DM CH-P's CoT: The Bastards of Erebus (Inactive)

Game Master Feral


351 to 400 of 11,186 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

M Human ( Chelis ) Fighter 2

Arodio's suggested spot put him behind a tree, hopefully hidden enough if he doesn't move, and also nearby the bridge, so to make it in no time when the ambush starts


That leaves stealth checks from Arodio, Eklektos, and Theron


M Human ( Chelis ) Fighter 2

Arodio'll never be able to do a Stealth check if someone does't help him


Any number of other characters can aid Arodio (for a +2 bonus on each successful check), but he'd still have to make the initial roll.


M Human ( Chelis ) Fighter 2

Che Dio me la mandi buona
May God be mercyful on me

Stealth 1d20 - 4 ⇒ (3) - 4 = -1 only counting armor check penalty,not sure if encumbrance counts now,Arodio is still in light enc anyway

OK next time i'll say something else before rolling


Stealth checks for Eklektos and Theron:

Spoiler:

Eklektos: 1d20 + 3 ⇒ (18) + 3 = 21
Theron: 1d20 + 7 ⇒ (2) + 7 = 9

About 10 minutes after you get settled into your hiding places, even Arodio seemingly safely hidden from sight after some help, you hear the sound of several approaching horses, including the characteristic sound of a carriage. Shortly after, the group comes into view. Four Hellknights on warhorses are out in front, and an enclosed carriage led by a team of two horses follows closely behind. Two Hellknights sit on a bench at the front end of the carriage, one of whom is driving the horses. The other wears complete full plate (unlike the other knights) and has to be the Signifier. A total of four Hellknights (two on each side) are clinging to the running boards on the sides of the carriage, while the last Hellknight is manning a small ballista mounted on the roof.

Just as the carriage is about to get onto the bridge, Janiven and her group breaks from their cover a few hundred yards down the road and begin waving their weapons in a threatening fashion while shouting challenges. The Signifier barks a few quick orders, and the four mounted knights break away at a gallop while the carriage slows and comes to a halt on the bridge. The four knights clinging to the sides jump down to the bridge, while laughing mockingly and shouting "Go get them!" and "Challenging the Order of the Rack, are they? We'll show them!". One of the Hellknight's on Arodio's side seems to look directly at his hiding place for a few moments, as if trying to see if something he caught at the edge of his vision was actually there. He quickly shakes his head and rejoins his fellow knights in their laughing and shouting. The only Hellknight staying calm and collected is the Signifier (although he too follows the progress of the mounted knights).

As the mounted knights draw close to Janiven's group, the horses suddenly shriek in pain. Most of the horses stagger while one falls on top of its rider. The other riders are bucked from their saddles amid curses and yelps of surprise. Janiven and her group immediately run back into the cover of the trees amid excited shouts. The laughs and shouts from the knights on the carriage die down, as the Signifier barks "Let's get this thing turned around before they return! Quickly now!"

So far the plan has worked flawlessly. The rest is up to you.

Perception DC15 (automatic if within 20 feet of the Signifier):

Spoiler:

You notice that there are two symbols engraved on the front of the Signifier's armor; a red stylized pentagram and a gray spiked wheel. He also has a wooden holy symbol bearing the same red stylized pentagram.

Appario:

Spoiler:

Your detect evil reveals the presence of one moderate evil aura coming from the Signifier. There are no other auras.

Each of you gets to act in the surprise round. You can take a standard or move action. You could also begin casting a full-round or 1-round spell (the casting would finish with a standard action on your next turn).

Initiative Rolls:

Spoiler:

Appario: 1d20 + 5 ⇒ (1) + 5 = 6
Arodio: 1d20 + 3 ⇒ (1) + 3 = 4
Derek: 1d20 + 2 ⇒ (2) + 2 = 4
Eklektos: 1d20 + 5 ⇒ (1) + 5 = 6
Semenya: 1d20 + 2 ⇒ (14) + 2 = 16

Hellknights: 1d20 + 0 ⇒ (20) + 0 = 20
Signifier: 1d20 - 1 ⇒ (13) - 1 = 12

Locations:

Spoiler:

Eklektos: I23
Derek: T7
Arodio: U6
Theron: U23
Semenya: V23
Appario: V23

Horses: 4 squares (N15-O16)
Carriage: 4 squares (P15-Q16)
Hellknights on the ground: P17, Q17, P14, Q14
Hellknight on the roof: Q16
Hellknight driver: P16
Signifier: P15

Initiative Order:
Hellknights: 20
Semenya: 16
Signifier: 12
Appario: 6
Eklektos: 6
Arodio: 4
Derek: 4

wow, that was some poor rolling for the good guys..


M Human ( Chelis ) Fighter 2

How to be sure i'm within those 20'? isn't there a map?Or may i use the last map linked by CHP?


Use that map, yes. At least until I manage to figure out how Maptool works :)

Map linkified for ease of reference:
>>>MAP<<<


M Human ( Chelis ) Fighter 2

I'm a lot futher than 20' :-(
Perception 1d20 ⇒ 10

C***O i hate dumb PCs


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Derek quickly begins to mutter the first words of a sleep spell.

Standard action to begin casting


Male Human (Taldan) Abadaran Militant 12

Appario delays, solely maintaining concentration, focusing his thoughts on the Signifier. I sense a taint on that one.

Appario briefly thinks about switching to his bastard blade as there is such evil present, but refrains and reminds himself that as hired muscle, his job is to stick to the plan.

As such, he awaits his chance to charge. Letting one of the others go first, and definitely letting the spellcasting happen first, Appario hopes that he has a chance to take down that Head Hellknight with a brutal smite to his tainted head.

Another round of concentration with detect evil.


Female Half-Orc Sorcerer, 7th (Brass Draconic Bloodline)

Semenya stays in the shadow of the tree, and focuses her Hypnotism spell on the Armiger manning the ballista. "We're no threat. Think of the paperwork you'll have to fill out if you fire that thing at an innocent bystander..."

2d4 ⇒ (1, 1) = 2 Number of Hit Dice Affected
2d4 ⇒ (3, 1) = 4 Duration of Effect.

As we are currently out of combat, the DC of this against a single target is 16

The target will be fascinated and will not attack.


M Human ( Chelis ) Fighter 2

I can only engage in melee, so have to wait for party's signals


Male Aasimar Druid 2

My apologies. No internet for a couple of days. I'm back now. Mondays and Tuesdays are hard. My tactics were all about what they would have been. I'll still be using the Entangle spell to trap folks.

Eklektos begins to murmer, pulling out a sprig of holly from his belt pouch to focus his divine power. His words call on Gozreh, encouraging the plants on and around the bridge to grow and wrap themselves around the carriage and the Hellknights.

Theron tenses, ready to attack. Once the plants start growing, he dodges out, moving into a position from which he'll be able to strike.

Eklektos uses the Entangle spell centered on square M16. Once that triggers, Theron moves to square V16, just outside the range of the entangling plants in preparation to charging on the next turn.


All spoiler tags in this post are purely for space-considerations. Open at will.

Recap of actions taken in the surprise round:

Spoiler:

Init 16: Semenya: begins casting hypnotism (single target: Hellknight on roof); finish on first regular round
Init 6: Eklektos: casts entangle centered on M16
Init 6: Theron: moves to V16
Init 6: Appario: maintains concentration on detect evil focused on Signifier
Init 4: Derek: begins casting sleep; finish on first regular round
Init 4: Arodio: <none yet>

Undergrowth and weeds start growing near and on the road, and springing up through the road in places. No weeds spring up on the bridge itself (it's made of worked stone and held reasonably clean), but weeds snake their way onto it from both sides. Within a remarkably short time, the entire bridge and large parts of the area surrounding it are covered with vines. The Signifier exclaims "By the Devil! I knew we should have used a real escort for this one! Your graduation seems to come a bit earlier than you thought, recruits!"

Every bridge square is covered. On the right side of the bridge, areas U15-17, T13-19, and S11-21 are covered. On the left side of the bridge, the entangled area goes as far as E16 to the west, M24 to the north, and M8 to the south. All entangled squares count as difficult terrain.

Perception rolls to notice the sounds of spellcasting:

Spoiler:

Signifier vs Semenya (DC 22): 1d20 + 6 ⇒ (16) + 6 = 22
Signifier vs Eklektos (DC 22): 1d20 + 6 ⇒ (9) + 6 = 15
Signifier vs Derek (DC 22): 1d20 + 6 ⇒ (8) + 6 = 14

(all regular Hellknights autofail)

The Signifier noticeably perks up and turns his head towards Semenya as she starts casting her spell.

Reflex saves vs entangle:

Spoiler:

Heavy Horse #1 (N15-O15): 1d20 + 7 ⇒ (15) + 7 = 22
Heavy Horse #2 (N16-O16): 1d20 + 7 ⇒ (17) + 7 = 24
Hellknight #1 (P17): 1d20 + 0 ⇒ (17) + 0 = 17
Hellknight #2 (Q17): 1d20 + 0 ⇒ (13) + 0 = 13
Hellknight #3 (P14): 1d20 + 0 ⇒ (10) + 0 = 10
Hellknight #4 (Q14): 1d20 + 0 ⇒ (13) + 0 = 13
Hellknight #5 [driver]: 1d20 + 0 ⇒ (11) + 0 = 11
Signifier: 1d20 + 0 ⇒ (4) + 0 = 4

(the Hellknight on the roof is too high above the ground to be affected)

One of the Hellknights manages to stay on top of the vines as they reach for him, while both horses stamp their feet enough to trample the vines near them. Everybody else, including the Signifier, appears to have become entangled. The vines don't reach high enough into the air to catch the Hellknight on the roof.

Perception rolls to notice Theron moving:

Spoiler:

Hellknight #1 (P17; DC20): 1d20 + 0 ⇒ (9) + 0 = 9
Hellknight #2 (Q17; DC20): 1d20 + 0 ⇒ (19) + 0 = 19
Hellknight #6 (roof; DC20): 1d20 + 0 ⇒ (15) + 0 = 15
Signifier (DC23): 1d20 + 6 ⇒ (15) + 6 = 21

(all other Hellknights autofail)

Theron moves out of cover towards the road, but is silent enough that noone appears to have noticed him.

Appario:

Spoiler:

Your detect evil yields no further information; as far as you can tell, the only evil aura in the area is one of moderate power surrounding the Signifier. You are reasonably certain everyone except Arodio and Eklektos has been caught within range.

Since hypnotism is close range, Semenya will have to move closer to the bridge on her first regular turn before completing the spell (in effect; taking a move action first, then the standard action to finish the 1-round spell).

Arodio is up next, then the first regular round will commence.


M Human ( Chelis ) Fighter 2

If Arodio sees an enemy coming into melee range with some of the others he will run to intercept, otherwise he will run to engage the nearest foe.


Arodio's action is before any of the enemies can act (they can't act in the surprise round).


Male Human (Taldan) Abadaran Militant 12

Now more confident in both the wholeness nature of his companions and the tainted nature of the prey, Appario fully focuses on the Hellknights.

Clever, Eklektos! Bending nature itself to our bidding!

He is partially awed by the cat bounding ahead of him into battle.

That is a brave cat, indeed. I know of men when who would not charge a Hellknight...I shall now show it what I am made of.

On his action, Appario will charge the nearest Hellknight, hoping that the Signifier is within his reach and still in the fight. If so, he will smite with his sap. If not, he will charge any other Hellknight.

Charging attack: 1d20 + 6 ⇒ (20) + 6 = 26, damage 1d6 + 3 ⇒ (1) + 3 = 4, adding +2 to hit and +1 damage vs. the Signifier. AC will be 17 for the round, 19 vs. the Signifier if smite happens.

EDIT: Possible crit: 1d20 + 6 ⇒ (19) + 6 = 25 (+2 if smite) to confirm, and additional damage 1d6 + 3 ⇒ (5) + 3 = 8 (with +1 if smite)


You won't be able to charge into the entangled area, since it counts as difficult terrain. It is of course possible that a Hellknight will make his way out of that area before your attack though.

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
DM Are wrote:

You won't be able to charge into the entangled area, since it counts as difficult terrain. It is of course possible that a Hellknight will make his way out of that area before your attack though.

Apologies...I was unsure in what exact squares the wagon is. I shall hope there is a target to charge, or I shall redo my turn, likely moving up into position. Thx!


On to the first normal round of combat (Arodio may act in the surprise round before this occurs):

Initiative order: (reposted for clarity)
Hellknights: 20
Semenya: 16
Signifier: 12
Appario: 6
Eklektos: 6
Arodio: 4
Derek: 4

Locations after surprise round:

Spoiler:

Eklektos: I23
Derek: T7
Arodio: U6 (?)
Theron: V16
Semenya: V23
Appario: V23

Horses: 4 squares (N15-O16)
Carriage: 4 squares (P15-Q16)
Hellknight #1: P17
Hellknight #2: Q17 (entangled)
Hellknight #3: P14 (entangled)
Hellknight #4: Q14 (entangled)
Hellknight [roof]: Q16
Hellknight [driver]: P16 (entangled)
Signifier: P15 (entangled)

All of the entangled Hellknights and the Signifier spend a move action to try to break free from the vines.

Strength checks to break free from entanglement (DC14):

Spoiler:

Hellknight #2 (Q17): 1d20 + 1 ⇒ (20) + 1 = 21
Hellknight #3 (P14): 1d20 + 1 ⇒ (12) + 1 = 13
Hellknight #4 (Q14): 1d20 + 1 ⇒ (12) + 1 = 13
Hellknight #5 [driver]: 1d20 + 1 ⇒ (17) + 1 = 18
Signifier: 1d20 + 1 ⇒ (14) + 1 = 15

Hellknight #1 starts to move out of the area, wading through the vines until he reaches S17, then, upon noticing Theron standing just in front of him abruptly stops and shouts "There's a big black cat back here!" He hesitates for a moment, then decides "No pain, no glory!" and continues to move all the way out of the area (ending his movement in V17).

Theron can make an attack of opportunity against the Hellknight as he makes the final stretch of his move.

The Hellknight manning the ballista takes some time to look around thoroughly, turning the ballista along as he does so (move action). Upon noticing Theron, he fires a bolt at the panther which grazes its fur but just misses the flesh. Moments later, he sits down on the floor and looks blankly into the distance.

Will save vs hypnotism: 1d20 - 1 ⇒ (5) - 1 = 4
Attack vs Theron: Ballista 1d20 - 1 ⇒ (14) - 1 = 132d8 ⇒ (8, 4) = 12

Hellknights #3 and #4 fail to break free and continue to struggle against nature's attack. The others manage to wriggle out of the vines. The Signifier climbs up to the roof (square Q15), while the driver pulls a light crossbow from under the seat and starts loading it. Hellknight #2 moves to follow his partner and ends his movement still within the entangled area (T17).


The above post assumes Semenya moves closer and then finishes casting hypnotism.

Current locations:

Spoiler:

Eklektos: I23
Derek: T7
Arodio: U6 (?)
Theron: V16
Semenya: ?
Appario: V23

Horses: 4 squares (N15-O16)
Carriage: 4 squares (P15-Q16)
Hellknight #1: V17
Hellknight #2: T17 (still within the entangled area)
Hellknight #3: P14 (entangled)
Hellknight #4: Q14 (entangled)
Hellknight [roof]: Q16 (fascinated)
Hellknight [driver]: P16 (still within the entangled area)
Signifier: Q15 (on the roof)

Up next are Theron's AoO, then Appario's full attack (vs Hellknight #1 or #2). Then it is Eklektos and Theron's round. (Arodio still has the chance to do something in the surprise round).


Male Aasimar Druid 2

As the Hellknight calls out, Theron's ears perk up and Eklektos curses. Then the big man walks into view, and Theron snaps at the armored man's leg.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16; Damage: 1d6 + 1 ⇒ (5) + 1 = 6. Probably not a hit, but maybe.

Eklektos steps out from cover and moves toward the bridge, entering the region overgrown with his weeds and bushes.

Reflex save: 1d20 + 3 ⇒ (17) + 3 = 20

He continues on until he gets within range of the horses, preparing a spell to use if the horses begin to try escaping the entangled region.

Hold action to cast Calm Animals on the horses in an effort to render them docile. Trigger: attempt by the horses to flee or move. They get a DC 14 Will to negate, and it is negated if they're threatened. Otherwise, they'll be peaceful. 2d4 + 1 ⇒ (2, 1) + 1 = 4 HD of horse affected if cast.

Theron, now that the Hellknight has stopped moving, takes a moment to savage him as best he can through the man's armor. His claws don't seem to leave much mark, but his teeth do.

Bite Attack: 1d20 + 2 ⇒ (20) + 2 = 22

  • Crit Confirm: 1d20 + 2 ⇒ (11) + 2 = 13

    Claw Attack: 1d20 + 2 ⇒ (10) + 2 = 12
    Claw Attack: 1d20 + 2 ⇒ (5) + 2 = 7
    Damage: 1d6 + 1 ⇒ (6) + 1 = 7, double or add 1d6 + 1 ⇒ (5) + 1 = 6 if Crit for the bite. 1d4 + 1 ⇒ (4) + 1 = 5 and 1d4 + 1 ⇒ (3) + 1 = 4 on the off chance the claws hit.


  • Theron's snap creates a nasty-looking gash in the Hellknight's leg, causing the man to howl in pain. The panther then goes straight for the jugular, dropping the man in an instant. Blood flows freely out of the prone Hellknight.

    Seeing the panther drop his foe, Appario adjusts his charge slightly, going for the nearest knight. One particularly well-placed blow to the head later, the knight seemingly spins around in the air before dropping to the ground in a heap.

    Theron dropped the man with the first attack of the routine, so he can choose to take a move action instead of continuing the full-attack.

    Up next: Arodio and Derek.


    Female Half-Orc Sorcerer, 7th (Brass Draconic Bloodline)

    Semenya will move to within 30' of the carriage to complete her spell (Don't know exact grid coordinates, but she wants to stay out of range of anyone), and will, for the next round, hold her action.

    Her held action will be to back up if anyone gets past her allies and cast Burning Hands on them if they come closer. Since I don't have an updated map to look at, I will simply trust the DM to follow my intention.


    Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

    "You all seem a little, ah, tired? Why don't you relax and let go of your troubles?

    Derek releases his sleep spell, focusing the area between P/Q and 15/16. No ally should be at risk there.

    After that he waits, looking to see where his help will be best needed.


    M Human ( Chelis ) Fighter 2

    As i said, i don't know who or where to attack.Arodio will attack the nearest enemy or approach him as much as possible.


    The enemy closest to Arodio would be the Hellknight currently entangled in Q14. Approaching as close as possible during the surprise round would put you at U11 (or close to that square). Approaching further (during the regular round) would put Arodio in the entangled area as well. Do you want to do that?


    M Human ( Chelis ) Fighter 2
    DM Are wrote:

    The enemy closest to Arodio would be the Hellknight currently entangled in Q14. Approaching as close as possible during the surprise round would put you at U11 (or close to that square). Approaching further (during the regular round) would put Arodio in the entangled area as well. Do you want to do that?

    Nope, also because Arodio isn't going to take advantage of a helpless foe normally;if the situation is such that letting the hellknight see him isn't a suicide (i.e. one enemy at a time) Arodio will go as close as possible without being entangled himself, so to taunt them at least


    If Semenya moves to U19 or T20, she will be within range and still outside the entangled area. She will also have partial cover due to the bridge pillar nearby.

    Will saves vs sleep (DC14):

    Spoiler:

    Heavy Horse #1 (N15-O15): 1d20 + 3 ⇒ (10) + 3 = 13
    Heavy Horse #2 (N16-O16): 1d20 + 3 ⇒ (13) + 3 = 16
    Hellknight #3 (P14): 1d20 - 1 ⇒ (7) - 1 = 6
    Hellknight #4 (Q14): 1d20 - 1 ⇒ (16) - 1 = 15
    Hellknight [driver]: 1d20 - 1 ⇒ (1) - 1 = 0
    Hellknight [roof]: 1d20 - 1 ⇒ (2) - 1 = 1
    Signifier: 1d20 + 6 ⇒ (10) + 6 = 16

    Three of the Hellknights fall into a deep slumber. Only two enemies are still standing (Hellknight #4 [Q14] and the Signifier [Q15]). The rank-and-file Hellknight attempts to break free from entanglement again.

    Strength check to break free (DC14):
    Hellknight #4 (Q14): 1d20 + 1 ⇒ (19) + 1 = 20

    Finally able to rip his foot free from the entangling vines, he begins moving towards the battle. (move to T15, still within the entangled area)

    The Signifier brandishes a wooden holy symbol featuring a red stylized pentagram, and mutters a prayer in an ancient-sounding language. Flames appear in his open hand.

    Spellcraft DC16:

    Spoiler:

    It's a produce flame spell.

    Knowledge (religion) DC10:

    Spoiler:

    It's a holy symbol of Asmodeus.

    Arodio and Semenya:

    Spoiler:

    You both recognize the language as Infernal, and the prayer is to Asmodeus.

    Semenya can use her held action against either the approaching Hellknight or the Signifier.

    Up next after that: Eklektos, Theron, and Appario.


    Female Half-Orc Sorcerer, 7th (Brass Draconic Bloodline)

    Semenya will use her held action to try and interrupt the spell with a crossbow bolt.

    1d20 + 2 ⇒ (4) + 2 = 6 Crossbow Attack
    1d8 ⇒ 7 Crossbow damage

    ...and likely the bolt goes wide of the mark.


    Male Human (Taldan) Abadaran Militant 12

    Appario feels a familiar joy as his sap, an extension of his living arm, connects soundly against the Hellknight.

    Now *that* is how one wields a sap! Sleep tight, devil's slave!

    Appario pauses a moment to witness the other Hellknight bleeding from the wounds from the cat. While hoping he never feels those claws himself, Appario decides to take out known threats rather than staunching the bleeding.

    Apparently, the cat has but one mode: kill. Hang in there, bleeder, when this is over, I'll bind your wounds. If you can't, give my regards to Hell.

    Appario moves to engage the Hellknight in T15, trying to minimize his exposure to the vines. Circling around to U14, Appario will swing his sap again.

    Sap: 1d20 + 4 ⇒ (10) + 4 = 14, damage 1d6 + 3 ⇒ (5) + 3 = 8, AC back to 19.


    Semenya and Appario both miss with their attacks.

    Updated locations:

    Spoiler:

    Eklektos: J19
    Derek: T7
    Arodio: V15
    Theron: V16
    Semenya: U19
    Appario: U14

    Hellknight #4: T15 (still within the entangled area)
    Signifier: Q15 (on the roof)

    Horses: 4 squares (N15-O16)
    Carriage: 4 squares (P15-Q16)

    Hellknight #1: V17 (prone, bleeding)
    Hellknight #2: T17 (prone, unconscious)
    Hellknight #3: P14 (prone, sleeping)
    Hellknight [roof]: Q16 (prone, sleeping, fascinated)
    Hellknight [driver]: P16 (prone, sleeping)

    Up next: Eklektos and Theron, then Arodio and Derek.


    M Human ( Chelis ) Fighter 2

    Just a quick jump in to warn you i cannot post today, maybe this evening, but late


    Male Aasimar Druid 2

    Since the Hellknight dropped, Theron would then have moved to an unentangled point nearest to a Hellknight.

    Theron waits for the one standing Hellknight to make his way out of the entangling vines. Eklektos moves slowly toward the carriage and the Signifier. Eklektos moves to O17, Theron holds action in V16 to full-attack the Hellknight if he comes close.


    M Human ( Chelis ) Fighter 2

    Arodio also holds action for the first hellknight to come in melee range


    Reflex saves to avoid being reentangled:

    Spoiler:

    Heavy Horse #1 (N15-O15): 1d20 + 7 ⇒ (1) + 7 = 8
    Heavy Horse #2 (N16-O16): 1d20 + 7 ⇒ (15) + 7 = 22
    Hellknight #4 (T15): 1d20 + 0 ⇒ (9) + 0 = 9

    One of the horses suddenly starts neighing loudly as the vines slither up its legs. The other horse becomes agitated in response to its partner's plight.

    As the same thing happens to the last standing Hellknight, he curses in despair, and tightens the grip on his sword.

    Up next: Derek, then round 3 will commence.


    Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

    Derek begins muttering the words to another sleep spell, that is a one round action, so that is all he does this round.


    The Hellknight attempts to yet again break free from the entangling vines, then he makes a powerful swing at Appario.

    Strength check: 1d20 + 1 ⇒ (5) + 1 = 6
    Attack roll: 1d20 + 1 ⇒ (17) + 1 = 18 (-2 if still entangled)
    Damage: 1d8 + 3 ⇒ (8) + 3 = 11

    The added strength the knight puts into the swing reduces his accuracy just enough for Appario to catch it on his shield.

    Appario can make an attack of opportunity against the knight as he attempts to break free.

    Up next: Semenya, then the Signifier.


    Male Human (Taldan) Abadaran Militant 12

    Appario grunts as he catches the knight's blade on his shield.

    Sensing an opening as the knight's legs are betwined, Appario makes a quick attack with his sap:

    Attack roll: 1d20 + 4 ⇒ (10) + 4 = 14
    Damage: 1d6 + 3 ⇒ (1) + 3 = 4


    The opening created by the knight's struggles with the vines allows the sap to connect soundly.


    Moving on; Semenya can still perform her action before this happens, or as a held action.

    Do you think you are clever, Rebels? Let's see how you like the flames of Hell! The Signifier throws the flames from his hand at Appario. A new set of flames immediately springs up in the palm of his hand.

    Ranged touch: 1d20 - 5 ⇒ (6) - 5 = 1
    Fire damage: 1d6 + 3 ⇒ (2) + 3 = 5

    His words ring hollow as the flames shoot wildly off target, instead setting fire to a small patch of grass on the side of the road several feet away.

    Up next: Semenya's action, plus Appario, Eklektos, and Theron.


    Male Human (Taldan) Abadaran Militant 12

    Feeling his sap hit with a satisfying thunk, Appario swings again, hoping to dispatch the Hellknight.

    Sap attack: 1d20 + 4 ⇒ (18) + 4 = 22
    Sap damage, non-lethal: 1d6 + 3 ⇒ (3) + 3 = 6

    If the foe falls, Appario will move towards the Signifier/coach, even as the grass itself tries to slow him.

    Move 3 squares(half speed) towards the Signifier.


    The strong blow to the head from Appario's sap causes the Hellknight to fall to the ground, unconscious.

    Appario must make a Reflex save (DC14) to avoid becoming entangled by the vines as he moves.

    As Appario approaches closer to the carriage, he hears a voice from inside calling What's happening out there?! Help! Help!

    The only standing foe is now the Signifier.

    Up next: Semenya, Eklektos, and Theron.


    M Human ( Chelis ) Fighter 2

    On his turn, Arodio will run to Appario's side, or else he'll just watch the entire fight


    Male Human (Taldan) Abadaran Militant 12

    Reflex vs Entangle: 1d20 + 3 ⇒ (4) + 3 = 7

    Entangled, still moving half speed, -4 dex, AC to 17, touch AC to 11.


    Male Aasimar Druid 2

    Eklektos moves over to the carriage and climbs up to the roof, brandishing his spear at the Signifier. "Please don't make me use this. We only need your passenger, and we'll let you continue on your way." If Eklektos can get up there with only a move action, he'll hold a standard action to attack the Signifier with the spear in the event of a hostile action. Trigger: beginning to cast a spell, attacking physically either Theron or Eklektos, attempting to leap from the carriage, excessively rude language that indicates a negative response.

    Seeing Eklektos now standing on top of the carriage, Theron tries to make his way to his companion's side. He gets caught in the vines, but manages to break his way free and move to menace the Signifier from the other side.

    Theron: Reflex to avoid entanglement: 1d20 + 6 ⇒ (1) + 6 = 7
    Escape Artist to break entanglement: 1d20 + 3 ⇒ (14) + 3 = 17

    As Theron approaches, Eklektos smiles. "I'm sure you'll want to help us settle this with as little fuss as possible. I am sorry for what my friend here did to your subordinate. It may still be possible to heal him." Intimidate: 1d20 + 1 ⇒ (19) + 1 = 20


    Female Half-Orc Sorcerer, 7th (Brass Draconic Bloodline)

    Semenya focuses her attention on the Signifier, casting Hypnotism

    2d4 ⇒ (1, 4) = 5 Hit Dice
    2d4 ⇒ (2, 2) = 4 Duration

    Will save DC of 12 to resist because it's in combat.


    Eklektos can get to the top of the carriage with a single move action if he makes a DC 5 Climb check. He can get to the Driver's seat (essentially half way up) with no check. You will have to choose between holding an action and using Intimidate (standard action if used to demoralize).

    Edit: I went with the results of the Intimidate check since that would get the game moving along faster :)


    Will saves vs various spells/effects that will happen before the Signifier's next turn:

    Spoiler:

    vs Eklektos's intimidate: 1d20 + 6 ⇒ (3) + 6 = 9
    vs Derek's sleep: 1d20 + 6 ⇒ (9) + 6 = 15
    vs Semenya's hypnotism: 1d20 + 6 ⇒ (12) + 6 = 18

    (ignore the top one; I thought for a second that there was a will save against intimidate)

    Semenya's hypnotism has no effect on the Signifier, but Derek's sleep causes him to suddenly fall asleep after having been visibly shaken by Eklektos's speech and threatening approach.

    All foes are currently either unconscious or sleeping. One Hellknight is bleeding from Theron's savage attack, he may be dead already or slowly ebbing out. The carriage's prisoner is still shouting for Help! and What's going on?!

    Further down the road, the 3 Hellknights that were thrown off their horses have managed to get their unfortunate companion out from beneath his horse and tied onto one of their warhorses. Upon seeing the Signifier drop, they set off at a fast pace towards Citadel Rivad.

    351 to 400 of 11,186 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / DM CH-P's CoT: The Bastards of Erebus All Messageboards

    Want to post a reply? Sign in.