Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


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Melii and Urashu pass their saves, and are officially cured of their affliction, though the cha damage remains. Also, your intense Hellknight training has rendered you used to sleepless nights, and you all power through your sleepless state with no ill effects.

Kallant fort: 1d20 + 7 ⇒ (15) + 7 = 22

Even Kallant, still suffering from the specters assault, presses on without slowing, fatigue not yet an obstacle when a mission needs completing.

Everybody go ahead and roll initiative/perception, and stealth if applicable, and make any more prep posts you want (Urashu said he had something coming), and then combat shall be joined!


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii calls upon her psychic powers to bolster herself, then creeps forward, eager to join the battle.

Cast heroism, mirror image, and protection from evil on self.

Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Stealth: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar turn invisible, launches himself skyward, and begins flying quietly towards the camp, trying to better make out the nature of the figures occupying it.

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 22 ⇒ (9) + 22 = 31
Stealth +invisibility -speed: 1d20 + 25 + 20 - 5 ⇒ (4) + 25 + 20 - 5 = 44


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

initiative: 1d20 + 2 ⇒ (10) + 2 = 12
perception: 1d20 + 13 ⇒ (4) + 13 = 17
stealth: 1d20 + 7 ⇒ (16) + 7 = 23


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

When he prayed to Asmodeus for his spells, knowing they were moving into battle, Morvan switched things around a bit - including a plan for stealth. Before they strike, he takes the time to prepare himself for battle with his divine magic.

Casting bull's strength, shield of faith, and resist energy (fire) for 20 points of fire resistance.

Then, in order to aid his stealthy approach, he cast an aura of silence upon himself, so his armor wouldn't give him away.

Casting silence, centered on myself, in the hopes it hides my jingly armor.

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Stealth: 1d20 + 1 - 5 ⇒ (3) + 1 - 5 = -1


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

init: 1d20 + 6 ⇒ (13) + 6 = 19
perc: 1d20 + 9 ⇒ (8) + 9 = 17
stealth: 1d20 + 2 ⇒ (11) + 2 = 13

Urashu nods at Morvan. "Is there someone you want to target first?"

He waits for the answer before sneaking ahead to an overlooking spot he can cast form.


Just to clarify, are you all going in as a group, or is Kizziar scouting out first while you all get into position?


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Kizziar is scouting out first while we get into position.

Morvan responds to Urashu, "The largest concentration of foes. If they're too spread out, whichever one looks the most dangerous."


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yep


Ok. Battle map is up. Nobody has enough perception to detect Kizziar, so we'll let him scout for a few minutes then return back. Once he returns, move your characters into desired positions and let me know what your surprise round actions are going to be.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar flies invisibly around the camp for a few minutes, observing the cultists and listening to their conversations. He also makes note of the strength and location of any auras he detects. Once finished, he returns, renews his invisibility, and telepathically relays whatever information he gathered. He then asks Morvan, Should I sneak back into the camp and use my magic to try and engineer some kind of distraction or conflict before we attack?


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Right before they head over Urashu will use his wand of vanish on himself.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

If you can get them to cluster together so that Urashu's spells are more effective, do so, but otherwise do not put yourself in harm's way. We may need that magic to engineer a distraction for our escape, should this go badly.


Kizziar:
You note the location of eight cultists as seen on the battle map and also note that aside from the shrine, there seems to be no magical auras.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar reports back, Beyond the positions of the cultists, the only information I could glean is that the only magical aura I detected is coming from the shrine. I'll head back and try to draw them all to the center of the camp. Don't worry about catching me in your evocations.

Kizziar flies to the middle of the encampment and begins flying in tight circles at a height of about 20 feet while screaming at the top of his lungs (still invisible, of course).


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan nods. Agreed. Once they are clustered, Urashu, you begin blasting them. Mellii, open fire. Kallant and I will move in.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu nods. He pulls out his pistol and checks to make sure a standard bullet is loaded. Then he pulls out his paper cartridges and puts them at the top of his pouch.


Rolls:
1d20 ⇒ 17
1d20 ⇒ 19
1d20 ⇒ 19
1d20 ⇒ 13
1d20 ⇒ 11
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 16
1d20 ⇒ 9
1d20 ⇒ 13
1d20 ⇒ 10

As Kizziar begins screaming, the cultists peer outside at the commotion, and then upon not seeing anything, congregate in the middle of the clearing, looking around and murmuring to themselves. The exception to this is the cultist who is by the shrine. He takes a few steps out, but otherwise just looks around curiously.

You guys are up. Init order is Melii, Urashu, Morvan, Kizziar, Kallant


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu moves up to the side of a building and raises his gun. He shoots a Lightning Bolt spell at the cultists in his line of sight.

Damage: 7d6 ⇒ (3, 3, 3, 4, 2, 3, 5) = 23

Reflex DC19 halves


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii opens fire on the cultists within her line of sight.

The top one on the map.

Longbow, Deadly Aim: 1d20 + 16 ⇒ (1) + 16 = 171d20 + 16 ⇒ (15) + 16 = 311d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 11 ⇒ (7) + 11 = 181d8 + 11 ⇒ (7) + 11 = 18


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

While Kizziar creates his distraction, Morvan enhances the protection of his armor. Once Urashu fires off his lightning bolt, Morvan enhances his weapon, then charges the nearest cultist.

Attack, charge, PA (Furious Focus), bull’s strength, sacred weapon +2: 1d20 + 12 + 2 + 2 + 2 ⇒ (2) + 12 + 2 + 2 + 2 = 20
Damage, PA, bull’s strength, sacred weapon +2: 1d8 + 9 + 6 + 2 + 2 ⇒ (4) + 9 + 6 + 2 + 2 = 23

Active Spells: bull’s strength, resist energy (fire 20), shield of faith (+3), silence (centered on me). Active class features: sacred armor +1, sacred weapon +2. AC is 27.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Is this the same day as when Kallant summoned his devil? If no, he would summon his Bearded Devil.

When Morvan enhances his weapon, Kallant fires his longbow at a wounded cultist.
Masterwork Longbow, Composite (+5) -DA: 1d20 + 11 - 2 - 2 ⇒ (8) + 11 - 2 - 2 = 15
if hit, piercing damage: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
if the cultist is human, +2 to attack and damage

When Morvan charges, Kallant draws his Silversheen Greatsword and charges the same cultist.
Silversheen Greatsword FFPA: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (5, 3) + 7 + 6 = 21
if the cultist is human, +2 to attack and damage


It isn't the same day, but since you haven't rested, you don't regain any spells or abilities.

Saves:
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11


Init:
Init cultists: 1d20 + 5 ⇒ (12) + 5 = 17
Init leader: 1d20 + 2 ⇒ (10) + 2 = 12

Your surprise attack goes off well, with Urashu's spell catching three of the cultists, and Melii's arrows plunging into another. But he is warned by the arrows, and dodges out of the way of both Morvan and Kallant's attacks, snarling in pain and anger.

Surprise round over. Init order is Melii, Urashu, Morvan, Cultists, Kizziar, Cultist leader, Kallant.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu presses the advantage against the cultists by firing off another spell from his pistol, this fine River of Wind. A torrent of air bursts from the gun and sticks in place, forcing the three cultists he had already hit back.

DC 20 for check. See link for description on results. I’ll probably have a follow up action based on results too.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii fires another trio of arrows at the same cultist. Only one finds its mark, but it's a doozy!

Longbow, Deadly Aim: 1d20 + 16 ⇒ (1) + 16 = 171d20 + 16 ⇒ (20) + 16 = 361d20 + 11 ⇒ (4) + 11 = 15
Crit Confirm?: 1d20 + 16 ⇒ (12) + 16 = 28
Crit Damage: 3d8 + 33 ⇒ (8, 6, 8) + 33 = 55


Cultist fort: 1d20 + 8 ⇒ (11) + 8 = 19
Cultist fort: 1d20 + 8 ⇒ (3) + 8 = 11
Cultist fort: 1d20 + 8 ⇒ (7) + 8 = 15

Damage: 4d6 ⇒ (3, 6, 4, 1) = 14 Non-lethal damage

The trio of cultists are pummeled and tossed down by the jetstream of wind, confused and disoriented by the spell.

Ooh! I've always wanted to use the massive damage rules. Nice shot.

Leader fort: 1d20 + 6 ⇒ (3) + 6 = 9

Melii's arrow takes the cultist by the altar directly through the face, the tip just poking out of the back of his skull. He collapses bonelessly.

Cultist will: 1d20 + 6 ⇒ (10) + 6 = 16
Cultist will: 1d20 + 6 ⇒ (20) + 6 = 26
Cultist will: 1d20 + 6 ⇒ (5) + 6 = 11
Cultist will: 1d20 + 6 ⇒ (20) + 6 = 26
Cultist will: 1d20 + 6 ⇒ (19) + 6 = 25
Cultist will: 1d20 + 6 ⇒ (10) + 6 = 16

One particularly weak willed cultist lets out a groan of despair and terror, but the rest soldier on, grimly determined to avenge their leader.

Morvan's up, then the cultists.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

A 20 didn’t hit their flat-footed AC? Really?

Morvan continues attacking the same cultist.

Attack, PA (Furious Focus), bull’s strength, sacred weapon +2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
Confirm, PA, bull’s strength, sacred weapon +2: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31
Damage, PA, bull’s strength, sacred weapon +2: 1d8 + 9 + 6 + 2 + 2 ⇒ (8) + 9 + 6 + 2 + 2 = 27
Crit Damage: 1d8 + 9 + 6 + 2 + 2 ⇒ (6) + 9 + 6 + 2 + 2 = 25

Attack, PA, bull’s strength, sacred weapon +2: 1d20 + 7 - 2 + 2 + 2 ⇒ (18) + 7 - 2 + 2 + 2 = 27
Damage: 1d8 + 9 + 6 + 2 + 2 ⇒ (7) + 9 + 6 + 2 + 2 = 26

Silence within 20’ radius of me. AC is 27.


Morvan Fellis wrote:

A 20 didn’t hit their flat-footed AC? Really?

Morvan continues attacking the same cultist.

Silence within 20’ radius of me. AC is 27.

Really really. The one you attacked was the leader, and bolstered by the altar he was within 15 feet of. Also he's dead now due to Melii's rather devastating critical. Kallant seems to be in the way of a charge unfortunately, which is the only way you'd be able to reach the next nearest cultist, but I'll let you keep those rolls for when you do get up to them.

Here's the battle map


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

I’m on mobile, Google docs isn’t too great for viewing right now. I’ll delay until after Kallant, then charge and use the first roll, which was the Crit.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant moves to the next cultist.
move

Silversheen Greatsword FFPA: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (6, 1) + 7 + 6 = 20
if the cultist is human, +2 to attack and damage


The three cultists that were knocked prone stand up, two of them drawing weapons, and the third running away. The remaining cultists split up, two of them going after Urashu, and two of them attacking Kallant.

Attack 1: 1d20 + 12 ⇒ (10) + 12 = 22

Attack 2: 1d20 + 12 ⇒ (19) + 12 = 31
Crit Confirm: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

70 -10 = 60 HP

Kallant grits his teeth as the cultist gets a lucky hit and counterattacks.

Silversheen Greatsword FFPA: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (3, 5) + 7 + 6 = 21

Silversheen Greatsword full attack: 1d20 + 11 - 2 - 5 - 2 ⇒ (13) + 11 - 2 - 5 - 2 = 15
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (4, 2) + 7 + 6 = 19
if the cultist is human, +2 to attack and damage


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Hoping to take advantage of the death of their leader's demoralizing effect on the cultists, Kizziar flickers into visibility and uses his infernal magic in an attempt to further frighten the white-haired cultist engaged in melee with Kallant.

Casting doom (DC 13).


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii moves closer to get a clear shot on the cultist attacking Kallant. She nocks an arrow and lets it fly, right into the man's throat.

Longbow, Deadly Aim: 1d20 + 18 ⇒ (20) + 18 = 38
Crit Confirm?: 1d20 + 18 ⇒ (19) + 18 = 37
Crit Damage: 3d8 + 33 ⇒ (8, 8, 7) + 33 = 56

Targeting the dark-haired man south of Kallant. And it seems like I'm a crit machine today!


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Backtracking a moment. The River of wind stays in place for 7 rounds so they should have to make another fort save to start their turn this round.


Backing up due to Urashu pointing out that I did not thoroughly enough read the description for River of Wind =P

Cultist Fort: 1d20 + 8 ⇒ (7) + 8 = 15
Cultist Fort: 1d20 + 8 ⇒ (12) + 8 = 20
Cultist Fort: 1d20 + 8 ⇒ (10) + 8 = 18

I have also discovered that it has been too long for ctrl+z to work on the map anymore... give me a moment to recollect and fiddle.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Did my above action of delaying until after Kallant's turn, then charging to attack with my crit get factored in?


Cultist Fort: 1d20 + 8 ⇒ (7) + 8 = 15

Cultist Will: 1d20 + 6 ⇒ (1) + 6 = 7

Cultist Fort (massive damage): 1d20 + 8 ⇒ (10) + 8 = 18

River of Wind damage: 2d6 ⇒ (3, 1) = 4

So we'll just go from here and (probably accurately) assume that these are particularly dim cultists, and get tossed around by Urashu's spell. Kallant and Melii combine to quickly eliminate another one of the cultists. Kizziar successfully casts a spell on one cultist, who is now shaken, and Morvan critically wounds his opponent. I believe that brings us back to the top, and so now it's Melii's turn.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii steps forward and shifts her aim to the next closest cultist. Though her first shot sails over his head, her next two are more accurate.

Lonbgow, Deadly Aim: 1d20 + 16 ⇒ (1) + 16 = 171d20 + 16 ⇒ (16) + 16 = 321d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 11 ⇒ (7) + 11 = 181d8 + 11 ⇒ (2) + 11 = 13


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Im assuming Kizziar is still flying.

Urashu sprints forward, the wind at his back pushing him at high speeds. He beers off the wind’s path asettles next to the building. He smiles at the scene in front of him, it was about damn time that his battle prowess came back. He raises his gun again and coats the two nearest cultists in a barrage of flame.

Burning Hands

damage: 5d4 ⇒ (1, 1, 2, 4, 4) = 12


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, he very rarely has a reason not to.

So what's the current turn order?


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

I think the cultists of Zyphus are up after Melli, then the rest of us get to go.


Cultist Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Cultist Fort: 1d20 + 8 ⇒ (17) + 8 = 25
Cultist Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Cultist Fort: 1d20 + 8 ⇒ (10) + 8 = 18

RoW damage: 2d6 ⇒ (5, 4) = 9


Three of the cultists that were caught in Urashu's spell manage to roll out of the effect, gaining their feet and retreating in the face of Urashu's fiery magic, leaving their remaining member to crash painfully into the wall. The other cultist currently engaged with Kallant and Morvan doesn't seem to notice his companions retreat, attacking Morvan despite (or perhaps because of) his fear.

Attack: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

So to recap the scene, two of the cultists are dead, one is engaged with Kallant, one is floundering on the ground caught by Urashu's spell, and the rest are fleeing. Init order is Melii, Urashu, Cultists, Kizziar, Kallant, Morvan. Per request, at the end of this battle I'll do a narrative update of the plot and your actions thus far.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan is impressed the cultist managed to get past his defenses - they were pretty solid. Still, he had to be finished off. Morvan swung his mace at the cultist before him.

Attack, PA (Furious Focus), bull’s strength, sacred weapon +2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
Confirm?: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
Damage, PA, bull's strength, sacred weapon +2: 1d8 + 9 + 6 + 2 + 2 ⇒ (7) + 9 + 6 + 2 + 2 = 26
Critical Damage: 1d8 + 9 + 6 + 2 + 2 ⇒ (5) + 9 + 6 + 2 + 2 = 24

If the Cultist is dead before my turn, or if he dies on my first hit this turn, I move to the next nearest cultist and hopefully use the above roll on him. If not, apply this second attack to the cultist in front of me.

Attack, PA, bull's strength, sacred weapon +2: 1d20 + 7 - 2 + 2 + 2 ⇒ (4) + 7 - 2 + 2 + 2 = 13

Silence 20' radius centered on me, AC 27 (25 if I have to charge the nearest cultist).


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu tries to shout over the wind, not knowing that Morvan is in an area of sulence.

Morvan, they are retreating, should we pursue?

When Morvan doesn't respond he decides for himself. Caught up in the battle, her surges after the fleeing cultists and unleashes another Lightning Bolt on them.

damage: 7d6 ⇒ (4, 2, 6, 1, 1, 2, 4) = 20

DC 19 Reflex halves


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Seeing the cultists retreating, Kizziar flies over one of the tents to close the distance. Mustering his admittedly limited magical prowess, he telepathically proclaims to one of the cultists, "It's absolutely disgraceful to see proud servants of Zyphus fleeing in defeat! If your companions don't stand and fight, you should send them to meet your god!"

Casting suggestion (DC 15) on the third one from the right.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant continues to counterattack.

Silversheen Greatsword FFPA: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (2, 5) + 7 + 6 = 20

Silversheen Greatsword full attack: 1d20 + 11 - 2 - 5 - 2 ⇒ (6) + 11 - 2 - 5 - 2 = 8
if hit, slashing damage: 2d6 + 7 + 6 ⇒ (2, 6) + 7 + 6 = 21
if the cultist is human, +2 to attack and damage


Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19

Will: 1d20 + 6 ⇒ (2) + 6 = 8

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