Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He approaches the inactive portal and asks, "So what do we know about this thing?"

Once at the inactive portal he touches a black tattoo on his arm of an volomptious succubus. It glows for a moment and he looks around.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

It's a portal. To a place not that far away, on this plane. We didn't go through it before because we were tired and played out, and we just didn't have the energy or resources to keep pushing.

Now that we're rested, we can go on.


M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)

Renia snorts. "Also because we were invited to step through by a disembodied voice who implied he was the source of all the undead. So it's probably a trap on the other side."


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Rouqar follows with the group. He doesn't add anything to the discussion.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

A bit surprised at hearing that he restates, "So let me get this straight... you cleared undead from the place. The portal opened and a voice invited you in to lord it over you that they are the overlord? Did anything go through the portal? Did they do something to activate it? Where are we? So what does the quarry have for deposits?"

Sable knows very little, he was not here before.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

He called himself "Mr. Unlucky," a lich of some sort. We don't know who's with him on the other side. Felt like a trap. We can activate it by casting some minor spells on each side.

I suppose we could just bust on through...

Flouncy thinks a moment. I think using the portal will alert them we're coming.


M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)

"The skeletons were mining whatever is in this quarry, then they carted it through the portal." I don't remember if we found out what mineral it is in the quarry but if we did he would add that information.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He replies, waiting for action, "Silver interesting, well, I am game for it. I don't have any spells to help with opening it. But if we wait long enough, Olivira should arrive."


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

A couple first-level spells will get us through. To where, I can't say.

I need every slot. Perhaps we can use stored magic items like wands?

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He suggests, "You could try orisons first?"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yes. If that works, great.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

"The only wand I have is curing. I'd rather save that for emergencies. I can try orisons but what school of magic should be used?"

He has Create Water/Conjuration-Creation-Water, Detect Magic & Guidance/Divination, and Stabilize/Conjuration-Healing. ??


M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)

Renia listens as the others discuss a plan.

I could shoot a Ray of Frost at it or Mage Hand it.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy did a skill check and was told it would require two 1st or higher spells, but we can try cantrips and see if it works.

Let's try it and see.

Flouncy casts Ray of Frost at one of the 2 sides to open the portal.


Flouncy casts Ray of Frost and the spell seems to be absorbed by the magical apparatus. You can see one little rune light up. There are about 20 such runes.

You continue using your orisons and a new rune lights up for each use. 20 rounds later as only one person is using said orisons, that side lights up and forms its half of the portal frame.


M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)

Renia joins in, firing rays of frost as well.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Rouqar joins in casting orisons at the gate, watching to see if there is any difference with the different spells.


You speed up the process! Soon enough both frames of the portal are in place and it forms a portal for anyone to travel through.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

That was the easy part...

Flouncy casts Shield and already has Detect Magic up at will.

If you need to cast any spells before we go in, now's the time, guys. I'll be going invisible, now, then he does.


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 88/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia summons his black insectoid armor and prepares to fight whoever is on the other side of the portal.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He waits a few moments and follows Renia.


You are on a similar waypoint but not the same spot. You see troves of skeletons milling about. Large winged beasts fly overhead. You see and hear a roaring river. Three of twenty cultists snap their whips and 15 skeletons charge you!


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Got a map?


Current Map is the Current Fight at the top, URL is here too. Reina are you going to cast any spells before going through?


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 88/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

We slept, right? So he’d re-cast Mage Armor and Greater Magic Fang as daily buffing. If we were expecting an immediate fight he’d also have prepped with Bull’s Strength and Mirror Image.


Yes brand new day.

Mage armor, greater magic fang, bull strength and mirror image. Sounds good Renia!

Init:

20 Olivira
25 inactive cultists
22 Sable
21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre

1d20 + 4 ⇒ (18) + 4 = 22 Sable
1d20 + 4 ⇒ (1) + 4 = 5 Flouncy Magoo
1d20 + 8 ⇒ (11) + 8 = 19 Rouqar
1d20 + 7 ⇒ (1) + 7 = 8 Reina
1d20 ⇒ 17 dog

1d20 + 5 ⇒ (16) + 5 = 21 active cultists
1d20 + 6 ⇒ (19) + 6 = 25 inactive cultists
1d20 + 4 ⇒ (13) + 4 = 17 skeletons
1d20 + 2 ⇒ (12) + 2 = 14 ogres
1d20 - 2 ⇒ (3) - 2 = 1 huge ogre

1d20 ⇒ 20 Olivira

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Perception DC 20: 1d20 + 6 ⇒ (1) + 6 = 7

He steps through the waypoint with the group but does not act in surprise round.


Surprise Round

The three cultists that notice the group and the waypoint activating send forth skeletons with a crack of their whips. (Yellow blue and pink.)

Rouqar is next to act before the skeletons.

Then fifteen of the skeletons charge upon the group.

Perception checks for group:

1d20 + 10 ⇒ (12) + 10 = 22 Reina
1d20 ⇒ 20 Dog
1d20 + 12 ⇒ (20) + 12 = 32 Flouncy
1d20 + 16 ⇒ (20) + 16 = 36 Rouquar

Yes you all act in surprise Round!


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy steps through and probably casts acid Fireball, depending on how many skeletons he can hit with it. Reflex DC 21 for half.
acid: 7d6 + 3 ⇒ (1, 3, 4, 6, 2, 6, 1) + 3 = 26

I can place it best when I see the map.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Seeing the horde of undead again Rouqar casts Greater Hide from Undead on everyone again....


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 88/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia and Orchen charge the nearest cultist.

Surprise round, move action toward nearest non-skeleton target.


suggested fireball is placed on the map.

Rouqar casts his spell making the skeletons unable to see you. Renia moves forward with Orchen on his heels. Flouncy lets off a fireball made of acid to burn the skeletons.

Round 1

The other cultists get up and snap their whips before moving away. More of the skeletons move forward to attack but don't have a target.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 1

He steps forward growing in size and asks, "Suggestions or shall I just cut down the skeletons?" Once in a group of them he cleaves six of them down.

8d20 ⇒ (9, 15, 17, 16, 1, 4, 11, 3) = 76
4d20 ⇒ (1, 1, 20, 9) = 31

Init:

*20 Olivira Round 12
*25 inactive cultists
*22 Sable
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre

*Player or NPC has taken their action.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Let's get those cultists before they get away.

Who are the guys at the upper right?


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

And what are the big ones in the upper left? Like before?

"The skeletons are harmless now. They can't see us. We can clean them up after the leaders are taken down, and the big things. Intelligent undead have a chance to pierce the magic and notice us."

Moving forward and casting Prayer on the group. +1 to hit and damage, saves and skill rolls. (Luck Bonus) Enemies take a -1 to the same.


Perception checks, Knowledge checks local, religion,.

There are three large cyclops husks that look similar to the ones before in the top right corner. There are ogres, living ogres or giants of some kind to the top left. Also a huge one that looks rather angry. The big one stands up...


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Checks, Perception, Know-Local, Know-Religion: 1d20 + 16 ⇒ (9) + 16 = 251d20 + 7 ⇒ (20) + 7 = 271d20 + 11 ⇒ (5) + 11 = 16


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

percep: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
kn. local: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
kn. religion: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21


Rouqar & Flouncy:
You do recognize the ogres to the top left. The huge one might have an ability that makes it larger. The other large undead are cyclops husks like before.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Renia casts Blessing of Fervor on everyone and calls out, "Renia! I think we'll need help with those ogres." and continues moving that direction.

Not wanting to get there by himself though....


Round 1

Init:
*20 Olivira Round 12
*25 inactive cultists
*22 Sable
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre
*Player or NPC has taken their action.

The cultists command the skeletons to attack and then move to the right of your position away from the ogres. Sable charges forward slashing at the group of skeletons. Rouquar casts Blessing of Fervor before moving forward. The skeletons push in but don't seem to be able to sense/see you. The ogres start standing up drawing their weapons. Reina and his dog move after the cultists. The huge ogre walks forward with its huge club. Sable cuts down a slew of skeletons that move through his area his blade ringing out as it breaks bones.

Round 2


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Let's go after those cultists. We can avoid most of their minions, the halfling says through the Message spell.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

"I'll head that way, but I think those ogres are more dangerous...."

Using the speed boost from the blessing of fervor Rouqar moves to the closest Cyclops husk and attacks.
Attack: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (16) + 6 + 2 + 2 + 2 + 1 = 29
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (4, 3, 3) + 6 + 2 + 2 + 2 + 1 = 23

Sure wish my rapier were keen!


Rouqar's blade shines with a new sheen. It automatically crits this time. Duration 8 minutes.

Round 2

The cultists run from you heading to the bridge over the river.

Rouqar stabs and wounds the undead beast.

The one husk that has a red glow to its eye and moves forward swinging its axe at Rouqar.

Sable provokes the ogres, and translocates to a flanking position.

The ogres charge close to him.

Huge female ogre charges Sable with the unwounded one. The other takes a potion.
Vs. Sable
+2 greataxe with lesser acid crystal: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 30
damage: 3d6 + 16 + 9 + 1d6 ⇒ (3, 5, 1) + 16 + 9 + (5) = 39

+1 greataxe: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
damage: 3d6 + 14 + 6 ⇒ (2, 4, 4) + 14 + 6 = 30

Round 3

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 2

He charges forward slamming his sword through muscle and bone. He states, "I will handle the ogres!"

+1 Mercurial PA, Elven Courtblade: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27 damage: 2d6 + 13 + 6 ⇒ (6, 4) + 13 + 6 = 29

At the end of his turn he teleports behind the cyclops giving Rouqar flanking.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy moves 60' and fires an Enlarged, Intensified Snowball at the red cultist.
Ranged touch: 1d20 + 12 ⇒ (17) + 12 = 29
acid: 7d6 + 3 ⇒ (5, 6, 3, 2, 2, 6, 2) + 3 = 29
If the cultist cannot see him (he is both invisible and invisible to undead, though the regular invisibility ends when he casts the spell), add SA: 4d6 ⇒ (3, 1, 5, 6) = 15


Flouncy freezes the cultists.
Sable takes the first hit leaving him bloody. The second strike is barely deflected.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 5/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: 3 rounds Sun Metal, 2 rounds Prayer +2 hit&damage, 70 minutes Hide from Undead, Greater, 2 rounds Blessing of Fervor, Greater Magic Weapon 7 hours

Round 3
Guys. Don't forget the Blessing of Fervor. 5 rounds left! Options:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Take one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Rouqar switches the effect of the Blessing to grant an extra attack. With flanking he attacks....
Attack #1: 1d20 + 7 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (14) + 7 + 6 + 2 + 2 + 2 + 2 + 1 = 36
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2, 6, 5) + 6 + 2 + 2 + 2 + 1 = 26

Bonus Attack: 1d20 + 7 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (6) + 7 + 6 + 2 + 2 + 2 + 2 + 1 = 28
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2, 5, 5) + 6 + 2 + 2 + 2 + 1 = 25

Attack #2: 1d20 + 2 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (18) + 2 + 6 + 2 + 2 + 2 + 2 + 1 = 35
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (1, 1, 2) + 6 + 2 + 2 + 2 + 1 = 17

Confirm Crit?: 1d20 + 2 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (2) + 2 + 6 + 2 + 2 + 2 + 2 + 1 = 19
damage: 1d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2) + 6 + 2 + 2 + 2 + 1 = 15

Hide from undead, Greater doesn't stop with an attack. Mindless undead cannot detect those protected. Intelligent undead can make a saving throw, Will DC 19 to detect you if you attack with weapon, spell, channel energy, etc.


Round 3

Rouqar takes down the cyclops. The light goes out and a different one lights up. Two more to go.

All the cultists running or swimming away.

Init:
*20 Olivira Round 12
*25 inactive cultists
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
13 Sable
8 Reina
5 Flouncy Magoo
1 huge ogre
*Player or NPC has taken their action.

Ogre attacks vs. SAble
+1 greataxe: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 3d6 + 14 ⇒ (5, 3, 4) + 14 = 26/×3)

Sable confirms his crit but its not enough to take it down. He damages all of the large ogres around him.

huge +2 greataxe: 1d20 + 22 ⇒ (2) + 22 = 24
damage: 4d6 + 17 + 9 ⇒ (6, 2, 2, 3) + 17 + 9 = 39/×3)

huge +2 greataxe: 1d20 + 22 - 5 ⇒ (15) + 22 - 5 = 32
damage: 4d6 + 17 + 9 ⇒ (5, 2, 1, 6) + 17 + 9 = 40/×3)

huge +2 greataxe: 1d20 + 22 - 10 ⇒ (12) + 22 - 10 = 24
damage: 4d6 + 17 + 9 ⇒ (6, 1, 5, 6) + 17 + 9 = 44/×3)

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 3

Fevor bonuses: +2 on attacks, dodge AC, and Reflex saves and up from prone.
He waits for the ogres.

He takes the 66 damage like a champ, they merely look like small blade cuts, shallow even. Heal 10: 56 damGe.

Cleave:

+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (19) + 21 - 3 + 2 = 39 damage: 2d6 + 21 + 9 ⇒ (6, 4) + 21 + 9 = 40

Sneak attack damage: +4d6

+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (11) + 21 - 3 + 2 = 31 damage: 2d6 + 21 + 9 ⇒ (2, 5) + 21 + 9 = 37
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (15) + 21 - 3 + 2 = 35 damage: 2d6 + 21 + 9 ⇒ (1, 4) + 21 + 9 = 35

+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (10) + 21 - 3 + 2 = 30 damage: 2d6 + 21 + 9 ⇒ (4, 1) + 21 + 9 = 35
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (17) + 21 - 3 + 2 = 37 damage: 2d6 + 21 + 9 ⇒ (6, 4) + 21 + 9 = 40

Confirm crit
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 ⇒ (12) + 21 - 3 = 30 damage: 2d6 + 21 + 9 ⇒ (4, 4) + 21 + 9 = 38

Sneak attack damage: +4d6

Cleaving finish
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 ⇒ (2) + 21 - 3 = 20 damage: 2d6 + 21 + 9 ⇒ (3, 5) + 21 + 9 = 38

Sneak attack damage: +4d6

stats:

AC 25, touch 17, flat-footed 22 (+8 Mithral Full Plate of Speed (+2), +4 Dex, +3 Def,

(+2 AC vs chaotic creatures!!!)

hp 229 (62+72+8+80+7); 10, 6, 10, 8, 7, 4, 7, 10,
8d20, Con modifier, Toughness, Cha modifier, favored class

Fast healing 10

Fort +20, (base +6, Con +9, magic item +5)
Ref +15, (base +6, Dex +4, magic item +5)
Will +13, (base +2, Wis +5, magic item +5, trait +1)

CMD 32
(+1 bonus to CMD against disarm and sunder attempts with great swords)

--------------------
Offense
--------------------
Speed 40 ft., BAB+8, CMB +18, CMD 32
Melee

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