GM Arkwright's Rise of the Badger Lord

Game Master Arkwright

Battle Map


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This does assume that there are no survivors, that you cover up the traces fairly well. But you're out camping, and this isn't the modern world. No police APBs, no photographs, no bigfoot-hunters with cameras wandering about.


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

This post replaces my previous one.

Simeon leans against his spear and rubs his jaw, watching the Hellknight's camp out of the corner of his eye.

"If you've got your heart set on liberating those halflings, well, I think we've got the element of surprise on our side. Which god they worship around these parts? Maybe we could ask Ambrus to come lead a prayer to his devil at our camp. Bring him over here, all isolated like, and then drop him. Mop up the other two easy as you please."


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

If there were a reward involved, Hames would've been very interested in springing the slaves from their confinement. As it were though, there was no hope of any reward whatsoever, and that bothered Hames a great deal. Still, the cleric wasn't heartless, and he wasn't about to abandon the party to their dangerous mission.

"Apsu grants me access to many small miracles, and he is happy to assist his children. If it's Sarenrae's wish that these Halflings be freed, then I will do my best to ensure it comes to pass." He pauses here, taking a moment to think as he strokes his beard. "We must consider this matter with the utmost care. We know there is at least one 'Hellknight' and two guards, but what of the camps other inhabitants? And if they're heading the same way we're going, would it be best to take them on all at once here, or rely on the confusion of the upcoming city?"


Battle map link now at top of page, below campaign title. Halflings are milled around, not currently shown. One hellknight, two archers, and a swordsman as far as you can see.


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

So the prisoners are milled around the camp, and only most of them are shackled. Knowing the temperament of Halflings, it's a wonder that none of them have escaped yet. It would make sense if they were all in a group, or even small separate groups (easier to tell if any are missing that way, if they're all in groups of three for instance), but milled around seems to suggest that they practically have run of the camp. Maybe there's a pattern that we aren't seeing?

Hames, peeks around the road and at the Hellknight's camp, trying to find some kind of reasoning behind the dispersion of Halflings.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19


Perhaps milling is the wrong word. They're all shackled, some more than others and some with more slack than others. Lacking lockpicks, and there aren't that many only about eight, none seem keen on escaping on their own; especially if not all of them can get away.


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

Okay, makes sense. How are they grouped and where exactly are they in the camp? I'm trying to think of a solution that wouldn't include busting down the Hellknight and the guards (at least not immediately).

The initial headcount of the camp was about "20", with the bulk of the group being about "10 halflings". Now we're looking at 8 halflings and 4 guards, including the Hellknight. Hoping we can get a better estimate by observing.


My bad. Final numbers, then. Nine halflings, including a baby, all in various degrees of shackled. Three visible guards plus a Hellknight.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

They shackled a baby? Right, these guys deserve what's coming for them.

Dieuwer furrows his brow as he ponders how to appoarch the situation. "I'm with Simeon in that we need to lure the Hellknight away from the rest if we're to start a fight. But I don't think that we can get him to leave his camp just because some strangers ask him to. But... Perhaps a pair of strangers dressed as priests of Asmodeus could do the trick?" Before anyone can point out the plan's flaws, he continues: "I can use magic to alter the appearance and voice of two of us, and I'm fairly sure I know how a devil-worshiper dresses. We don't really need an intricate web of lies, just tell him we want to discuss... Uh... Official Chelaxian buisness in private, and then jump him when we're far enough. So, what do you think?"


Cheliax would absolutely have baby-sized shackles.

I'll need a K Religion check to help with the appearance-change, and probably a stealth check to get you out of sight so they don't notice that two of you are gone just as two priests appear.

Small suggestion, I find it's very slow to plan things out IC due to the burden of RPing, better to do it OOC.

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

Gabriela claps Simeon and Dieuwer on the back, before draping an arm around each man's shoulders. "That's the spirit gents! Good idea to separate the leader there - he looks like the only one that'd give us much trouble by himself, and maybe the guards will surrender peacefully if we can take the Hellknight down first. I had just figured we could slip over at night, deal with the sentries quiet-like and take the whole camp by surprise, but I like your idea better."

She pulls a bit of jerky from her pack and sits on the ground, leaning against a nearby rock with her back to the Chelaxians. "The knight said they're heading further North when you asked them about their destination, Hames, so catching them in the bustle of the city won't work. We could follow them a ways, but that opens us up to greater potential of discovery." She pauses for a moment, chewing thoughtfully. "Also, it's probably best we move now, before we get too much closer to civilization and this group's allies."

"I don't think we much look like followers of Asmodeus ourselves, so asking Ambrus to come to our camp might raise his suspicion. But that is a simple way to go about it, and the fewer moving parts in any plan the better. I don't know enough about the church of Asmodeus to bandy with a Hellknight about it, but if you think you can pull off the ruse long enough to get him away from their camp, that might be our best option."


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Simeon can't help but grin as Gabriela gets enthused. It always presages a good and dangerous time.

"What if we tell him we're interested in buying some of the halflings? Ask him to come over here to discuss business, say we'd like to sit down over a pot of tea to discuss all civilized like?"

He nods to Dieuwer. "I also know nothin' about this Asmodeus. I agree with Ms. Calideon here though. If you think you can fake him out, then maybe that's a good way to go too."

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

Standing, Gabriela absentmindedly dusts her pants and shakes her head in response to Simeon's second suggestion. "He said the Halflings were recaptured. They're already spoken for, and it'd probably take a pretty big bribe before the knight would even consider turning over somebody else's property to us." Gabriela says this last with evident disgust as a scowl passes over her face at the thought that any sentient creature could be considered someone else's "property."

"But I think there are some ways we can make Dieuwer's disguises a little more believable overall. Namely, having a slave of our own to turn over..." More in discussion.


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

"If I might be so bold as to make a suggestion," says Hames suddenly, taking a few moments to describe his own skills and how they might be useful to the endeavor. He goes so far as to say that the party should rely more on their magical abilities. The cleric speaks of being able to call down an Obscuring Mist and Silence, if he has time to prepare.

If Hames is given an hour to pray to Apsu, he can switch all his spells around. Just about every spell on the Cleric list is available to him, sans Evil and Chaos domain spells. Whats more, Hames has Artifice's Touch as part of his Artifice Domain, and might be able to break a shackle or two on his own.

"There may be another way to remove this Hellknight foe..."

All knights have codes, and this particular Hellknight might be willing (or forced on his honor) to accept a duel. Hames has been trained for one-on-one combat [see Snake Style], and thus might be the best choice if Hellknight Ambrus needs to be occupied for whatever length of time.

"But no matter what we decide to do..."

Hames has Touch of Law, Inspiring Command, and Combat Advice. No matter what the party decides to do, as long as Hames stays close, he can offer many different bonuses to the party's rolls and statistics.

"I trust your judgement Gabriela, and that of Apsu's child, Sarenrae"


Behind their chosen rock, the group of Pathfinders confers, and eventually decide upon a chance for liberty. Dusk is falling, but before their fellow campers can set up night shifts, a plan is enacted. Sticking to the shadows, Dieuwer breaks away from the group and heads west along the road, out of sight.
Stealth 1d20 + 7 ⇒ (20) + 7 = 27
Once there, he quickly runs through her knowledge of Asmodeus and the practices of his clergy. Concentrating, he summons a guise; red-cloaked and iron-chained and with a prominent symbol, the epitome of a wandering Asmodean law-bringing preacher. He sets his way across the road towards the Hellknight and his group, and eventually comes into sight of them.
Disguise, Bluff and lies please.


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Stealth: 1d20 + 6 ⇒ (16) + 6 = 22

With the plan agreed upon, Simeon moves with the others to an ideal ambush spot, and then crouches down in the hole created by the torn out roots of a large fallen tree. Longspear at the ready, he bides his time for the perfect moment to leap out and strike.

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

As Dieuwer slips away to enact their plan, Gabriela waits a moment to give the Half-Elf time to get into position.

"We've certainly got a few options for how to handle our ambush." She says to Hames and Simeon. "I know you're not used to this sneaking about," She nods to the priest, "I suggest you wait here, keeping an eye on the camp guards while we surprise the Hellknight. The moment you hear us engage him, summon your obscuring mist over the Chelish camp, specifically to hide the slaves and blind the guards. The confusion should help to keep the groups separate, as the leaderless guards scramble to secure their camp."

As she begins to slip away, following Simeon to their planned hiding spot, she turns back to Hames. "If you feel confident enough and have an urge to do some sneaking about yourself, you can follow us to the ambush and use your power to silence the area, following up with the mist over the enemy camp if we run out of time in your magical silence with the Hellknight."

I suggest the first action, as a poor stealth roll for our hidden position could give away the plan before Ambrus gets close enough for an ambush.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

Good thinking, Gabriela!

After the decision is made and everyone goes to prepare, Hames takes an hour to himself, pondering the mysteries of Apsu.

Spells Prepared (CL 3rd; concentration +6)
2nd—wood shape [D], eagle's splendor
1st—command [D], obscuring mist, divine favor
0 (at will)—create water, bleed, stabilize, virtue

Once everyone is ready, the cleric approaches Dieuwer and blesses him, presenting the holy symbol of Apsu (Eagle's Splendor [+4 Cha for 3 minutes]). Hames nods at Gabriela. She was more or less right, he wasn't the type to skulk around. Taking her advice, Hames puts himself in a position to run into the enemy camp and next to the Halfling prisoners (Obscuring Mist is always centered on the caster, which is less than ideal, but hopefully this approach will give Hames a chance to use his Touch ability to free some prisoners). As soon as it looks like the ambush is about to begin, he asks Apsu for Divine Favor.

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

Alteration to my last post

Hames switches Divine Favor for Burning Disarm. Now, when it looks like the ambush is about to begin, he moves into his Snake Style stance.

He also positions himself to move into the center of the camp in a single Move action, so he can cast Obscuring Mist in the same round.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

Just before hiding his true form with illusive energies, Dieuwer beseeches his goddesse's aid by diverse methods to ensure that his disguise is as convincing as it can be.

Casting Guidance and using Vision of Madness before Disguise Self and Vocal Alteration.

Disguise: 1d20 + 6 + 10 + 1 + 1 ⇒ (1) + 6 + 10 + 1 + 1 = 19

Now disguised, Dieuwer starts making his way closer towards the hellknight's camp, making only one brief stop, still at a fair distance from the camp, to ask for further guidance for deceiving the Chelaxians. Although his pace is brisk, the journey seems to take much longer than it really does, seconds growing longer as he approaches his objective. Finally reaching the camp, he steels his nerves and walks right into the middle of it like he owns the place. (And given that he's impersonating a cleric of Asmodeus in Cheliax, he sort of does) This was not the time for hesitation, any lack of confidence would appear suspicious. He looks straight at the hellknight's eyes. "The church of Asmodeus greets you, knight," a voice that's not his own booms. "We need to speak. In private," before Ambrus can answer anything, he turns and points towards the ambush site. "I shall wait for you over there, where's less risk for sensitive information being overhead by those it is not meant for. Please, come as quickly as you can. The message I deliver is an urgent one."

Dieuwer will cast Guidance once more when he's just under a minute away from the camp, and use Vision of Madness once again just before making the skill check. It's a spell-like ability, so it has no verbal, somatic, or material components that could be noticed. He'll have a -1 to attack rolls and saving throws for the next 3 rounds.

Bluff: 1d20 + 7 + 1 + 1 ⇒ (20) + 7 + 1 + 1 = 29


A Per 1d20 + 1 ⇒ (12) + 1 = 13
R Per 1d20 + 6 ⇒ (3) + 6 = 9
S Per 1d20 + 1 ⇒ (11) + 1 = 12
A SM 1d20 ⇒ 18

At the sight of the cleric, the other two soldiers quickly come to their feet and salute. The halfling slaves skitter back. Ambrus stays where he is atop a fallen log, heavy fail cradled in his hands. "I am sworn to the Hellknights, cleric, not you, your kind or your god. I am not to be ordered about, no matter what pleases you spit at me."

Regardless, after a moment, he stands. He confers briefly with his soldiers, then wanders over after Dieuwer. "Well? What brings a preacher of Asmodeus this far, this alone?"

Let's go into initiative now. Doesn't mean combat has to start, just I think it'll help organize things.
Dieuwer 1d20 + 1 ⇒ (18) + 1 = 19
Ambrus 1d20 - 1 ⇒ (4) - 1 = 3
Hames 1d20 + 2 ⇒ (7) + 2 = 9
Gabriela 1d20 + 4 ⇒ (9) + 4 = 13
Simeon 1d20 + 1 ⇒ (9) + 1 = 10
Other Soldiers 1d20 + 1 ⇒ (20) + 1 = 21

The other soldiers shift uneasily at their posts.

Go rest.

Dieuwer please put your initiative in your alias fields.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

After a moment of hesitation Dieuwer decides that it'd be better to spring the trap sooner than later, before he can ruin it all by putting his foot into his mouth.

"You know, the usual. Summoning devils, damning souls, luring fools into ambushes," he says, making it painfully clear who he's referring to by shoving a palm rippling with anarchic energy towards the hellknight, while his other hand reaches for a weapon.

Swift Action: Activate Judgment with Judgment Surge for +2 attack. Move Action: Draw Fauchard. Standard Action: Use Touch of Chaos on the hellknight. If the attack hits, he'll have to roll every d20 twice and take the worse result for one round. Might be worth using any spells with saves now that he'll be vulnerable.

Attack (touch): 1d20 + 6 ⇒ (1) + 6 = 7

Unless, of course, I roll an one, miss a freaking flat-footed touch attack and look like an utter fool.


"...UPND AT 'EM, LADS! TIME TO EARN YOUR PAYSTUBS!"


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

I already rolled for initiative, see my last posts! In other words.. I had the initiative on initiative 8D

Sticking to the discussed plan, Hames moves quickly into the enemy camp. With a wave of his hand and a quick utterance, a misty vapor rises around him, obscuring the entirety of the camp. In the same instant, his body moves naturally into a stance, keeping a close eye on the goings-on of the ensuing battle, especially noting the direction of travel needed to either move towards the Halflings or Ambrus.

Move 30ft~ into the camp; Standard cast obscuring mist; Swift activate snake style


Aye, use your init.

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

Just for clarification, Arkwright, how exactly are we structuring our initiative order with regards to posting? Do you want us to wait & each post in order, or can the PCs post during a specified time for our group, and you'll organize the results of our posts as necessary?

Equally uncertain about the timing in their ambush, Gabriela waits until she sees Dieuwer attack before springing from her hiding place.

Round 1 (Surprise!?)

Rising from behind a nearby bush, Gabriela says a quick prayer to Sarenrae as she hums a lethargic tune and fingers a bit of lard in her belt pouch. She then quickly closes the distance to the Hellknight, drawing her scimitar as she moves.

Standard action cast Grease on Ambrus' heavy flail, Reflex DC 14. Move action close & draw weapon. I also moved Gabriela on the battle map. She started 3 squares above Ambrus & closed in a straight line. Of course you can start her elsewhere near the ambush as you prefer.


Ah yeah I should say. I do things in blocks; Party members a-b, enemies, party members c-d, based on how the initiative rolls. People in each block can post in whatever order they want, and actions are resolved in post order.

No surprise round. Move yourselves on the map with starting positions as you like, as long as it's reasonable.


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Simeon clambers out of his shallow pit, and begins to approach Ambrus, whirling his longspear overhead, his large hands moving with surprising agility as he makes the haft of the spear spin ever faster. He closes the distance, his face grim, eyes flat and unforgiving, and always his spear whirls till it starts to keen, a ghostly haunting sound that fills the air with its shuddering cry.

Dazzling Display: 1d20 + 11 ⇒ (17) + 11 = 28

My Hurtful feat now allows me to make an attack as a swift action.

Flanking Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


1d20 + 2 ⇒ (14) + 2 = 16
Defying Gabriela's grease, Ambrus keeps hold of his weapon. Behind his imposing mask-helmet, one eye is drawn to the dreadful keening wail of Simeon's weapon, as it stabs through and wounds him, drawing a grunt.
Stepping back, he raises his flail, focused on Gabriela, and aims a blow. "Fall, snake!"
1d20 + 5 ⇒ (10) + 5 = 15 1d8 + 10 ⇒ (3) + 10 = 13
If you're Good 1d20 + 7 ⇒ (7) + 7 = 14 1d8 + 13 ⇒ (7) + 13 = 20

Drawing a sword, the Chelish soldier hesitates then charges through the fog, seeking out Hames.
Below 20 misses 1d100 ⇒ 41
1d20 + 7 ⇒ (1) + 7 = 8 1d8 + 9 ⇒ (4) + 9 = 13

Moving around the smoke, the archer aims an arrow at Dieuwer.
1d20 + 6 ⇒ (17) + 6 = 23 1d8 + 2 ⇒ (7) + 2 = 9

Ambrus' cry calls forth a new foe, from the tent- man with a tonsure, clad in red robes and grey chainmail. Spitting forth a prayer, he summons a man of earth from the ground to engage Dieuwer.
1d20 + 7 ⇒ (7) + 7 = 14 1d6 + 5 ⇒ (5) + 5 = 10

Go party


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Simeon allows himself a grim smile as his blade hits his mark - but his expression immediately sobers as the battlefield becomes noticeably busier. As the tonsured man steps out of his tent and summons the elemental, Simeon resists the urge to curse and instead sprints in a wide circle off to the left, avoiding Ambrus' blade and sliding in against the rock face so as to flank the Hellknight once more.

Flanking Attack: 1d20 + 10 ⇒ (2) + 10 = 12

Since Ambrus was flanked, I should have added sneak attack damage to last round's blow. My bad for forgetting. I'll roll it now in case you decide to still allow it.

Sneak Damage: 1d6 ⇒ 1


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

With the mist somewhat uselessly in place, Hames begins the second phase of the plan. Ducking under the blow of the swordsman, he moves out of the mist and onto the road, where he can see the party fighting Ambrus (along with the new cleric and the man of earth, both surprising sights). Making another small utterance, he thrusts his hand forward, causing Ambrus weapon to glow alight and heat rapidly, becoming extremely hot to the touch.

Move towards Ambrus, provoking AoO from the swordsman if necessary; Standard cast burning disarm on Ambrus (DC 14); Immediate if attacked, snake style (1d20+12, result becomes new AC for that attack)

Burning Disarm damage: 3d4 ⇒ (3, 1, 2) = 6

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

Easily sidestepping the Hellknight's wide swing, Gabriela shifts her momentum into a tight spin, passing the scimitar from one hand to the other as she begins a twirling, magic-infused dance.

She ignores the new enemy, and the sudden appearance of his summoned elemental, their presence barely registering in the back of her mind.

"Not before you face the light of the Dawnflower!" Gabriela retorts, swiping at the armored man in mid-spin.

Inspired Courage Flanking Scimitar: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Move action begin Inspiring Courage Battle Dance. Ambrus gets an AoO if this provokes. Standard action to attack.

Opportune Parry & Riposte:
Since the Swashbuckler's Opportune Parry ability is activated when an attack is declared, but before the roll is made, it poses a minor problem for PbP. In the spirit of honesty & fairness, I'm declaring my intention to use it now against Ambrus' next attack on Gabriela (including the potential AoO if it qualifies). Gonna roll the two attacks and damage for the Parry/Riposte now and deduct the Panache Point. Unless you have another method, I'll use the ability this way from now on. Ability description in my alias for reference.

Parry: 1d20 + 10 ⇒ (14) + 10 = 24 vs Ambrus' triggering attack roll to negate his attack.
Flanking Riposte: 1d20 + 12 ⇒ (19) + 12 = 31 normal attack vs AC if Parry successful.
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Critical Confirmation: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

This may all be moot, as Hames ninja'd me with his Burning Disarm. Pretty sweet if I get that Panache Point right back from the critical though!


Ambrus lets out a laugh through the pain of Gabriela's jabbing scimitar. "I can NOT yell 'naive' LOUD ENOUGH, B#~@!!" His own weapon betraying him, he grits his teeth and clings to it tightly through the burning.
Ref 1d20 + 2 ⇒ (1) + 2 = 3
AOO vs Hames 1d20 + 5 ⇒ (6) + 5 = 11 1d8 + 10 ⇒ (7) + 10 = 17


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

The attack misses but whoa, is that damage bonus correct on the Swordsman/Chelish Soldier, +10? I didn't even know it was possible to get your damage bonus that high! D:


Two handed weapon, power attack, favoured enemy, it adds up.


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Speaking of which, I'm guessing a spear should get the two handed weapon bonus to damage, right? I'll go ahead and add that in next time.

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

Just want to note the Parry/Riposte applies the next time Ambrus attacks Gabriela. Also, subtract 2 from the Riposte attack & critical confirmation if Gabriela is no longer flanking Ambrus when he attacks. Also worth noting all of these baddies appear to be heavy hitters - the Hellknight's flail will probably put any of us down if he scores a crit, and two successive blows could very well do the same.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

Dieuwer grunts in pain an an arrow stabs deep in his flesh but keeps his attention on the hellknight. Arrows hurt, but that flail looks lethal. After cautiously stepping out from the earth-creature's reach, he swings his fauchard at the hellknight with impressive force.

5-ft step to the west, attack Ambrus with Destructive Smite.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d10 + 4 ⇒ (3) + 4 = 7


Dieuwer's polearm skitters off the Hellknight's armor, as it deflects most of the blow. Ambrus barks orders. "HAMMER MY ANVIL, MEN! ARCTUS, GREASE 'EM!" The soldiers spring into action.

Ambus sidesteps again, moving himself out of reach of Simeon's spear; raising his flail, he brings it down again against Gabriela.
1d20 + 7 ⇒ (9) + 7 = 16 1d8 + 13 ⇒ (4) + 13 = 17

The dancing swashbuckler is ready for his blow however, and skitters it away with her scimitar, aiming a return blow that sends the Hellknight to the ground.

"Sir!" the swordsman runs out of Hames' range and moves up next to Dieuwer roll an AOO.

The archer aims another shot against Dieuwer, as does the man of earth.
1d20 + 6 ⇒ (2) + 6 = 8 1d8 + 2 ⇒ (4) + 2 = 6
1d20 + 7 ⇒ (2) + 7 = 9 1d8 + 5 ⇒ (8) + 5 = 13

Muttering another prayer, the tonsured man summons green slippery grease beneath Gabriela's feet. DC 15 Reflex to not fall prone

Go party


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Simeon lets out an approving grunt as Gabriela's swordwork finally drops the Hellknight, and knowing that she can take care of herself, raises his spear point so as to jog around Dieuwer and position himself within striking range of the tonsured man, the earth elemental, and the swordsman.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

Dieuwer makes a quick jab at the swordsman running to attack Gabriela, but with very little success.

AoO: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d10 + 3 ⇒ (2) + 3 = 5

But with the battle raging on and no time to feel bad about his startling lack of accuracy, he once more takes a step away from his adversaries and swings, this time targeting the earth-man.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d10 + 3 ⇒ (3) + 3 = 6


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

Hm, Hames doesn't actually have his mace drawn. Good thing I have Improved Unarmed Strike! :D But wait, is it Dieuwer getting the unarmed strike or Hames?

Also as I look at the map, I think Hames position is wrong. He should be out of the mist (which is stationary), in-fact he needed to be out in order to cast Burning Disarm on the Hellknight.

Attack of Opportunity (Attack): 1d20 + 4 ⇒ (5) + 4 = 9
Attack of Opportunity (Damage): 1d3 + 2 ⇒ (1) + 2 = 3

Spotting the swordsman in the corner of his eye, Hames whirls around and attempts to jab in-between his armor with a piercing strike of his hand. Regaining his footing, he shouts a command to the swordsman. "Fall!" And in the same moment, draws his mace and moves to engage the supposed cleric of Asmodeus, Arctus.

Move move to Arctus/enemy cleric (after standard action); Standard cast command on swordsman (Fall, DC 14 Will negates); Free draw heavy mace as part of move action

Liberty's Edge

Aasimar (Musetouched) Swashbuckler 1/Bard (Dawn Dancer) 2 | HP: 19/25 | Init: +4 | AC:22 | T:15 | FF:17 | CMD:17 | Fort:+3 | Ref:+7 | Will:+2 | Darkvision 60ft | Perception: +5

I believe the AoO is supposed to be yours, Hames, as the swordsman moved out of an area you threatened. And for the most part I think we've each been moving our own PCs on the battle map. At least I have for Gabriela's minimal movement thus far.

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

Continuing her graceful dance and keeping her feet despite the slick ground beneath her, Gabriela turns from the unconscious Hellknight as he crumples at her feet. She nods when she sees the injured Dieuwer move back to threaten the earth creature, while Hames works more of his divine magic on the guard. When Simeon moves into position amongst the remaining enemies, she fixes the guard in front of her with a gaze equally smug and stern as she brings the flat of her blade to bear on the leaderless warrior.

Inspired Courage Scimitar: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 6 ⇒ (4) + 6 = 10 nonlethal

"Yield! She yells into the swordsman's face, "You see our wrath!" Her voice projects to all present with the practiced power of a sea captain and the musical talent of the Musetouched. "Simeon, make these bastards fear the very thought of ever enslaving another!"

Free action maintain Battle Dance. Standard action attack.

Opportune Parry & Riposte:
Added Panache back for downing Ambrus, subtracted again for Parry vs the swordsman, if he attacks.

Opportune Parry: 1d20 + 10 ⇒ (11) + 10 = 21
Riposte: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 6 ⇒ (1) + 6 = 7 Still nonlethal


Will 1d20 + 1 ⇒ (16) + 1 = 17

The soldier stands firm before Hames' incantation.


The swordsman shudders as he absorbs a heavy blow from Gabriela, and a sudden look of fear crosses his face. The tonsured man calls out- "Asmodeus does not look kindly on cowards, soldier- and neither will I!" Muttering words, he summons a pool of grease beneath Dieuwer's feet, causing her to trip.
Ref vs DC 151d20 + 2 ⇒ (6) + 2 = 8

The swordsman hesitates, then nods. "Yessir!" sidestepping to the south, keeping one eye on Gabriela, he aims a blow at the downed Dieuwer.
1d20 + 7 ⇒ (5) + 7 = 12 1d8 + 9 ⇒ (6) + 9 = 15

The tonsured man's elemental also smashes down with a fist of earth.
1d20 + 6 ⇒ (17) + 6 = 23 1d6 + 8 ⇒ (3) + 8 = 11

Huh. Just noticed for the first time in years that earth elementals have power attack. What are the odds.

The archer aims a shot at the prancing scimitarswoman.
1d20 + 8 ⇒ (4) + 8 = 12 1d8 + 4 ⇒ (5) + 4 = 9

Go party


Human Rogue 3 | HP: 24/27 | AC: 17 (11 Tch, 16 Fl) | CMD: 16 | F: 3, R: 4, W: 3 | Init: +1 | Perc: +8 | Active conditions: None |

Simeon steps forward, bringing the tonsured man into range, and raises his spear overhead where he begins to twirl it with ever greater speed. With both arms raised, his fingers dancing nimbly as the spear spins faster and faster, he stares at the priest and grins.

"You're going to die. I'm going to cut open your body and it's going to hurt and then you're going to die, blood everywhere, screaming for mercy. But you won't get none."

Dazzling Display to intimidate everyone within 30': 1d20 + 11 ⇒ (17) + 11 = 28

Attack on Tonsured due to Hurtful Feat: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Male Human Cleric (mystic sage) 3 [18/24hp, DR 3/— (s ranged piercing) | AC12, Tch11, FF11 | CMD15 | F:5, R:2, W:6 | Init +2 | Perc +9]

Don't forget! Hames gets an AoO because he was next to the cleric when he cast grease ((ON MOBILE BTW))


Not according to the map? And either way he 5fted? If you're going to be on mobile always I'm happy to move you, but otherwise if you say you move but don't move on the map, you don't move.


Male Half-Elf Inquisitor (Mystic Warrior) 3 | HP: 24/24 | AC 18 (touch 11, FF 17) | Fort +4, Ref +2, Will +6 | Init +1, Perception +9
Domains:
Touch of Chaos 6/6, Destructive Smite 6/6, Vision of Madness 6/6

Dieuwer starts to pull himself up from the greasy ground, muttering curses and steeling himself for the inevitable repercussions for doing so.

Move action to stand up. Assuming I survive the AoOs:

Trying to get some distance between himself and his enemies, he staggers backwards while swinging wildly his fauchard at the swordsman.

5ft-step and attack the swordsman with Destructive Smite.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d10 + 4 ⇒ (3) + 4 = 7


Next time please don't move yourself just yet; can't quite remember your position so can't quite determine how many AOOs you should get. I think you were only within reach of the elemental and the soldier, so-

Dieuwer staggers to her feet, copping a blow from the earthen creature and the swordsman. Note these hits are against your prone AC.
1d20 + 4 ⇒ (13) + 4 = 17 1d8 + 3 ⇒ (1) + 3 = 4
1d20 + 7 ⇒ (14) + 7 = 21 1d8 + 9 ⇒ (3) + 9 = 12

Her blade skitters off the swordsman's armor, as does Simeon's off the magician's chain shirt.

Simeon's bladework causes nervous shudders in all enemies except for the earth creature.

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