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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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 do I need to keep rolling or are we just assuming he makes the check after a number of days? Lesser restoration takes care of the fatigue. Can't really help you with the sleep. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred
Norgorber's herald, the Stabbing Beast, a gigantic, black, scorpion-like entity that takes the form of a darkly armored humanoid with a scorpion's tail came to collect your debt. Your life is at the end, a painful death is what awaits you.
Its tail run you thru and for a moment the pain and agony was unbearable, you heart stopped, your life ended.


Then you hear an evil and malign laugher and suddenly the life is forced back on you. As you wake, you see that Cedric has been killed, Johan is scorched all his hair burnt. The only one that seemed to suffer no damage at all was Agrippa.

@Johan
It takes one week for Sidious to remove the curse from you. An entire week plagued by visions and nightmares.

@Cedric
This time, the body silently reconstructed itself. There was no explosion of fire, or bestial howls. But the unnatural feeling about the whole thing continued.
Without its master leadership, Cedric organization fell to bickering amongst its members and Sidious wasn’t capable of taking control. Thus that week, they weren’t able to do anything.

@Agrippa
Once more, your actions spared you suffering while helping your alli… I mean, minions deal with the threat.
Once it’s gone, you dedicate some time to understand how it invaded your defenses.
Knowledge: 1d20 ⇒ 15

Agrippa:

And you learn that, it wasn’t an external threat, but one from within. Over the decades the amount of people killed or sacrificed in the horn is hard to measure, but it is the remain of those, now fueled by the evil energy of the ritual that gathered in that nightmare which attacked the knot.
You know there’s little chance of such happening again, while you a stay here.

Meanwhile the knot received a message not thru official channels. This is happening before the curse is lifted from Johan, and Cedric is back to life. Eldred is awake again.
A low-level gang war erupts between the tugs of the Vandermir Orphanage and a Drowington based crime ring calling themselves “Thatcher’s Crew”. Bergill Mott, headmaster of the Orphanage asks for aid.

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

My intentions are to reform my body :)


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

Agrippa doesn't care about some silly gang run by the Baron. He's content to just continue the ritual and finish the task set before them by the Cardinal.


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

Like Agrippa, Johan is nonplussed by the plight of the Baron's brats, especially after having been all but kicked out Vadermir's birthday party several weeks before. He tells the rest of the knot they should let the Baron stew in his own juices... or he would if he didn't feel so miserable.... instead he just bellows and throws something heavy at the unfortunate porter that brings him the message.


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

That same week Agrippa orders his followers to scour the city of Farholde, the Mitrans must have some plot afoot in this "gang war".

Connections Gather Info: 1d20 + 4 ⇒ (15) + 4 = 19

Faalthraaz, Gulugur....what news from the city?


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

After several hours of fitful sleep, Johan wakes with a startand a change of heart. He lurches from his room in search of the messenger. You there! He leans against a wall starts scrawling a hasty note. Take this to Bergill Mott. Tell him to arrange a meeting with the head of this Thatcher's Crew on the outskirts of town, here... he marks a point on his hastily drawn map then shoves the crumpled parchment into the man's hand.

Then he stumbles down to the caverns. Boggards! The Father wants you to kill someone!

The previous week: Immediately after the Ashen nightmare's attack, Johan loses all faith in the boggards as guards, and sends them out into the briar to once again hunt for beasts that might make better guardians than themselves.

Week 16: Hunt Beasts: 1d20 + 4 ⇒ (3) + 4 = 7
Week 17: Assasinate: 1d20 + 4 ⇒ (2) + 4 = 6


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa:

1d100 ⇒ 63
Thru your new formed network spy, you keep watching potential suspects and adventuring parties.
Almost nothing new happens in the city, apart the gang war keeping everyone in their toes. It isn’t rare for bodies to be found lying in alleyways comes the morning. One of your spies tho report something interesting:
The beautiful ebony skinned elf is seen in Farhold again, taking to a group of what appears to be adventures. It as this same time, your spies starts to go missing, key members of your network simply vanish without explanation and you are left without no information about the Lillend or this supposed adventure party.

As requested, the crew is gathered to ‘discuss’ this gang war business and solve it once for all.
The Thatcher's Crew on the outskirts of town gather in the outskirt of town, but they are not the only ones, somehow, the thugs from orphanage heard about this gathering and decided the pay a visit as well.
Insult were traded, the most heated insults, then weapons were drawn, a fight starts and it is in this precise moment when the boggards descend killing without distinction. They were ordered to kill, and in an infernal cacophony of croaks, that’s what more than a dozen of boggard do, killing without distinction.

After that day, no more was heard about this supposed gangwar, the vultures had much to eat and feast, but worse was the repercussion. Bergill Mott sent a colorful message about getting his ‘kids’ killed, while thought out your organization many that knew the ones killed, seeing that most of the recruitment and your minions came from the orphanage, start talking and questioning things.
Lot of orphans got killed in the process, which results in Ruthless -1, Loyalty -1 for both organizations.


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

Does this include mine? Kind of a low blow to do this when I couldn't be involved in the decision making.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Reporting or not to his minions about what’s happening in Farhold, everyone notices that Johan’s move wasn’t successful as all the other minions started to, at least for some time, to question and talk about the things that happen. The blow of morale and loyalty was heavy, but nothing that could really threaten the knot.

==//==


  • Agrippa, post your organization action for week 18
  • Johan, post your boggard action for week 18
  • Cedric, post your organization actions for week 18


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

Agrippa calls Johan (and Cedric if he is alive?) into his lair

Is Cedric back among us or is he still dead?

Gulugur has returned with news from Farhold. The Lillend B$#!~ has returned and is mettling with our efforts to gather information in Farholde.

Agrippa orders the Pentacles to find this Lillend and report on her whereabouts

Connections: 1d20 + 5 ⇒ (10) + 5 = 15

If they are successful

We know where she is...let us go and dispatch this meddlesome creature.


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 lillend? Johan asks, eager for a rematch. Then he pauses, suspicious of a ploy to lure them away from the horn. Perhaps we should we dispatch the seventh to deal with her?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa:

1d100 ⇒ 11

Every time you dispatch someone to search for the Lillend it has but two results:

They find nothing,
They don’t return at all.

It’s clear that something is hampering your spy network, even the accuser devil was attacked at some point, to which he quickly fled.
Reviewing the images from the accuser devil evil’s eye, the one that attacked him seems some sort of holy warrior, in a heavy plate.

@Johan, Cedric, whats your actions for the week? I'm waiting on you to move the game.


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

Cedric awakens rejuvenated and whole again. His fist clenches as he hears of the news of what happened. He dispatches one of his minions with order for the week.

"Tell me of what rumors are about after previous events."
Gather Information: 1d20 + 1 ⇒ (9) + 1 = 10
One Rumor

"Get more sacrifices for the tree and Master Agrippa"
Abduct: 1d20 + 4 ⇒ (4) + 4 = 8
No one abducted

"Keep business as usual among the chaos"
Criminal Enterprise: 1d20 + 4 ⇒ (19) + 4 = 23
Gold: 1d6 ⇒ 1 80gp


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

Most troubling. The lillend has allies. Perhaps Master Crofter can set a trap...

Agrippa will conference with the others, the gist of his plan is to bait the Lillend into attacking us somewhere in a supposedly neutral site.

Or we could send Elise and the Seventh...Although I have my doubts about their efficacy.


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

After the disaster with the gangs, Johan keeps the boggards' attention focused on the forest, hunting dangerous beasts...
Hunt Beasts: 1d20 + 4 ⇒ (16) + 4 = 20
Captured a...: 1d10 ⇒ 9 Calathgar! ( what's a calathgar?)

The seventh's role in this is to stop threats before they reach the horn and keep us informed of goings on in Farholde. They have failed on both accounts. I would like to give them one last chance to deal with this lillend and her allies, but at this point we can't even be sure a message to that effect would reach them. No, I think at this point we need to deal with this ourselves. Perhaps we could visit Mott's orphanage - make a show of offering amends after the gang war ...issue. If our enemies are this effective at capturing our spies and messengers, they surely already know of the place.

We send a message to the seventh to meet us there. If it is intercepted, then our trap is baited. If it is not, it gives us the chance to discuss Elise's failings directly.


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 agree with Johan. I have not been impressed at all with the seventh's inability to keep threats from this 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

And so the Ninth knot dispatches a messenger to Farhold for the seventh knot, telling them to meet at Bergil Mott's orphanage three days hence.

Johan places the new plant in the 1st floor throne room, near the throne itself.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

A carrier is dispatched to notify Elise of the meeting.

@Cedric
Thru your spies, you notice that some bodies are showing up in alleyways and ppl are being killed.
The locals attribute it to the gangwar, which one way or another, Johan ended last week. It isn’t hard to notice that the bodies being found are Agrippa Spies.
One thing you also noticed: As soon you started sending ppl to collect information in town, you started losing minions as well;

--

The hours passes and there’s nothing much to do except wait. Waiting has been your entire life for the past months, waiting for the time to complete the steps of the ritual. Waiting until some wannabe adventure attacks the horn. Waiting until something, since something always happened.
The Ashen Nightmare attack some weeks ago caused you to understand how fragile your defenses against the horn itself are; you cannot claim to know all the secrets of the place, nor do you particularly care. You have a mission, and that will be finished. There’s no room for mistakes or doubts.

Feel free to RP the information Cedric. I'll post some more hooks in some minutes.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Somewhere close…

Their travel had taken then far away from home. He didn’t remember whose idea was to get in that ship, and it certainly didn’t know that they would end up in ‘Talingard’. What the hell was that place anyway? A new god ruled over the island, Mitra was its name, and as far they could tell, the land was fair and just.
Well, he didn’t remember at first. Later, they understood that Grabriel was from this land as well. Even though he had changed his faith after fleeing from the island, but he had always wanted to return.

Even then, rumors and whispers in the night. A massing army of monsters gathering in the north and that was the beginning of the war.

Over the years, they’ve learned to trust each other, companions not in faith, but in friendship.
They weren’t sure in what exactly in what Ebenezer believed in. They have seen him talking to the toad he call ‘Lulu’ as it was some long lost friend or something like that. But ultimately, the man had a caring heart.
Nicholae himself believed in Sarenae, he had been created in the faith, and it was only normal he lived for it.
Hajar was a holy warrior of Iomedae. That’s what he lived for, that was his calling.
Gabriel? He called himself the just, Knight of Solamnia serving his got Kiri-Jolith. Nicholae had never before head about such god, but its miracles were real, so was Gabriel devotion.

More to come.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Are you sure we can trust her?” Nicholae asked not for the first time, since the ebon skinned elf had left them in the forest, while she scouted ahead.
Nicholae is neat and very tidy, almost fastidiously so. He shaves regularly and his hair is cropped in a short military cut. Nicolae is kind but firm in his dealings with others, showing respect but expecting some degree of self-discipline and responsibility in those whom he works with. His skin is dusky, his eyes brown and his hair black.

Over the distance, hey can hear Ebenezer laugh over the priest question, one they’d heard many times before.
The old man Ebenezer and his toad, carrying his bag, dressed in the familiar ceremonial silk. Once, they though the man had several of the same cloths, and when questioned, a smiling old man revealed his trick: he used magic to clean and repair the clothes, and sometimes, to change the color as well.

It is Gabriel that answers this time. ”Yes. She didn’t lie to us.”
He remembers when they met the ebon skinned elf. Gabriel felt as if he had just met with someone from the realms of gods themselves, such strong and clear aura of good. She wanted to talk, and talk they did. The elf asked a lot of questions and then left.
Sometime later they met the ‘prophet’. Well, that’s another history for another time.

Gabriel opens his mouth to say something more, but is interrupted by the returning elf.
”It is as the ‘prophet’ said.” The elf confirms. ”All of the entrances have some sort of trap, and as he suggested, the cave is being well guarded. That tree noticed me, even if I when I was invisible.”

They all stare at the elf…
There was some planning to do…


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

Crazy I'm playing a Solamic Knight in a Dragonlance game on here named Gabriel that worships Kiri-Jolith. I even used the last name Barca because I like it :) So would it have been possible for Sidious to have bought the scrolls while I was reforming? I admit I forgot as a player it was raise dead. If not that's fine I will know for next time.

Cedric calls the know together.

"My friends my minions have been finding the bodies of Master Agrippa's spies. People of the town are passing it off as casualties of the gang war. A few of my men have been lost to this as well. Something knows of us and is targeting us. It may be this creature or it could be something else."


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

They are trying to draw us out - cutting off our access to information and supplies. . . we need to tighten our defences here at the horn


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 you suggest we pull out and leave things to the seventh. I could have my men stand guard here. I agree master Hale. We have been caught with our pants down numerous times and I have been here only a short while."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

It’s a sign to behold.

Only the old man, Ebenezer isn’t wearing some sort of protective armor, his companions, stepping heavily in their full bodied armor.

”We have a good fight ahead of us Lulu.” he says petting the Frog and getting ready to move.
After listening to the woman, they decided to attack the caves, even though they knew of the defender that cursed tree.

As always, Gabriel Lucas Barca takes point in their formation, followed closely by Nicholae.
Ebenezer followed them from medium distance, and behind him Hajar.
The difference this time is the woman, near the old man.

Ebenezer had already lived long enough to know the wasn’t what she wanted them to believe.
They had already discussed this, the woman had some feud against those inside this ‘horn’, but there was no denying she served the cause of good. So it was fine, even if she didn’t want to confide in them, they could trust her.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”There.” the elf says pointing to the not so hidden tree. She’d known such things from ages, but Jurak always manage to keep it in check, with the guardian demise, it wasn’t a surprise it allied itself with the guardian killers.

”That’s some ugly tree.” Ebenezer laughs seeing the thing.
As always, the old man sense of humor was hard to grasp.

Since they didn’t had any good means of ranged assault, the band of heroes moved to attack the tree.
Behind them, the clear and crystalline voice rings out, in an upbeat song, bolstering their morale.

Hangman Tree

Round 1-

Ordered Initiative-

Hangman Tree: 1d20 + 3 ⇒ (20) + 3 = 23

Enemies: 1d20 + 2 ⇒ (12) + 2 = 14

Active Effects-

Map-

Link
It’s a different map from the usual one, since Johan made several changes. For this combat, please use the link here, instead of the one on top of the page;

Notes-

Hangman tree
Let’s work like this: I’ll try to answer this combat about 4~5 times per day. The first one that sees my reply is in charge of acting for the hangman tree, how that sound?

Narrative-

However read this first, 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

I can run the tree, but was there something you wanted me to read first that isn't the Tree?

The tree lumbers forward Sorry couldn't resist as it releases it's spores catching the knight, the outsider and other man in it's burst.

DC 20 will save or become passive for 2d6 ⇒ (1, 6) = 7 minutes.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Will Calliaste: 1d20 + 10 ⇒ (4) + 10 = 14
Will Gabriel: 1d20 + 12 ⇒ (14) + 12 = 26
Will Nicholae: 1d20 + 12 ⇒ (2) + 12 = 14
The spores coat the ones closer to the tree, making them believe it’s no more than a normal tree, or a harmless guardian.

--

Gabriel Raises his shield and approaches the enemy, his sword bursting in sacred flames while he does so.
Atk | Power Attack | Vital Strike: 1d20 + 17 ⇒ (16) + 17 = 33
Dmg: 2d8 + 15 + 1d6 ⇒ (2, 4) + 15 + (4) = 25
Tree gets an AoO.

With a flash of holy light, the holy knight uses a mighty and powerful attack on his enemy.

--
Ebenezer just laugh when the others are taken by the effect of the spores. He moves closer, to be able to help as well.

Hajar follows the same line as Ebenezer, running towards the tree, his falchion hi hands, dripping with cold magic.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hangman Tree

Round 2-

Ordered Initiative-

Hangman Tree: 1d20 + 3 ⇒ (20) + 3 = 23

Enemies: 1d20 + 2 ⇒ (12) + 2 = 14

Active Effects-

Map-

Link
It’s a different map from the usual one, since Johan made several changes. For this combat, please use the link here, instead of the one on top of the page;

Notes-

Hangman tree
Let’s work like this: I’ll try to answer this combat about 4~5 times per day. The first one that sees my reply is in charge of acting for the hangman tree, how that sound?

Narrative-

However read this first, intentions?


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

AoO: 1d20 + 11 ⇒ (18) + 11 = 29 Grab!: 1d20 + 19 ⇒ (4) + 19 = 23

Damage: 1d6 + 7 ⇒ (3) + 7 = 10

As Gabriel gets close, the Tree lashes out, wrapping him with a thick vine and pulling him forward If the 23 CMD is beat, if not I think its just a hit

If the Grab is successful, then Gabriel is grappled

If Gabriel is grappled, use these actions

The Tree begins to crush the life from the armored man

Pin!: 1d20 + 19 ⇒ (3) + 19 = 22 and auto natural damage 1d6 + 7 ⇒ (4) + 7 = 11

if Gabriel isn't grappled use these actions

The tree lashes out with ropey vines!
Vine1: 1d20 + 11 ⇒ (8) + 11 = 19
Vine2: 1d20 + 11 ⇒ (1) + 11 = 12
Vine3: 1d20 + 11 ⇒ (19) + 11 = 30 Grab!: 1d20 + 19 ⇒ (9) + 19 = 28 and Damage: 1d6 + 7 ⇒ (6) + 7 = 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

derp!! Too slow

Trip as AoO: 1d20 + 15 ⇒ (4) + 15 = 19
If successful that should stop Gabriel as he moves from 15' to 10', negating his attack

The malevolent tree lashes out at the charging warrior, trying to tangle his legs with its vines as shuffles back, instinctively shying away from the flaming sword, then once its put some distance between them, focuses its full ire on the intruder.

5' step back
Full attack on Gabriel:
Vine1: 1d20 + 11 ⇒ (18) + 11 = 29; Grab: 1d20 + 19 ⇒ (11) + 19 = 30; Constrict: 1d6 + 7 ⇒ (6) + 7 = 13
Okay, this is where it gets tricky. I don't think you can use additional grabs to improve grappled to pinned so if the above attack is good enough to initiate a grapple, then the tree will use its other two attacks to just hit Gabriel for damage, so disregard the 2nd and 3rd grab rolls and treat the constrict rolls as regular damage rolls. Remember once successfully grappled all additional attack rolls are against -4 dex.

Vine2: 1d20 + 11 ⇒ (12) + 11 = 23; Grab: 1d20 + 19 ⇒ (4) + 19 = 23; Constrict: 1d6 + 7 ⇒ (6) + 7 = 13
Vine3: 1d20 + 11 ⇒ (9) + 11 = 20; Grab: 1d20 + 19 ⇒ (11) + 19 = 30; Constrict: 1d6 + 7 ⇒ (6) + 7 = 13

Is it fair to check each round to see if any of our other sentries ( the patrolling wraiths, the followers posted at the lvl 1 entrance, the boggards in the caves)notice the commotion?


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

Thanks was away for the weekend. Agrippa can just run the tree ;)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3
Aku wrote:
Let’s work like this: I’ll try to answer this combat about 4~5 times per day. The first one that sees my reply is in charge of acting for the hangman tree, how that sound?


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
Heinrich Cornelius Agrippa wrote:
Aku wrote:
Let’s work like this: I’ll try to answer this combat about 4~5 times per day. The first one that sees my reply is in charge of acting for the hangman tree, how that sound?

Yep. In case my post above caused any confusion, I menat I was too slow - must've started writing it just before Agrippa posted his. I probably should've deleted it but I left it up mostly just to show that I was still alive.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The tree lashes with ferocity and a deadly barrage of attacks, hitting the man in the heavy armor two out of five attacks.
You hit with AoO and last attack. I’m considering Agrippa’s post.
The vines tries to get a hold of the man, but somewhat, it isn’t enough, and the man barely escapes being grappled.

--
Will Callishae: 1d20 + 10 ⇒ (17) + 10 = 27
Will Nicholae: 1d20 + 12 ⇒ (9) + 12 = 21

Snapping out of their mind bending behavior, the elf starts singing again, while the cleric moves back, allowing the others to attack the tree.

--

Gabriel does not let the opportunity pass and continues his attack, taking a step forward.
Atk: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Dmg: 1d8 + 15 + 2 + 1d6 ⇒ (1) + 15 + 2 + (3) = 21

Atk: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Dmg: 1d8 + 15 + 2 + 1d6 ⇒ (3) + 15 + 2 + (1) = 21

The holy sword still coated in holy flames attacks mercilessly the tree trunk, chopping of its defense, cutting and damaging.

--

Ebenezer walks closer, focusing in his mysterious power to bring down ruin and misfortune to his enemy.
Tree needs a Will DC 20, or be affected by Misfortune Hex for two hounds.

--

Hajar does the same as the iron knight, charging at the enemy, ready to put an end to it.
Tree gets another AoO.
Atk: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35
Dmg: 2d4 + 16 + 2 ⇒ (1, 1) + 16 + 2 = 20


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hangman Tree

Round 3-

Ordered Initiative-

Hangman Tree: 1d20 + 3 ⇒ (20) + 3 = 23

Enemies: 1d20 + 2 ⇒ (12) + 2 = 14

Active Effects-

Map-

Link
It’s a different map from the usual one, since Johan made several changes. For this combat, please use the link here, instead of the one on top of the page;

Notes-

Hangman tree
Let’s work like this: I’ll try to answer this combat about 4~5 times per day. The first one that sees my reply is in charge of acting for the hangman tree, how that sound?

Narrative-

However read this first, intentions?


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

AOO: 1d20 + 11 ⇒ (2) + 11 = 13

Tree attacks Gabriel
Vine1: 1d20 + 11 ⇒ (16) + 11 = 27 hit for 1d6 + 7 ⇒ (6) + 7 = 13 and Grab: 1d20 + 19 ⇒ (12) + 19 = 31
Vine2: 1d20 + 11 ⇒ (11) + 11 = 22 He should be grappled Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Vine3: 1d20 + 11 ⇒ (2) + 11 = 13


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The vines lashes again, piercing and trying to entangle the holy man.
They succeed in restraining the man, tying itself around his body, which in turns only make it easier to hurt the man even more.
Two out of three attacks hit, Grappled.
--

Being unable to use his sword doesn’t mean that he is still unable to fight.
Letting go of the weapon, he draws a dagger, one which released his true heritage, a dagger in which the pommel describe an griffon.
With the dagger in hands, he attack once more.
Atk: 1d20 + 17 + 2 - 2 ⇒ (6) + 17 + 2 - 2 = 23
Dmg: 1d4 + 12 + 2 ⇒ (4) + 12 + 2 = 18

And using his dagger, the holy man finishes the already dying tree.

More to come in a couple of hours.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
Is it fair to check each round to see if any of our other sentries ( the patrolling wraiths, the followers posted at the lvl 1 entrance, the boggards in the caves)notice the commotion?

I had the impression that the wraiths were only patrolling inside the horn. And about the ones in the first level entrance, well, they might hear something, but since there were no ‘flashy’ magics or constant yelling, might be hard. That and the fact it’s away from the first level entrance, same things for the boggard insides the caves.

1d20 ⇒ 16
In that clear morning the sound of wind and hustling of leaves. The defenders, distracted and not fully alert, fail to distinguish the faint sounds of battle coming for far away. It’s no more than the usual noises of the forest.

-

The old man still grinning look at the metal clad companions. The Brazen Gabriel moving ahead, despite the warnings the entrance was trapped, had his way falling down the pit, being assailed by a giant centipede.
Of course the bug wasn’t enough to offer any harm to the metal knight, but it was fun nonetheless.

After that, they decided to take a more careful approach. Nicholae had to use some of his miracles to heal the knight injuries, but nothing overburdening or that would prevent them from continuing.
Strange thing was that Gabriel could also heal himself by his own faith, but he’d rather make holy flames to punish his enemies. Go figures.

The deep cave opens to them in several passages, and here they need to decide where to go.
The elf woman adds some more tidbits to their knowledge.

”There was a tribe of foul frogman in these caves. I’m not sure if they still persists, but judging by the smell” she says with a ugly expression on her face ”they still live in this swamp-like caves.”

After some more discussion, they decided to explore further north, or closer to north as they can get.
Walking precariously in the web cave, they enter the mud-filled room (c4), following the stench.

1d20 + 16 ⇒ (18) + 16 = 34
5d20 ⇒ (18, 8, 6, 9, 5) = 46

And unaware of the mudman lying in wait, they stride in the ambush site.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Muddies

Round Surprise-

Ordered Initiative-

Mudman: 1d20 ⇒ 12

Enemies: 1d20 + 2 ⇒ (17) + 2 = 19

Active Effects-

Map-

Link

Notes-

I'm using a different map for this combat as well, since the map Johan created doesn't include the caves.

Narrative-

You guys have a surprise round over the enemies, there are four mudman, so the first one to post act for two mudmans (since Eldred is away) and the others act for one mudman each, 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

Ranged Touch on Gabriel: 1d20 + 2 ⇒ (4) + 2 = 6

Ranged Touch on Second Guy: 1d20 + 2 ⇒ (20) + 2 = 22

Engulf Attempt: 1d20 + 8 ⇒ (14) + 8 = 22


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

One of the mudmen rises out of the shadows behind the others, and hurls itself at the old man.

Ranged Touch on Ebenezer: 1d20 + 2 ⇒ (15) + 2 = 17; Engulf Attempt: 1d20 + 8 ⇒ (18) + 8 = 26


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

The final mudman rises from the muck and hurls itself at a nearby target

RTA: 1d20 + 2 ⇒ (18) + 2 = 20 Grapple/Engulf: 1d20 + 8 ⇒ (4) + 8 = 12


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The mud splashes over Gabriel’s armor, doing little less than dirtying his shining armor.
Same thing cannot be said about Hajar that is completely engulfed by the mudman.
Ebenezer shares the same fate, what he could do was ”Lulu, jum..” he never finished trying to make his pet frog jump away, as the mud cover his mouth and engulf him as well.
The last Mudman tried to engulf female elf, but she even if it could hit her, he was unable to cover her entire body.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Muddies

Round Surprise-

Ordered Initiative-

Enemies: 1d20 + 2 ⇒ (17) + 2 = 19

Mudman: 1d20 ⇒ 12

Active Effects-

Map-

Link

Notes-

I'm using a different map for this combat as well, since the map Johan created doesn't include the caves.

Narrative-

Nicholae advances and attack the thing trying to suffocate the old man. Of all of them, Ebenezer was the one which would be most vulnerable to this kind of attack, and less likely to free himself.
Atk: 1d20 + 10 ⇒ (3) + 10 = 13
Dmg: 1d8 + 3 ⇒ (5) + 3 = 8
The attack hits, but is not enough to destroy the creature.

Callistae does the same, attacking her enemy twince.
Atk: 1d20 + 14 ⇒ (11) + 14 = 25
Dmg: 1d8 + 9 ⇒ (4) + 9 = 13
Atk: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg: 1d8 + 9 ⇒ (8) + 9 = 17

But even if she has a better aim and stronger attacks then the cleric, she also cannot finish her enemy.

Lastly, the paladin put himself to his job.

Atk: 1d20 + 15 ⇒ (18) + 15 = 33
Dmg: 1d8 + 15 ⇒ (7) + 15 = 22
Atk: 1d20 + 10 ⇒ (18) + 10 = 28
Dmg: 1d8 + 15 ⇒ (6) + 15 = 21

With a single attack, he dispatchs the enemy in front of him, and turning around, does the same to the enemy engulfing Hajar.
"You guys should be ashamed of falling to such enemy!" Gabriel laughs with confidence as Hajar gasp for air, after the hold on him was released.

There are two mudman, the one grappling Ebenezer and the one attacking the elf, 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

Since Engulf says the mudman can maintain the hold as a free action, it can still full attack, right?

The mudman engulfing the old man continues to crush...
maintain hold: 1d20 + 8 ⇒ (15) + 8 = 23; Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

...while lashing out with its moist fists at the elf beside it...
Slam1: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10; Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Slam2: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18; Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

The other surviving mudman pulls itself together and follows suite, pawing at the she-elf as well...
Slam1: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24; Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Slam2: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25; Dmg: 1d4 + 2 ⇒ (3) + 2 = 5

flanking bonuses included above


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Even if in the end, the mudman were able to hurt the old man and the elf, that wasn’t enough to actually stop them. Swiftly and efficiently, they dispatch the already hurt mudman. But the battle might have some other consequences.

While some of the boggards are out, hunting for beast, many more are still in their swamp-village.
A total of twelve boggards are still present in the caves, plus the drug addicted priest in his temple. The sounds of battle were close enough to alert them of a possible enemy? How will the boggards respond to such treat?
Well, that’s it, twelve boggards in the village, plus Zukomo at the temple. How are you setting them yup to meet the enemies?


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

Well at least these guys will solve the boggard and Zukomo problem if they were to ever become a problem :)


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

How about you just narrate their grisly deaths, because if the Tree and Mudmen do little or no damage to them, no way the Boggards do any better.


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

How about a compromise between 100% narrative and rolling out the entire combat? We'll give Aku a strategy and let him run with it. I mean, I don't really want to roll the whole thing out either, but with a dozen terrifying croaks and a hold person spell each round, it wouldn't take much bad luck to send the adventurers into disarray or worse.

Zikomo hears the intruders dispatching the mudmen and rallies the warriors of the Bane-Wog tribe. First he calls out to the two wraiths patrolling the caverns and demands they fly forth to inform the masters above. Next, he selcts his two fasted scouts and instructs them to find the intruders. They are to bait them into giving chase - throw their javelins and then run inth the tunnels to the north, where Zikomo will wait in ambush with the rest of the tribe (between C16 and C17). These warriors will be split into two groups of five, if all goes to plan, the adventurers will charge headlong into the first group while zikomo and the other five warriors will fall upon them from behind, or from a side passge.

The boggards will always lead with their terrifying croak, hoping to catch the entire party withing the cramped confines of the tunnels. If any adventurers flee, several boggards will break off and harry them, driving them into the giant scorpions (C7) or the zombie pits (C1). After croaking, the boggards focus as many attacks on signle enemies as they can. If they can get 3 to 1 odds they will grapple with aid another. Otherwise they will stab with their spears for all they are worth. "Training" with Cedric and Johan have given them a healthy fear of heavily armored opponents, and they will always choose the more lightly armored as their victims if fiven the chance.

Zikomo blasing away from the rear with hold person spells then switching to Interstellar Void on subdued, held or frightened targets.

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