Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

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

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


3,051 to 3,100 of 6,639 << first < prev | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | next > last >>

Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Riding next to General Sable as he leads the way, Ingvarr quickly spots the traps, He gives the signal for single file travel and tries to clear a path with Sable so the others are less likely to fall prey to the devices.


HP 44 | AC: 18; T: 14; FF: 14 | Init +6 | CMB: +10; CMD: 27 | Fort: +5; Ref: +5; Will: +5 Arcane Reservoir: 9 (11) | Current Spell Effects: Armored Mask (Mage Armor), +2 Int (Axiomatic Blessing; Escape Artist)

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Between Alembic and his summoned mount, the two of them manage to avoid various traps set up by something.


HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges

Perception: 1d20 + 1 ⇒ (18) + 1 = 19 Toki
Perception: 1d20 + 8 ⇒ (15) + 8 = 23 Wartooth

"Many traps, much defenses, whoever made this did not want guests or invaders. This should be very interesting to fight."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 10 ⇒ (18) + 10 = 28
Survival 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge (Enginnering) 1d20 + 5 ⇒ (13) + 5 = 18

Koldur finds himself having no problem with spotting traps but he does find that everywhere looks the same to him as the bog truly does extends everywhere.

Following the rest till they gather together once more, he observes the structure for kill points, choke points and likely points of entries.

"What is this spire?"


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

perception: 1d20 + 10 ⇒ (20) + 10 = 30

Johanna has little trouble as well riding through the traps, and snares.

"Do we wait here now?" Looking up at the spire along with Koldur and the others.


M skills 2:
Spoiler:
Knowledge (Dungeon) +13, (Planes) +9, Ling(Az) +6, Perception +7, Perform (Un) +1, Ride +7, Sense Motive +5, +7(Social Hunch), Spellcraft +13, (Identify) +15, Stealth +3, Survival +2, Swim +7, Use M Device +6
Tower Elf:
stats:
HP: 38/55 AC: 14 T: 14 FF: 10, Combat Expertise, Perception +7, Sense Motive +5, +7(Social Hunch), Initiative: +3, F: +8 _ R: +4 _ W: +6 (+7 v fear or emo, +8 v ench) CMB: +7, CMD: 21, Speed: 30 ft.
skills:
Spoiler:
Acro +3, Appraise +5, Bluff +1, Climb +7, Craft (Un) +5, Craft (Weap) +9, Diplomacy +1, Diplomacy (Gather Info) +3, Disguise +1, Escape Art +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13,

Perception: 1d20 + 7 ⇒ (13) + 7 = 20 Rai has some mild issues seeing the traps along the road, but, hearing the call for single file and some passing mentions of a spire, redoubles his vigilance. Following this, he readjusts his mask, checks his peripheral vision, and spurs Cinnúint up to meet Koldur's position. "I don't know whether to hope it's the one I've been looking for or pray that it isn't, Koldur."

Can I do a check to try and figure out if it's the Lost Spire my character is looking for? If so, would I use my Knowledge(Arcana), Knowledge(Dungeoneering), or something else?


Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14
stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

Upon seeing the crew arrive he would quickly run towards you... A few rounds later, he greets the group, "Welcome to the spire... the harpies are fine with us helping them but that is as far as it goes now. We are staging on the steps of the tower, come and ask your questions." Then he leads you over to the steps.


HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges

Toki rides up and stands ready, looking for things to pick a fight and get stabbed.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr moves up a few steps so he can get a better view of what will become the battlefield and also have a clear field of fire for his bow. He will listen carefully, but respect the other harpies' wish to be left alone. If any of them come to engage in conversation and/or battle tactics, he will gladly speak with them.

Diplomacy if needed: 1d20 + 28 ⇒ (16) + 28 = 44


The tower rises up into a fog. You dont know how you didn't see it from distance before. It is at least 500 feet wide. It could be a much taller but you see about 1,500 feet before the fog gets too thick to see anymore. The stairs that you will fight from have 50 feet of stairs and are 30 feet wide. At the top of the stairs are 8 harpies that are bloodied and sharpening swords, axes, and javelins. They look a bit haggard too.

Once getting to the stairs


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr diplomatically approaches the 8 harpies and offers magical healing. If they accept, he will use a charge from his signal horn for each of them (as a CLW wand, so 1d8+1 healing) He will also encourage them for the battle to come as well as gleaning any useful intel on what might be attacking.

Edit: Ingvarr will put his horse inside the tower to protect it from the oncoming battle. As said before, he will stand far enough up the stairs to be able to easily shoot over his allies at the bottom of the stairs.


Many giant nests are in the trees and then you see the tower. A massive spire which has many more nests upon it. The tower rises up into a fog. You dont know how you didn't see it from distance before. It is at least 500 feet wide. It could be a much taller but you see about 1,500 feet before the fog gets too thick to see anymore. The stairs that you will fight from have 50 feet of stairs and are 30 feet wide. At the top of the stairs are 8 harpies that are bloodied and sharpening swords, axes, and javelins. They look a bit haggard too.

Amerilari greets you all once you get to the stairs, [b]"Make your way up into the tower. Do not touch any of the gems for that will start the trial of survival. A fight that will stress our resources and close the doors. If you don't want your mounts in the combat put them in the tower, the first room on the right. We will fight on the front line here when darkness comes. Thank you for your generosity, I am sorry there will not be much hospitality.

Please post any more interactions you want. You have 11 hours until night. Also say where you are standing as darkness descends.

Most of the harpies fly into the spire as the darkness comes. A good 100 of them. Under a third of them are young. One squad of a dozen hover in the open space where the door would close. As another dozen fly freely looking for targets, these are uncovered fully. They screech as they find a spawn or two and deal with it using ranged attacks.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"What is this trial of survival and why would it close the doors then? I noticed that your warriors are mostly young and those more able are wounded. Did the invaders not indicate what would they want here?"] Koldur asks.

Koldur does not stand in the frontlines but somewhere more central where he can see the battles and entry point of their enemies.


The eight of them welcome you to them. They smell of death and rot. Fortitude DC 13 to keep your stomach down and be nauseated. Amerilari quickly rushes over and hisses at them, saying, "He is only going to heal you! Any shenanigans and their force will kill us!" Then they look downcast but wanting.

They would talk with you about anything, you can easily tell they are neglected and abused.


HP 44 | AC: 18; T: 14; FF: 14 | Init +6 | CMB: +10; CMD: 27 | Fort: +5; Ref: +5; Will: +5 Arcane Reservoir: 9 (11) | Current Spell Effects: Armored Mask (Mage Armor), +2 Int (Axiomatic Blessing; Escape Artist)

Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20

Alembic goes a different route to try and help them: he uses his magic to clean them. One by one their clothing and bodies are cleaned with the power of his magic.

"That's a sight better now, isn't it?" he asks once he has them clean. He also takes the time to clean the area at the top of the stairs, mainly to get rid of the attrocious smell.

"So, we are going to want fires for when they come: that way, we can see them before they can see us." to the Harpies he then added "Do you have any wood or torches that we can burn?"


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Fortitude: 1d20 + 6 ⇒ (2) + 6 = 8

Having to back off until Alembic cleans the harpies, Ingvarr eventually approaches and heals them, arranging for food to be brought and asking some basic questions.

”Greetings, I am Ingvarr, who might you be, and why are you separated from the rest? Do you mind if we clean you, heal you, and bring you food and drink?” asks the concerned Skald. Nodding to Alembic in thanks, he continues to care for them, get to know them, and inform them of the basic signal horn battlefield communication signals.

Since we have so much time before dark and are planning to fight at night, Ingvarr will find someplace safe and take a long nap as well.


HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges

"Can we use this trial thing to kill undead? Maybe set up a trap so they come in and get smushed by this magic stuff? If not, I'll just nap til dark and it's time to re-kill some bloodsuckers."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

they can ambush and create spawn. We have to root them out at the base so nothing more returns Rognar says staying back from the traps being a bit clumsy himself.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"I agree Rognar. We will mound the defense tonight and then we can follow back any that flee to the nest. Taking the battle to them. One way or another we will end this tonight. I'm putting Sabre in the tower. I then plan on sleeping and praying as tonight will be a long night. Everyone rest why you can."


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

After speaking with the harpies and helping Alembic tend to them, Ingvarr approaches Queen Johanna, saying, ”Pardon me, Your Majesty, but could you spare the time to come meet these few harpies tasked with helping us defend these stairs? Over the months we have gotten to know each other, I have come to respect your assessment of others’ moral character and motivations (Detect Evil and Sense Motive). I would know more of the beings we are trusting at our backs during the combat tonight.”


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

"I can probably tell you more than any of the harpies can. I have been researching for the last hour and have uncovered much. The trail of survival is to test your strength versus a summon group of enemies. Each level you defeat you gain access to a vault. Should you get past the first five waves you gain access to the training levels then there are five more levels before you reach the cap stone. It is a testing grounds for elves made by elves. Something along the lines of a Mordant Spire. Touching anything of value activates the trial, thus stopping thieves. The first level here are earth elementals." she relays rather straightforward.

After any more questions are answered she would go back to her research.


HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges

"Vault? With treasure? Oohhh...that sounds like something worth doing. After the undead are re-dead, I guess."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna nods.

"Yes of course."

She follows Ingvarr to meet with the harpies.

"Hello friends. I am Johanna Sinclair. I'm sorry we couldn't meet on better terms but the evil upon this land affects us all. We are happy to provide aid here and now. If not and gods forbid you are overrun, it would only be a matter of time before these abominations were at my people's doors. Why did it take you so long to reach out for aid?"


Koldur of the Axe wrote:

"What is this trial of survival and why would it close the doors then? I noticed that your warriors are mostly young and those more able are wounded. Did the invaders not indicate what would they want here?"] Koldur asks.

Koldur does not stand in the frontlines but somewhere more central where he can see the battles and entry point of their enemies.

Amerilari replies, "The doors magically close when the trial starts. I wouldn't say we are mostly young. The vampires and the undead just attacked, no warning, likely just wanting to feed."

Alembic wrote:

Alembic goes a different route to try and help them: he uses his magic to clean them. One by one their clothing and bodies are cleaned with the power of his magic.

"That's a sight better now, isn't it?" he asks once he has them clean. He also takes the time to clean the area at the top of the stairs, mainly to get rid of the attrocious smell.

"So, we are going to want fires for when they come: that way, we can see them before they can see us." to the Harpies he then added "Do you have any wood or torches that we can burn?"

The harpies don't look very happy about coming clean but they take it. One of them responds Souray, "If you think so..."

Another responds, "We see in the dark just fine but do what you need to do. You can collect wood from the trees all around us, like that little one did." She indicates Hundor with a clawed finger.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Seraphina was hard at work crafting when everyone else arrived and could spare no more than a nod or a wave in greeting. Once she had completed her Silversheen for the day, she presented the completed product to the group. ”Each of these will coat 20 pieces of ammunition, so we can have 40 in all. I have some spare vials and can split it amongst you. Be certain we are soon to engage before you apply the Silversheen because it will only last for one hour. Any unspent coated arrows or bolts will be wasted. So who all needs some?” She asks.
I have 3 spare vials I can use to divvy up doses. We can give 5 doses each to 8 characters, or 4 apiece to 10 characters for ease of dividing. Sera has a crossbow, so she’ll want a portion for herself.

Once that was decided, she spoke with Olivira and presumably, Rai, plus any others that were attracted by the conversation. ”But the Mordant Spire is unique, is it not? Created by the death of the Goddess Acavna. Surely there cannot be two such…” she pondered aloud.
Knowledge(Arcana): 1d20 + 10 ⇒ (15) + 10 = 25

”Is it likely that the vaults remain unplundered, though? It has been home to harpies for some time now. What if some have passed all the trials? Is it’s ultimate treasure what the Blood of Vol seek?”

As the sunset grew closer, she noticed that most of the mounts were being put away. But somehow she didn’t think of Meir as a mere ‘mount’. She reached out with her thoughts to touch his.

Meir:
”Do you wish to stay in the safety of the spire? At least, as long as no one touches anything valuable and triggers a trial.” she communicated, suddenly amused at the idea of harpies and horses rioting as a dragon faced off with surprise earth elementals.
”Or do you wish to stay here and fight alongside me?” She knew what she wanted, but Meir was an intelligent being capable of his own choice.
Also Meir's sheet has been updated with the axiomatic bonus.

Can we see a map of our encounter area? Sera will try to keep an open line of sight to fire on approaching vamps before they are mired in combat, since she doesn’t have any feats for firing into combat. If Meir is with her, she would want to keep near him so he would be able to use his breath weapon to drive them back when they close on her. She will cast mage armor around when we apply the Silversheen, but wait to cast shield and prot from evil once we hear/see the enemy’s approach.


Ingvarr Battlecaller wrote:

Having to back off until Alembic cleans the harpies, Ingvarr eventually approaches and heals them, arranging for food to be brought and asking some basic questions.

”Greetings, I am Ingvarr, who might you be, and why are you separated from the rest? Do you mind if we clean you, heal you, and bring you food and drink?” asks the concerned Skald. Nodding to Alembic in thanks, he continues to care for them, get to know them, and inform them of the basic signal horn battlefield communication signals.

Since we have so much time before dark and are planning to fight at night, Ingvarr will find someplace safe and take a long nap as well.

She does her best to calmly say, "I am Lara, and we are the clipped. We are lucky to not be dead. But in war times the clipped are brought to be front soldiers. We thank you for your healing, do you have more? For one reason or another we lost the ability of flight, typically because someone else did it to us. We do mind about the cleaning but we understand it likely will be best to gain the others which we gladly accept."

Johanna "The Cat" Sinclair wrote:

Johanna nods.

"Yes of course."

She follows Ingvarr to meet with the harpies.

"Hello friends. I am Johanna Sinclair. I'm sorry we couldn't meet on better terms but the evil upon this land affects us all. We are happy to provide aid here and now. If not and gods forbid you are overrun, it would only be a matter of time before these abominations were at my people's doors. Why did it take you so long to reach out for aid?"

They watch you with fearful eyes while they clutch their weapons at their sides. They look at each other and then one points out, "We didn't reach out for aid. We are the clipped. At the end of this battle we will likely die one way or another. We will watch your backs in the coming battle and if we survive we would like to go away with you, likely to seperate paths later."


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)
Seraphina Medvyed wrote:
Once that was decided, she spoke with Olivira and presumably, Rai, plus any others that were attracted by the conversation. ”But the Mordant Spire is unique, is it not? Created by the death of the Goddess Acavna. Surely there cannot be two such…” she pondered aloud.

"That is true Seraphina, the Mordant Spire is unique. Rai?!" She agrees with Seraphina and then looks to Rai for his understanding.

Seraphina Medvyed wrote:
”Is it likely that the vaults remain unplundered, though? It has been home to harpies for some time now. What if some have passed all the trials? Is it’s ultimate treasure what the Blood of Vol seek?”

"Well any physical treasure from the lesser vaults are likely long gone. I doubt any of them have passed all the trials. We wouldn't need to be here if that was the case. All of the treasure references are vague at best, it is true the Blood of Vol may want to strengthen their ranks with the power of the spire." She confirms.

---------
Toki Wolfrider wrote:
"Can we use this trial thing to kill undead? Maybe set up a trap so they come in and get smushed by this magic stuff? If not, I'll just nap til dark and it's time to re-kill some bloodsuckers."

"We would have to defeat the first five levels to gain some sort of reprieve. Then there is no for sure thing about the undead following us in. Plus I don't think the harpies would be willing to do it, they view it as a way for their traditions. So no, rest, nap, and take care until darkness comes." She relays as she inspects you and your wolf.

Toki Wolfrider wrote:
"Vault? With treasure? Oohhh...that sounds like something worth doing. After the undead are re-dead, I guess."

"Yes... Tooki was it? Treasure is a good incentive but it feels more like making you stronger is the goal of the tower." She relays.


HP 44 | AC: 18; T: 14; FF: 14 | Init +6 | CMB: +10; CMD: 27 | Fort: +5; Ref: +5; Will: +5 Arcane Reservoir: 9 (11) | Current Spell Effects: Armored Mask (Mage Armor), +2 Int (Axiomatic Blessing; Escape Artist)

"Thank you for the offer, but I will decline. I do not need any weapon coatings, as my spells are my weapons."


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr listens to Lara and evaluates the "clipped" as best he can. At their request for a chance to escape their sisters, he asks Johanna, "What is your take, my queen? Can we trust them to guard our backs? Should we allow them to join us should they survive the night? Do you know of any who have additional healing to share with them? My own healing is minor and can only affect one creature at a time."


M skills 2:
Spoiler:
Knowledge (Dungeon) +13, (Planes) +9, Ling(Az) +6, Perception +7, Perform (Un) +1, Ride +7, Sense Motive +5, +7(Social Hunch), Spellcraft +13, (Identify) +15, Stealth +3, Survival +2, Swim +7, Use M Device +6
Tower Elf:
stats:
HP: 38/55 AC: 14 T: 14 FF: 10, Combat Expertise, Perception +7, Sense Motive +5, +7(Social Hunch), Initiative: +3, F: +8 _ R: +4 _ W: +6 (+7 v fear or emo, +8 v ench) CMB: +7, CMD: 21, Speed: 30 ft.
skills:
Spoiler:
Acro +3, Appraise +5, Bluff +1, Climb +7, Craft (Un) +5, Craft (Weap) +9, Diplomacy +1, Diplomacy (Gather Info) +3, Disguise +1, Escape Art +3, Fly +3, Heal +2, Intimidate +12, Knowledge (Arcana) +13,
Olivira wrote:
Seraphina Medvyed wrote:
Once that was decided, she spoke with Olivira and presumably, Rai, plus any others that were attracted by the conversation. ”But the Mordant Spire is unique, is it not? Created by the death of the Goddess Acavna. Surely there cannot be two such…” she pondered aloud.

"That is true Seraphina, the Mordant Spire is unique. Rai?!" She agrees with Seraphina and then looks to Rai for his understanding.

"Indeed, the Mordant Spire is a marvel unto itself. It is, quite literally, the soul of the Dead Goddess' desperate attempt to reach the Boneyard that forms its structure. I think you have mistaken my people's role in it though; we are meant to guard it, but it isn't ours in design. Acavna was a god to the Azlanti people, the ancient humans, and she sacrificed herself to save this world when our people had abandoned it. Her body was buried by her fall from the heavens, and from the crater where a Celwynian observatory once stood, the Spire rose." His face forms a grimace for a moment, as if the thought of his people's negligence leaves a bitter taste in his mouth, before continuing.

"It is remarkably similar though... Perhaps that meteor spread her out, and the pieces sought to return to the roots of her people. At any rate, while the lesser artifacts in there have likely been taken, I'm more interested in any Azlanti texts that might have survived. They'd prove my convictions right, and perhaps convince the Lanterns to come to our aid. I only hope that the harpies won't mind us poking around in there once we deal with this vampire problem"

Sorry that I hadn't made things clear about what the spire was really supposed to be. Perhaps there might be more of them about, seeing as it was kinda supposed to be my major end goal, and we might already be here. Plus, it might play better into my role as Spymaster, as once they're cleared out, they could act as a sort of outpost for the spies. I dunno, just throwing out ideas.

Knowledge(Arcana): 1d20 + 13 ⇒ (16) + 13 = 29


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur listens to the discussions of the others as he ponders on his own thoughts.

In terms of strategic locations, this wasn't an ideal place at all. Furthermore these harpies speak of the spire as some form of training areas. If so why would the Blood of Vol be interested in these? The treasures had already being taken weren't it.....unless there was something else of interest to undead cultist.

What would interest Vampires? Power? Wealth? or was there something else precious enough that vampires would want it. If Rai was to be believed, then perhaps a portion of the goddess power was in fact buried deep inside these ruins? In the times he had spent fighting and travelling, he has had heard many a folk tales and they usually were based on truth but distorted along the annals of time.

Would it be the same here?

He resolved to keep an eye out though.


HP 44 | AC: 18; T: 14; FF: 14 | Init +6 | CMB: +10; CMD: 27 | Fort: +5; Ref: +5; Will: +5 Arcane Reservoir: 9 (11) | Current Spell Effects: Armored Mask (Mage Armor), +2 Int (Axiomatic Blessing; Escape Artist)

Having cleaned the Harpies (and himself and anyone else who asked) Alembic moves down to the bottom of the tower and looks for ways to start clearing a deadzone around it.

After a few minutes, he calls back up "Hey, are you going to just watch me work, or are you going to help?"

He explains his intent to anyone who listens, and he instructs those helping to gather the loose wood they collect into large piles to make it easy to set them on fire.


The harpies would help Alembic. Hundor would go collect more wood for you. Meir the dragonkin would do the same felling trees, dragging them near the staircase then breaking any of the thicker branches that survived the travel.

Seraphina:
Meir would gladly wag his tail and tell you, "I will help where I can, then fight beside you for the battle. Thank you for asking but that is my duty to you now."

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
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

As the others were in charge he took a different plan for now. Taking up his blade he slowly worked through his mastery style of the great blade. After an hour he is sweating profusely. For the next two hours he would help collect wood from the forest. For 4 hours he would do his best to make a spiked wooden wall to keep the vampires off the walls and side of the staircase. Lastly he would use a towel to take a sponge bath and rest as darkness finally fell on them.

engineering: 1d20 + 6 ⇒ (5) + 6 = 11


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Seeing General Soren and Alembic work on their defenses, Ingvarr lends his aid as well.

Engineering: 1d20 + 10 ⇒ (13) + 10 = 23


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"Johanna nods to them. Fight with passion then. Fight for the lives you want after this night. When we survive you are welcome to come with us. You can stay as long or as little as you like. You have wounds still. Let me help make sure you're ready for the battle to come."

She nods to Ingvarr.

"I think they will fight to stay alive, and we are their best chance at that. My channel energy is relatively weak so not good for healing in combat. Any that are hurt please gather around."

Channel Energy 5 times: 5d6 ⇒ (1, 3, 6, 5, 5) = 20

"Are any still injured?"

She looks to Seraphina.

"I will take a coating. My sword is magical already so the silversheen will allow me to overcome their defenses."


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will take some silver sheen for his arrows.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps
Johanna "The Cat" Sinclair wrote:

She looks to Seraphina.

"I will take a coating. My sword is magical already so the silversheen will allow me to overcome their defenses."

Ingvarr Battlecaller wrote:
Ingvarr will take some silver sheen for his arrows.

Ok, just want to be sure we're clear on this. A Silversheen can coat 20 arrows or other projectiles, OR just one melee weapon. Sera has a light crossbow and it looks like Ingvarr, Rai, Koldur, and Sable have longbows, Toki has javelins. Hundor has feats for ranged combat, but looks like he applies them to throwing axes but perhaps we could find him a sling?

Anyway, here's the rub. I can give Johanna a full Silversheen to coat her weapon, but that puts us back to only 20 projectiles to share out. Given that Johanna can smite, as well as channel positive energy and LoH, she has more ways to bypass that DR than most of us. It might be a good idea to give a full Silversheen to either Johanna or Koldur, since it will last on a melee weapon for the full hour and they both have higher damage potential than most of us. I just want to make clear what our options are here. Want to be sure that it gets to those who need it the most.

If one Silversheen is used on a melee weapon, Sera will forego her portion of projectiles and focus on her spells instead so Ingvarr and others will have more shots.

Seraphina pitched in to help build the fortifications, though she had to be directed where to put things as she had no skill with building herself. Watching Meir fell trees and move the great trunks into place, she felt proud. Already they had contributed much and the battle was still ahead of them.

She sought out Rognar, and asked, "Can Halcamora's blessing create holy water? Or perhaps holy wine? I have skins filled with both."
Meant to ask this last night, but it slipped my mind.


1 person marked this as a favorite.
Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Smiling at the queen's words of comfort and acceptance for the outcasts and her deeds of merciful healing, Ingvarr is struck by her beauty as well. Uncharacteristically tongue-tied, Ingvarr reddens slightly and moves to help with the battle preparations.


After the fourth channel, Lara would tell you, "Thank you, I was the worst off and have fully been healed now. Thank you again. Our blades are yours. Though any deference to you now could bode ill for us. Later once we are away from here." The harpies cluck happily and nod their heads in agreement.

Sense Motive DC 15:
You believe they are truly willing to fight for you. They also are enamored by your group, so much positive attention.

So let me get this right, you are making wooden spikes to put into the ground and cross hatching fences with sharp ends pointing out on either side of the stairs. Then making bon fires to have in the front of the stairs. If you think preparations are done we can get to the fight, map should be updated and ready to go within the hour.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
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

"So the plan is to be distance fight as long as possible. Then engage them in melee. Do you have extra longspears that we could use or other reach weapons at least?" He points out to his allies then asks the harpies.

"Seraphina I think it would be best to coat as many arrows and bolts as possible. So you say we can coat up to 40 of them. Thus 5 doses each to 8 of us. I will take 5, you will take 5, Ingvarr will take 5, and we have 5 more for another or the harpy with the bow. I suppose we should coat someone's weapon in silver then. Give the other dose to Johanna then. I believe Olivira also has a present to those with at least mastercraft weapons." He delegates getting his armor on and checking his equipment on the staircase.


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

"I do Sable, I have a least weapon augment crystal of true death for each of you. It can only attach to a mastercraft or magical weapon. It takes a move action to take it off and put on another weapon. It allows you to do more damage to undead." 1d6 more damage. Please add it to your equipment list. She says then begins to pass them out. At Koldur she hands you two, and quietly says, "One for each weapon."

"I have also consecrated the stairs and the first 40 feet into the tower. The undead will not be as potent here." Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves.


The harpies nod an affirmative to your request and go into the tower to recover a dozen reach weapons. Any of your choice. Though they are not mastercraft or magical.

Sable Soren is able to make a 5 foot stretch of spikey fencing, Igvarr with Seraphina's help is able to make four 5 foot stretches of spikey fencing, Hundor is able to place 20 spikes on either side of the stair case. Then there is plenty of wood at the base of the stairs. The larger chunks of wood cut up to be the start of the bon fires. When do you try to start the fire?


Rognar would ask, "Who of us has the best ranged attack? I will be using Bit of Luck on you, until we get into melee. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. I can use this 10 times a day."


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

"I am a reasonable bowman, but I do not know if I am the best of the group. I will spend most of the battle encouraging us all to deeds of great valor, but in between that I will be shooting arrows, so I would appreciate an extra dose of the silversheen if possible," says Ingvarr, showing the location on the steps he is planning to occupy--high enough up to shoot over the heads of those on the front line, but close enough to move in for reinforcement as necessary.

Ingvarr has no idea what a d20 is or why one would roll it, but it sounds like a powerful spell... ;o)

Reminder for us all--when Ingvar has the Raging Song active, you may accept it on your turn (or automatically accept it if you are unconscious--which is good because you gain 1 hp/level and auto-stabilize).

Raging Song: restricts you from spellcasting like the barbarian's rage and penalizes your AC by 1, but it gives you +2 Strength, +2 Constitution, +2 Will saves, and converts 5 points of lethal hp damage to non-lethal damage if you go below 0 hp while raging (plus auto stabilize if you are below 0 hp). Note that the +2 Constitution gives you +1 on Fortitude saves and an extra hit point per hit dice.

In addition, at the beginning of every battle, he releases a 'Battle Cry' as a swift action. You get +1 Attack and +4 Saves versus Fear, with a chance to reroll a failed fear save 1x (at the cost of losing the benefit of that Battle Cry).

He has other spells and special abilities as well that help with failed saves and such, but we can deal with that on a case by case basis.


HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges

"I stand ready to charge and slay the undead! If there is a leader type, let me know and I will destroy him or her as fast as possible."

Toki clips the crystal doohickey to his lance, then makes ready on Wartooth with shield and lance prepared.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Seraphina hands Johanna the Silversheen for her weapon. "You may be our best hope of defeating their leader. Gods willing there will only be one true vampire among them."
GM Wolf, Sable seems to be saying that Johanna could use a portion of a Silversheen to coat her weapon? If so, that's A'OK by me. Otherwise, I'm giving her 1 of my two Silversheen, the second is split among the archers.

She splits the remaining Silversheen and gives the vials to Sable, Ingvarr and Rai. ”Remember, they are only good for an hour once applied.”
If Johanna only uses a portion of one silversheen then there will also be 5 doses each for Koldur, Toki, and one more NPC or a double dose for Ingvarr.

Sera looked on curiously as Olivira gave Hundor a crystal to attach to his greatsword. ”Oh! Well that’s quite a handy device, Olivira. Do you make them? I don’t suppose I could make use of such.” She said with a sigh as she flourished her hand into a draconic claw, glittering copper colored scales up nearly to her elbows and tipped with long, curved, jade colored claws.
”They are magical, and they are weapons, though.” She said thoughtfully as her claws receded again.

She selected out a simple spear, doubting that she would have much occasion to use it, but kept it nearby just in case. Meir reared up into a standing position and handled the spear experimentally. After a moment he grumbled in his growly, dragon voice. ”Too small.
A dragonkin actually comes with masterwork glaive as equipment that they fight with standing up on their back legs, like humanoid. I removed it when I reduced Meir to a CR 4 though! XD

Finally, as the sun began to sink beneath the trees, Sera and Meir made ready to do battle with creatures of the night. She secured several of the wooden stakes that Hundor and Alembic had fashioned for her and waited for Meir to tell her of the enemies' approach.
Meir has darkvision, so he should be able to inform us once they are within 60’. Sera will cast her Mage Armor once it is dark and coat her crossbow bolts. And then cast Shield and Protection from Evil on herself and then Protection from Evil on Meir as well. Yikes, that’s half her level one spells!
Then she will accept raging song while she fires off her 5 crossbow bolts and then have to not accept it so she can cast.
Have placed Meir on the combat map, though we may need to move forward more. Meir will need a fair amount of clear space to deploy his breath weapon.


HP 44 | AC: 18; T: 14; FF: 14 | Init +6 | CMB: +10; CMD: 27 | Fort: +5; Ref: +5; Will: +5 Arcane Reservoir: 9 (11) | Current Spell Effects: Armored Mask (Mage Armor), +2 Int (Axiomatic Blessing; Escape Artist)

So here are the elements to my plan:
1) clear an area around the base of the tower, so that we can see them coming with movement, even if we can't see them coming with because of darkness.
2) set up pit traps to slow them down, even if it doesn't super effect them (also, in case they bring things besides just vampire spawn)
3) Set up fire piles, so that even if people don't have darkvision, they can still see our enemies at a distance (since the top of the tower is 150' from the base aka outside the range of most darkvision
4) Win


Yeah Ingvarr some of that should have been OOC but oh well. I am botting and you can tell. XD
We will start battle at the top of the next page of posts... be ready! LOL

Yes he is delegating and making sure everyone has what they need. To his knowledge there is only two doses of silversheen from you. One going to Johanna for her melee weapon and the other for the four of us focusing on ranged attacks.

Meir goes into the spire to see if there is a better weapon suited to his liking. You hear a 'clunk' and he returns with a large Ransuer. Meir will likely be at the front using his reach over the barricades to his advantage.

There is a good 500 to 700 feet of a clearing around the entire spire. The spire rises 1500 feet up into the fog, it likely rises further. There are the harpy nests that are attached to the spire that you could fly up to and shoot from if you want but besides the staircase there is no way in or out of the spire.

So you have campfires set out every 60 feet or so. As it begins to get dark people light them and then run to get back to the staircase. Then light the big bon fire infront of us? I am going to assume spiked camoflaged pit traps that are 5 feet deep? A 5x5x5 pit trap to dig out would take at least an hour. How many did you want to do?

3,051 to 3,100 of 6,639 << first < prev | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay - Where the action happens... All Messageboards

Want to post a reply? Sign in.