Killer Pixie's Eyes of the Dragon

Game Master Killer Pixie

Last vestiges of an inmortal soul...


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Your eyes open.

A bright light is surrounding you and it does not let you see anything for a few seconds. When you get used to it, you see you are standing in a reddish cobblestone floor. In any other direction you look, you can't see further than about a hundred feet. Beyond, there is only a blinding white light. Four creatures are standing in front of you, three of them are of normal height, but the other is almost twice as tall. All of them are covered in Hellknight armor, but the horns in their helms have apparently been cut off.

With their maces in hand, the human-sized hellknights move towards you.

Roll initiative, please!

Hellknight 1 Initiative: 1d20 ⇒ 15
Hellknight 2 Initiative: 1d20 ⇒ 4
Hellknight 3 Initiative: 1d20 ⇒ 17


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

The magus would cringe some where he sat as the three knights approached, reaching for his blade in hopes it was still there while also trying to scoot back. "Is there a problem here? he'd ask, trying to buy time.

Initiative: 1d20 + 8 ⇒ (14) + 8 = 22


The hellknights don't respond, but you realize the bigger one has been turning his back to you all along. He starts to move around and, when he is facing you, you see two fist-sized emeralds incrusted in the front of his helmet, their bright is even more powerful than the one of the white light.

Luckily for you, the hellknights don't seem to have your agility and reflexes, and you are quickly ready to fight.

What do you do?

The first hellknight is 30 feet in front of you and 5 feet to your left, the second one is 30 feet right in front of you and the third one is 30 feet in front of you and 5 feet to your right. The big hellknight is 40 to 50 feet in front of you and a bit to your left.

Hope I'm doing this right!


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Doesn't seem wrong to me Dming wise xD but I've never done play by post lol I assume I still have my weapon

Vincent would quickly rise seeing the enemy slowed by their heavy armor. He could always question one of these fools later, right now needing to play this little skirmish out. He'd cast his spell of shield, extra protection for the battle ahead while drawing from his innate eldritch blood. He'd let them come to him, crushing the small fry before collecting his prizes within the large ones head.

Move Action: Stand. Standard: Cast Shield. Swift Action: Activate Eldritch pool to activate mystical focus and bloodline, choosing resist energy(fire) and displacement as the active of my bloodline, giving me two full rounds of its effect. Effective AC: 27


Make three Caster Level checks, please.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

caster level: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (9) + 8 = 17


Since the moment you whisper the words to create a shield, you sense a weird sensation inside you, like if you aren't controlling the magic, but the magic is controlling you. The spell goes out of control, but it somehow works and you feel the shield in front of you. The mystic focus comes almost instantly, and you feel your skin thighten and an emptyness in your belly, it means it worked.

You were already standing, so you can still make a move action if you want to.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

I'll draw my sword then to have it in hand.its their turns


The third Hellknight, the shortest, slowly moves in diagonal towards your right, always facing you, while the first one does the same thing to your left, getting fairly close to you, tough the route he takes is more an arc than a straight line. The second Hellknight, instead, runs quickly and you only see his huge mace moving towards your head.

Attack Roll: 1d20 + 10 + 2 - 3 ⇒ (16) + 10 + 2 - 3 = 25


The Hellknight comically crashes against your invisible shield, instantly stopping the charge, but quickly getting ready to keep fighting.

The first hellknight is five feet in front of you and ten feet to your left. The second hellknight is five feet in front of you and the third hellknight is ten feet in front of you and 25 feet to your right.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Never one to pass up an oppurtunity, Vincent began to cast another spell, drawing forth the arcane power into hand. He was careful to cast its power while remaining on the defensive, sacrificing a bit of accuracy in exchange for electrical power to channel through his body, knowing full well it would balance out in its attraction towards the brutes metal armor. He couldn't afford to spellstrike the heavily armored knight, not wanting to risk the blade not penetrating his defenses and wasting the spell. He had to bring these morons down fast and find out where he was.

Casting Defensively: 1d20 + 13 ⇒ (4) + 13 = 17

Shocking Grasp touch attack: 1d20 + 10 ⇒ (2) + 10 = 12
If hit: 5d6 ⇒ (3, 1, 3, 6, 6) = 19

Normal Attacks: 1d20 + 14 - 2 - 2 ⇒ (18) + 14 - 2 - 2 = 281d20 + 9 - 2 - 2 ⇒ (20) + 9 - 2 - 2 = 25
Crtical Confirmations: 1d20 + 10 ⇒ (14) + 10 = 241d20 + 5 ⇒ (20) + 5 = 25
normal damage: 1d8 + 7 ⇒ (4) + 7 = 111d8 + 7 ⇒ (2) + 7 = 9
crit damage: 2d8 + 14 ⇒ (4, 7) + 14 = 252d8 + 14 ⇒ (1, 1) + 14 = 16

Wow! What a crazy first turn! xD haha
As for what is going on: Spell Combat: -2 to both hands from spell combat -2 for on sword attacks for additional +2 on concentrations. Touch gained +3 from Shocking grasp on metal armor


CRAZY! xD Would you mind making a Caster Level check each time you cast a spell? (Including Shocking Grasp) I know you probably don't understand why yet, but you'll see.

Also, you BAB is 6 and you get a 3 bonus because of the metal armor, but that sums 9. Again, I'm pretty sure it's me who's missing something, but I'll rather understand. :)

Pretty sure the Hellknight won't be very happy very soon.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

BAB of 6 with Strength of 5 makes +11. -2 from spell combat -2 from added concentration = 7 + 3 from Shocking grasp makes +10 total. Everything that went into that particular touch attack, and its cool, all a learning experiences lol I keep missing things too like in character creation.

Also love how my final attack was a double nat 20 xD

caster level check: 1d20 + 8 ⇒ (4) + 8 = 12


When you electrify your hand, you can feel the strange magic again. You try to focus to control it while keeping an eye on the hellknight, but it is not easy. Still, you manage to grasp the hellknight's gauntlet, and the shock travels through his body. He takes a few steps back, and loses his balance, allowing you to attack him with your scimitar, first in the arm you are still grabbing, and then a few other times in the joints, which his armor doesn't fully cover, without allowing him to fight back. Finally, the hellknight rises his mace, but leaves his neck unprotected in the process, covered only by a few layers of black silk. You swing your scimitar at it and, for a few fractions of a second, you wonder if you have defeated him.

You have. The hellknight falls to the ground, face-down, and a black blood starts to sprout from beneath him.

The third hellknight doesn't seem to care his partner is down. He keeps surrounding you to your right and, when he is about 15 feet away from you, he throws his mace at you with a surprising force.

Attack Roll: 1d20 + 7 + 1 - 4 - 2 ⇒ (11) + 7 + 1 - 4 - 2 = 13


The mace is not very aerodynamic, and it lands at your side while the first hellknight approaches you from behind and attacks you.

Attack Roll: 1d20 + 10 ⇒ (14) + 10 = 24

Attack Roll: 1d20 + 5 ⇒ (16) + 5 = 21


You easily dodge the first swing of the mace, and the second one crashes against your invisible shield.

The first hellknight is 5 feet to your left. The second one is down, 5 feet in front of you. The third one is 15 feet at your right, and he is unarmed, his mace right at your feet.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

One down. Two to go. Vincent had always been a bit of a surgeon in terms of combat, planning ahead and striking where he needed. He was a little heated though he'd admit, his strikes feeling slightly sloppy in his attempts to finish this quickly. As far as he was concerned, someone was challenging him and he wasn't getting paid. Someone would though, they'd pay dearly for the situation he was in. Turning on the first Hellknight now, he wouldn't offer his bleeding friend or the unarmed knight a second glance, intending to take him down as well. Rather than waste another spell just yet, he'd instead call upon his Eldritch power to empower the weapon he held, using its magical essense to provide it both extra force and a sharpened edge.
Swift action eldritch pool to add +1 Keen. Pool now down to 11. Displacement has warn off until I reactivate Mystical focus.

Attack rolls: 1d20 + 15 ⇒ (8) + 15 = 231d20 + 10 ⇒ (15) + 10 = 25
Second atk confirmation: 1d20 + 10 ⇒ (17) + 10 = 27
normal damage: 1d8 + 8 ⇒ (6) + 8 = 14
critcal damage: 2d8 + 16 ⇒ (1, 4) + 16 = 21


You keep attacking to the first hellknight's joints and neck, and you hit him many times. Your sharp scimitar even slashes through his armor and it hurts his chest a few times. You don't manage to take him down, though.

The third hellknight surrounds you, without getting too close, and moves to the side of his companion, which sends a blow to you that distracts you as the third hellknight tries to grab your waist.

Do you want to attempt an Attack of Oportunity?

The first hellknight is 5 feet to your left, the second one is 5 feet ahead of you, still in the ground. The third, unarmed one is 5 feet ahead of you and 5 feet to your left.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

yeah, I'll attack in response to the grapple

Not in any mood for their combined assault, Vincent would seing his blade at the third, hoping for it to act as a deterrent against begging grabbed at. He had ways to escape these sort of scenarios, but certainly didn't wish to deal with them as well.
AoO: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d8 + 8 ⇒ (1) + 8 = 9


The scimitar hits the hellknight in the shoulder, and then he blocks another strike with his mace, but the weapon is almost torn in two by the magically sharp scimitar.

Grapple Maneuver: 1d20 + 2 ⇒ (1) + 2 = 3


The hellknight fails miserably at his attempt to subdue you, without even touching you.

Apparently, you have gained the upper hand, and the first hellknight retreats backwards, at your left.

The first hellknight is 20 feet to your left, the second one and the third one haven't moved.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Vincent was no fool, seeing hubris as just enough means to get ones self killed. One target was nearby but for the most part unharmed, but the one that had retreated was ripe for the taking. The clever mercenary wouldn't take any chances with this. Stepping away from his closest enemy, he'd turn and extend his hand towards the retreating hellknight, a slight smirk on his features as he put an end to the annoyance.

5-foot step safely away from the third hellknight, swift action arcane point to once again activate Displacement and Fire Resist. and Standard cast Scorching ray at the almost dead Hellknight, if the first shot kills him i'll aim ray 2 at the other.

caster level: 1d20 + 8 ⇒ (19) + 8 = 27

Ranged touch attacks: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (17) + 8 = 25

damage: 4d6 ⇒ (2, 4, 1, 6) = 134d6 ⇒ (4, 1, 3, 1) = 9


Make two other CL checks, please.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

are these for the strange surges? Cause that one caster level check i rolled already was for a surge when casting Scorching Ray since i didn't need to cast defensively this turn. gonna roll two more anyways those just in case its for something else.

caster level: 1d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (6) + 8 = 14


It is for the spell-like abilities of the mystical focus.

You move to your right, as you enter a mystical focus and point both palms to the first hellknight, saying the words that should make the spell work. You feel the weird magic again, but you still manage to foucs and, when you cast the spell, you know you are controlling it, and the two beams fly towards your foe and gloriously strike him, one on his leg and the other on his face, setting his helmet into a magic fire. The hellknight tries to take it off, but he falls on his knees as his hands start burning again. Suddenly, the fire extends all over his body, and he stops moving. When you look at the third hellknight again, his mace is in his right hand again. He moves closer to you and, instead of attacking with the mace, moves his forefinger and his middle finger towards your eyes.


Dirty Trick: 1d20 + 9 ⇒ (8) + 9 = 17


You manage to grab the fingers before they get into your eyeballs, and you wave them back.

Your turn!

The first hellknight is 25 feet to your left, burning. The second one is also down, 5 feet ahead and 5 to your left. The third hellknight, still fighting, is 5 feet to your left.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Ah, ok that makes sense. Man, gotta be careful about focus then cause those auto activate xD. Did that dirty trick provoke? Either way I'm about to lay him down the hurt if you're ready and its my turn.


Nope, I don't think they provoke. You are gonna waste him either way, as you said. xD


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Only two foes truly remained and Vincent continued to feel his body flow with the arcane, unstable though it seemed to be. It was this odd sense in his body that left him careful about using it, instead letting brute force take over to finish this remaining human sized knight. Any other man would have given this knight the chance to surrender with already two of his allies dead, but not Vincent. They had prepared their graves by threatening him, and he would not allow them to leave those graves unfilled.

jeez....criting machine! xD

attacks: 1d20 + 15 ⇒ (15) + 15 = 301d20 + 10 ⇒ (15) + 10 = 25
confirmations: 1d20 + 15 ⇒ (2) + 15 = 171d20 + 10 ⇒ (19) + 10 = 29
damage: 1d6 + 8 ⇒ (4) + 8 = 12
crit damage: 2d6 + 16 ⇒ (1, 6) + 16 = 23


You slash the hellknight once, and again, and again... and other four times, practically tearing his armor in pieces with your enhanced scimitar, but he doesn't show any sign of surrender. He crouches to avoid your last attack, and grabs some pebbles from the floor, which he throws at your face.

Combat Maneuver: 1d20 + 9 ⇒ (18) + 9 = 27


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

you want to roll my displacement or should I? Also I assume this is another dirty trick so I know no AoO cause he has the feat. After this he's a goner lol


Please do it, a d2 would work. 1=Miss, 2=Hit


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Displacement: 1d2 ⇒ 2


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

The mercenary would growl in annoyance, blinded by the dirty trick pulled by the knight. Vincent wouldn't hold it against him, in a life or death battle everything was fair, even this tactic. That belief though didn't make him any less angry though, and Vincent refused to let this man get the best of him. Again, his focus had faded, and he was beginning to question its worth at this point with these knights. Perhaps a more reliable effect was in order. Thinking ahead for both this knight and the enemy still to come, he'd defensively cast the Mirror Image spell, giving him yet another edge before stepping after the clanging sound of armor and swinging blindly at the knight and hoping to end him now.

caster level: 1d20 + 8 ⇒ (10) + 8 = 18
Defensive cast: 1d20 + 8 ⇒ (16) + 8 = 24
mirror image: 1d4 + 2 ⇒ (3) + 2 = 5

attack: 1d20 + 11 ⇒ (12) + 11 = 231d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 6 ⇒ (2) + 6 = 8

didn't he hit me with the pebbles? cause you said 2 was a hit and he beat my cmd


Oopsie, you're right. Let's rewind, okay?


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

I wrote as if I was blinded. No worries


Okay, but the hellknight moved farther away, 25 feet to your left, taking advantage you couldn't make an attack of opportunity, so you can take a different action if you want to.


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

I'll stick with mirror image. It provides defense and I'm only blinded for one round anyway since he only beat my CMD by 2.


The spell works perfectly, but your scimitar doesn't hit anything. Where may the hellknight be?

Suddenly, you hear someone running towards you.

Bull Rush: 1d20 + 9 + 2 + 2 ⇒ (10) + 9 + 2 + 2 = 23


Mirror Image: 1d6 ⇒ 3


You are blind and don't know where to move, but, luckily, only one of your doubles is destroyed. You blink several times and you can see the hellknight in front of you.

The first hellknight smells like beaf, 25 feet to your left. The second hellknight is 5 feet ahead of you and 5 feet to your left, bleeding in the floor. The third one is 5 feet to your left.

Nice choice for a spell!


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Feeling the shift in air from the missed attempt on his person, Vincent took the moment needed to collect himself and finally see again. He glared daggers at the enemy remaining, not pleased to have been attack in the eyes, regardless if he admitted to it being a fair strategy. With his spell still active to defend him, he wouldn't bother setting up his focus, instead raising his blade up high to end his enemy. "I've had enough of this...!" he said calmly, but with a clear tone of boiling rage beneath that facade of calm.

attacks: 1d20 + 15 ⇒ (16) + 15 = 311d20 + 10 ⇒ (3) + 10 = 13
confirmation: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d6 + 8 ⇒ (1) + 8 = 9
crit damage: 2d6 + 16 ⇒ (5, 6) + 16 = 27

thanks, hopefully this brings him down XD another crit


Your eyes still hurt, and you can't focus enough to get a succesful first attack, hitting the hellknight's armor with the blunt side of the scimitar instead. You attack again, hitting your foe in the same point, but with the sharp side, your keen weapon travelling through metal, clothes, flesh and skin. When you pull it out, the hellknight falls to the ground.

You feel the gems in the large knight calling you. Like a challenge, like a need... There's still one left standing.

The large hellknight is 40 feet in front of you and 5 to your right.

Make a charisma check and play your turn as normal, no matter what you get, please!


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None

Vincent eye'd the gems on the large Hellknight, a calling that he could not fully explain, but reasoned off as entitlement. He earned these gems for what he was currently dealing with. With a swipe of his blade, he cleaned what blood remained on it before channeling his magic into the sword, pushing through a shocking grasp to spellstrike through his weapon and deliver to the large creature even more pain. Charging the creature to bring it down swiftly.

charisma: 1d20 + 3 ⇒ (15) + 3 = 18
caster check: 1d20 + 8 ⇒ (5) + 8 = 13
Spellstrike attack: 1d20 + 15 + 3 + 2 ⇒ (5) + 15 + 3 + 2 = 25
damage: 1d6 + 8 ⇒ (5) + 8 = 135d6 ⇒ (4, 6, 5, 4, 2) = 21


You start saying the words for your spell as you touch the blade of your weapon, accidentaly making yourself a tiny slash in the palm of your hand because of the magically sharp metal. The pain is minimal, but it takes your focus away from the spell for a fraction of a second. It wouldn't be a problem in a nromal place, but here, the strange magic overcomes you and you feel the electricity going from your hand to your body and then to your feet.

Suddenly, bright bolts of light come from your shoes and the floor you are standing in starts crumbling around you. And you fall...

For a couple of seconds you can see the other two hellknight you defeated with your scimitar are still falling. Then, the pain blinds you.

You can't 5-foot step out of this pit before it appears (it's too wide) so I don't think you get a save. Correct me if I'm wrong.

You're not really blinded. xD

Falling Damage: 8d6 ⇒ (6, 5, 5, 6, 6, 1, 1, 5) = 35


Hope you don't think I'm being unfair with you, you're doing really well in the fight and, even if it is resource expensive, you'll have a time to recover completely before the next encounter.

You realize you have fallen in a pile of gravel that has softened your fall, but there are some ugly scratchs in your limbs and body. The hellknight, instead, are definitely dead for good, if they weren't before. The pit you are in looks endless after a first look, but you calculate it's probably about 80 feet deep. You are lucky you survived this.

You are prone, and you still have a move action!


Male Human LN Lv 8 Eldritch Scion HP: 50/57; AC: 23(Tch: 14/Flat:20); CMB: 11 CMD: 25; F: 10 R: 8 W: 8; Ini: 8; Perc: +11; Active: None


Truthfully in situations like this its up to the DM if the player can make the save or not. So unfortunately I have to take that if its too big since its sounds like the collapse came from before I started running.

Current HP: 22

No clue where I am or what I see when I recover from the fall.


As you stand up, almost losing balance because of the stunning, you see you are in the bottom of a circular pit, with reddish debris and dust everywhere.

"Vincent"

The voice is throatier than normal, but you instantly recognize it.

Except it's impossible, he is dead.

"Find me"

The sound comes from upside, where you can only see, through the dust, a green glow, the emeralds on the large hellknight's helmet. But, is your father the person behind it?

Make a perception check, please!

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