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 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

Excellent. Whoever has stealth trained should plant the evidence while invisible. 4 minutes is plenty of time.


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

That would be me. With invisibility, id have a +30 while moving, and +50 standing still. However, it sounded to me like we had time to plant it before they shut the inn down.


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

Shutdown or not, you're still doing it invisible


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

I have no problem doing it, but if we already panted the evidence, there's no need for me to go in. So we need to wait to find out if we had time to plant it earlier.


You'll have to go in and plant the evidence. The guards were at the inn almost immediately after Dane fled the scene. Unless you can make the evidence instantaneously then you'll need time to make it before sneaking in.


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

"Better hurry. Before they investigate too far."


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

After the group was ready, Durova used his Invisibility spell on Mordesi, and took up a spot away from the inn to await the results.


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

Once the evidence was created and passed on to the others, Anton moved off to see Yalana at her home. and perhaps this little event can get me closer...

Assuming she is home...

"I apologize for imposing on you once again my dear. It seems that the guards have sealed off the inn for the time being. It looks like there will be no performance today. Do you happen to know of another inn or some place where I can at least stay overnight? The events today were... unsettling and trying on me."


With that kind of stealth check, I think it's fair to say that Mordesel sneaks in and plants the evidence.

@Anton: Yalana nervously lets you into her residence for the night.

Is there anything else you want to do or shall we speed up to dawn. Dane, let me know what you and Grumblejack are doing in the meantime.


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

Sion wants to sleep and hope that the rest of them are safe for now.


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 doesn't try anything, acting as the perfect gentleman, although we could chat and/or cuddle into the night. He may play at having some disturbing nightmares as he sleeps. So to dawn works for me.


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 see about trying to get to a position that hides him and Grumblejack, while giving him a view of his old trail from a fair distance.

Basically, after he and Mia take care of some family business, he's going to want to basically just wait and see if his attempts at hiding his trail actually seem successful, or if Captain Varning seems a better tracker than Dane is prey, try to potentially set up an ambush site with all the guile he and 'Jack can muster.

And if he's been successfully tracked and no real opportunities to ambush the Talireans comes up (or if there's just way too many of them), then from his look out point, he'd cut across his old path so he can duck back into town to hide in the crowds.

So I guess there's a lot of things he might do, but it starts with setting up a lookout on Dane's old trail so that he can get an idea of what his enemy is up to first.


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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 wants to find a safe place for the night, and to figure out what to do in the morning.


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

Sorry about the wait guys. Mordesel will just go to one of the suggested places and stay the night

Liberty's Edge

GM roll:
stuff: 1d20 + 11 ⇒ (8) + 11 = 19

Liberty's Edge

The sun is setting when a group of mounted riders come down the road, bearing lit torches and scanning the area. One figure stands out, obviously in charge. They follow Dane's path...

...and they come close...stopping and looking for the trail...

...but they go right past where you turned off...and keep going for a while.

Everybody sleeps...but nobody sleeps well. It's not the villianous deeds of the day...most of you could serve parents their roasted children if it meant a path to power, and sleep peacefully...

No, it's that nagging understanding that the job just got harder. Nobody knows you...as if that mattered, with your abilities, thanks to Thorn...but they're on alert, now, looking for anything out of place.

...anything.

...like...evidence that the dwarves might have cut a deal with the worst of traitors.

...not that anybody loses sleep over that particular.


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 nods satisfied as the riders turn off. "Well, 'Jack? Think we'd be able to take 'em? That's the prey I was bringing you, may be a bit much though." The man strokes his chin. "Is quite the prize though. Take out another of their captain's and their best tracker no doubt, would make my work a lot easier." Dane tromps down towards Mia from his overlook and announces to her flatly, "They lost the trail." When there's no hope for better, that's when people accept their circumstances. Come on, break...

How many riders did Dane manage to see out on the plains? Or if it was too great a number to really count, roughly? And beyond the leader, any who looked like high priority targets? Mages, clergy, etc? Perception to determine the above info as best I can.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Pretty decent apparently! And while I'm at this whole OOC thing, three cheers are certainly in order! One for Mordesel for going through the trouble of recruitment, one for EldonG for answering the call, and one for Blinding Light for kicking this shindig off in the first place! :)


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's plan still involves casting Invisibility on Mordesi, so he can make an attempt to plant the information about those treacherous dwarves!

Liberty's Edge

With lit torches, they prove easy to count...there are a dozen of them, plus the...captain, most likely...and all look competent, if unexceptional...they're after a killer...a man of terrifying skill and strength...but they aren't risking the priest.
.
No doubt they're terrified...but loyal. Oh...and thanks. :)

Liberty's Edge

When is the evidence to be planted? It seems simple enough...for someone like Mordesel...invisible...

What could go wrong?


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
Durova Sanguisuge wrote:
Durova's plan still involves casting Invisibility on Mordesi, so he can make an attempt to plant the information about those treacherous dwarves!

Oh. I was under the impression we had planted it already, and we were going on to the next day. But I'll leave that judgment up to our new GM.


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

A new GM?! Wonderful!

I was under a similar impression from the May 5th 8:28 am post. Although no rolls were involved, the +30/+50 stealth of Mordesel was deemed sufficiently high to have made it without issue and we then decided to rest until morning wherever we could lay our hat (in Anton's case, it was the dancer Yalana's place).

Of course, I as well will bow to the wisdom of our new GM.

Liberty's Edge

Mordesel wrote:
Durova Sanguisuge wrote:
Durova's plan still involves casting Invisibility on Mordesi, so he can make an attempt to plant the information about those treacherous dwarves!
Oh. I was under the impression we had planted it already, and we were going on to the next day. But I'll leave that judgment up to our new GM.

I'm cool with that...but in thinking about it...it could make for an interesting experience. I'd actually originally assumed it was done. Your call. :)


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

Looks like I missed the post that Mordesi had completed the task...my bad. Assuming at stays the case, Durova wants to keep a low profile about town while the dwarven affair is played out.


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 strokes his chin as he continues to ponder his options. "I'm still slightly wounded, they've tripled their numbers, and looking at them they've pulled for the best they've got. But I can see in the dark where they cannot, I've doubled my numbers, and me and Jack are more than a match for any one of them... If we take them by surprise, attack in the night when they sleep and few are wearing armor or carrying weapons... no magic-wielders amongst their ranks. And it's unlikely that their best is much better than what Eddarly levied against me, since he came expecting to confront and arrest an armed man. The trail will get colder the longer time passes, and if they find my trail into the city, they'll likely not bother searching the hills and valleys for where I used to be. But..." if I continue on my plan and protect my family's line, I'm bound to be making sorties into the city and causing a stir near without fail. And the more times I flee to the wilderness, the more times I will find myself hunted, the more men they'll send, and the more likely they will search the woods for my hiding place, steal the women and kill 'Jack... damn, don't like my odds, but we'll just have to make the attack decisive.

"'Jack! If you're happy with our odds, we're taking that party out tonight, get ready to follow them! We'll see if we can't find the right moment to strike." Gathering his belonging and putting his armor back on, Dane takes the time to put an edge back on his Rhomphaia with a whetstone. Then, Dane hoists Mia into a sturdy enough looking tree to tie her to.

Taking 10 to Climb, 20 total with ACP.

"I'll be back my love, but for now, this should keep you from considering running without leaving you prey to wolves." With that farewell, Dane takes to attempting to track his prey from where he last saw them.

Survival: 1d20 + 4 ⇒ (19) + 4 = 23

Liberty's Edge

Grumblejack grins. Lots of little men to crush, huh, Dane? Let's go make their mamas cry!

Though his voice rumbles, the ogre manages to keep it surprisingly quiet.


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

With a matching grin, Dane replies. "Let's go then, the trail should still be quite fresh."

Liberty's Edge

Dane:
Things to consider as you plan the attack: The woods are not thick, here, though there is forest. There are rolling hills and some significant outcroppings. You are definitely outnumbered, by mounted lancers with backup swords and bows, led by a man they obviously respect. The road isn't wide, but it's wide enough for two horses abreast. You have the advantage of being able to make the attack as you decide...unless that changes. The ball is in your court. :)


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

GM:
Dane, having heard of a "Captain Varning" who was like as not to be sent after him, and that this man is typically out of town scouting is betting that upon not finding Dane immediately, will more than likely camp rather than return to town. So Dane will try to use terrain that cavalry tend to have trouble in while he tails the group, hills, woods, any kind of broken terrain that's hard to maneuver cavalry in.

From there, Dane's likely just going to wait until they go to sleep, wait for a careless looking watchman, and strike in the night. As to the specifics of the attack, well we'll have to wait and see where they decide to camp. :)

Liberty's Edge

Dane:
He doesn't stop until the sun us well down...so it's a couple hours before anything happens. Perception roll, please.


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

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Liberty's Edge

Dane:
You almost miss where they left the road to camp...but 'almost' doesn't. count, does it?

They're in a bit of a clearing, maybe a hundred feet off of the road...the horses, picketed to the side, know nothing about stealth, and you follow their soft snorts and pawing straight to the camp.

It's not a bad night out, but most of the menvare gathered around the fire...under something of a rock outcropping, where two men sit back-to-back...each watching two guards some thirty feet out, one more or less in each cardinal direction.

In all likelihood, the captain is among those sleeping.

Liberty's Edge

Apologies, all...I'll get to everyone as I can...how Dane's night goes may change the way things happen.


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

GM:
So just to make sure I got this right, of the thirteen soldiers, six are currently on guard? Two in the middle and four around the perimeter?

Dane makes a short tally of the men, and smirks and quietly mutters to Grumblejack. "We'll give it some time. See how many are on watch right now? They'll have to lower their guard soon, or they'll not get enough rest and be exhausted on the 'morrow. My guess is that they're expecting any ambush to happen in the first watch, after which, they'll only have one or two men on watch for the rest of the evening. We should rest too, an hour each I think. That should be enough time for us to see how things will play out. Which watch do you want?"

After the time passes, Dane double checks the watch, and prepares his assault. "Alright Grumblejack, here's the plan. We rob them of their fire, and there's no way they'll have a chance. The horses hearing battle but being unable to see will likely panic, they'll be barely able to fight, and if we need to run, they'll be hard pressed to chase with any speed. So our first goal is to douse that fire as quick as we can. After that, stay close to me, and kill anyone you can. Understood?"

Assuming that Grumblejack has no objections, Dane soaks through both his bedroll, and the sheets and blankets from the inn with all the water from his waterskins. Then, he creeps towards the encampment, from one of the non-cardinal directions, blankets ready.

Stealth: 1d20 + 1 ⇒ (6) + 1 = 7

At the first sign that he's been noticed, or when he reaches 60ft from the fire, Dane sprints full tilt towards the fire and slams the blankets down on top of it, hoping the smother it instantly.

Basically trying to make a "Charge" attack on the fire with the blanket pile as an improvised weapon.

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Blanket Attack!: 1d20 + 6 ⇒ (10) + 6 = 16

Liberty's Edge

Dane:
Sorry, I tried using a map, but had issues. I'll work them out. In the meantime:

You're right, they do switch to a more relaxed watch...still, when you start moving close to the perimeter, you manage to step on something that crunches rather loudly...

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

There are two on watch, and they're on the outcropping. One hears you, but doesn't see you until you break into the clearing. The good news: That's only about 40-45 feet from the fire. They're calling out an alarm as you get to the fire.

The blanket covers most of the fire on the first shot...and suddenly, huge amounts of smoky steam billow oput into a much darker clearing. For a moment, even you have trouble seeing. (Fort save, please - fail a 15 and take a -2 for 1d3 rounds due to the hot smoke in your eyes.)

The camp is moving quickly, but you have an obvious immediate advantage.

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8


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

GM:
Fortitude Save: 1d20 + 2 ⇒ (5) + 2 = 7
Smoke Blindness: 1d3 ⇒ 3

Dane coughs and blinks hard as the smoke burns his eyes. Squinting heavily, he rushes towards one of the men scrabbling out of bed, hoping to cut them down before they have a chance to truly react.

Power Attack Charge: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d4 + 16 ⇒ (4, 2) + 16 = 22

"NOW 'JACK! TO ME! KILL THOSE WHO WOULD DEFY THEIR BETTERS!"

And if anyone provokes attacks of opportunity this round from drawing weapons, standing from prone, moving through Dane's reach weapon threat range, etc... Here's some prerolls for Dane.

Power Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d4 + 14 ⇒ (1, 3) + 14 = 18
Power Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d4 + 14 ⇒ (1, 3) + 14 = 18
Power Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d4 + 14 ⇒ (2, 3) + 14 = 19

EDIT: And no worries about the map, we've played some fights loose and I'm not one to argue in the mean time.

Liberty's Edge

Dane:
As everyone was around the fire...and unarmored and unarmed, you find your rhompia moving as fast as you've ever moved it...you have all those potential AoOs, and more. Each hit slays a groggy man...or gives them a mortal wound, at any rate...and only one man seems to have the sense to roll away before coming to his feet...

...just in time to notice Grumblejack tearing into the camp, roaring at the top of his lungs...GRUMBLEJACK SMASH LITTLE MANS!

Initiative: 1d20 - 1 ⇒ (13) - 1 = 12

...something he proceeds to do.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d8 + 7 ⇒ (2, 4) + 7 = 13

AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d8 + 7 ⇒ (4, 4) + 7 = 15

...dropping one, but the second one sidestepping his AoO.

Already, five are out of the fight. The remainder arm themselves and stand.


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

GM:
Smoke blinded: Round 2

Dane frowns as one of the men manages to escape his wrath. Even with the smoke in his eyes, those swings still felt true. The muscle memory was well engrained in him, and an unarmored, sleepy, blind by darkness man shouldn't be able to avoid that. So, you're the Captain they speak so highly of... Dane's frown turns into a smile as he laughs and pronounces, "SO VARNING, I HEARD YOU LIKED A HUNT, HOW DO YOU LIKE BEING THE PREY!?" Dane focuses his attention on the one who got away and keeps up the assault.

Power Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d4 + 14 ⇒ (3, 1) + 14 = 18
Crit Confirm: 1d20 + 6 ⇒ (14) + 6 = 20
Extra Damage: 4d4 + 28 ⇒ (1, 3, 4, 2) + 28 = 38

The dice really hate them some Captains! It's all extreme highs and extreme lows with Dane it seems.

AoO Power Attacks: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21
AoO Power Attacks: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d4 + 14 ⇒ (4, 4) + 14 = 22
AoO Power Attacks: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d4 + 14 ⇒ (2, 3) + 14 = 19

Liberty's Edge

Dane:
The captain takes another step back, calling out to his men, To me! Stay back, and make them come to us!

His eyes flicker to you, then Grumblejack, then back again, as his men start recovering from their disarray and form up.

The ones on the outcropping actually stand fast where they are, but lack the reach to get in an attack, so the bows come out.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

...amazing shots...that simply bounce off the excellent armor you wear.

Grumblejack swings his massive club again, as one of the slow ones try to get away...

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d8 + 7 ⇒ (7, 7) + 7 = 21

...and another shatters against the weapon, blood flying everywhere.

Liberty's Edge

Dane:
As you close on him, he steps in and his sword flashes your direction...presently wielded two-handed, as he's had no time to recover his shield...

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

...then your blow hits, cleaving deep into his chest...astoundingly, he maintains his feet, if only bartely...as the blade eviscerates the man, and he barely manages to hold his intestines in...

...and then the last of the fire sputters out...leaving it dark but for the light of a crescent moon.


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

GM:
Smoke Blindness: Final Round

Dane maintains his focus, his eyes beginning to clear as he strikes the devastating blow to the Captain. "You've done better than Eddarly, I'll give you that much." With the half-hearted compliment, Dane shirks away and towards Grumblejack, throwing another swing at Varning.

Power Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d4 + 14 ⇒ (1, 2) + 14 = 17

Potential AoOs: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 2d4 + 14 ⇒ (3, 4) + 14 = 21
Potential AoOs: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d4 + 14 ⇒ (1, 4) + 14 = 19
Potential AoOs: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d4 + 14 ⇒ (4, 1) + 14 = 19

Liberty's Edge

Dane:
Grumblejack laughs so hard he almost has trouble targeting the next soldier in his sights...

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d8 + 7 ⇒ (7, 1) + 7 = 15

Knowing his time has come to an end, Varning collapses forward, weakly proclaiming, Into thy hands, Mitra...

...and his blood soaks the ground.

The two men on the outcropping run, while a knot of soldiers do their best to get at you...two make it in to attack, two more sprawl on the ground, victims to the curve of your blade...

20?: 1d20 - 1 ⇒ (11) - 1 = 10
Damage (if he gets a 20): 1d8 + 2 ⇒ (7) + 2 = 9

20?: 1d20 - 1 ⇒ (10) - 1 = 9
Damage (if he gets a 20): 1d8 + 2 ⇒ (3) + 2 = 5

Frankly, at this point, it's just a matter of how much carnage you'd like to perpetuate. If you let the two go, you can easily slay all the others.


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

GM:
Dane keeps a cool composure, but mentally he lets out a sigh of relief. The chances of an unknown variable foiling his attack was fading into the night. Victory was close, and all but assured.

"To the last of you, I applaud your courage, have the honor of dying on your feet." Dane opens the space between him and the soldiers again and throws another swing.

Power Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d4 + 14 ⇒ (3, 2) + 14 = 19

AoO: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d4 + 14 ⇒ (2, 1) + 14 = 17
AoO: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d4 + 14 ⇒ (3, 1) + 14 = 18
AoO: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21

Liberty's Edge

Dane:
They do die easily...Grumblejack joins the massacre, not killing as quickly as you, but taking down one, and another...within seconds, you find yourself standing in a pile of rent cadavers...and the only thing they've done sucessfully is to stain your gear with their blood, and make for unstable footing.

Grumblejack picks up a meaty forearm and starts crunching on it.

Thanks for dinner. It's good, but not as tender as young, or woman. You should have some!


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

GM:
Dane waves the offer off. "No, I still have business, thanks for the offer. Can't let those two escape and speak of the fact that I have an ally in an ogre, now can I? I'll be back when they're dead. Rest, enjoy your food, you've earned it."

Dane sets off in pursuit of the two watchmen, hoping to put them to a quick, miserable end. Assuming that they're slowed by the darkness, I should catch them fairly quickly. Dice rolls below if the two have slipped away enough to need them.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Survival (Tracking): 1d20 + 4 ⇒ (12) + 4 = 16

We can roll out the fight (if I find them...), but assuming it's a foregone conclusion, this is probably the point in which you can start running stuff for the others again. :)


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

GM:
Oh, and once done with the chasing down on the look outs, I'll be returning and looting the camp.

Liberty's Edge

Dane:
You just get done with your slaughter when you hear the sounds of horses starting to run...


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

GM:
This slaughter including the lookouts? Or is the implication that the scouts are running for it? Because I think I can actually still catch them on foot in darkness given that unless you've got low-light or darkvision you need to move at half-speed or make acrobatics checks. But, if they're getting away, they're getting away and I can accept that. I'll just turn to the looting of the camp.

Liberty's Edge

Dane:
They are definitely attempting to flee...and they are on horseback. The rest of the horses are running wild, right now. You might be able to stop them, but it will be a challenge.


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

GM:
Dane will attempt to run them down, hoping that hills and foresting of the area will prevent the horses from reaching a full gallop. If he succeeds in catching up, he'll finish them off. If not, return to looting with Grumblejack.

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