For the Honor of Malwen (Inactive)

Game Master Signore di Fortuna

Chapter 1: Fateful Day


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Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

She tries to think back to what she saw as she was flying over the little island and recall how many of the serpent looking dudes she saw.

Wis check: 1d20 + 4 ⇒ (15) + 4 = 19


Tesia recalls seeing about twenty of them in her flyover.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Getting a somewhat distressed look on her face again she says, "Oh...only about twenty or so...from what I could see." She then quickly adds, "But...but if we attack from different directions and get them to split into smaller groups....we might stand a chance. Especially if we start the attack from above where they might not reach us as easily?" She looks back down at the ground, "I'm sorry I didn't remember about their numbers sooner, all I could think about were those people they were putting into cages and trying to stop them. Maybe we don't have to kill every single one of them...but confuse and disable them enough to free the prisoners and get them off of the island. Then we can strand the serpent men there with no way off? I...I don't know, like I said I'm not a tactician."


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

"It's okay baby. Their numbers may be greater but surprise and tactics matter a hell of a lot more." Rhadaya says squeezing her wife's hand. While people like Rajni and herself spent their lives fighting and she got the impression that Clara had seen quiet a bit of combat, she had to remember that constant violence wasn't the norm for most people. While she was as fierce as anyone else when there was something to protect Tes' gentle soul was one of the things she loved most about her.

"We throw as much as we can at them before they can get close enough to engage in melee, use every advantage we have. Trust me. We can do this."


Female Human Paladin 6/Champion 1 HP: 47/47; AC:18, T:11, FF:18, Init +0, Perception +0, F:+10, R:+6, W:+9 (Immune to disease and fear)

"Splitting up would be bad," Clara says. "We just need a safe spot to land and work our way inland."


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

"I'm just the support here," Ashram says. "I'll do my best to keep you alive no matter what course we choose."


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

"Agreed. You should fly in high Tes'. There's no way to avoid them eventually seeing you, but if I fly in low, like just above the surface of the water and stop just before the shore, I can start the chaos and give you time to land." Rhadaya strategizes.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

She nods, "Okay...so no splitting up here. We could start from the beach side and work our way in? Maybe lure them out a few at a time? If things get bad, you have that invisibility thingy Rhy and we have a few curative potions as well. We can do this...we will do this. Now if only I can think of the best place to start at..." She tries to picture the aerial view of the island from her fly over earlier to decide on the best place to start. Looking at Ashram she says, "You and Alethiro are both gonna be a big part of our support, but you'll have to try and stay back out of direct combat. Thank you for being with us and being our backup."


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

She laughs a little nervously as they seem to talk at almost the same time, "Sorry...just trying to think of ways to minimize the collective damage to both us and the people in those cages. I'll get it together here in a moment."


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Looking at Rhy she says, "It won't take me long to land, I just have to have enough room to do so. It's why I was thinking of the beach as well. If I see an opportunity to get a shot off while in the air though, I'll take it."


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

"Actually, now that you mention it, I can cast the spell on you once everyone's on your back. You'll all be invisible and should be able to lasnd safely while I keep them busy. It only ends for everybody when you attack, but each person affected will become visible once they attack." Rhadaya says adjusting the approach slightly in her head.


The plan set, the group flies toward the island. Five serpentfolk, muscular and mean-looking, stand on the beach. Thankfully, they seem to have no ranged weapons.

I'll update the map when I get home.


Initiative:

Rhadaya: 1d20 + 4 ⇒ (6) + 4 = 10
Tesia: 1d20 + 5 ⇒ (2) + 5 = 7
Clara: 1d20 ⇒ 20
Rajni: 1d20 + 7 ⇒ (2) + 7 = 9
Alethiro: 1d20 + 1 ⇒ (1) + 1 = 2
Ashram: 1d20 + 1 ⇒ (16) + 1 = 17
Serpentfolk: 1d20 + 5 ⇒ (8) + 5 = 13

Surprise Round: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro


Female Human Paladin 6/Champion 1 HP: 47/47; AC:18, T:11, FF:18, Init +0, Perception +0, F:+10, R:+6, W:+9 (Immune to disease and fear)

Clara blesses her allies, granting them courage and greater competency in combat.

Bless: +1 to attack and +1 to saves vs fear


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Ashram activates his aura, increasing the spellcasting ability of those on Tesia's back. (Sorry, Rhadaya, it's a 15' radius.)


Female Fetchling Ranger 6 HP: 51/51; AC: 20, T: 16, FF: 15; Init: +7; Fort: +7, Ref: +10, Will: +1

As she's sitting on Tesia's back she steadies herself with her legs as she aims at the muscle head in the middle of the group and fires off two arrows at him in rapid succession.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11

and Again!: 1d20 + 9 ⇒ (19) + 9 = 28

PING!: 1d8 + 2 ⇒ (2) + 2 = 4

Attacking S3 before getting off of Tesia.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Knowing that they're gonna be seen before she can even change back she silently conjures a terrible snow and ice storm to pelt the enemy with hail and slow them down a bit.

This is a surprise round, so I can't change, move, and cast. So...I'm casting as a huge eagle. I'm casting ice storm, so it's gonna last for 10 rounds, and within that 20ft radius it's gonna be difficult terrain and the bad guys are gonna get -4 to perception checks while in it. There's no saving throw but there is spell resistance. I'm centering it on S3. It should give everyone time to get off of me and find good positions, and me to change back before they can get to us.

SR for S1: 1d20 + 10 ⇒ (8) + 10 = 18
SR for S2: 1d20 + 10 ⇒ (20) + 10 = 30
SR for S3: 1d20 + 10 ⇒ (9) + 10 = 19
SR for S4: 1d20 + 10 ⇒ (15) + 10 = 25
SR for S5: 1d20 + 10 ⇒ (5) + 10 = 15

Bludg Damage for all creatures affected: 3d6 ⇒ (4, 3, 6) = 13

Cold Dmg for all creatures affected: 2d6 ⇒ (1, 6) = 7


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Well...I guess that could have gone worse. Hopefully it'll at least slow them down a little, and give us time to get into position.


Male Elf Cleric 8 / Hierophant 1 /\/\ Init: +1 | HP: 53 / 53 | AC: 18 | FF: 17 | Tch: 11 | Fort: +6 | Ref: +3 | Will: +9 | Per: +10 | Special: +2 saves vs Enchant and emotions spells and effects |

EDIT:

Raising his Holy Symbol in the air, Alethiro called out, "Pharasma, guide the hand of thy servant!" A shimmering field of white energy surrounded him momentarily.

Shield of Faith: +2 Deflection to AC for 5 Min.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Hey...um, Clara already blessed us....but you can shield of faith yourself, or someone....though I'd probably put it on yourself, or you can move?


The serpentfolk are caught unawares by Tesia's spell and Rajni's arrow.

GM Notes:
S1-5: 27
S3 hp: 23

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro


Female Human Paladin 6/Champion 1 HP: 47/47; AC:18, T:11, FF:18, Init +0, Perception +0, F:+10, R:+6, W:+9 (Immune to disease and fear)

Clara hops off Tesia's back and draws her sword.


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Ashram does the same, drawing his mace.


The serpentfolk move out of the area of Tesia's spell but are too far and hampered to reach anyone.

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro


Female Fetchling Ranger 6 HP: 51/51; AC: 20, T: 16, FF: 15; Init: +7; Fort: +7, Ref: +10, Will: +1

Rajni gets off of Tesia, moves to stand next to Clara and fires off another shot at the meat head in the middle of the pack.
Aiming at S3 again

Fire away: 1d20 + 12 ⇒ (15) + 12 = 27
Ping again: 1d8 + 2 ⇒ (4) + 2 = 6


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

As she flies ahead of the others, eyes alert for dangers the sorceress feels the almost comfortable chaos of battle settle upon the beach.

Glancing over her shoulder to see the others disembarking as the enemy fans out in formation, Rhadaya flies past them just above grounds level, twisting around so send a scintillating bolt of lightning at three of the snakemen, determine to give them time to prepare for close quarters combat.

Fly to L9. Lightning bolt: 9d6 ⇒ (3, 6, 3, 2, 2, 3, 5, 4, 5) = 33 at S1,S2 and S3. DC 22 Reflex for 1/2


Reflex1: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex2: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex3: 1d20 + 5 ⇒ (14) + 5 = 19

Rhadaya's lightning bolt drops two of the serpentfolk, while Rajni's arrow injures the remaining one further.

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro

GM Notes:
S1 hp: 5
S4 hp: 27
S5 hp: 27


SR Check: 1d20 + 9 ⇒ (13) + 9 = 22


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

She calls forth multiple bolts of lightning to hit the less damaged serpentfolk.

Doing my lightning Lord thing and makin' it rain on S4 and S5, or so I hope

SR for S4: 1d20 + 10 ⇒ (9) + 10 = 19

SR for S5: 1d20 + 10 ⇒ (13) + 10 = 23

ZAP!!!: 3d6 ⇒ (6, 1, 5) = 12


Reflex4: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex5: 1d20 + 5 ⇒ (11) + 5 = 16

Tesia's targets are likewise zapped, but do not fall.

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro

GM Notes:
S1 hp: 5
S4 hp: 15
S5 hp: 15


Male Elf Cleric 8 / Hierophant 1 /\/\ Init: +1 | HP: 53 / 53 | AC: 18 | FF: 17 | Tch: 11 | Fort: +6 | Ref: +3 | Will: +9 | Per: +10 | Special: +2 saves vs Enchant and emotions spells and effects |

Getting down from the Druid's back, Alethiro moved up next to Ashram, drawing his weapon as well.

Move to O-18.


Female Human Paladin 6/Champion 1 HP: 47/47; AC:18, T:11, FF:18, Init +0, Perception +0, F:+10, R:+6, W:+9 (Immune to disease and fear)

Clara rushes the lone, heavily wounded serpentfolk.

Attack: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22; Damage: 1d8 + 4 ⇒ (2) + 4 = 6


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Ashram approaches the closest serpentfolk and swings his mace in an arc.

Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24; Damage: 1d8 + 2 ⇒ (3) + 2 = 5


One serpentfolk falls to Clara's blade, while another takes a hit from Ashram. One rushes out at Clara while the other retaliates against Ashram.

Vs. Clara: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20; Damage: 1d4 + 5 ⇒ (3) + 5 = 8

Vs. Ashram (Dagger): 1d20 + 10 ⇒ (3) + 10 = 13
Vs. Ashram (Bite): 1d20 + 6 ⇒ (20) + 6 = 26; Confirm: 1d20 + 6 ⇒ (14) + 6 = 20; Crit. Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11; DC16 Fort Save.

The one who rushed at Clara manages to stab her and the other sinks its fangs into Ashram's shoulder.

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro

GM Notes:
S4 hp: 15
S5 hp: 10


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Fort: 1d20 + 7 ⇒ (3) + 7 = 10

Ashram fails to resist the poison coursing through his veins.

Strength Damage: 1d2 ⇒ 1


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

Seeing the serpentfolk sink his fangs into Ashram, Rhadaya focuses on the wind around her, drawing upon her magic, her casting ending in a shrill whistle, inaudible to all but her target, a powerful stream of ear pounding his head, the pressure excruciating.

Ear piercing scream: 4d6 ⇒ (1, 1, 2, 4) = 8 and Dazed for 1 roundDC 19 Will for half and avoid dazed condition


Female Fetchling Ranger 6 HP: 51/51; AC: 20, T: 16, FF: 15; Init: +7; Fort: +7, Ref: +10, Will: +1

Rajni concentrates on sending both of her shots into the serpentfolk engaged with Clara.

Fire!: 1d20 + 10 ⇒ (4) + 10 = 14

Fire!: 1d20 + 10 ⇒ (17) + 10 = 27

Ping!: 1d8 + 2 ⇒ (2) + 2 = 4

Once again she only manages to hit him once. I'm really gonna have to work on that. She thinks to herself, looking a bit discouraged.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Tesia calls down more lightning on their foes.

SR for S4: 1d20 + 10 ⇒ (10) + 10 = 20

SR for S5: 1d20 + 10 ⇒ (7) + 10 = 17

Zappola: 3d6 ⇒ (2, 2, 1) = 5


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Really? That's so freakin' lame! Stupid dice!!


The cursed dice had to go somewhere after I stopped running Shadowed Futures.

Will: 1d20 + 5 ⇒ (3) + 5 = 8
Reflex4: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex5: 1d20 + 5 ⇒ (15) + 5 = 20

Between Rhadaya and Tesia, they manage to put down the serpentfolk who had attacked Ashram. The one in front of Clara remains.

Round 1: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro

GM Notes:
S4 hp: 9


Male Elf Cleric 8 / Hierophant 1 /\/\ Init: +1 | HP: 53 / 53 | AC: 18 | FF: 17 | Tch: 11 | Fort: +6 | Ref: +3 | Will: +9 | Per: +10 | Special: +2 saves vs Enchant and emotions spells and effects |

Moving up next to Ashram, Alethiro placed a hand on him and said, "By Pharasma's grace, let thy wounds be healed." Pale blue energy flowed from the Elf's hand and into the human.

CLW: 1d8 + 5 ⇒ (1) + 5 = 6


Female Human Paladin 6/Champion 1 HP: 47/47; AC:18, T:11, FF:18, Init +0, Perception +0, F:+10, R:+6, W:+9 (Immune to disease and fear)

Clara attacks her new opponent.

Attack: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

She swing wide, missing the serpentfolk.


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15; Str Damage: 1d2 ⇒ 2

As the poison weakens him further, Ashram rushes out to aid Clara.

Attack: 1d20 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10

The cleric accomplishes nothing but leaving himself open for an attack.


Attack: 1d20 + 10 ⇒ (6) + 10 = 16; Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 6 ⇒ (2) + 6 = 8

The serpentfolk wheels around to stab Ashram with its dagger.

Round 2: Clara, Ashram, Serpentfolk, Rhadaya, Rajni, Tesia, Alethiro

GM Notes:
S4 hp: 9


Female Fetchling Ranger 6 HP: 51/51; AC: 20, T: 16, FF: 15; Init: +7; Fort: +7, Ref: +10, Will: +1

Rajni growls in frustration, "Leave him alone you damn bastard!" As she fires off two more shots at horribly lucky serpentfolk.

Attack 1: 1d20 + 11 ⇒ (17) + 11 = 28

Go Down!: 1d8 + 2 ⇒ (3) + 2 = 5

Attack 2: 1d20 + 11 ⇒ (18) + 11 = 29

and stay DOWN!: 1d8 + 2 ⇒ (7) + 2 = 9


Rajni drops the last serpentfolk.

Combat Over.


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

Fort: 1d20 + 7 ⇒ (2) + 7 = 9; Str: 1d2 ⇒ 1
Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Fort: 1d20 + 7 ⇒ (8) + 7 = 15; Str: 1d2 ⇒ 1
Fort: 1d20 + 7 ⇒ (17) + 7 = 24

The poison finishes running its course, but not before taking a toll on Ashram. The cleric drops his mace and collapses on the sand under the weight of his armor. "A little help, please."

My strength is presently a 7.


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Changing back into her own form she goes to Ashram and kneels next to him in the sand, "We're gonna have to find a way to keep those over muscled jerks away from you."

She says as she places her hands on him.

Lesser Restoration: 1d4 ⇒ 3

Lesser Restoration: 1d4 ⇒ 4


♂ Human Cleric 6/Hierophant 1 HP:37/37; AC:18, T:10, FF:18; Init +1, Perception +4, F:+6, R:+2, W:+9 (Immune to disease)

"I suppose clerics shouldn't rush out and fight," Ashram laughs, getting up. "Thank you, Tesia."


Female Half-elf Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

"Here...let me help you with some of your wounds as well." Keeping her hand on his shoulder she closes her eyes and focuses her energies on closing his wounds.

CMW: 2d8 + 10 ⇒ (6, 5) + 10 = 21

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