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

Sounds good to me


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Well, this was very hard to do. Urgh, sorry if the outcome wasn’t what you expect.

Even in his drugged induced state, Zumoko is able to lead the boggards in some semblance of strategy. Luring the adventures away, the two boggards pose as bait, while leading the party to the ambush site.

Confident they could deal with the boggards easily enough, the heroes pay for their arrogance when they are met with dozens of boggards croaking and attacking.
Gabriel and Hajar, blessed by their gods are unaffected by the fear induced attack, but same cannot be said for the others.

Nicholae and Ebenezer, unable to resist mental attack fell prey of their own fears and surrounded by enemies, and with their path blocked, try to break thru using force, and spells and abilities, but with no coordination at all, which was exactly what the boggards wanted, as they attacked and slashed at the desperate adventurers.

On the other side Gabriel, Hajar and Callistae were facing a different problem, as the boggards, backed up by the magic of their mad priest, threated to overwhelm them as well.
Things gotten worse when the heroes decided to break free and retreat, protecting the vulnerable Ebenezer and Nicholae, but were trapped by boggards and their Sticky Tongue

Admist all the difficulties, Callistae voice ring clear and strong, pushing the heroes, bolstering their morale. Gabriel’s sword is once more lit in sacred flames, and the iced coated falcion brings terror to their enemies.
Javelins and lances, tongues and magic; this was the boggards weapons, but that was hardly a match for the heavily armored group of adventures in normal circumstance. Even tho both paladins were able to deal with their share of enemies, although not quickly, they had at most medium injuries.

The same could not be said for the other two, affected by their fears; Ebenezer was the first to fall, pierced and trampled, the old man was no match to the numbers of boggards attacking. Nicholae fared better, as his fullplate prevented most of the attacks, but after the old witch fell, the remaining boggards gathered to grapple and pin and hurt the cleric.

After having most of the boggards in his side killed, Zukomo flees for his life, which gives the adventures the opportunity to help the others, the almost dead Ebenezer and the overwhelmed and hurt cleric.

What happened next is the usual: After their leader fled, the boggards tried to finish the cleric they were holding down, but when attacked by a fire-hurting holy sword, and an ice-hurting bigsword, they quickly realized they were doomed, and also fled for their life.

---

In some time of the day…

Two of the boggards wraiths arrive where the knot is gathered to bring word of the attack: The caves are being assaulted.
Intentions?


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

Sounds perfect Aku! That's probably a better outcome than if we had spent a week or three playing it out.

More failures from the Fourth Knot. They are nothing if not consistent. We should deal with them next, they are a motley group of useless dogs and must be punished.

Agrippa prepares his own magical defenses and says Let's go see what the fuss is about. before heading to the Scrying chamber to see what he can in the caves.

Prot from Arrows, Stoneskin, Mage Armor (that's always up at this point), see invisible


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 mounts upon his phantom steed. His muscles bulge and swell as he calls on the blessings of Asmodeus to make him stronger.casting bulls strength

He looks down to the others:"Shall we go see what is slaying our minions this time?"

Yea I would not have imagined any damage coming from the boggards. Can't complain about the wright up. Well done.


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

Awesome job! Go team Boggard!

The only way from the caves is the spiral stair straight to the sanctum, so we should wait there. It lets us observe them, and they will either find the stairs and come to us, or not find it and leave, in which case we can fly down and meet them as they exit.

Indeed. Lets move to the sanctum and prepare.

To the wraith Johan commands, Gather your brethren and observe our guests. Report to us if they find the secret door to the stair case or choose to head back outside. Do not be seen.

Get Carnitheria Rex and Grumble, see invisibility and chastising Lash, then shield of faith and savage maw once wraiths report, then divine favor as we move to engage.

Edit: ooh wait. I remember that we sealed the staircase at lvl 3. There is now way from the caverns to the rest of the complex unless they start breaking walls.... what do you guys want to do?


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

I will scry on the intruders and relay the information to you. Best we remain on alert and have the Wraiths find them as well.


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

"Perhaps we can have a wraith show them the way and lead whatever is attacking into a trap. I'm sure if it has made it's way to the cave the tree either ignored it or is dead and our boggards as well. At least we won't have to worry about the boggards turning on us."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry about the disconnected text. I'm not thinking straight today and even to I tried to re-write this several times, it was only getting worse than the original version.

You prepare for battle, and head to the sanctum to observe your enemy.

It seems they took their time to gather themselves together and to heal. There are boggard corpses everywhere, but it’s not the entire tribe, and you don’t see Zukomo’s body. Part of the tribe is out, hunting down creatures as Johan ordered, the other part was almost destroyed, but some of them survived.

The adventures, after healing casting their miracles (using wands and channels), get back on their feet and proceed to explore the rest of the cave.

I’ll describe what they are doing, but feel free to ‘interrupt’ it at any time to take any action you want.

The first stop is the boggard village, which is partially searched for magic and other hidden items. You notice they are not searching thoroughly, maybe they intend to come back at later date, to do a complete search.

--

From there, they move north, reaching Father Dagon temple and, a brief inspection, burning it.

--

From the temple, they move south, reaching the little boggard tadpoles mucky pool. There’s some discussion on this part, they seem not to agree on what should be done, but after some minutes, they proceed and kill all the little boggards.

--

They search the empty caves, and crude boggard holding cell, as the pile of bones.
The heavy armored Gabriel, excited at the prospect of treasure from the Beautiful “diamonds” sparkling along the far wall in one of the caves, stride on the fake ground Reflex: 1d20 + 9 ⇒ (17) + 9 = 26. However, he quickly jump out of danger.
Inspecting the cave, they seems unsatisfied that the diamonds turned to be simple worthless translucent calcite crystals.

--

The room with the blue slime pick their attention, but even when they notice the crack in the wall, it’s dismissed as unimportant.

--

And after finally they reach the entrance again, they move to explore the other part of the cave.
In the cave with the pool of acid, they take a large amount of it, using what appears to be empty potion bottles to contain the acid.

--

From there, they move to the last part, and quickly dispatches the scorpions guarding the place.
5d20 ⇒ (7, 1, 6, 8, 18) = 40
However, none of them notices the secret staircase, leading to the sanctum.

From there, they leave the caves, to where you know not.


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

Sorry our boggards are gone but well done guys, very well done


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

Wanting to give the intruders as little time as possible to recover, the Ninth mounts up and flies down to the caverns as soon as they see them trying to rest and heal.

I don't know which way would be faster, taking the mounts ( Can Cedric's fly?) from the sanctum balcony to the caverns entrance, or spiral stairs


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

Mine doesn't fly for awhile.

"So they are resting from doing battle with the boggards. Perhaps is now our time to strike at them?"


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 jumps on the back of the nightmare before it flies off and wraps his arms securely around Johan's waist.

You're taking me - I can't do much sitting here.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Heavy armored, and in a hurry, the Knot flies out of the sanctum directly into the caves below.
They weren’t concerned with secrecy, but with speed. If they could reach the enemies before they were fully healed, the following combat would be easier.
10d20 ⇒ (17, 18, 7, 17, 9, 10, 5, 6, 13, 5) = 107
The clank of metal, antecedes their arrival, preventing an surprise attack, but even then, it’s clear the heroes didn’t had time to fully prepared to meet them.
Please post the spells you’ll be casting as preparation. Please take not of the already cast spells.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Steel, lots of Steel.

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (2) + 2 = 4
Cedric: 1d20 + 1 ⇒ (3) + 1 = 4
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (8) + 6 = 14
Grumblejack: 1d20 + 0 ⇒ (6) + 0 = 6

Enemies: 1d20 + 2 ⇒ (2) + 2 = 4

Active Effects-

Map-

Link

Notes-

-

Narrative-

Aggrippa, Eldred and Johan, please post your round one actions.


Ogre

After all the flying, Grumblejack takes his time to put Cedric down, while waiting to see how the others would do.

He wanted to wade amongst the enemies and bite their head off and eat to his heart content. But she was cautious about what to do, the un's were apprehensive of the tin can's over there. Then Grumblejack would wait to enter the place, but that would not prevent him from causing some mayhem.
Casting Unholy Blight
Dmg: 2d8 ⇒ (2, 3) = 5


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

Am I not supposed to Act? Looks like we all tied and ties are broken by the higher initiative modifier. The only spell I cast was bull's strength.


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


Agrippa prepares his own magical defenses and says Let's go see what the fuss is about. before heading to the Scrying chamber to see what he can in the caves.

Prot from Arrows, Stoneskin, Mage Armor (that's always up at this point), see invisible

Agrippa unleashes a horror of black tentacles upon the do gooders.

CMB: 1d20 + 8 + 4 + 1 ⇒ (16) + 8 + 4 + 1 = 29 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Placed the tentacles on the map, got the lillend, the spellcaster and the guy in the back


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

Please post the spells you’ll be casting as preparation. Please take not of the already cast spells.

Please post the spells you’ll be casting as preparation. Please take note of the already cast spells.

Sorry for that typo up there.


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

Johan spurs Carnitheria Rex into the narrow passage leading to the boggard village with a roar of challenge. Rex rears onto its hind legs and Johan unleashes the full force of his diabolical might on the interlopers. A ball of roiling hellfire explodes in their midst..

Johan's Rnd 1
Move action: move up to block narrow passage
Swift action: Quickened fireball (DC16 Ref): 8d6 ⇒ (3, 6, 4, 2, 2, 1, 6, 2) = 26; 30' radius catches all enemies
Standard action: Blasphey (DC20 Will); 40 radius catches all enemies

...and in case someone tries to approach him...AoO trip: 1d20 + 18 ⇒ (11) + 18 = 29

Status and Effects
HP: 90/90
AC this round: 30
Divine favour 2/10rnds: +2 luck attack and dmg
Shield of faith: +3 deflection AC
Chastising Lash: 15 ft reach
Savage Maw: extra bite attack
See invisibility


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

Gravity bow is cast before Johan lands. Eldred does not move into the fray but instead moves to one of the other tunnels leading into the area, hoping to set up a flank to attack from.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Rolls:

Will x Unholy Blight DC 16

Gabriel: 1d20 + 11 ⇒ (14) + 11 = 25
Hajar: 1d20 + 13 ⇒ (10) + 13 = 23
Nocholae: 1d20 + 11 ⇒ (6) + 11 = 17

Reflex x Fireball DC 16

Callistae: 1d20 + 12 ⇒ (12) + 12 = 24
Ebenezer: 1d20 + 3 ⇒ (14) + 3 = 17
Gabriel: 1d20 + 8 ⇒ (20) + 8 = 28
Hajar: 1d20 + 9 ⇒ (20) + 9 = 29
Nicholae: 1d20 + 4 ⇒ (16) + 4 = 20

Will x Blasphemy DC 20

Callistae: 1d20 + 12 ⇒ (18) + 12 = 30
Ebenezer: 1d20 + 10 ⇒ (16) + 10 = 26
Gabriel: 1d20 + 11 ⇒ (10) + 11 = 21
Hajar: 1d20 + 13 ⇒ (16) + 13 = 29
Nicholae: 1d20 + 11 ⇒ (12) + 11 = 23


Human Hero Killer1 / Holy Assassin1 / Deceiver2

It'll take some time to update all of the actions, I'm kinda in the middle of something difficult at work currently.

EDIT:

Black tentacles, fireball, dark energy and profane spells wash over the group of heroes, forcing them to resort to their faith and god’s blessing.
And it does seems the god has blessed them, as none of the group is badly affected by the many harmful spells threw at their way.

Everyone seems a little burnt, but with no serious wounds, the explosion of dark energy barely hurt the melees in the party, the blasphemy wasn’t enough to affect them.

The only ones suffering are the cleric and the old man, trapped in the black tentacles. The elf lady, surprisingly didn’t seem affected by it.

EDIT OFF

”We met again, and this time you’ll fall!” the elf woman yells as she takes flight unimpeded by the black tentacles cast by the mage.
Callistae has a very high CMD score.

She seems debated. She looks at the Knot with rage in her eyes as if she wants to charge into melee herself but ends up not doing so, and casting a spell, hoping to diffuse any of the black magic cast by the enemy mage.
Dispel Magic: 1d20 + 10 ⇒ (17) + 10 = 27

With a triumphant yell, the black tentacle vanishes and she directs the others ”Dispel the one on the nightmare! He is nothing without his supportive magic!”

EDIT2:

Ebenezer cackles madly when dark tentacles effect is dispelled and finally says ”I can do that too!”
And moving his hands about, channeling power from the void, black tentacles appears targeting the ones behind Johan.
Cmb: 1d20 + 8 + 4 + 1 ⇒ (4) + 8 + 4 + 1 = 17
Dmg: 1d6 + 4 ⇒ (1) + 4 = 5


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hajar chants a small prayer, asking his god for guidance and blessing.
His muscle swell under his armor as the spell takes effect, making him stronger than a normal man.
Even then, he points to Johan, marking him as his enemy.
Standard to cast Bull’s Str. Swift to Smite Johan.

--

Nicholae takes a different approach, also chanting his prayers asking for his god blessing.
The fervor of his prayer spread thru his allies, giving them several bonuses.
Standard to cast a spell.

--

As they had done several times before, Gabriel had delayed his actions to allow his allies cast their choice of supportive magic. He raises his holy swords as he charges at his enemy.
Swift to Smite, then charge.
"Your days of villainy is at an end!" he shouts while charging.

Johan's lash at the warrior charging at him, but the divine protection proves too strong, as his whip fails to hit the enemy.
The AoO wasn't able to bypass Gabriel CMD.

Charge | PA | Smite | Blessing of Fervor: 1d20 + 15 + 2 + 5 + 2 ⇒ (3) + 15 + 2 + 5 + 2 = 27
Dmg: 1d8 + 15 + 8 ⇒ (3) + 15 + 8 = 26

Cedric, you are up.


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

He lowers and points his sword covered in helfire toward the Knight.

"Let us see you guide your blade without your eyes knight. Asmodeus has business with you."

Cedric cast Blindness on Gabriel. DC 19 will save. Come on low roll :) if I could have got within 10' the DC could have been 2 higher oh well.

With the blessings of Asmodeus Cedric smites the paladin as he move out of the tentacles.

I moved Gabriel up for you on the map Aku


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Fort: 1d20 + 15 ⇒ (7) + 15 = 22
Cedric's spell fails to take root, leaving the holy warrior unaffected.

Steel, lots of Steel.

Round 2-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (2) + 2 = 4
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (8) + 6 = 14
Grumblejack: 1d20 + 0 ⇒ (6) + 0 = 6

Enemies: 1d20 + 2 ⇒ (2) + 2 = 4

Cedric: 1d20 + 1 ⇒ (3) + 1 = 4

Active Effects-

Map-

Link

Notes-

-

Narrative-

Aggrippa, Eldred and Johan, please post your round two actions. don't forget to post your current AC and any bonus/spell/effect/feat I should be aware of.


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 puts two arrows into hi closest foe.

Attack 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18 for 2d6 + 5 + 1 ⇒ (2, 4) + 5 + 1 = 12
Attack 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 for 2d6 + 5 + 1 ⇒ (5, 5) + 5 + 1 = 16


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

Agrippa casts Dispel Magic, trying to end the Black Tentacles Concentration: 1d20 + 12 + 6 ⇒ (18) + 12 + 6 = 36

Dispel Check: 1d20 + 8 ⇒ (20) + 8 = 28

Agrippa then moves out of sight near the rock wall.

Thank Asmodeus for good rolls there....Black Tentacles could have ruined my day.

Spells Active:

Prot from Arrows 8hrs DR10/magic vs arrows 80/80
Stoneskin 80mins Dr 10/Adamantine 75/80DMG
Mage Armor (that's always up at this point) AC16
see invisible 80min duration
Fly 8min (not much left I'm sure)


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

Oops I'm dumb forgot blindness was a fort save. Should have murderous commanded him :) Oh well.


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

Johan sneers as he delfects the paladin's strike with his blackened shield then counters with a flurry of hellish lashes and gnashing teeth. Rex rears up again and kicks out. Johan rears the beast back in and forces him to back off , hoping to lure Gabriel towards his allies behind him. The nightmare grudgingly cants back a few steps, but not before exhaling a cone of noxious brimstone in the paladin's face.

Johan's Rnd 2
Swift action: Bane/humans 1/8 rnds
Full attack: Chastising Lash1: 1d20 + 18 ⇒ (10) + 18 = 28; Dmg: 1d6 + 14 + 2d6 + 2 ⇒ (6) + 14 + (3, 6) + 2 = 31
Chastising Lash2: 1d20 + 13 ⇒ (16) + 13 = 29; Dmg: 1d6 + 14 + 2d6 + 2 ⇒ (4) + 14 + (5, 6) + 2 = 31
Savage Maw: 1d20 + 11 ⇒ (13) + 11 = 24; Dmg: 1d6 + 10 ⇒ (5) + 10 = 15

Carnitheria Rex Full attack: Bite: 1d20 + 9 ⇒ (9) + 9 = 18; Dmg: 1d4 + 4 ⇒ (4) + 4 = 8
Hoof1: 1d20 + 4 ⇒ (15) + 4 = 19; Dmg: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7
Hoof2: 1d20 + 4 ⇒ (12) + 4 = 16; Dmg: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7
Free Action: Smoke ( DC 16 fort save or sickened, concealment)
5'step backwards

Status and Effects:

HP: 90/90
AC this round: 30
Divine favour 3/10rnds: +2 luck attack and dmg
Shield of faith: +3 deflection AC
Chastising Lash: 15 ft reach
Savage Maw: extra bite attack
See invisibility
Bane (Humans, Chastising Lash) 1/8 rnds


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred fire his deadly arrows but they clank uselessly on Hajar’s fullplate, doing nothing more than warn the warrior of enemies on a new front.

Agrippa shows his mastery over the arcane, as he dispel the black tentacles while still being bound by it! And display yet more cunning as he moves out of sight to prevent future’s spells being targeted at him.

Fort: 1d20 + 15 ⇒ (5) + 15 = 20
Johan Lashes out with brutal ferocity as even his nightmare joins the attack on the holy knight. But she shining armor, the raised shield is more than a match for his attack, and the holy warrior is left unharmed.
Johan, at level 8 you get your Second Judgment. Is it being used?


Ogre

”Rá, even the scary un’ is scared!” Grumblejack sneers mistaking Johan trying to lure the man away from his enemies with being afraid of facing him.
Not that it matters for the ogre; he takes flight again, and enters the boggard village. The wouldn’t attack the shinning, that was the scary un’s prey, instead he goes after another, the man in with the iceing sword.

Swift to smite, then attack
Atk: 1d20 + 13 + 1 + 1 ⇒ (1) + 13 + 1 + 1 = 16 Nat1? Really? :(
Dmg: 3d6 + 16 + 5 ⇒ (2, 6, 5) + 16 + 5 = 34

But the attack, strong as it is, offers no real risk to the warrior.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Gabriel doesn’t chase the enemy. He knows well enough their strength is on their team-work, and being separated from his ally’s means his defeat. Instead of that, he uses the cover of the smoke to safely disengage from his enemy.
Confronted with that, he opts to make himself stronger by asking for his god’s blessing.
Move to get away from the fog, standard to cast a spell. Since no one with spellcraft has line of sight, there’s no way for you to know which spell is being cast.

--

Hajar instead is surprised at the sudden flying ogre.
”What sort of madness is this?” he asks to no one in particular, but instead of attacking, he casts a spell as well.
Standard to cast a spell.
Concentration DC 17: 1d20 + 13 ⇒ (1) + 13 = 14 Another Nat1? Really?
However, his mind was in the currently flying monster threatening him, and by that, the spell failed to be completed.

--

Calistae decides it’s best to follow her allies, instead of being blind by rage. Once more, she starts to sing, boosting the hero’s morale and courage.
Standard action to start bardic performance.

--

Nicholae decides not to join the melee combat, instead to support his allies from behind. After a short prayer, he points to Eldred and proclaims ”The binding of Justice is enough to condemn you.”
Standard to cast a spell.
Eldred, you need a will save DC 17 or be affected by Hold Person spell.

--
Ebenezer laughs even harder when more monstrous creatures appears.
He points a finger in Grumblejack’s direction and then suggests ”Why don’t you go sleep while talk with the others?”
Standard to cast suggestion on Grumblejack.

Cedric, you are up. Johan, Eldred and Agrippa, you can act as well, just take into consideration that Cedric's action will happen before your's.


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 marches forward his sword raging with the hell fire encasing the blade. He points to the shinning knight.

"Asmodeus will enjoy your soul."

He smites Gabriel.

Double move and smite

Current AC: 28, 35 vs Gabriel

Active Spells: Bull's Strength


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Steel, lots of Steel.

Round 3-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (2) + 2 = 4
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (8) + 6 = 14
Grumblejack: 1d20 + 0 ⇒ (6) + 0 = 6

Enemies: 1d20 + 2 ⇒ (2) + 2 = 4

Cedric: 1d20 + 1 ⇒ (3) + 1 = 4

Active Effects-

Map-

Link

Notes-

-

Narrative-

Aggrippa, Eldred and Johan, please post your round Three actions. don't forget to post your current AC and any bonus/spell/effect/feat I should be aware of.


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

Will: 1d20 + 5 ⇒ (20) + 5 = 25

Eldred shrugs off the effects and unleashes the full power of his archery on Nicholae!

Rapid Shot

1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28 for 2d6 + 5 ⇒ (6, 5) + 5 = 16
1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24 for 2d6 + 5 ⇒ (1, 3) + 5 = 9
1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 for 2d6 + 5 ⇒ (4, 5) + 5 = 14


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

Stuff from last round: Please roll DC 16 fort save for Gabriel or be sickened for 1d6 minutes. Please roll to see if Gabriel's smite is in effect vs Johan ( 20% fail)

Mitran coward. Johan taunts the knight who would not press the attack against him. He spurs Rex into a gallop straight at the man, then at the last moment flies up into the very hieghts of the cavern,over the heads of the invaders, and crashing down ontly the old man in the back that had the temerity to counter Agrippa's spells.

Johan's Rnd 3
Swift action: Activate Judgment (+2 to hit, +2 to saves)
Std Action: Attack Ebenezer Chastising Lash: 1d20 + 20 ⇒ (3) + 20 = 23; Dmg: 1d6 + 14 + 2d6 + 2 ⇒ (5) + 14 + (3, 6) + 2 = 30

Carnitheria Rex Move action: fly 80' to behind Ebenezer
Std Action: Bite: 1d20 + 9 ⇒ (11) + 9 = 20; Dmg: 1d4 + 4 ⇒ (4) + 4 = 8
Free Action: Smoke ( Ebenezer and Calliaste -DC 16 fort save or sickened, concealment)

Status and Effects:

HP: 90/90
AC this round: 30
Divine favour 4/10rnds: +2 luck attack and dmg
Shield of faith: +3 deflection AC
Chastising Lash: 15 ft reach
Savage Maw: extra bite attack
See invisibility
Bane (Humans, Chastising Lash) 2/8 rnds
Judgement ( +2 o hit, +2 to saves)


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

Sorry for the late post, had a beast of a day at work.

Agrippa begins a spell of summoning. Mad Monkeys, gonna move next round and unleash the spell


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

Fort: 1d20 + 15 ⇒ (5) + 15 = 20

Johan Lashes out with brutal ferocity as even his nightmare joins the attack on the holy knight. But she shining armor, the raised shield is more than a match for his attack, and the holy warrior is left unharmed.

20%: 1d100 ⇒ 58

@Johan, the fort was already rolled. I had previewed the %, but I think when pasting the final post, I lost it somewhere.


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
DM Aku wrote:


@Johan, the fort was already rolled. I had previewed the %, but I think when pasting the final post, I lost it somewhere.

Thanks, with so many saves flying around I must of overlooked that one


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred shoots at the enemy cleric, trying to prevent the man from doing his job as healer.
Two out of three arrows find its mark, piercing the cleric’s body.

Johan decides it’s best to attack the old man behind the others, than tangling in melee with the holy warrior. Calling the man a Mitran, even though the symbol of his god is something completely different, she spurs his mount up in the air and moves to attack the old man.
Bites and lashes, dark smoke and sickness.
Fort: 1d20 + 4 ⇒ (15) + 4 = 19

Agrippa keeps in his safe place and starts to cast another spell.


Ogre

Will: 1d20 + 5 ⇒ (20) + 5 = 25
Grumblejack shrugs away the suggestion as if he himself had some innate magic resistance.
To tell the truth, the ogre didn’t even notice the old man used a spell on him.

”What’s with that Crazy old un’ over there?” he asks unleashing another attack.
Atk | PA: 1d20 + 13 + 1 + 1 ⇒ (20) + 13 + 1 + 1 = 35
Dmg: 3d6 + 16 + 5 ⇒ (1, 2, 4) + 16 + 5 = 28
Critical Confirm: 1d20 + 13 + 1 + 1 ⇒ (12) + 13 + 1 + 1 = 27
Dmg: 6d6 + 32 + 5 ⇒ (6, 4, 4, 6, 5, 5) + 32 + 5 = 67
That’s highly anticlimactic…

The earthbreaker, guided by demonic strength, describe a downward arc with devastating force and momentum.
Hajar raises his sword, in a feeble attempt to defend himself.
The earthbreaker crush the raised arm, destroy the man’s head, and cripple half of the body against the stone floor of the cave. The sickening noise of meat and bones bring grinded against the weapon, the curt and short moan of pain.

Grumblejack looks at the dead body in the floor and then says offhandedly.
”Grind the meat. It gets tender and tastier.”
I’ve ran out of time, I’ll post the good guys actions in some hours. I have a job interview in some minutes to which I’ve been preparing for some days now.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Finally, something snapped. They weren’t dealing with weak villains, but a strong group of enemies. His eyes burning with holy anger, Gabriel points his sword to the ogre and with a bestial howl throw himself at the enemy.

Atk | PA | Charge | Smite | Blessing of fervor : 1d20 + 15 + 5 + 2 + 2 + 2 ⇒ (2) + 15 + 5 + 2 + 2 + 2 = 28
Dmg: 1d8 + 15 + 2 + 2 + 16 ⇒ (8) + 15 + 2 + 2 + 16 = 43

The holy sword describe a clear, powerful arc, cutting thru steel and bones, spilling blood, but not enough to kill the ogre.

--

”None of you will walk out of this room alive!” Nicholae proclaims as he raises his holy symbol and suddenly there’s an explosion of holy energy.
There’s an explosion of holy energy, healing the wounds of his allies, in a vain attempt that it might prevent Hajar from passing away.
Quick, Channel: 4d6 ⇒ (6, 1, 4, 5) = 16

Then, above Grumblejack, another holy explosion, this one targeting Grumble, Eldred and Cedric.
Casting holy smite
Cedric, Eldred x Will DC 20: 4d8 ⇒ (4, 2, 5, 3) = 14
Grumblejack x Will DC 20: 8d6 ⇒ (3, 2, 1, 1, 3, 1, 3, 2) = 16 wow, look at this damage...
If you fail the will, you guys are also blinded for one round.

---

Ebenezer laughs a hysterical and dread laugh; he takes a step back disappearing inside the smoke...
Then the laughs stop altogether.

--
Callistae is livid with Hajar’s death. She’d joined then just a couple of days before, but she learned to appreciate the heroes and even like them.
With Rage in her eyes, she looks directly to Johan and declares:
”You’ll feel the remorse for your actions!”
Johan, you need a will DC 21 or suffer: Terrible Remorse.

Grumble AoO and Will
Atk: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Dmg: 3d6 + 16 ⇒ (5, 5, 1) + 16 = 27

The Ogre, after that terrifying blow, swing his hammer distractedly, missing completely.

Will: 1d20 + 5 ⇒ (6) + 5 = 11
And the feeling of 'I'm a big bad ogre' makes him lower his guard, as the spell takes hoot, aggrieving the already bad cut from Gabriel, and dropping the ogre.

Edit, I missed some of the descriptions.

Cedric, you are up. Don’t forget the will save.


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

Will: 1d20 + 5 ⇒ (20) + 5 = 25


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

Will: 1d20 + 13 ⇒ (9) + 13 = 22

Cedric strides forward raising his hell-fire blade high and standing over the body of his ogre companion.

Sword Attack: 1d20 + 27 ⇒ (11) + 27 = 38

The blade cuts into the knight as the fire instantly cauterizes the wound but seers the skin of the holy champion under his armor.

Damage: 1d8 + 11 + 16 + 2d6 ⇒ (2) + 11 + 16 + (5, 3) = 37 + Fire: 2d6 ⇒ (5, 1) = 6

He looks to Callistae

"If only you would have shared a dance. I could have been your champion as you fell to my corruption." He laughs.

Current Effects: Bull's Strength, Smite: Gabriel

AC: 35 vs Gabriel, 28 others.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Steel, lots of Steel.

Round 4-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (2) + 2 = 4
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (8) + 6 = 14
Grumblejack: 1d20 + 0 ⇒ (6) + 0 = 6

Enemies: 1d20 + 2 ⇒ (2) + 2 = 4

Cedric: 1d20 + 1 ⇒ (3) + 1 = 4

Active Effects-

Map-

Link

Notes-

-

Narrative-

Aggrippa, Eldred and Johan, please post your round Four actions. don't forget to post your current AC and any bonus/spell/effect/feat I should be aware of.


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

Current AC22
Gravity Bow

Eldred again aims at the priest, hoping to take him down.

Rapid Shot 1d20 + 16 - 2 + 4 ⇒ (2) + 16 - 2 + 4 = 20 for 2d6 + 5 + 4 ⇒ (3, 1) + 5 + 4 = 13
Rapid Shot 1d20 + 16 - 2 + 4 ⇒ (14) + 16 - 2 + 4 = 32 for 2d6 + 5 + 4 ⇒ (4, 1) + 5 + 4 = 14
Rapid Shot 1d20 + 11 - 2 + 4 ⇒ (18) + 11 - 2 + 4 = 31 for 2d6 + 5 + 4 ⇒ (3, 2) + 5 + 4 = 14


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

Agrippa moves south and unleashes the "Mad Imps" spell. A swarm of impish figures cavort around the Priest Nicholae, potentially distracting him and otherwise making his life miserable.

Mad Monkeys
Swarm Stats
Swarm Damage: 2d6 ⇒ (6, 4) = 10 DC14 Fort or be Deafened and Nauseated
CMB Steal: 1d20 + 8 + 6 ⇒ (8) + 8 + 6 = 22 The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, they steal his Holy Symbol if they can

Agrippa then summons a translucent wall of energy arround Nicholae and Gabriel, within which can be seen indistinct images of faces with their eyes sewn shut.

Wall of Blindness/Deafness Fort DC 19


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan: when gets to your turn, the smoke vanishes and there's no sign of the old man.


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

Really? Even with see invisibility up? Interesting...

Save vs Terrible Remorse Will vs DC 21: 1d20 + 13 ⇒ (20) + 13 = 33

Johan Rnd 4
No Action: Guide Mount DC5: 1d20 + 6 ⇒ (1) + 6 = 7 Of course! Karma baby!
Free Action: Direct mount to attack DC10: 1d20 + 6 ⇒ (14) + 6 = 20
Swift Action: switch Bane to good outsiders
Move Action, move adjacent to Calliaste, threatening Nickolai
Std Action: nope, staggered!
Rex: Bites Calliaste: 1d20 + 9 ⇒ (5) + 9 = 14; Dmg: 1d4 + 4 ⇒ (1) + 4 = 5

The Lilend's magic attacks Johan's mind, but since Johan doesn't understand the meaning of remorse, her spell has little effect, leaving him only momentarily staggered. He drops his shield hand to Carnitheria Rex's reins and guides the nightmare forward to attack her as he regains his wits.

Status and Effects:

HP: 90/90
AC this round: 25 (no shield, -2 AC for 1 rnd)
Divine favour 5/10rnds: +2 luck attack and dmg
Shield of faith: +3 deflection AC
Chastising Lash: 15 ft reach
Savage Maw: extra bite attack
See invisibility
Bane (good outsiders, Chastising Lash) 3/8 rnds
Judgement ( +2 to hit, +2 to saves)

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