Empire of Night: Way of the Wicked (Vampire Campaign)

Game Master Neil Mansell

In the noble land of Talingarde, the righteous deity Mitra has purged the land of evil cults and undead predators, yet the darkness is set to rise once more. a band of evil outcasts plot the destruction of the people who imprisoned them and a way to attain power for themselves, even if it costs them their humanity.
Power at any price.

Full map of Talingarde

Branderscar Prison - Full Map.


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Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel bows to the Captain before her leaves, I am glad we have men such as you patrolling our waters and keeping them safe. The corner of his mouth twitches upward in a slight smile.

Once they are gone and out of sight, Mordesel let's out a laugh, that seems to belie his apparent age.


Grumblejack gives Dane a huge, tooth-filled grin as he squeezes through the cargo hold trapdoor and out into the open air. He breathes in the evening air, pleased at the chance to relax and stretch out.
Time (low=day, high=evening): 1d100 ⇒ 18
The ship continues north through the night. Now past the Watch Wall, there are no signs of any settlements on the coast. Indeed, a sense of isolation accompanies the deepening cold.

The dawn arrives, providing unwelcome sunlight which pierces the morning haze. Very soon you hear the sound of splashing off the port side of the ship. Curious, you look for the source of the noise.
Dane Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Durova Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Mordesel Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Sion Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Anton Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Two dolphins jump playfully in and out of the sea, splashing the ship and the deck with sea water. They chirp and whistle happily.

Captain Odenkirk watches the commotion with mild irritation.
"Get out of here ya pests! Go on, shoo!"
The dolphins continue to play, splashing noisily.
Is anyone not on deck? Note that due to the sunlight, you are sickened.
...: 1d20 + 17 ⇒ (11) + 17 = 28


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

I am on deck during the day, I am guessing this isn't good.

"Dolphins. They usually like this?"


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane will be below decks resting.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Durova will be below decks as well, as typical of his schedule.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel is not too worried about being sickened, but he is starting his adjustment, so at this point, he is up for the second half of the day and first half of the night.


The dolphins continue their frolicking, splashing the deck with sea water. The commotion wakes anyone in the cargo hold. Only Grumblejack and Dane are currently on deck.

To the crew's surprise (as well as Grumblejack and Sion) several creatures literally 'appear' on the deck behind them. The five things are translucent creatures seemingly made of water. Without hesitation, they hurl themselves at the crew, Odenkirk, Grumblejack and Sion.

GM rolls:

Init ???: 1d20 + 1 ⇒ (13) + 1 = 14
Init Ship Crew: 1d20 ⇒ 1
Init Grumblejack: 1d20 - 1 ⇒ (9) - 1 = 8
Init Anton: 1d20 + 5 ⇒ (7) + 5 = 12
Init Mordesel: 1d20 + 4 ⇒ (7) + 4 = 11
Init Durova: 1d20 + 1 ⇒ (7) + 1 = 8
Init Sion: 1d20 ⇒ 11
Init Dane: 1d20 + 4 ⇒ (9) + 4 = 13

Initiative Order:
Baddies -> Dane, Anton, Mordesel, Sion, Durova -> Grumblejack -> Crew.

Knowledge(planes) DC 11:
The creatures are small water elementals.

The watery creatures attempt to bull-rush their chosen targets into the water. (No AoO since they won the init rolls and act first)
Bull rush vs Capt. Odenkirk: 1d20 + 3 ⇒ (12) + 3 = 15
Bull rush vs Sion: 1d20 + 3 ⇒ (16) + 3 = 19
Bull rush vs Crewman1: 1d20 + 3 ⇒ (14) + 3 = 17
Bull rush vs Crewman1: 1d20 + 3 ⇒ (19) + 3 = 22
Bull rush vs Grumblejack (lol): 1d20 + 3 ⇒ (11) + 3 = 14

With a strength that belies their small size, the watery creatures give Sion and two crewmen mighty shoves that send them into the waters below. Grumblejack barely flinching and Odenkirk is surprised, but manages to keep his footing.

The remaining crewmen yell out a call to arms. Odenkirk himself notices movement in the water from multiple creatures approaching the ship from starboard side (opposite side to the dolphins). His eyes open wide in horror.
"Waterfolk!! We're under attack!"
Indeed, swimming towards the ship are blue-skinned humanoid creatures holding tridents.

Knowledge(planes) DC 12:
The swimming creatures are tritons, native outsiders of good disposition. They are able to summon water elementals

Rolld20 website.

Most of you are in the cargo hold. Leaving it is a full round action (place yourself within 5ft of the trap door near the front of the ship).

Sion is currently in the water and needs to make a swim check (DC 10) to swim as a move action. Failing will mean no progress, although he can try again with his standard action to grab the ship. Failing by 5 or more means he starts to drown. Climbing out requires a DC 10 climb check (move action) assuming a successful swim check.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Letting his disguise stay, Mordesel comes out of the cargo hold, holding tightly to his staff, and preparing for battle.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

This isn't the circumstances that I expected to need this for but it will do... Looking around for the enemies all he sees is dolphins closing in. The potion in his belt was still secure thank asmodeus. Pulling it out he guzzles the vial down. A strange change comes over him, his feet and hands magically grew webbing enabling him to swim. Incredible Sion looks at the dolphin to his right and draws his greatsword while swimming towards it.

Standard to drink potion. Move to draw and advance on dolphin. Since having a swim speed I don't need to make the check. 10 rounds left.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Hearing battle joined, Durova cats Bless on his group and moves out of the hold.

Remember Bless benefits in your rolls.


Sorry, the first sentence of my post should have read... Only Grumblejack and Sion are currently on deck.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Since climbing out of the cargo hold would imply climbing, don't suppose we can make it further out of the hold with an Accelerated Climbing check? Here's a roll if so.

Climb: 1d20 + 6 ⇒ (13) + 6 = 19

Dane bounds up the ladder with startling speed for a man his size, much more surprising since he's laden with armor. Drawing his weapon, Dane marches out onto the deck, feeling his strength sap but attempting to put a strong face on and attempts to assess the situation.


Yes, that's a good idea. The DC goes from 0 to 5 (lol) to accelerate climb out of the cargo hold. It would probably mean you can squeeze out another 10ft movement (or 5ft if you're wearing heavier armour)


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Anton, resting in the hold out of the sickening daylight, curses in surprise at the word of their being attacked by waterfolk. Swiftly, he moves towards the opening of the cargo hold so that his allies would be able to hear him as he begins an oration to improve their morale.

Inspire courage: allies gain +1 competence on attack and damage rolls, +1 morale vs. charm and fear


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Cool, moved myself a little further on the map now. Thanks GM! :)


Male Ogre

Grumblejack lets out a roar of rage at the watery creature.
Greatclub attack: 1d20 + 9 ⇒ (2) + 9 = 112d8 + 8 ⇒ (6, 1) + 8 = 15
Alas, the clumsy ogre has little luck, almost tripping himself over in an attempt to crush his foe.


Mass of text ahoy!

Round 1 Continues
Odenkirk bellows out a warcry and flies to a frenzy as he unsheaths his greataxe.
Raging Greataxe attack: 1d20 + 13 ⇒ (18) + 13 = 311d12 + 11 ⇒ (10) + 11 = 21
The water creature explodes in a shower of liquid as the captain's axe cleaves it apart. The Ulfen barbarian roars in laughter.

Two more crewmen draw shortswords and engage one of the enemies near Grumblejack. Moving into a flank, they stab at it.
Crewman attack: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 3 ⇒ (5) + 3 = 8
Crewman attack: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 3 ⇒ (4) + 3 = 7 (Immune to crits)
One hits, causing the creature to shudder as though in pain.

The last two on board move up to engage one next to their Captain.
Crewman attack: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 3 ⇒ (6) + 3 = 9
Crewman attack: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 3 ⇒ (4) + 3 = 7
But fail to strike the nimble creature.

The two crewmen in the water try to swim while grabbing at the side of the longship.
Crewman swim: 1d20 + 6 ⇒ (9) + 6 = 15
Crewman swim: 1d20 + 6 ⇒ (3) + 6 = 9
One succeed, the other fail.
Crewman swim: 1d20 + 6 ⇒ (19) + 6 = 25
(Funny, I must have accidentally deleted the climb check roll.)
One of the crewmen manages to pull himself aboard while the other one flounders in the water before finally managing to grab the side of the ship.
I gave the bonuses for bardic music and bless to the crew.

Round 2 Begins:
Enemies Turn

One of the swimming humanoids casts a spell in the water.

SpellCraft DC 11:
Bless

The dolphins dive under the water (Treat as 5ft step for Dolphin2), one attacking Sion and the other going for the crewman.
Dolphin1 attacks Crewman2: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 1 ⇒ (4) + 1 = 5
Dolphin2 attacks Sion: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 1 ⇒ (3) + 1 = 4

The watermen (aka. tritons) move into position around the ship, heavy crossbows in their hands. Four of them aim at fire.
Triton attacks Dane: 1d20 + 5 ⇒ (11) + 5 = 161d10 + 1 ⇒ (1) + 1 = 2
Triton attacks Dane: 1d20 + 5 ⇒ (19) + 5 = 241d10 + 1 ⇒ (7) + 1 = 8
The two others take a larger target.
Triton attacks Grumblejack: 1d20 + 5 ⇒ (12) + 5 = 171d10 + 1 ⇒ (2) + 1 = 3
Triton attacks Grumblejack: 1d20 + 5 ⇒ (17) + 5 = 221d10 + 1 ⇒ (3) + 1 = 4

The small water creatures flail and bash away.(All power attack)
Water elemental attacks Grumblejack: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 6 ⇒ (1) + 6 = 7
Water elemental attacks Mordesel: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 6 ⇒ (6) + 6 = 12
Water elemental attacks Crewman: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 6 ⇒ (6) + 6 = 12
Water elemental attacks Odenkirk: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 6 ⇒ (6) + 6 = 12

Confirming a few crits.
Dolphin1 attacks Crewman2 conf.: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (4) + 1 = 5 YES
Triton attacks Dane: 1d20 + 5 ⇒ (7) + 5 = 121d10 + 1 ⇒ (2) + 1 = 3 Nope

Overview
The crewman swimming next to Sion takes a brutal beating from a dolphin but is hardy enough to survive. Sion too takes a nasty hit (Sion takes 4 points of damage)

Crossbow bolts fly through the air, two hitting Grumblejack in the arm and thigh. He snarls in rage. (7 damage) Dane too is targeted, one of the bolt bouncing off his armour while the other penetrates a connecting point between the joints. (Dane takes 8 damage)

Mordesel blocks a well-placed slam from an elemental, but Odenkirk takes a powerful blow to the head. He looks dazed for a moment but quickly shakes it off.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Just confirming, does this damage bypass my DR? The +1 On those Crossbow damage rolls makes me think they're probably magic (Woo! Loot!) But wanted to make sure before I put down full damage on myself.


They're magical attacks yes, but not silver. Apply DR.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Are swim checks necesary to attack in water?


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Seeing Dane standing closeby and not quite into the direct sunlight, Durova casts Protection from Good on the warrior, making him harder to be hit by the good creatures.

Dane now has the benefits of Protection from Good.


@Sion: Swim checks aren't necessary to attack when you have a swim speed. However, note the dolphins ducked under the water. That means you're now fighting underwater. Since you have a slashing weapon, that's a -2 penalty to hit and half damage. (Core rules p.433).


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sigh, dolphins, watch me roll minimum damage

Inspired Blessed Power Attack: 1d20 + 10 - 3 ⇒ (18) + 10 - 3 = 25
Damage: 2d6 + 6 + 1 + 3 ⇒ (4, 6) + 6 + 1 + 3 = 20 Still, half damage sucks

Sion stabs down into the water where the dolphin is harrying his ankles and blood begins to darken the water.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

As the creature tries to attack, Mordesel ducks under it's blow. He grabs the creature, attempting to use its momentum to bring it to the ground. He then follows this with two quick strikes from his staff. He stands, ready and improbably firm on his twisted leg.

Trip attempt for Redirection: 1d20 + 7 + 2 - 2 + 2 ⇒ (12) + 7 + 2 - 2 + 2 = 21
+2 because he used power attack, -2 for sickened, +2 more for bless and inspire competence. DC 17 Fort or be sickened

Flurry with staff: 1d20 + 3 + 2 - 2 ⇒ (14) + 3 + 2 - 2 = 17
Damage: 1d6 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Flurry with staff: 1d20 + 3 + 2 - 2 ⇒ (15) + 3 + 2 - 2 = 18
Damage: 1d6 + 3 - 2 ⇒ (5) + 3 - 2 = 6

Edit: Oh, and my AC is currently 21.


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Anton continues to inspire courage in his allies. He then climbs up part way, wincing in the light, to get a view of the enemies before dropping back down.

Knowledge (planes): 1d20 + 2 ⇒ (17) + 2 = 19

"Perhaps I can confuse them enough to buy us a short reprieve. Or at least identify their leader," he says softly. He begins muttering some mystical phrases, shifting his fingers into arcane symbols. "Egami Tnelis," he mutters. An image of a powerfully built triton appears and climbs out of the hold. The triton image raises it's trident as its mouth moves. Anton, underneath it, calls out in a watery language: [Aquan:"What is the meaning of this? Stop this at once! These humans are under my protection!"]

Bluff: 1d20 + 12 ⇒ (14) + 12 = 26

Free action: inspire courage.
Move action: climb up, peek out, drop down.
Standard action: silent image of a triton.
Free action: speak aquan. As they're in the water, it ought to be more difficult for them to realize the voice isn't coming from the image.


Male Ogre

Grumblejack snarls in frustration as he attempts to crush the water elemental again.
Greatclub attack: 1d20 + 9 ⇒ (19) + 9 = 282d8 + 8 ⇒ (4, 6) + 8 = 18 Inspired and bless included
The watery creature expires.


Round 2 continues

Mordesel drops the water elemental with a flurry of kicks and strikes. The creature topples, but is not destroyed.
Sion hacks at the dolphin violently. It yelps in pain, turns and flees.

The crewman next to Mordesel grins as he watches the water elemental stumble. Seeing an opportunity, he attacks it while it is down.
Crewman shortsword: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 3 ⇒ (1) + 3 = 4
But misses.
Odenkirk, still raging, attacks the one next to him.
Raging Greataxe: 1d20 + 13 ⇒ (12) + 13 = 251d12 + 11 ⇒ (2) + 11 = 13
It mananges, barely, to withstand the onslaught.
The other crewmen also hack and slash at the elemental.
Crewman shortsword: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 ⇒ (3) + 3 = 6
Crewman shortsword: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (6) + 3 = 9
Their combined assault finally destroys the creature. It explodes into water, then disappears.
The last two crewmen on board try to bring down another elemental.
Crewman shortsword: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 3 ⇒ (3) + 3 = 6
Crewman shortsword: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 3 ⇒ (1) + 3 = 4
The two of them inflict a minor injury on it.

The last crewman tries desperately to fight off the dolphin.
Crewman swim: 1d20 + 6 ⇒ (5) + 6 = 11
Crewman shortsword: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (5) + 3 = 8
The dolphin takes a nasty stab wound. (Piercing weapons have no penalty underwater)

Woops. I forgot Dane hasn't acted yet. Technically, he should go before Grumblejack and the crew, but no matter. I'll wait for him to post his action before proceeding to round 3 (and thus the tritons/elementals actions)


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

The elemental that I tripped needs to make a DC 17 fort save or be sickened. As per redirection above.


Sure thing.
Fort: 1d20 + 4 ⇒ (20) + 4 = 24


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane maneuvers into position around the crewmen and Mordesel to threaten the remaining elementals on deck, and focuses a powerful thrust against the one Mordesel tripped.

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d4 + 5 ⇒ (2, 1) + 5 = 8


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Just posting to make things easier, if the elemental stands up, I'm taking my aoo

Attack: 1d20 + 4 + 2 - 2 ⇒ (19) + 4 + 2 - 2 = 23
Damage: 1d6 + 2 + 1 - 2 ⇒ (1) + 2 + 1 - 2 = 2


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

A good idea

Power Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

The Protection from Good spell should give Dane some extra protection, if those elementals are summoned creatures and attacking with natural weapons. I don't think they can touch him, IIRC.


Good thinking. The prone elemental is crushed by Dane on the first attack however (AC 17 normally, but AC drops to 13 when prone).
@Durova if the summoned creatures were good aligned, you would be correct. As elementals are neutral, they can still attack. It doesn't matter much though as Dane is not a target.
With a watery explosion, the prone elemental fades into nothing.

Round 3:
The appearance of a triton on board (courtesy of Anton's illusions) does not seem to phase the tritons in the water.
One of them calls out to his comrades.

Aquan:
The deceivers bring lies and darkness even to the pure ocean! It is as I have seen! Destroy them before they bring darkness to the world!

(They are clearly unimpressed by this show of deception. The one speaking is wearing shell armor, unlike the others (Marked with a trophy on the map))
The speaker rushes over to the mortally wounded dolphin, healing it of its wounds. It squeaks happily at the attention.
Cure Moderate wounds: 2d8 + 4 ⇒ (1, 6) + 4 = 11 (Fully healed)

The Second dolphin, though wounded, strikes out at the swimming crewman.
Slam: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 1 ⇒ (1) + 1 = 2
The already injured sailor groans, almost dead.

The last elemental does the unexpected. It moves away from its enemies and leap into the water. (Full withdraw, thus escaping AoO from Grumblejack and Dane. A crewman gets a free attack though)
Short sword AoO: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 3 ⇒ (3) + 3 = 6
Evading the clumsy jab, the elemental maneuvers itself next to the dying crewman in the waters below.

Triton climb checks: 1d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (14) + 4 = 18
The four tritons board the ship. They throw their unloaded crossbows to the ground and instead draw tridents.

Aquan:
Death to the evil ones!


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Inspired Blessed Power Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 10 ⇒ (5, 2) + 10 = 17

Sion moves and slashes at the closest enemy target.
Elemental or Dolphin, whichever is between me and the sailor.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane smirks as the Tritons begin to board. "Good..." The grin widens as the Iraen swings his Romphaia in a strong, hacking motion.

Power Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d4 + 9 ⇒ (3, 4) + 9 = 16

Then the man retreats closer to Mordesel and Grumblejack, nestling himself safely on the front lines, yet amongst enough allies to make this a suitable defensive position.


Sion targets... (high elemental; low dolphin: 1d100 ⇒ 2
With a terrible slash, the dolphin is ruthlessly cut down.

Dane slashes at one of the triton. It gasps as the strike narrowly hits him in the chest, causing a serious wound. But he simply snarls back, hissing back an insult at Dane's retreat.
(Their AC is rather low)


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel moves forward to attack the Tritons. He quickly lashes out with staff and foot trying to bring them down.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Current AC is 22. Unless one of them dies, then it drops to 21.


One of the tritons, already injured from Dane's assault, falls.

Mordesel cracks several of the other triton's ribs, but he remains standing.


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

The triton image should be on the ship and, I would expect, be a viable target until someone attacks it (thus triggering the Will save for disbelief).

Anton smiles as he listens to the tritons speak. That's all I needed. He then calls out to the others. "The first one who spoke... He is their leader. Cut off the head and the body will follow."

Continue inspire courage
Move the triton as if it were preparing for battle.

[Aquan: "It is you who are deceived. I cannot allow you to continue,"] he says while the triton image brandishes his trident.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

DM, from my spot in the hold, can I see an enemy that I could target with a spell?


I'm going to assume you and Anton are sticking your heads out of the hold. So, yes.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Peeking out of the hold, the cleric spies a target and extends a finger, and a small blast of fire explodes toward the target.

Ranged Touch at closest enemy not involved in melee: 1d20 + 3 ⇒ (16) + 3 = 19

Damage 1d6 + 1 ⇒ (6) + 1 = 7

Fire Bolt domain power 1/6 used for the day.


Male Ogre

There are no enemies within 30ft not involved in melee. That being said, you hit your one possible target anyway.

Grumblejack, seeing Mordesel and Durova handling the nearest triton, surges across the deck towards the two other tritons.
Greatclub: 1d20 + 9 ⇒ (16) + 9 = 252d8 + 8 ⇒ (3, 2) + 8 = 13
Although brutally smashing one of them, the triton manages (barely) to remain on its feet.


Crews Turn
The swimming crewman keeps paddling.
Swim: 1d20 + 6 ⇒ (5) + 6 = 11
Keeping his head above water, the crewman attacks the elemental.
Short sword: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 3 ⇒ (1) + 3 = 4. (Hit, mild injury)

The crewmen and Captain Odenkirk move up to attack the triton next to Mordesel.
Short sword: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 3 ⇒ (2) + 3 = 5
Short sword: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 3 ⇒ (1) + 3 = 4
Short sword: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (1) + 3 = 4 (Triton Drops)

The two remaining crewmen assail the triton injured by Grumblejack.
Short sword: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (4) + 3 = 7
Short sword: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (2) + 3 = 5 (Triton drops)

Captain Odenkirk, still in a frenzy, attacks the uninjured Triton.
Raging greataxe: 1d20 + 13 ⇒ (13) + 13 = 261d6 + 11 ⇒ (3) + 11 = 14 (Badly injured, not dead)

After the combined assault, only a single wounded triton remains standing onboard the ship. The elemental in the water has been mildly injured.


Round 4
Triton attacks Odenkirk: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 1 ⇒ (3) + 1 = 4 (Hit, minor wound)

The dolphin turns and charges the swimming crewman.
Dolphin attack: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 1 ⇒ (2) + 1 = 3
Pounding the man, the sailor falls unconscious and sinks under the water.
Seeing an opportunity, the water elemental moves to flank Sion and attacks him.
Slam: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 6 ⇒ (1) + 6 = 7
But misses.

Climb check: 1d20 ⇒ 16
The triton leader, wearing armour made from shells, climbs onto the ship behind Dane. He holds an ornate trident and his eyes gleam with righteous fury.

Dane gets an AoO IF he passes a DC 15 will save.
(Although it's metagaming a bit, I'll tell you all now that anyone attempting to attack the triton leader needs to succeed on a DC 15 will save first)


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

He attacks his own sailor??

Inspired Blessed Power Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22

Sion swings mightily at the water elemental that attacked him.


No, that was just an unhappy copy&paste accident. My bad.
Sion swings his sword, cutting through the water elemental with ease. It dissipates on impact.
Ouch, Sion has been dishing out damn fine attack/dmg rolls.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Will Save: 1d20 + 1 ⇒ (15) + 1 = 16+1 if this is a fear effect.

Dane swings his blade at the Triton leader steeling himself against the odd magicks protecting the aquatic creature.

AoO Power Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d4 + 9 ⇒ (3, 3) + 9 = 15

As the blade lashes out again and again, Dane boasts "Foolish creature! Your death could've forestalled in the water. Now you stand on my footing!"

Power Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d4 + 9 ⇒ (4, 1) + 9 = 14

Once the strength of his assault weakens Dane once more retreats a short distance and readies himself for the counter attack.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27 +2 if it's enchantment.

What a waste of a twenty. . . :(

Mordesel circles around and attacks the creature, swinging his staff with all he has.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

If he attempts to attack me on his next turn, I will use another use of Redirection to try to trip him first. If successful, the Triton needs to make a DC 15 Fort save or be sickened for 1 round. (DC 17 if he uses Power Attack).

Possible Trip Attempt: 1d20 + 7 ⇒ (12) + 7 = 19 +2 more if he uses power attack.

AC is 21.

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