Dungeon Master S's "Wardens of the Reborn Forge" (Inactive)

Game Master Dungeon Master S

Kargatt Mine | Tactical Map | Handouts

Initiative Quickpost:

[dice=Baddies]d20[/dice]
[dice=Aiuda]1d20+7[/dice]
[dice=Bill]1d20+11[/dice]
[dice=Sven]1d20+6[/dice]
[dice=Zelkin]1d20+6[/dice]

Perception Quickpost:

[dice=Aiuda]1d20+23[/dice] LLV (+4 v. Evil Outsiders/Aberrations, +2 Elves/Plants)
[dice=Bill]1d20+12[/dice]
[dice=Sven]1d20+28[/dice]
[dice=Whitestripe]d20+10[/dice] (LLV, DV, Scent)
[dice=Zelkin]1d20+27[/dice]


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The DC 19 to hover at the moment.

Sven opens with a deadly rain of his own. Don't forget to let me know which baddies you target. I'll always try to give them a color border. The first arrow takes on in the eye. The next drops another, leaving a lone foe, who definitely looks like retreating to sound an alarm is the best plan.

Round 2:
Bill: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD
Sven: TBD

DM:

White: 40


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin will try his best to take down the creature with his limited bow skills!

Bow: 1d20 + 12 ⇒ (3) + 12 = 15 for Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Bow: 1d20 + 7 ⇒ (1) + 7 = 8 for Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Very limited.


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Indeed (don't forget arrows have a -4 due to wind right now.) Zelkin's attacks go wide, very wide.

Round 2:
Bill: Go
Zelkin: Miss
Aiuda: Go
Baddies: TBD
Sven: TBD

DM:

White: 40


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Sorry, at a conference this weekend and while the wifi is fine in the room and lobby, it decidedly does not work in the conference area...

Before the last Batman can retreat, Aiuda tries to put him down with a volley of arrows, although the wind is starting to get to her.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (15) + 15 = 30
damage: 1d8 + 13 ⇒ (5) + 13 = 18

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d8 + 13 ⇒ (5) + 13 = 18

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d8 + 13 ⇒ (3) + 13 = 16

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d8 + 13 ⇒ (5) + 13 = 18


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Following Aidua attacks, Sven shoots at the same creature. Target Of Opportunity

+3 longbow: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
Damages: 1d8 + 12 ⇒ (1) + 12 = 13
Confirm: 1d20 + 17 - 4 ⇒ (1) + 17 - 4 = 14
Damages: 2d8 + 24 ⇒ (5, 6) + 24 = 35

@Aidua : you can also make a ranged attack as Sven hit with his :)


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Let's see if we can take this guy down:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 1d8 + 13 ⇒ (4) + 13 = 17


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Sven and Aiuda pepper the remaining guard before he can do anything with the alarm. Because of the booming of the mana storm, it's impossible to tell if anyone has noticed your presence.

Out of combat.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"Let's get in quickly!" Aiuda shouts over the storm as she slings her bow onto her shoulder.

Open the gate/door?
Disable Device: 1d20 + 15 ⇒ (2) + 15 = 17


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Agreed! Let's move! Zelkin will follow Aiuda inside, however they decide to get in, that is.


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The gate is shut and barred tight from the inside. Looks like you've got to go over the top.

When you move, also update the map and I'll be ready.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"Never mind, I'll open it from the inside."

Forgot I had this ability:

Aiuda uses dimension door to step right through the gate an open it for everyone else!


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"Well, well, well. Where have you been hiding that particular skill, Miss Aiuda?" Bill says as the elf disappears in a flash.


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just realized my post was eaten. Will update tomorrow.

-Posted with Wayfinder


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Busy day, will post tonight.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

@Bill: Lantern Bearer SLA. Unfortunately it's self-only. But they still get some really nice SLAs.


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Aiuda appears on the other side of the door.

Aiuda:

The hustle and bustle of this fortified bailey is palpable in the midst of the raging storm. A large building to the north appears to be the center of activity, while a smaller, more ramshackle building to the southeast barely remains standing. Gates to the east and west appear to be the only exits, while stairs to the north and south lead up to the fort's curtain wall. Upon arriving on this side, you don't see any means of opening the door. About the yard are a half dozen ogrekin and additional sabosans. Because of the storm, it looks like they haven't seen you, but will if you don't go back immediately.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

GM:
Quickly, before anyone notices her Aiuda tries to slip up the stairs to the tower where the sabosans were formerly stationed.

Stealth: 1d20 + 26 ⇒ (14) + 26 = 40

If someone happens to look her way, she can use her Fade from Sight ability to basically use Stealth even in plain sight. Only lasts 1 round but she has 9 rounds total if she needs more than one to get up the stairs and actually out of sight.

Once up in the tower above the gate, Aiuda will peek her head out and lower a rope for the others, waving them to follow quickly.


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Aiuda:

8d20 ⇒ (1, 14, 20, 6, 9, 15, 3, 6) = 74
You quickly scurry up to the corner (I've moved you on the map) where you're least likely to be seen. So long as you stay here, you think you'll be okay. It takes 2 rounds to get there.

After Aiuda slides through the dimension to get to the other side she's gone for a few moments. Then, to your left, a rope is lowered. The door remains shut.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Bill, did you have casts message on us ? Because I would prefer to be sure it's Aiuda who sends us this rope rather than someone who capture her.

Says Sven to Bill.


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Graouh !

Confirms Whitestripe.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

I can't imagine who else would be throwing down a rope but yes, the message spell would be quite useful.

Of course, if the spell is up we can confirm its her.

Zelkin will climb up the rope and then assist Aiuda as needed.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

We didn't put it up before but:

Aiuda tries her best to stay in the corner while peeking her head up above the wall. She waves her hand for everyone to follow quickly.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven makes understand Whitestripe to use the rope to climb towards Aiuda.

Handle Animal DC25: 1d20 + 15 + 2 + 4 ⇒ (7) + 15 + 2 + 4 = 28


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With the party inside the walls, the situation becomes much more intense. Somewhere here is likely the key to the erstwhile guardians. The question is, where?

The enemy is placed on the map, and they seem to be milling about doing various labor tasks. You're hidden for now, but that won't last.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Perhaps we should strike quickly while we still have an advantage. Does anyone have a suggested attack plan they'd like to offer?

We have Protection for Evil up for quite a while but that's about all I can offer.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill just floats up and sees Aiuda's refreshing face. He looks down and gives a thumbs up to the rest.

---

"Want me to drop a few magicks on them?" Bill asks as he thumbs through his spellbook. The venerable tome floating in the air as he uses his finger to idly flip through the page.


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The ogrekin move about. As you're actually hidden from one another, it's hard to see what they're doing, but whatever it is, they're working hard at it.

Then you hear someone shout over the storm. "GET THE NAILS"

Looking around, you realize there's a barrel of nails right in the midst of you.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Probably a good idea, Bill. Preferably before they get the nails.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"Indeed, let's be ready." Despite her warning Aiuda does not reach for her weapons, not having decided yet whether her bow or kukris will be most useful. "Do you have something to work against large crowds? I am better against single foes."


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill shrugs. "I'm sure that I can do something." he says with a flick of his wrist as the book slams shut and slides into his pack.

He floats into view of the ogrekin and sabosans and smiles. "Et adducam inimicos suos deserti Succurre mihi genua flectunt."

As this happens, the sands and heat of the area coalesce into a giant swirling gale around the closest ogrekin. The heavy downdraft seems to force the ogrekin to their knees as the sands seem to leave burns on their skin.

Sirocco - A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude.

Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4 penalty on all saving throws against this spell and take double normal damage.

Damage: 4d6 + 13 ⇒ (4, 5, 4, 4) + 13 = 30 Fortitude DC 25

---

Concentration-Primal (If needed): 1d20 + 13 + 8 + 3 ⇒ (19) + 13 + 8 + 3 = 43


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Ah, Sirocco, one of the favorite spells of a wizard in my home game :-)

At first the ogrekin think it part of the storm, but they quickly figure out that it's not and cry out in pain and alarm.

FORT:
Black: 1d20 + 12 ⇒ (15) + 12 = 27 PASS
Red: 1d20 + 12 ⇒ (7) + 12 = 19 FAIL
Green: 1d20 + 12 ⇒ (1) + 12 = 13 FAIL
Yellow: 1d20 + 12 ⇒ (15) + 12 = 27 PASS

The battle begins!

Baddies: 1d20 + 1 ⇒ (6) + 1 = 7
Aiuda: 1d20 + 7 ⇒ (6) + 7 = 13
Bill: 1d20 + 11 ⇒ (6) + 11 = 17
Sven: 1d20 + 6 ⇒ (20) + 6 = 26
Zelkin: 1d20 + 6 ⇒ (19) + 6 = 25


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That initiative is going to make this quick methinks! Forgive the lack of prose here. So much information makes for confusion if it gets cluttered.

Round 1:
Sven: Go
Zelkin: Go
Bill: Go
Aiuda: Go

Baddies: TBD

DM:

OGRES:
Black: 15 (Fatigue)
Red: 30 (Prone, Fatigue)
Green: 30 (Prone, Fatigue)
Yellow: 15 (Fatigue)
Blue:
White:

SABOSAN:
Black:
Blue:
Red:
White:


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven casts protection from energy fire, on Whitestripe

RM DC19: 1d20 + 14 ⇒ (8) + 14 = 22
Concentration Primal: 1d20 + 19 ⇒ (5) + 19 = 24

And asks his friend to attack the creature. Could you please kill all these creatures my friend ?


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The feline growls, ready to get in the fight.

Round 1:
Sven: Protection from Fire
Zelkin: Go
Bill: Go
Aiuda: Go

Baddies: TBD

DM:

OGRES:
Black: 15 (Fatigue)
Red: 30 (Prone, Fatigue)
Green: 30 (Prone, Fatigue)
Yellow: 15 (Fatigue)
Blue:
White:
SABOSAN:
Black:
Blue:
Red:
White:


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Graouh ! responds Whitestripe who happily leaps in the frey !

Bite: 1d20 + 21 ⇒ (10) + 21 = 31
Damages: 1d4 + 23 ⇒ (2) + 23 = 25


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I moved Whitestripe to the nearest foe.

The cat runs up to an ogrekin (a particularly malformed one to boot) and takes a massive bite out of its leg, spraying blood into the storm of the sirocco!

Round 1:
Sven: Protection from Fire
Zelkin: Go
Bill: Go
Aiuda: Go

Baddies: TBD

DM:

OGRES:
Black: 40 (Fatigue)
Red: 30 (Prone, Fatigue)
Green: 30 (Prone, Fatigue)
Yellow: 15 (Fatigue)
Blue:
White:
SABOSAN:
Black:
Blue:
Red:
White:


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin moves up next to Whitestripe and attacks the enemy there!

Attack: 1d20 + 14 ⇒ (6) + 14 = 20 for Damage: 1d10 + 17 ⇒ (9) + 17 = 26


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

@Zelkin be careful with the Sirrocco Spell. If you get hurt by the fire you become fatigued...


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Zelkin gets VERY close to the hot wind, but stops short in time to deal a blow against the flat footed ogrekin! The monster bleeds freely into the storm, ready to exact his revenge.

Round 1:
Sven: Protection from Fire
Zelkin: ATK
Bill: Go
Aiuda: Go

Baddies: TBD

DM:

OGRES:
Black: 66 (Fatigue)
Red: 30 (Prone, Fatigue)
Green: 30 (Prone, Fatigue)
Yellow: 15 (Fatigue)
Blue:
White:
SABOSAN:
Black:
Blue:
Red:
White:


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda pulls out her bow and takes up a better position on top of the wall from which to pick off ogres. She fires a single arrow at the furthest one. (white I think)

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 17 ⇒ (18) + 17 = 35
damage: 1d8 + 13 ⇒ (1) + 13 = 14


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Aiuda tries to shoot through the sirocco, changing her aim wildly before loosing an arrow that looks like it's aiming for the clouds. Despite the effect of the spell, it doesn't seem to affect missile weapons. She hits him!

Round 1:
Sven: Protection from Fire
Zelkin: ATK
Bill: Go
Aiuda: ATK
Baddies: TBD

DM:

OGRES:
Black: 66 (Fatigue)
Red: 30 (Prone, Fatigue)
Green: 30 (Prone, Fatigue)
Yellow: 15 (Fatigue)
Blue:
White: 14
SABOSAN:
Black:
Blue:
Red:
White:


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Aiuda hitting her target, Sven shoots it in concert !

+3 longbow: 1d20 + 16 ⇒ (10) + 16 = 26
Damages: 1d8 + 10 ⇒ (6) + 10 = 16


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

The slow ogrekin, as the other adventurers attack, suffer another blast of desert-like winds, slamming the fiery winds into the prone ogrekin and trying to force the other two into the ground like their brethren.

Fire Damage: 4d6 + 13 ⇒ (3, 4, 3, 2) + 13 = 25 DC 25 Fortitude; All of them are Exhausted regardless of the Fort Save.

Bill floats closer to his spell, raising himself up 20' in the air to avoid any unwanted attacks from below and placing the sabosans on the far side of the fiery cylinder. "I think this should be fairly easy." the academic remarks.

Bill bides his time for the moment, believing that the brute force of his team is enough to win with his expertly placed spell.


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Sven's accompanying arrow also lands a solid hit!

Black: 1d20 + 12 ⇒ (7) + 12 = 19
Red: 1d20 + 12 ⇒ (14) + 12 = 26
Green: 1d20 + 12 ⇒ (1) + 12 = 13
Yellow: 1d20 + 12 ⇒ (9) + 12 = 21

The hot wind continues to burn and melt flesh as the ogrekin crumble in the spell's power!

The two ogrekin on the far side of the spell run for cover, while the sabosan guards take flight and fly around the spell. The ogrekin closest to Zelkin and White stripe tries to stand, despite the likely death sentence (AoO from both). The remaining try to get out of the spell, but it doesn't look good for them.

Round 2:
Sven: Go
Zelkin: Go
Bill: Go
Aiuda: Go

Baddies: TBD

DM:

OGRES:
Black: 91 (Ex, prone)
Red: 67 (Ex, Prone)
Green: 55 (Ex, Prone)
Yellow: 40 (Ex, Prone)
Blue:
White: 30
SABOSAN:
Black:
Blue:
Red:
White:


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"I'll work on the sabosans!" Aiuda says to her allies as she turns her bow to the skies.

Starting with red.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 1d8 + 13 ⇒ (1) + 13 = 14

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (9) + 15 = 24
damage: 1d8 + 13 ⇒ (8) + 13 = 21

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d8 + 13 ⇒ (7) + 13 = 20

Aiuda shakes her head as her accuracy starts to fail her. "Must be the storm." she tells herself.


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Aiuda only scores a pair of hits, but they're good ones!

Round 2:
Sven: Go
Zelkin: Go
Bill: Go

Aiuda: ATK
Baddies: TBD

DM:

OGRES:
Black: 91 (Ex, prone)
Red: 67 (Ex, Prone)
Green: 55 (Ex, Prone)
Yellow: 40 (Ex, Prone)
Blue:
White: 30
SABOSAN:
Black:
Blue:
Red: 35
White:


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven follows Aidua lead and shoots at the flying creatures

He calls for the Spirit of the Tiger and the Bull before shooting.

Erastil, give me the strength of the Bull and the Dexterity of the Tiger !

+3 longbow: 1d20 + 15 ⇒ (5) + 15 = 20
damages (many shot): 1d8 + 10 + 1d8 + 10 ⇒ (8) + 10 + (5) + 10 = 33
+3 longbow (rapid shot): 1d20 + 15 ⇒ (2) + 15 = 17
damages (many shot): 1d8 + 10 ⇒ (4) + 10 = 14
+3 longbow: 1d20 + 10 ⇒ (18) + 10 = 28
damages: 1d8 + 10 ⇒ (6) + 10 = 16


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Meanwhile, Whitestripe continue to tears appart his target.

Grrrr !

Bite: 1d20 + 23 ⇒ (17) + 23 = 40
Damages: 1d4 + 22 ⇒ (1) + 22 = 23
Trip: 1d20 + 21 ⇒ (2) + 21 = 23

Claw 1: 1d20 + 23 ⇒ (13) + 23 = 36
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Claw 2: 1d20 + 23 ⇒ (15) + 23 = 38
Damages: 1d2 + 22 ⇒ (2) + 22 = 24

if his target is killed it will continue on the next one with a 5ft. step


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Sven quickly puts down the sabosan that Aiuda attacked. The onslaught continues, as he sinks an arrow into another! (Black)

Whitestripe should have taken an AoO and would have killed the ogrekin. I'm going to say that he did. This would allow him to move to the next foe without going through the Sirocco. The tiger then takes down a second Ogrekin!

Round 2:
Sven: ATK
Zelkin: Go
Bill: Go

Aiuda: ATK
Baddies: TBD

DM:

OGRES:
Green: 55 (Ex, Prone)
Yellow: 40 (Ex, Prone)
Blue:
White: 30
SABOSAN:
Black: 16
Blue:
White:


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin scampers around his friends and attacks the closest enemy!

Attack: 1d20 + 14 ⇒ (1) + 14 = 15 for Damage: 1d10 + 17 ⇒ (6) + 17 = 23

However, he forgot how to wield his weapon during the trip.

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