Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred takes a 5ft step back and tries to put an arrow into the beastie.

Attack with Precise Shot and PBS 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33 for 1d8 + 1 + 4 + 4 ⇒ (4) + 1 + 4 + 4 = 13

Confirming crit (thanks to my bracers)

Attack with Precise Shot and PBS 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22 for 1d8 + 1 + 4 + 4 ⇒ (6) + 1 + 4 + 4 = 15 and 1d8 + 1 + 4 + 4 ⇒ (4) + 1 + 4 + 4 = 13


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

**Some Corrections to above** With Point Blank shot my attacks should be +17 to hit before deadly aim. So Crit confirmation is 23. **Damage should be +1 more on the shot thanks to the +1 bow... so +1 dmg if the doesn't confirm, +3 if it does**. Comment on precise shot should be 'Deadly Aim' but the effect is the same. If the creature is grappling Agrippa then it has the grappled condition as well... Hoping this makes it easier to confirm the crit

2nd Shot for round 1
Attack with deadly aim and PBS 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17 for 1d8 + 1 + 4 + 4 + 1 ⇒ (7) + 1 + 4 + 4 + 1 = 17


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred stays put difficult terrain, can’t take 5ft and send two deadly arrows at the predator.
Johan does not lose the opportunity to get closer, and offer Cedric some manner of advantage, if the other position himself properly, but when getting closer, it allows the enemy to attack him.
AoO|Grappled: 1d20 + 18 - 2 ⇒ (14) + 18 - 2 = 30
Dmg: 2d6 + 8 ⇒ (6, 6) + 8 = 20
It lashes at Johan with using its powerful fangs to bypass the armor protection.

The Hunter

Round One-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (20) + 6 = 26 Fire arrows at the monster
Johan: 1d20 + 6 ⇒ (12) + 6 = 18 Move to engage.

Enemies: 1d20 + 7 ⇒ (10) + 7 = 17

Agrippa: 1d20 + 2 ⇒ (14) + 2 = 16
Cedric: 1d20 + 1 ⇒ (7) + 1 = 8

Active Effects-


  • Agrippa: Protection from Arrow, Mage Armor
  • Ground treated as difficult terrain.

Map-

Link

Notes-

A knowledge nature DC 15 to identify it isn't a animal anymore, but a magic beast.

Narrative-

Enemy Init 17, Round one:

The big cat howls in pain and fury as Eldred arrows find its mark.
”REEEEVEEEEEEEAAGAARRRRRR”

CMB| Grappe: 1d20 + 23 ⇒ (12) + 23 = 35
The creature keep it’s hold over the mage

Only to rake at the helpless man:
Atk|Rake: 1d20 + 18 ⇒ (14) + 18 = 32
Dmg: 2d4 + 8 ⇒ (1, 4) + 8 = 13

It flings the body aside, and moves away from the party, most likely preparing for another ambush.
Withdraw, to move away from the party, Johan gets an AoO, which I’ll use the rolls and damage from the first round post.
But Johan takes the opportunity to attack the monster as it flees from the knot.

Cedric, you are up. Intentions?

Name-------------HP--------VP
Agrippa------(-4)/48-------1
Cedric----------83/83-------0
Eldred----------81/81-------3
Johan-----------62/82--------2


Human Hero Killer1 / Holy Assassin1 / Deceiver2

In a moment of indecision, Cedric stares at the mage's body and the tiger getting away and... does nothing! To much of a surprise!
Delaying.

The Hunter

Round Two-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (20) + 6 = 26
Johan: 1d20 + 6 ⇒ (12) + 6 = 18

Enemies: 1d20 + 7 ⇒ (10) + 7 = 17

Agrippa: 1d20 + 2 ⇒ (14) + 2 = 16
Cedric: 1d20 + 1 ⇒ (7) + 1 = 8

Active Effects-


  • Agrippa: Protection from Arrow, Mage Armor
  • Ground treated as difficult terrain.

Map-

Link

Notes-

A knowledge nature DC 15 to identify it isn't a animal anymore, but a magic beast.

Narrative-

Cedric, Johan, Eldred you are up. Intentions?

Name-------------HP--------VP
Agrippa------(-4)/48-------1
Cedric----------83/83-------0
Eldred----------81/81-------3
Johan-----------62/82--------2


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Barca! Tend to Agrippa. Eldred, to us. Don't let it cut you off. Johan barks directions to the rest of the knot as his woulnds start to knit together of their own accord. All the while, his eyes never leave the big cat.

Rnd 2

Regeneration 5 - HP =67/82

Readied action: Hand of the Acolyte if cat gets to within 30'
Hand of the Acolyte w/ Truncheon: 1d20 + 11 ⇒ (7) + 11 = 18; Dmg (1/2 non lethal): 1d6 + 10 + 2d6 ⇒ (1) + 10 + (5, 6) = 22


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Can I still see the cat?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

So rond 1 the Cat will not get an AoO on Johan. Large animals don't have reach, well most don't and you don't threaten when you are grappling it's in the grappled condition.

Round 1
Surprised at wall just transpired and not wishing to get pounced on himself Cedric bolsters his defenses with Iron Skin.

Round 2

Cedric moves beside Johan and readies and attack for when the thing enters his threat.

"Taunt it out with that skull you have. It seems quite intelligent, but still full of animal rage."


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves and fires off a single shot after the cat, his precise shot ability helping against the cover.

Deadly Aim shot 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15 for 1d8 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11

Believe it or not... I predicted the '1' before I actually engaged the dice roller


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Oh man! How many 1s can one guy roll!? Of course I think you hold the record for most crits too...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ignoring Johan’s request, who cares if that lordling mage is dead anyway, Lord Cedric Barca moves through the hard patched forest to join and the knot and prepare to face the predator.
Eldred moves to get a better line of sight, but fires completely at the wrong direction.

With a last ” REEEEVEEEEEEEAAGAARRRRRR” the cat moves further away, and the trees, brushes and terrain makes it impossible to keep the seeing the enemy.

Combat is over. Intentions?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves to administer a potion of cure moderate wounds to the wizard.

2d8 + 3 ⇒ (4, 6) + 3 = 13


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So we should be able to run it to ground with some decent tracking rolls right? Yes its faster and better in this terrain, but its badly wounded, presumably leaving a blood trail and has to rest at some point.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The knot puts to follow the tiger trail, the monster as injured and alone, and he would pay for hurting the mage.
The hardly discernible trail leads on and on and at some point, it’s clear the tiger isn’t returning. It has decided to flee from the briar and it should not cause any more trouble to the knot.

The trip back is uneventful, the day and night passes with nothing to challenge the new masters of the wicked temple. The last one to do so was sent scampering, fleeing for his dear life, and that was a message heard by the entire forest.

Upon returning to the Horn, Sebastian greets them with notices from farhold:
”A group of Iraen barbarians and rangers intent on sacking the Horn arrived in Farholde.” he pauses until the notice take effect, and the continues ” In the morning at first light, the town watch discovered a grisly charnel scene of slaughtered corpses, hanging entrails and a message written in blood “Stay away from the Horn”. For at least now, the message is effective. Several local group of adventurers departed from Farhold.” he accompanies you inside and continue to relate the news:

” 'Sad' news reached Farholde -- the Fire-Axe has destroyed another army at the battle of Upandershire Ford. Many of the sons of Farholde sent to war were at that battle and will not be coming home. Counted among the dead is Lord Argus Welshire, Duke of Farholde. It is said the Fire-Axe himself hewed Lord Argus’ head off in one mighty stroke.”


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Well that is good news at least - this means a breather for us as well as success on other fronts.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa, now recovered from his mauling, redoubles his efforts to learn magic that will provide him even more protection.

Jeebs! Jeebs! You will come here this instant!

Yes Master. the beaten down man says

You will go back to Farholde and purchase me certain items. I will write them down. Oh, don't look at me like that, I know you can read.

Sending Jeebs, with some of the Followers, to buy that Scroll and look for some Diamond Dust. Agrippa want's stoneskin active 24/7 now


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"So the ravens dealt with the would be adventurers? They still seem to be doing their job. I am off to bath and rest. The jungle was not a kind place."


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Broods about their failure to kill the tiger on the way back to the horn. Yes, they had managed to run it out of the Briar, but they did not have a new guardian for the horn, nor did he get his tiger-skin rug. Johan had trouble viewing anything less than total victory as something other than defeat.

His mood improves when he hears of the 7th's success. After their inconsistent information about the last band of adventurers, he had begun to doubt their competence. And thus in better spirits, he seeks out Zikomo in the caverns to deliver the news of their hunt. The hunting demon has been vanquished and shall trouble your hunters no more. I trust this to be the end of their excuses.

Johan stops Jeebs on his way out and presses his own shopping list into the man's hand with a stern glance.

piggybacking on Agrippa's shopping trip if that's okay. Johan is keeping his eye out for any of the following: bane baldric, a magic saddle ( horsemaster's or skymarine's), defiant ( good outsiders) shield, Aku's Feather Step Handsomely Brute Boots, lesser extend metamagic rod, wand of chastising lash, scrolls of ghostbane dirge, dimensional anchor, invisibility purge, remove curse, remove disease.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Erza could not contain his anticipation. Each day, the daemon price drew closer and closer.
This was something that even his wretched soul was able to feel.
Shame though the ‘knot’ didn’t honored their word, and no more souls were delivered to him. He considered attacking and killing everyone while the others were away. The half-daemon ogre would be a fine meal indeed. However, even his hunger wasn’t enough for that. If they were dead, the ritual would end, and Vetra-Kali wouldn’t return.
He’d been watching them for weeks now, and he knew the ritual as a tedious, boring and ongoing stuff. Better leave the mortals to suffer through it.

Kaleba, Leruk, Essn stayed there in the darkness, bidding their time. Ever since their souls were thorn from their bodies by Erza, they have been bound to this place as well. But it was a rather pleasant place, with all the evilness going on. Shame they weren’t allowed to feast in the mortal bellow.

And it was then, in one of those tedious dark days, when live shone upon them!

Several of living souls popped into the teleport room. A meal finally, they hoped. And so they waited for...

Okay, you guys are up! Check the undead stats in discussion. Remember that the wraiths are bound to Erza and even tho they have a measure of self will, Erza can ‘dominate’ them if he wants. What happened is the following: Six unknown humanoids appeared in the teleport(3-9) room. You don’t know who they are yet, you only know they are there because of the Lifesense ability.

Also, any doubts, ask away and don't be shy.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Forth my servants and let us feast!, Ezra says, dominating his spawn to lead the way to the teleport room.

It was not possible for the dead and a shade at that to salivate but Ezra's anticipation was at its peak. He'd had nothing since they last tossed that servant in and the spirit was barely anything at all to Ezra's immortal hunger.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

The shade Kaleba is drawn to its master, it feels the powerful urge to slay the living and rejoices.

where are the wraiths currently?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Essn hears the command of his dark master and sinks into the floor and moves along to find the life force they feel.

[ooc]Sunk into the floor and flew along into the room with the enemies.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Let’s put some more fire in here:

The shades ordered by Erza moves into the room, keen into taking the life of the intruders.
Even tho, Eldred metagamed, because Erza doen’t know if they are allies or enemies. Thinking about it, should be allies, since no one besides the knot use the teleport system, and because of that, I’m not granting you guys surprise over the foes.

Invaders?

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 7 ⇒ (20) + 7 = 27
Cedric: 1d20 + 8 ⇒ (5) + 8 = 13
Eldred: 1d20 + 7 ⇒ (9) + 7 = 16
Johan: 1d20 + 7 ⇒ (6) + 7 = 13

Enemies: 1d20 + 4 ⇒ (2) + 4 = 6

Active Effects-

Map-

Link

Notes-

Also, before the situation arises, yep you are incorporeal, but if you can reach out and attack, it means the enemy can attack you the same, so even tho sinking into the ground and getting closer is a good approach, when you attack you get in range of the enemy attack as well.

Also 2, don't forget to add yours +2 bonus on attacks, damage (expect attribute drain) and saves.

Narrative-

You guys can all have your round one action. Standard + Move. Intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

True but it would make sense that each life force feels different. Like in DBZ the way the feel power levels. So if it does these would be life forces they don't know. :) Too bad we don't have spring attack :)

Essn waits for his other fallen to follow so they may focus on one enemy at a time to their full advantage.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I didn't mean it as metagaming, it was just how I drafted it - my bad.

Ezra, wily and cunning in his many years, also sinks into the stones and moves towards the room, through floor and wall both... ready to arise to either show that Knot that he was still master of this domain or to feast on any who were so foolish as to visit without the thin protection the Knot afforded.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I recolored the wraiths so we know who's who. Agrippa will be Green!

The Wraith Kaleba glides forward silently, hoping to get a glimpse of its master as it feeds. Such things give the wraith pleasure....


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Leruk, the youngest of the master's spawn still thought like the living sometimes and instinctively went for the door. Only once he was alone in the hallway did he remember to sink into the ground


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The good guys did good guys stuff inside the room, which none of the shades managed to see though the walls and floor.

Invaders?

Round 2-

Ordered Initiative-

Agrippa: 1d20 + 7 ⇒ (20) + 7 = 27
Cedric: 1d20 + 8 ⇒ (5) + 8 = 13
Eldred: 1d20 + 7 ⇒ (9) + 7 = 16
Johan: 1d20 + 7 ⇒ (6) + 7 = 13

Enemies: 1d20 + 4 ⇒ (2) + 4 = 6

Active Effects-

Map-

Link

Notes-

Also, before the situation arises, yep you are incorporeal, but if you can reach out and attack, it means the enemy can attack you the same, so even tho sinking into the ground and getting closer is a good approach, when you attack you get in range of the enemy attack as well.

Also 2, don't forget to add yours +2 bonus on attacks, damage (expect attribute drain) and saves.

Narrative-

You guys can all have your round Two. Standard + Move. Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Meanwhile…

After getting others from the cardinal, Father Sidious were away, plotting for the greater good of his dark master, but now his work as done, and it was time to return. There was still a Daemon lord to summon and subdue.

Climbing the stairs, Father Siduous enters the second level and after ordering the servants to gather the knot the man announces: ”The cardinal needed my services elsewhere, but now I’ve returned.” holding a missive, he gives it to Sebastian ”Your new orders.” the man says with hubris in his voice ”You aren’t needed here as my replacement anymore. Go back to your petty plotting inside the city, as the cardinal orders you.”
Let’s moves this in parallel with the battle above, everyone should input their own opinion, if you feel up to.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ezra rises as commands his spawn to also arise and see who has entered his domain - both for intimidation and on the off chance there is any risk...

Let me know what I see after my move action and I'll give you my standard action... I would have thought Ezra would be a bit tougher


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kaleba drifts toward the nearest lifeform and reaches out....

Draining Touch: 1d20 + 6 ⇒ (12) + 6 = 18Neg Energy: 1d6 ⇒ 3 and 1d6 ⇒ 4 Con drain


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Greetings Father Sidious. I have heard your name since joining the knot. I am Cedric Barca. The Cardinal mush have faith in you to return you to us."

Battle:

Essn follow after his fallen brother and arises to devour the same life force he has ripped at.

Touch: 1d20 + 8 ⇒ (18) + 8 = 26
Negative Damge: 1d6 + 2 ⇒ (1) + 2 = 3 and Con Drain: 1d6 ⇒ 1


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Erza

As you move upwards, your slaves are already feasting on a poor soul. In the madness after your death, mortal things don’t bother you anymore.
I has no significance for you that each one of those looks a capable and hardened warrior. Three of them the ones with the same icon. are covered in metal from head to toe. Pitiful and pointless, as your death touch ignores all material. They also carries an assortment of weapons. Swords, halberds bows and shield they have come prepared indeed, but it matters little for you, only the hunger is important.

There’s one dressed in light armor, bow ready ever watchful, just by the door. He wasn’t caught by surprise, his reaction faster than you thought possible.

And then there’s two others, dressed in armor, they seem to have been studying the glyphs around the place.
One, dressed in red carries a flaming sword a shield, his eye burning with zealot fire.

The other, a morning star in one hand, a shield in other. The Mitra symbol stamped in his chest.

They all have arms bared, and even tho you have advantage of ‘surprise’ they were ready for battle.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ezra:
Ezra Thrice-Damned, Dread Wraith CR6
XP 2,400
Advanced giant wraith
NE Large undead (incorporeal)
Init +8 Senses darkvision 60 ft., lifesense; Perception +12
Aura unnatural aura (30 ft.)
DEFENSE
AC 20 touch 20, flat-footed 16 (+7 deflection, +4 Dex, -1 size)
hp 57 (5d8+35)
Fort +8, Ref +5, Will +8
Defensive Abilities channel resistance +2, incorporeal
Immune undead traits
Weakness Sunlight powerlessness
OFFENSE
Speed fly 60 ft.(good)
Melee incorporeal touch +6 (1d8 negative energy plus 1d6 Con
drain)
Space 10 ft. Reach 10 ft.
Special Attacks create spawn
TACTICS
During Combat The Thrice-damned prefers to leave battle to his
wraith minions. But he does relish the consumption of souls, so
if he senses weakness he will strike.
Morale The Thrice-damned is ultimately a coward. If reduced to less
than half his hit points (28 hp) he attempts to flee. If flight is
impossible, he will grovel for his life hoping eventually to create
more wraiths and seek his vengeance later.
STATISTICS
Str -, Dex 18, Con -, Int 20, Wis 18, Cha 25
Base Atk +3 CMB +8 CMD 18
Feats Blind Fight, Combat Reflexes, Improved Initiative
Skills Bluff +12, Diplomacy +12, Fly +14, Intimidate +15, Knowl-
edge (planes) +10, Knowledge (religion) +13, Perception +12,
Sense Motive +12, Stealth +12
Languages Common, Abyssal, Boggard, Celestial, Infernal, Sylvan
SPECIAL ABILITIES
Create Spawn (Su) A humanoid slain by a dread wraith becomes a
full ordinary wraith in 1d4 rounds. Spawn are under the com-
mand of the wraith that created them until its death, at which
point they lose their spawn penalties and become free-willed
wraiths. They do not possess any of the abilities they had in
life.
Constitution Drain (Su) Creatures hit by a dread wraith’s touch at-
tack must succeed on a DC 19 Fortitude save or take 1d6 points
of Constitution drain. On each successful attack, the wraith
gains 5 temporary hit points. The save DC is Charisma-based.
Lifesense (Su) A dread wraith notices and locates living creatures
within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A dread wraith caught in sunlight
cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30
feet of a dread wraith, unless a master makes a DC 25 Handle
Animal, Ride or wild empathy check.

Ezra reaches out to feed off the one that has been hit by his spawn.

1d20 + 6 ⇒ (20) + 6 = 26 for 1d8 ⇒ 2 for 1d6 ⇒ 3 Con

Oooh Crit

Confirm?

1d20 + 6 ⇒ (4) + 6 = 10 for 1d8 ⇒ 1 for 1d6 ⇒ 5 Con


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Leruk floats through the door and joins his brothers in the feast...
If the first armored guy is already dead from the other wraith's attacks, Leruk attacks the archer

Draining touch on the same target as the others: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23; Dmg: 1d6 + 2 ⇒ (1) + 2 = 3; Con drain: 1d6 ⇒ 2

Guys remember to add in that +2 desecrate bonus to hit and dmg. That means Kaleba did 5hp, Essn 3, and Ezra 4 with a possible crit for 3 more ( confirm roll 12)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I added mine, I know whats going on ;)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Invaders?

Round 2-

Ordered Initiative-

Agrippa: 1d20 + 7 ⇒ (20) + 7 = 27
Cedric: 1d20 + 8 ⇒ (5) + 8 = 13
Eldred: 1d20 + 7 ⇒ (9) + 7 = 16
Johan: 1d20 + 7 ⇒ (6) + 7 = 13

Enemies: 1d20 + 4 ⇒ (2) + 4 = 6

Active Effects-

Map-

Link

Notes-

Also, before the situation arises, yep you are incorporeal, but if you can reach out and attack, it means the enemy can attack you the same, so even tho sinking into the ground and getting closer is a good approach, when you attack you get in range of the enemy attack as well.

Also 2, don't forget to add yours +2 bonus on attacks, damage (expect attribute drain) and saves.

Narrative-

The man suffer through the punishment of having his life drained away with a resolute face. As if he didn’t believed the shades would be able to kill him.
When Leruk touches him, the man falls into the ground barely alive and unable to stand his own body!

Seeing that scene, the red hooded man eyes blaze with fire and he yells ”Abomination! You’ll be destroyed this day!”

--
The one besides him, raises his holy symbol takes a step 5ft towards the shades and proclaims ” Gratiam divinam accipere!” and a bust of holy energy fills the entire room!
Channel Energy: 5d6 ⇒ (3, 3, 6, 6, 6) = 24 DC 17

But the man isn’t done yet, raising his hand higher he yells at top of his lungs:
Est in Dei nomine! Gratiam divinam accipere! and yet another brust of energy fills the place.
Channel Energy: 5d6 ⇒ (6, 5, 3, 3, 3) = 20 DC 17

I'll roll the saves to speed things a bit, I'll factor the channel resistance in the save as well.

Rolls:

Erza: 1d20 + 8 + 6 ⇒ (5) + 8 + 6 = 19 22 dmg
Erza: 1d20 + 8 + 6 ⇒ (12) + 8 + 6 = 26

Kaleba: 1d20 + 6 + 6 ⇒ (5) + 6 + 6 = 17
Kaleba: 1d20 + 6 + 6 ⇒ (14) + 6 + 6 = 26

Leruk: 1d20 + 6 + 6 ⇒ (8) + 6 + 6 = 20
Leruk: 1d20 + 6 + 6 ⇒ (11) + 6 + 6 = 23

Essn: 1d20 + 6 + 6 ⇒ (3) + 6 + 6 = 15Fail
Essn: 1d20 + 6 + 6 ⇒ (12) + 6 + 6 = 24

Erza: 22dmg
Kaleba: 22dmg
Leruk:22dmg
Essn: 34 dmg


==/==
The others hardened warriors don’t lose time to engage the bigger threat taking a step towards Erza, and attacking.

Soldier Rolls:

Halberd, Full attack.
Atk 1: 1d20 + 14 ⇒ (5) + 14 = 19
Dmg: 1d10 + 10 ⇒ (10) + 10 = 20
Atk 2: 1d20 + 9 ⇒ (2) + 9 = 11
Dmg: 1d10 + 10 ⇒ (1) + 10 = 11

Atk 1: 1d20 + 14 ⇒ (17) + 14 = 31
Dmg: 1d10 + 10 ⇒ (3) + 10 = 13 = 6 Half Damage
Atk 2: 1d20 + 9 ⇒ (11) + 9 = 20
Dmg: 1d10 + 10 ⇒ (5) + 10 = 15 = 7 Half Damage

==//==

The man in the red hood moves closer to Erza and attacks as well

"Begone, apparition!" his flame sword drawing a beatiful and deadly arc as it strikes the bigger shade.
Atk: 1d20 + 13 ⇒ (11) + 13 = 24
Dmg: 1d8 + 15 + 1d6 + 2d6 ⇒ (7) + 15 + (6) + (5, 4) = 37 18 Dmg

==//==

Even if he wasn't a devout, silently praying Thomas set loose several arrows as well, trying to put an end to the bigger threat!
Atk: 1d20 + 9 ⇒ (8) + 9 = 17
Dmg: 1d8 + 6 ⇒ (1) + 6 = 7

Atk: 1d20 + 9 ⇒ (2) + 9 = 11
Dmg: 1d8 + 6 ⇒ (2) + 6 = 8

But the arrows offers no danger to Erza.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Invaders?

Round 3-

Ordered Initiative-

Agrippa: 1d20 + 7 ⇒ (20) + 7 = 27
Cedric: 1d20 + 8 ⇒ (5) + 8 = 13
Eldred: 1d20 + 7 ⇒ (9) + 7 = 16
Johan: 1d20 + 7 ⇒ (6) + 7 = 13

Enemies: 1d20 + 4 ⇒ (2) + 4 = 6

Active Effects-

Map-

Link

Notes-

Also, before the situation arises, yep you are incorporeal, but if you can reach out and attack, it means the enemy can attack you the same, so even tho sinking into the ground and getting closer is a good approach, when you attack you get in range of the enemy attack as well.

Also 2, don't forget to add yours +2 bonus on attacks, damage (expect attribute drain) and saves.

Erza has an AoO in the red hooded man for walking into his area.

Erza HP 4/57 +5 Temp
Kaleba HP 25/47 +5 Temp
Leruk HP 25/47 +5 Temp
Essn HP 13/47 +5 Temp

Narrative-

You guys can all have your round THREE. Standard + Move. Intentions?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Leruk flies through the archer and circles in behind the Mitran priest, trying desperately to stifle the burning holy energy that pulses from the man.

Move action - fly in a wide circle to get behind the priest, setting up flank for another wraith
Std action - draining touch: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9; dmg: 1d6 + 2 ⇒ (6) + 2 = 8; Con drain: 1d6 ⇒ 3

Edit: OR... if Ezra flees, Leruk also loses his nerve and sinks into the floor, flying straight down to the 2nd level to grovel before the ninth knot to come and save his master.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ezra is going to flee!!!

Ezra lashes out at the red hooded man before sinks into the floor with a shriek.

Attack (AoO) 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 for 1d8 + 2 ⇒ (3) + 2 = 5 for 1d6 ⇒ 1 con

Normal attack on the man.

Attack 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 for 1d8 + 2 ⇒ (7) + 2 = 9 for 1d6 ⇒ 5 con

Move action, sinks into floor.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Erza hits both attacks and gains 10 more temporary hp for a total of: 4+15 = 19

AoO: 1d20 + 13 ⇒ (19) + 13 = 32
Dmg: 1d8 + 15 + 1d6 + 2d6 ⇒ (8) + 15 + (3) + (6, 3) = 35 17 Damage

Confirm?: 1d20 + 13 ⇒ (17) + 13 = 30
Dmg: 1d8 + 15 + 1d6 + 2d6 ⇒ (7) + 15 + (4) + (5, 3) = 34 17 Damage

Erza could feel his mauled soul getting stronger by absorbing the holy man soul. In his greed, he wanted more and more thus, instead of fleeing safely he wanted to eat and when he fled, retribution came.
The sword was a blur in the man’s hand striking and putting an end to the last high priest of Vetra-Kali.

The shade had so many plans, this so called knot, his pawns. He would turn on them just before they concluded the ritual, and claim his master reward for himself.
But that was all for naught. Holy flames envelop the shade, consuming it forever.

The last thing the wretched soul heard was Mitra Inquisitor voice: "Begone, abomination!"

With Erza demise, you are just normal shades now, no allegiance or purpose besides feeding.

Edit: Adding some fort rolls.

Late fort Rolls:

Fort Soldier DC 17: 1d20 + 8 ⇒ (2) + 8 = 10
Fort Soldier DC 17: 1d20 + 8 ⇒ (4) + 8 = 12
Fort Soldier DC 17: 1d20 + 8 ⇒ (4) + 8 = 12

Fort Red Hood DC 17: 1d20 + 11 ⇒ (11) + 11 = 22
Fort Red Hood DC 17: 1d20 + 11 ⇒ (16) + 11 = 27

Well, in the end makes almost no difference at all.


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Should have withdrawn then... oh well, such is unlife


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Essn feels the hold of the master fade. With this he withdraws back into the floor. He will wait patiently and follow the life forces until they meet the knot. For then he will have the chance to drain away souls.

Heading to Orlando for the weekend, wont be posting until Sunday. Sorry. Essn will flee or wait to strike when combat starts up with the knot. They had a 12int so I didn't think this would be out of the question.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kaleba now freed from loyalty to the Master, drifts away to feed on easier prey... Sorry Boggards...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With the wraiths dispersed. No one really knows what's happening in the third floor...

--

Meanwhile... in the hall of the unjustice:

”I joined before we burned Balentyne.” Father Sidious says.

After that, there’s much more to be done. Sebastian pack his things and leave.
%: 1d100 ⇒ 89
Agrippa’s familiars returns and reports what you already knew. Most of the adventures left Farhold, as far they were able to gather, no one is daring to enter the briar.

That’s when one of the Daemons teleport directly to where the party is.
There’s a breach. Someone just cast a mitran spell in the third floor. and now that he is alone, he don’t speak in riddles as when he is with the other.

Intentions?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Interesting. Someone pierced the magic of this place...They must have access to powerful magic of their own. Agrippa practically salivates at the idea of poaching someone that powerful's Spellbook.

More Wizard enemies please!

Agrippa prepares for battle by casting his normal protective enchantments

Mage Armor 8HRS
Stoneskin 80mins
Protection from Arrows 8HRS
See Invisible 80Mins

Now, lets see what we have... and when the knot is semi ready Agrippa will go invisible and head down to the Third Floor


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

The 3rd level? Let the wraith handle it

But then Leruk shows up, terrified and grovelling, with news of his master's death at the hands of an army of fire-wielding mitran fanatics.

Johan snorts, It seems we grossly over-estimated the Thrice-Damned's abilities. Very well. Daemon, return to your post and watch them through the Eye. If they leave the third floor, notify us. You, wretched creature, Johan addresses the wraith. Attend us now. Guide us to these enemies. Prove your mettle and We may let you become your master's successor.

As he dons his armor he outlines two strategies to the rest of the knot. Grumblejack and I can take the wraith and fly to the third floor balcony while Agrippa, Cedric and Eldred teleport directly to the throne room. We could catch them between us and crush them, but we risk not getting the timing right and leaving one group stranded while the other catches up. We may be better to just storm the throne room en masse. What say you all?

Johan prepares...
See invisibility (80 minutes)
Shield of faith (8 minutes)
Savage maw ( 8 minutes)
Chastising Lash (8 minutes)
Divine Favour ( 10 rnds)
greater stunning barrier (8 rnds)
If teleporting to the throne room... summon Posca the lemmure
If flying to the balcony... mount Cytheria Rex and feed him the barkskin potion


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Another breach, it is fortunate we are still not in the wilderness. The eye detects divine magic. Let us focus on the caster this time so they don't find the vigor to keep the fight up. I am ready. We should teleport as a group. We don't have the magical means to coordinate such a two pronged attack."

Cast Iron Skin


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Agreed. Johan casts his last two prayers, steps to the throne and shouts, NEN! teleporting the ninth to the 3rd level throne.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred casts gravity bow before teleporting.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Leruk was sent to alert of the intruders. Moving thru the floor was easy enough, following the life gathered was easier still.
He started to grovel about intruders and the situation above, and then suddenly he has free, no more commands or pesky rules. He could feed all he wanted!

And so it attacked the knot!
Fort Johan DC 17: 1d20 + 10 ⇒ (18) + 10 = 28
Fort Johan DC 17: 1d20 + 10 ⇒ (7) + 10 = 17
Johan takes no damage because of the deathless in this armor.

When the wraith turned on them after complaining about intruders, there was only one explanation: Erza was destroyed. He held no more power over the wraiths and now they were free to attack as they please.

Swift dealing with the wraith attacking them, the knot starts to prepare for the next battle.

It’s them when the Darmon shows up, confirming what they already knew: The horn had been invaded!
One of the wraiths is going to attack the boggards, and the other the servants in the first floor: Will you do something about it?

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