Zethyris |
HP Damage: 2d6 ⇒ (3, 4) = 7
"You've all been quite amusing but... Rose? Is that you back there? Oh no, I can't have that! NO ONE TAKES SOMETHING THAT BELONGS ME. Everyone and everything here belongs to me including you." the medallion hanging around his neck begins to faintly glow, "It's time I taught you how to obey."
"She does not 'belong' to you. If you want her, you go through me," Zethyris responds, a defiant glint in his eye.
Zethyris will step in front of Rose, beside Rutilux.Skallangbiorn |
Damage Taken: 2d6 ⇒ (5, 3) = 8
Spells Lost: 1d3 ⇒ 3
Channels Lost: 1d3 ⇒ 3
Spells Prepared (CL 4):
Level 2 (3/day)
Spiritual Weapon used
Bull's Strength
Hold Person (Will DC 15 / Negates) used
Bless Weapon used (Domain Spell)
Level 1 (4/day)
Command (Will DC 15 / Negates)
Murderous Command (Will DC 15 / Negates)
Instant Armor used
Boiling Blood
Shield of Faith (Domain Spell)
Level 0 (at will)
Detect Magicc
Detect Poison
Purify Food and Drink (DC 13)
Stabilize
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (6/day) (dc 16) 3/6 Remaining
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Skall leans his newfound weapon across his shoulders, stepping his 6'5" frame into the defensive line. His helm hides his features, but his bearing is one of contempt.
Channel Positive Energy: 2d6 ⇒ (4, 5) = 9 Burst Healing for the damaged.
"From what we've seen do far, you can't hold onto much." he says, spitting upon the ground.
Isham Tabouri |
Damage Taken: 2d6 ⇒ (3, 1) = 4
Spells Lost: 1d3 ⇒ 1
Bardic Performances Lost: 1d3 ⇒ 3
Spell Slots: 2 1st level spell slots remaining
Bardic Performance: 4 rounds of Bardic Performance Remaining
"It's a weak man and a weak leader who grasps so hard that important things slip through their fingers. You have lost the loyalty of your followers. You have sullied your hospitality and lost your honor. And now you will lose your life."
Tagging Margrave with Freeboter's Bane (everyone gets +1 to hit/+1 damage against Margrave
As an aside to Skallangbiorn, "Thanks for that, good Scallywag. I was feeling a bit run down."
Thorvald the Black Shield |
"Those with bows give him a volley! Rutilux, lets us form the shield wall with Isham!"
"Rose, what does that amulet do? And are you Shade? Any tactical considerations that you have for us would be appreciated."
How far away are they?
DM - ARC |
"Ha ha looks like you've all fallen prey to that little wretch's doe eyes." looking to Rose she appears to be almost paralyzed with fear and only incoherent whispers escape her lips, "But that's okay I'm sure we can sew you all back together afterwards. Get'em!"
Rutilux feels a sharp sting in his back and then a sickening tug as whatever it is seems to turn and twist before being pulled out (11 damage). Turning behind him is Rose, a bloody dagger in her hand. Looking to her face it is blank and a faint glow emanates from her eyes (DC 18 perception check) as she crouches low preparing to defend herself.
You barely have a chance to process this before you realize that several of the thugs surrounding you are rushing in.
Please roll for...
Initiative Order:
Minions1 20
Margrave 19
Bodyguard1 19
Rose 17
Bodyguard2 17
Montulo 16
Minions2 4
THe glow is the same hue coming from Margrave's amulet
The map uses a standard 5ft grid
Margrave: 1d20 + 5 ⇒ (14) + 5 = 19
Rose: 1d20 + 9 ⇒ (8) + 9 = 17
Rutilux |
Nodding, Rutilux forms a shield wall with Thorvald
Tactician (Shield Wall) 5 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'. +2 to shield bonus if adj ally has a tower/heavy shield or +1 for smaller shields.
Skallangbiorn |
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Skallanbiorn sets himself for battle.
DM Arc: Not seeing myself on the map. I'm assuming I'm on the other side of Thorvald?
Isham Tabouri |
initiative: 1d20 + 3 ⇒ (6) + 3 = 9
perception: 1d20 + 7 ⇒ (20) + 7 = 27
Isham steps up next to Rutilux and Thorvald to form a shield wall, rapidly readying his battleaxe at the same time.
"Can someone perhaps put some of these to sleep? Rose in particular I'd rather not hurt.
"Cry 'Havoc,' and let slip the dogs of war;
That this foul deed shall smell above the earth
With carrion men, groaning for burial."
Round1
Status: HP27/27 AC 18 | T 14 | FF 14 | CMD 19 | F +3 | R +9 | W +4 | Init +3 | Per +7
Move: form up!
Standard: bardic performance, 'inspire courage'
NOTE: everyone take an additional +1 hit/+1 damage
Montulo |
"Great, i think i hear something behind us."
The old man turns, trusting his back to all of you as he gazes into the dark cave you all exited only moments ago as he draws the thin elegant long-sword he managed to recover alongside his other belongings.
"I hope this escape doesn't end up like that time in the Mwangi..."
Zethyris |
Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
"Those with bows give him a volley! Rutilux, lets us form the shield wall with Isham!"
"Unfortunately, my bow is somewhere outside here, probably past where Margrave is."
Zethyris notices the glow of Rose's eyes, and calls out, "Margrave, let her go!"
He draws his rapier (provoking an AoO, I gather) and attempts to disarm Rose (provoking yet another AoO if she has combat reflexes)
Disarm: 1d20 + 8 ⇒ (3) + 8 = 11 Aw, shoot. Dice ran out of luck when it came to the combat roll...
He then steps back, letting Isham take his place to form the shield wall.
5-ft step towards Julian.
Thorvald the Black Shield |
1d20 + 3 ⇒ (10) + 3 = 13 Initiative
1d20 + 8 ⇒ (13) + 8 = 21 Perception
Thorvald watched the strange glow of Margrave's Amulet and saw the same glow in Rose's eyes. "Mind control magic! Just like that used on Anna! We shall have to take her down Rutilux. I will subdue her. And it appears something approaches our rear as well."
Thorvald calls upon the Blood of the Kodiak, flat blades Rose with +2 vigored Wintersbane to subdue. Also uses power attack.
1d20 + 12 - 4 - 1 ⇒ (16) + 12 - 4 - 1 = 23 Wintersbane
1d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13 Subdual damage
1d20 + 4 ⇒ (20) + 4 = 24 Animal Fury
1d20 + 4 ⇒ (14) + 4 = 18 threat confirm
1d4 + 4 ⇒ (2) + 4 = 6 Bite
1d4 ⇒ 1 extra if critical
Rutilux |
Wow. HOw did I miss the post where I just got stabbed? Guess it went up right as I posted the first time. Too late to edit.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
"Some sort of magical glow around Rose who... has bled me badly. I don't think it's coincidence."
Thorvald watched the strange glow of Margrave's Amulet and saw the same glow in Rose's eyes. "Mind control magic! Just like that used on Anna! We shall have to take her down Rutilux. I will subdue her. And it appears something approaches our rear as well."
"Keen eyes, Thorvald. " Rutilux states, and smashes the nearest incoming thug while the Ulfen tries to subdue Rose so that Thorvald can do so unhassled.
Init: 1d20 + 1 ⇒ (12) + 1 = 13Hitting Thug with Flail 1d20 + 10 ⇒ (3) + 10 = 13
Dmg if that hits: 1d8 + 6 ⇒ (5) + 6 = 11
Skallangbiorn |
Guess I should have posted an action for my turn in the round...
Spells Prepared (CL 4):
Level 2 (3/day)
Spiritual Weapon used
Bull's Strength
Hold Person (Will DC 15 / Negates) used
Bless Weapon (Domain Spell) used
Level 1 (4/day)
Command (Will DC 15 / Negates) [Annalee]used[/smaller]
Murderous Command (Will DC 15 / Negates)
Instant Armor used
Boiling Blood used
Shield of Faith (Domain Spell)
Level 0 (at will)
Detect Magic
Detect Poison
Purify Food and Drink (DC 13)
Stabilize
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (2/6 per day) (dc 16)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Attacks
Ferocious Strike (+2) (3/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
After calling up on his god's might to heal his new comrades post above, Skall's new blade ignites in silvery-gray flames, bringing light to the area around him.
This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction.
In the light borne of the sword, Skallangbiorn sees the half-orc step into the line, a mighty glaive at his command. The ulfen cleric sees what Gorum has provided and so moves to the warrior's side.
"Here, allow me to set a fire in your belly..."
Move Action: Reposition next to Jediah
Standard Action: Cast Boiling Blood
Jediah now has a +2 Morale bonus to Strength starting next round and continuing for 4 rounds.
Anastasiya |
HP lost: 2d6 ⇒ (5, 6) = 11
spells used: 1d3 ⇒ 3I'm going to make that 2 1st level and 1 2nd level
Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
"Ha ha looks like you've all fallen prey to that little wretch's doe eyes."
At least about that you are right, King of thieves.
Ana kisses Rat and throws the animal at Rose.
"Go give her that from me!"
Casting protection from evil, holding the charge, and trying to make Rat deliver it to Rose.
Touch Attack (Rat): 1d20 + 4 ⇒ (16) + 4 = 20
HP should be at 31/33 (including the 9 healed by Skall)
spells remaining: 2nd 3/4 1st 3/8 extend 2/3
DM - ARC |
Initiative Order:
Zethyris 25
Minions1 20
Margrave 19
Bodyguard1 19
Rose 17
Bodyguard2 17
Montulo 16 (paused here)
Jediah 15
Julian 13
Thorvald 13
Rutilux 13
Skallagbiorn 10
Isham 9
Anastasiya 7
Minions2 4
Sensing more than seeing the dangers that Rose now presents Zethyris quickly switches places with Isham and flourishing his rapier tries to slip one of Rose's daggers from her grip but his attempt is easily deflected with a retaliatory strike that Zethris parries in kind. Many of the thugs lumber towards you, spotting a familiar redhead with a crushed shoulder you quickly realize that these seem to be all bandits and thugs that you've killed earlier. Right before your eyes, Margrave fades from view. His laugher echoing off of the rocks and hills all around you. The man in black armour comes rushing towards you, a heavy axe trailing behind him ready to tear into your defensive line. With quick probing and darting slashes and stabs, Rose's daggers slash towards Zethyris but the half elf's rapier is ther every time with the ring of steel to deflect and divert each and every one of her movements. The other man that was standing near Margrave before he dissapeared begins casting a spell that targets Rutilux and Thorvald [ooc](make DC15 will saves to resist). Montulo stands ready to fight whatever comes out of the tunnel.
Stopping mid round to resolve saves. If those who havent acted want to change their actions you may do so.
You are overwhelmed with images and thoughts that curdle your strength and resolve.
If you succed you are shaken for 1 round, if you fail you are frightened for 4 rounds...
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
AoO: 1d20 + 6 ⇒ (9) + 6 = 15damage: 1d4 + 1 ⇒ (1) + 1 = 2
Rose: 1d20 + 4 ⇒ (7) + 4 = 11damage: 1d4 + 1 ⇒ (3) + 1 = 4
Rose: 1d20 + 4 ⇒ (1) + 4 = 5damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skallangbiorn |
Spells Prepared (CL 4):
Level 2 (3/day)
Spiritual Weapon used
Bull's Strength
Hold Person (Will DC 15 / Negates) used
Bless Weapon (Domain Spell) used
Level 1 (4/day)
Command (Will DC 15 / Negates) used
Murderous Command (Will DC 15 / Negates)
Instant Armor used
Boiling Blood used
Shield of Faith (Domain Spell)
Level 0 (at will)
Detect Magic
Detect Poison
Purify Food and Drink (DC 13)
Stabilize
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (2/6 per day) (dc 16)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Attacks
Ferocious Strike (+2) (3/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
"The cowardly magician attempts to enchant our minds with a fear inducing spell," Skall shouts over his shoulder to Isham and Anastasiya. "Can one of you counter? Where are the archers the barbarian spoke of?"
Skallangbiorn will stick with his action and cast Boiling Blood upon Jediah.
As he sees the unnatural filth making its way towards him, Skallangbiorn raises a howl of challenge. Behind the shadows cast by his helm, the Ulfen cleric's eyes widen with near madness for the battle before him. "Come, let Gorum purge you from this realm!"
Skallangbiorn |
@Jediah: You could shoot...I've not technically hit you with the "juice"... since I go after you in the round, it won't get your motor running until round 2... Then again, my spellcraft check doesn't hit until after you go anyways... Ugh! What a pickle!
Rutilux |
Will Save: 1d20 + 4 ⇒ (18) + 4 = 22
Images of fear and failure swarm Rutilux's mind, but the cavalier holds onto deeper things, thoughts of his family honor, his liege's good name, and the code he follows. It lets him fight through the fear, though his hands still shake, he holds his ground.
"My thanks, stranger, your words of what had been done to my mind braced me," he says to Skallangbiorn. Rutilux turns his attention black armored foe that rushes them. He brings his flail to bear against the ebony clad attacker. "As did Isham"
I forgot about the inspiration bonus to the save, but still made it
Shaken State and Isham's magic counted in
To hit Black Knight: 1d20 + 8 ⇒ (16) + 8 = 24
Dmg if he hits: 1d8 + 6 ⇒ (7) + 6 = 13
Isham Tabouri |
With the entire team engaged and working, Isham sets to with a will, continuing to declaim the legacy of the Great Bard.
Round 2
Status: HP27/27 AC 18 +1 | T 14 | FF 14 | CMD 19 | F +3 | R +9 | W +4 | Init +3 | Per +7
Full: axe attack!: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25, damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Free: continue bardic performance, 'inspire courage'
(ack... my character sheet is out of date...)
Zethyris |
Assuming that Ana deals with Rose's domination...
"Montulo! How far away do you think those sounds are?" Zethyris calls over his shoulder, as he turns to face the coming bandits.
Readying attack on the first bandit to get close.
Readied Attack: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 Inspire Courage
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 Inspire Courage
DM - ARC |
Initiative Order:
Zethyris 25
Minions1 20
Margrave 19
Bodyguard1 19
Rose 17
Bodyguard2 17
Montulo 16
Jediah 15
Julian 13
Thorvald 13 (shaken)
Rutilux 13 (shaken)
Skallagbiorn 10
Isham 9
Anastasiya 7
Minions2 4
Jediah stands firm, waiting for these zombies to enter his range. Julian stands there scanning for signs of his missing target but with Margrave out of sight he settles on the two zombies fast approaching him instead (h18,f21) both arrows fly true but the wounds seem more superficial that those already present so he's unsure whether the attacks succeeded. Both Thorvald and Rutilux are unsettled by the magics but manage to resist the worst effects. Thorvald rounds on Rose and backhands her with the flat of Winter'sbane, sending her reeling but she remains standing. Moving to clear his way to the black clad warrior Rutilux steps forward and swings at the zombie (g15) shattering bones but not felling the monstrosity. Skallagbiorn then casts his spell to ignite the fires burning in Jediah's blood. Strangely, immediately following the effects appearing on Jediah, Earth's Vigil's blade begins to crackle and hiss as the outer edge cracks and crumbles revealing a reddish glow akin to embers. The air surrounding the edge seems to ripple in a heat haze (for the duration of the spell treat Earth's Vigil as a flaming weapon). Isham begins harrying everyone amidst the fight lending aid when needed and scolding in equal measure, just like an officer, as he coordinates. Ana surprises everyone when she kisses Rat goodbye and then hurls him/her at Rose who in turn after receiving the spell starts to shake her head erratically. Several of the thugs/zombies armed with ranged weapons fire at you but their shots fly very wide.
Since this hasn't come up until now, I have a rule that you can't power attack and do non lethal. One aims to avoid lethal wounds while the other aims to maximize the killing power of a swing
will save: 1d20 + 4 ⇒ (13) + 4 = 17
Isham Tabouri |
Isham steps to remain in tandem with the shield wall, and slices viciously at one of the advancing minions.
Round 3
Status: HP27/27 AC 18 +1 | T 14 | FF 14 | CMD 19 | F +3 | R +9 | W +4 | Init +3 | Per +7
Full: axe attack!: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10, damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Free: continue bardic performance, 'inspire courage'
Skallangbiorn |
Round 3
Spells Prepared (CL 4):
Level 2 (3/day)
Spiritual Weapon used
Bull's Strength
Hold Person (Will DC 15 / Negates) used
Bless Weapon (Domain Spell) used
Level 1 (4/day)
Command (Will DC 15 / Negates) used
Murderous Command (Will DC 15 / Negates)
Instant Armor used
Boiling Blood used
Shield of Faith (Domain Spell)
Level 0 (at will)
Detect Magic
Detect Poison
Purify Food and Drink (DC 13)
Stabilize
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (1/6 per day) (dc 16)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Attacks
Ferocious Strike (+2) (3/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Skallangbiorn bellows his challenge to the undead warriors closing on their position. "For glory!!"
Channel Positive Energy: 2d6 ⇒ (2, 3) = 5 +1 from Isham?
If I'm reading the map correctly, I've got 6 undead within the 30-ft radius of impact.
Rutilux |
Rutilux swings at the target he wounded before, should someone fell it first, he strikes simply at the next nearest. He feels his courage return in full, and smiles a bit.
I'm guessing that round is over for the shaken, if I'm mistaken, adjust and my apologies
to hit: 1d20 + 10 ⇒ (17) + 10 = 27
Dmg: 1d8 + 6 ⇒ (7) + 6 = 13
Thorvald the Black Shield |
Thorvald watches Rose carefully having received the magic kiss from Ana on other occasions.
1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 First swat
1d8 + 6 ⇒ (4) + 6 = 10 damage
1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 threat
1d8 ⇒ 2 additional die
1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 Second Swat
1d8 + 6 ⇒ (5) + 6 = 11 damage
"Zethyris! Can I count on you to bind her if I can knock her out? I can rejoin the front line or hold the rear!"
ARC Thorvald will take rear guard if Rose is released from the enchantment and there is an attack from that direction or he can rejoin the front lines if there is no threat from behind.