Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


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Alright, when I come home from this brunch party thing later I will follow Telemaakos's suggestion and get things moving again.


<< Base Camp, The Island | Afternoon-Evening | Warm-Hot low 70 high 85° F | Toliday, Lamashan 10th, 4713 AR >>

The Agents spend the afternoon eating breakfast, fixing clothes and doing aerial scouting. Eventually the mercenaries, then even Penance and the pirate crew rouse themselves from their naps. In the interest of maintaining some kind of normal sleep schedule the Agents set up a roster of night watches and then go to sleep again shortly after dark.

Watch 1 20:00-22:00; Telemakos and Emerion

The gnome and wizard stand the first watch with the assistance of some twenty mercenaries. Cloud cover begins to blow in from the sea, by the end of their watch it is pitch black out. Luckily they'd had twenty mercenaries who had darkvision. The solidiers manning the camp with them were half-orcs, dwarves or planestouched.

Watch 2 22:00-00:00; Penance and Iliante

Penance and the aquatic representative of Alkenstar take over watch once Emerion and Telemakos rouse them. Penance in particular feels like he's been staring at the same trees forever, but the burning of a candle eventually tells them that two hours have passed. They make their way through the rows of tents to the area where the Agents have set up, going to rouse Corridan, Devram and Khanjar. Iliante is about to poke his head into Corridan's tent. Penance is about to wake Khanjar. Calls of "Hey, you hear something?" and, "Hey, what's that?" ring out from guards at both jungle facing corners of the camp. A moment later the thudding of many galloping feet, the clanking of steel and loud terrifying battle cries pierce the night.

Begin Surprise Round
______________________________________________

Initiative:

Corridan: 1d20 + 6 ⇒ (5) + 6 = 11
Devram: 1d20 + 7 ⇒ (20) + 7 = 27
Emerion: 1d20 + 4 ⇒ (7) + 4 = 11
Iliante: 1d20 + 4 ⇒ (1) + 4 = 5
Penance: 1d20 + 1 ⇒ (5) + 1 = 6
Telemakos: 1d20 + 2 ⇒ (5) + 2 = 7
Shinjuko: 1d20 + 4 ⇒ (2) + 4 = 6
Khanjar: 1d20 + 4 ⇒ (8) + 4 = 12
???: 1d20 + 2 ⇒ (17) + 2 = 19
???: 1d20 + 2 ⇒ (8) + 2 = 10
???: 1d20 + 2 ⇒ (15) + 2 = 17
???: 1d20 + 2 ⇒ (7) + 2 = 9
???: 1d20 + 2 ⇒ (6) + 2 = 8
???: 1d20 + 2 ⇒ (18) + 2 = 20
???: 1d20 + 2 ⇒ (10) + 2 = 12
???: 1d20 + 2 ⇒ (13) + 2 = 15
???: 1d20 + 2 ⇒ (10) + 2 = 12
???: 1d20 + 2 ⇒ (4) + 2 = 6
???: 1d20 + 2 ⇒ (19) + 2 = 21
???: 1d20 + 2 ⇒ (18) + 2 = 20
???: 1d20 + 2 ⇒ (6) + 2 = 8
???: 1d20 + 2 ⇒ (7) + 2 = 9
???: 1d20 + 2 ⇒ (5) + 2 = 7
???: 1d20 + 2 ⇒ (5) + 2 = 7
???: 1d20 + 2 ⇒ (4) + 2 = 6
???: 1d20 + 2 ⇒ (9) + 2 = 11
???: 1d20 + 2 ⇒ (10) + 2 = 12
???2: 1d20 + 2 ⇒ (20) + 2 = 22
???2: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative:
Party 27
???2 22
??? 21
DV Guards 14+
Guards 14-
Sailors 13

Only Penance and Iliante may act in the surprise round, single standard action. The rest of you wake up in your tents at the top of round 1 to the sound of many bestial battle cries. No armor unless you were sleeping in it, move action to grab weapons, move action to stand up. Go ahead and post your round 1 actions sleeping people (since most of them are going to be "stand up, blah").

Map

The blue radius is Iliante's darkvision, the yellow is Penance's. Anyone else with darkvision I'll give you one when you leave your tent. It's totally dark outside, so unless you have darkvision or a light source you are blind. I'll describe what people see once they move into range.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

"To arms! To arms! We're under attack!" Iliante bellows outside Corridan's tent.

He calmly walks to the gnome's tent drawing his revolver and repeats. "To arms! To arms! We're under attack!" Iliante bellows outside Telemakos's tent.

He looks around to the range of his vision for movement. He expected the attack an hour earlier, but maybe they are late. Let's see who the welcoming committee is.
___________________________
free action to scream
move action to AR7
free action to draw revolver


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram's eyes shoot open at the alarm. The swordsman grabs his Dueling Sword from its customary spot in his tent, but struggles as he is wrapped up in his blanket. He finally rolls out of his tent and stands to assess the situation, squinting into the darkness. The Agent stands in loose linen pants and a sleeping shirt.

Round 1 actions: grab sword, stand.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion wakes quickly having barely gotten deep into his slumber. He knew something was going to come, the only question was what. He threw himself up and out of the tent ready, if slightly bed ridden and cranky.

"Protect the tent and stay here unless your lives are in danger. Take my notes if your forced to flee."

He said to his servants before he left.

Stand and move outside his tent


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 1

After Iliante is confident the camp awakens, he moves toward the palisade behind the guards and readies to shoot the first unfriendly he sees within 20-ft. He wants to get his back against the palisade for cover but probably after the dark reveals their attackers.
______________________________________
move from AR7 to AL8
readied ranged touch against unfriendly within 20-ft range: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
if hit, damage: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

(Surprise round)

Penance's head snaps in the direction of the screaming guards. He adds his shouting to Iliante's.

"Ware the camp! Stoke the fires, get some lights!" he roars, while running forward. He curses as he realizes they're being attacked from two points-- he and his fellow agents are nearer the one side, but that means the other end of the camp has only the posted guards.

Move to AQ-9, draw greatsword as part of move.

***

(Round 1)

"Hold this side!" he shouts to the other agents as they start moving around inside their tents. For his part, he turns to barrel down the length of the camp to the other side, shouting as he goes to wake up anyone still sleeping.

Full-round action to Run, from AQ9 to AP-21. Drops his AC to 19.


Surprise Round Summary

"To arms! To arms! We're under attack!" Iliante bellows outside Corridan's tent. He calmly walks to the gnome's tent drawing his revolver and repeats, "To arms! To arms! We're under attack!" outside Telemakos's tent. He looks around to the range of his vision for movement. He expected the attack an hour earlier, but maybe they are late. Let's see who the welcoming committee is.

Penance's head snaps in the direction of the battle cries. He adds his shouting to Iliante's. "Ware the camp! Stoke the fires, get some lights!" he roars, while running forward. He curses as he realizes they're being attacked from two points-- he and his fellow agents are nearer the one side, but that means the other end of the camp has only the posted guards.

The galloping noises and war cries continue as the attackers circle the camp. A few of the guardsmen cry out, "Metal demons riding dragons!" A moment later the twang of bowstrings and the hiss of arrows can be heard. Screams of pain from the NE corner of the camp follow.

The guards spring into action running for the corners of the camp, or raising their crossbows and firing. It's unclear the results of their actions in the dark chaotic night.

Tents begin to waggle around the camp as the sleeping mercs and sailors awaken to the shouted warnings.

End of Surprise Round
_________________________________
????s:
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (17) + 3 = 20
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 3d8 + 12 ⇒ (5, 4, 1) + 12 = 22
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Guards:
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Hit
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (13) + 2 = 15

Damage: 1d8 ⇒ 3

Map

Round 1 update will follow as soon as everyone has posted.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

"Metal demons on dragons?" I pray our sentries are mistaken. And if they are not... ancestors, grant me the courage to die well. Shinjuko rolls forward from her bedroll, snatching up Noriki no meiyo in a single motion as she rises. The beginnings of an incantation are on her lips as she stands listening to the alarms being raised outside.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Awakening to both the commotion outside his tent and Iliante's shouting, Corridan wastes no time putting on his boots and standing up, ready to step outside. He affords a mere moment to regret his decision to stop sleeping in his mithral shirt now that he has a tent of his own and the privacy that comes with it, and then tries to get a better sense of what is happening by listening to the sounds outside.

Round 1

Hit Points 29/29
Ki Pool 3/3
AC 16/T 16/FF 11, CMD 20
Fort +4/Ref +10/Will +4 (+6 vs. charm and compulsion)


I believe I just need Telemakos' round 1 action.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Telemakos jumpes up in his tent at the sound of alarm Never! He is never around when I need him! what do I summon him for if he’s never around? he thinks, angry, when he realizes once again Arasmes is not around to help in a fight. He checks his armor Good thing I didn’t take this off… although my back is so stiff right now… he grabs the rifle at the feet of his bed and starts running out in the night.

ROUND 1:
move action to get up, move action to get rifle


Round 1

Devram's eyes shoot open at the alarm. The swordsman grabs his Dueling Sword from its customary spot in his tent, but struggles as he is wrapped up in his blanket. He finally rolls out of his tent and stands to assess the situation, squinting into the darkness. The Agent stands in loose linen pants and a sleeping shirt.

Emerion wakes quickly having barely gotten deep into his slumber. He knew something was going to come, the only question was what. He threw himself up and out of the tent, ready, if slightly bed ridden and cranky.

"Protect the tent and stay here unless your lives are in danger. Take my notes if your forced to flee," he says to his servants before he leaves.

After Iliante is confident the camp awakens, he moves toward the palisade behind the guards and readies to shoot the first unfriendly he sees within ten paces. He sees two huge lizards charging through the edges of his black and white vision. They are bigger than horses, and moving fast. Mounted on their backs, wielding longbows are some kind of humanoids. At first glance they appear to be metallic from head to toe. Looking closer, Iliant suspects they are wearing some kind of full plate mail armor. Either way, they are an amalgamation of insectoid, crustacean and demonic features. Each suit of armor, if that's what it is, is unique.

"Hold this side!" Penance shouts to the other Agents as they start moving around inside their tents. For his part, he turns to barrel down the length of the camp to the other side, shouting as he goes to wake up anyone still sleeping.

"Metal demons on dragons?" I pray our sentries are mistaken. And if they are not... ancestors, grant me the courage to die well. Shinjuko rolls forward from her bedroll, snatching up Noriki no meiyo in a single motion as she rises. The beginnings of an incantation are on her lips as she stands listening to the alarms being raised outside.

Awakening to both the commotion outside his tent and Iliante's shouting, Corridan wastes no time putting on his boots and standing up, ready to step outside. He affords a mere moment to regret his decision to stop sleeping in his mithral shirt now that he has a tent of his own and the privacy that comes with it, and then tries to get a better sense of what is happening by listening to the sounds outside.

Telemakos jumpes up in his tent at the sound of alarm. Never! He is never around when I need him! what do I summon him for if he’s never around? he thinks, angrily, when he realizes once again Arasmes is not around to help in a fight. He checks his armor. Good thing I didn’t take this off… although my back is so stiff right now… he grabs the rifle at the feet of his bed and starts running out in the night.

Iliante watches as one of the metal riders spurs his lizard through the trench dug around the camp. They pop up right in front of the two sentries Iliante is standing behind. The rider knocks an arrow, drawing the fletching back to his cheek and letting loose on the reloading sentries. He misses, but across the camp there is another cry of pain.

Five more of the riders bound into Iliante's view, charging in from all sides and loosing arrows at the guards. More commotion can be heard from the other side of the camp. Three arrows quickly put down one of the guard's to Iliante's right. Several more come out of the darkness, thudding into the sand all around him and the other guards.

The guard right in front of Iliante manages to load a bolt and fire it into the rider of the giant lizard right in front of him. The bolt pierces through the thing's metallic outer shell and elicits a loud grunt of pain. The other guards around the camp reload and fire their crossbows, but to little effect.

End of Round 1
--------------------------------
Begin Round 2

_____________________

Purple aura is Emerion's darkvision.

Bad Guys rolls:

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Hit
Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Hit
Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Hit

Damage: 3d8 + 9 ⇒ (3, 2, 8) + 9 = 22

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Attack: 1d20 + 3 ⇒ (17) + 3 = 20 Hit
Confirm: 1d20 + 3 ⇒ (11) + 3 = 14 Miss
Attack: 1d20 + 3 ⇒ (16) + 3 = 19 hit
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Hit
Confirm: 1d20 + 3 ⇒ (20) + 3 = 23 WTF!? Confirmed

Damage: 2d8 + 6 ⇒ (2, 6) + 6 = 14
Critical damage: 3d8 + 9 ⇒ (8, 3, 3) + 9 = 23

Good guy's Rolls:

Crossbow: 1d20 + 2 ⇒ (14) + 2 = 16
Crossbow: 1d20 + 2 ⇒ (17) + 2 = 19
Crossbow: 1d20 + 2 ⇒ (13) + 2 = 15
Crossbow: 1d20 + 2 ⇒ (9) + 2 = 11
Crossbow: 1d20 + 2 ⇒ (20) + 2 = 22 Hit
Confirm: 1d20 + 2 ⇒ (8) + 2 = 10
Crossbow: 1d20 + 2 ⇒ (3) + 2 = 5
Crossbow: 1d20 + 2 ⇒ (15) + 2 = 17
Crossbow: 1d20 + 2 ⇒ (14) + 2 = 16
Crossbow: 1d20 + 2 ⇒ (13) + 2 = 15
Crossbow: 1d20 + 2 ⇒ (16) + 2 = 18
Crossbow: 1d20 + 2 ⇒ (3) + 2 = 5

Damage: 1d8 ⇒ 7

Everyone can act for round 2. Monster's stats are in my profile now.

Map


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Penance... keeps truckin'. He can hear the screams of guards ahead in the dark, just beyond the edge of the fires' light. His booted feet pound the sand as he runs, his teeth bared in a wordless growl.

In theory, he'll have some nice momentum built up when he actually gets to a foe.

(Running again. 3x movement takes Penance to AP-34. AC 19.)


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

The tent flap that serves as her pavilion's only means of egress parts for a brief moment before swaying back to its usual hanging position. Numerous grooves begin appearing in the sand, forming a staggered path from Shinjuko's tent towards the western edge of camp. So engrossed in the approaching conflict are the pair of nearby sentries that they don't notice the strange spectacle approaching behind them—the footprints of an unseen stalker in their midst. As Shinjuko sees the creatures that offer siege to their encampment, she wills the ancestors housed within her tachi to help guide her strikes. These creatures... I have never seen their like before.

'Do not hesitate, child; strike down your foes!'

Hai!

__________________________________________________

Active Effects: vanish (Round 1/4) | Ancestral Boon (1/10 Rounds)

Casting vanish while inside the tent, then moving towards the western invaders.

Standard Action: Casting vanish
Move Action: Moving from BA7 to AW3; Drawing weapon as part of the Move.
Swift Action: Expending 1 point from her Arcane Pool to grant her sword an additional +1 enhancement.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Damn, Penance, I was going to haste or enlarge you this round… sigh, too late.
Jelani, are you going to DMPC Khanjar? Now that Penance is out of range, he (and Hageback, I guess) are the only two possible targets for enlarge person.
Also, are there fires providing a little light for my low-light vision, or am I completely blind?

Telemakos gets out of his tent frantically, almost crawling on all fours. He regains balance just in time to understand he is completely blind – he can barely make out the wall built by the workers. The screams and noises of battle are very loud though, enough to scare him. Keeping a tent between himself and the loudest of battle screams to prevent being trampled by a charge, he chants an incantation to further protect him Please work please please be the right formula please Nethys protect me he exhales with relief when a shining disk of energy starts hovering in front of him.
___________________________

ROUND 2:
Move action to get to AR 7
Standard action to cast shield (AC is now 22/13/20. Round 1/40)
Spells cast: 1st 1/4, 2nd 0/2
If he can he will also attempt a Knowledge check to recognize the enemies, but I don’t know if he is able see them.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Sorry, Telemakos :( ...technically, Telemakos goes before Penance in Initiative (a 7 to Penance's 6), so... you might get the haste off first, if Jelani allows (and that helps lots of us, not just me)? But Enlarge Person is a full-round cast unless you have somethin' special, so Penance is probably not standing still for that anyway.


Honestly I've got enough going on with all the NPCs and monsters without DMPCing someone. Hagebak is in a drunken post coitus coma. I will however switch around the order of posts for the haste if you want.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram has low light vision too. Low Light vision doubles the range of normal light and dim light. I believe the dotted lines are the normal range (6 square radius) of the fires. So double that radius (another 6 squares) would be normal light for us. Another 12 squares out (about the edge of the camp) would be dim light, which means a 20% miss chance. Beyond that, we're blind. Now what we don't know is if the invaders have darkvision. If so, they have no miss chance vs us, but we have 20% vs. them. All moot if someone puts some light in the area. Jelani, is this right?

Devram exits his tent and surveys the chaos. Shouts about lizards and dragons and metal monsters fill the air. Screams of the dying follow. Devram curses and squints into the darkness. He can see the guards firing into the darkness, but not their targets. "Fall Back! And someone put a up a goddamned light! If they're mounted, shoot for the mounts! They'll have to close ranks then!" He grabs a potion from his tent and hustles out to the night.

He moves out towards Illante, but it doesn't help his vision any. "What the hell is going on?!"

Move Action: Grab Potion of Blur
Standard: Move to AP-8


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Never mind, I thought your current position on the map was after your round 2 actions, but it is actually your position at the end of round 1. Telemakos can't get to you even with the swapped order. Now if only I could get Iliante, Corridan, Devram and Shinjuko in a 30-feet radius, that would be a great way to spend a haste...


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Telemakos:
Telemakos Ogeo Krostumolis wrote:

Never mind, I thought your current position on the map was after your round 2 actions, but it is actually your position at the end of round 1. Telemakos can't get to you even with the swapped order.

Haha, yeah, we both saw it at the same time. But you could give 4 PCs near you haste, if you wanted!


Almost correct Devram. Low light vision "can see twice as far as normal in dim light" so the 30' radius around each fire is normal light level (everyone can see). An additional 30' from that is dim light (everyone can see, 20% miss chance). For people with low light that 30' of dim light extends to 60' feet. So within 30' of the fire you can see perfectly, no miss chance. Within 90' feet of a fire, you can see okay, 20% miss chance. After that, it's blind.

Telemakos - Yeah, everyone is kinda spread out. If you want to you can delay until after Corridan and have him move closer. Maybe get Shinjuko, Devram and Corridan.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion moves up behind and to the side of Iliante before casting a spell upon as many as the enemies as it could capture. Making the area more difficult to move about in the process, that should reduce their effectiveness on their mounts.

Move to AM 9
Cast Stone Call, should hit 6 pair maybe 7 pair of enemies
2d6 ⇒ (1, 5) = 6


Can you please specify where the center of the radius is? Thanks.

Also, I forgot to mention, the pit around the camp (the dark brown stripe) is difficult terrain.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Should be AA 6 if I am not mistaken.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Mmm... Shinjuko is invisible so I won't be able to affect her. Corridan, Iliante and Devram are, right now, in the right spot. Corridan and Iliante are my top priority since Khanjar is no longer with us.
Yes. That's ok.
ATTENTION: THIS POST REPLACES MY PREVIOUS ONE

Telemakos gets out of his tent frantically, almost crawling on all fours. He regains balance just in time to understand he is completely blind – he can barely make out the wall built by the workers. The screams and noises of battle are very loud though, enough to scare him. Keeping a tent between himself and the loudest of battle screams to prevent being trampled by a charge, he sees that many of his fellow agents are gathering around “Gather round, my friends! I have a most useful incantation for you!” he quickly recites the words in his mind, to make sure it is the right one. “Master Corridan, make haste!

As soon as the tailor gets out of the tent, the gnome says the last arcane word and feels a rush of swiftness “We shall get to them with the swiftness of elementals of air! Godspeed, my friends, in this battle!
___________________________
ROUND 2:
Move action to get to AR 7
Standard action to Ready the casting of haste as soon as Corridan gets out of the tent. The haste targets Corridan, Iliante, Devram and, to avoid wasting a target, myself.
Spells cast: 1st 0/4, 2nd 1/2


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Hmm, I was going off of this here.

Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 2

Iliante hesitates a moment for the gnome's incantation, then continues toward the pallisade. He puts his shoulder to the new wooden wall and turns to see two lizard cavalry struggling across the ditch. Thank you Penance. Behind his cover, he leans around to shoot the closest lizard.
_____________________________
Hasted. Move to AI8
ranged touch vs. lizard AG4: 1d20 + 10 + 1 + 1 ⇒ (19) + 10 + 1 + 1 = 31
if hit, damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14


Devram Coates wrote:

Hmm, I was going off of this here.

Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.

Apparently the universal monster rule is in direct conflict with the description in the core rulebook. That's pretty annoying. I guess we'll go with doubles everything. So within 60' of a fire it's normal light, and withing 61-120' of the fire is dim light (if you've got low-light vision).


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

The tailor, heeding the summoner's advice, immediately exits his tent, his sharp eyes darting this way and that in an attempt to take in as much of the situation as the circumstances allow. "Interesting," Corridan mutters as he feels Telemakos' magic wash over him, becoming faster courtesy of the spell's power.

Round 2

Hit Points 29/29
Ki Pool 3/3
AC 16/T 16/FF 11, CMD 20
Fort +4/Ref +10/Will +4 (+6 vs. charm and compulsion)
Effects: Haste (+1 on attack rolls, +1 dodge bonus on AC and Reflex, speed increased by 30 ft.)

I have not added the haste bonuses to Corridan's stats, so please take them into consideration if or when the need arises.

By the way, since Corridan must first exit his tent, does the spell take effect come next turn? Or should I post his actions for this turn as if he is already hasted?


You would go before Telemakos this turn, so it'll affect your AC, but you won't really get to use it until next turn.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Alrighty then. Next turn it is.


Just realized this game was waiting on me to update, sorry for the delay folks! (>_<)*

Round 2

Penance... keeps truckin'. He can hear the screams of guards ahead in the dark, just beyond the edge of the fires' light. His booted feet pound the sand as he runs, his teeth bared in a wordless growl. In theory, he'll have some nice momentum built up when he actually gets to a foe.

The tent flap that serves as her pavilion's only means of egress parts for a brief moment before swaying back to its usual hanging position. Numerous grooves begin appearing in the sand, forming a staggered path from Shinjuko's tent towards the western edge of camp. So engrossed in the approaching conflict are the pair of nearby sentries that they don't notice the strange spectacle approaching behind them—the footprints of an unseen stalker in their midst. As Shinjuko sees the creatures that offer siege to their encampment, she wills the ancestors housed within her tachi to help guide her strikes. These creatures... I have never seen their like before.

'Do not hesitate, child; strike down your foes!'

Hai!

Devram exits his tent and surveys the chaos. Shouts about lizards and dragons and metal monsters fill the air. Screams of the dying follow. Devram curses and squints into the darkness. He can see the guards firing into the darkness, but not their targets. "Fall Back! And someone put a up a g~++$!ned light! If they're mounted, shoot for the mounts! They'll have to close ranks then!" He grabs a potion from his tent and hustles out to the night. He moves out towards Illante, but it doesn't help his vision any. "What the hell is going on?!"

Emerion moves up behind and to the side of Iliante before casting a spell. The ground in a huge column erupts in an exlposion, dirt sand and stones flying up to blast the riders there. When the ground settles it is broken and uneven.

Brown radius is difficult terrain now.

Telemakos gets out of his tent frantically, almost crawling on all fours. He regains balance just in time to understand he is completely blind – he can barely make out the wall built by the workers. The screams and noises of battle are very loud though, enough to scare him. Keeping a tent between himself and the loudest of battle screams to prevent being trampled by a charge, he sees that many of his fellow agents are gathering around “Gather round, my friends! I have a most useful incantation for you!” he quickly recites the words in his mind, to make sure it is the right one. “Master Corridan, make haste!”

The tailor, heeding the summoner's advice, immediately exits his tent, his sharp eyes darting this way and that in an attempt to take in as much of the situation as the circumstances allow.

As soon as the tailor gets out of the tent, the gnome says the last arcane word and feels a rush of swiftness “We shall get to them with the swiftness of elementals of air! Godspeed, my friends, in this battle!”

"Interesting," Corridan mutters as he feels Telemakos' magic wash over him, becoming faster courtesy of the spell's power.

Iliante hesitates a moment for the gnome's incantation, then continues toward the pallisade. He puts his shoulder to the new wooden wall and turns to see two lizard cavalry struggling across the ditch. Thank you Penance. Behind his cover, he leans around to shoot the closest lizard. His round blows half the creature's head off and it tumbles into the sand, knocking its rider from the saddle. The rider falls prone, dropping its bow, right next to two of the mercenaries.

No time for mercenaries and bad guys right now, I'll do them tonight.

Map


Round 2, continued

The mercenaries next to Shinjuko run over to help their comrades hold off the line of invaders. Now that the enemies have closed to melee distance, the guards drop their crossbows in the sand and whip their longswords from their sheathes. They charge to engage the iron-clad lizard riders, their own battle cries rising to join the enemies'. "ASPIS!" rings through the night as their swords seek reptilian flesh, following Devram's shouted orders. Shinjuko and Emerion see one guard land a glancing blow on one of the lizards, but the others all miss. On Penance's side of the camp, the guards cluster together in a shield wall, anticipating an enemy charge.

The Agents on the western side of the camp watch as the riders begin to boil over the ditch. They draw blades and engage the guards in melee. Shinjuko and Emerion see two of the lizard riders flank a guard. One of them slices open the mercenary's shoulder. Then arrows begin raining from the darkness again. In front of Iliante, one of the three guards facing off with the dismounted rider is struck with two shafts. He appears to be badly wounded but still standing for the moment. Across the camp Penance watches as two more guards are cut down by arrows and the defensive shield wall is slammed by the riders' charge.

Two of the riders aggressively push their mounts to the fore, one on either side of the camp. Now that they are close it can be seen that each has two long feathers, from some manner of tropical bird, affixed to their helmets. The feature is noticeable, but not ostentatious, it may be a sign of rank. It's becoming more clear that these are not metal creatures, but rather extremely well armored humanoids. The plumed rider near Iliante slices open one of the guards like it's child's play, before his reptilian mount bites into the gash and rips out all of the guard's internal organs with a shake of its spiny jaws.

End of Round 2
--------------------------------
Begin Round 3

____________________________________

Guard's rolls:

Longsword: 1d20 + 5 ⇒ (5) + 5 = 10
Longsword: 1d20 + 5 ⇒ (1) + 5 = 6
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18 Hit
Longsword: 1d20 + 5 ⇒ (8) + 5 = 13
Longsword: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Readied attacks:
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18 hit
Longsword: 1d20 + 5 ⇒ (1) + 5 = 6
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25 Hit
Confirm: 1d20 + 5 ⇒ (7) + 5 = 12 Miss
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18 Not triggered
Longsword: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Riders Rolls:

Longsword: 1d20 + 4 ⇒ (1) + 4 = 5
Longsword: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Longsword: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 Hit
Longsword: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Longsword: 1d20 + 4 ⇒ (18) + 4 = 22 Hit
Longsword: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Longbow: 1d20 + 3 ⇒ (8) + 3 = 11
Longbow: 1d20 + 3 ⇒ (4) + 3 = 7
Longbow: 1d20 + 3 ⇒ (19) + 3 = 22 Hit
Longbow: 1d20 + 3 ⇒ (2) + 3 = 5
Longbow: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Longbow: 1d20 + 3 ⇒ (16) + 3 = 19 Hit
Longbow: 1d20 + 3 ⇒ (12) + 3 = 15
Longbow: 1d20 + 3 ⇒ (10) + 3 = 13
Longbow: 1d20 + 3 ⇒ (11) + 3 = 14
Longbow: 1d20 + 3 ⇒ (17) + 3 = 20 Hit
Longbow: 1d20 + 3 ⇒ (20) + 3 = 23 Crit
Confirm: 1d20 + 3 ⇒ (11) + 3 = 14 Miss
Longbow: 1d20 + 3 ⇒ (14) + 3 = 17
Longbow: 1d20 + 3 ⇒ (12) + 3 = 15

Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Longsword (forgot one): 1d20 + 4 ⇒ (7) + 4 = 11

Green ones:

Longsword: 1d20 + 6 ⇒ (13) + 6 = 19
Longsword: 1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Mount bite: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11

Dang these big combats take a long time to update >_>*

Everyone's up for round 3

Map


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Looks like I have a legal charge lane to AN-41. If not, this'll basically be a double move instead, with no attack.

As he stampedes closer, Penance sees another hapless guard drop, filled with arrows. The snarl that Penance makes in answer has very little human-sounding about it.

"THOSE'RE MY MEN, YOU STINKING, SAVAGE SONS-OF--" The words he meant to finish with are lost into a wordless yell. He points at the plumed rider with his greatsword, his eyes burning golden-yellow in the dark. Maybe Abadar has given him all the life he'll manage for the day, but Penance bets he can get the god to give him some help with the death side of things.

He runs forward, roaring incoherently, bringing the sword down on the rider-- letting the momentum of his sprint through the camp carry him forward.

(Swift action: Smite on the plumed rider he's charging. 2nd smite for the... extended-day-period (he used his first on the sea creature).

Charging, Power Attack, Smite Other on Rider: 1d20 + 9 + 2 - 2 + 3 ⇒ (17) + 9 + 2 - 2 + 3 = 29
Damage: 2d6 + 6 + 6 + 4 ⇒ (1, 6) + 6 + 6 + 4 = 23

(AC vs the rider is 21 (20, -2 Charge, +3 Smite). AC vs anything else, including the mount if it gets attack of opportunity, is 18 right now.)


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram hears Penance's war cry from the east. "Damn fool! Someone help Penance! He's fighting them off on his own!"

The swordsman drinks his potion and moves to engage the beasts, knowing his vision is probably not equal to theirs. He brings up his dueling sword and shifts to a sinuous stance.

Drink potion of Blur. 20% miss chance. Move to AN-2. Snake Style.

AC is 20 from Haste, plus 20% miss chance.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Get close, and strike fast, my good friends! Tonight we… OH GODS!” Telemakos’ roaring boast gets cut short when he hears the unearthly screams of pain of the Aspis’ mercenaries. Barely making out anything in the darkness, he perceives the large shapes of the mounted figures attacking them as unique beings of considerable size, and fear strikes him halfway through his speech.

Master Nimlaidas! Master Nimalaidas, can you see these things?” Telemakos screams as he runs towards Emerion Oh Nethys, please please let these things burn! he thinks. Pointing in the general direction of the battle screams he summons a line of fire that flies through the air and condenses in a serpentine form of living fire.

Hlawv lawv! hlawv lub loj tsiaj qus thiab teeb lawv!” he screams at the summoned elemental “Kuv xav mus saib lawv hlawv! tsis ua mob rau peb cov txiv neej!Now I’ll see how they look… the gnome follows the elemental with the eyes, trying to catch a glimpse of the enemies in the light provided by its fiery attacks.

Ignan:
Burn them! burn the large beasts and light them up!
I want to see them burn! don't hurt our men!

Maybe the first among the gnome’s summons, the Fire Elemental is happy with his task. Burn the enemies he shall, indeed.

________________________

ROUND 3
Move action to AN9
Standard action to summon an Augmented Small Fire Elemental in AK3
The elemental will attack the closest lizard.

elemental attack: 1d20 + 5 ⇒ (2) + 5 = 7 that's a nice fail to begin with...

regardlessly of success, the fire elemental should provide a bit of light. If that light is enough for Telemakos to see the enemies then:
Knowledge (nature) on the lizards: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge (nature) on the riders: 1d20 + 5 ⇒ (14) + 5 = 19


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 3

[i]Wow. Didn't expect the mounts to be so fragile. That green guy looks like a leader. Drop the captain, the crew folds like a sail.[/] Illiante steps up and fires twice into the green-feathered, armored creature.
_____________________________
5-ft step to AI4
ranged touch vs. green guy: 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 19
if hit, damage: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13
if the green guy drops, he'll target its mount
Haste bonus ranged touch vs. green guy: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
if hit, damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Scanning the field he picks up what could be the leader or champion, regardless it needed to be brought down. He doubted leadership positions of any kind was gained through anything but ability. So it was a prime target.

Magic Missile vs Green Guy: 2d4 + 2 ⇒ (3, 1) + 2 = 6

If he goes down before my tun then nearest guy.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Shinjuko's voice erupts from nearby to the southern guards on the camp's western front, though of the diminutive samurai-ko there is yet no sight. Uttering phrases discovered not a week ago within the puzzling contexts of her Ciphers, she finds her reflexes and agility honed and reinforced. Steps become yet lighter; movement more fluid; forms more graceful. It is a common thing among the ways of the bushi maho-tsukai: empowering oneself beyond mortal frailties with ancient techniques. It will serve her well in but a few moments, her steps carrying her to stand next to her chosen foe with tachi unseen as she prepares to deliver a grievous blow to her foe.

__________________________________________________

Active Effects: vanish (Round 2/4) | Ancestral Boon (+1 weapon enhancement bonus; 2/10 Rounds) | Cat's Grace (+4 Dexterity; 1/40 Rounds)

Updated Stats: AC 20; Initiative +6; Reflex Save +7; CMD 22 | +2 Attack; +2 Damage

Casting cat's grace while still thirty feet away from the lizard-riding-armored-lizard-man-raiders, then continuing to approach.

Standard Action: Casting cat's grace
Move Action: Moving from AW3 to AT-2.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

With his speed and reflexes greatly enhanced by the gnome's magic, Corridan moves quickly through the camp-turned-battlefield to support Devram's own move, the two men easily reaching the closest foe within the span of a heartbeat. As soon as he is within melee range, the tailor assumes a more defensive stance, quite aware of his lack of armor, and attempts an elbow strike against the monstrous lizard's head, the blow easily deflected by the creature's armor.

Round 3

Hit Points 29/29
Ki Pool 3/3
AC 18/T 18/FF 11, CMD 22
Fort +4/Ref +11/Will +4 (+6 vs. charm and compulsion)
Effects: Combat Expertise (-1 on attack rolls, +1 dodge bonus on AC), Haste (+1 on attack rolls, +1 dodge bonus on AC and Reflex, speed increased by 30 ft., extra attack when making a full attack action)

Move Action: Move to AO2 to support Devram.
Standard Action: Attack the adjacent enemy, using Combat Expertise.
Melee attack (unarmed strike): 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9
Damage (bludgeoning): 1d6 + 2 ⇒ (4) + 2 = 6

I have added the Combat Expertise and haste bonuses to AC, CMD and Reflex to make it a little easier. Considering he has no armor on, Corridan will be using Combat Expertise every round. :-)


1 person marked this as a favorite.
Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Damn, Corridan's right. Devram has no armor either. Make it AC 16 with the haste. Potion of blur looks like a genius move now.

-Posted with Wayfinder


Round 3

As he stampedes closer, Penance sees another hapless guard drop, filled with arrows. The snarl that Penance makes in answer has very little human-sounding about it.

"THOSE'RE MY MEN, YOU STINKING, SAVAGE SONS-OF--" The words he meant to finish with are lost into a wordless yell. He points at the plumed rider with his greatsword, his eyes burning golden-yellow in the dark. Maybe Abadar has given him all the life he'll manage for the day, but Penance bets he can get the god to give him some help with the death side of things.

He runs forward, roaring incoherently, bringing the sword down on the rider-- letting the momentum of his sprint through the camp carry him forward. Penance cleaves the rider's right leg clean off halfway up the thigh, shearing through the armor like it's butter. The creature screams as a jet of crimson blood begins to regularly pump from the wound. Miraculously it stays mounted, immediately turning to counter attack while screaming maniacally.

Devram hears Penance's war cry from the east. "Damn fool! Someone help Penance! He's fighting them off on his own!" The swordsman drinks his potion and moves to engage the beasts, knowing his vision is probably not equal to theirs. He brings up his dueling sword and shifts to a sinuous stance as he closes with one of the riders.

“Get close, and strike fast, my good friends! Tonight we… OH GODS!” Telemakos’ roaring boast gets cut short when he hears the unearthly screams of pain of the Aspis’ mercenaries. Barely making out anything in the darkness, he perceives the large shapes of the mounted figures attacking them as unique beings of considerable size, and fear strikes him halfway through his speech.

“Master Nimlaidas! Master Nimalaidas, can you see these things?” Telemakos screams as he runs towards Emerion. Oh Nethys, please please let these things burn! he thinks. Pointing in the general direction of the battle screams he summons a line of fire that flies through the air and condenses in a serpentine form of living fire.

“Hlawv lawv! hlawv lub loj tsiaj qus thiab teeb lawv!” he screams at the summoned elemental “Kuv xav mus saib lawv hlawv! tsis ua mob rau peb cov txiv neej!” Now I’ll see how they look… the gnome follows the elemental with his eyes, trying to catch a glimpse of the enemies in the light provided by its fiery attacks. He sees a large riding lizard of some sort, similar to those used by Darklands races back home, and a humanoid rider in elaborately decorated head-to-toe full plate armor.

Maybe the first among the gnome’s summons, the Fire Elemental is happy with his task. Burn the enemies he shall, indeed. It lashes out at the lizard mount, which rears back in time to avoid the blow.

Wow. Didn't expect the mounts to be so fragile. That green guy looks like a leader. Drop the captain, the crew folds like a sail, Illiante thinks. He steps up and fires twice into the green feather wearing, armored creature. His rounds blast two holes through the creature's chest piece, and it reels in the saddle. As it straightens back out rivulets of blood begin pouring down its chest plate.

Scanning the field Emerion picks up what could be the leader or champion, either way it needed to be brought down. He doubted leadership positions of any kind were gained through anything but pure ability. He incants a quick spell and flings his hands towards the leader that Iliante just emptied his revolver into. Nim's familiar force missiles spring into existence, crossing the distance in the blink of an eye and blowing the green plumed rider's head off. The corpse tumbles off the lizard mount and into the sand.

Shinjuko's voice erupts from nearby to the southern guards on the camp's western front, though of the diminutive samurai-ko there is yet no sight. Uttering phrases discovered not a week ago within the puzzling contexts of her Ciphers, she finds her reflexes and agility honed and reinforced. Steps become yet lighter; movement more fluid; forms more graceful. It is a common thing among the ways of the bushi maho-tsukai: empowering oneself beyond mortal frailties with ancient techniques. It will serve her well in but a few moments, her steps carrying her to stand next to her chosen foe with tachi unseen as she prepares to deliver a grievous blow to her foe.

With his speed and reflexes greatly enhanced by the gnome's magic, Corridan moves quickly through the camp-turned-battlefield to support Devram's own move, the two men easily reaching the closest foe within the span of a heartbeat. As soon as he is within melee range, the tailor assumes a more defensive stance, quite aware of his lack of armor, and attempts an elbow strike against the monstrous lizard's head, the blow easily deflected by the creature's armor.

Gotta break these up because they take so long, so bad guys and NPCs incoming when I have time. Sorry for the wait.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

May want to consider doing some sort of Block-Statistics; combining health pools and treating "units" of enemies as one entity—stuff like that. Assuming that doesn't pose more complications than running it as is.


Well, there are mass combat rules, but having PCs involved in those changes things. Also we're not really at the numbers for mass combat yet. The middle of the week is the busiest for me, but I should be able to update this soon. At the rate your NPCs are getting mowed down it will be easier in the future. I would normally use Maptool to manage so many creature's HP, but with a map so big the exported images would be of terrible resolution and it would be hard to see the icons. So I decided to do it all manually to make it look better.


Round 3 Continued

The mercenary guards all continue to fight the invaders with the longswords, now that the fight has closed to melee range. They are largely unsuccessful, with only one landing a blow on Penance's side of the camp.

The rider's onslaught continues. Iliante takes two arrows to the chest and Corridan gets stabbed as across the camp another two mercenaries become casualties. Soon Penance will literally find himself defending that half of the camp alone.

The rider who Penance hacked a leg off tries to slash the half-orc with its longsword, but the pain and blood loss are too great and he misses horribly. However the leader's mount lunges forward to clamp it's huge maw down over Penance's neck and throat, shattering his collar bone, a couple of ribs, and shredding soft tissue in the process. The pain for Penance is intense to say the least.

End of Round 3
__________________________________________

Guards:

Mercenary sword: 1d20 + 5 ⇒ (12) + 5 = 17
Mercenary sword: 1d20 + 5 ⇒ (2) + 5 = 7
Mercenary sword: 1d20 + 5 ⇒ (7) + 5 = 12
Mercenary sword: 1d20 + 5 ⇒ (5) + 5 = 10
Mercenary sword: 1d20 + 5 ⇒ (9) + 5 = 14
Mercenary sword: 1d20 + 5 ⇒ (9) + 5 = 14
Mercenary sword: 1d20 + 5 ⇒ (20) + 5 = 25 Crit
Confirm: 1d20 + 5 ⇒ (2) + 5 = 7 Miss
Mercenary sword: 1d20 + 5 ⇒ (14) + 5 = 19
Mercenary sword: 1d20 + 5 ⇒ (9) + 5 = 14
Mercenary sword: 1d20 + 5 ⇒ (8) + 5 = 13
Mercenary sword: 1d20 + 5 ⇒ (13) + 5 = 18
Mercenary sword: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Riders:

Longsword: 1d20 + 4 ⇒ (4) + 4 = 8
Longsword: 1d20 + 4 ⇒ (1) + 4 = 5
Longsword: 1d20 + 4 ⇒ (16) + 4 = 20 Hit
Longsword: 1d20 + 4 ⇒ (19) + 4 = 23 Crit
Confirm: 1d20 + 4 ⇒ (13) + 4 = 17
Longsword: 1d20 + 4 ⇒ (8) + 4 = 12
Longsword: 1d20 + 4 ⇒ (10) + 4 = 14
Longsword: 1d20 + 4 ⇒ (20) + 4 = 24 Crit
Confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Longsword: 1d20 + 4 ⇒ (10) + 4 = 14

Damage Corridan: 1d8 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Longbow: 1d20 + 3 ⇒ (1) + 3 = 4
Longbow: 1d20 + 3 ⇒ (12) + 3 = 15
Longbow: 1d20 + 3 ⇒ (20) + 3 = 23 Crit
Confirm: 1d20 + 3 ⇒ (11) + 3 = 14
Longbow: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Longbow: 1d20 + 3 ⇒ (2) + 3 = 5
Longbow: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Longbow: 1d20 + 3 ⇒ (6) + 3 = 9
Longbow: 1d20 + 3 ⇒ (1) + 3 = 4
Longbow: 1d20 + 3 ⇒ (2) + 3 = 5
Longbow: 1d20 + 3 ⇒ (10) + 3 = 13
Longbow: 1d20 + 3 ⇒ (9) + 3 = 12

Damage to Iliante: 2d8 + 6 ⇒ (8, 3) + 6 = 17
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Lizard: 1d20 + 5 ⇒ (5) + 5 = 10
Lizard: 1d20 + 5 ⇒ (7) + 5 = 12
Lizard: 1d20 + 5 ⇒ (3) + 5 = 8
Lizard: 1d20 + 5 ⇒ (7) + 5 = 12
Lizard: 1d20 + 5 ⇒ (6) + 5 = 11
Lizard: 1d20 + 5 ⇒ (6) + 5 = 11
Lizard: 1d20 + 5 ⇒ (13) + 5 = 18 Hit
Lizard: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14

Damage to Corridan 5, Iliante 17

Green Feather Dude
Attack on Penance: 1d20 + 6 ⇒ (2) + 6 = 8
Bite on Penance: 1d20 + 5 ⇒ (20) + 5 = 25 Uh oh..
Confirm on Penance: 1d20 + 5 ⇒ (14) + 5 = 19 Oh ye gods, I'm sorry.
Damage to Penance: 4d6 + 14 ⇒ (6, 2, 2, 1) + 14 = 25

Round 4 please, sorry again for the delayed update! Khanjar, you must have epilepsy or something. But your seizure just ended, as long as you're around you can act.

Map


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

The pain! The pain! No apologies, if a PC runs off to play lone wolf the PC deserves the crit. ;)

Round 4

Penance's energies, so focused on the green-plumed rider, mean his guard is less than focused against the brutal animal beneath the rider. The bite is astonishingly savage. Pain drives through Penance like a thunderbolt. Mother of all the gods...

His roar of agony rings across the camp.

Abadar... a little... help? No, there's nothing left in that well. He's asked a lot from the god he sort-of-serves, over the last day and a half-- a lot of divine energy flowing to him, from him to others... all the godly power he'd called to heal his exhaustion earlier. Now he's just a man fighting on his own, no god in his corner.

Fine. Suits him fine, he thinks through the reeling dizziness of blood loss.

Yet Abadar isn't quite done with him yet, maybe. The fire's still burning in his veins, leading him to lift his sword again even as he feels the blood running down inside his armor with each motion. He'd called this whoreson out, and damned if he won't finish that first, he thinks.

Power Attacking Green-Plume, Declaring Fearless Zeal, Smite: 1d20 + 9 - 2 + 2 + 3 ⇒ (17) + 9 - 2 + 2 + 3 = 29
Damage: 2d6 + 6 + 6 + 4 ⇒ (1, 3) + 6 + 6 + 4 = 20

His greatsword lashes out into the rider with brutal savagery as well, sending a spray of blood over the beach. Penance grins, a bloody mouthful of teeth that makes him look very much like a full-blooded orc.

"Bite me," he spits at the lizard mount.

(Penance, it did just bite you. You probably don't want it to do that again.)

HP: 7/32, AC: 20

GM question:
So, would it be a reasonable assumption for Penance to make that the lizard mount does not have reach, as it didn't bite him when he ran in to attack its rider? Because, if Penance thinks that he could take a 5-foot step back and be out of the mount's range, he would take a 5-foot step, and use his move action to draw a potion of Cure mod. But if he thinks, in character, that the lizard would still be able to bite at him 5-feet back, he'll just stay put.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

"Yes I can see them, may want to direct your elemental over to my web when you have time."

Gesturing the arcane movements and speaking the words, summons a web in being by flicking one from his free hand.

Cast web on enemy pair 3, 4, 5, and 6. Spell DC 17, grappled on a failed reflex save.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

I thought that structure that Iliante was next to provided total cover from the bad guys 3 through 6. If not, please describe again. Also can Iliante spend a Grit point as per this power to 5-foot and dodge those two arrows and 17 damage?

Gunslinger’s Dodge:
(Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Round 4

Iliante leaps out of the way of arrow volley just in time to avoid a couple of nasty barbs. He backs up behind the barricade as more enemies begin to cross the ditch. He draws a bead on the armored creature fighting his men and creates a bloody hole in its thick armor. Then, he snaps off another round his lizard mount that explodes its neck.

With the arrows flying, Iliante is suddenly nervous that he is the biggest target, so drops prone and takes cover behind the barricade. He is not used to being surrounded like this preferring the cover of a crow's nest.
_____________________________
if yes, to the Gunslinger Dodge, he 5-ft steps to AI6. Then, he uses his 5-ft step to AJ7

ranged touch vs. AH4 guy: 1d20 + 10 + 1 + 1 ⇒ (14) + 10 + 1 + 1 = 26
damage to AH4: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
if the green guy drops, he'll target its mount AH2
Haste bonus ranged touch vs. AH4 guy: 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 19
damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
drops prone in AJ7


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Jelani, were any of those attack against Devram? He gets AOOs whenever someone misses him in melee per Snake Fang feat.

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