| The Nameless GM |
Campaign narrator is Tiny Tina.
The world is on the brink of going boom boom. This is our darkest hour. The eternal night doesn't help either. It is a time for heros to arise. Now...Roll for initiative!!
Wait, I forgot. You guys don't know anything yet. I mean uh...
You find yourselves on the ship over to the land shrouded in darkness. The captain will be leaving the moment you depart, so the instant you get ashore, he's gone. According the captain, the land has been in shadows ever since the Handsome Sorcerer set up in the old castle north of the city of Flamerock Refuge.
Ok now you're caught up. Introduce yourselves!
| Sindra Disdal |
A tall Elven woman stands on the edge of the dock looking out on the horizon in the direction of the town. Her greenish hue eyes darken as she keeps watching waiting to see what happens. She is wearing armor but it is hidden under her adventurers outfit. She is dressed in a simple blue weanch type top and black pants. She has a bandolier of daggers across her chest one of them seems sharper and shiner than the rest. She also has a morning star on her belt and a bow across her back. Her long blonde hair is in braided in two separate braids that go mid back. She has two rings on, one on the pointer of her left hand and the other on the middle of her right hand. She looks frail however she is battle hardened as it is apparent by a scar that is peaking from her chest. She has a small tattoo on her neck that is a light blue of what looks to be elven design. She will then turn to the party and offer a small smile. Good Afternoon,or well...whatever time of day it is the name is Sindra.
| Smokey Big Boom |
A short Gnome man walks onto the deck looking at the new town. He has piercing ice blue eyes, and long red hair standing up in the shape of a cone with white capping the top. He is wearing simple leather armor under his travelers outfit, no weapons at his waist but he does have a bow on his back and three sets of quivers. On his shoulder there is a backpack with all sorts of odds and ends inside of it. He is wearing two rings, one on his left hand index finger and one on his right hand ring finger. On his forehead rests smoked goggles and on his face are burn marks all around but where the smoked goggles covered.
"So we've landed. Time to light up this darkness with a few explosions. My name is Smokey, and I'm an explosives expert."
He smiles as he says that last bit, revealing his white teeth.
Quinn Arbalest
|
A tall, slender man emerges onto the deck of the ship. He has dark, dirty brown hair and an unkempt, but short beard. A white-grey wolf with keen, yellow eyes follows closely at his side. The man's dark garments make his appearance barely noticeable as he climbs the stairs out of the dank, shadowy bows of the ship. There is a long sword hanging from his belt, held in a black, weather-beaten scabbard. Over his shoulder is a large, well-carved bow and a large quiver. A heavy pack too is on his back with a great number of things that look suitable for a long journey. He has a ring on the middle finger of his right hand.
He doesn't remove his hood but merely inclines his head toward his traveling companions and begins in a dry, raspy voice as though it had been long since it was used.
"I'm Quinn and this is Snow." he says gesturing to the wolf.
"I'm a ranger and a guide in the lands of my home. This place is strange to me, but you can trust my sense of direction, once I take my bearings." he finished, scanning the horizon with narrowed eyes.
Quinn Arbalest
|
The man named Quinn takes in all around him, using his senses to try to discern the way forward.
"Let's see which way forward might serve us best, friends." he says.
Knowledge: Geography: 1d20 + 7 ⇒ (2) + 7 = 9
| Sindra Disdal |
The elven maiden will continue to look around to see if she can notice and figure out which way to the town as she is not from these parts. I think the Town might be in that direction if my memory serves me right from what some people in the last inn I was at . She then kneels down to the ground inspecting it closely to look for any sort of tracks leading to the docks or away from them.
knowledge local: 1d20 + 6 ⇒ (11) + 6 = 17
survival to see if there are any tracks close by: 1d20 + 8 ⇒ (19) + 8 = 27
| Sevence of the Order of Truth |
Stepping of the deck of the boat is a man with short black hair and a small goatee. His armor shines even though the eternal dims the light. His cloak, armor, and sword give a feeling of magic, and his mere presence makes you feel like you could take on the world.
Enblazened on his armor is the symbol of Iomedae, designating his is one of training and power.
"Greetings comrades. I am Sevence. I have been sent here by Iomadae to rid this land of evil. Shall we be off?"
Sevence will follow along, weapon and shield drawn, ready for action.
Quinn Arbalest
|
Quinn draws his longbow and fits an arrow neatly to the string, following Sindra's lead as the group treks toward the small village. As he does so he looks about, scanning off into the distance for some unknown peril. Snow the wolf sniffs the air cautiously as he follows his master.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
| Sindra Disdal |
Sindra will draw out on of her daggers as she walks forward cautiously scanning the horizon for anything that screams danger, or any traps set up.
perception: 1d20 + 11 ⇒ (7) + 11 = 18
Quinn Arbalest
|
As he goes, Quinn tries to pick up any tracks or trail. He hopes to find something to indicate what kind of men or beasts travel in these strange new lands.
Survival: 1d20 + 9 ⇒ (19) + 9 = 28
Sensing his masters intent, Snow sniffs at the ground, attempting to pick up any scent that might betray an enemy. He also looks about with his keen, yellow eyes.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Survival/Scent: 1d20 + 5 ⇒ (2) + 5 = 7
| The Nameless GM |
Quinn can tell that travel through this part of the woods has all but stopped since darkness fell. Snow is able to avoid sniffing into a patch of stinging nettle, but only just. Lucky dog.
Also everyone thinks the place smells kinda like dead people and butts and stuff.
He and everyone else are also able to see that further up the trail there appears to be what used to be old piers. Musta been where people showed up when the place wasn't dead all the time.
| Smokey Big Boom |
"Like I said I'm an explosives expert, I make things go boom and if you look at the explosions well lets just say some people in my village became blind due to over exposure."
Quinn Arbalest
|
"Looters and plunderers are never low in stock, my little friend." says Quinn, agreeing with his companion.
| The Nameless GM |
"How fitting you speak of the dead!" A voice starts speaking to all of you through your very minds, like an Echo recorder without the box thingy.
"You know, I seriously thought the last group of adventurers looked ragtag but you guys? Man you look like a group of retarded dogs following a steak labeled 'adventure!'"
As he continues talking a group of skellymens arise from the ground and draw their weapons, a couple of bows and scimitars.
"Tell ya what, if you can take on these guys I might consider you a threat. Probably not, but who knows!" And then the Skeletons start attacking! ROLL FOR INITIATIVE!!
Just kidding I'mma do it to speed things for yas.
Initiative: Quinn: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative: Sindra: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative: Smokey: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative: Sevence: 1d20 + 1 ⇒ (17) + 1 = 18
Ok, Init is as follows:
Sevence
Sindra
Quinn
Smokey
Skellys
Just post whenever and we'll be fine. Everyone must post once before you can post an action again. Talking or shouting is a free action, so do that often for the fun of it. Oh, and feel free to ham it up some if you want.
| Sevence of the Order of Truth |
Sevence, sword and shield in hand, takes a defensive stance, and begins to swing his sword before him.
"I call on the powers of Iomadae! Return these beings from whence they came!" He holds his sword above him, blade down to show the symbol of Iomadae embedded in the hilt. Suddenly a burst of energy and light emit from his sword, bathing his allies in a warm glow while the skeletons face divine wrath in the form of Channeled Positive Energy.
Channel Damage Undead: 3d6 ⇒ (4, 1, 3) = 8
That leaves another 5 Lay on Hands for the day. It takes two LoH to Channel.
| Sindra Disdal |
Sindra will try and roll behind one of the beasts to get a sneak attack with her morning star. First the wuss sailors leave us and now this. Man here we go.
acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
to hit: 1d20 + 4 ⇒ (20) + 4 = 24
to confirm: 1d20 + 4 ⇒ (10) + 4 = 14
base damage: 1d8 + 1 + 3d6 ⇒ (2) + 1 + (3, 6, 4) = 16
crit damage: 1d8 ⇒ 3
Quinn Arbalest
|
Quinn grits his teeth and looses one of his arrows at a skellyman archer. Snow lunges low at the nearest scimitar-wielding skelly.
Quinn:
To Hit: 1d20 + 7 + 2 + 5 ⇒ (4) + 7 + 2 + 5 = 18
Damage: 1d8 + 1 + 2 + 5 ⇒ (6) + 1 + 2 + 5 = 14
Snow:
To Hit: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 + trip
| Smokey Big Boom |
"Avert Your Eyes!!"
Smokey takes a shot at a skeleton who has no one near it for 10ft.
Standard Action: Explosive Missile + Explosive Bomb = Arrow (common) shot to hit: To hit: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 4d6 + 5 ⇒ (2, 4, 3, 5) + 5 = 19
And target is taking fire damage 1d6 per round it hasn't been removed. To remove it is a full round action with Reflex Save DC = 16. If they roll on the ground they gain a +2 on the roll
10 bombs left for the day
| The Nameless GM |
Skelly 1's Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 Bow
Skelly 2's Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 Bow
Skelly 3's Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 Scim
Skelly 4's Will Save: 1d20 + 2 ⇒ (17) + 2 = 19 Scim
Sindra's mace crushes the skeleton in twaine, the bones falling to the ground.
Smokey's shot not only destroys the skeleton, but sets his bones on fire too. Awesomesauce man.
Sevence's Channel is able to damage all of them, but one of them takes a little less damage.
Quinn and Snow miss. Totally.
So Quinn is attacking one of the archers while Snow is attacking the one that made his save.
Quinn's target returns fire, aiming at Quinn after an arrow flew through his ribcage.
To Hit: 1d20 + 2 ⇒ (3) + 2 = 5
But he misses too.
Snow's target attempts to swing down at the mutt. He ain't gonna be no chew toy!
To Hit: 1d20 ⇒ 16
Damage: 1d6 ⇒ 6
Round 2! Ding ding ding!
| Sevence of the Order of Truth |
Sevence surveys the fight and decides to help Quinn with the one he's fighting. He swings his sword in the air again, this time pointing his blade skyward.
"Iomadae, hear my cry! Bless our blades to defeat our enemies nigh!"
A heavenly light bathes Sevence and everyone around him. Your weapons have a slight glow about them.
Everyone has a +1 to attack and a +1 to will saves against fear effects. If you're within 10ft of me you get an additional +4
| Sindra Disdal |
Sindra will roll behind the other Skelly that has a scimitar and swing again. She makes another mighty blow on the skeleton. and that is why you have a sneak thief...I can do major damage from behind. She playfully winks after hitting the skeleton.
acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
to hit: 1d20 + 7 ⇒ (12) + 7 = 19 get a +1 from the bless and then also a +2 for flanking with snow.
damage: 1d8 + 1 + 3d6 ⇒ (4) + 1 + (4, 6, 4) = 19
| Smokey Big Boom |
Can safely assume that all of the skeletons are engaged in melee combat except the one with the bow? If if that is so then is the one with the bow more than 5ft. away from everyone else?
Quinn Arbalest
|
Quinn, enraged by the attack on his beloved companion drops his bow and unsheathes his greatsword, charging in alongside Sevence.
"You'll pay for that, you boney bastard!" he yells.
To Hit: 1d20 + 10 + 5 + 4 ⇒ (19) + 10 + 5 + 4 = 38 (BAB, STR Mod, Bless)
Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14
Snow snarls menacingly. Hurt, but defiant, he lunges again.
To Hit: 1d20 + 3 ⇒ (10) + 3 = 13 (BAB, STR Mod)
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 (Bite)
| The Nameless GM |
Quinn's Crit Confirm: 1d20 + 12 ⇒ (10) + 12 = 22 Crit confirmed!
Extra Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
How do you roll minimum for a crit!? Well whatever he's dead by now. Or rather re-dead.
Yes, the bowman is the only one not engaged in melee combat, and he is far enough away that the blast will not hurt anyone friendly.
| Smokey Big Boom |
Smokey takes aim at the bow skeleton with a bomb arrow. Err Explosive Missile. This one only has a 5ft. burst radius not a 10ft which means no ticking damage.
To Hit: 1d20 + 7 ⇒ (20) + 7 = 27
EDIT: Crit Confirm: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 4d6 + 5 ⇒ (5, 2, 1, 1) + 5 = 14
EDIT 2: I have no idea how to do the crit damage... 1d6 from the bow, 1d6 from the bomb(bombs that crit only get an extra 1d6 damage from them), + int mod (3 times?) + bow enhancement (3 times?) however does it really matter it went kaboom!!!
+1 to hit and +1 to damage. EDIT: +1 to crit confirm EDIT 2: +3 crit damage?
9 Bombs left
| The Nameless GM |
kaBOOM!! goes the skelly! You hear an evil sounding chuckle in your head.
"Not bad, but that's just a few animated skeletons. How about something a little more challenging. Meet their captain!"
The wooden gate in the stone wall around the small village opens and out comes the Skeleton Captain! The terror of the village in a small package, Mr. Boney Pants Guy!!
"I'm Boney Pants Guy! Face my wrath!" Following him are another couple of skeletons.
We'll keep the same initiative order. Boney and the others are 50ft away. FIGHT!!
| Smokey Big Boom |
"Another one? Well here we go!"
To Hit Explosive Bomb Arrow: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 4d6 + 5 ⇒ (5, 1, 2, 2) + 5 = 15
8 Bombs left
After the shot Smokey moves up 20ft. to be within 30ft. of Boney Pants.
| Smokey Big Boom |
I will differentiate the normal bomb arrow and the explosive bomb arrow as such so in this case it is now taking 1d6 damage per turn until it removes the fire.
| Sevence of the Order of Truth |
"Very well, undead fiend. Prepare to face the wrath of the Lady of Valor!" Sevence says as he approaches Boney Pants, swing his sword again to Channel energy.
Channel Damage: 3d6 ⇒ (1, 1, 4) = 6
DC 18 Will Save for half. I'll be 30ft from Boney if I channel after a move up at 20ft this round, so he'll be in the very edge of the channel but still in range. This leaves 3 LoH for this rest.
| Sindra Disdal |
Sindra will move up 30ft so that she is 20ft away from Boney so that next turn she can try to roll behind him. She will then wave her hands speaking an enchantment in elven. As she finishes she points her morning star at Boney. A ray of light will come out of the tip hitting him as she casts disrupt Undead. disrupt undead: 1d6 ⇒ 6
Quinn Arbalest
|
Snow fetches Quinn his bow, who uses Deadly Aim to fire an arrow at Boney Pants.
To Hit: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d8 + 1 + 5 + 4 ⇒ (7) + 1 + 5 + 4 = 17
| The Nameless GM |
Quinn, since there's no real ruling on taking a weapon from someone else, you'd need to drop your greatsword to pick up the bow, but I'll rule that you and Snow have been doing this for years, so it's a swift action to take it from Snow.
Boney's Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
Boney feels a tickle as an arrow flies through his ribcage again. Then another arrow explodes in his face! Then magic hits him, then a Channel! What did this guy ever do to you guys!? Well, besides be bad.
"I don't think so!" You see him take a deep breath in and let out a horrifying wail, a sound only made by the undead made to suffer for all eternity....everyone but Sevence, Quinn, and Snow roll a will save.
This is a Mind-Affecting Fear Effect. DC is a 16. Sevence is immune to Fear and Quinn and Snow are too far away. The range was only 40ft. Remember, you get a +1 to fear effects from Sevence's Bless and Sindra is close enough to Sevence to get his Aura of Courage, so she has a +5 total.
| Sevence of the Order of Truth |
"Your dark powers have no hold on me!" Sevence holds his sword out and his shield ready, his holy symbol on the sword glowing. "I call upon the powers of good, law, and righteousness to smite this evildoer. Cleanse the wicked!"
Sevence will then charge at Boney, his sword poised to strike him down.
Charge Smite To Hit: 1d20 + 22 ⇒ (18) + 22 = 40 Smite gives me a +10 to hit against an undead foe as my first strike, charging gives me a +2, and I have a +10 to hit with my sword normally.
Charge Smite Damage: 1d8 + 9 ⇒ (2) + 9 = 11 Smite bypasses all DR.
| Sindra Disdal |
will save: 1d20 + 7 ⇒ (10) + 7 = 17
Sindra will be able to shake off the startling sensation of boneys scream. She will then move up and try to roll behind him so that she can get him from behind and flank with Sevence.
acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
to hit: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 1 + 3d6 ⇒ (4) + 1 + (4, 3, 4) = 16
Quinn Arbalest
|
Quinn readies his bow and fires two quick arrows at Boney Pants.
"If they're going to go through his rattling bones, then I better double my chances"
To Hit: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage: 1d8 + 1 + 5 ⇒ (7) + 1 + 5 = 13
To Hit: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 1d8 + 1 + 5 ⇒ (1) + 1 + 5 = 7
| The Nameless GM |
Quinn FINALLY hits Boney a-hole, but it only grazes his skull, barely doing anything.
BUT IT WAS ENOUGH!!!! Mr. Boney Pants Guy shatters and falls to pieces! Combat over. The Handsome Sorcerer says nothing more to you. Besting his Skeletal Champion has made him rethink how much of a threat you are to him.
Now. Get going.
| Sevence of the Order of Truth |
Sevence says a short prayer for the soul and body cursed to walk this earth before speaking to the group.
"Well done. All of you. I doubt the Handsome Sorcerer will halt his control over this land, but if we work together, we shall emerge victorious!"
He looks over to see Snow is bleeding, the pure white fur slashed a dark crimson of matted blood.
"And you too put up an excellent fight." He kneels beside the beast, placing his hand gently over the wound.
Lay on Hands: 2d6 ⇒ (3, 1) = 4
A slight glow emanates from his palm as the would closes itself and the blood is cleaned up mostly. "There. That should help for now. We will need to get proper rest before we proceed."
He stands, looking to his companions. "Shall we continue?"
Quinn Arbalest
|
Quinn smiles at the Paladin and pats Snow lovingly on the head. Snow barks appreciatively at Sevence.
Thank you for your aid, and I quite agree. The fastest way to end this threat is to track down the fiend and put an end to him.
He peers into the distance, his eyes narrowed with uncertainty.
We know that the Sorcerer has his eye on us here. But I doubt he is everywhere at once. The best thing to do in this situation is to move along as fast as we can before he can summon more evil creatures to assail us. If we can get off the beaten track, it's possible that we will elude his gaze.
We need to get going as soon as we can. But which way?
Quinn looks about, searching for the best path he can find to help guide his comrades forward.
Survival: 1d20 + 9 ⇒ (11) + 9 = 20
| The Nameless GM |
Quinn can tell there's the main path up to the stone city gates which would take about 20 minutes, there's a path down the beach side with sharp rocks and high currents that would take about an hour to get down and an hour to get back up the other side, and there's the path that leads through some spooky ruins. Your choice bro.
Quinn Arbalest
|
Looking at the paths laid before him, Quinn thinks long and hard, not just about the paths themselves but about what designs the Sorcerer might have in store for them.
"The path along the coastline looks needlessly difficult and for no gain. The path to the city looks like our best chance of a friendly welcome, but there is no guarantee of meeting friendly folk, if any within it's walls. Indeed, we may find only slippery servants of our enemy awaiting us there. Lastly, the ruins might be full of more skeletons, or other horrors, and are quite as dangerous as the path we're leaving. But they might also be deserted or contain some secrets of the land or treasure as abandoned places in the world often do."
He turns to his fellow adventurers.
"For my part I should recommend going either through the city or the ruins. We take a great risk either way, but each might also bring some favorable fortune. The beach looks fraught with danger and I can see nothing that would redeem our peril in that road."
"What say you, trusted allies? Should we approach the city walls and knock for entry or journey into the unknown depths of the ruins?"