GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

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female human vampire cavalier (ghost rider) 5 | hp 28/65 (grazed), AC 22, touch 13, ff 20, CMD 24 | Fort +10, Ref +4, Will +4 | Init +2, Perception +12, darkvision 60ft.
Blossom:
hp 26/26, AC 17, Fort +6, Ref +7, Will +2, DR 5/slashing

Annabelle spurs her ghostly mount faster, and Blossom valiantly takes off across the battlefield, keeping abreast with Ary. When they reach the forty-foot mark, however, Annabelle digs her heels into Blossom's side and shouts - "Up!" and Blossom leaps into the air, attempting to carry Annabelle high enough to strike at the flying captain. Annabelle raises her cold iron glaive high, swiping at the enemy commander's legs and feet as they pass below him.

Blossom High Jump: 1d20 + 21 ⇒ (17) + 21 = 38 Okay, that's a 9 1/2' vertical. The pair are probably at least 10' tall, and she has a 10' reach... If it's enough, Annabelle will make a swipe at the enemy commander before galloping on towards the enemy army.

Annabelle vs. Commander (Power Attack): 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 Damage (Power Attack): 1d10 + 10 + 6 ⇒ (7) + 10 + 6 = 23
Crit Confirm: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11

Coming down from their graceful arc of leaping, the pair ride on towards the burning hole that Markus left, Annabelle with a grin on her face regardless of whether she was able to strike at the commander or not.


WotR Global Buffs/Debuffs: ----

@ Isilme, correct, I fixed it :)

@Annabelle - Sounds good to me. How far ahead of the army do you want Annabelle? She can totally make it to the crater if she wishes, but most of the other PCs are staying just ahead of the army.

Annabelle's glaive parts the air with a humming whine before leaving a jagged wound in the alchemist above her. As she rides, the army runs forward, the infantry slowed by their heavy armor.

Meanwhile, the cultists within the encampment surge forwards into the still-smoking crater, drawing numerous scythes to attack the undead wasps and Annabelle.

Annabelle vs Displacement (high success): 1d100 ⇒ 77
Swarm damage vs Wasp #1: 4d4 + 8 ⇒ (3, 4, 1, 1) + 8 = 17
Swarm damage vs Wasp #2: 4d4 + 8 ⇒ (4, 4, 1, 3) + 8 = 20
Swarm damage vs Wasp #3: 4d4 + 8 ⇒ (1, 2, 3, 1) + 8 = 15
Swarm damage vs Wasp #4: 4d4 + 8 ⇒ (4, 2, 1, 4) + 8 = 19
Swarm damage vs Annabelle): 4d4 + 8 ⇒ (4, 1, 2, 1) + 8 = 16

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south. Markus has blasted open the barricade so that the southern entrance is now 60' wide. It is difficult to see the opposing army within the heavily tented encampment, but many appear congregated along the southern walls, firing on the incoming army with crossbows.

The heroes are aware that the enemy forces include a vrock, but they cannot see it.

The army stands 60' away from the southern entrance, except for Markus, who is 90' away, and Nurah, who is 85' away.

Irabeth and Aron charge with the army, staying 10' in front of the slower front-facing infantry. Ary charges ahead of them, still.

70' away from the entrance flies the enemy commander, directly above the army, 30' in the air.

Book keeping: All four undead wasps are grazed. Adding their HP totals to the campaign tab shortly. Annabelle takes 16 damage.

Round 2

Markus is up!

Hey - melee folks (that means you, Irabeth, Ary, Annabelle, Aron!). If you intend to spend your turn just running with the army, then say so asap, so that we can move faster. If you intend to spend your turn doing something else (moving into the fray before they get there, attacking the flying commander, whatever) then disregard this.


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female human vampire cavalier (ghost rider) 5 | hp 28/65 (grazed), AC 22, touch 13, ff 20, CMD 24 | Fort +10, Ref +4, Will +4 | Init +2, Perception +12, darkvision 60ft.
Blossom:
hp 26/26, AC 17, Fort +6, Ref +7, Will +2, DR 5/slashing

Take her all the way! She wants to be on the front lines!


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

The wasps all have DR 5/bludgeoning and good, which means that they all have 5 more health! I'm assuming that those scythes wielded by evil cultists don't bypass that sort of DR.

Markus continues moving forward in front of the infantry, passing behind the flying commander before wheeling around and targeting him with the focus of Markus' necromantic power - 'Tu dolor tenebrae' drops out of his mouth, and the Commander can feel intense pain in his eyes and thighs. Afterward, he calls out - "Defend yourselves from those that defile the land!"

Diplomacy vs. Wasps: 1d20 + 15 ⇒ (7) + 15 = 22

Move 30' forward and then cast targeted cramp blindness (a 3rd-level wordspell) on the enemy Commander, expending 1 MP via Mythic Spell Focus - the commander takes the worse of two DC 21 Fortitude saves to resist being blinded permanently and having his speed halved for 1 round.

Meanwhile, the wasps heed Markus' command, their sword-sized stingers weaving in and out of the cultists accosting them.

Wasp #1 Sting vs. Army (grazed): 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Wasp #2 Sting vs. Army (grazed): 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20 Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Wasp #3 Sting vs. Army (grazed): 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26 Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Wasp #4 Sting vs. Army (grazed): 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 11 Damage: 1d8 + 10 ⇒ (6) + 10 = 16


Irabeth sighs under her breath, slightly furrowing her brow. Annabelle had broken her position and endangered herself needlessly. Now, there was little they could do without endangering Ary.
Automate Irabeth to stay in front of the army, unless Ary makes a move to charge with Annabelle. Also, I never got an answer to the question about the Vrock, can we suppose that we see the back of the army well enough to know whether it is there or not? Also, can our characters still see cultists manning the barricade or are they all heading toward the entrance?


WotR Global Buffs/Debuffs: ----

Markus: You're right :O Still all grazed, though.

Irabeth: You can't see the back of your own army but you should assume if the vrock showed up there you'd probably hear about it. What cultists you can see are pouring into the crater to receive your own forces.

The alchemist commander feels Markus' influence on his muscles and eyes - as his vision clouds he quickly uncorks a vial at his waist and mixes it with another. He imbibes the strange mixture swiftly and his vision returns.

Commander fort save: 1d20 + 9 ⇒ (17) + 9 = 26
Commander fort save (Mythic Spell Focus): 1d20 + 9 ⇒ (17) + 9 = 26 Lol, what the f~%+.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south. Markus has blasted open the barricade so that the southern entrance is now 60' wide. It is difficult to see the opposing army within the heavily tented encampment, but many appear congregated along the southern walls, firing on the incoming army with crossbows.

The heroes are aware that the enemy forces include a vrock, but they cannot see it.

The army stands 60' away from the southern entrance, except for Nurah, who is 85' away.

Irabeth and Aron charge with the army, staying 10' in front of the slower front-facing infantry. Ary charges ahead of them, still.

70' away from the entrance flies the enemy commander, directly above the army, 30' in the air.

Sosiel is up!


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Are we keeping track of mooks killed or abstracting it again?


WotR Global Buffs/Debuffs: ----

I'm keeping track! You can't even see all the mooks so it's kind of silly if you guys know exactly how many are left. When you get a significant percentage down I'll let you know.


Human (Garundi) Cleric of Shelyn 7 | HP 64/77 | AC 17, T 10, FF 17 | Fort +7, Ref +2, Will +11 | CMD 17 | Init -1 | Perception +5

"Of course, dear," Sosiel says to Aron just before he rides off for the front lines. The Shelynite could not quite keep up with someone on horseback, but he could at least stay in range of his own spell.

He grimaces at the sight of the acid explosion, his first impulse being to heal those wounded by the blast... until he sees the culprit floating right above them. It seemed more pragmatic to eliminate him, first. Sosiel did not know what sorcery was keeping the tiefling aloft, but he was all but certain that it was a spell of some sort. The cleric murmurs and waves a hand at the alchemist, intent on stripping away whatever magic is affecting him.

Casting dispel magic on the alchemist.
Dispel Check: 1d20 + 7 ⇒ (17) + 7 = 24


possible action:

Hadn't seen this one coming. If the dispel works, and the commander falls, Irabeh will move in to finish off the commander. Does she need to unmount to strike a prone foe?


WotR Global Buffs/Debuffs: ----

Sosiel's spell hits, and the alchemist flickers once, revealing him to have been four feet to the left of where he originally appeared.

Selecting buff to check against: 1d3 ⇒ 1

Aron is up!


Male Human (Keleshite) Rogue 5/Low Templar 2 | HP: 58/79 | AC: 20, T: 14, FF: 17 | CMD: 22 | Fort: +5, Reflex: +10, Will: +2 | Init: +4 | Perception: -1

Aron pushes forward with the army, his sword in one hand and the other guiding his horse at the head of the charge.

Pretty much the same as Irabeth. I'll try to stay near Ary or Irabeth, whoever plunges in to the melee first, so I can tag team with them.


WotR Global Buffs/Debuffs: ----

Did Sosiel move on his turn?

The flying alchemist wrinkles his nose with distaste as one of his magical auras is stripped from him by a cleric below, but he focuses his attention on the spearheading enemy commander away from him. Just barely out of reach of the golden motes swirling around her form, he tosses another vial into the fray....

The bomb explodes, coating Ary's horse in flaming acid and splashing Aron and Irabeth behind her. Her bright, red cloak catches on fire and her exposed skin sears from chemical burns.

Extinguishing the flame is a FRA, requires a reflex save, unless you "stop drop and roll" then it is automatic but now you are prone. Water works, also (at least 2 gallons of it).

The alchemist cackles and flies off towards the encampment at a blinding speed.

Commander vs Ary touch (distance): 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
Nurah auto-succeeds at concentration check to cast while riding with a double move at normal speed.
Commander damage (acid): 5d6 + 2 ⇒ (3, 1, 4, 1, 1) + 2 = 12 His bombs sure are rolling s@$#ty :P

Book keeping: Ary takes 12 damage and is on fire. Her horse, Aron, Irabeth, and their horses, take 7 splash damage.

EDIT: Aron takes 3 damage, Sosiel takes 4 damage.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south. Markus has blasted open the barricade so that the southern entrance is now 60' wide. The enemy army is congregating within the large crater he left, ready to receive the incoming army.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 30' in the air.

The heroes are aware that the enemy forces include a vrock, but they cannot see it.

The army stands 60' away from the southern entrance, except for Nurah, who is 85' away, and Sosiel, who is 100' away.

Irabeth and Aron charge with the army, staying 10' in front of the slower front-facing infantry. Ary charges ahead of them, still.

Nurah is up!


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Human (Garundi) Cleric of Shelyn 7 | HP 64/77 | AC 17, T 10, FF 17 | Fort +7, Ref +2, Will +11 | CMD 17 | Init -1 | Perception +5

Oh, right. He moved forward 20 feet. He has to stay within 40 feet of Aron for shield other to stay up.


Female Halfling Bard 9 THP 0 HP 108/108 | Init +4 Percpt +12; AC 23/16/19 CMD 19 CMB +3 | Fort +8 Ref +13 Will +10 (+4 vs Lang Dep & Sonic, +2 vs fear) 31/31 PR
Abilities:
Bard 1st (7/7) 2nd (5/5) 3rd (4/4)
Skills:
Acro. +17, Bluff +20, Dipl. +17, K(History/Any) +13/+8, P(Oratory,Dance) +17, S. Motive +17, Stealth +17

Nurah moves up alongside the majority of the army, calling out to them to bolster their spirits.

Moving up 25' and starting Inspire Courage.


WotR Global Buffs/Debuffs: ----

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south. Markus has blasted open the barricade so that the southern entrance is now 60' wide. The enemy army is congregating within the large crater he left, ready to receive the incoming army.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 30' in the air.

The heroes are aware that the enemy forces include a vrock, but they cannot see it.

The army stands 60' away from the southern entrance, except for Sosiel, who is 100' away.

Irabeth and Aron charge with the army, staying 10' in front of the slower front-facing infantry. Ary charges ahead of them, still.

Book keeping: Nurah begins Inspire Courage, hits all heroes except for Annabelle and Sosiel.

Ary is up!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I will shine in her legion! probably won't work to keep up the appearances of not being on fire, huh?

FRA to put out the fire, then immediate to keep mah motes active. Horse stays at the front of the charge to enable Ary to protect her troops.

Ary calmly pats out the flames as she continues to guide the horse with her knees. It hurt, sure, but she'd had much worse on multiple occasions... the motes follow the pair's moving form as they ride towards the crater.


WotR Global Buffs/Debuffs: ----

Ary partially unlatches her cape and beats it against her breastplate to put out the flames, the red singed an ugly black. She'd need to fix that with her ring, later.

Annabelle curses as she finds herself in the center of a writhing mass of Deskari cultists. She shouts, "Get off me, you louts!" before swinging a sweeping arc around her with her glaive - the cultists duck, though she manages to cut through one of their hoods, revealing a bulbous misshapen head underneath.. She spurs Blossom on, and the ghostly horse lunges down to chomp at a cultist before wheeling around and riding out of the mass of enemy combatants.

Annabelle holds her bloody glaive above her head, shouting, "C'mon! Let's get 'em!"

The crusader army roars in response, running past Annabelle and pouring into the crater, with Ary, Aron, and Irabeth at the head.

"Swords at hand!" yells Captain Cobelen, tossing his bow aside to draw his own longsword - a plain piece of cold iron except for the handle, engraved with his family crest, a pair of sables countercharged. Cold iron clashes with the steel scythes of the enemy cultists as the two armies finally meet.

The vrock suddenly appears amidst the frey, grabbing a screaming crusader and flinging him across the battlefield, screeching his challenge to whomever dares to face the fearsome wrath demon.

And yet, just under the din of war an ominous chanting can be heard, and even worse - a horrific stench hits the heroes' nostrils, wafting from deeper within the encampment.

Annabelle and Blossom spend standard actions attacking, and then wheel around and ride 45' outside of the mass combat.

Ary reflex save: 1d20 + 9 ⇒ (11) + 9 = 20
Mass combat Reflex Saves

Ary: 1d20 + 9 ⇒ (18) + 9 = 27
Swarm damage: 4d4 ⇒ (2, 4, 4, 4) = 14 7 damage
Aron: 1d20 + 10 ⇒ (19) + 10 = 29
Irabeth: 1d20 + 7 ⇒ (19) + 7 = 26
Swarm damage: 4d4 ⇒ (2, 3, 3, 4) = 12 6 damage
Wasp #1: 1d20 + 3 ⇒ (8) + 3 = 11
Swarm damage: 4d4 - 5 ⇒ (2, 1, 3, 1) - 5 = 2 2 damage
Wasp #2: 1d20 + 3 ⇒ (20) + 3 = 23
Swarm damage: 4d4 - 5 ⇒ (4, 1, 3, 3) - 5 = 6 3 damage
Wasp #3: 1d20 + 3 ⇒ (18) + 3 = 21
Swarm damage: 4d4 - 5 ⇒ (4, 1, 2, 4) - 5 = 6 3 damage
Wasp #4: 1d20 + 3 ⇒ (10) + 3 = 13
Swarm damage: 4d4 - 5 ⇒ (4, 4, 4, 1) - 5 = 8 4 damage

Ary: Pretty sure Intruder's End lasts only 1 round, at the expense of a FRA, with no ability to extend it, yeah? Unless I'm missing something! Warders regain manuevers as a FRA or standard.

Book keeping: Ary is no longer on fire :O Ary takes 7 damage, Irabeth takes 6 damage, Wasp #1 takes 2 damage, #2 takes 3 damage, #3 takes 3 damage, and #4 takes 4 damage from mass combat.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 30' in the air.

Within the fray are Irabeth, Aron, and Ary. Also within is a fearsome Vrock,

Annabelle stands 45' away.

Nurah and Markus stand 60' away.

Sosiel stands 100' away.

Round 3!

Markus is up!


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Markus' eyes flit between the army's Commander and the vrock demon that suddenly appeared, the battlefield suddenly chaotic and mad. He points a grey finger at the flying alchemist, shouting at his wasps, "Scions of unlife! Destroy that man, he who flies above and brings death to those who are good!"

The wasps obediently charge at the alchemist commander, stingers hanging down until they reach him, at which point they elongate sickeningly as the undead things stretch out their thoraxes to meet the man.

Wasp #1 vs. Commander (Charge, Grazed): 1d20 + 10 + 2 - 1 ⇒ (10) + 10 + 2 - 1 = 21 Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Wasp #2 vs. Commander (Charge, Grazed): 1d20 + 10 + 2 - 1 ⇒ (2) + 10 + 2 - 1 = 13 Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Wasp #3 vs. Commander (Charge, Grazed): 1d20 + 10 + 2 - 1 ⇒ (9) + 10 + 2 - 1 = 20 Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Wasp #4 vs. Commander (Charge, Grazed): 1d20 + 10 + 2 - 1 ⇒ (18) + 10 + 2 - 1 = 29 Damage: 1d8 + 10 ⇒ (3) + 10 = 13

Markus himself continues to slog towards the battlefield, passing Annabelle and Blossom. He gives the ghostly horse a pat and Annabelle a look that was meant to be comforting and positive but ends up just being determined and stressed. He hopes that Aron, Ary, and Irabeth engage the vrock, as he's sacrificing the ability to attack for the ability to pray for luck - he closes his eyes, murmuring to himself that the battle will work out, and uses his sorcerous power to influence every action just so.

My wasps will charge-attack the Commander, while Markus will move 30' forward (drawing my quarterstaff as well) and cast prayer, which should hit everybody except for Sosiel, though it doesn't affect Annabelle nor the wasps.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Intruders End is her huge aoe counter. It does only last a turn, but after expending it last turn, she immediately recovered it with a standard action. So I just fluffed it as not ending as it effectively didn't. :)


Human (Garundi) Cleric of Shelyn 7 | HP 64/77 | AC 17, T 10, FF 17 | Fort +7, Ref +2, Will +11 | CMD 17 | Init -1 | Perception +5

Having fallen rather far behind, Sosiel breaks out into a full run, intent on joining the battle.

Sosiel will run 80 feet toward the battle.


WotR Global Buffs/Debuffs: ----

Ary - Yes, but to extinguish the flames was a full round action, so you couldn't have taken a standard in the same round.

The commander's eyes narrow as he is suddenly surrounded by undead wasps. He smoothly maneuvers through the air, nimbly dodging the sluggish constructs - until a moment of overconfidence allows one of Markus' minions to dumbfound his defenses and strike past, goring him solidly in the abdomen and leaving a seeping wound.

Book keeping: Wasp #4 deals 13 damage to the enemy commander, grazing him. Markus buffs the group with Prayer.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 30' in the air.

Within the fray are Irabeth, Aron, and Ary. Also within is a fearsome Vrock,

Sosiel stands 20' away.

Markus stands 30' away.

Annabelle stands 45' away.

Nurah stands 60' away.

Irabeth is up!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

But this is the second round. She recovered it with her first turn. It is currently used and can't be applied to turn 3 unless I spend that turn recovering it.


WotR Global Buffs/Debuffs: ----

Yes, with your Round 1 action you used a full round action to utilize Intruder's End, which lasted for the duration of that round. During Round 2, the enemy commander caught you on fire. You initially indicated that you wanted to use your Round 2 standard to recover the maneuever, but instead, put out the fire as a second Full Round Action. You can recover the maneuever as a standard during round 3, or you can stay on fire and recover it during round 2


Male Human (Keleshite) Rogue 5/Low Templar 2 | HP: 58/79 | AC: 20, T: 14, FF: 17 | CMD: 22 | Fort: +5, Reflex: +10, Will: +2 | Init: +4 | Perception: -1

Unless I'm forgetting a point when a ruling changed this, you do realize that Intruder's End is a Counter Maneuver, right? It's not something you have to set and then hope you need this round. You spend an immediate action to use it, so ideally you save it for an opponent's turn, then use it to interrupt their movements.


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Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)
Ary Bishop wrote:

Activating Intruder's end as she goes forward, and then spending a standard action to recover it.

Ary spurs her mount forward, moving out just ahead of her men - further than both Aron and Irabeth ride - serving as a spearpoint. Glowing motes flow outwards from her as she concentrates, her body naturally guiding Libi II without requiring any of her attention.

intruder's end has an initiation action of an immediate action.

Ary Bishop wrote:

FRA to put out the fire, then immediate to keep mah motes active. Horse stays at the front of the charge to enable Ary to protect her troops.

Ary calmly pats out the flames as she continues to guide the horse with her knees. It hurt, sure, but she'd had much worse on multiple occasions... the motes follow the pair's moving form as they ride towards the crater.

Pathfinder srd wrote:

Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

So she used her swift actions on both turns to initiate the maneuver, and her standard on the first turn to recover it. It's currently active and expended until the beginning of her next turn.


WotR Global Buffs/Debuffs: ----
Aron Kir, Former Condemned wrote:
Unless I'm forgetting a point when a ruling changed this, you do realize that Intruder's End is a Counter Maneuver, right? It's not something you have to set and then hope you need this round. You spend an immediate action to use it, so ideally you save it for an opponent's turn, then use it to interrupt their movements.

You're right! Dunno why I thought it was an FRA. Maybe it was that way in the PoW:E playtest. Makes sense now :)


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Ary/Hrut have a separate Warden thing that, as an FRA, allows a wider zone of control than normal, and recovers 2+maneuvers. :) Also, thanks, Markus, trying to post all that on my lunch break would sploded my whole break.


Irabeth grits her oversized teeth when droplets of the fiery acid splash her face, neck, and arm. However, the adrenaline rush induced by entering the fray quickly makes her forget the pain.

Parrying trusting, fighting through the cultist foes, the paladin's attention is drawn by a screech. The vrock. Hopefully the only one. Pushing away the strike of and enemy cultist, she pushes her mount forward, but knowing the fright demon cause in animals, she elects to dismount.

After taking a few more steps forward, bringing her within 15' of the vrock, Irabeth readies her shield and sword, and takes up the demon's challenge with a yell:
"Here demon!"

Irabeth follows her answer concentrating her faith into her sword and selft, embuing them with the righteous of the Inheritor.

Move mount, move action dismount, move action get closer to Vrock, swift action for smite.


WotR Global Buffs/Debuffs: ----

The vrock chortles. "Irrrrrrrrabeth," he says. "How Vhane wishes to cut Soulshear into your flesh! He'll have to make do with a corrrrrpse."

His razor-sharp claws glint wickedly in the morning sun as they move in an arc to meet the paladin.

Vrock Claw AoO vs Irabeth (Power Attack): 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
Vrock damage vs Irabeth (Power Attack): 2d6 + 5 + 6 ⇒ (6, 1) + 5 + 6 = 18

Book keeping: Irabeth smites the Vrock. It AoOs, dealing 18 damage, grazing her.

Aron is up!


I am confused, what causes the AoO? I thought 15' should be out of its reach. no?


Male Human (Keleshite) Rogue 5/Low Templar 2 | HP: 58/79 | AC: 20, T: 14, FF: 17 | CMD: 22 | Fort: +5, Reflex: +10, Will: +2 | Init: +4 | Perception: -1

Aron guides his horse around the vrock, being careful to stay our of the reach of it's claws, just in case it's quick enough to lash out at him as he moves. He drops to the ground, sword in hand and ready to move in.

Moving so I can flank the vrock with Irabeth, but only going to move in to melee once she does so we can flank the thing


WotR Global Buffs/Debuffs: ----

My bad! Disregard the 18 damage then :)

Ary is a force to be reckoned with on the battlefield, quite literally everywhere at once as the cultists swarm around to receive her men, not even seeming to notice the lingering pain from her chemical burns. The opposing commander watches her with eyes narrowed. His right hand goes to his belt, slowly feeling along the numerous vials he has stored there, before settling on one. He toys with it in-between his long, grey fingers for a moment before darting up and away from the wasps, backing away 30' up into the air and flinging it at the undead monstrosities, nearly blasting it into bits. Huge hunks of exoskeleton rain down onto the battle raging below them.

Ary acid damage: 1d6 ⇒ 6
Commander move less than half speed and remain flying (DC 10) (grazed): 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21
Commander bomb vs Wasp #1 (grazed, point blank): 1d20 + 15 - 1 + 1 ⇒ (13) + 15 - 1 + 1 = 28
Bomb damage vs Wasp #1: 5d6 + 2 ⇒ (3, 4, 4, 2, 6) + 2 = 21

Book keeping: Ary takes an additional 6 damage from the acid bomb, and is grazed. Othirubo deals 21 damage to Wasp #1 and catches it on fire. 7 splash damage is dealt to Wasp #2 and Wasp #3. Wasp #1 is in critical condition and Wasp #2 is wounded.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 55' in the air.

Within the fray are Irabeth, Aron, and Ary. Also within is a fearsome Vrock,

Sosiel stands 20' away.

Markus stands 30' away.

Annabelle stands 45' away.

Nurah stands 60' away.

Nurah is up!


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

The wasps all have fire resist 10, so wasp #1 only takes 11 damage and is wounded, while the other wasps take no damage at all.


WotR Global Buffs/Debuffs: ----

The bombs are actually acid damage, with the explosive bomb alchemist discovery added on to increase splash radius and catch things on fire. They won't take any damage from being on fire, but the acid still hits.


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Good to know.


Female Halfling Bard 9 THP 0 HP 108/108 | Init +4 Percpt +12; AC 23/16/19 CMD 19 CMB +3 | Fort +8 Ref +13 Will +10 (+4 vs Lang Dep & Sonic, +2 vs fear) 31/31 PR
Abilities:
Bard 1st (7/7) 2nd (5/5) 3rd (4/4)
Skills:
Acro. +17, Bluff +20, Dipl. +17, K(History/Any) +13/+8, P(Oratory,Dance) +17, S. Motive +17, Stealth +17

Nurah closes with the rest of the melee, coming up behind Irabeth, calling upon her magic to obfuscate her true location from the vrock. She calls out to the surrounding troops afterwards, "Defeat these demon worshippers, for Commander Bishop and the Queen!"

Mount's Mv Act: Close on Irabeth; Std Act: displacement on Irabeth; Free Act: Maintain Performance


WotR Global Buffs/Debuffs: ----

Book keeping: Nurah casts displacement on Irabeth.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 55' in the air.

Within the fray are Irabeth, Aron, Nurah, and Ary. Also within is a fearsome Vrock,

Sosiel stands 20' away.

Markus stands 30' away.

Annabelle stands 45' away.

Ary is up!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

P(Soldier) - (Hunch): 1d20 + 12 ⇒ (4) + 12 = 16
Tactical Strike (Inspired, High Ground): 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Tactical Strike Damage (Inspired): 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Swift: Rally! Standard action: Tactical Strike, if successful, allowing Irabeth to close 10 feet with the Vrock - without provoking. Move action: Hunter's Bond v. Vrock.

Ary wades forward through the fray, still guiding Libi with her knees, every few moments, disappearing from the horse's back and taking the place of one of the motes just as they become a full Crusader, each time her shield lashing out to intervene with a blow meant for an ally... and then returning to the horse's back as if she'd never gone.

"Do not funnel! Retain spread positioning! Someone put some holes in that bomber!"

The truth was, it was infinitely disorienting. For more reason than one. But she held her focus as best she could, and tried to use the snippets to give a better view of the overall battlefield.

"Irabeth, I have you covered, get in there! The arrows are restricting its movement, take advantage!"

Then she presses forward behind Irabeth, as she bashes her way towards the Vrock through the melee.


WotR Global Buffs/Debuffs: ----

Ary - was the tactical strike intended for the vrock or for cultists? Are you closing into the vrock into melee range?

The commander coughs and spits out a wad of blood, his armor punctured with three enormous stab wounds from the wasps' wicked stingers.

Ary:

Ba-Doom! Ba-Doom! Ba-Doom! Ba-Doom! You can hear the sound of a cultist war drum beating from within the fray... you glance over and see it's an armored skald, beating on a drum made of a piece of leather pulled taut over a hollow insectoid carapace.

He's building a group of schir into a terrible enraged frenzy. One spears his halberd clear through a horse owned by a cavalier of the Flaming Lance, the dead creature falling onto the poor soldier and trapping him as the frothing mad goat demons close in from all sides...

Audit: In my rush to get out the door yesterday evening, I totally forgot the wasp AoOs D:

Wasp #1 AoO vs Commander (grazed): 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Wasp #2 AoO vs Commander (grazed): 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17
Wasp #3 AoO vs Commander (grazed): 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
Wasp #3 crit confirm AoO vs Commander (grazed): 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Wasp #4 AoO vs Commander (grazed): 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19

Book keeping: Extra 24 damage to the enemy commander from AoOs, wounding him.

Annabelle is up!


WotR Global Buffs/Debuffs: ----

Irabeth - Assuming you're gonna take the free AoOless movement from Ary. If you don't want it, let me know asap haha

The army heeds Ary's command, spreading out as best they are able within the encampment, which ends up slowing the rate all of the men are able to stream into the encampment to engage foes. In any case, the crusaders match the cultists one for one within the encampment already.

Ary rides Libi II through the crowds, picking out an enemy cultist and swinging Faith into her blindside, the blow descending into her from above like a shadow of death. As she does, she leaves her back exposed, and a cultist swings at her head with a vicious scythe. She reacts just in time to avoid being beheaded, twisting away as the blade's sharp edge cuts deeply into the back of her neck and down her shoulder. Her blood runs red, disappearing into the crimson hue of her billowing, singed cloak.

Annabelle sees the vrock appear among their soldiers, and sees Irabeth answer the creature's challenge. She spurs Blossom forward, and the pair surge towards the demon and the paladin. "Don't forget about me! Hey, you ugly vulture! Pick on something your own strength!"

She glares at the creature, but doesn't move directly into melee range just yet. The vrock glares back, completely unaffected by the young cavalier's challenge - in response it lets out a horrific shriek! Crusader and cultist alike, nearly all nearby freeze in their tracks, dropping their weapons to the ground in shock and horror - though thanks to Ary's rallying cry the crusaders are definitely less affected than the vrock's own allies.

Annabelle uses frightful gaze on the vrock. It makes a DC 17 Will save or becomes paralyzed for 1 round. Blossom maneuvers around behind Irabeth.

Markus' fiendish wasps continue to attack the alchemist commander, their stingers weaving a deadly cage of sharp implements around the nimble enemy, though this time the wounded commander manages to move just slightly faster than the slowing creatures.

Markus himself moves a few steps closer to the melee fracas before targeting the vrock with a spell - the army could handle the enemy tiefling combatants, and nobody seemed to care too much about the alchemist commander for the time being. The vrock was the primary threat, and he knew that the group had to move farther into the base as quickly as possible. His eyes flash for just a second as he reaches out towards the vrock, inflicting the monster with pain. The creature shrieks once, blinking its beady little eyes rapidly before its vision clears back to normal.

Markus will cast targeted blindness on the vrock - a DC 20 Fortitude save will negate it.

Dice rolled in strict initiative order, though the narrative above has been restructured to make it read better.
Vrock Will save vs Frightful Gaze: 1d20 + 6 ⇒ (14) + 6 = 20
Mass Combat reflex rolls
Irabeth reflex save: 1d20 + 7 ⇒ (14) + 7 = 21
Swarm damage: 4d4 ⇒ (4, 3, 4, 1) = 12 Further reduction from Displacement brings this to 3 damage
Aron reflex save (Prayer): 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Nurah reflex save (Prayer): 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Swarm damage: 4d4 ⇒ (2, 1, 1, 4) = 8 4 damage
Ary reflex save (grazed, Prayer): 1d20 + 9 - 1 + 1 ⇒ (1) + 9 - 1 + 1 = 10
Swarm damage: 4d4 ⇒ (4, 3, 4, 3) = 14 14 damage
Annabelle reflex save: 1d20 + 4 ⇒ (12) + 4 = 16
Swarm damage: 4d4 ⇒ (4, 1, 2, 3) = 10 5 damage
Stunning Screech DC 20
Aron vs Stunning Screech Fortitude Save (Prayer, Crusader): 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
Nurah vs Stunning Screech Fortitude Save (Prayer, Well-Versed): 1d20 + 8 + 1 + 4 ⇒ (15) + 8 + 1 + 4 = 28
Ary vs Stunning Screech Fortitude Save (Prayer, Grazed, Purity of Faith, Favored Enemy): 1d20 + 5 + 1 - 1 + 1 + 2 ⇒ (5) + 5 + 1 - 1 + 1 + 2 = 13
Irabeth vs Stunning Screech Fortitude Save (Prayer): 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Annabelle vs Stunning Screech Fortitude Save (grazed): 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Libi II vs Stunning Screech Fortitude Save (Prayer): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Blossom vs Stunning Screech Fortitude Save: 1d20 + 7 ⇒ (6) + 7 = 13
Wasp #1 Sting vs. Commander (Critical): 1d20 + 10 - 3 ⇒ (10) + 10 - 3 = 17 Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Wasp #2 Sting vs. Commander (Wounded): 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Wasp #3 Sting vs. Commander (Grazed): 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24 Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Wasp #4 Sting vs. Commander (Grazed): 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10 Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Vrock Fort save vs selected blindness: 1d20 + 13 ⇒ (15) + 13 = 28

Book keeping: Irabeth takes 3 damage, Nurah takes 4 damage, Ary takes 14 damage, and Annabelle takes 5 damage from mass combat. Annabelle is grazed. Aron, Ary, Annabelle, Libi II and Blossom are stunned.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 55' in the air.

Within the fray are Irabeth, Aron, Nurah, and Ary. Also within is a fearsome Vrock, currently engaged with Irabeth.

Ba-Doom! Ba-Doom! Ba-Doom! Ba-Doom! You can hear the sound of a cultist war drum beating from within the fray... you glance over and see it's an armored skald, beating on a drum made of a piece of leather pulled taut over a hollow insectoid carapace.

He's building a group of schir into a terrible enraged frenzy. One spears his halberd clear through a horse owned by a cavalier of the Flaming Lance, the dead creature falling onto the poor soldier and trapping him as the frothing mad goat demons close in from all sides...

Sosiel stands 20' away.

Markus stands 30' away.

Annabelle stands 45' away.

Round 4!

Sosiel is up!


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Prior to being stunned - as it wouldn't let me post.

"Cavaliers, give the schir a wide berth! Sunrise Sword, press forward into them. I want that Skald and its demons taken down!" Then as she starts to ride forward, she and her horse both slump in place, Radiance clattering to the ground beside her, while Faith remains strapped to her arm. I assume, at least :p


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female human vampire cavalier (ghost rider) 5 | hp 28/65 (grazed), AC 22, touch 13, ff 20, CMD 24 | Fort +10, Ref +4, Will +4 | Init +2, Perception +12, darkvision 60ft.
Blossom:
hp 26/26, AC 17, Fort +6, Ref +7, Will +2, DR 5/slashing

Annabelle isn't subject to anything that requires a Fortitude save and thus isn't stunned.


Human (Garundi) Cleric of Shelyn 7 | HP 64/77 | AC 17, T 10, FF 17 | Fort +7, Ref +2, Will +11 | CMD 17 | Init -1 | Perception +5

Sosiel finally reaches the battle, glaive in hand. As he eyes his prospective opponents, he allows the weapon to spin in his hand, already building momentum for an imminent strike. The vrock was clearly the greatest threat present, but he could hardly overlook the danger that their lesser foes posed. Trusting his spell to keep his love safe for the time being, he follows after the crusaders of the Sunrise Sword, intent on joining their assault against the schir demons.

"For the Crusade!" he calls out, lashing out with his whirling glaive.

If Sosiel can reach the schir situation this turn, this attack will be aimed at them; otherwise it can be used on whatever poor cultist mooks get in his way.

Attack (Inspired): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
RALLY Attack (Inspired): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage (Inspired): 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10


WotR Global Buffs/Debuffs: ----

Annabelle - Right you are! Sucks Blossom isn't, though.

Captain Cobelen drives his gleaming sword into a schir, letting the body fall to the ground and dissolve into smoke and ichor before responding, "Yes, Commander! Sunrise Sword! Follow me!"

Sosiel strides onto the battlefield, standing out from the ragtag cultists and battle-hardened crusaders with his particularly immaculate garb. He whirls his glaive, a whipping slash leaving a dividing laceration in a nearby cultist that begins to soak with dark substance through their robes.

Battlefield Description:

The heroes lead an army of 160 crusaders on a 400' x 400' -ish circular cultist encampment, enclosing a defending force of 100 or so soldiers. The encampment is fully barricaded on all sides by 5' tall barricade made of wood, except for a small 15' wide entrance to the north and to the south.

Markus has blasted open the barricade so that the southern entrance is now 60' wide. This has left an enormous crater in which the two armies clash.

The Commander, an alchemist, flies 20' within the encampment just beyond the crater, 55' in the air.

Within the fray is everyone, except for Markus, who stands 30' away from the melee. Also within is a fearsome Vrock.

Ba-Doom! Ba-Doom! Ba-Doom! Ba-Doom! You can hear the sound of a cultist war drum beating from within the fray... you glance over and see it's an armored skald, beating on a drum made of a piece of leather pulled taut over a hollow insectoid carapace.

He's building a group of schir into a terrible enraged frenzy. One spears his halberd clear through a horse owned by a cavalier of the Flaming Lance, the dead creature falling onto the poor soldier and trapping him as the frothing mad goat demons close in from all sides...

Irabeth is up!


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Hearing Vhane’s name only strengthen Irabeth’s resolve. She readies her shield to walk into the Vrock’ area of control, and, with Ary’s direction, quickly closes the gap between herself and the demon. There, facing the creature’s waist, she prepares to strike, her sword lifted high and gleaming with holy energy. Momentarily interrupted by the creatures screech, Irabeth grits her teeth, and with resolve shakes of the pain, and brings down her sword on the monster.

attack1 vs vrock (prayer, inspired, hunter’s bond, smite): 1d20 + 11 + 1 + 2 + 2 + 3 ⇒ (15) + 11 + 1 + 2 + 2 + 3 = 34
dg cold iron (prayer, inspired, hunter’s bond, smite first attack): 1d8 + 9 + 1 + 2 + 2 + 14 ⇒ (5) + 9 + 1 + 2 + 2 + 14 = 33

attack2 vs vrock (prayer, inspired, hunter’s bond, smite): 1d20 + 6 + 1 + 2 + 2 + 3 ⇒ (4) + 6 + 1 + 2 + 2 + 3 = 18 Use rally
attack2 vs vrock (prayer, inspired, hunter’s bond, smite): 1d20 + 6 + 1 + 2 + 2 + 3 ⇒ (14) + 6 + 1 + 2 + 2 + 3 = 28
dg cold iron (prayer, inspired, hunter’s bond, smite): 1d8 + 9 + 1 + 2 + 2 + 7 ⇒ (1) + 9 + 1 + 2 + 2 + 7 = 22

”There won’t be an escape, for him or YOU!” she calls over the sound of battle as she strikes ”Now!” she finishes, her voice directed at Aron, but her gaze fully on the vrock.
10’ move with ary’s ability, 5’ step, full attack!


WotR Global Buffs/Debuffs: ----

The sharp edge of Irabeth's longsword leaves a neat pair of slices flayed from the wrath demon.

Book keeping: Irabeth deals 45 damage to the vrock after DR. It is wounded.

Aron is up!


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Ary Fortitude Recheck (Prayer, Grazed, Purity, DEMON!): 1d20 + 8 + 1 - 1 + 1 + 2 ⇒ (15) + 8 + 1 - 1 + 1 + 2 = 26
If applicable!
Libi II Fortitude Recheck (Prayer): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

Ary begins to slump, but manages to retain her weapons -and- control, though Libi II still ultimately succumbs.


Male Human (Keleshite) Rogue 5/Low Templar 2 | HP: 58/79 | AC: 20, T: 14, FF: 17 | CMD: 22 | Fort: +5, Reflex: +10, Will: +2 | Init: +4 | Perception: -1

RALLY Fort Save (Prayer, Crusader): 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21

Aron feels the shriek tear through his body, but Ary's words strength his resolve and he pushes through. Hearing Irabeth's shout, he surges forward, staying low to try to avoid the vrock's claws and his blade aimed straight for the vrock's exposed back. He aims for the meeting between it's arms and it's back, hoping to hamper the demon's movement

Attack (Bond, CHARGE!, Flanking, Prayer): 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (6) + 11 + 2 + 2 + 2 + 1 = 24
Damage? (Bond, Prayer): 1d6 + 5 + 2 + 1 + 3d6 ⇒ (5) + 5 + 2 + 1 + (1, 6, 1) = 21
If he hits, I'll apply the Disoriented condition to try to weaken his attacks next round
Acrobatics (Prayer): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 Almost forgot this...


WotR Global Buffs/Debuffs: ----

Aron ducks beneath the Vrock's claws and drives his blade deep into the vrock's side, He twists it as he draws the blade out, dealing horrific damage to its insides despite the monster's innate healing factor.

Meanwhile, far above the battlefield, the commander flies down and away from the wasps until he is a mere 30' above the battlefield, moving faster than they can react. He chucks his bomb up at the cluster of wasps, blowing two of them into smithereens and leaving another one with a fractured and burned exoskeleton. He wipes some blood off from his face and smirks.

Wasp #1 acid damage: 1d6 ⇒ 5
Enemy Commander fly check to move less than half speed (wounded): 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Wasp #1 AoO vs Enemy Commander (critical): 1d20 + 10 - 3 ⇒ (10) + 10 - 3 = 17
Wasp #2 AoO vs Enemy Commander (wounded): 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Wasp #3 AoO vs Enemy Commander (grazed): 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
Wasp #4 AoO vs Enemy Commander (grazed): 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Enemy Commander acid bomb vs Wasp #2 touch (wounded, point blank): 1d20 + 15 - 2 + 1 ⇒ (14) + 15 - 2 + 1 = 28
Acid damage vs Wasp #2: 5d6 + 3 ⇒ (3, 4, 6, 4, 2) + 3 = 22 forgot point-blank last time :P

Audit: Aron's Crusader buff adds +1 to attacks and damage vs chaotic evil outsiders. He is also inspired, granting an additional +2 to attacks and damage. This brings his damage up to 24.

Book keeping: Aron deals 14 damage to the vrock after DR, an additional 3 bleed damage, and disorients it. The enemy commander deals 22 damage to Wasp #2, killing it. Acid damage deals 5 damage to Wasp #1 and then 8 splash damage also kills it. Wasp #3 takes 8 splash damage, so it is wounded.

Nurah is up!

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