DM Zyren's Heart of Light

Game Master Zyrenity

An epic search for the Amethyst heptagon leads a party of fresh graduates through the northern reaches of Ustalav. Based in Karcau, the party visits places like the dark Castle Jarovich or the dangerous alleys of Carrion Hill.


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M Chelish Fighter

sense motive 1d20 - 1 ⇒ (10) - 1 = 9

Pitr looks askew at the hissing guard that keeps popping in and out. "What's with the hisssssssing?"


So party, are going to attend the audience at the tower or do assume it will be held at the castle? @Pitr: Hissing is for being drunken -_-


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Well I am not keen on hitting a castle (just yet) I think the nephew is a better initial target and if he could be at the tower then we should check that first. There's also the matter of a particular guardsman who is overdue an untidy ending


Venture Captain since December 2014

Tower, please. The mention of the castle was for the benefit of Sasha.


Now, or are you waiting for Sasha to return?


Venture Captain since December 2014

Solaric will wait until Sasha returns and then make a comment to him before departing. "Well my friend. I reckon we'll be back after we go check out ye old castle on the hill. We gonna be an audience. Be back for restin and stuff later."


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

THEN we hit the tower :p


It takes a perceived millenium until Sasha returns (at least 30 minutes).

With bright red, glowing cheeks and totally out of breath, he returns to your table.

Perception Dc 10:

You notice that snowflakes still cling to his clothes.

Oh sorry, I was in the cellar, had to tap another beer barrel, you know, heh.
Yeah, just return...later, heh. I will have prepared everything until then.


Venture Captain since December 2014

Percpetion 1d20 + 5 ⇒ (7) + 5 = 12

Solaric departs if the others are willing. Once outside, he comments to Victoria, "My Grace, did you notice the snowflakes on that guy? I think he's been out talking to someone. Keep your eyes open and let's see if we notice anything suspicious."

Solaric looks around the back of the inn to see if there is a back door outside of the kitchen and if there are any tracks or people present.

Take a 10(+5) on perception out back


Male Human Life Oracle 3rd

Perception 1d20 + 2 ⇒ (10) + 2 = 12
Sense motive 1d20 + 9 ⇒ (17) + 9 = 26

To the others outside of ear shot, "So a Half Dark Elf, a Tiefling, a Half Orc, a towering Horseman, and a lame footed old man enter an inn ... do you suspect perhaps that our descriptions had been made public before we got here? I think it doesn't matter where we go first, I suspect that our reception will be altogether too warm for our liking. Be ready for action."


M Chelish Fighter
DM Zyren/ Heart of Light wrote:
Hissing is for being drunken

Ah, so he's just pissssed. I thought we were up against a bunch of serpentfolk cultists for a minute there : )

perception 1d20 + 2 ⇒ (7) + 2 = 9

Pitr grins at Basilli's commment. "Yessir, the circus done come to town!"


You leave the inn, wary and ever alert, and walk over to the guard tower in the centre of the eerie village.

Ricca pauses in a distance of about 50m and takes cover behind the corner of a cottage.

You can observe that a crowd of about twenty people has gathered in front of the tower. Three guards, wearing the black tabbards you have seen before and the sturdy man with the two handed sword wait next to the tower and make fun of the most miserable villagers who have come to the audience.

You have to wait for about ten minutes and the cold has already begun to creep into your muscles, as suddenly the large tower door is thrown open and a young man with curly black hair, posh clothing and arrogant demeanor enters the scene. Behind him the sun has begun to sink below the Kronstein Ridge and orange-purple sunbeams bath the village in a sorrowful light.

One of the guards hurries to get Jarovich's nephew a small stool from inside the tower and as soon as the young man has seated, the burly guard captain bellows:

Good folk of Jarovicha, ye're here today to witness the wisdom of our beloved lord Jarovich. Come forth and and name your request, but beware to bore the master!

Ricca scratches her forehead and throws in

What a charade...what are we going to do?


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

"Oh that man has got to be kidding..."

"Notice those snowflakes? They were clear as dandruff on a necromancers robes. I suspect or game is up, ncie whilst it lasted."


Venture Captain since December 2014

Solaric replies to Ricca. "This man clearly needs to be taken down. I have reached my limit, watching injustice run rampant. Besides, I'm getting tired of all this sneaking about. I would like to run up and introduce him to my longsword." Turning to Victoria and Basilli, the dark elf asks, "Do you think we can end this charade right now and take them down? Three guards and a fool on a throne should not be much trouble. Who knows, these peasants may even give us a hand."


M Chelish Fighter

Pitr scratches his stubbly chin. "Well, this ought to be easier than storming the castle anyway and it might just draw Jarovich out as well. At least if this doesn't get his attention we can always burn the inn down around Sasha's ears, too."

"Let's make sure we block the entrance to the tower. Do you want to try and hold 'Curly' as a hostage or just kill him?"


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8
Pitr Jendarne wrote:
"Let's make sure we block the entrance to the tower. Do you want to try and hold 'Curly' as a hostage or just kill him?"

"I fear our poor Solaric has seen so much injustice we need to let him right some wrongs soon or his mind may snap. I will try and contain the nephew, but the rest, especially that big lummox can be sent to the Hells"

" I shall see how they fare once I sew confusion amongst their ranks... when I conclude my spell attack anyone who looks like they have a clue whats going on - I'd say that big fellow might be wise to the trick so look there first"

"Solaric, now is not the time for a pretty speeche of righteousness, but start thinking of the words for one because the need will soon be looming"

Waiting until the moment the Nephew and some of the guards might be distracted as he takes his seat, Victoria takes her cue and casts from her maximum range hoping they dont see it coming...
If needed - Bluff 1d20 + 16 ⇒ (6) + 16 = 22

Hypnotism aimed at the nephew, hoping to overlap on the guards.


Would you please roll 2d4 to determine the number of affacted hit die?


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Hypnotism HD - 2d4 ⇒ (3, 1) = 4


DM Roll:

Will save Nehew1d20 + 4 ⇒ (14) + 4 = 18

The nephew seems to experience a sudden headache. But after a moment it's passed and he turns to the first villager.

From the distance you can't hear much, except:

M'lord I....children suffer from......we hadn't had.....I fear.....starving.....please, you....

And before the man can end his plea, the young Jarovich rises and snarls

Now, why don't you just try to work harder you ugly offspring of a goblin?

...his guards burst out in laughter...

Do you really think my uncle would like to hear that his thralls are too incompetent to subsist? I will tell you something: I will just double your taxes and we will see if you can maintain your lazy attitude!

Then he kicks the frail man in the stomach and seats himself again.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

"He has resisted my trickery, cull his minders, and save him for last"


Venture Captain since December 2014

Solaric eagerly prepares his mind for battle, and quietly begins giving directions to his friends. "Then let's move in and surround them. We must make sure the guards cannot retreat to the tower or draw upon reinforcements. Pick your man and we will take them all at once on my signal."

Solaric says a quiet prayer to his blessed Inheritor.

"My dearest Iomedae, be the guide that I may be a channel of your will today and everyday. May we smite the evil tyrants of this land and bring a new realm of peace, justice and prosperity to these people. I ask this in your name."

He then moves through the crowd discreetly and finds a position relatively close to the the nephew, his guards and the tower entrance. He waits until everyone is in position before he makes his move.

DMZ, Does it look like there would be other guards stationed in the tower? Do you have a map we could look at?


I'll make one, stay tuned.


Didn't find a good snow background, so here we go without snow.

Mat


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

In you go lads!


Time for initiative? Or still someone trying to make use of diplomatic means?


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8
DM Zyren/ Heart of Light wrote:
Time for initiative? Or still someone trying to make use of diplomatic means?

Time for Diplomacy is over - RELEASE THE HOUNDS! Next round I'll try hit the Nephew with a Sleep Hex... but hes fast 'saving' his way to an imminent grave :p


Venture Captain since December 2014

I think diplomacy is over. Solaric is ready for a surprise round to attack the guard at -A2 from A2. However before he strikes, he will wait until Pitr and Zahur are in position to join the battle.

When everyone is ready, Solaric draws he longsword and charges the guard (-A2)

Attack Longsword 1d20 + 9 ⇒ (4) + 9 = 13 (With charge)
Damage Longsword 1d8 + 3 ⇒ (7) + 3 = 10

"For Victory!, For the Heart!"


Surprise Round: For the party

Basilli's Initiative1d20 - 1 ⇒ (7) - 1 = 6
Pitr's Initiative1d20 + 2 ⇒ (16) + 2 = 18
Kirk's Initiative1d20 + 6 ⇒ (9) + 6 = 15
Solaric's Initiative1d20 + 2 ⇒ (2) + 2 = 4
Victoria's Initiative1d20 + 1 ⇒ (12) + 1 = 13
Zahur's Initiative1d20 + 1 ⇒ (9) + 1 = 10
Ricca's Initiative1d20 + 4 ⇒ (1) + 4 = 5
Guard's Initiative1d20 + 1 ⇒ (11) + 1 = 12
Nephew's Initiative1d20 + 5 ⇒ (15) + 5 = 20

Initiative Order after surprise round:

Nephew
Pitr
Kirk
Victoria
Guards
Zahur
Basilli
Ricca
Solaric


M Chelish Fighter
DM Zyren/ Heart of Light wrote:
Didn't find a good snow background, so here we go without snow.

Any good blood backgrounds ? :) hopefully the map can zoom in a little once we close, but why are we so far away from Countess? Pitr wouldn't have let her get that far ahead. it looks like the tower entrance is -B5? that's where I 'd like to go. I'd have to spend the surprise round double moving to -B8 and round 1 move to -B5 to trip Curly.

ROUND 1

Pitr dashes to the Countess' side allowing the coonskin hat to blow off his head as he frees his halberd. He then steps past the slow responding guards as he knocks Curly over his stool.

trip attack 1d20 + 9 ⇒ (14) + 9 = 23


Kirk, seeing the Countess slip up close to the stage to cast her spell, decides to take some unspoken advice from her and traverse to the other side of the stage, saying [b]"I'll watch for your action, then try to snipe one or two of them with these sleep arrows before moving in. Kirk unshoulders the short bow Pitr gave him, and ducks over to the other side of the podiume(I'm thinking something symmetrical to the Countess' position, but on the other side), trying to keep in the shadows as he goes.

Stealth 1d20 + 10 ⇒ (4) + 10 = 14

As soon as the surprise round begins, Kirk looses one of the arrows at the evil man from earlier with the breast plate and two-handed swords, hoping to drop him with the arrow's magical abilities.

Attack 1d20 + 6 ⇒ (12) + 6 = 18
Damage 1d6 ⇒ 6 + Sneak Attack (if applicable) 1d6 ⇒ 4
Aaaaand he gets a will save.


I'll wait for Zahur's post tomorrow until I update the mat.


Male Human Life Oracle 3rd

Im pretty much waiting to see where people are going before I move. Once That happens Ill position myself accordingly.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Seeing her opportunity opening up, Victoria hexes the Nephew with ...

Slumber:
Slumber (Su): DC14. A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Since my descriptions weren't the best, I retconned that everyone had time to find a better position. Now we have a new mat. And Pitr, If I'm not mistaken you can only perform a single move or standard action during a surprise round?!

Battle Mat


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Above action remains for round 1


M Chelish Fighter

True enough. If I start next to Countess then just move to -B5 to block the tower entry (is that the door or a ladder?) on the Surprise Round and trip nephew on Round 1.


@ Pitr: It's a door...which looks like a ladder :-)
@Kirk: Why only 1d6 sneak attack bonus dmg?

Surprise Round:

Nephew (no action)
Pitr (resolved)
Kirk (resolved)
Victoria (resolved)
Guards (no action)
Zahur
Basilli
Ricca (resolved)
Solaric (resolved)

Pitr sprints to the nephew, skirts his guards and stands behind his stool ready to trip him. That's really a surprise...

DM Roll:

Will save Nephew1d20 + 4 ⇒ (2) + 4 = 6

But it does not look like the Varisian-styled fighter has to trip someone at all, since the frightened noble suddenly falls asleep...to the astonishment of his guards.

To even more astonishment one of the guards gets hit by a colourful feathered arrow of Kirk

DM Roll:

Will save Guard1d20 + 1 ⇒ (20) + 1 = 21

but he is able to resist the poisonous effect of the magical missile.

Pushing through the crowd, Solaric unleashes a mighty blow that only scarcely is fended off by another guard's chain mail.

Waiting for Zahur and Basilli

With a high pitched warcry Ricca releases her arrow

Ricca attacking Guard in -A71d20 + 10 ⇒ (9) + 10 = 19
Damage1d6 + 2 ⇒ (1) + 2 = 3

which sinks deeply into the tigh of a very surprised guard.

Battle Mat


M Chelish Fighter

ROUND 1

if Curly falls asleep before I can trip him I'll just power attack the guard next to me (-A6). keep the roll? btw which guard has the two-handed sword?

Ptr seems confused that the nephew apparently has narcolepsy so he switches his grip and runs the guard next to hm through.

power attack (14)+6= 20
damage 1d20 + 9 ⇒ (1) + 9 = 10


DM Zyren/ Heart of Light wrote:


@Kirk: Why only 1d6 sneak attack bonus dmg?

Because I forgot, :P

More Sneak Attack Damage 1d6 ⇒ 5

Round 2 Actions

Kirk drops the shortbow at the side of the stage and advances toward the nearest guard (move action to -B0), drawing his dagger and short sword as he moves. He then attacks the closest guard (-A1) while flanking with Solaric.

Attack 1d20 + 8 ⇒ (7) + 8 = 15
Damage 3d6 + 2 ⇒ (4, 6, 2) + 2 = 14


Venture Captain since December 2014

Solaric continue to press the attack against the guard -A2 .

Round 1

Longsword Attack 1d20 + 7 ⇒ (20) + 7 = 27
Longsword Damage 1d8 + 3 ⇒ (7) + 3 = 10

Critical Confirmation 1d20 + 7 ⇒ (12) + 7 = 19
Critical Damage 1d8 + 3 ⇒ (2) + 3 = 5


Oops, I forgot my first action was in a surprise round, so my above post should be Round 1 and not Round 2, sorry 'bout that.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

"He will sleep for only a short period, be ready to force him to yield in eighteen seconds!" She yells.


Male Human Life Oracle 3rd

Suprise round
With eyes to the sky above Basilli calls for celestial aid "Spirit of Justice - Monarch of the Air - Aid us in smiting the corrupt from this land" Summons Celestial Eagle in -F14 which then moves to A8


Male Human (Gundarian) Cavalier 4

On the surprise round, Zahur moves to -A10 while letting out a loud whistle so that Night will come out of the stables. Then on the first round he charges the guard in -A7.

Charge Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16


@ Pitr: The one you just attacked is the one with the two-handed sword

RD 1

Nephew (sleeping)
Pitr (resolved)
Kirk (resolved)
Victoria (resolved)
Guards (resolved)
Zahur (resolved)
Basilli (resolved)
Ricca (resolved)
Solaric (resolved)

While the nephew sleeps in his stool, his guards are slaughtered:

Pitr smashes his halberd into the guard's leader's arm, who curses and retaliates

Are you kidding me?! Now you will die kid!

Guard's Captain attacking Pitr1d20 + 11 ⇒ (20) + 11 = 31
Damage1d10 + 4 ⇒ (4) + 4 = 8

Crit Confirm1d20 + 11 ⇒ (10) + 11 = 21
Damage1d10 + 4 ⇒ (1) + 4 = 5

With a mighty swing Zahur nearly decapitates his opponent who

Guard attacking Zahur1d20 + 5 ⇒ (7) + 5 = 12
Damage1d8 + 2 ⇒ (6) + 2 = 8

manages a rather weak swing in return.

Kirk's blow glances off at the guard's armor who tries to pierce Solaric's throat with his spear

Guard attacking Solaric1d20 + 5 ⇒ (17) + 5 = 22
Damage1d8 + 2 ⇒ (6) + 2 = 8

The other guard also attacks the dark elf

Guard attacking Solaric1d20 + 5 ⇒ (13) + 5 = 18
Damage1d8 + 2 ⇒ (6) + 2 = 8

Ricca meanwhile drags through the panicked crowd, trying to support Zahur.

Rd2 ready to start, good you had the surprise guys, the guards are tough!

Battle Mat


The Real Round 2

Kirk steps to his side, closer to the other guard, but still maintaining his advantage with Solaric. I don't remember flanking rules exactly, but I want to five-foot step to -B1. However, if I'm going to lose my flanking bonus with Solaric against the guard on the left, I won't move. He lays into the guard with dagger and sword.

Attack Shortsword 1d20 + 5 ⇒ (13) + 5 = 18
Damage w/ Sneak Attack 3d6 + 2 ⇒ (4, 5, 4) + 2 = 15

Attack Dagger 1d20 + 4 ⇒ (14) + 4 = 18
Damage w/ Sneak Attack 1d4 + 2d6 ⇒ (2) + (2, 4) = 8


Venture Captain since December 2014

Did Solaric get -2 to AC from the charge and get hit by both guards? Or was he able to avoid the penalty in the surprise round and get hit by only one?

Round 2.

"You serve a villain and by the will of the Inheritor, you will perish for that!"

As a swift action, Solaric will lay hands upon himself to infuse his spirit with Iomedae's healing magic. Noticing Kirk Spearborn flanking the left guard, the dark elf refocusses his attack on the next guard. Attacks guard at -A1 with flanking bonus with Kirk.

Lay on Hands 1d6 ⇒ 3

Longsword Attack 1d20 + 9 ⇒ (6) + 9 = 15
Longsword Damage 1d8 + 3 ⇒ (4) + 3 = 7


M Chelish Fighter

Cursing as he receives a well placed blow from the guard, Pitr takes another powerful swing.

power attack 1d20 + 6 ⇒ (4) + 6 = 10
damage 1d10 + 9 ⇒ (1) + 9 = 10

it's official Pitr HATES dicebot!


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

R2

Victoria continues her hexing of the enemy, targetting Pitr's foe (-Guard Captain) with the Hex of

Slumber:
:
Slumber (Su): DC14. A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


I didn't clarify which guard I was attacking earlier, sorry, I must have been posting in a rush. I originally had planned on targeting the guard at -A1, but didn't even incorporate my flanking bonus into the dice rolls (so they should be both at 20 instead of 18). Knowing that, Solaric might have wanted to attack a different guard, so to make up for it we could apply my rolls (which already don't have a flanking bonus) to the guard that we're NOT flanking. Just a thought.

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