiro but he manages to finish his spell. The men manage to break down the front door and move to engage Naria. Behind them you spy a scowling armored man on a horse. The descending half-orc takes a swing at Yurggen while his pal lobs a thunderstone at Wulf-Sark, Torrent and Molasdar Fort 15 or be deafened for an hour.

You are up again, all of you.


Female Halfling Monk 1

Naria unleashes a combination of kicks and punches at the Half-orc

Flurry

1d20 + 5 ⇒ (1) + 5 = 6

1d20 + 5 ⇒ (14) + 5 = 19

Damage

1d4 + 1 ⇒ (2) + 1 = 3

1d4 + 1 ⇒ (2) + 1 = 3


If Molasbar is out of the way, Hiro will back up one step to use his reach. He will delay if necessary to do this.

As a swift action he enchants the katana. His first attack is at the dog then he casts daze at M34 bad guy.

enlarge:

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

Weapon and damage 1d20 + 5 + 1 + 1 + 1 - 1 - 2 ⇒ (17) + 5 + 1 + 1 + 1 - 1 - 2 = 221d10 + 6 ⇒ (1) + 6 = 7
Then Hiro casts Daze DC12 at BH in M34

Daze:
Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature of 4 HD or less

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

DC 15 Fort Save 1d20 + 1 ⇒ (13) + 1 = 14

Move to K32 and cast Color Spray to hit the opponents in L34 and M34. Should be able to do that without including Naria.

Spell Failure due to deafening, fails on 1-20. 1d100 ⇒ 77

Armor Class 17, hit points 7/7, Mage Armor. Deafened.


As Hiro goes later than Molasbar, he will attempt to Daze one of the bad guys that avoid the color spray or one outside behind the dog. M34 was the target only if an active threat when Hiro goes.


Male Dwarf Fighter 1

HP 16/17, AC 19

Yurggen frustrated with his first blow, tries again.

"Hold still ye ugly cowards"!

1d20 + 5 ⇒ (16) + 5 = 21 WH Attack
1d8 + 3 ⇒ (7) + 3 = 10 WH Damage


Fort save: 1d20 + 3 ⇒ (1) + 3 = 4

Ignoring the persistent ringing in his ears, Wolf-Sark declaims: "Dwarf! For the sake of Gate Pass, eliminate these traitors!"

inspiring word; +2 morale to Yurggen's attacks/skills/saves for 1 round


Male Half-Elf Alchemist (Vivisectionist)/1

Zar'zel's attention suddenly changed to the men rushing through the doors. Quickly adjusting his bow, he loosed a shot at one of men as they entered.

Shot at man in L34:
Attack Roll 1d20 + 4 ⇒ (20) + 4 = 24
Damage Roll 1d6 ⇒ 6

Roll to Confirm Critical 1d20 + 4 ⇒ (20) + 4 = 24
Damage with Confirmed Critical 18

Once finished, he would move his way back into the move defensible area behind Hiro.

Moves to O29

"SCUM! How dare you attack those that would protect our fare city!!"


AoO if needed due to reach

AoO:
1d20 + 6 ⇒ (18) + 6 = 241d10 + 6 ⇒ (3) + 6 = 9


Male Human (mostly) Ex-cleric and Grumpy Cat

Molasdar's magick knocks out one of the bandits, while Naria kicks the other one, who resists Hiro's Daze. Then Zarzel puts an arrow in his throat, killing him instantly. Yurggen wounds one of the half-orcs while Hiro cuts down the dog.

The first bandit through the door is likewise cut down by Hiro, and his mate thinks better of it and flees. Only the half-orcs are trapped, so one drops his sap for his morningstar and swings at Yurggen, while the other one attacks Molasdar with his sap for 8 points of nonlethal damage (Yurggen gets an AoO as he jumps the railing.)

The armored man outside also seems to be leaving.

You're up with only the half-orcs left standing.


Male Dwarf Fighter 1

1d20 + 7 ⇒ (17) + 7 = 24 WH Attack (Inspiring Word bonus)

1d8 + 3 ⇒ (5) + 3 = 8 WH Damage

"Where do you think you're going"?


Male Human (mostly) Ex-cleric and Grumpy Cat

Make that one half-orc left standing. And please disregard the last attack on Molasbar.


"Halfling, may you rally to the cause just like your comrade the dwarf!" Wolf-Sark encourages.

Inspiring Word on Naria


Hiro moves so his top left corner is in L33 and attacks J32 then he casts daze at J32 bad guy if he is still up.

Weapon and damage 1d20 + 5 + 1 + 1 + 1 - 1 - 2 ⇒ (14) + 5 + 1 + 1 + 1 - 1 - 2 = 191d10 + 6 ⇒ (9) + 6 = 15


Female Halfling Monk 1

Naria attempts to finish the half-orc

Flurry

1d20 + 7 ⇒ (15) + 7 = 22

1d20 + 7 ⇒ (19) + 7 = 26

Damage

1d4 + 1 ⇒ (3) + 1 = 4

1d4 + 1 ⇒ (4) + 1 = 5


Male Half-Elf Alchemist (Vivisectionist)/1

Seeing no current threat, at least any that were not already being dealt with, Zar'zel would start to move towards the bodies to search them.


Hiro will help with looting if the fight is over too.
"They didn't have a chance; I want the horseman!"


Male Human (mostly) Ex-cleric and Grumpy Cat

The horseman is gone by now, but you can pick up 30 gp from the fallen thugs, as well as a few crossbows, morningstars and shortswords if you are so minded. Torrent thinks you should hurry to your meeting with Rivereye. That is, unless you want to question any of the survivors.

You also get 257 xp for the battle.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Molasbar will keep watch while the others grab the valuables.


Wolf-Sark moves all but one of the thugs out of range and then channels some healing energy.

1d6 ⇒ 5

If this wakes up the remaining thug, he asks him "Who sent you, traitor?"


Male Human (mostly) Ex-cleric and Grumpy Cat

The thug whines a bit. "Noone sent me. We were just trying to make a quick buck. And if it hadn't been for those damned bombs, we would have got you just fine."


Male Half-Elf Alchemist (Vivisectionist)/1

Zar'zel worked with a swift place. With a deft hand, he tossed the weapons into a pile and plucked money pouches to toss them to Hiro with a simple explanation.

"Some spending money for our journey, courtesy of recently departed traitors."

As he spoke, he said the word traitors with venom as he shot the captive a rather nasty look.

Once done, he would approach the small weapons pile and appraise their worth as he picked out a morningstar and two short swords to add to his inventory.

Appraise:
1d20 + 6 ⇒ (11) + 6 = 17

"I hope you do not mind, but I find these weapons may become useful in the future. I will happily hand them over if another can use them..."

He said simply as he strapped the items to himself.


Female Halfling Monk 1

"Wait what bombs? I thought the Ragesian's were being let in?"


"Good thinking, leaving good gear behind is like leaving money on the table. I can carry a massive amount. We may want to make sure we meet our contact before he gets interdicted too."

Hiro straps on any weapons if it will speed things up.

"Should we bring our 'friend' along."


Male Half-Elf Alchemist (Vivisectionist)/1

Zar'zel was quick to take up the large man's offer and started to strap the extra weapons to him.

Once finished, Zar'zel moved to the half-orcs and removed their bands before turning to the group and asking, "Can any of you read this? Or by chance know who this symbol belongs too?"


"Another good idea Zarzel, the bands can confuse our enemies. I suggest we all take one--probably don't to scare our contact by wearing them now. Let's bring an extra for him."


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Molasbar looks at the offered armband. The language looks familiar, but he can't quite place it. I must just have been too long since he's seen it.

Does he know the significance of the symbol? 1d20 + 6 ⇒ (11) + 6 = 17. It is the same skill modifier whether it would be local, religion, history or nobility.


Male Human (mostly) Ex-cleric and Grumpy Cat

The horse head is poorly executed, and looks like it might be a symbol for the gang.

Torrent suggests you leave quickly before the mounted man brings reinforcements or worse. The battle is raging and you have precious little time before the Ragesians breach the gates.

In the streets you mingle with the crowds of fleeing townsfolk panicked by the bombardment. People rush about trying to put out fires or get to the shelter of´temples, and soldiers hurry to their posts, slowed by the throng and chaos. All the while, bells ring urgent warnings up and down the mountain pass.

You pass a family in the streets. The father is burnt and barely standing, having run back inside his burning house to try to rescue his wife, whose unconscious and burnt body he carries. With his three children, huddled in coats and whimpering, the man croaks out cries for help. As you are just moving by, the man finally collapses from exhaustion.


"We can't just leave them. Plus a refugee family may provide us some cover."
Hiro quickly slings the man over his shoulder--"if the kids can't keep up, carry them."

Hiro tries to keep pace with his new burden.


Male Human (mostly) Ex-cleric and Grumpy Cat

On your way trying to find a shelter for the family, your attention is caught by a disturbing sight. A cluster of four-story buildings have caught fire from the bombing, and a crowd is watching indismay when horror strikes — a woman smashes out a window on the fourth floor and cries for help, screaming that she’s trapped.


Male Half-Elf Alchemist (Vivisectionist)/1

Zar'zel, feeling the need to help his fellow citizens, started unwinding his rope and grappling hook as he rushed toward the building. Then, shouting, he readied to throw the grappling hook up to the fourth story after the woman cleared room.

"Step back Miss. I wish not to hit you."

Grappling Hook:
I applied no penalties for range, just a pure shot. He has throw anything so I should just have to worry about range penalties.

Attack Roll 1d20 + 4 ⇒ (17) + 4 = 21


Female Halfling Monk 1

Naria follows behind Zarzel hoping to help in some way.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Molasbar will step up next to Zarzel, scanning the sky for more debris that he might have to warn the heroic fellow about.

He's also ready to use his bonded object ability to cast Feather Fall if the valiant rope rescue effort goes awry.


Male Human (mostly) Ex-cleric and Grumpy Cat

Zarzel skillfully throws the grappling hook and it catches the window sill close enough for the woman to secure it and start climbing down. As she starts to descend, though, her grip falters and she falls, a hush going through the crowd. Only Molasbar's timely intervention saves her from plummeting to her death.

A friendly face in the crowd, an acolyte at the temple of Abadar familiar to Wolf-Sark, offers to take in the shocked woman and the wounded family and bring them to safety as you continue on your quest.

You get 142 xp each for helping the needy.

As you near the gate between the two districts, it is packed with too many people trying to squeeze through too narrow a passage. Suddenly, fear rolls across the party like blast of cold wind. Make a Will save (this is a fear effect).


Will 1d20 + 2 ⇒ (12) + 2 = 14


Female Halfling Monk 1

Will save

1d20 + 7 ⇒ (13) + 7 = 20


Will save: 1d20 + 7 ⇒ (20) + 7 = 27


Male Dwarf Fighter 1

1d20 + 1 ⇒ (16) + 1 = 17 Will save


Male Half-Elf Alchemist (Vivisectionist)/1

Will Save:
1d20 ⇒ 11


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Will save 1d20 + 2 ⇒ (14) + 2 = 16


Male Human (mostly) Ex-cleric and Grumpy Cat

Only Wolf-Sark manages to remain calm as panic grips you and most of the people around you.

Perception 10 (5 for those with lowlight vision):

Spoiler:
You notice
a crimson, bat-winged shape the size of a house swooping through the sky about a hundred feet overhead. As it passes out of view over other
buildings, a surge of panicked screams rise along its path. It is too dark to make out clearly what the creature causing the fear is.

Eventually the panic subsides and you can regroup and pass through the gate in a reasonably orderly fashion.

As you approach the depository you are accosted by a well-dressed man, who is wandering the streets, calling for his “baby.” As he spots you he runs up to them, begging for their help. His house was struck by a bomb, and though the stone building did not burn, the sound of the thunderstone spooked Kiki, causing her to flee. Will you please help him find her?


Perception: 1d20 + 4 ⇒ (4) + 4 = 8

During the panic, Wolf-Sark shouts out: "Worry not! This eerie feeling will pass soon, Abadar willing. When you recover, defend your city or find shelter!"

---

"Brother, is Kiki your pet? We have no time to look for lost cats while the city is under attack!"

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