Zedth's Hell-scarred and War-torn (PF1) (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


1,151 to 1,200 of 4,692 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Tactical Map

The dwarf-priest and the large-barian rain blows down onto the fleeing Lizardman caster, doing significant damage to his face and shoulders, but the resilient creature keeps moving undaunted.

Moving onto bigger prey, the pair move toward the main campfire circle where the drake is flying by. Gromff engages his ring causing him to be briefly surrounded by a bubble-shaped flash of white light. Roland leaps into the air in hopes of catching the drake with his extended reach of his hammer... his jump feels well timed...Roland is sure its going to miss by an inch...and BLAM!! The blow connects with the creature's wing as it downthrusts for altitude. The snapping of the enemy's bone is accompanied by the crackle of electric shock--- an arc of emerald lightning peels off of the drake and zaps Roland.
Lighting retaliation: 1d6 ⇒ 4 Roland take 4 more.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Almost forgot. Free Action Aura of Deflection. 3 rounds of +2 deflection bonus to any allies within 20 ft of me.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

As the pair move on, chasing the dragon-thing, Miro goes to work ensuring their enemies do not rise.

Coup de Grace Damage on enemy adjacent to Miro: 2d4 + 2 - 2 ⇒ (2, 2) + 2 - 2 = 4

DC 14 Fortitude save or the cultist dies.

It seems tactically sound, but if you feel this act is too 'evil' for Miro, I will understand and change to a more fitting action.

Continue Inspiring as a Free Action. 3/18 used.


Tactical Map

Miro is going north to find his place in the rebellion of mortalkind. This may in fact be his first time killing anything. You're in a life and death situation, and there is a freaking mini-dragon burning holes in your friends. I don't see a speck of evil in him wanting to neutralize threats around him.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher moves in the next sleeping person and try to put him out, before he awakes.

Starting a coup de grace.

Also, Gromff, would you be against a flying dwarf?


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

That's the way I interpreted it, as well. Some people have a more black and white approach to it. Thanks for the clarification!


Tactical Map

Holding Tessandriel's action, she can chime in later today and take 2 turns.

Dice rolls:

Rounds until next available breath weapon: 1d6 ⇒ 5
duration of acid mist: 1d4 ⇒ 1
Fort Save vs Miro CDG: 1d20 + 3 ⇒ (13) + 3 = 16
Plant vs Miro: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d4 ⇒ 4
Miro Fort Save Vs Poison: 1d20 + 3 ⇒ (19) + 3 = 22

The halfling draws forth his sword to end the life of his opponent. With a song of battle on his lips, his inner monologue is much less confident...Do I kill the sleeping man? Is this right? Finally he decides upon the inescapable conclusion that its either him or me! Miro kneels next to the figure and brings his blade down with all his might. The blow finds purchase, but he doesn't hit any vitals, and the clawed human awakes!
"Ouch! What the devil?" The man stands from his prone position. Miro you make take an AoO.

Catcher nearby to Miro decides on a similar course of action and looks for a vital spot to stab on the body at her feet.

As the bard and the clawed man reengage their melee, the shuffling of leaves and a sound like stretching rope is heard coming from behind Miro. He turns just in time to see the bizarre plant reaching out toward him with its thorny appendages! It strikes! Miro take 4 points of damage. You feel poison coursing through your wound. You made your first save, you will need to make another save on your turn.

The drake flies nearly 60' west northwest and lands in a high sturdy branch of a tree. It is now 30' up. It opens its toothy maw, green electricity dancing over its teeth. It speaks. "The all-father wants powerful warriors. You are powerful. You should join ussssss."

The lizardman runs near the wagon, and his remaining robed companions form a defensive wall in front of him. The lizardman casts a spell, but most of the party is far away.

Spellcraft DC 21 for Gromff, DC 24 for anyone else:
He casts Cure light wounds
The DC's are for distance

-------

Round 5. Everyone may act. Tess, take 2 actions. Miro, i need a fort save.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Gomff had intended to insult the drake to goad it into landing to attack. Then Roland comes flying in and whacks it squarely in the shoulder with an audible crack. "Nice hit. Keep at him. I'll keep the others off o ye," he says heading back to engage the wounded lizardman, priest.

Attack + song + Bless + Divine Favor: 1d20 + 5 + 1 + 1 + 1 ⇒ (17) + 5 + 1 + 1 + 1 = 25 Divine Favor is luck so it stacks. I am not sure if I am close enough for Miro's song though. Subtract 1 if not.
Damage+DF+song: 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

According to the text, it's all allies who can 'hear' me. So you should be good.

Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11

Miro mind-curses as he continues to sing, swinging wildly at the rising cultist.

Oh crap!: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 1d4 - 1 + 1 ⇒ (4) - 1 + 1 = 4

Miro curses again, forgetting about the stupid plant! He steps away from the plant, swinging again at the cultist in front of him.

Short Sword: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Damage: 1d4 - 1 + 1 ⇒ (1) - 1 + 1 = 1

Miro 5 ft steps north. If the cultist is still up after the AOO, he will attempt another attack. If not, he will full defense this round. Also, his Fort save is 1 higher with Resistance going.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

When Roland lands the drake was already moving away, out of reach, so it was just a matter of ignoring the dwarf's request and doing something else. In a booming voice he replied to the Drake, already on the move to do kill one more halfling. "Sure! If you can beat me!" He turned his head and found several cultists waiting to be butchered east of his position, and thus he moved there, keeping them at a distance so they couldn't swarm over him.

Earthbreaker: 1d20 + 13 ⇒ (19) + 13 = 32! Damage: 3d6 + 17 ⇒ (5, 6, 6) + 17 = 34
Attacking the south Cultist.
AC 16
Buff rounds: Rage 4/12; Enlarge 3/10; Bull's Strenght 6/30; Bless 6/30; Inspiration X/X;


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I take it back. I didn't notice that the lizardman ran away so I moved closer to them. I would really really really like to keep that roll for later though.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Boss, I started the coup de Grace in the previous round. It takes my move or standard this round? I would think it's my move, because I've already spent my standard last round, but that's just a personal opinion. I'll wait your saying to post more.

Focused on the grizzly task at hand, and with no moral conflicts, they were bad persons and this was just their just reward, Catcher drives the knife, deep into the helpless person at her feet.
Dmg (dagger+str+insp): 2d4 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13

Fortitude DC 23 or dies.


Tactical Map

It is already stretching the rules a bit to allow the full round action to be spread over two rounds, but allowing for that I'm not comfortable allowing another standard action after the coup de grace is completed in the same round. You have a move action left this round.
Fort save vs Catcher's CDG: 1d20 + 3 ⇒ (8) + 3 = 11
Catcher brings her dagger down with brutal efficiency on the sleeping victim. The snores turn to bloody gurgles when the knife is embedded in his throat. The man's eyes go wide, then his form goes limp as the life goes out of him.
Roland blasts the life out of a cultist with a single blow from his giant hammer. The body flies to the side, face down in the leaves and dirt.
Miro stabs at the wounded man, finishing the job. Warm blood gushes onto the halfling's arm when the final blow lands.
Just moments afterward, the poison coursing through Miro's veins causes him to become confused and babble incoherently.
Confusion: 1d100 ⇒ 29
Gromff moves, slowly but steadily, to engage.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

That means we loose his Inspire Courage doesn't it?


Tactical Map

Good question, I (or anyone else) will need to look up the bard song ability. I seem to remember it required something hefty to interrupt the song, and confusion may or may not be on that list. I'll take a look when I can.


Tactical Map

After reading the bardic performance rules, I'm forced to conclude that Miro's performance goes on! The confusion does not interrupt his inspiration. Rock on Miro!

Though Miro keeps singing his rousing song about Rorick the Rager, on the third verse he swaps out the lyrics for gibberish and muttered incoherent humming and sputtering. It is hilarious to behold.

Tessandriel laughs out loud at the ridiculous song, but it inspires her nonetheless. In quick succession she fires off a volley of her deadly arrows at the lightning-covered forest drake.
Bow vs Drake: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Bow vs Drake: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Unbelievable...

--------

The drake flinches as arrows zip by its position in the treetop. It wrenches a large rotting branch from an adjacent tree with one claw. It stays there in position looking over the party, standing on one foot, the other foot grasping a broken log. One of its wings is hanging lower than the other. It looks to Roland and says "Yessss, then we agree you will loooooz this battle."

The lizardman again points his scaly finger at the oversized barbarian's weapon, and utters a spell.

Spellcraft DC 16 (for Gromff):
He again casts the arcane spell Break on Roland's earthbreaker.

Roland Fort Save Vs Break spell: 1d20 + 7 ⇒ (4) + 7 = 11
With a dramatic crack the trusty earthbreaker becomes wobbly and brittle in Roland's hands. It gains the broken condition, and it at half hit points.

Two of the robed figures standing in front of the lizardman reach back and touch their guarded spell-casting companion. Each of them have scaled hands as well, and each cast a spell on the lizardman who just broke Roland's hammer.

Spellcraft DC 16 (for Gromff):
They both cast Cure Light Wounds.
CLW 1: 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1: 1d8 + 1 ⇒ (4) + 1 = 5

The chained prisoners are yanking at their chains, trying to break them from the wagon.

A war horn again sounds in the east outside of camp. It is still distant, but sounds closer than it did the first time you heard it.


Tactical Map

Round 6 actions now. Everyone may go.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Annnnnnnnnnnnnnnnnnd there goes the Barbarian's effectiveness... Well, I guess it was my fault to leave the guy alive...

Roland hears the crack, but it did not matter to him. Broken or not, it was still a large piece of metal on a pole, and along with his size could still make miracles. Also, it was still bigger than his Longsword, so it was still worth using. So he took a couple steps to the side, getting a better view of the tough cultist leader, and tried to send him flying too.

Earthbreaker: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19! Damage: 3d6 + 17 - 2 ⇒ (3, 6, 6) + 17 - 2 = 30
Attacking the cultist leader.
AC 16
Buff rounds: Rage 5/12; Enlarge 4/10; Bull's Strenght 7/30; Bless 7/30; Inspiration X/X;


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Wow, Mending takes 10 min. Well, I can fix it later but not in combat.

Just as Gromff reaches the cultists as they bunch together Roland comes roaring in and lays waste to one of them in one powerful blow. He is too stunned by the lads effectiveness to comment on the fact that he left the others defenseless against the Drake if it decided to naw on them. He decides against directing the idiot. Letting him tear through the enemy is probably the wisest thing to do at this point. However that war horn was getting too close for comfort they came here for a reason. Gromff charges through the melee heading for the prisoners and takes a swing at the chains with his mace.

Move or charge, whichever I need to do to get to the chain. Can't see the map at work.

Attack+song+bless+DF: 1d20 + 5 + 1 + 1 + 1 ⇒ (6) + 5 + 1 + 1 + 1 = 14
Damage+song+DF: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

The previous attack was better but I will take this. Hope that breaks it.

If it does, "Run for the hills. There be an army to the south headed our way."


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Fortitude: 1d20 + 3 ⇒ (19) + 3 = 22

If I save can I take my action, or am I just babbling for the next few rounds? LOL


Tactical Map

Your poison save was successful, thus preventing further harm, however the magical nature of the poison keeps you under a confusion effect for a short time. Now that you've saved, roll two dice for me. Roll 1d6 for remaining confusion duration in rounds, and roll 1d100 for the confusion effect.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Duration: 1d6 ⇒ 4
Effect: 1d100 ⇒ 58

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Doubt gripped the mage. She was afraid to make the drake focus on her and the ones nearby, with Roland and Gromff being so far away.I'll just pass my action. I don't want attract the drake attention.


Tactical Map

Roland swings his mighty partially-broken earthbreaker and connects with the lizardman leader. The blow clangs against whatever armor is underneath the robes and doesn't appear to have dealt damage.

Gromff runs to the wagon and without hesitation brings down his morningstar on the iron loop holding the prisoners' chains. The wood under the loop splinters and gives way under the blow, freeing the prisoners from being chained to the wagon.

Miro suddenly gets a determined look, and mid-song he thrusts his sword into his thigh. Miro Confusion Dmg: 1d4 ⇒ 1

Catcher is hesitant to leave Miro's side, makes no direct moves or attacks.

Tessandriel, less hesitant that the young mage, knocks another arrow and fires at the drake, wanting it dead sooner rather than later.
Bow vs Drake: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d8 ⇒ 2

GM thoughts on Confusion:
I reject the confusion rule where you automatically deal 1d8 + Str damage to yourself. If you're holding a shortsword, you deal shortsword damage.


Tactical Map

When the dwarf priest frees the prisoners, most of them don't hesitate to take his advice and run for the hills. One prisoner climbs the guard tower nearby. Two others climb into the wagon and shuffle around looking for gear.
Of the two in the wagon, one pulls out a fine looking earthbreaker--of excellent quality. The other grabs a shortsword and a shortbow.
That makes 3 prisoners who haven't left for the woods. I've moved the rest of the figures to the edge of the map to show the direction they fled in, but they are in fact off of the tactical map.

The newly healed lizardman leader makes a sudden break for for the woods, nearly knocking down his companion who just healed him. The rest of his nearby robed companions lose their stomach for the fight as well, running northward into the woods. These also are left on the tactical map for directional purposes, but in reality have moved off of the map.
Roland, you may make an AoO against the leader or one of his buddies. They were within your range when they fled.

The drake roars at the fleeing cultists. "Cowardsssss! I will conssssume your flesh!" With Tessandriel's arrow sticking out of its leg, it lifts into the air and flies east, then northeast, in pursuit of the robed men. It drops the broken branch that it held in its claw, and it falls at the base of a tree at the camp perimeter.

A single warhorn blow sounds again in the east, a little closer than before.

This leaves all bad guys either dead or fleeing, and one left near the dining tables, asleep from Miro's spell. After Roland's AoO, you are effectively out of combat unless you choose to pursue.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland will take an AoO against the cultist that was beside the leader, trying to identify if his earthbreaker is still useful since it did not do any harm to the leader. Broken: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19! Damage: 3d6 + 17 - 2 ⇒ (2, 1, 3) + 17 - 2 = 21 Although he could just withdraw and cause no AoO, right?

He waits until someone mentions what to do.


Tactical Map

He could have just withdrawn, but sometimes in the heat of combat the best decision isn't always arrived at. I was picturing a hesitating unsure opponent, who began to move with his leader but then decided to full run afterward.

Roland whacks one of the fleeing enemies, dropping him to the ground. He lies there like a sack of potatoes.


1 person marked this as a favorite.
M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I love it when we can go into a fight well prepared. I also love how Roland smacked the drake for over half its health in one shot. I think we should call this plan Baited Beatdown. I'm the bait he's the beatdown.

"Not south ye durned fools. That's the direction the army is comin from," Gromff says trying to warn the fleeing prisoners. "Bah. Grab what ye can and lets get out o hear afore the rest of that army shows up. Need to beat them to Sweetwater if'n we intend to get Walker out o here."

Perception to loot wagon slash bodies: 1d20 + 3 ⇒ (14) + 3 = 17

Also, I do not have ranks in spellcraft and likely never will.


Tactical Map

Ah ok, understood! I should have noticed that Gromff, but I was giving the option just in case.

The blaring of the horn in the east seems to have stopped. Gromff hops up onto the wagon and begins to look for loot. There is clearly a decent cache here. At a glance you see:

-A small chest
-barrels, crates, marked as flour, salted beef, ale, wine
-quite a few weapons of various designs, a couple look like possible fine quality
-10 or more backpacks
-several loose cloaks and coats
-sets of chains and manacles
-coils of rope
-tools (axes, hammers, nails, twine, saws, wood planks)
-2 folded up tents

Before you can get a closer look, the two recently freed men stand jealously over the small chest, blocking any further examination.
"This belongs to us," says the man with the fine-quality earthbreaker in hand. He looks around hastily, grabs a dagger, a fur cloak, and a backpack. "You can have anything here you want, but the chest is mine!" He says this in a rather blunt nasty fashion, with teeth clenched toward the end of his speech.
The man in the tower seems to have found himself a shortbow, because he has an arrow knocked, ready to be drawn.

Suddenly, yet not unexpectedly, the horn blares again... closer.

A rather heavy flurry of snow begins to fall, leaving cottonball sized clumps of snowflakes on the camp floor.

Gromff I know you wanted to search the bodies too, but in your search of the wagon, which presumably happens first, the above scene happens before any bodies have yet been searched.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

is the animal that pulled the cart still alive and there?

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

As soon the battle is over, Cather says to Miro "Mind the other sleeping one!" as she run, to get Aerseni and Walker back.

"It's time we move! Hurry!" she says, urging the elf and the old man to move.


Tactical Map
Gromff Hammerhand wrote:
is the animal that pulled the cart still alive and there?

It is an ox, and it stands a stoic vigil, awaiting command, knowing its role as a well trained beast of burden.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Great

Gromff hops into the driver's seat and grabs the reins. "Take the chest and what ever else ye need. Tell the others we're headin for Sweetwater and Ashvale I forgot what it was called again. after that. Army o devil's headed this way so ye best make yerself scares or follow us."

To the others. "We got ourselves a ride. Grab anything that looks useful and hop on. Best be goin before that army catches up." Gromff waits until everyone is ready to move then guides the ox north and west if possible towards Sweetwater, hopefully with Tess's guidance.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

After a bit, Miro snaps out of his confused state, looking around in quick alarm before relaxing. With a slight look of regret, he slides his sword through the sleeping man. One less to trouble them later or to catch the prisoners.

Coup de Grace: 2d4 ⇒ (3, 3) = 6

Fort DC 16 or dies

Miro shakes his head at the violence. This would definitely make for an interesting song, full of triumph and despair all in one. He runs for the wagon, hopping on with his companions.


Tactical Map

Tessandriel points out that this forest is fairly rugged and unforgiving. It is similar enough to mountainous terrain for Tessandriel to gain her favored terrain bonus. Thus, it will be impossible to steer this wagon north or west. The only viable exit to this camp for the wagon appears to be on muddy the eastern path. This is presumably where it came in, based on the wagon ruts.

Miro slays the final sleeping cultist with a thrust of his shortsword.

Catcher goes back to their would-be camp sight a ways south of the larger camp where battle just took place. She finds the camouflaged elf child and old man precisely where they left them. They get up and follow Catcher.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland is catching his breath for a few seconds, enough to let the dwarf do whatever he wants, but then he realizes that they know nothing about these guys, and gets pissed up with Gromff. "What? Are we just gonna walk away without talking to them first? Do you know who they are and why were they attacked in the first place? If they stay here they got no chance! We just save them from a life of forced servitude and the looser is worried about a little chest! Something smells bad here, I can tell!"

The barbarian will check if is there any other finely made Earthbreaker in the lot on the cart, or if there isn't:

If there isn't:
He will not exactly try to intimidate the guard, but being buffed and enlarged might still do the trick without intending it. "Hey, guard. My weapon broke while we were saving the lot of you. Can I have that one?" He points to the finely made Earthbreaker in the hands of the soldier. "It's a fair price, isn't it?"


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro approaches as the barbarian appears to get into another argument with the dwarf. Miro is less concerned this time around...this seemed like the way these two liked to interact. Instead, he approaches the man guarding the chest, smiling disarmingly.

"We are friends, please relax. You seem very steadfast fellows, to guard this chest instead of running off with the others. Your dedication is appreciated. Are the contents what you were being jailed and carted off for?"

Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15

I will ask at about the 15 ft range, just in case they get antsy and try to smash me.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Looking at the man who claimed the chest Tessandriel exclaims:

"Don't you threaten me little man. We were the ones who saved your butts so the spoils go to us. Don't like it? Say hello to that group about to be upon us. We are taking it and that's final." she says harshly.

"Now, we need to make haste. Grab what you can use and let's be leaving." she says to her compatriots.

She makes a reasonable search of the weapons to see if anything could be used by the party, let alone a bow for herself.

Perception: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Favored bonuses included.

Sorry I haven't posted. I finally got back in the mindset I needed. Just took me some time is all.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"I ain't gonna argue with ye lad cause ye can't ever seem ta grasp the situation," he says to Roland from the driver's seat. "We freed em. That's what counts. If they want to come with us and tell us what happened so be it. Safer headin for Sweetwater anyway. So what's it gonna be?" he says switching to the man guarding the chest. "Ye comin with or stayin here and trying yer luck against that armor and the ogre?"

During a break in the conversation a pulse of healing energy washes over the group.

Channel: 3d6 ⇒ (3, 5, 3) = 11 Full health.


Tactical Map

Gromff's waves of healing wash over his friends, erasing damage and soothing their aching muscles.

Dice:

Miro Knowledge Local: 1d20 + 9 ⇒ (10) + 9 = 19
Enemy Sense Motive vs Miro's discovery: 1d20 + 6 ⇒ (8) + 6 = 14
Enemy Bluff: 1d20 + 10 ⇒ (18) + 10 = 28

Miro's words were candied and friendly, but they were likely to fall on deaf ears. The bard notices a common brand scarring the hands of the two men in the wagon. These men are...or were...thieves. Bandits, most likely.

The man holding the earthbreaker scowls at Tessandriel, but his look softens soon after. "Of course you're right. We owe you our lives, you may keep our savings 'ere. We'll be going now."

Sense Motive DC 28:

If you can manage a Sense Motive DC 28, your heckles rise as you can sense the imminent attack coming from the man. You see he has sized up the party and can see that even after Gromff's healing, Roland is still wounded and exhausted.
If you can manage a Sense Motive DC 28, you may act in the surprise round.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

With just her WIS mod Tess can't make that DC ever. Besides, she is looking for other things just now.

-Posted with Wayfinder


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Not even gonna bother dude. Let him have his surprise and see how far that gets him.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20 Can I roll twice and add the results to have a chance? ^_^


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Sense Motive: 1d20 + 10 ⇒ (11) + 10 = 21

Oh well, worth a shot.


Tactical Map

The earthbreaker-wielding bandit suddenly attacks Gromff from behind as he sits on the wagon facing forward.
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Moradin must be looking over his servant however. The attack was poorly aimed and bounces harmlessly off of Gromff's helmet, slamming into the wooden bench on which the dwarf sits upon.
"Kill them all!!" yells the bandit to his two remaining comrades.


Tactical Map

Initiative Rolls
Tessandriel: 1d20 + 7 ⇒ (12) + 7 = 19
Gromff: 1d20 + 2 ⇒ (9) + 2 = 11
Roland: 1d20 + 1 ⇒ (3) + 1 = 4
Catcher: 1d20 + 12 ⇒ (6) + 12 = 18
Miro: 1d20 + 7 ⇒ (13) + 7 = 20
Bad guys: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative order is:

-Everyone except Roland
-Bad guys
-Roland

Round 1, go!
Keep lighting in mind. There are no active light sources over here at this time. There is the last bit of daylight peeking through the treetops, the lighting is minimal. Concealment and 20% chance is currently in force.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro sighs at the wastefulness of this fight. Such a shame to squabble over mere 'things'. Then again, these men owed his companions their lives, and had repaid them with treachery and violence. He dons his shield while chanting magical words. Suddenly, the area around the two bandits attacking Gromff gets VERY slick.

Cast Grease on the corner of F/G 8/9. Both bandits need to make Reflex DC 15 checks or fall prone.


Tactical Map

The floor of the wagon is coated with Miro's magical grease, but both men don't move more than a wobble. Their years of treacherous deeds have paid off, as their well practiced balance keeps them upright for the time being.
F8 save: 1d20 + 6 ⇒ (14) + 6 = 20
G8 save: 1d20 + 4 ⇒ (17) + 4 = 21

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Heal(stabilize): 1d20 ⇒ 20

After tending for the enemy woman, Catcher moves to get Aerseni and the Walker, upon returning, the fight erupts as the captives tries to attack her friends.

She then, observes what weapon are they using, and if there's one with a metal grasp! Aiming to use Burning disarm, but earthbreakers can be made entirely of metal or metal and wood.


Tactical Map

This EBreaker is both wood and metal. There is enough metal for your spell to qualify. Also it is short range, so you'll need to move a bit closer to cast. Move your token when you get a moment.
Save vs Burning Disarm: 1d20 + 6 ⇒ (18) + 6 = 24
The metal rod under the leather wraps of the fine earthbreaker handle light up to hot-orange, and the weapon is tossed aside as a knee-jerk reaction.

When the bandit missed Gromff on his sneak attack it took a bit of wind out of his sails, but it was not until Catcher cast her spell that fear returned to his eyes. He realized he has committed a grievous error in judgment.

1,151 to 1,200 of 4,692 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Hellscarred and War-torn Gameplay All Messageboards

Want to post a reply? Sign in.