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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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

Rognar will look for any damaged allies in rounds 60 and 61 and cast cure light wounds or cure moderate wounds as needed, or on himself if Koldar and Johanna have taken enough damage to warrant concern as Rognar has been taking half their damage


I know Johanna but really the amount of enemies you had was chaos in it self. From here on out it should be more encounter based on the route you choose. Excellent Ingvarr, I forgot about your quartet.

Round 59
Alembic continues to fire a disrupt undead at the furthest ogre. Johanna hits the spawn before her as the others begin to swarm around her, even getting to Ingvarr. Rai unleashes a devastating attack but it seems to do a lot less damage than he would think, the ogre still stands.

Round 60
Alembic continues to fire a disrupt undead at the furthest ogre. Johanna takes down the one next to Ingvarr she hit last round and it screams as it turns to ash. As the other spawn fall near Ingvarr and the ogre is still before Rai his blade is turned on it again doing enough damage to take it down.

Round 61
Alembic continues to fire a disrupt undead at the furthest ogre.
3d6 + 3 ⇒ (4, 5, 4) + 3 = 16 Johanna hits the next one closest to Ingvarr now. It reels back at the hit but hisses at you. Ingvarr's arrow goes near but you can't tell if it hit or not. Seraphina's arc takes care of the vampire spawn in coordination with Johanna. The vampire is well 40 feet into the sky, so Koldur focuses on the zombies near him, taking one down. Being called Meir takes to the air and goes after the mist in the air.

The undead swing their arms to slam into those near them. As the ogres continue to swing their clubs over the heads of the zombies. Rai gets clobbered by the zombie before him, 1d6 + 4 ⇒ (2) + 4 = 6 as Hundor begins to get mauled by two of them, 2d6 + 8 ⇒ (4, 2) + 8 = 14, KOLDUR takes a hit as well 1d6 + 4 ⇒ (2) + 4 = 6. With the zombies before the ogres they fail to hit with their clubs.

10d20 ⇒ (18, 5, 19, 18, 8, 8, 10, 5, 6, 16) = 113
ogre vs. Rai: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
damage: 2d8 + 9 ⇒ (5, 5) + 9 = 19
ogre vs. Hundor: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22

Round 62
Alembic hits the ogre again and drops it with his ray! Toki swings and misses. Meir breathes fire upon the mist in the air. 1d6 ⇒ 6


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

Round 62:

Renewing his Raging Song (14/16) and with the Battle Cry still in effect, Ingvarr exhorts his fellow warriors, "Victory is at hand! Slay the retreating vampire with magic and enchanted weapons!"

Grabbing another silver arrow (for next round), Ingvarr watches the battlefield closely.


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

No worries Wolf if it went round by round it probably would have taken 6 months to run :)

Round 62

Johanna attacks one of the remaining zombies as they tides have turned and the vampires start to retreat.

Attack on Zombie: 1d20 + 13 + 1 + 1 ⇒ (7) + 13 + 1 + 1 = 22
Damage: 1d8 + 1d6 + 6 + 1 ⇒ (3) + (1) + 6 + 1 = 11

"Press the attack. Harpies one of you fly out follow the mist of the leader. We will track it down and end this."


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 moved closer to Ingvarr so she could pass him the remaining silvered ammunition. (Still have my 5) She then sized up the remaining foes on the battlefield and cast her burning arc again, focusing on the biggest target first.

Round 62 (Refusing Raging song, so she can cast)
Move near Ingvarr
Standard: Cast burning arc on the large undead as primary target, and the next sturdy looking undead near it as secondary target.
Burning Arc Primary Damage+BA: 5d6 + 5 ⇒ (5, 3, 4, 5, 4) + 5 = 26
Burning Arc Secondary Damage+BA: 2d6 + 2 ⇒ (5, 4) + 2 = 11


Johanna "The Cat" Sinclair wrote:
"Go as a group. Two of you always keep it in sight as the others fly and spread out to report back. Leave us a trail to follow. Do not engage it. Stick to the air and retreat if it takes form and tries to attack. You can do it. Let us end this tonight. Do it for your own freedom from this."
Ingvarr Battlecaller wrote:
Ingvarr chimes in, saying, ”The Queen speaks wisely, counseling action necessary to defeat this enemy and protect your home. Follow her instructions.”

Round 62

The harpies main squad takes to the air following Meir. Another squad soon follows after them. They begin to make a trail for you to follow.

Seraphina fries the large ogre vampire spawn and the zombie next to it. Johanna hits and slays the zombie before her and its body drops and rolls down several steps. As Hundor takes down three more, Sable two, and Koldur two more.

12d20 ⇒ (20, 1, 17, 2, 19, 8, 18, 4, 9, 11, 6, 2) = 117
1d6 + 4 ⇒ (6) + 4 = 10 Hundor takes a hit.

As the group finishes off the threat of the zombies in Round 63. You may start following the harpies.

You soon see them holding rope and leaving a harpy next to a length of rope with about 50 feet between each. As you catch up to the first one it takes off and moves to the front. You find Olivira, Jevar, and that dwarf from before and your large exploration crew moves forward.

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

Sable begins to run back to the tower shouting, "Everyone get your mounts we can catch up then! Also not be worse for wear to greet a vampire lord."


Toki was already mounted and quickly followed the path. Olivira created some dancing lights for the vanguard to follow. With your mounts you quickly catch up to her.
Who has a mount and who can double up?

Koldur has his horse...
Johanna has her lion...
Ingvarr has a combat trained light horse and could give someone a ride.
Rai has his light horse...
Olivira can fly on her own.

4 mounts...

Rognar Grimtooth appears to need a ride.
Seraphina's mount Meir is tracking so she needs a ride.
Jevar and the dwarf with them would each need a ride.
Hundor does not appear to have a mount, I believe he came with Seraphina.
Alembic used his mount spell and now needs a new ride.

6 people need mounts...
So pick and choose and some will be hoofing it.

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 rides, Cencistrai an Elven Horse, and can carry one more... He would pick up Hundor and Seraphina. The halfling weighs as much with his gear equal to his sword. He can fit in a saddlebag and hold his sword while riding.

Coming up to the group without mounts he commands, "Hundor in your saddlebag, like normal and Seraphina come double up with me!" He offers his hands to help you both up to the saddle and soon are off.


It takes a few hours but then you see the harpies surrounding a cave entrance. As you ride up you see the harpies wait. One of their leader's say, "We engaged with his forces here, wolves, zombies and a few other pitiful forces of resistance. We leave the vampire and his lair to you. We don't see any other ways out but we will keep looking, good hunting!"

Everyone is now fatigued. Especially those who had to hoof it or fly.

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

Sable on the other hand appreciates the healing that Ingvarr offers, "Yes much healing is needed. Keep it coming. Ah! Excellent you just maxed my health!"
11d8 + 11 ⇒ (5, 3, 2, 2, 5, 2, 7, 8, 4, 3, 8) + 11 = 60

Sable nods his appreciation of their work, "Thank you, we shall see how quick or slow this might take..." Then he dismounts and offers the reigns to a harpy, helps the others off his mount and then draws his sword once more. Taking point. Once inside he looks to the group and asks, "Who can find traps?! It is better to be prepared rather than surprised."


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.

He shakes his head when Ingvarr offers to heal him, "I am alright, just need a little amount of time and I will be fine."

He thanks Sable for his ride and helping to dismount, there at the cave mouth he looks around to see if there is anything out of the ordinary or perhaps something that would close behind them. Holding his greatsword before him.

perception: 1d20 + 8 ⇒ (16) + 8 = 24

Surprise Round
Init: 1d20 + 2 ⇒ (10) + 2 = 12

He quickly moves off to the right of the vampire and says, "I am not sure which is the real one but there is another one behind the first on by 20 feet. Ranged attacks might be best!"


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 has his combat trained light horse. He will do his part to make sure everyone is healed up (using his signal horn) as he rides along


Hundor you notice that the doors here have been busted in. There appears to be no traps or other ways into the cave.

Perception DC 18:
As you enter you see that the vampire is just waiting for you, you may act in surprise round and he is 30 feet from the entrance.

Perception DC 22:
You also see that an identical version of the vampire is off behind in an archway that looks like rocks. Or is this the real one? This one is 50 feet away from the entrance.


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 ⇒ (6) + 11 = 17


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 takes some deep breaths. She takes notice of everyone's fatigue.

"Come gather around. I can take care of our fatigue." She looks to the Harpies.

"My friends you have done well. We thank you and now let us end this for you and your futures."

So there is 11 of us right? I have 9 charged meditation crystals. So we will wait around outside for the next 9 minutes as I user a LoH then gain it back and do it again. This will provide an additional 2d6 healing to anyone that needs it and the mercy to take away Fatigue.

Johanna prepares her shield once everyone is ready. She approaches the cave looking inside. She holds a hand up detecting evil before her out to sixty feet.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

"There are two of them. One should be a magical image." [ooc]Detect evil should ping the real one. She will concentrate to pinpoint before going forward.


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|
GM Wolf wrote:


Koldur has his horse...

Sort of.

With a snicker not belonging to a equine, that sounds like it was laughing comes from a Mount that would take most people's breath away with its grace and beauty.

As Koldur moves towards it as his size begins reducing back to its original form, his call for his mount can be heard clearly. Kicking away remains of former undead foes, he reaches out for reins..............
"Sore Wings!" I have need of you!"

Majestic White Wings from a powerful equine form built for grace and power can be seen as it soars on the thermals of the wind, artfully avoiding allies and undead remains alike as he lands besides Koldur.
A mighty Pegasus. One of those who had originally come from Iron Peaks and joined the castle force. The direct scion to the Herd Leader and seemly also a prankster like his sire as one of his hoofs accidentally trod on Koldur's feet, sending him sinking deeper in the swamp......

Soar-Wings but being a prankster, it responds to Sore Wings. In keeping with Koldur's saddle sores woes. Yes Koldur does know his true name.

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

Rognar has his camel Bill and chases after the group leaving behind the place they had defended in hopes of defeating the vampire. He will jump off upon catching up with the group and wipe his brow and will use channel positive energy to help heal and save resources

channel: 3d6 ⇒ (1, 5, 6) = 12


Johanna would also add, "The one in the front is the image!"

That is right, somehow I missed the camel, Rognar. Rognar saves Ingvarr 2 charges for healing on Sable.


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
Sable Soren wrote:

He rides, Cencistrai an Elven Horse, and can carry one more... He would pick up Hundor and Seraphina. The halfling weighs as much with his gear equal to his sword. He can fit in a saddlebag and hold his sword while riding.

Coming up to the group without mounts he commands, "Hundor in your saddlebag, like normal and Seraphina come double up with me!" He offers his hands to help you both up to the saddle and soon are off.

Seraphina was a bit less steady on the smaller flying mount with more people than usual. Thank goodness she and Hundor together likely only weighed as much as one additional person. Still, she hung on very tightly.

"Is this vampire a foe you have faced before?" She asked, along the way.

She handed off her silvered ammunition to Ingvarr, knowing he could do the most good with it and his magic bow. Once combat was close yet again, she began recasting her defense spells, having lost them during the time of pursuit. Shield and Protection from Evil and that expends her first level spells for the day. Will save blasts until we get closer.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Sera could not really see the Vampire and so relied on following her comrades into the cave. "Don't advance in a clump, remember the fireball..." She said softly and then reluctantly cast another spell on herself to resist fire. Just one 2nd level spell left. =(


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

Once the vampire is identified Johanna calls on the power of Iomedea to smite the foe. She draws her sword and prepares for the battle.

"Come creature of the night. Face your righteous redemption at my hand. Your evil will spread no further."


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,

Rai picks up his bow, then runs back to the tower to find Cinniúint. "We need to ride, their leader is on the retreat!" The horse gives a quick nod, and Rai saddles up. Cinniúint rushes out of the tower at full gallop, ready to chase down this villain.

Since Cinniúint can cast Faerie Fire, can she ready an action to use it on the vampire when we get close enough? It'll keep him from using invisibility or darkness to escape.


Once Cinniúint sees the vampire he could try to cast it.

Rai runs off on his own. Rognar follows on his own camel. Koldur takes his Pegasus.

Alembic, Jevar and the dwarf with them get left behind.

Olivira would accept a lay on hands to remove her fatigue.

---

Then the fight begins with a fireball going off centered on Johanna hitting all but Hundor. Round 1 actions please! 6d6 ⇒ (6, 6, 5, 4, 1, 5) = 27 Reflex DC 21 for half.


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|

Having sent Sore Wings away as soon as he had borne the dwarf to his destination, Koldur curses as he once more meets fire.

Reflex Save vs DC 211d20 + 4 ⇒ (15) + 4 = 19

This time the fires had definitely hurt him as he could smell burnt skin and hair about him.


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

Round 1:

Reflex Save: 1d20 + 4 ⇒ (20) + 4 = 24

Somehow managing to avoid the worst of the fireball, Ingvarr repeats Johana’s observation loud enough for all to hear, pointing out the true vampire! With a battle cry and a stirring song, he concludes with, ”Slay the vampire!”

Raging Song (15/16) and Battle Cry(1/10) this round, drawing bow and silvered arrow as he moves to cover.


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

Round 1

Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13

Johanna takes the full blast but pushes forward to engage the enemy.

He was 50' away So Johanna just moves forward 40' double move and uses a LoH

LoH: 3d6 ⇒ (3, 6, 6) = 15


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.

Round 1

perception: 1d20 + 8 ⇒ (2) + 8 = 10

He moves in further towards the image looking behind it but still can't see the vampire.

Holding his greatsword he casts shield getting ready for the fight.

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

Reflex DC 21: 1d20 + 6 ⇒ (9) + 6 = 15

He gets blasted by the fireball and then moves into the cave. Taking the inspiration from Ingvarr he moves in along the left wall taking two movement actions as he looks for the vampire.

perception: 1d20 + 6 ⇒ (9) + 6 = 15


As Koldur had not moved in yet, he is out of the fireball's radius. The yellow circle. Only hitting Sable, Johanna, Seraphina and Ingvarr.

Round 1 & Init of those who have not rolled yet.:

Rognar 27
Koldur 18
Sable 19
Toki 16 Who I feel has dropped out.
Johanna 14
Seraphina 13
Hundor 12
Rai 11
Vampire 11
Ingvar 10

1d20 ⇒ 15 +4 Sable
1d20 ⇒ 11 +3 Johanna
1d20 ⇒ 6 +4 Ingvarr
1d20 ⇒ 10 +8 Koldur
1d20 ⇒ 8 +3 Rai
1d20 ⇒ 19 +8 Rognar
1d20 ⇒ 16 + Toki
1d20 ⇒ 14 +


Johanna moves in and heals herself. Sable takes a route to the left as Hundor takes a route to the right, also casting a spell upon himself. Ingvarr commands and inspires!

The fireball was in surprise round as was Johanna's taunt.

Round 2


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.

Round 2

Hundor charges the vampire now seeing it hide along the wall.

MC greatsword: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
damage: 1d10 + 10 + 1d6 + 3 ⇒ (4) + 10 + (3) + 3 = 20
Least crystal of true death to undead

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 pulls out an everburning torch and moves forward.


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

Sorry, I just saw that there was a map. I will move for the end of round 1 per my narration and post my second round action.

Round 2:

Ingvarr maneuvers to get a clean shot at the vampire on his turn, fires one of the silver arrows from his magic bow, then moves further into the cave along the west wall.

Lingering Song (1), Battle Cry (2/10)

Magic/Silver Arrow Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Arrow Damage: 1d8 + 1d6 + 3 ⇒ (5) + (6) + 3 = 14


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|
GM Wolf wrote:
As Koldur had not moved in yet, he is out of the fireball's radius. The yellow circle. Only hitting Sable, Johanna, Seraphina and Ingvarr.

Give me back my HP lol.

Round 2
Koldur finds that the heat is enough to blister his skin and burn off a significant amount of his beard but he was largely unharmed.
With great speed, he rushes into the cave!
With his slightly enhanced speed, he makes it into the cave and moves to the side.


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

So fireball was surprise round along with my smite and taunt. Round 1 I moved in. Looks like others are posting round 2 when it should be 1 and the vampire needs to go in Round 1 right?

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

reflex: 1d20 + 3 ⇒ (10) + 3 = 13

ok I take 13 for Johanna, 13 for Koldar, and 27 to the face for 53 points of damage and am at -10 instantly unconscious, I do have some goodberries on me and a 14 con whew


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

Oh yeah shield other is an hour per level so it is still active. Looks like Johanna is at full but Rognar is down.


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 didn't take any fireball damage. Was out of the blast range.


Rognar also didn't take any fireball damage.


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

Reflex: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Seraphina had only just cast her resist fire spell after speaking her prophetic words when the fireball hit her full on. She cried out as she burned, flesh and hair crisping and smoking.

Sera takes the full 27 but resist fire eats 10 points of the damage.

She moves into the cave, staying against the back wall in case of another fireball and triggers her wrist sheath to release her wand. She casts infernal healing on herself and continues to move in.

Round 1 (19 hp)
Move: move 30 ft along right wall
Swift: Trigger wrist sheath to draw wand
Standard: Cast infernal healing on self

Round 2 (Accepting Raging song, 25 hp)
Double move


Round 1

Rognar heals himself. Rai moves in and shoots at the vampire.
Koldur rushes into the cave with, Sable, Johanna, and Hundor. Seraphina casts her second spell of protection. Ingvarr inspires and commands the group. The vampire points his fingers at Johanna and releases a scorching ray, ranged touch: 1d20 + 7 ⇒ (20) + 7 = 27 and 4d6 ⇒ (3, 5, 5, 2) = 15. ranged touch, confirm crit: 1d20 + 7 ⇒ (4) + 7 = 11 and 4d6 ⇒ (5, 1, 5, 4) = 15Then moves back a step and the wall closes where he was standing.

Round 2

Ingvarr can recon his action. Instead of charging the wall, Hundor moves forward going through a broken part of the wall. Instead he can try to jump the pit trap and failing to fall 25 feet, or jump back and not fall.

Reflex DC 14 or fall: 1d20 + 9 ⇒ (16) + 9 = 25
Seraphina on Round 2 you would have 20 hp not 25. Infernal healing gives you fast healing 1 for 10 rounds.


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

Round 2 now that the vampire is out of line of effect:

Seeing that Rognar is heavily injured, Ingvarr makes his way over to him and casts Cure Light Wounds on him.

CLW: 1d8 + 5 ⇒ (5) + 5 = 10

lingering song and battle cry still in effect...


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.

Round 2
As the ground begins to collapse below his feet he uses his burst of speed, attempting to jump the hole.

acro: 1d20 + 9 ⇒ (5) + 9 = 14
He finishes his jump clear of the trap and moves in on the vampire, greatsword ready to take an AoO.

"Where do you think you are going?" he says to the vampire.

Will: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

His response is priceless, "I don't think so!"

He activates his strength boost as he swings upon the vampire.
MC greatsword: 1d20 + 11 + 5 + 1 + 2 ⇒ (15) + 11 + 5 + 1 + 2 = 34
damage: 1d10 + 10 + 10 + 1d6 + 4 ⇒ (5) + 10 + 10 + (4) + 4 = 33
Least crystal of true death +1d6 to undead, +2 Str, +2 Con, +2 Will save, -1 AC, +1 to attack, +4 vs. fear


Round 2
He lashes out as the halfling provokes running up in front of him, 1d20 + 8 ⇒ (8) + 8 = 16, missing.

The vampire smiles at the halfling and says, "Up to my manor with you my little friend."

Will DC 22 or be dominated by the vampire.

He looks at the halfling and recognizes him, knowing he needs to get help or at least distance. He climbs up the wall using his spider climb, provoking for Hundor.


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

Could we see what sections of wall are broken, open with a pit below, or a supposed moving wall? Did the wall slide closed or did it it seem to materialize or be an illusion when the vampire stepped back?


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

Round 2

Johanna double moves.

"I'm on my way Hundor. This creature fears it's righteous salvation at the tip of my sword."

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

After healing Rognar continues to move to catch up and follow the group


The wall slid shut somehow from where the vampire previously stood. The blue box is where you can try to jump over the pit.

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

Rognar takes out a piton from his tent and pounds it into the wall securing it and then pulls out the 100 ft silk rope knotted and secures the grapple and tosses it across several times attempting to secure it to the other side and then tie it off to the piton on this side of the pit.

Should it be secured Rognar will then scooch across climbing vertical against a surface with a knotted rope which you cannot fail and help any other friend across.


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

Oh sorry Wolf thanks for the round clarification. All is good :)

Round 3

Johanna double moves once again. Engaging into melee distance with the abomination.

"Hondor I am here."

If he spider climbs away still as I am before him in initiative it will provoke from Johanna as well.


Round 3

The vampire being 15 feet up spider walks away safely as it withdraws.

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