DM Panic's Emerald Spire

Game Master wakedown

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The rogues continue to reach for their weapons as Zora and the Maiden recognize the inevitable - a fight with these men on their home turf.

Initiative:
Amiri: 1d20 + 2 ⇒ (14) + 2 = 16
Maiden of Copper: 1d20 + 4 ⇒ (15) + 4 = 19
Seoni: 1d20 + 2 ⇒ (2) + 2 = 4
Sigil: 1d20 + 4 ⇒ (3) + 4 = 7
Zora: 1d20 + 6 ⇒ (19) + 6 = 25
Echo Wood Bandits: 1d20 + 5 ⇒ (12) + 5 = 17

Round 1
25 Zora :
19 Maiden :
17 Bandits :
16 Amiri :
7 Sigil :
4 Seoni :

Now Up: Zora, Maiden

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Alas, stealth can only get you so far, sometimes..."

Charis quickly dashes into the room, next to the table. She fires point blank at Bandit #2 before he can react (unless he has the Combat Reflexes feat, in which case he gets an AoO)

Masterwork Composite Longbow (+2 Str), Point Blank Shot, Deadly Aim: 1d20 + 5 + 1 - 1 ⇒ (19) + 5 + 1 - 1 = 24 Finally
Damage: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora moves in with Maiden, and throws her dagger at #1.

Attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10

Crit confirm?: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d3 + 2 ⇒ (3) + 2 = 5 Sneak attack only once, right?


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

@Zora: Correct, sneak attack is not multiplied on a crit.

The Maiden: 19-20 is the crit range for a crossbow, so that was actually a critical threat :-)

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

I'm weilding a longbow, not a crossbow. Only crits on a 20. Frankly I'm just happy I finally hit something.


1d8 + 1 ⇒ (2) + 1 = 3

Zora's dagger silences the first rogue before he can loose his blade, while Maiden's arrow nearly topples the second. The man hobbles backwards and swiftly works a potion to his lips, draining its contents.

The third rogue rushes to the door on the far side, shouting out to the room beyond.

"ATTACK! We're under attack!"

Both Zora and Charis can make out additional shapes closing in from the room beyond.

"What? Where!?"

Round 1
25 Zora : Crits for 15
19 Maiden : hits for 10
17 Bandit #2 (-7): 5ft step, draws and quaffs potion
17 Bandit #3 : Moves to door, opens door, shouts
17 Bandits #4 and #5 : Join the fight
16 Amiri :
7 Sigil :
4 Seoni :

Round 2
25 Zora :
19 Maiden :

Now Up: Everyone!


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

@The Maiden: Apologies; for some reason, I thought you were using a crossbow... I can't for the life of me think why, now, though...

Amiri moves forward, and takes a swing at one of the bandits.

Bastard Sword: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d8 + 7 ⇒ (4, 8) + 7 = 19 damage.


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Seoni uses the wand on the second and third. One on each.

mm: 1d4 + 1 ⇒ (3) + 1 = 4 mm: 1d4 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

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Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora gets into a flanking position by #2, and stabs with her short sword.

Attack: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18
Damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

Sigil moves to the doorway and readies his wand of summon monster I.


Redirecting some of the attacks here as the valid targets are dropping like flies.

Amiri cuts down the injured bandit before he can even recognize her shadow bearing down on him.

Seoni devotes her magical missiles to the third who stands in the doorway (and takes 7).

Zora advances against the third as well, stabbing him with her shortsword (14 total) as he drops to the ground mid-sentence.

"Intru---"

Still Up: Maiden

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Masterwork Composite Longbow (+2 Str), Point Blank Shot, Deadly Aim: 1d20 + 5 + 1 - 1 ⇒ (3) + 5 + 1 - 1 = 8 Back to normal.
Damage: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10

Charis dashes out of the door and quickly fires an arrow. Said arrow is heard landing down the hallway.


GM Rolls:

Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
B4 vs Charis: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 for 1d6 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
B5 vs Charis: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7

Charis fires a warning shot as the two remaining rogues quickly advance as one attempts to dart past the archer (provokes an unarmed strike). They count to three and both attempt to stab her at the same time as one's dagger sinks into her shoulder (8 damage).

These two remain blissfully unaware of just how many adventurers lurk in the room beyond.

Sigil glances over his shoulder once he inhales the odor of cooking food and notices a handful of men standing in the hallway.

"Hey! Someone's killing Hank and Teeterin' Jon!"

"What?"

"You sure? I ain't heard nothin'"

Four more men and women begin to grab weapons and move into the hallway.

"Larry! There's like four of 'em here! And they've killed everyone in the bunks!"

"Go get Phenogian!"

Round 1 Con't
16 Amiri : Kills a bandit
7 Sigil : Moves, readies wand
4 Seoni : Magic missiles a bandit

Round 2
25 Zora : Kills a bandit
19 Maiden : Whiff!
17 Bandit #4 : Moves, provokes, stabs Maiden for 8
17 Bandit #5 : Moves, misses Maiden
17 Bandits #6-#9: Join the battle
16 Amiri :
7 Sigil :
4 Seoni :

Round 3
25 Zora :
19 Maiden :

Now Up: Everyone!

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora continues to follow Maiden's lead, tumbling past #4 in order to set up another flanking position.

Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19

Attack: 1d20 + 7 + 2 + 2 ⇒ (16) + 7 + 2 + 2 = 27
Damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Bandit #4 surrounds Charis as she fires the arrow. She responds by quickly elbowing him.

Unarmed AoO: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

She grimaces as the blades pierce her shoulder, but grins as Zora helps her surround Bandit #4.
Flurry 1, Unarmed, Flanking: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

If #4 is still standing, please add +2 to hit for flanking.

Flurry 2, Unarmed: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Overhearing shouts from the other end of the room, she yells out "Amiri! Can you hold them off? We'll be there momentarily."


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Seoni moves and fires at 5.

M.M.: 2d4 + 2 ⇒ (3, 1) + 2 = 6


The tandem effort of Zora and the Maiden is enough to bring one of the two bandits down (#4) while Seoni's missile thuds into the other.

(#5 has taken 6 damage)


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Amiri back-tracks, and takes a swing at one of the newly-revealed bandits.

Bastard Sword: 1d20 + 7 ⇒ (4) + 7 = 11, for 2d8 + 7 ⇒ (6, 5) + 7 = 18 damage.


In her fury, Amiri's swing is too strong and lacks the precision to connect with the latest batch of bandits.

Still Up: Sigil

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

@The Maiden: Sigil has shield other active on you, so he takes half your damage.

Sigil yelps as he feels the echo of the Maiden's injury. Hearing reinforcements coming up behind them, he casts a spell of bull's strength on Amiri.

@Amiri: +4 strength for 3 minutes.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Amiri is momentarily taken-aback when her muscles bulge, and she finds it easier to hold her sword, but quickly nods her thanks to Sigil.

"Thank-you!"

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9
Sigil Lightstrider wrote:
@The Maiden: Sigil has shield other active on you, so he takes half your damage.

Noted. Puts my AC at 20.


One of the bandits rushes past Amiri down the hall.

I'm going to roll for Amiri's AoO as it will affect what the other bandits do if it connects or not.

Amiri AoO: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 for 2d8 + 7 + 3 ⇒ (8, 1) + 7 + 3 = 19

Amiri is having nothing of it, as she cuts the man down cold before he can get past (bandit #7 goes down).

The next bandit standing in front of her swallows before turning and rushing away, shouting as he does so.

"Phenogian! We're under attack! Help us!"

The lone bandit in the hall with Zora and the Maiden steps back and clumsily draws a potion before draining its contents.

GM Rolls:

1d8 + 1 ⇒ (7) + 1 = 8
B6 vs A: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 for 1d8 ⇒ 4
B9 vs A: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 for 1d8 ⇒ 5

Two of the more recent arrivals load and fire off shots at Amiri despite the difficulty of aiming in the hall. One of the bolts manages to nick the barbarian (4 to Amiri).

Finally, a voice can be heard in the distance.

"Fools! Do you realize what you have interrupted?!"

You hear a smacking sound, not unlike a slap.

Round 2 Con't
16 Amiri : Moves, misses
7 Sigil : Bull's strength on Amiri
4 Seoni : Magic missile #5 for 6

Round 3
25 Zora : Stabs bandit #4 for 8
19 Maiden : Hits bandit #4 for 4 (AoO), hits bandit #5 for 3
17 Bandit #5 (-1) : Steps back, quaffs potion
17 Bandit #6 : Shoots at Amiri for 4
17 Bandit #7 : Provokes and dies
17 Bandit #8 : Rushes to door, opens it and shouts
17 Bandit #9 : Shoots Amiri, misses
17 Phenogian : Berates bandit #8
16 Amiri :
7 Sigil :
4 Seoni :

Round 4
25 Zora :
19 Maiden :

Now Up: Everyone!


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Seoni moves and follows Sigil and Amiri.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Amiri moves into the hallway, and take, flying into a rage, takes a swing at one of the bandits!

Bastard Sword, Bull's Strength, Rage: 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17, for 2d8 + 7 + 3 + 3 ⇒ (6, 4) + 7 + 3 + 3 = 23 damage.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Masterwork Composite Longbow (+2 Str), Point Blank Shot, Deadly Aim: 1d20 + 5 + 1 - 1 ⇒ (8) + 5 + 1 - 1 = 13
Damage: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13

Another arrow (probably) flies past bandit 5.
"Sounds like we're missing the action, Zora. I can take of him. You should assist the others."


Amiri cuts down yet another bandit while Charis focuses her effort on the hall's ceiling... yet again.

@Seoni: Did you move your icon?

Still Up: Sigil, Zora

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora nods. "OK, I'll see you in a bit."

Zora double moves back to see how the others are faring.


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Yeah. looks like Charis has the last guy over there. I'll go where there are more of them.

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

Sigil steps to the doorway, casts produce flame and hurls a ball of fire at the bandit to the east.

Produce Flame at #7 (touch AC): 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


GM Rolls:

B5 vs Charis: 1d20 + 3 ⇒ (10) + 3 = 13 for 1d6 + 1 ⇒ (6) + 1 = 7
B8 potion: 1d8 + 1 ⇒ (7) + 1 = 8
B6 vs Amiri: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 + 1 ⇒ (6) + 1 = 7

Sigil's flames wash over the poor bandit getting an earful as the man staggers back and fumbles for a potion to recover.

The two other remaining bandits both make futile efforts to stab Charis and Amiri.

Phenogian, apparently some sort of wizard, swears at the men.

"Incompetent idiots! Must I do everything! How about you take a nap, dear?"

Radiant color bursts forth from the magi's hand washing over Amiri.

Amiri:

DC14 Will save vs that color spray.

If you fail... blinded and stunned for 1d4 ⇒ 4 rounds, then stunned for 1 round.

Round 3
16 Amiri : Cuts down bandit #9
7 Sigil : Hurls fire at bandit #8 for 9 damage
4 Seoni : Moves

Round 4
25 Zora : Moves
19 Maiden : Fires and misses
17 Bandit #5 (-1) : Stabs at Charis, misses
17 Bandit #6 : Stabs at Amiri, misses
17 Bandit #8 (-1): Drinks potion
17 Phenogian : Moves up, casts color spray at Amiri
16 Amiri :
7 Sigil :
4 Seoni :

Round 5
25 Zora :
19 Maiden :

Now Up: Everyone!


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Will: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18.

As the coruscating cone of colors swirls over her, Amiri snarls, drawing deep on her animal hind-brain to fuel her rage, and ignore the magic clawing at her consciousness.

Bastard Sword, Bull's Strength, Rage: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12, for 2d8 + 7 + 3 + 3 ⇒ (7, 2) + 7 + 3 + 3 = 22 damage.

However, it fogs her mind sufficiently that her next swing goes wide.

That is my story, and I am sticking with it ;-)

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Coming through!"

Zora can't get into position without a double move because Sigil is in the way (and I'm not sure which square Seoni is in). So waiting to see what Sigil does first (since his turn is first anyway...)

If Sigil's spot becomes free:

Zora takes Sigil's spot, and attacks P with her short sword.

Attack: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Crit Confirm?: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d4 + 2 ⇒ (3) + 2 = 5 Unlikely, but just in case...

If Sigil's spot does not become free:

Zora double moves to end right above #6. Since she is moving fast, Acrobatics won't help, but mobility gives her a 23 AC for purposes of moving through the 2 threatened squares (one at Sigil, one just above Amiri.)


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Weird. I put her in the square right behind Sigil. Fixed, now. Still not my turn.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Tsk tsk. You're making me late."

Flurry 1: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Flurry 2: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Finally, the flurry of whiffs pay off

Charis follows up with a knee to the abdomen, and a fierce headbutt as the bandit recoils in pain. (assuming those hit...)

Afterwards she 5ft steps back into the room.

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

Sigil steps into the hall, passing the wizard and moving on to Amiri's back. A flame still in hand, he prepares to hurl it at the wizard should he try to cast another spell.

"I'm sorry, but your arcane magic does not compare to the flame of Sarenrae." Sigil smiles apologetically, as if he feels sorry for the wizard.

Ready Action - Produce Flame (vs Touch AC): 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Sigil moved, so I moved Zora into his spot. Go Team Halfling!


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Is that a challenge? lol!

Sadly, Seoni can't get into the battle without provoking an AoO at the moment. She does nothing.


GM Rolls:

Iron Cobra vs Zora: 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 + 1 ⇒ (3) + 1 = 4
Pheno vs Sigil touch: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 ⇒ 5
Bandit 6 vs Amiri: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 + 1 ⇒ (4) + 1 = 5
Bandit 8 vs Zora: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d6 + 1 ⇒ (1) + 1 = 2

Sigil:
I'm going to read your readied action as you'll use your produce flame if the wizard does *anything* hostile. In this way, it'd work against a spell and if he doesn't cast a spell you still get to use it. Basically, it's a little more liberal since this particular wizard only has cantrips left and is not likely to cast those.

Amiri's swing is reckless, but Charis finds her rhythm as she pummels the lone bandit in the hall with her like a Mwangi drum.

Zora manages to stab the wizard while Sigil lobs flame in the poor man's face. Seoni considers applauding, and seeing the battle appearing to be in hand chooses to conserve her resources.

Phenogian appears shocked that he's been wounded and cries out like a schoolboy.

"What?! You try to stab ME?! That's it! Get them Slithers!!"

From under his robes, a snake slithers out, it's metallic body reflecting the light. It snaps at Zora but she sidesteps away.

"Ugh!"

The man rummages around in a fanny pack and pulls out a green flask. He shakes the contents and hurls it at Sigil.

"You like fire? How about some acid!?!"

As the flask explodes on a stack of crates which it promptly begins disintegrating, the man cries out in further exasperation.

"Not THAT crate! Those are my spare robes!!!"

The two bandits' attacks are easily parried as they appear distracted by Phenogian's antics.

Round 4
16 Amiri : Swings wide, blame lies upon the pretty lights
7 Sigil : (readies) Flame ball vs wizard
4 Seoni : Chills

Round 5
25 Zora : Stabs wizard for 6
19 Maiden : Flurries for 14! Drops bandit:
18 Sigil : (readied triggered) Flames wizard for 7
17 Iron Cobra : 5ft out, bites and misses Zora
17 Phenogian (-13) : 5ft back, hurls and misses with acid
17 Bandit #6 : Stabs at Amiri, misses, 5ft back
17 Bandit #8 (-1): Moves up to Zora, stabs and misses
16 Amiri :
7 Sigil :
4 Seoni :

Round 6
25 Zora :
19 Maiden :

Now Up: Everyone!

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Charis jogs into the room. She sess Zora stabbing some kind of snake.

It's a cobra. How cute!

Masterwork Composite Longbow (+2 Str), Point Blank Shot, Deadly Aim: 1d20 + 5 + 1 - 1 ⇒ (1) + 5 + 1 - 1 = 6
Damage: 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12

Distracted by its cuteness, The Maiden's arrow thunks into a nearby bed.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora steps around the snake (which does not threaten), and into a better position to keep pressure on Phenogian.

Attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

#8 will get an AoO (or 2, if has Combat Reflexes and Dex), but Mobility makes Zora AC 23 against these.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Amiri steps forward, and attempts to annihilate the cobra!

Bastard Sword, Rage, Bull's Strength: 1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30, for 2d8 + 7 ⇒ (5, 8) + 7 = 20 damage.

Crit Confirmation: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18, for 2d8 + 7 ⇒ (7, 5) + 7 = 19 damage.


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

Daaaaaaaaamn, giiiiiirll!

Kick ass much?

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

"It would appear that fire trumps acid." Sigil replies to the wizard. Hardly turning to look, he hurls a flame over his shoulder at the lone bandit down the hall.

Produce Flame: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Crit Confirmation: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Damage: 1d6 + 3 ⇒ (5) + 3 = 8

"See?"


Human Female Sorcerer 4 | Mage Armor +4 AC | HP 26/26 | AC 15 (T 14 FF 12) | CMD 16 | Saves 2/3/5, +2 vs. fear | Init 2 | Perception 3

That's right, cleric. Play with your minor spells. I haven't even cast a spell, yet. I'll show you what fire magic is.

Silver Crusade

Halfling | HP 24/24 | AC 17 F 15 T 13 | F +5 R +4 W +6 | Init +4 | Perception +4

"Cleric?" Sigil asks innocently. "I'm pretty sure he's a wizard.. or maybe a bard."

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Cool guys don't look at explosions, eh, Sigil?


Round 5
16 Amiri : Crushes the cobra
4 Seoni : Chills

Round 6
25 Zora : Stabs Bandit #8 for 4
19 Maiden : (feel free to revise as no LoS)
18 Sigil : Flames Phenogian for 17(!)
17 Phenogian (-30) : RIP
17 Bandit #6 : Runs
17 Bandit #8 (-5): Gives up

Amiri brings her massive sword down, obliterating the shiny snake with a metallic cruunch.

Zora steps up and stabs one of the bandits (the crates you moved through were stacked high enough to make that a pain, and besides this is about to happen...).

"Ha! Somehow! Do you know that aci---"

Sigil's flaming hands glow brighter at the challenge as he lobs a flaming orb at the wizard. He can almost make out the sounds of a ghostly echo through the chamber - Haduuuken as the orb impacts the man and consumes him. His charred remains scatter in the windless hall.

The two remaining bandits' eyes bulge wide as their weapons clatter to the ground.

"By the gods!!"

One flees swiftly to the west, turning the corner.

The other holds his hands up.

"Quarter! Quarter!"

He backs away, uncertain if it will be given and seeking some sort of safety from his lair's assailants.

Out of combat if you all wish. I imagine so, but if you wish to stay in combat, it's likely another round of Amiri rage can cut down a bandit without the need for rolls.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Are we supposed to be giving them quarter? I am not going to needlessly slaughter someone for poor life choices, but if these guys are known for murder (as opposed to simple banditry), then quarter would probably not be granted.


@Amiri: As with any bandit gang, each individial member is part of the gang for their own reasons. The guys asking for quarter could be in it because they love murdering in Norgorber's name, or they could be in it because a few bad crop years left them no other choice to get food. To keep things simple, as they plead, I'll add...

"Please! I just joined these Splinters because I had no other choice!!

:)

With most of the doors to the Splinter's lair now open, it's a fairly trivial task to perform quick searches of each room. I'll post those details now and feel free to post how your characters interact with them.

As you loot the bodies, you have your pick of shortswords, bolts, light crossbows, daggers. There are 5 cure light wounds potions still unused. And almost 20 doses of greenblood oil to be had.

Phenogian has two vials of acid, a masterwork shortsword, hemp rope, and 3 doses of medium spider venom. His spellbook is in his room.

Mess Hall (C7):

Three matched doors lead into this room - each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching.

DC 20 Knowledge (religion) check to recognize the image as the god Norgorber in his aspect as the Gray Master.

This mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.

You all recognize the dishes as bearing the emblems of families throughout the region, suggesting they were all stolen.

Among the dishes are 11 pieces worth 50 gp each.

Bedroom (C8):
This chamber is someone’s personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves.

If you keep the bandit alive, he will let you know this is Hastenfar's room, who is away on a raid.

The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp.

You explored this room earlier, this is just here for completeness.

Kitchen (C9):
This room serves as a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.

Nothing of value here.

Barracks (C10). This is the room that just started it all. Beyond the beds and footlockers, there is nothing else here beyond some spare clothes and linens.

Apothecary's Chamber (C11):
This room is choked with tables stacked with stills and alembics, flasks, bubbling vats, and crockery. The eastern wall is fitted with stout wine racks filled with bottles of various sizes and shapes.

If you keep the bandit alive, he will let you know this is Phenogian's workshop.

The racks here include 11 bottles of wine, five bottles of brandy, eight bottles of vinegar, 14 vials of synesthetic agent; eight vials of antidote for synesthetic agent, three vials of acid, four vials of Small centipede venom, and three potions of cure light wounds.

There are also 2 potions that are unlike others you have found. (Make checks to identify, I'm not requiring rolls for cure light wounds to keep things simple - so they are not CLW).

The reagents here are also worth about 200gp.

Menagerie (C12):
This room is full of small cages containing rabbits, mice, rats, cats, and dogs. The din is deafening, and the room smells strongly of animal waste.

If you keep the bandit alive, he will let you know this is where Phenogian tested his potions.

Unless you are interested in animal feed, this room has little of interest.

Two sets of double doors appear to lead deeper into this level and the Splinter's hideout.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Amiri narrows her eyes as she regards the bandit.

"Well then, now you have a choice. I recommend you find something else to occupy your time, besides banditry; if I come across you again, and you have slid back into your old ways, I won't be as lenient..."

Let's go with door #1 :-)

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