GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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WotR Global Buffs/Debuffs: ----

Xanderghul heads out towards the watchtower. The sky is beginning to turn a deep purple from the rising sun in the west. He can vaguely make out the shapes of several dozen cultists out on the walls. He doesn't see anything particularly concerning on the roof of the tower, as the shantak was on the western one. The tower otherwise has a similar construction - the gate sits beneath it, and two dwarven clay golems guard the closed entrance. Before he makes it to the watchtower, however, he ducks into a dilapidated building off the side of the road. He crouches down in what must have been someone's living room, once upon a time. The remnants of an old grandfather clock lay on the ground, mostly smashed into bits by some demon, an abrikandilu, perhaps.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Xanderghul crouches in the ruins of the building, taking a long look at the watchtower and trying to keep out of sight. Going over the plan in his head, he visualizes what he wants to create. Then, muttering under his breath as quietly as he can, he creates an illusion. Ary Bishop, red cape and glowing sword and all, stands beside an illusion of Caelda Halse and Annabelle. A dozen tieflings stand behind them. He chooses to omit the rest of the group, including himself. More to artificially inflate the woman's legend.

Stealth (cast quietly): 1d20 + 4 ⇒ (12) + 4 = 16

They begin to creep out of the buildings that they hide in, as if they had circled around to attack the gatehouse from behind... "Ary" cries, "For the Inheritor!" and several of the warriors move to the front, shields at the ready. The group begins to march forward. A few of them pull out shortbows and loose arrows (which miss) at the guards on top of the wall. "Caelda" calls, loudly, "Quick! Open the gates so that our host can move into the city!"

Alright, I'm gonna use minor image. I'm gonna keep hiding in the rubble and concentrating on it as long as I can. The soldiers will first run to the gates to try and open them before realizing that the gate mechanism isn't there, and then will fight whomever comes out.


WotR Global Buffs/Debuffs: ----

Xanderghul:

Perception (distance, through wall): 1d20 + 22 - 10 - 5 ⇒ (4) + 22 - 10 - 5 = 11

Xanderghul manages to time his spell at a time when no one is really passing by his hideout, so the casting goes off without a hitch. The cultists mobilize immediately, first blowing horns to alert the rest of the tower, then a few moments later, he can hear the gong ring from the top of the tower. The cultists on the walls start loading up their crossbows and firing back at the "squadron" - they are reluctant to give up their defenses to confront Ary and her men head on in a fair melee. Even though he is smart enough to have his illusion react appropriately to the incoming crossbow fire, Xanderghul knows it won't be long until someone figures out they are just an illusion at this rate...he has maybe a few minutes at best, so what does he do now?

Meanwhile, the army has mostly mobilized and is getting ready to march, when they hear the sound of the southern gong ring out across Drezen. It won't be long until Staunton's armies mobilize to deal with the threat. Are there any further preparations to be made?

My understanding of the plan is that you want to trap the bridge and have the army come in behind them once they are mostly stuck. So... if that's right... I at least want to know how Ehren is going to position himself to pull that off.

For the rest of you, what matters is positions. Is your character marching with the army? Are they with the cavalry or the infantry... or setting up somewhere else? Please be specific so I can set up the fight appropriately, and let me know about any pre-battle preparations.


WRONG ALIAS

Early in the Morning

After waking up, Isilme prepares her gear and then tracks down Ledsa. The battles would likely eat up the next day and a half of her attention, so she wanted the opportunity to check up on her and Yulin before then and make sure they had everything they needed.
"Y bore da, Ledsa, sut ydych chi a Yulin yn ei wneud? Yr oeddwn yn dymuno rhoi gwybod i chi y bydd y diwrnod neu ddwy nesaf yn debygol o fod yn frwydr barhaus i Drezen. Byddaf yn mynd, ond fe wnawn ni sicrhau bod yna warchodwyr yma i amddiffyn Yulin, eich hun a'r sifiliaid eraill. Rhowch wybod i mi os oes unrhyw beth sydd ei angen arnoch chi."

Hallit:
"Good morning, Ledsa, how are you and Yulin doing? I wished to let you know that the next day or two will likely be a continuous battle for Drezen. I will be gone, but we will ensure there are guards here to protect Yulin, yourself and the other civilians. Please let me know if there is anything you need."

A bit later

As Xanderghul heads out, Isilme takes a moment to procure the Barding of Pleated Light from Ary. Given Kule's abilities, it would be ideal if they could ride out ahead of the cavalry to demoralize the foes before they hit. The barding was deceptively light, being made of the same material as her chain shirt, mithral. Still, it wasn't exactly easy for her to carry it with her fairly frail elven body. On the way to the stables, she finds Annabelle, thinking her expertise would be useful in helping Külə don the barding. "Annabelle, would you be willing to help me? I intend to ride at the head of the cavalry with Külə in the battle today, and we are borrowing this barding to do so. Your expertise will be invaluable, and I have a hunch you would appreciate getting a closer look at this barding. It is rather beautiful," she says with a smile.

Diplomacy: 1d20 + 26 ⇒ (4) + 26 = 30

Heading into the stables, she greets her companion. "Good morning, Külə," she says cheerfully. "Are you prepared to make the demons and cultists pay dearly? If so, I will need you to stand, I have brought you a present, and Annabelle is here to help with it."


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Without the ability to attack and concentrate at the same time, Xanderghul merely keeps up the ruse for as long as is practical. His soldiers fire back, and cry out in pain when struck, and then rush about the back of the watchtower looking for a way to open up the gate. Some soldiers try to push up the portcullis, others try to pull open the doors.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

After Ary's speech, there was little for Ehren to do but wait. Their entire plan hinged on Xanderghul, and on their ability to react to the enemy's movements as quickly as possible. The druid is with the infantry making some last minute preparations when the gong sounds off. Smiling slightly with the knowledge of the wizard's success, he accompanies the troops as they move into position.

Once there, Ehren cautiously checks the main road leading up the bridge for any signs of activity before daring to approach it on foot. With as large as the structure is, he would have to be on or right next to it in order to lay his trap. He quickly casts his spell, covering as much of the stone bridge as possible with virtually imperceptible stone spikes, before hurrying to rejoin the army.

Working with the assumption that the army is moving into or is already in the orange area on the map.

Perception: 1d20 + 17 ⇒ (19) + 17 = 36


WotR Global Buffs/Debuffs: ----

Xanderghul:

The cultists continue to retaliate until Xanderghul switches up the illusion... a few soldiers "die" to the incoming crossbow fire, and then Ary dramatically calls her men back, crying "No! Our soldiers on the other side can't get through!" She and the other crusaders retreat into the surrounding buildings. Emboldened by their success, the cultists start to pour out of the watchtower, hoping to root out and surround the fleeing crusaders.

Early

Ledsa is found alone near one of the wagons. Even with her child strapped to her back, she tries to work to help the crusades. At the moment she is helping load supplies back onto the wagon. Sadly, the other civilians are giving her a wide berth - they are superstitious about Yulin's strange appearance - but Ledsa doesn't seem to mind this much at all. Yulin herself has been strapped to her back in a handmade cradleboard. She has mittens covering her tiny hands - small scratches on her cheeks reveal the reason why. She absentmindedly sucks on one of her mittens while watching Isilme with bright crimson eyes.

When Ledsa hears Isilme behind her, she turns waves, smiling. "Hello, Isilme. Mae'n dda eich gweld chi." She listens to Isilme's offer of protection and smiles wider - she has deep wrinkles around her mouth and eyes for a woman with such a young child. "Rydych bob amser yn edrych i mi a Yulin. Diolch."

"Byddaf yn gweddïo ar yr ysbryd a'r duwiau am eich diogelwch hefyd. Ond mae gen i gwestiwn i chi cyn i chi adael. Ymhlith fy nhulu, mae'n arferol ar ugeinfed diwrnod plentyn, mae gennym seremoni enwi. Hoffwn enwiti-fam Yulin i chi. A fyddech chi'n derbyn?" She looks at Isilme expectantly.

Hallit:

"Hello, Isilme. It is good to see you."

"You are always looking out for Yulin and I. Thank you. "

"I will pray to the spirits and the gods for your safety as well. But I do have a question for you, before you leave. Among my people, it is customary on a child's twentieth day we hold a naming ceremony. I would like to name you Yulin's guide-mother. Would you accept?"

Ehren, or DC 15 K.Geography or DC 15 K.Local:

Enwiti-fam (feminine) or Enwiti-wysog (masculine) literally means 'guideparent' - a family friend named during a Kellid's naming day as a guardian of sorts - a person who is expected to help guide the child as they grow older to adulthood.

----

Later

Annabelle grins. "Oh... that's beautiful," she says, a little envious of the barding of pleated light. "Of course I'll help you with it."

Külə nods to Isilme. "Of course. Always." He stands patiently while Annabelle and Isilme work together to outfit him in the barding, though he stares at the ground the whole time. Once they are finished, he takes a few steps, getting used to the feel of the armor on his body when he moves. "I feel strange. Like I'm dressing up like someone else."

----

Stlll need responses from Ary, Valaria, and Hinagiku.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

With little else to do after her speech, Ary helps with the preparations, before reorganizing her own bags somewhat. The amount of time it takes her to sift through to find the things she feels she needs simply reinforces how good of an idea it was to make such preparations now rather than later.

Ary moves both potions of cure moderate wounds from the bag of holding, one into her wrist sheathe, the other into her beltpouch. She also moves the scroll or protection from evil into her belt pouch.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Val re-adjusts a few things in her packs, making sure that everything is in place for the battle. Before they head out, she takes a moment to talk to Ayavah. "There's going to be a lot of airborne enemies today and we can't be sure where they'll be attacking. Keep yourself safe, alright?" She pulls the other tiefling into a quick hug before she gets back to work.

Swapping the potion of invisibility in my wrist sheath for my potion of fly so I can draw it faster when the time comes. I think that I should probably be positioned with the infantry scouts unless someone has a better idea. Val isn't exactly trained in fighting on horseback and keeping up with a cavalry charge on foot is probably a bad idea. Plus having someone with the infantry to screen powerful foes that come after them is probably a good idea.


Buffs | Char. Sheet |

Just before entering Ary’s command room
Hinagikku comes down from the tower’s rooftop just in time to witness Ary’s speech. In silence she listens to the commander’s explanation for Arta’s execution, and tries to read the troop’s reaction, hoping that they have accepted the events without having lost any trust in Ary’s commanding abilities. Then, once Ary gives the order she slowly makes her way to the troops that will be forming the infantry. There, she nods to the soldiers before falling silently into line, waiting for the battle to come.

Just like Valaria, I feel like Hinagiku would fare better with the infantry than on horseback… unless someone gives her a speed boost.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

As soon as he sees the first door open, Xanderghul ceases concentration on his illusion (allowing it to persist for another half-minute as soldiers continue to flee), opening up a shadow spiked pit underneath the feet of the soldiers who are coming out of the building. He places the pit just outside one of the door so that anyone trying to exit slips and falls into it. Then, he follows it up with a fireball at any large group of cultists that have managed to get past the pit. As he does so, he begins to fall back, shifting back into the ruined city and away from the watchtower.

Hit 'em with shadow conjuration and fireball, quietly. Following each spell, make a move action backwards.

Just after hitting the cultists with the offensive spells, he turns invisible and runs away full-tilt, turning into a large raven to flap away as he does so.

invisibility and beast shape i if I still can.


WRONG ALIAS

With Ledsa
"Byddwn yn anrhydeddus, Ledsa. Gwnaf fy ngorau i gynorthwyo Yulin wrth gerdded y llwybr cywir wrth iddi dyfu," she says, bowing graciously towards Ledsa. It was natural, Isilme supposed, that she be named Enwiti-fam to Yulin, given how much she had done for Ledsa. It was also something she did consider an honor. Though she had no idea what might lay in store for Yulin, she knew that if the child was able to overcome its heritage, she might become a legend in her own right. That was something that Isilme had every intention of being present to witness.

Hallit:
"I would be honored, Ledsa. I will do my best to aid Yulin in walking the right path as she grows,"

With Külə

"Thanks, Annabelle," Isilme says as she begins to go about the remaining preparations. "You look like you are about to become a part of the legend that will be told of this battle. This barding has not seen light of day in the better part of a century, and from what I understand, it used to invoke terror in the demons. I imagine that will be the case today as well."

Gathering up a saddle, she gently fits it atop the barding. "Let me know if it is too tight, Külə"

When they've finished preparing, she guides the unicorn out amongst the cavalry to prepare for their role in the coming battle.


WotR Global Buffs/Debuffs: ----

Xanderghul cleverly places a pit outside of one of the doors, causing a few cultists to fall into it as they rush out of the door and blocking the rest from leaving that way. He then fires a fireball at the other entrance - he doesn't have the luxury of taking too much time to aim it for optimal effect, but the blast manages to kill of 2 cultists in a single hit, and injure several others.

He hears them calling to each other, looking for him - "Kri! Bi krokhi ai bushoshum har burb!" "Kank burb! Kank burb!" "Luzg burb azg! Bi throsh'zg di kom, glil!"

Abyssal:

"Hey! They have a spellcaster with them!"

"Find them! Find them!"

"Root them out! They can't be far, now!"

Xanderghul damage: 8d6 - 5 ⇒ (3, 3, 6, 3, 3, 2, 5, 6) - 5 = 26 39 with troop bonus
troop reflex: 1d20 ⇒ 19

Xanderghul then breaks out into a run, turning into an invisible raven along the way and heading straight for the army. He flies over the armies of Drezen as they assemble to march on the southern gate, still unaware that it was a false alarm all along... He notes that they have a rather large number of cavalry stationed in this part of the city - tieflings on horses and occasionally even howlers, along with a smattering of infantry. But as quick as it started, his spell wears off, and he's forced to simply run down the streets in the opposite direction as the cultist armies. He sprints madly, knowing that if he doesn't, it is unlikely that his invisibility spell will hold the entire way back. And indeed it does wear off before he reaches the bridge proper, but by that point he has gotten past the marching armies, and is once again in desolated, ruined streets.

GM things:

1d20 + 26 ⇒ (17) + 26 = 43

He reaches the bridge that connects Paradise Hill to Southshore just in time to see the two vrocks fly overhead, leading an army of schir - at least a hundred, possibly more, across the bridge. Behind them is an army of tieflings of slightly less number... half are armed with scythes, while the rearguard carries longbows. Unlike your paladins, the cultist army marches in a disorganized, amorphous mass.

The schir cross onto the bridge and into Ehren's trap... the spikes reveal themselves, lancing through two of the schir, and injuring many more. The rest cry out in surprise, bleating in alarm as they dance around, trying to find a safe place to tread to no avail. Seeing the cultists in position, Ser Ilivan sounds the cultist's horn... the noise carries back to the cavalry, where Isilme is waiting. The whole time, the vrocks at the front of the army are disconcertingly silent - their ability to issue commands to their army telepathically makes them hard to read, but they are clearly trying to find the source of the noise.

Schir reflex: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 4d8 - 5 ⇒ (8, 5, 2, 1) - 5 = 11
????: 1d20 + 10 ⇒ (4) + 10 = 14

I have set up a battlemap for you on Roll 20. All of you have control over your own army tokens, so please feel free to move their starting positions around and finalize tactics. The army is bad at stealth, so they should be set up at least 75' from the main road to avoid being detected prematurely. The rangers however are good at stealth and can be set up wherever you want without them being detected.

The cavalry is off screen (it is hard to hide 100 horses) - they started moving when the horn blew and will arrive in 3 rounds.

Not pictured are your medics - they don't form a squad, instead they are dispersed evenly amongst your infantry (5 medics per infantry troop). Also not pictured are the Underfolk, they are too few to form a troop and are instead just lumped in with the Eagle Watch.

Movement-wise, your troops will basically ignore the buildings... they are all ruined and piece-meal anyway so you can move through them. Your individual characters will have to move through them at half speed, but you can essentially "ignore walls" this way. The houses do provide cover.

Surprise Round!

Until you are truly engaged with the army, I will not be rolling individual initiative... what I expect you to do now is to decide on what to do while the cavalry arrives. Do you engage now? Do you wait to attack as one? The cavalry is on the way in 3 rounds regardless. You can also move your individual tokens around to a starting position of your choice, but if you are within 75' you must roll stealth :)

Xanderghul you may also move your token around but it may not be any closer to the bridge than I placed it.


WRONG ALIAS

Couple of corrections:

  • The stone spikes were on the far end of the bridge, not the near side. I outlined the 10 spots in red where the traps would be.
    If Ehren didn't use place magic, then the two in the riverbed are gone.

  • Xanderghul cast beast shape I, not raven's flight. Should last until one round after his invisibility.

    I also *really* think the catapults should fire on the bridge, but Xanderghul seemed against it, anyone else have an opinion?


  • WotR Global Buffs/Debuffs: ----

    Ehren placed the stone spikes, not me

    Xanderghul is now with the heroes (he could get back with the heroes as a raven) however both buffs are gone now

    I need Ary, Xanderghul, Ehren, Hinagiku and Valaria to place their tokens on the map and check into gameplay affirming they are ready...


    Buffs | Char. Sheet |

    Already done placing! Can post in character later today.


    Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
    Stats:
    AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
    MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
    Skills:
    +21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

    I placed my character, but don't have anything I wish to do or say at this time. I'll be absent for most of the rest of today, probably. At the very least, I'll have very, very little access to roll20 for 13 hours.


    WotR Global Buffs/Debuffs: ----

    Hinagiku -if you are within 75' of the cultist/demon army you will need to roll stealth.

    I'm gonna say if you have at least a +10 stealth modifier you don't need to roll stealth because then you are at least as good as your own archers


    Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

    Sorry about that. I was working on something else last night and then went straight to bed. I placed Val with the archers. She's got the stealth to hang out with them and she's worked with them before.


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    Ehren is in position.

    As far as the catapults go, I think it is in our best interests to avoid damaging the bridge.


    Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

    Xanderghul is in position.

    I agree with Ehren. If we want to, we can destroy them later, but I think it's better to leave the option to cross it later.

    Leaning up against a ruined wall, Xanderghul pants and wipes sweat from his brow. His flight, both literal and figurative, from the southern end of the city had wiped him out. But his mission was successful! The sight of the vrocks and the schir makes him somewhat nervous, but he's as ready as he's going to be to face them. He pulls out his crossbow and ratchets a cold iron bolt into place, nods to his allies, and stands at the ready.


    Buffs | Char. Sheet |

    Moved again, I though the army was already 75' away from the enemy.

    After following the infantry through the ruined city under the morning sun, Hinagiku splits up from the troops and follows Ehren; leaving him without protection would make her uneasy. And so, she waits under the arch of a dilapidated building, hiding from view as much as she can I know she is far enough, but she must at least pretend to hide. When Xanderghul arries, she simply nods to him, a brief smile appearing on her lips.

    ”I am glad you are back.” she pauses for a few seconds. ”I came here to make sure Mr. Ehren would not get ambushed, however, I will head back to the troops as soon as the battle starts.”

    I suggest our infantry engages their infantry and then our cavalry runs down their archer They probably won’t have much to protect them aggains that charge. We could even instruct our troops to fight defensively, simply to make sure that the enemies are engaged and do not get to rearrange their troops before the cavalry arrives. Hinagik will join the scouts/archers on the first round and then will make her way to the front to join with the infantry.


    WotR Global Buffs/Debuffs: ----

    isilme and hinagiku are in favor of attacking now while you have the upper hand. xanderghul is in favor of waiting to see what the demons do first (therefore allowing them a round of actions). what do Ary/Valaria/Ehren think?


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    We should attack now, while they're still confused by what's going on.


    Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

    I'm alright with either. If we're going in now, I think that keeping them pinned so they can't properly respond to the cavalry charge is probably a good idea.

    Also, I'm going to use my surprise round to start blessing my starknives. I almost forgot that I want to do that.


    WotR Global Buffs/Debuffs: ----

    Initiative Rolls!

    Valaria: 1d20 + 7 ⇒ (9) + 7 = 16
    Ehren: 1d20 + 6 ⇒ (1) + 6 = 7
    Ary: 1d20 + 3 ⇒ (8) + 3 = 11
    Hinagiku: 1d20 + 4 ⇒ (12) + 4 = 16
    Xanderghul: 1d20 + 3 ⇒ (11) + 3 = 14
    Anevia: 1d20 + 7 ⇒ (5) + 7 = 12
    Shantak: 1d20 + 8 ⇒ (11) + 8 = 19
    Sosiel: 1d20 - 1 ⇒ (17) - 1 = 16
    Markus: 1d20 - 3 ⇒ (16) - 3 = 13
    Ser Jorsal: 1d20 + 4 ⇒ (10) + 4 = 14
    Chevalier Irabeth: 1d20 - 1 ⇒ (7) - 1 = 6
    The Eagle Watch: 1d20 + 2 ⇒ (7) + 2 = 9
    The Order of the Sunrise Sword: 1d20 + 2 ⇒ (13) + 2 = 15
    Defenders of Fort Ahari: 1d20 + 2 ⇒ (11) + 2 = 13
    Infantry of Vilareth: 1d20 + 1 ⇒ (17) + 1 = 18
    Banshee Squadron: 1d20 + 2 ⇒ (20) + 2 = 22
    Ser Ilivan’s Corps: 1d20 + 4 ⇒ (17) + 4 = 21

    Initiative Order
    1. Banshee Squadron
    2. Ser Ilivan’s Corps
    3. Skeletal Shantak
    4. Infantry of Vilareth
    5. Valaria
    6. Hinagiku
    7. Sosiel
    8. The Order of the Sunrise Sword
    9. Ser Jorsal
    10. Xanderghul
    11. Defenders of Fort Ahari
    12. Markus
    13. Anevia
    14. Ary
    15. The Eagle Watch
    16. Ehren
    17. Chevalier Irabeth

    Once the schir are in position, Lieutenant Volencia Eltringham directs her squad with a series of hand motions to open fire. Ser Ilivan follows soon after - the archers point their bows upwards and nock their arrows, and at their captain's signal, they fire, raining death down upon the schir stranded on the bridge - slaying nearly a dozen of them in a single volley.

    From behind them, Markus simply murmurs, 'Forwards' - and the skeletal shantak lumbers to life, bursting forth from the house it was hidden in, destroying several rotten support beams in its way as it goes.

    "Forwards!" calls Captain Kost - her infantry are lightly armored, and the first to mobilize.

    Volley 1, Banshee Squadron (Sneak Attack): 6d8 + 6d6 + 6 ⇒ (4, 6, 4, 5, 6, 4) + (3, 1, 2, 6, 2, 6) + 6 = 55
    Volley 2, Ser Ilivan (favored enemy): 6d8 + 6 + 12 ⇒ (6, 5, 3, 4, 1, 6) + 6 + 12 = 43
    Schir fort save vs Slowing strike (grazed): 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
    Slow duration: 1d4 ⇒ 2

    Book keeping: Valaria blesses one of her starknives with her scale. Ary blesses Anevia's shortbow with her scale. Xanderghul loads his crossbow. Opening fire deals 93 damage to Schir Troop 1, grazing them, inflicting 3 bleed and slowing them to half speed for 2 rounds.

    Surprise Round!

    Hinagiku and Ehren are up!


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    As the battle begins, Ehren takes a deep breath and exhales. A wild wind seems to pick up from out of nowhere, and in an instant his body loses all tangibility, leaving only a living whirlwind in its wake.

    Ehren wild shapes into a medium air elemental.
    AC 19, touch 15, flat-footed 15 (+1 deflection, +4 Dex, +4 natural)


    Buffs | Char. Sheet |

    As soon as Ser Illivan sounds the horn, Hinagiku sprints out from the ruined building to join the infantry form Vilareht fort. In passing, she nods to Ser Jorsal whom she hadn't noticed yet.


    WotR Global Buffs/Debuffs: ----

    Initiative!
    Pozlixt: 1d20 + 6 ⇒ (16) + 6 = 22
    Vezzendezar: 1d20 + 6 ⇒ (19) + 6 = 25
    ???: 1d20 + 1 ⇒ (18) + 1 = 19
    ???: 1d20 + 10 ⇒ (1) + 10 = 11
    Schir Troop 1: 1d20 + 2 ⇒ (6) + 2 = 8
    Schir Troop 2: 1d20 + 2 ⇒ (11) + 2 = 13
    Schir Troop 3: 1d20 + 2 ⇒ (3) + 2 = 5
    Schir Troop 4: 1d20 + 2 ⇒ (11) + 2 = 13
    Slaver Troop 1: 1d20 + 2 ⇒ (7) + 2 = 9
    Slaver Troop 2: 1d20 + 2 ⇒ (3) + 2 = 5
    Cultist archers (favored terrain): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
    Cultist archers (favored terrain): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

    "CRUSADERSSS???" one of the Vrocks cackles. "CRUSADERSSS??? SO NICE OF YOU TO JOIN US??"

    Abyssal:

    "Yes, my love... perhaps we can invite some friends of our own?"

    "Al, ra pikhi... skushol hi throsh isharzi shili bul ugh am ul?" calls the other vrock.

    "Al.... puzg'l... bi rishi bi rushum, al?" cackles the other.

    Abyssal:

    "Yes.... let's... the more the merrier, yes?"

    The vrocks simply hover in place, and red waves of Abyssal energy start to emanate from them...

    "KASHI! Kirúl gil bi shishub ish bi ushush!" cries one of the cultist captains. Arrows rain down on the paladins advancing, and several fall to the ground. Anevia quickly ducks under cover before the arrows reach her, but one lands in her Commander's shoulder.

    Abyssal:
    "FIRE! Focus down the soldiers in the open!"

    "FIRE!!! calls Ser Ilivan. "RANGERS! FALL BACK!" The crusaders let out another volley of arrows, wiping out half of the schir trapped on the bridge, then back up and duck into cover. Captain Kost's infantry surge out ahead of the slower, platemail wearing paladins, and engage the schir with their guisarme.

    DC 16 Profession Soldier or DC 26 Perception:
    In the distance, you spot one of the cultists simply fly up towards a roof.

    Meanwhile, Markus walks a little ways ahead of the skeletal shantak, guiding it along like a pet.

    Cultist Archers 2 Volley vs Defenders of Fort Ahari (Armor, Favored Enemy, Fire Arrows, DR): 3d8 + 6 + 6 + 3d6 - 9 ⇒ (3, 4, 5) + 6 + 6 + (5, 1, 4) - 9 = 25
    Banshee Squadron vs Schir Troop 1 (natural armor): 3d8 + 6 - 7 ⇒ (3, 1, 3) + 6 - 7 = 6
    Volley 2, Ser Ilivan (favored enemy, natural armor): 3d8 + 3 + 6 - 7 ⇒ (6, 2, 1) + 3 + 6 - 7 = 11
    Cultist Archers 2 Volley vs The Order of the Sunrise Sword (Armor, Favored Enemy, Fire Arrows, DR): 3d8 + 6 + 6 + 3d6 - 9 ⇒ (3, 6, 2) + 6 + 6 + (6, 4, 2) - 9 = 26
    Ary reflex save (favored enemy): 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
    Anevia reflex save (favored enemy): 1d20 + 10 ⇒ (5) + 10 = 15
    Infantry of Vilareth vs Schir Troop 4 (AC DR): 6d4 + 18 - 7 ⇒ (2, 2, 4, 1, 3, 2) + 18 - 7 = 25

    Vrocks auto succeed at fly checks to hover

    Rules notes: Adjusted ranged damage - it was too high. Adding a variant Armor as DR (Armor/Shield/Natural AC - 3 = DR) at Isilme's suggestion for troop damage. Gonna say if you're in cover, you take half damage from volley. Troops need to at least be half in cover (so half of them in a house, 8 squares) to benefit from cover. Gonna say a troop that Sosiel or Markus is medic of gets an extra 50% fast healing to represent that they are The Best - but if they are called to do stuff other than heal then the bonus is not applied.

    Book keeping: Cultist archers deal 25 damage to Defenders of Fort Ahari with flaming arrows. Your archers deal 18 damage to Schir Troop 1, leaving them wounded. Cultist archers deal 26 damage to the Order of the Sunrise Sword, and 13 damage to Ary.

    Valaria, Hinagiku, and Xanderghul are up!


    Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
    Stats:
    AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
    MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
    Skills:
    +21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

    Anevia will delay to act in tandem with Ary.

    Profession Soldier: 1d20 + 13 ⇒ (1) + 13 = 14 :|
    Perception: 1d20 + 15 ⇒ (17) + 15 = 32 Ha, take that!

    "Enemy cultist has broken off from their group. He's apparently capable of flight." Ary shares with those around her. "Anevia, move in tandem with me. [b]"We need heavy damage to interrupt the Vrocks if we can manage it. Do we know the source of that fire on their arrows?"

    "Think the only ones that can interrupt them right now is... the twiddlefingers and me? Maybe Val?" Anevia offers up.


    Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

    "And here come the vrocks. So far everything is as planned..." Val triggers her wrist sheath and lets the potion of fly drop into her hand. She tears the cork out with her teeth and chugs the potion, feeling the strange weightless feeling taking over her body. "Just wish I had time to finish aligning my weapons."

    Swift to draw the potion, standard to drink, move to stay close to the crusaders until next round since I can't get into battle this round.


    WotR Global Buffs/Debuffs: ----

    Hinagiku and Xanderghul are up!


    Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

    Xanderghul approaches Valaria as she gets ready to ascend into battle against their flying goes. He reaches out to grab her, and her position flickers and becomes uncertain to the eye. "Go get 'em, guuuurl," he says with a grin.

    Cast displacement on Valaria, duration 8 rounds.

    At the same time, he calls to Sosiel and the clerics. The holy bombs he had ordered them to prepare in preparation for the upcoming combat - burst of radiance and holy smite. "Do it now," he shouts, "Clerics! Your attack spells!"


    Buffs | Char. Sheet |

    Still hanging to their plan, Hinagiku remains in the middle of the street, waiting for Ary to show herself in order to attract the Vrock's attention. Until then, there was not much she could do, and so, she raises her head and watches as the onis start summoning their kind.

    Skip round


    WotR Global Buffs/Debuffs: ----

    Responding to Xanderghul's command, the Order of the Sunrise Sword advances a few feet to allow their clerics time to finish their spellcasting. Sosiel's spell finishes first, blasting through nearly all the schir near the bridge, and obliterating nearly a dozen outright. The clerics of the Order of the Sunrise Sword follow up, but they are not as powerful as Sosiel is - their blasts are flashy, but less effective against the demonic horde. The schir begin to engage blindly with the infantry of Vilareth - their normally brutal strikes with their halberds are far less effective now that they are unable to see.

    Ary shifts around the corner of the house, into the street and hustles to Valaria's side, motioning to the Vrock high up in the sky. "The enemy is vulnerable while he's casting! Bring him down!"

    Anevia nods slowly. That wasn't how it worked, at all! She slips past Ary and into the house as she passes to attempt to maintain some cover; she couldn't get a good bead on the enemies from this far away, but she could totally make life suck for them! A glowing silver longsword flies out of a gap in the wall straight for the nearest Vrock... but it whizzes right past it. It looks around for who dared shoot at it while it is casting... but Anevia ducks quickly behind a ruined wall before it can spot her.

    The schir trapped on the bridge leap clear over the traps - once they land safely on the other side they break out into a run and leap into battle against the Infantry of Vilareth, reaching out at them with their long halberds.

    Sosiel vs SR: 1d20 + 7 ⇒ (16) + 7 = 23
    Sosiel vs SR: 1d20 + 7 ⇒ (2) + 7 = 9
    Sosiel vs SR: 1d20 + 7 ⇒ (20) + 7 = 27
    Sosiel damage Schir Troop 2: 7d6 ⇒ (5, 6, 1, 6, 6, 3, 6) = 33
    Sosiel damage Schir Troop 4: 7d6 ⇒ (4, 4, 5, 2, 5, 2, 2) = 24
    Schir Troop 2 Will Save: 1d20 + 3 ⇒ (4) + 3 = 7
    Schir Troop 4 Will Save: 1d20 + 3 ⇒ (14) + 3 = 17
    Clerics CL vs Schir Troop 1 SR: 1d20 + 4 ⇒ (11) + 4 = 15
    Clerics damage vs Schir Troop 1: 4d4 ⇒ (1, 2, 3, 2) = 8
    Clerics CL vs Schir Troop 1 SR: 1d20 + 4 ⇒ (1) + 4 = 5
    Clerics CL vs Schir Troop 2 SR: 1d20 + 4 ⇒ (7) + 4 = 11
    Clerics CL vs Schir Troop 2 SR: 1d20 + 4 ⇒ (2) + 4 = 6
    Clerics CL vs Schir Troop 3 SR: 1d20 + 4 ⇒ (9) + 4 = 13
    Clerics CL vs Schir Troop 3 SR: 1d20 + 4 ⇒ (11) + 4 = 15
    Clerics damage vs Schir Troop 3: 4d4 ⇒ (2, 2, 2, 4) = 10
    Schir Troop 1 vs Blind: 1d20 + 3 ⇒ (11) + 3 = 14
    Duration: 1d4 ⇒ 4
    Schir Troop 3 vs Blind: 1d20 + 3 ⇒ (9) + 3 = 12
    Duration: 1d4 ⇒ 3
    Schir Troop 4 vs Infantry of Vilareth: 3d10 + 30 ⇒ (1, 10, 9) + 30 = 50 No DR, they are lightly armored
    Schir Troop 2 vs Infantry of Vilareth: 3d10 + 30 ⇒ (3, 10, 1) + 30 = 44
    Giles climb check: 1d20 + 12 ⇒ (6) + 12 = 18
    Giles climb check 2: 1d20 + 12 ⇒ (14) + 12 = 26
    Anevia Stealth (Gambit, Sniping): 1d20 + 13 + 3 ⇒ (4) + 13 + 3 = 20
    Anevia Resonating Shot v. Vezz Flat-footed-Touch (Favored Enemy, Range Anevia Increment/Stance): 1d20 + 9 + 2 - 0 ⇒ (2) + 9 + 2 - 0 = 13
    Anevia Force Damage (Favored enemy): 3d6 + 6 + 2 ⇒ (5, 6, 4) + 6 + 2 = 23
    Vezzendezar Perception vs Anevia (distance): 1d20 + 23 - 8 ⇒ (4) + 23 - 8 = 19
    Cleric vs SR Schir Troop 4: 1d20 + 4 ⇒ (19) + 4 = 23
    Cleric vs SR Schir Troop 4: 1d20 + 4 ⇒ (20) + 4 = 24
    Cleric vs Schir Troop 4: 4d4 ⇒ (2, 3, 3, 1) = 9
    Schir Troop 4 vs Blind (grazed): 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
    Dazzle duration: 1d4 ⇒ 1
    Cleric vs Schir Troop 4: 4d4 ⇒ (3, 1, 2, 1) = 7
    Schir Troop 4 vs Blind (grazed): 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
    Dazzle duration: 1d4 ⇒ 2
    Cleric vs Slaver Troop 1: 4d4 ⇒ (2, 3, 2, 2) = 9
    Slaver Troop 1 vs Blind: 1d20 + 1 ⇒ (16) + 1 = 17
    Dazzle duration: 1d4 ⇒ 1
    Cleric vs Schir Troop 3: 1d20 + 4 ⇒ (9) + 4 = 13
    Cleric vs Schir Troop 3: 1d20 + 4 ⇒ (7) + 4 = 11
    Slaver Troop 1 vs The Eagle Watch (Favored Enemy, DR): 6d4 + 6 + 6 - 9 ⇒ (2, 1, 4, 2, 3, 3) + 6 + 6 - 9 = 18
    Schir Troop 1 Morale: 1d20 + 7 ⇒ (19) + 7 = 26
    Schir Troop 1 Jump (wounded): 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
    Schir Troop 1 Jump (wounded): 1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29
    Schir Troop 1 vs Infantry of Vilareth: 3d10 + 30 ⇒ (5, 5, 5) + 30 = 45

    Map note: Layered friendly armies have blue HP so you can tell the difference between them and the enemy troop

    Book keeping: Xanderghul casts displacement on Valaria. Sosiel deals 49 damage to Schir Troop 2 and 24 damage to Schir Troop 4, grazing Schir Troop 4. Both are blinded 1 round. Clerics deal 12 damage to Schir Troop 1, who is wounded. Clerics deal 15 damage to Schir Troop 3. Schir Troop 1 is dazzled for 4 rounds, Schir Troop 2 is blinded for 3 rounds. The Order of the Sunrise Sword heals for 5 HP with LoH (7/8 charges remaining). Defenders of Fort Ahari move forwards, gaining 10 HP as they move. Schir Troop 4 deals 25 damage to the Infantry of Vilareth. Schir Troop 2 deals 22 damage to the Infantry of Vilareth. Ary activates Favored enemy vs Vezzendezar to everyone within 30' of her. Anevia maintains stealth vs Vezzendezar (any other targets would get a perception roll vs DC 20 to see her). Clerics do 24 damage to Schir Troop 4, grazing them.Cleric does 12 damage to Slaver Troop 1. Schir Troop 4 is dazzled for 2 rounds. Slaver Troop 1 is dazzled for 1 round. Slaver Troop deals 18 damage to The Eagle Watch. Schir Troop 1 deals 45 damage to the Infantry of Vilareth, who are grazed.

    Ehren is up!


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    Intangible and virtually weightless, Ehren effortlessly rises into the air until he is high enough to see the entire battlefield. Assessing his options, the druid's eyes soon settle on the large force of schir engaging the soldiers of Vilareth. He raises a hand, invisibly drawing ley energy into his body, before evoking a massive column of white flame amid the clustered demons.

    Ehren casts flame strike (Reflex DC 20) on that cluster of schir troops.
    Caster Level vs. Schir Troop 1 SR: 1d20 + 9 ⇒ (17) + 9 = 26
    Caster Level vs. Schir Troop 2 SR (Legendary Surge): 1d20 + 9 + 1d6 ⇒ (4) + 9 + (5) = 18
    Caster Level vs. Schir Troop 3 SR: 1d20 + 9 ⇒ (15) + 9 = 24
    Caster Level vs. Schir Troop 4 SR: 1d20 + 9 ⇒ (4) + 9 = 13
    Fire/Holy Damage (Place Magic): 9d6 ⇒ (1, 1, 2, 6, 6, 2, 6, 5, 4) = 33


    WotR Global Buffs/Debuffs: ----

    When the white flame dissipates, dozens of schir lay on the ground, burnt to a crisp by the holy flame. They collapse into dust and gradually vanish into thin air.

    Irabeth quickly moves into the army of slavers. She identifies the woman giving them the orders, and with a grisly chop, starts cutting into her. The other group of tieflings charges into them, forming one enormous melee of cultist against paladin, scythe clashing against sword.

    Further away, the brave Infantry of Vilareth stand against the schir completely alone. They close their eyes and wince as Ehren's spell roars up right in front of them, then scream battlecries as it dissipates... they will not back down now!

    The vrocks are left disappointed when no one on the abyssal plane answers their call. They vanish, then reappear on the roofs, leering down at the crusaders and cackling - it sounds like a murder of crows yammering at them from above... it doesn't take long for them to figure out why.

    "KUSHI!" cries the archer captain - a volley of arrows lands on the only group not yet engaged in melee, catching Valaria, Xanderghul and Ary as well.

    "BANSHEES!" calls Captain Eltringham. "Cover Captain Kost! Slow now... ready your shot... now... FIRE!"

    But as soon as they finish their volley, a fiery explosion engulfs the group, nearly bringing the heroes to their knees... and while the vrocks cackle madly, before they can even stand, yet another volley of arrows rains around them. Several crusaders fall.. they may not stand again.

    "There's too many schir! FALL BACK!" Captain Kost cries.

    Schir Troop 1 reflex (wounded): 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
    Schir Troop 2 reflex: 1d20 + 3 ⇒ (15) + 3 = 18
    Schir Troop 3 Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
    Irabeth vs Slaver Troop 1 (PA, flank): 1d20 + 13 - 2 + 2 ⇒ (20) + 13 - 2 + 2 = 33
    Irabeth damage (PA): 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
    Schir Troop 3 vs Infantry of Vilareth: 3d10 + 30 ⇒ (5, 6, 7) + 30 = 48
    Slaver Troop 2 vs The Defenders of Fort Ahari (favored enemy, DR): 6d4 + 6 + 6 - 9 ⇒ (1, 1, 1, 4, 3, 3) + 6 + 6 - 9 = 16
    Vezzendezar summon chance (35%, high success): 1d100 ⇒ 21
    Pozlixt summon chance (35%, high success): 1d100 ⇒ 50
    Cultist Archers 2 Volley vs Order of the Sunrise Sword(Armor, Favored Enemy, Fire Arrows, DR): 3d8 + 6 + 6 + 3d6 - 9 ⇒ (2, 7, 8) + 6 + 6 + (6, 2, 1) - 9 = 29
    Ary Reflex Save (favored enemy): 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
    Valaria Reflex Save: 1d20 + 12 ⇒ (20) + 12 = 32
    Xanderghul Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24
    Hinagiku Reflex Save: 1d20 + 13 ⇒ (9) + 13 = 22
    Banshee Squadron vs Schir Troop 1 (natural armor, studied target): 3d8 + 6 - 7 + 6 ⇒ (7, 5, 4) + 6 - 7 + 6 = 21
    Volley 2, Ser Ilivan (favored enemy, natural armor): 3d8 + 3 + 6 - 7 ⇒ (4, 8, 4) + 3 + 6 - 7 = 18
    Ary reflex vs fireball, favored enemy: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
    Hinagiku reflex vs fireball: 1d20 + 13 ⇒ (2) + 13 = 15
    Order of the Sunrise Sword reflex vs fireball: 1d20 + 6 ⇒ (8) + 6 = 14
    Shantak reflex vs fireball: 1d20 + 7 ⇒ (2) + 7 = 9
    Valaria reflex vs fireball: 1d20 + 12 ⇒ (5) + 12 = 17
    Xanderghul reflex vs fireball: 1d20 + 6 ⇒ (1) + 6 = 7
    Xanderghul gear destruction: 4d10 ⇒ (1, 4, 6, 3) = 14
    Xanderghul's hat of disguse reflex vs fireball: 1d20 + 6 ⇒ (19) + 6 = 25
    Xanderghul's crossbow reflex vs fireball: 1d20 + 6 ⇒ (16) + 6 = 22
    Xanderghul's dagger reflex vs fireball: 1d20 + 6 ⇒ (17) + 6 = 23
    Anevia reflex vs fireball: 1d20 + 10 ⇒ (10) + 10 = 20
    Ehren reflex vs fireball: 1d20 + 8 ⇒ (3) + 8 = 11
    Ser Ilivans Corps reflex vs fireball: 1d20 + 8 ⇒ (6) + 8 = 14
    Banshee Squadron reflex vs fireball: 1d20 + 7 ⇒ (18) + 7 = 25
    Fireball damage: 6d6 ⇒ (1, 1, 4, 6, 5, 3) = 20
    Cultist Archers 2 Volley vs Order of the Sunrise Sword(Armor, Favored Enemy, Fire Arrows, DR): 3d8 + 6 + 6 + 3d6 - 9 ⇒ (8, 2, 6) + 6 + 6 + (2, 3, 5) - 9 = 29
    Ary Reflex Save (favored enemy, grazed): 1d20 + 10 + 1 - 1 ⇒ (9) + 10 + 1 - 1 = 19
    Valaria Reflex Save: 1d20 + 12 ⇒ (1) + 12 = 13
    Xanderghul Reflex Save (grazed): 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
    Hinagiku Reflex Save: 1d20 + 13 ⇒ (8) + 13 = 21
    Infantry of Vilareth morale check?: 1d20 + 8 + 4 - 2 + 10 ⇒ (15) + 8 + 4 - 2 + 10 = 35

    Audit: Had Schir Troop 4 and 2 deal damage to themselves since they attacked while blinded. 13 damage to troop 4 and 10 to troop 2 (they don't penetrate their own DR). Also Anevia dealt 23 damage to Vezzendezar.

    Book keeping: Ehren deals 37 damage to Schir Troop 1, who are in critical condition and 75 damage to Schir Troop 2 and 3 (total of 187 damage). Schir Troop 2 is wounded, Schir Group 3 is grazed. Irabeth deals 11 damage to Slaver Group 1, targeting the captain. Infantry of Vilareth takes 48 damage from the schir and is wounded. Defends of Fort Ahari takes 16 damage from Slaver Troop 2. Cultist Archers Troop 2 deals 29 damage to the Order of the Sunrise Sword and 14 damage to Ary, Valaria and Xanderghul with a volley. Banshee Squadron studies Schir Troop 1, then deals 21 damage to it. Ser Ilivan's squadron deals 18 damage to it. Fireball deals 20 damage to Hinagiku, the Shantak, Xanderghul and Ehren. Xanderghul is grazed. The skeletal shantak is grazed. Fireball deals 10 damage to Ary, she is grazed. Fireball deals 5 damage to Valaria. Fireball deals 30 damage to the Order of the Sunrise Sword and Ser Ilivan's Corps, they are both grazed. Fireball deals 15 damage to Banshee Squadron. The second volley of arrows deals 29 damage to Xanderghul and Valaria. It deals 14 damage to Ary. Ary is wounded, Valaria is grazed, Xanderghul is critical. Infantry of Vilareth recovers 5 HP to fast healing (1/9).

    Round 2!

    Valaria, Hinagiku, and Xanderghul are up!


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    Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

    Clutching at his beautiful breast with one hand, Xanderghul snaps off an arrowhead and pulls it out of his arm. He grumbles. He never had any problems with getting dozens of arrows fired at him when he was alone, g$~+~+mit. This war was going well, but dammit if it didn't hurt.

    He moves until he's within a building - maybe some cover might help him. Then, he begins to weave transmutation magic. Hopefully he could embiggen Ary, but if not, Irabeth was a perfectly acceptable target.

    Move action and then a standard to begin casting enlarge person.


    Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

    Val weathers the barrages, feeling the arrows piercing through holes in her mail shirt, but mostly ignoring the heat as the flames wash over her. "You don't need to tell me that twice." She kicks off the ground, letting the magic carry her into the air and driving straight at the vrock as it perches on the rooftops above them. She twists into a new combat form, whipping both starknives across the vrock's body. Her entire body flares with golden light, her birthmarks shining with holy power as she cleaves into its flesh.

    Attack (Favored, Grazed): 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27
    Off-hand Attack (Favored, Grazed): 1d20 + 13 + 2 - 1 ⇒ (6) + 13 + 2 - 1 = 20
    Acrobatics (Grazed): 1d20 + 16 - 1 ⇒ (6) + 16 - 1 = 21
    Damage (Favored): 1d4 + 14 + 2 ⇒ (3) + 14 + 2 = 19
    Off-hand Damage (Favored): 1d4 + 14 + 2 ⇒ (4) + 14 + 2 = 20

    Moving up to the vrock with fly and trying to avoid AoOs with Acrobatics. Using Swift Claws to attack with both weapons once as a standard action, and spending a swift to activate my Demon Slayer ability for 1 MP, so I ignore 6 points of DR on my non-blessed Starknife.


    Buffs | Char. Sheet |

    Quickly brushing off bits of singed fur and clothes, Hinagiku stoically makes her way to Ary's side and invokes Irori's power to heal the many wounded and unconscious soldiers from their troops.

    channel: 1d6 ⇒ 3 Blue aura on roll20, heals Vazzendezar, Valaria, Ary, Xanderghul, Fort Vilareth and Order of the sunrise as well as our archers


    WotR Global Buffs/Debuffs: ----

    With a mighty grunt, Valaria thrusts her starknives at the vrock's belly. But with surprising agility, he sidesteps her lunge, leaving one long gash down his side from one of the knives. She stumbles forward through the air, off-balance from her attack and he slices low at her leg with his ferocious claws... the wound partially heals over as Hinagiku invokes Irori's power, causing a blue wave of light to wash over the battlefield. This gives Ary a chance to catch her breath... before an arrow suddenly flies out of nowhere, violently stabbing through her sword arm. Blood drips out from the open wound as she scans the battlefield... in the distance, she can make out the shape of a man standing on the roof behind the archers. Noticing she sees him, he waves merrily, then extends two fingers... he points at his eyes, then points them at her. I see you. he seems to say.

    The Order of the Sunrise Sword surges forward to assist with the slavers.. Sosiel moves towards them, his hands glowing with positive energy as he works to patch them up. Noticing Xanderghul holed up in a nearby building, he sticks his hand through a hole in the wall to grasp his shoulder, offering him a bit a respite as well, if only a little.

    The crusaders do battle with the slavers

    Vezzendezar claw AoO vs Valaria (PA: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
    Vezzendezar claw crit confirm AoO vs Valaria (PA): 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23 AC is 24 from grazed
    Vezzendezar damage vs Valaria (PA): 2d6 + 5 + 6 ⇒ (2, 2) + 5 + 6 = 15
    The Order of the Sunrise Sword vs Slaver Troop 1: 3d6 + 18 ⇒ (1, 5, 5) + 18 = 29
    Defenders of Fort Ahari vs Slaver Troop 1: 3d6 + 18 ⇒ (6, 2, 2) + 18 = 28
    Defenders of Fort Ahari vs Slaver Troop 2: 3d6 + 18 ⇒ (4, 5, 5) + 18 = 32
    Giles climb check: 1d20 + 12 ⇒ (3) + 12 = 15
    Giles vs Ary (Deadly Aim): 1d20 + 18 - 3 ⇒ (13) + 18 - 3 = 28
    Giles damage vs Ary (Deadly Aim): 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
    Schir Group 2 morale (Commander, Captain, Wounded, Champions, Holy Smite): 1d20 + 3 + 4 - 2 + 3 - 2 ⇒ (5) + 3 + 4 - 2 + 3 - 2 = 11
    Ser Jorsal AoO vs Schir Group 2 (PA}: 1d20 + 21 - 3 ⇒ (8) + 21 - 3 = 26
    Ser Jorsal damage vs Schir Group 2 (PA): 1d8 + 14 + 6 ⇒ (2) + 14 + 6 = 22
    Shantak AoO vs Schir Group 2 (grazed): 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
    Shantak damage vs Schir Group: 2d6 + 8 ⇒ (2, 5) + 8 = 15
    Schir Group 2 Troop Damage: 3d10 + 30 ⇒ (10, 6, 4) + 30 = 50
    Schir Group 4 Troop Damage: 3d10 + 30 ⇒ (10, 3, 1) + 30 = 44

    Audit: extra 10 damage from Anevia's attack on Vezzendezar

    Book keeping: Valaria deals 14 damage to Vezzendezar. Vezzendezar deals 15 damage to Valaria and wounds her. Hinagiku heals Vezzendezar, Valaria, Ary, Xanderghul, for 3 HP and Fort Vilareth and Order of the sunrise as well as our archers for 4 HP. Ary is grazed, Ser Ilivan's Corps are grazed. Sosiel delays to after the Order of the Sunrise Sword to meet them. He heals Xanderghul for 5 HP. The Order of the Sunrise Sword recovers for 15 HP (Sosiel bonus). Blind wears off from Schir Group 2 and 4. The Order of the Sunrise Sword deals 29 damage to Slaver Troop 1. Defenders of Fort Ahari deals 28 damage to Slaver Troop 1 and 32 damage to Slaver Troop 2. Slaver Troop 1 is grazed. Giles deals 18 damage to Ary who is wounded again.

    Anevia and Ary are up!


    WotR Global Buffs/Debuffs: ----

    Addendum to previous post:

    The schir charge in - reckless, despite their greatly diminished numbers. Using their ability to leap great distances, they simply jump over most of the standing infantry and begin to lay waste to everyone.

    Schir troop 2 Base damage: 12
    Schir troop 4 base damage: 33

    Ary Reflex Save (wounded, favored enemy): 1d20 + 8 - 2 + 1 ⇒ (5) + 8 - 2 + 1 = 12 11 DR
    Shantak reflex save: 1d20 + 7 ⇒ (17) + 7 = 24
    Xanderghul reflex save (wounded): 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 1 DR
    Ser Jorsal reflex save: 1d20 + 5 ⇒ (4) + 5 = 9 9 DR
    Sosiel reflex save: 1d20 + 8 ⇒ (2) + 8 = 10 5 DR

    Ary Reflex Save (wounded, favored enemy): 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 10 11 DR
    Shantak reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
    Xanderghul reflex save (wounded): 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 1 DR
    Ser Jorsal reflex save: 1d20 + 5 ⇒ (19) + 5 = 24 9 DR
    Sosiel reflex save: 1d20 + 8 ⇒ (5) + 8 = 13 5 DR

    Schir troop 2 jump: 1d20 + 18 - 3 ⇒ (10) + 18 - 3 = 25
    Schir troop 4 jump: 1d20 + 18 - 1 ⇒ (14) + 18 - 1 = 31

    Ary takes 22 damage, Shantak takes 6 damage, Xanderghul takes 20 damage (+5 healing, 15 total), Jorsal takes 10 damage, Sosiel takes 29 damage. The order of the Sunrise Sword takes 12 damage and the Infantry of Vilareth takes 45 damage. Ary is in critical condition. Shantak is grazed. Xanderghul is critical. Sosiel is grazed.

    Ary and Anevia are up!


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    Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
    Stats:
    AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
    MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
    Skills:
    +21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

    Faith and Bullrush v. Troop 2. (DEMON, Wounded, Intruder's End): 1d20 + 13 + 4 - 2 + 2 ⇒ (4) + 13 + 4 - 2 + 2 = 21
    Damage v. Troop 2 (DEMON): 2d4 + 10 + 8 ⇒ (4, 3) + 10 + 8 = 25

    Faith and Bull Rush v. Troop 4. (DEMON, Wounded, Intruder's End): 1d20 + 13 + 4 - 2 + 2 ⇒ (17) + 13 + 4 - 2 + 2 = 34
    Damage v. Troop 4 (DEMON): 2d4 + 10 + 8 ⇒ (1, 4) + 10 + 8 = 23

    If Ary notices the man on the roof top she doesn't show it, focusing solely on the incoming Schir; that doesn't mean her wounds don't stop her from acting as quickly as would be ideal.

    As the schir leap the gap, there's an explosion of motes, and just as many of those motes as don't begin to spring to life, Ary reappears in midair, striking each schir as they leap into the edge of her range, and while a few manage to reach her men, it's only because her reach is finite.

    Echoes of her movements live on in the motes as they follow through on the strikes, toppling the foes as they press their luck by entering her domain, meeting each with a green-laced red artifact-to-the-face. Just as quickly, she returns to the same stance she had been in, worse for wear for what she'd just done, but panting quietly, regardless, surrounded by what the enemy now understands she has claimed as her territory.

    As she effectively stops dozens of schir in their tracks, the only betrayal of how she's feeling is a small smirk, though inside, her stomach is bouncing along with her heart, a dance of pain and elation.


    1 person marked this as a favorite.
    Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
    Stats:
    AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
    MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
    Skills:
    +21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

    Anevia will Deflecting Shot the first arrow fired by Giles. Ary's movement for the second spoiler is marked in pink. In the event that isn't cover (can't see!), she'll prefer cover over no-cover and choose the nearest square with cover.

    "I need you on overwatch for Giles, alright, Anevia?" Ary calls out over the sound of fighting.

    "Got it, boss." Anevia whispers back.

    If Schir are stillup and in full attack range:
    Favoring Troop 2 over Troop 4
    Radiance Attack 1 (DEMON, Wounded, DW): 1d20 + 14 + 4 - 2 - 2 ⇒ (2) + 14 + 4 - 2 - 2 = 16
    Radiance Attack 2 (DEMON, Wounded, DW): 1d20 + 19 + 4 - 2 - 2 ⇒ (10) + 19 + 4 - 2 - 2 = 29
    Faith Attack (DEMON, Wounded, DW): 1d20 + 13 + 4 - 2 - 2 ⇒ (8) + 13 + 4 - 2 - 2 = 21

    Radiance Damage 1 (DEMON): 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
    Radiance Damage 2 (DEMON): 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14
    Faith Damage 1 (DEMON): 1d4 + 3 + 4 ⇒ (4) + 3 + 4 = 11

    Simply continuing her skydance from a moment before, Ary continues to hammer into the nearby Schir that had all been thrown to the ground violently by her assault, interspersing shield slams with swordstrokes, hewing a line through the nearest of her enemies.

    If Schir are not stillup:
    Ary moves to cover within Xanderghul's range, and recovers Intruder's End. If any more schir are foolish enough to try to close the distance, they'll get a repeat light show. :)

    Ary is mindful to stay in range of Xanderghul's spell, but also well aware that her sudden growth will make her a target. On the bright side, once his spell finishes, she'll be in a position to do something more effective to Vezzendezar.

    She moves into position for his spell to launch her into giantdom, readying herself to repeat the maneuver she'd just performed on the schir if need be, the motes returning unerringly to her shield.

    Anevia Stealth (Sniping): 1d20 + 13 ⇒ (20) + 13 = 33 If Stealth Fails, Flato-footed shot maneuver.
    Anevia v. Vezzen Flat Footed (Bane, Gambit, Point Blank, Favored Enemy): 1d20 + 9 + 2 + 3 + 1 + 2 ⇒ (14) + 9 + 2 + 3 + 1 + 2 = 31 -3 AC if this hits, recovering Resonance Shot.
    Anevia GOOD Damage (Bane, Point Blank, Favored Enemy): 1d6 + 1 + 2d6 + 2 + 1 + 2 + 3d6 ⇒ (2) + 1 + (5, 5) + 2 + 1 + 2 + (1, 6, 4) = 29 Inflicting Disoriented for -2 to hit, if sneak is successful.

    Anevia, meanwhile, creeps forward from her knelt down position, eyes watching the skies across the battlefield. Her hand is already full of arrows, but she reaches up into her quiver, anyway. Her hand feels the tip, where she's put two notches, and she comes away with an arrow fletched with red feathers, which she enerringly moves to her string. She's still barely looking in the Vrock's direction as she lines up her shot, sparing a glance off the horizon to ensure her aim is true; the giant bird demon of many Z's was a significant threat to Valaria, even with her position obscured. So, this definitely warranted her special arrow. Inhale, aim, exhale, release. Deadly, and near-silent, the red-fletched arrow launches straight for the creature's collar bone, streaking the sky with crimson and sending a world of pain straight into its nervous system, and distracting the creature from the much larger threat that was Valaria's lithe form.

    Her eyes move back to the horizon, waiting for the incoming arrow, which absolutely must be foiled, if the commander is going to stay on her feet for any amount of time.


    WotR Global Buffs/Debuffs: ----

    With an explosion of motes, Ary cuts down each and every one of the first wave of schir to foolishly jump into her range. Their corpses fall to the ground and vanish. But they keep coming, so she switches tactics, bashing the schir left and right until they are too scattered to attack first...

    Meanwhile, the two armies continue to clash, though the tiefling cultists are significantly weaker than their schir brethren and have difficulty getting past the heavily armored paladins. The wounded schir, meanwhile, position themselves to ready for their attack...

    Audit:
    Vezzendezar vs Displacement (high success): 1d100 ⇒ 52
    ---
    The Eagle Watch damage vs Slaver troop 1 (DR): 3d6 + 18 ⇒ (1, 1, 6) + 18 = 26
    Slaver Troop 1 vs The Eagle Watch (favored enemy DR): 3d4 + 6 + 3 - 6 ⇒ (2, 1, 2) + 6 + 3 - 6 = 8
    Slaver Troop 1 vs The Order of the Sunrise Sword (favored enemy, DR): 3d4 + 6 + 3 - 5 ⇒ (1, 1, 4) + 6 + 3 - 5 = 10
    Schir Troop 1 Morale (commander, captain, holy smite, champions, critical): 1d20 + 3 + 4 - 3 + 3 - 3 ⇒ (11) + 3 + 4 - 3 + 3 - 3 = 15

    Rules: Adjusting DR from AC down to a x2 multiplier from x3, and adjusting healing down back to where it was.

    Book keeping: Ary activates Intruder's End. She bull rushes both schir troops,
    dazing them. She deals 25 damage Schir Troop 2, wiping them out. She deals 23 damage to Schir Troop 4. The Eagle Watch heals to full for 10 and deals 26 damage to slaver troop 1, grazing them. Slaver Troop 1 deals 1 damage to the Eagle Watch, and 3 damage to The order of the Sunrise Sword.

    Ehren is up!


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    Ehren grimaces as the enemy archers and spellcaster wreak havoc on them, his airy form briefly blown away by the flames before regaining its vaguely humanoid shape. He had half a mind to do something about them, but if the cavalry arrived on schedule, the archers would soon find that their hands were full. Responding to Captain Kost's cries, he instead looks back to the schir, still reeling from the army's assault, and then to the vrock sitting on the nearby rooftop.

    The druid points a spindly arm in the vulture demon's direction and makes a grasping motion with his hand. A spiralling current of water forms around the vrock, threatening to engulf it... but whether it does or not did not matter much for Ehren's intentions. Once the orb is done of forming, he pushes it forward, sending it rolling off the rooftop and right into the schir troop. He does not stop there, willing it to continue rolling through the schir's ranks, from one troop into another.

    Ehren casts aqueous orb (Reflex DC 20) on Pozlixt, then rolls it through Schir Troops 3 & 1.
    Nonlethal Damage: 2d6 ⇒ (5, 5) = 10


    Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 50/137 (72/159+22 THP) | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 7/11 | SP 5/10

    Oh, forgot to make my hover check.
    Fly (Perfect Fly Speed): 1d20 + 12 ⇒ (17) + 12 = 29


    WotR Global Buffs/Debuffs: ----

    The vrock commander simply sidesteps the aqueous orb. Many of the schir leap out of the way, though a few of the more wounded ones are bowled over. Pozlixt cackles at the druid's failed attempt to catch him, and begins dancing wildly on the roof.

    Meanwhile, Chevalier Irabeth continues to focus down the slaver captain. Sliding through the air with an indistinct hiss, her longsword cuts another seeping wound. She perks up as she hears the sound of hooves beating in the distance...

    Vrock reflex: 1d20 + 20 ⇒ (15) + 20 = 35
    Schir Troop 3 reflex (grazed): 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20
    Schir Troop 1 reflex (critical): 1d20 + 3 - 3 ⇒ (12) + 3 - 3 = 12
    Schir Troop 1 reflex (critical): 1d20 + 3 - 3 ⇒ (20) + 3 - 3 = 20
    Irabeth vs Slaver Troop 1 captain(PA, flank): 1d20 + 13 - 2 + 2 ⇒ (14) + 13 - 2 + 2 = 27
    Irabeth damage (PA): 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
    Irabeth vs Slaver Troop 1 captain (PA, flank): 1d20 + 8 - 2 + 2 ⇒ (1) + 8 - 2 + 2 = 9
    Sosiel reflex vs Slaver 1: 1d20 + 2 ⇒ (3) + 2 = 5
    Slaver Troop 2 vs Defenders of Fort Ahari (favored enemy DR): 3d4 + 6 + 3 - 6 ⇒ (3, 3, 2) + 6 + 3 - 6 = 11
    Isilme initiative!: 1d20 + 5 ⇒ (20) + 5 = 25
    Annabelle initiative: 1d20 + 2 ⇒ (18) + 2 = 20
    The Everbright Crusaders initiative: 1d20 ⇒ 18
    Order of the Flaming lance initiative: 1d20 - 1 ⇒ (11) - 1 = 10
    Cavalry of Vilareth I: 1d20 ⇒ 8
    Cavalry of Vilareth II: 1d20 ⇒ 12

    Book keeping: Ehren deals 15 NL damage to Schir Troop 1. Sosiel takes 10 damage from Slaver Troop 1. Slaver Troop 2 deals 11 damage to the Defenders of Fort Ahari.

    Round 3!

    Isilme is up!


    WRONG ALIAS

    Isilme can't go before the cavalry, or the archers will figure out what's up. Delaying to go with the cavarly


    WotR Global Buffs/Debuffs: ----

    Vezzendezar joins Pozlixt's dance, flapping his enormous, greasy wings and spraying Valaria with spores. Below them, the infantry of Vilareth once again clashes with an army of schir, refusing to back down before the job is done.

    Another volley of arrows rains down, this time on the Order of the Sunrise Sword. Jorsal raises his shield just in time, but Sosiel was distracted, healing another injured. An arrow pierces deep into his shoulder and he cries out in pain.

    "BANSHEES! FIRE!" calls Volencia. The resulting volley of arrows from both teams of rangers wipe out a substantial amount of the advancing schir.

    Nearby, Markus gently guides the shantak along... then finally, he points at a cultist. "Go," he says simply, and the shantak lunges its great head forwards, grabbing up a cultist in its enormous jaws and breaking the man in two. It then slices across another two men with one of the sharp talons across its wings, tearing into the screaming cultists with an unsettlingly quiet ferocity.

    The hovering tiefling flies closer until he is flying over the melee below... he raises both hands and opens his mouth, revealing four long tongues that lash around while he incants a spell. Cockroaches erupt from the ground around the Order of the Sunrise Sword. Captain Streigher struggles to keep his men calm as they scream when literally millions of roaches start swarming over their bodies, crawling into the cracks between their armor and biting them... panic starts to set in as yet another volley of flaming arrows rains down around them.

    The roach swarm doesn't do much damage to the troop, but the disgustingness of being covered in millions of roaches imposes a -4 penalty to morale.

    Spores vs Valaria: 1d8 ⇒ 5
    Cultists Archers 2 Volley vs Order of the Sunrise Sword (DR): 3d8 + 6 + 6 + 3d6 - 12 ⇒ (7, 1, 6) + 6 + 6 + (3, 3, 5) - 12 = 25
    Sosiel reflex save: 1d20 + 2 ⇒ (7) + 2 = 9 5 DR
    Ser Jorsal reflex save: 1d20 + 5 ⇒ (10) + 5 = 15 9 DR
    Banshee Squadron vs Schir Troop 1 (studied target): 3d8 + 6 + 6 - 5 ⇒ (4, 7, 3) + 6 + 6 - 5 = 21
    Ser Ilivan's Corps vs Schir Troop 3 (favored enemy): 3d8 + 6 + 6 - 7 ⇒ (5, 6, 6) + 6 + 6 - 7 = 22
    Skeletal Shantak bite vs Slaver Troop 1 (grazed): 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
    Damage: 2d6 + 8 ⇒ (5, 3) + 8 = 16
    Skeletal Shantak claw vs Slaver Troop 1 (grazed): 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 18
    damage: 1d8 + 8 ⇒ (1) + 8 = 9
    Skeletal Shantak claw vs Slaver Troop 1 (grazed): 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 17
    damage: 1d8 + 8 ⇒ (7) + 8 = 15
    Skeletal Shantak talon vs Slaver Troop 1 (grazed): 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
    damage: 1d8 + 8 ⇒ (1) + 8 = 9
    Cockroach swarm 1 damage: 1d6 ⇒ 1
    Cockroach swarm 2 damage: 1d6 ⇒ 5
    Order of the Sunrise Sword fort save vs distraction: 1d20 + 8 ⇒ (11) + 8 = 19
    Order of the Sunrise Sword fort save vs distraction: 1d20 + 8 ⇒ (14) + 8 = 22
    Ser Jorsal fort save vs distraction: 1d20 + 12 ⇒ (15) + 12 = 27
    Cultists Archers Volley vs Order of the Sunrise Sword (DR): 3d8 + 6 + 6 + 3d6 - 10 ⇒ (2, 8, 7) + 6 + 6 + (6, 5, 5) - 10 = 35
    Sosiel reflex save: 1d20 + 2 ⇒ (14) + 2 = 16 3 DR
    Ser Jorsal reflex save: 1d20 + 5 ⇒ (14) + 5 = 19 9 DR
    Infantry of Vilareth morale check (commander, captain, champions, wounded, bravery): 1d20 + 8 + 4 + 6 - 2 + 1 ⇒ (6) + 8 + 4 + 6 - 2 + 1 = 23
    Infantry of Vilareth vs Schir Troop 4: 6d4 + 18 - 7 ⇒ (3, 4, 2, 2, 1, 4) + 18 - 7 = 27

    Book keeping: Valaria takes 5 damage from spores. Cultist archers 2 deals 25 damage to the Order of the Sunrise Sword. Ser Jorsal takes 14 damage from the volley, Sosiel takes 31 damage from the volley. Sosiel is wounded. Banshee Squadron deals 21 damage to Schir Troop 1, wiping them out. Ser Ilivan's Corps volleys Schir Troop 3 for 22 damage, leaving them wounded. Skeletal Shantak deals 49 damage to Slaver Troop 1, wounding it. The Order of the Sunrise Sword takes 6 damage from cockroach swarms. Ser Jorsal takes 1 damage from a cockroach swarm. The Order of the Sunrise Sword takes another volley for 35 damage and is wounded. Sosiel takes 21 damage from the volley, Jorsal takes 18 damage from the volley. Sosiel is in critical condition, Jorsal is grazed. Infantry of Vilareth deals 27 damage to schir troop 4 and leaves them wounded.

    Isilme and Külə are up!

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