Dance of Light and Shadow (Group Two)

Game Master MorganFreeman

High level variant of the Way of the Wicked AP, started by GM Lightbearer.


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HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will tuck it away into his rags with a nod of thanks and a bit of a smile. As the silence goes down, they attack. He will race across the ceiling, tumbling if need be to avoid counterattacks. He'll strike at the farther guard, and use his flanker to provide assistance to others.

sense motive on secret message: 1d20 + 21 ⇒ (5) + 21 = 26 I don't have sign language, but guess what I spending a point on once we get a chance

acrobatics to avoid AoO: 1d20 + 14 ⇒ (2) + 14 = 16 If I only need to move 30', then I get +10. I'm not assuming that they are flat-footed.

attack, power attack, spatial awareness: 1d20 + 23 ⇒ (19) + 23 = 42 hopefully vs flatfoot
confirm: 1d20 + 23 ⇒ (1) + 23 = 24

damage: 3d6 + 27 ⇒ (6, 6, 2) + 27 = 41
extra damage vs good: 2d6 ⇒ (5, 6) = 11
crit damage: 6d6 + 54 ⇒ (6, 3, 6, 3, 3, 6) + 54 = 81

Free Intimidate with hit: 1d20 + 30 ⇒ (7) + 30 = 37 Plus any situation modifiers from inflicting 41-133 damage


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Here's what's great about passing secret messages with Bluff: As long as I succeed on my check, those I am 'speaking' to automatically understand.

Veldrin strides into the room, surveying the scene. He is currently unconcerned about the pair of guards. 1d20 + 18 ⇒ (3) + 18 = 21 Perception, with Detect Magic


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Can't make that Sense Motive.

"What?" Bobbity says loudly, looking between Veldrin and Rashk. Or at least he almost said. The silence moved over them before he could give them away. And then it was time to move.

I'll wait for rounds for actions. He'll happily take more extracts. He'll drink the see Invisibility (100 min) and his own False Life (10 hrs).

False Life: 10d10 + 10 ⇒ (9, 1, 5, 3, 2, 10, 8, 8, 6, 5) + 10 = 67 Temp HP


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze drinks the potion of stoneskin simply out of pure curiosity, but smiles friendly to the alchemist as if showing gratitude. After that, he just follows with the others silently.


Rashk rushes into the room, followed by Veldrin. There were more guards than expected. The two noisily chattering masked the sounds of the other three doing their normal duty. Completely shocked by the rush of the villains, they do their best to collect themselves and prepare for the fight ahead.

Initiative:

22 - Rashk
20 - Bobbity
20 - (enemy)
19 - Veldrin
18 - (enemy)
17 - Squeeze
17 - Kessa
8 - (enemy)

If you prefer me roll all my baddies on the same init after this combat, bring it up in discussion.

Rashk's attack proves deadly, cleanly decapitating the first guard from the ceiling.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Should I use the Example Skeleton or did you have custom stats for me?


Oops, I almost forgot him. The example one is fine


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Correction: I would have moved as far as possible to be behind people. At 60' move, I'm at the first of the second group. Oh, and you might want to put the map link as a link in the short description. It makes it easier than finding the link in the description. We also can't move our characters.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Putting everyone together makes things move faster in my experience.

Bobbity reaches into the bandolieer on across his chest and draws one of the small vials. He gives it a shake before lobbing it into the room. "Fire in the hole," he mouths as he is still silenced. Following the toss he moves up behind any living guards with both wicked machete's drawn.

Attack: 1d20 + 16 ⇒ (11) + 16 = 27 Touch Attack
Damage: 5d6 + 4 ⇒ (6, 1, 4, 4, 6) + 4 = 25 [ooc]10 damage to splash victims.

Standard to through Tanglefoot Bomb, DC 19 Ref. Aiming for the guard that will hit the most enemies with splash. Move action to get into flanking with Rashk and draw machete's.


Speeding the process up will be a given, but having all the enemies act in tandem can get pretty ugly for PCs sometimes

The two guards near the end of the hall are able to be paired with one bomb without subjecting any allies to it.

Save vs Entangle: 1d20 + 5 ⇒ (3) + 5 = 8
Save vs Entangle: 1d20 + 5 ⇒ (13) + 5 = 18
The guards shriek as the bomb tethers them in place.

The guard on initiative 20 is dead. It is Veldrin's turn

The link for the campaign is now in the description. You will need to register an account with roll20.net to view. When you are logged in, please type in the chatbox which character is yours so that I may give you permission to move your character. This is not mandatory, if you do not use roll20 I will simply move your character to the best of my ability with the description of your actions. A few of you have already registered, but have not told me which character is yours yet, so I couldn't assign your token to you yet.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin gathers the darkness from around himself, and hurls a pair of shadowy bolts at the two guards stuck in place 1d20 + 10 ⇒ (17) + 10 = 27 Ranged touch, casting Gloomblind Bolts for 4d6 ⇒ (6, 4, 5, 6) = 21. 1d20 + 10 ⇒ (4) + 10 = 14 Bolt 2(one at each) for 4d6 ⇒ (4, 6, 3, 6) = 19. Each guard needs to make a DC 21 reflex save or be blinded for 1 round

Should I have my skeleton go on my count, or a later one? Like after all enemies?


Your critters can go on your init for now

Save vs Blind: 1d20 + 5 ⇒ (16) + 5 = 21
Save vs Blind: 1d20 + 5 ⇒ (8) + 5 = 13

The two unfortunate guards are now bound and blind. One of them feebly attempts to free himself for the entanglement but to no avail.

The guard on 18 is pondering his life decisions. Squeeze and Kessa are up


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Meanwhile Veldrin's burning skeleton claws at one of the remaining guards 1d20 + 2 ⇒ (10) + 2 = 12 While it's attack likely missed, the guard is seared by the flames dancing around the animated corpse. 1d6 ⇒ 4 fire damge


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa moves into the room and moves up to the guard north-east of Veldrin and strikes. She comes in low, attempting to sweep the guard's legs out from underneath him.

Leg sweep: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d10 + 8 ⇒ (8) + 8 = 16
trip attempt (free): 1d20 + 14 ⇒ (15) + 14 = 29
free Vicious Stomp: 1d20 + 14 ⇒ (9) + 14 = 23 <--If he is prone after being tripped, he is -4 AC
damage: 1d10 + 8 ⇒ (7) + 8 = 15


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

I'll have a post soon, on the next day


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze rages, charges and pounces. With his left claw, he tries to throw dirt on the eyes of the enemy.

Dirty Trick (Blinding): 1d20 + 27 ⇒ (3) + 27 = 30

He hits with the other claw, then bites. If the enemy is blind now, it goes against its flat footed AC and adds sneak attack.

Claw: 1d20 + 25 ⇒ (3) + 25 = 28
Bite: 1d20 + 25 ⇒ (15) + 25 = 40

If the bite hits, he immediately tries to grab with it.

Grapple: 1d20 + 30 ⇒ (8) + 30 = 38

Damage (claw): 1d6 + 4 + 5d6 ⇒ (1) + 4 + (6, 3, 5, 2, 6) = 27
Damage (bite): 1d8 + 18 + 5d6 ⇒ (6) + 18 + (4, 2, 6, 6, 3) = 45
Damage (raging grappler): 1d8 + 18 + 5d6 ⇒ (5) + 18 + (2, 4, 2, 1, 1) = 33

For each of the three sneak attacks above that hit, please reduce also 1 dex from the enemy (pressure points)


Bracing himself for the fight of a lifetime, a guard overconfidently sneers at Kessa as she closes the gap between them.

"After I run you through I'll put your body back in your ce...!"

The braggarts tirade was cut short as Kessa kicked his leg out from under him and planted her boot on his head, forcing his neck up, just in time for Squeeze bits to leap on top of him and gnash into his throat, ending his mortal existence.

The remaining mobile guard steps forward, violently swinging his sword at Rashk.

Attack: 1d20 + 10 + 2 + 2 + 7 + 2 ⇒ (18) + 10 + 2 + 2 + 7 + 2 = 41
Crit Damage: 2d8 + 4 + 4 + 12 + 14 + 4 ⇒ (3, 3) + 4 + 4 + 12 + 14 + 4 = 44

Attack: 1d20 + 2 + 2 + 2 + 7 + 2 ⇒ (10) + 2 + 2 + 2 + 7 + 2 = 25

Confirm Critical (Attack 1): 1d20 + 22 ⇒ (17) + 22 = 39

Please keep a spoiler on your stat bar with a list of your active buffs, it will go a long way to helping me not retcon missed rolls for things like displacement


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Is that guard not blind?(from my spell?) All opponents are considered to have total concealment (50% miss chance) against the blinded character. And entangled? Taking a –2 penalty on all attack rolls and a –4 penalty to Dexterity.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

As the powerful blow comes in on him, Rashk brings up his blade and deflects it harmlessly away.

3pp for Sidestep


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Where are we in the order?


That's a negative Veldrin. The two guards furthest removed are blind and entangled. The others are dead, with the exception of one who is face-to-face with Rashk. Though screwed in the long run, he was free to act this one round, however ineffective it ended up being! :) The initiative is on Bobbity and Rashk.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Attack: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
Damage+SA: 1d4 + 6 + 5d6 ⇒ (3) + 6 + (6, 5, 5, 6, 5) = 36

With so many targets dead already Bobbity was left with few options for violence. He had to at least maim one of them before they all died. The halfling scurries among the combatants to one of the blinded and entangled guards and pounces, landing on his chest. Though the man couldn't see it, Bobbity smiled. "Hello friend," he says right before slashing his machete across the mans chest several times, blood flying. Move action to get to one to the entangled men. Standard to attack. +2 as I am technically totally concealed and thus Sneak Attack damage. Mostly fluff since I figure the attack hits.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk tumbles along the ceiling into place to attack the farther guard. As he does so, a fragment of distortion appears at ground level to split the nearer guard's attention as Bobbity comes up. He then stabs deeply into the farther guard.

acrobatics to avoid AoO: 1d20 + 24 ⇒ (6) + 24 = 30
Flanker to set a point at ground level form Bobbity to flank with just in case.
attack, power attack: 1d20 + 21 ⇒ (10) + 21 = 31
damage: 3d6 + 27 ⇒ (4, 6, 1) + 27 = 38
holy damage: 2d6 ⇒ (1, 5) = 6


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Ah. I was going by the initiative list, which had only 3 enemy entries.


No worries. Some of the three were on the same initiative, in the future I will clump them even more. To avoid confusion, I'll leave a note at the end of each combat post stating where the initiative falls. This is my first go at pbp so I will have a few slips here and there. Further, the amount of dice rolls required by the two groups I run for this, and the necessity for me constantly edit posts as I make them to monitor results of those rolls, has led me to start rolling my dice here at home on my table or in bulk on roll20. I'll still post rolls occasionally, especially if they are incredibly crucial, but for now please bear with me.

Struggling to free themselves on their bonds, the blind guards still fail and further expose their defenses.
AoOs for both Bobity and Rashk

Next: Veldrin-->Squeeze-->Kessa-->Guard


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

AoO: 1d20 + 21 ⇒ (8) + 21 = 29
damage: 3d6 + 27 ⇒ (6, 5, 1) + 27 = 39
holy damage: 2d6 ⇒ (4, 4) = 8


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Can't see anything but a black image on the roll20 map. What guards are still alive?


If you can only see black, it means you are looking at the wrong part. The map is *huge*. There is a bar that you can use to zoom out on the upper right end of the map, and you can scroll through the map using bars all the way on the right and bottom side as well. There are three guards left. Two are on the far end of the hallway and are being destroyed by Rashk and Bobbity. The other is just a few feet away from Veldrin


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Attack: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage+SA: 1d4 + 6 + 5d6 ⇒ (4) + 6 + (5, 5, 6, 6, 1) = 33

"Shhhhhhh. No struggling, quiet time now."


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze keeps raging. He 5-foot-steps and attacks the guard by Veldrin repeating the trick of before.

I can see the map, but I can't move Squeeze :) if that guard is dead, he will charge and pounce on another.

Dirty Trick (to blind): 1d20 + 27 ⇒ (6) + 27 = 33 Quick dirty trick

He hits with the other claw, then bites.

Claw: 1d20 + 25 ⇒ (9) + 25 = 34 vs. FF if he's blind
Damage: 1d6 + 4 + 5d6 ⇒ (1) + 4 + (6, 4, 2, 4, 3) = 24 Please ignore sneak if needed

Bite: 1d20 + 25 ⇒ (6) + 25 = 31 vs. FF if he's blind
Damage: 1d8 + 18 + 5d6 ⇒ (5) + 18 + (1, 3, 6, 2, 6) = 41 Please ignore sneak if needed

Grapple: 1d20 + 30 ⇒ (7) + 30 = 37 If the bite hits
Damage: 1d8 + 18 + 5d6 ⇒ (7) + 18 + (6, 6, 5, 2, 3) = 47 Raging grappler damages when grapples


I assigned you permission to move Squeeze. Should be good now. However, the thing behind Veldrin is his skelly! The nearest living combatant is ten feet away, I'll keep your first attack for him. Just waiting on Kessa and Veldrin's actions


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I am after Veldrin, so I am just politely waiting, all lady-like. Maybe drinking some tea whist flipping through Absalom Weekly or something.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

If Squeeze can charge (even at a different enemy), he can pounce and do his full attack. If he can't charge, then I prefer doing his bite+grab


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I will be keeping an eye on Squeeze. Goblin spit stains and is hard to get out. I may have to shoo him towards the guards with my magazine. JK ;)


M
Kessa 'Kestrel' Trelain wrote:
I am after Veldrin, so I am just politely waiting, all lady-like. Maybe drinking some tea whist flipping through Absalom Weekly or something.

Please don't wait. It makes the game take longer. You never know when someone else will post. If each person waits for their turn it could take a week to get through a round vs possibly a day. That's why I suggested putting enemy init together. If the pace drops interest wanes. I have seen it happen too many times.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Sorry meant to post this last night but totally forgot. I am currently without internet and only able to post from my phone. Which makes combat posts tricky


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa moves between the two immobilized guards. Hoping to finish the threat off, she turns toward the blinded guard Rashk is attacking, focusing a punch to his sternum.

punch: 1d20 + 14 ⇒ (16) + 14 = 30
damage+SA: 1d10 + 8 + 5d6 ⇒ (2) + 8 + (6, 2, 6, 2, 1) = 27


As Kessa moved between the guards, she realized Bobbity's victim was no longer moving. The other, weak and weary from Rashk's assault, crumples to the floor after Kessa's fist connects with his chest.

With Keesa out of the way, Squeeze rushes into the guard between them, mangling him as a dog would a fresh steak.

The hallway is left silent and covered in fresh blood.

Recap on the description: The hallway is roughly 75ft long, 20 wide. From the side the PC's accessed it, there are two interior doors on the left, one on the right and a double-door at the end, which I've placed numbers on the interiors for convenience


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

So, we should have a few (or more) rounds of Veldrin's silence which should be just about filling the hallway if Veldrin is in the middle. Can I use my scent ability (from bloodhound) to roll perception to check to other side of the door? I assume minuses apply.

Kessa walks up to each door in turn, placing her hands palm flat on the hardwood. She eases her face near the portal, placing her nose close to the crevice of the jamb. She closes her eyes to focus and takes several slow inhalations.

Perception Left Door 1: 1d20 + 20 ⇒ (12) + 20 = 32
Perception Left Door 2: 1d20 + 20 ⇒ (15) + 20 = 35
Perception Right Door 1: 1d20 + 20 ⇒ (16) + 20 = 36
Perception Double Doors: 1d20 + 20 ⇒ (12) + 20 = 32


Taking a few moments to try to sniff beneath each door, Kessa detects no odors from any of them, with the exception of the right door. From there, the overpowering smell of freshly cooked food floods her senses.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will wait guarding the double doors until the group decides which way to go. Or until more trouble finds them.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Should I dismiss my Silence?


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa indicates food toward the door (with the kitchen?) and communicates to the others to remaining doors seem clear of immediate threats.

Bluff: 1d20 + 20 ⇒ (8) + 20 = 28 <---auto-success to send a message


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Tsk Tsk. Must I break everything I love?" Bobbity says sadly to the brutally murdered guard before him. He hops off the corpse and sits next to them. "It must be from when I was a boy..." he starts going into a long and made up backstory somehow involving a ladle, an amorous badger, and vast quantities of milk. You have no idea what's going on with him.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

If first Squeeze was interested in silently biting the dead guards - silently, to avoid the ire of the dhampir lady - now he went bananas when she mentioned food. He ran in circles in all four for some moments, and finally crawled underneath her legs.

Should Squeeze investigate? - he whispers, drooling a little bit.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Glad of the silence Rashk will make his suggestion, preparing to open the double doors and looking at the others to see if they are ready.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Indicates to Rashk she she is ready to go.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Then he will open the doors.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

While his companions decide which doors to open, Veldrin will animate a couple more skeletons for his budding army. Casting Animate Dead from my Wizard spells. Creating two more burning, bloody skeletons.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Frank! You're alive! Have you lost weight?" Bobbity says, not the least bit disgusted by the fact that the corpse on the ground just sloughed off all it's skin and organs into a pile on the ground. "You could use some meat on your bones. You first." in his own way Bobbity is suggesting they send the skeletons into the kitchen or through the double doors first.

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