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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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

Pounding a fist to her forehead with exasperation, "Of course there was a way out of here for the demented cannibal to find." With a sigh, Kessa centers herself. She looks to Veldrin as she starts walking back to the others and calmly states, "We are truly running out of time now. That rabid little fiend is bound to draw attention to himself. Let's hope our addle-minded pyromaniac found something of interest."


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

Rashk nods as the all come together. "If you want to retrieve your belongings, wait for a moment. I'm going over the gatehouse and I'll start taking them down. I need to clear enough to get away anyway, and they'll probably focus there."

He will begin his preparation and go.

1st round - Offensive precognition +3 insight to attack for 8 min (7pp)
2nd round - Defensive precognition +3 insight to AC/saves for 8 min (7pp)
3rd round - Physical acceleration - haste for 8 rounds (5pp), move 60' across courtyard and 20' up the wall of the gatehouse.


Rashk moves unseen through the courtyard, making it nearly two thirds of the way to the top.


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

Bobbity holds a finger up to grab Rashk or Kessa's attention but each time he tried to speak they moved away to do something. So that left Veldrin to annoy. Well maybe not annoy. He'd probably like to know where his stuff was. He pokes one of his harry spider legs, seemingly unaffected by what most people would deem a horrifying figure. "Care to have some fun too? I know where the stuff is and where two future skely's can be found."


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

bump


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

Having a good time with this. Hope we can keep it going.


I may have to autopost for Veldrin soon


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

I am currently flying to Dallas for a huge Comic Con there. Will get a post up once I'm in my hotel


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

Before Rashk leaves Veldrin casts several spells, enhancing the warriors already deadly capabilities. Heroism, Stoneskin, Fickle Winds

Grinning wickedly the necromancer nods his approval "Ah. Excellent news! I knew I could count on you. Tis time to retrieve my effects" And with that he departs, his squad of skeletons forming a vanguard for him.


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

After crossing the courtyard, he will pop on top of the gatehouse to take out the defenders there.

Swift action - Hustle (3pp) free move action. Since I don't know how they're arranged, he will try to get as many people as possible adjacent to him. With 80' move, he can get anywhere. He'll risk AoO's (AC 39 with mobility).

Full attack. He will spread attacks to as many foes as there are around him, doubling up after everybody's got one. If there are 3+, he'll use bladewind and get one attack each at full BAB. (let me know if I need to make any more rolls) Power attack

Attack #1: 1d20 + 25 ⇒ (14) + 25 = 39
Damage #1: 3d6 + 20 ⇒ (3, 4, 4) + 20 = 31
unholy damage #1: 2d6 ⇒ (3, 2) = 5
intimidate #1: 1d20 + 32 ⇒ (12) + 32 = 44

Attack #2: 1d20 + 25 ⇒ (18) + 25 = 43
Confirm Crit #2: 1d20 + 25 ⇒ (19) + 25 = 44
Damage #2: 3d6 + 20 ⇒ (3, 5, 4) + 20 = 32
Crit Damage #2: 3d6 + 20 ⇒ (3, 6, 4) + 20 = 33
unholy damage #2: 2d6 ⇒ (1, 1) = 2
intimidate #2: 1d20 + 32 ⇒ (3) + 32 = 35

Attack #3: 1d20 + 20 ⇒ (7) + 20 = 27 +5 if bladewind
Damage #3: 3d6 + 20 ⇒ (3, 5, 2) + 20 = 30
unholy damage #3: 2d6 ⇒ (3, 1) = 4
intimidate #3: 1d20 + 32 ⇒ (12) + 32 = 44


You may want to retcon your action after this description for Rashk, feel free to make changes to your intentions

Rashk swiftly runs up the walls of the gatehouse, there are no actual guards on the top of the structure. Those on patrol use the watchwalls connected a story below. However, on his way up, through a window on the third (and top) story, Rashk sees a group of guards sitting around a large rectangular dining table playing cards. There look to be a dozen of them.


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

I would then smash through the window into the guards. How many can I get adjacent to?


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

Bobbity guides Veldrin out the door and points him towards the tower he scouted earlier, specifically the guards at its front. He then climbs halfway up the wall before stopping and saying, "Wait for my signal." He then disappears over the roof but appears again a moment after. "You'll know it when you see it." He disappears and reappears. "Something gruesome but not flashy." And again. "Although if you do see something flashy, that might also be a signal. Things probably went bed." And again. "Though not for me. Probably someone else." And again. Except this time he appears, mouth open, but says nothing. He just opens and closes a few times before shaking his head and disappearing for good.

Bobbity slink back across the roof and up the wall to the patrolling guards, waiting for a silent ambush.

I'll wait to see if this is okay.


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

Just waiting for my time to jump in. I figure I would rush to the sound of breaking glass as quickly as possible if that happens before Bobbity's ambush.


Might have some confusion as to which building Rashk was rushing.

The northmost tower is the gatehouse, leading out of Branderscar. The tower Bobbity scouted earlier is the mages tower, on the far south. Was the intention to go North or South with Rashk?


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

The intention was to go North to the gatehouse. As he said, his primary consideration was escape. But in doing so, he was willing to create a big ruckus at the guardhouse so that their attention was focused there. I figure that the gatehouse is well set up to raise the alarm after my initial surprise attack. This would allow those that wanted to deal with the south tower the best chance to accomplish that. With all of the buff on me, I should be able to deal with the full attention for a good while and then head off once I'm starting to do poorly or I've killed everybody.


If you check the map, Rashk is in the far upper right hand corner. The open window is more leftwards so I placed you on the table with six guards in your reach. I've numbered all the guards for your future attacks. I'm simply going to replicate your first three attacks for the other three targets you will connect with, so there is no need to roll more. None make attacks of opportunity. You will have an additional turn (now) to act before they do on the initiative. This was all assuming you only have a 5ft reach.

Rashk's assault seems effective, connecting with all six guards and severely bloodying two of them. The guards begin standing, knocking back their chairs and reaching for holstered weapons...

Guards Weapons:
Longsword- 1, 5, 6, 7, 9
Greatsword- 3, 10
Greataxe- 4
Bastard Sword- 8
Bow- 2

Severely Bloodied- 8 and 1


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

Yes, I only have 5' reach. And the table is higher ground, which means spatial awareness!

With a confident smile he calls out to the officers, "I don't think you've brought enough soldiers." As he does so, his he spins around faster than the eye can see, painting the walls with their blood.

Bladewind again with power attack. I'm labeling the attacks by the target's number

Attack #1: 1d20 + 29 ⇒ (14) + 29 = 43
Damage #1: 3d6 + 24 ⇒ (4, 4, 4) + 24 = 36
unholy damage #1: 2d6 ⇒ (4, 3) = 7
intimidate #1: 1d20 + 32 ⇒ (20) + 32 = 52

Attack #2: 1d20 + 29 ⇒ (19) + 29 = 48
Confirm: 1d20 + 29 ⇒ (18) + 29 = 47
Crit Damage: 3d6 + 24 ⇒ (3, 3, 1) + 24 = 31
Damage #2: 3d6 + 24 ⇒ (6, 5, 3) + 24 = 38
unholy damage #2: 2d6 ⇒ (6, 3) = 9
intimidate #2: 1d20 + 32 ⇒ (20) + 32 = 52

Attack #3: 1d20 + 29 ⇒ (15) + 29 = 44
Damage #3: 3d6 + 24 ⇒ (3, 3, 2) + 24 = 32
unholy damage #3: 2d6 ⇒ (5, 6) = 11
intimidate #3: 1d20 + 32 ⇒ (2) + 32 = 34

Attack #6: 1d20 + 29 ⇒ (3) + 29 = 32
Damage #6: 3d6 + 24 ⇒ (3, 1, 6) + 24 = 34
unholy damage #6: 2d6 ⇒ (5, 1) = 6
intimidate #6: 1d20 + 32 ⇒ (6) + 32 = 38

Attack #7: 1d20 + 29 ⇒ (16) + 29 = 45
Damage #7: 3d6 + 24 ⇒ (5, 2, 4) + 24 = 35
unholy damage #7: 2d6 ⇒ (2, 5) = 7
intimidate #7: 1d20 + 32 ⇒ (10) + 32 = 42

Attack #8: 1d20 + 29 ⇒ (19) + 29 = 48
Confirm: 1d20 + 29 ⇒ (14) + 29 = 43
Crit Damage: 3d6 + 24 ⇒ (6, 1, 2) + 24 = 33
Damage #8: 3d6 + 24 ⇒ (3, 6, 4) + 24 = 37
unholy damage #8: 2d6 ⇒ (6, 3) = 9
intimidate #8: 1d20 + 32 ⇒ (10) + 32 = 42


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

Hearing the broken glass, Kessa turns to the drow and halfling, "We have lost the advantage of surprise. Be quick and grab all you can. I will help Rashk." With that, she sprints off to join the psion.


Initiative Order:

Bobbity
Rashk
Guards
Kessa
Veldrin

We are currently on the Guards init now, Bobbity may post immediately, since he was technically skipped over. From on top of the wall, he is close enough to get a full attack off on a single patrolling guard.

Another whirlwind leaves two of the guards dead, the others spring into action, drawing their weapons with lightning speed and roaring with anger about avenging their fallen brothers. Guard 4 will provoke an AoO, moving twice through Rashks threatened area.

Attack G2 (Bow): 1d20 + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 ⇒ (13) + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 = 31

Attack G3 (Greatsword): 1d20 + 10 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 ⇒ (19) + 10 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 = 38
Damage: 2d6 + 7 + 2 + 2 + 2 + 9 ⇒ (1, 4) + 7 + 2 + 2 + 2 + 9 = 27

Attack G5 (Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (6) + 6 + 4 + 1 + 1 + 2 - 2 = 18

Attack G6(Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (6) + 6 + 4 + 1 + 1 + 2 - 2 = 18

Attack G7 (Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (10) + 6 + 4 + 1 + 1 + 2 - 2 = 22

Attack G9 (Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (15) + 6 + 4 + 1 + 1 + 2 - 2 = 27


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

As the sword comes in, he moves his blade unnaturally fast to deflect the blow.
immediate action - sidestep, 3pp

AoO on #4: 1d20 + 29 ⇒ (2) + 29 = 31
damage: 3d6 + 20 ⇒ (1, 2, 2) + 20 = 25
unholy damage: 2d6 ⇒ (2, 1) = 3


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

Where am I exactly? At the of a tower of some sort, correct?

If, I would like to have cast Communal Spider Climb on myself and the skeletons before initiative


This is acceptable, 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

I'll take that to mean there is only one patrolling guard.

Bobbity scurries up the last foot of wall just as an unsuspecting guard walks by. He pauses for a moment, waiting for that look. The guard almost walks right past until a slight breeze blows Bobbity's new cloak. He turns and, "There it is." That look of utter shock and fear at being completely caught off guard. Bobbity doesn't waste the moment either. Both blades twirl as he slices into any flesh visible.

Attack 1: 1d20 + 16 ⇒ (11) + 16 = 27
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (3, 5, 5, 6, 3) = 22

Attack 1: 1d20 + 16 ⇒ (12) + 16 = 28
Damage 1: 1d4 + 6 ⇒ (2) + 6 = 8
Sneak Attack 1: 5d6 ⇒ (6, 5, 3, 1, 4) = 19

Attack 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (4, 4, 2, 5, 5) = 20

Attack 1: 1d20 + 11 ⇒ (1) + 11 = 12
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (5, 5, 3, 5, 6) = 24

Full attack. Should be flatfooted. Applying Bewildered and Disoriented to the first successful strikes and Bleeding Attack. That's a -6 to AC and attack vs Bobbity for a round and 5 bleed.


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

If I need to wait for my initiative to actually begin climbing, Veldrin and the skeletons will use a double move action to climb 40 feet. If I can have already climbed up during pre-combat, assume we all enter the tower, with the skeletons going in first.


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 heads to join Rashk. If I need to pop my wings to join him, then I will do that to get there as quick as possible. I figure I get there next round on my initiative?


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

There are two guards in front of the tower that you need to go through first Veldrin. Don't think you are sneaking a horde of skeletons past them.


No wonder I wasn't seeing replies here, my last post didn't go through. Big middle finger up to paizo. Anyways, I believe Veldrin and Kessa went to the gatehouse in the north. The two guards are actually in front of the Wizard's tower to the south. I have Kessa and Veldrin beginning their init at the wall of the gatehouse. Still waiting on Rashk's action as well. Bobbity easily kills the one lone guard on the watch wall, leaving him standing by the second story floor into the watchtower


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

Oh, I was going after my gear, which I thought was at the Wizard's Tower. Kessa is going to help 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

^That.


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

It looks like it lost my post as well

"More wheat to the scythe. And like wheat you shall fall."

Bladewind again with power attack. I'm labeling the attacks by the target. 4 and Leon do not get spatial awareness.

Attack #3: 1d20 + 29 ⇒ (12) + 29 = 41
Damage #3: 3d6 + 24 ⇒ (1, 3, 1) + 24 = 29
Unholy damage #3: 2d6 ⇒ (5, 6) = 11
Intimidate #3: 1d20 + 32 ⇒ (20) + 32 = 52

Attack #4: 1d20 + 25 ⇒ (4) + 25 = 29
Damage #4: 3d6 + 20 ⇒ (3, 4, 2) + 20 = 29
Unholy damage #4: 2d6 ⇒ (4, 6) = 10
Intimidate #4: 1d20 + 32 ⇒ (8) + 32 = 40

Attack #5: 1d20 + 29 ⇒ (17) + 29 = 46
Crit Confirm: 1d20 + 29 ⇒ (4) + 29 = 33
Crit damage: 3d6 + 24 ⇒ (3, 1, 2) + 24 = 30
Damage #5: 3d6 + 24 ⇒ (4, 3, 4) + 24 = 35
Unholy damage #5: 2d6 ⇒ (5, 2) = 7
Intimidate #5: 1d20 + 32 ⇒ (13) + 32 = 45

Attack #6: 1d20 + 29 ⇒ (6) + 29 = 35
Damage #6: 3d6 + 24 ⇒ (6, 3, 4) + 24 = 37
Unholy damage #6: 2d6 ⇒ (5, 2) = 7
Intimidate #6: 1d20 + 32 ⇒ (6) + 32 = 38

Attack #7: 1d20 + 29 ⇒ (11) + 29 = 40
Damage #7: 3d6 + 24 ⇒ (4, 2, 3) + 24 = 33
Unholy damage #7: 2d6 ⇒ (6, 2) = 8
Intimidate #7: 1d20 + 32 ⇒ (17) + 32 = 49

Attack #9: 1d20 + 29 ⇒ (20) + 29 = 49
Crit Confirm: 1d20 + 29 ⇒ (5) + 29 = 34
Crit damage: 3d6 + 24 ⇒ (5, 1, 5) + 24 = 35
Damage #9: 3d6 + 24 ⇒ (1, 1, 5) + 24 = 31
Unholy damage #9: 2d6 ⇒ (1, 5) = 6
Intimidate #9: 1d20 + 32 ⇒ (14) + 32 = 46

Attack Thomas: 1d20 + 29 ⇒ (17) + 29 = 46
Crit Confirm: 1d20 + 29 ⇒ (18) + 29 = 47
Crit damage: 3d6 + 24 ⇒ (3, 6, 6) + 24 = 39
Damage Thomas: 3d6 + 24 ⇒ (4, 4, 5) + 24 = 37
Unholy damage Thomas: 2d6 ⇒ (6, 5) = 11
Intimidate Thomas: 1d20 + 32 ⇒ (13) + 32 = 45

Attack Leon: 1d20 + 25 ⇒ (17) + 25 = 42
Crit Confirm: 1d20 + 25 ⇒ (8) + 25 = 33
Crit damage: 3d6 + 20 ⇒ (2, 6, 3) + 20 = 31
Damage Leon: 3d6 + 20 ⇒ (6, 6, 2) + 20 = 34
Unholy damage Leon: 2d6 ⇒ (1, 1) = 2
Intimidate Leon: 1d20 + 32 ⇒ (18) + 32 = 50

Woo hoo! 4 potential crits including both named characters. This is a perfect fight for me.


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

S*#+ dude.


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

lol, it doesn't look like there will be much to do once I get there.


Right, then Veldrin would find that two guards are stationed at the entrance to that tower that Bobbity has someone slipped past. Veldrin *might* have caught Bobbity slaughtering a guard on top of the wall (Edit coming soon with combat stuffs, I have a good chunk to process for Rashk. I think Kessa will still have something to do :) Thomas and Leon are no pushovers, as Rashk is probably about to find out.)


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

While my bladewind gives me many attacks, it's still only one to a customer. It looks like it takes about 3-4 hits to take somebody down without critting. I also expect that there will be reinforcements coming up from below.


Two towers, two confrontations:

In the north, Rashk continues his dance of death, dropping two more of the guards. The death of their comrades do little to deter their efforts though; they continue to swarm around him.

Attack G2 (Bow): 1d20 + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 ⇒ (14) + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 = 32

***Attack G4 (Greataxe): 1d20 + 10 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 ⇒ (16) + 10 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 = 35
Damage: 1d12 + 7 + 2 + 2 + 2 + 9 ⇒ (3) + 7 + 2 + 2 + 2 + 9 = 25

Attack G5 (Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (13) + 6 + 4 + 1 + 1 + 2 - 2 = 25

Attack G9 (Longsword): 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (1) + 6 + 4 + 1 + 1 + 2 - 2 = 13

Attack G10 (Bow): 1d20 + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 ⇒ (5) + 10 + 5 + 2 + 2 + 2 + 1 - 2 - 2 = 23

***Attack2 G2 (Bow): 1d20 + 5 + 5 + 2 + 2 + 2 + 1 - 2 - 2 ⇒ (20) + 5 + 5 + 2 + 2 + 2 + 1 - 2 - 2 = 33
Damage (2d6 is fire and elec): 1d8 + 5 + 2 + 2 + 2 + 6 + 2d6 ⇒ (1) + 5 + 2 + 2 + 2 + 6 + (4, 2) = 24

Attack2 G4 (Greataxe): 1d20 + 5 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 ⇒ (17) + 5 + 5 + 2 + 2 + 2 + 1 + 2 - 3 - 2 = 31

Attack2 G10 (Bow): 1d20 + 5 + 5 + 2 + 2 + 2 + 1 - 2 - 2 ⇒ (10) + 5 + 5 + 2 + 2 + 2 + 1 - 2 - 2 = 23

***Attack 1 Thomas (Smite): 1d20 + 10 + 5 + 6 + 4 + 1 ⇒ (20) + 10 + 5 + 6 + 4 + 1 = 46
Crit Confirm(Smite): 1d20 + 5 + 5 + 6 + 4 + 1 ⇒ (5) + 5 + 5 + 6 + 4 + 1 = 26
Damage: 1d8 + 5 + 10 + 4 ⇒ (5) + 5 + 10 + 4 = 24

Attack 2 Thomas (Smite): 1d20 + 5 + 5 + 6 + 4 + 1 ⇒ (5) + 5 + 5 + 6 + 4 + 1 = 26

***Attack 1 Leon (Smite): 1d20 + 10 + 5 + 6 + 4 + 1 ⇒ (9) + 10 + 5 + 6 + 4 + 1 = 35
Damage: 1d8 + 5 + 10 + 4 ⇒ (6) + 5 + 10 + 4 = 25

Attack 2 Leon (Smite): 1d20 + 5 + 5 + 6 + 4 + 1 ⇒ (4) + 5 + 5 + 6 + 4 + 1 = 25

Kessa is through the window of the third floor of the tower, Bobbity standing over the corpse of a slain guard, and VEldrin finds himself face-to-face with two startled guards.


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

Full post tomorrow
***Attack G4 (Greataxe) 25 damage -10 stoneskin =15
***Attack2 G2 (Bow) 24 damage ***deflected completely by fickle winds
***Attack 1 Thomas (Smite) 24 damage -10 stoneskin =14
***Attack 1 Leon (Smite) 25 damage ***immediate action 3pp for sidestep 0 damage

Total damage 29 out of 98 incoming. Over 70% of it stopped.


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 do not see my icon on the map.

Kessa callously views the destruction of life and innately understands the violence it took to create it. She move into the room and positions herself to assault the guards. Behind Leon, providing flank.

As Squeeze is gone, can we retcon the extracts I gave him? I would rather they not go to waste. If so, I would have consumed the stoneskin myself.


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

Kessa's token is in the courtyard, near the fountain. Presumably, she's imagining what it would look like filled with the blood of the innocent. BTW, with your speed, you should get an attack.

As the soldiers fall, he calls over his shoulder to the one with the bow, "That won't work. Why don't you be a good boy and call over some more of your friends. These ones won't last much longer. And some of you have actually drawn blood. With enough people, there's a chance you can win."

As Kessa enters the circle of bloody spray, he smiles at her with a predatory grin. "I saved some for you, me lady."

Bladewind again with power attack. I'm labeling the attacks by the target. 4 does not get spatial awareness. And I've been forgetting my crits are x3 damage!

Attack #4: 1d20 + 25 ⇒ (16) + 25 = 41
Damage #4: 3d6 + 20 ⇒ (6, 1, 4) + 20 = 31
Unholy damage #4: 2d6 ⇒ (3, 2) = 5
Intimidate #4: 1d20 + 32 ⇒ (12) + 32 = 44

Attack #5: 1d20 + 29 ⇒ (20) + 29 = 49
Confirm crit: 1d20 + 29 ⇒ (20) + 29 = 49
Crit damage: 6d6 + 48 ⇒ (1, 1, 5, 2, 6, 1) + 48 = 64
Damage #5: 3d6 + 24 ⇒ (2, 4, 2) + 24 = 32
Unholy damage #5: 2d6 ⇒ (5, 3) = 8
Intimidate #5: 1d20 + 32 ⇒ (1) + 32 = 33

Attack #9: 1d20 + 29 ⇒ (10) + 29 = 39
Damage #9: 3d6 + 24 ⇒ (6, 3, 6) + 24 = 39
Unholy damage #9: 2d6 ⇒ (6, 5) = 11
Intimidate #9: 1d20 + 32 ⇒ (17) + 32 = 49

Attack #10: 1d20 + 29 ⇒ (18) + 29 = 47
Confirm crit: 1d20 + 29 ⇒ (3) + 29 = 32
Crit damage: 6d6 + 48 ⇒ (4, 5, 3, 1, 1, 1) + 48 = 63
Damage #10: 3d6 + 24 ⇒ (2, 6, 3) + 24 = 35
Unholy damage #10: 2d6 ⇒ (5, 2) = 7
Intimidate #10: 1d20 + 32 ⇒ (15) + 32 = 47

Attack Thomas: 1d20 + 29 ⇒ (19) + 29 = 48
Confirm crit: 1d20 + 29 ⇒ (16) + 29 = 45
Crit damage: 6d6 + 48 ⇒ (1, 2, 3, 6, 4, 1) + 48 = 65
Damage Thomas: 3d6 + 24 ⇒ (5, 4, 1) + 24 = 34
Unholy damage Thomas: 2d6 ⇒ (3, 5) = 8
Intimidate Thomas: 1d20 + 32 ⇒ (15) + 32 = 47

Attack Leon: 1d20 + 29 ⇒ (7) + 29 = 36
Damage Leon: 3d6 + 24 ⇒ (6, 5, 2) + 24 = 37
Unholy damage Leon: 2d6 ⇒ (1, 4) = 5
Intimidate Leon: 1d20 + 32 ⇒ (8) + 32 = 40


I'll have a more extensive post soon. Kessa can retain whatever items were given to Squeeze; Kessa's icon is now in the far top right of the map in the room with Rashk. Rashk needs to rework his damage. Smite evil attacks bypass all DR.


GM:
I started these attacks rolls before realizing Kessa will still have a standard action before the guards go again. It's a pain in the butt to get all these rolls out, so I'm keeping them here until she posts

Attack 1 Thomas (Smite): 1d20 + 10 + 5 + 6 + 4 + 1 + 2 ⇒ (2) + 10 + 5 + 6 + 4 + 1 + 2 = 30
Attack 2 Thomas (Smite): 1d20 + 5 + 5 + 6 + 4 + 1 + 2 ⇒ (18) + 5 + 5 + 6 + 4 + 1 + 2 = 41

Attack 1 Leon (Smite): 1d20 + 10 + 5 + 6 + 4 + 1 + 2 ⇒ (4) + 10 + 5 + 6 + 4 + 1 + 2 = 32
Attack 2 Leon (Smite): 1d20 + 5 + 5 + 6 + 4 + 1 + 2 ⇒ (9) + 5 + 5 + 6 + 4 + 1 + 2 = 32


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

Okay, 10 more damage


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

Bobbity bounces off the corpse and moves to the central tower. He stops at the point he saw the guards stop at before an searches to for the magic trap he saw earlier. Passing one blade, to the third arm on his back, his right hand pulls out a scraping tool. Magical traps usually had a glyph or two as a weak spot that, when broken, unraveled the whole thing.

Disable Device: 1d20 + 25 + 2 ⇒ (3) + 25 + 2 = 30

Move to draw tools and get to the trap. Standard to disable. I believe you gave me masterwork thieves tools so that roll, though poor, will disable a tap with a level 5 spell or lower.


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 steps into the fray, sweeping Leons legs.

Attack Leon: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 +2 for flank
Crit Confirmation: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 probably a miss

damage: 1d10 + 8 + 5d6 ⇒ (2) + 8 + (4, 4, 1, 2, 1) = 22

As a reminder, I get a free Attack of Opportunity (from Greater Trip and/or Vicious Stomp) whenever someone falls prone adjacent to me.

Attack Leon: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 +2 for flank. Might hit if he is prone.

damage: 1d10 + 8 + 5d6 ⇒ (10) + 8 + (4, 1, 3, 3, 2) = 31


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

Veldrin sends forth his trio pretty sure I have 3, two from the first casting, one from the second towards the guards.

He then launches a quintet of shadowy force missiles at them.

2d4 + 2 + 2d4 + 2 + 1d4 + 1 ⇒ (2, 2) + 2 + (1, 3) + 2 + (2) + 1 = 15 Two missiles to each guard, and then 1 to 1d2 ⇒ 1 to the first(9 to the first, 6 to the 2nd).

Can we say Veldrin cast Mending on the broken gear of the skeletons as we made our way to the mage tower? If not, they'll attack with their claws.


Indeed hard to find, but Bobbity does manage to catch a track of bat guano almost lining the bottom of the door leading in to the second floor. With a few moments of handiwork, he manages to render the ward useless.

Meanwhile, three Skeletons rush in, baring swords down upon the terrified men. They wrestle back and forth, the missiles leaving their defenses exposed. In reply, the experienced men cut down the skeletons, but are exposed to the explosions of their bones as they are destroyed, leaving Veldrin alone before them.

There were plenty enough fresh pieces of gear in the barracks for the skeletons to arm themselves with. I made their attacks using long swords. Two hit, one missed.

On the top floor of the gatehouse, Leon is caught completely unaware by Kessa, finding his backside on the floor just as quickly as he noticed she was in the room. Deciding better to stay on the ground, he begins swinging at her in retaliation.

Using the dice rolls I began from my GM spoiler a few posts up, it looks like Thomas's second attack will connect with Rashk. Swinging from prone, both of Leons attacks will miss Kessa.

Seeing the grim circumstances, the other guards begin to flee, going as far as jumping into the widened murder holes to get down to the next level.


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 you copy the initiative into each round update?


I'll start keeping a spoiler of it, but for this combat, especially since everyone is split up and all the baddies are on the same #, everyone should have one post between mine


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

Bobbity took a moment to look over the edge of the wall, he had to hop, to see what the commotion was. Chaos was the best word for it and that made him exorbitantly happy. His influence alone was reeking havoc. Bobbity popped the top on his favorite mixture and drank. He felt a great energy begin to well up within him and a tingling feeling run across his skin. With confidence, he kicks in the door. "Honey, I'm home."

Drink Detonate extract as standard and open the door as a move. I think it is a move.


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

Veldrin sighs melodramatically "Good help is so hard to find these days". For the time being, he opts to not raise any more friends, and decides to climb up the tower instead, going right to where he saw Bobbity last.

Ugh, need more badass enemies to make better undead, lol

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