Pyros's Rise of Legends Homebrew (Inactive)

Game Master waiph


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Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Des gauges the situation for the moment, and decides that leading whatever is there to this new base camp would not be wise. He turns and plants himself, "Show yourselves, if you have quarrels with us. If you be intelligent enough for that. Otherwise.."

Des starts speaking in...

Elvish:
"Shadows will not hide you from me, only words and respect will."


There is no responce as you speak into the woods. Perhaps the followers have fled.

You continue on, but then you half-hear something out of place, or see motion that may or may not be natural forest creatures fleeing from such a large group, yet then again it may not be.

You do anything else or just proceed to the cave?
Longer update coming tomorrow afternoon


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardüsk stops and turns to the jungle. He holds up his hands and lets light emit from the mark on his palms and calls out to those in the jungle around them. "Present yourselves or begone from here... we intend no harm if you don't, however we have no choice but to consider you foe if you don't show yourself as friend."

(marked by unknown forces trait)

diplo: 1d20 + 8 ⇒ (11) + 8 = 19

If there's no response from whoever or whatever is following/pacing the party within about 30 seconds, he will determine where he heard the most/saw the most movement from and cast entangle out into the jungle to cover that area and wait to see what response that brings.


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor whistles, then stops.
"perhaps they aren't there? We should probably have our weapons out though."


Just as victor from nishes speaker ng, there is a rustle, followed by another, and you are soon again left in silence.

Whatever had followed you had moved off.

Are you searching or moving on, and if so are you moving with haste, stealth, or bluster?


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

stealth might be our best option here. Haste leaves us vulnerable (rushing forward) and so does bluster.(I'm a worst case scenario kinda guy)


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

"Perhaps those of us with lighter step should consider scouting ahead of those who can fare for themselves with ease?"


Fighter 2, Wounds 26[28], Vig 5[18], Defense 11, flat-footed 10, Armor DR: 6/magic or Large (+5 armor, +1 natural armor), Critical Defense: +7, Fort +5, Ref +1, Will +1; +2 vs. mind-affecting effects and poison

Yea stealth... About that...


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

"Brother, see if it left any tracks you recognize. No Captain, we are close to the cave. It will be safer for all if we stay together."


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardüsk looks for tracks off the trail a bit (without straying into his own entangle field) and tries to identify any he finds.

perception: 1d20 + 8 ⇒ (8) + 8 = 16
survival: 1d20 + 7 ⇒ (13) + 7 = 20


These are definitely tracks of medium humanoids, but you cannot determine much more than that. There's at least three, maybe four pursuers as far as you can tell, but they've fallen back, and seem to be familiar with the terrain.

As you approach the cave, you hear shouts and sounds of conflict, and see small fires burning. You rush closer and see and hear the rabble of goblins! Savages from the swamplands!

You have one round you can use to prep.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardüsk casts guidance on Kalagan before any fighting begins for our group, then moves forward a bit - but slow enough that he stays behind the primary combatants...


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor flips the clicking beetle in his tail to his hand and draws his dagger.

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Des cast Enlarge Person on Pyre and waits to see the reaction on the face of the goblins charging in. Their fear will be sweet nectar, he thinks as he falls back and readies his spear.


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

Kalagan says a quick prayer to his god, draws his great sword, and steps to the fore of the party.


Fighter 2, Wounds 26[28], Vig 5[18], Defense 11, flat-footed 10, Armor DR: 6/magic or Large (+5 armor, +1 natural armor), Critical Defense: +7, Fort +5, Ref +1, Will +1; +2 vs. mind-affecting effects and poison

Pyre smiles and draws his Greataxe as Des casts his spell. Then he lets out a sinister laugh and heads towards the goblins.


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

Thoyoitu whispers to Des, "Cloak yourself on your side of the cave mouth, and I will cloak myself on mine. Any stragglers try to escape, and we flank them from stealth. And, if need be, we can move silently along the cave walls to enter combat inside." Thoyoitu attempts to hide himself outside the cave mouth. Stealth: 1d20 + 13 ⇒ (15) + 13 = 28

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Enlarge is a full round action, won't get another chance till initiative. But Pyre will give soft cover from being big, I can hide then. Don't forget to use some intimidation, Pyre.

Des takes the advice into consideration.


not actual combat map yet, but if you want to adust your positioning at all, Let me know. Tho and Desula have cover, Pyre will grow large on Desula's Initiatie count. That's as far forword as you are able to get, but you can tweek things some, as you see fit.

Intimidating is a standard action, for reference. I hae work in the morning, and need some time to set up the enemies. But you only are aware that there is fighting in the area so I ust need to confirm your positioning.

Pre-rounds map. You can be up to 30 ft from the bottom right corner


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor would like to be at Q18


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

O 18 for Kalagan.


Fighter 2, Wounds 26[28], Vig 5[18], Defense 11, flat-footed 10, Armor DR: 6/magic or Large (+5 armor, +1 natural armor), Critical Defense: +7, Fort +5, Ref +1, Will +1; +2 vs. mind-affecting effects and poison

[ooc]O 19 for Pyre[/dice]


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

K13 for Thoy, hiding in the brush.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

P18 for Tzardüsk

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

move R19


Before you see a small horde of Goblinoids clashing with Orc in the cave entrance as well as a few small skirmishes farther on. Intermixed with the goblin are several bazar 6' tall frog-like humanoids. They carry nets and savage looking spears, wearing tattered rags and oozing viscus slime from their misshapen bodies, slobber dripping from hideous fanged maws.

Several Goblinoids turn to face you, hollering, bows and blades drawn.

Checks:

1d20 ⇒ 8
Perception
Desula: 1d20 + 7 ⇒ (10) + 7 = 17(+2)
Kalagan: 1d20 + 5 ⇒ (8) + 5 = 13
Pyre: 1d20 + 3 ⇒ (17) + 3 = 20
Thoyoitu: 1d20 + 10 ⇒ (12) + 10 = 22
Tzardusk: 1d20 + 8 ⇒ (4) + 8 = 12
Victor: 1d20 + 7 ⇒ (4) + 7 = 11

Initiative
Desula: 1d20 + 3 ⇒ (4) + 3 = 7
Kalagan: 1d20 + 0 ⇒ (2) + 0 = 2
Pyre: 1d20 + 3 ⇒ (2) + 3 = 5
Thoyoitu: 1d20 + 3 ⇒ (4) + 3 = 7
Tzardusk: 1d20 + 1 ⇒ (17) + 1 = 18
Victor: 1d20 + 3 ⇒ (20) + 3 = 23

7d20 ⇒ (1, 6, 10, 17, 7, 17, 12) = 70

Initiative: Monster 1, Goblin 1
Tzardusk and Victor
followed by some number of enemies and party members.
Kalagan, the space you noted is a little past 30 ft, but that'll work. Tho, K:13 is way farther into the map. You the only bush where you can stealth is the tree where you are now.

Before you see a small horde of Goblinoids clashing with Orc in the cave entrance as well as a few small skirmishes farther on. Intermixed with the goblin are several bazar 6' tall frog-like humanoids. They carry nets and savage looking spears, wearing tattered rags and oozing viscus slime from their misshapen bodies, slobber dripping from hideous fanged maws.

One of the Goblins screeches upon your approach and immediately fires off an arrow at Tzardusk
Arrow: 1d20 + 3 ⇒ (9) + 3 = 12
for 1d4 + 2 ⇒ (1) + 2 = 3 barely making it's mark, but clattering off the shaman's armor
and then skitters back among it's fellows

The foul looking creature hurls one of it's spears at Kalagan with a gurgling roar
Trident: 1d20 + 2 ⇒ (19) + 2 = 21
for 1d8 + 4 ⇒ (2) + 4 = 6 2 damage after DR the Spear slamming into the paladin's pauldron, wrenching his shoulder.

K(Local) DC: 12. DC 7 for Tzardusk and Kalagan:

These frog-like creatures are the Skum. abominations that live in the swamps and occasionally partner with goblin raiders. The Scum take the living captives as their own in return for the force the frog-men add to the goblin raiding parties.

Thoyoitu:
1d20 ⇒ 11
you think you notice something in the trees around J:13, but a moment later the movement stops and there's clearly nothing there now.
Kalagan:
Looks like your defenses are a little off. Your Defence is like your AC. It is 10+Dex+shield+enh, so Looks like it would just be 10. Your DR is based on your Armor, and i see a Chain Shirt with no Natural Armor, so that's DR 4. are there any bonuses that i'm missing?

Map: Victor and Tzardusk are both up,
then some bad-guys get to go


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

know local: 1d20 + 5 ⇒ (20) + 5 = 25

Tzardüsk quickly advises the newcomers as to the Scum (see spoiler) then centers a sleep spell at J10 (will save dc 14 to resist).


Goblin 1: 1d20 - 1 ⇒ (11) - 1 = 10
Goblin 2: 1d20 - 1 ⇒ (19) - 1 = 18
Scum: 1d20 + 3 ⇒ (3) + 3 = 6 You have to center that spell on a point and it hits a 4x4 square (essentially) so you can only hit one scum, Either 1 or 2

The Goblin that fired the arrow immediately passes out, While Goblin 4 is tripping over it's own legs. One of the Frog-men succumbs as well.

Tszardusk, to your horror, you also recall tales of humans and halfbreed that have been taken by the scum and used for breeding. The horribly malformed offspring of these vile creatures eventually mutate into full-blooded scum after a short and agonized life. These amphibians breath under water and have horrible rending claws and fangs and shrug of severe cold without notice.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

okay - sorry I didn't place properly - but getting 3 is fine - thanks for adjusting for me


Are you hitting scum 1 or 2?


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

focusing on scum 1 and the two goblins near it


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor trots over to N16 and lobs a bomb towards goblin at K11 .
bomb: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 + 4 ⇒ (4) + 4 = 8


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

The armored kilt is also +1, but requires a Medium Armor proficiency to wear with the chain shirt (which I have). That adds up to 5.


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

"By the Shining Eye of Rraurvir (I just created my deity, if that's ok. If not, I'll go with what you want to call him), surrender or die!" Kalagan roars as he charges to the cave mouth.

double move to P 7


The small nut hurtles through the air and upon hitting the goblin, it ingntes, cooking the sleeping Goblin. The heat sears the flesh of the Scum and the creature awakens with a scream!

The others shriek and howl in goblinoid and attack from the trees, vanishing into the trees. Anyone speak goblin?

The Scum steps up into the trees and hides behind the trunks.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23

Goblin 2 also slips into the treeline where the Scum disappeared
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21

Goblin 3 fires off another arrow at Tzardusk...
Arrow: 1d20 + 3 ⇒ (9) + 3 = 12
for 1d4 + 2 ⇒ (3) + 2 = 5 2 damage after DR
at which point it slips into the trees behind it.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

All trees provide cover if you are in one of the tree-covered squares, and you can use stealth, so the enemies are placed in the trees where they vanished. You can roll perception to see if they have become hidden and will treat you as flat-footed or if you know where they are. They will have cover tho.

Pyre grows to Large size as soon as Desula completes his incantation.
The rest of the party is up, Desula, Kalagan, Pyre, and Thoyoitu are up. Tho is hidden


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

scratch the double move to P7, I was looking at the wrong map.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

Detect Evil searching for the hidden foes.


Kalagan, Detect Evil only detects if the target has an Aura via the class feature or if they have 5 or more hit dice. SO unless there's is some Evil magic or an overwhelmingly powerful individual, then you won't see the aura. As a Paladin, you'd know that even the most Vile individuals won't show up if they are not very powerful or have some kind of magic power. You may yet find one, and they will show up, but just want to alert you about that


Fighter 2, Wounds 26[28], Vig 5[18], Defense 11, flat-footed 10, Armor DR: 6/magic or Large (+5 armor, +1 natural armor), Critical Defense: +7, Fort +5, Ref +1, Will +1; +2 vs. mind-affecting effects and poison

Pyre begins moving forward to where the goblin and scum vanished.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Not seeing them he moves up to the tree line.


Once adjacent, you can make an attack. I'll put you in the square where you would find them.I am partially working out how to run stealth in a way that actually makes sense. While the enemy still have cover, if you get adjacent, you can make an attack. You an go ahead and roll for it. Stealth does make it impossible to charge, but you can approach and try to find them and get adjacent.
.
So you can make an attack roll especially since it's likely you will get close enough.
Pyre, Do you want to head north or east from K:15


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tsardüsk moves forward to 013 and casts produce flame, targeting scum1 with his first flame.

ranged touch to hit: 1d20 + 2 ⇒ (2) + 2 = 4
dmg if hits: 1d6 + 2 ⇒ (5) + 2 = 7

But unfortunately, he misses badly.

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

With Pyre enlarged Des cast Mage Armor on himself.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

Using the trees and Pyre's newfound bulk, attempts to mask his presence as he follows behind Pyre in his shadow. Sticking low to the ground, while Pyre draws their attention up.

Perceptio: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Peeking from behind Pyre Des tries to spot any of the critters in hiding and call them out.


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

Sorry, was playing it like 3.5. My bad. What about the perception roll? 18?


Fighter 2, Wounds 26[28], Vig 5[18], Defense 11, flat-footed 10, Armor DR: 6/magic or Large (+5 armor, +1 natural armor), Critical Defense: +7, Fort +5, Ref +1, Will +1; +2 vs. mind-affecting effects and poison

OK!

Pyre strikes at the scum.

Power attack: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage: 3d6 + 5 + 3 ⇒ (1, 5, 5) + 5 + 3 = 19


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

Thoyoitu uses camouflage while hiding in the tree. This is a 10-round action. Sorry, guys.


Third time im writing this cause computer froze goddammit!
- also tsardusk, you already went in round 1, so i'll use your produce flame for you round 2 action.

From earlier in the round, the skum's save versus splash damage:
reflex: 1d20 + 4 - 6 ⇒ (13) + 4 - 6 = 11

Kalagan does not see any evil auras in the wood

Thoyoitu starts pasting leaves over his feathers

Pyre approaches the trees and finds the skum, and is attacked Via readied actions
Skum
1d20 + 3 ⇒ (11) + 3 = 14
for 1d8 + 6 ⇒ (2) + 6 = 8

the a goblin slips out of the trees and cuts at pyre's legs
1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
for 1d6 + 4 ⇒ (3) + 4 = 7

2 damage to pyre

Pyre's blow hits with a sickening thud, but the creature is still up

As Desula follows, hiding behind the Dragon-kin, a furry figure slips out of the bushes and attacks
1d20 + 5 ⇒ (13) + 5 = 18 v flat-footed
for 1d8 + 9 + 1d6 ⇒ (5) + 9 + (2) = 16
12 damage to Desula, barely avoiding a wound
End of readied actions

Goblin 4 finally reacts, moving to O:9 taking cover not stealthed and fires an arrow at Tzardusk
1d20 + 3 ⇒ (5) + 3 = 8
for 1d6 + 2 ⇒ (3) + 2 = 5

Skum 2 stands, readying a net and glaring.

Tzardusk conjures fire in the palm of his hand and hurls the ball of flame at the Skum, stopping just out of net-reach, but the shot goes wide.

Victor is up, then the enemies, including those that had readied attacks.


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor 5 foot steps over to L17 and grins as he bites his own finger, sucking from the wound,his eyes start to glow red
"I'm glad I've still got it in me"
victor takes a 5 foot step to L17 and drinks a plague vial


Victor, you are at N:16 and cannot 5' to L:17 which is also going to be adjacent ot the Bugbear.

The Skum viciously attacks Pyre, desperately trying to get even one attack to land...
Trident: 1d20 + 3 ⇒ (1) + 3 = 4
for 1d8 + 4 ⇒ (8) + 4 = 12
Bite: 1d20 + 1 ⇒ (3) + 1 = 4
for 1d6 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 1 ⇒ (7) + 1 = 8
for 1d4 + 4 ⇒ (4) + 4 = 8
... but can't seem to land a single hit, as it moves around the Dragon-kin

Goblin 2 steps up and takes another swing at Victor
Sword: 1d20 + 1 ⇒ (1) + 1 = 2
for 1d6 + 4 ⇒ (4) + 4 = 8

Goblin 3 attacks as well, firing an arrow off at Tzardusk
Arrow: 1d20 + 3 ⇒ (15) + 3 = 18 v flat-footed
for 1d6 + 2 ⇒ (6) + 2 = 8 5 more damage (8 total right?)
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25 then the goblin slips back into the trees and moves off again, but you know what thicket he is in.

The Bugbear then Withdraws into the trees
stealth: 1d20 + 13 ⇒ (13) + 13 = 26 and Vanishes!

Pyre, Desula, Thoyoitu, and Kalagan are up


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

Kalagan moves to M 10 and attacks the Scum

Seeing the Scum attack his ally, Kalagan roars and sprints to the attack!

Power Attack/Furious Focus: 1d20 + 8 ⇒ (19) + 8 = 27

Damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12


wp 23/24 vit 0/16, def 4, F 7, R 4, W 5, melee 8, ranged 2, cmb 5, cmd 12, init +0, spd 30, perc 5 Half-Orc Paladin/2
Skills:
Diplomacy 7/Handle Animal 7/Perception 5

That is a Critical Threat.

Confirmation: 1d20 + 8 ⇒ (1) + 8 = 9

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