Rise of a Regent Campaign Thread

Game Master Illydth

A prince sent into exile returns to his homeland to take back his throne, save the region, and maybe even the world.


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Male Human Fighter 5

Nodding at Lash, Dirk says, "I agree. But if it's possible, I'd like to keep one of them alive - at least temporarily."

Dirks eyes take on a predatory visage as he finishes, "I'd like to have a chat with them."

Softening slightly, he turns to regard Selena, "An unusual suggestion from the woman who recently chastised me for putting a hostile monster out of its misery."

After cinching a strap on his banded armor, Dirk looks back at Selena, "I do appreciate the offer, but let's wait until you are more... certain of your spell. Standing before an enemy with an unknown weapon invites disaster."

Turning back to Lash, "When you are ready, let's move in together quickly."

To the rest of the group, "Standard marching order then..."

Dirk is ready to move down the hall and into the room.


Female Human Sorcerer (favored) 4 / Witch 1

Selena narrows her eyes.

"There is a difference between a creature defending itself from predators or attacking something out of hunger, and those who attack with murderous intent. Hostility is not a reference of evil or cruelty."


Thantos: I apologize for the obvious lack of communication on my part. You are currently occupying the three squares between rooms 16 (the rust monster's room) and room 17 (a room you have yet to be in).

[ooc]The Alchemy Lab you passed through a while back was up at room 14 and the meditation room you came out of a bit ago was room 15 marked on this map.

Any other actions we want to take prior to entering the next room? What's the plan here? Bust down the door? Open and run through? Are you engaging as soon as you enter or waiting for reactions?


Female Human Sorcerer (favored) 4 / Witch 1

It would be nice if we could determine how many enemies we are facing, then we could determine the best course of action. The area looks large enough for a burning hands spell to trigger without catching unsuspecting allies. But I'll let the honchos decide since apparently thats what they're good at. :P


The room is definitely large enough to support a burning hands spell without affecting comrades, so long as people are staying out of the way. :) You will want to keep in mind (now and in the future) that physics does in fact play a part in my campaign world. Fireballs do not go off without burning paper, wood or other combustible materials, area of effect spells aren't smart enough to differentiate between friends and foes. I'm sure I'm not alone in this respect, but it's worth the reminder to everyone periodically. And since we have some players who are new to the game, a short dissertation on tactics will follow for the "newer" players.

Combat tactics between low, mid and high level campaigns in Fantasy Genera RPGs change dramatically. Particularly with spellcasting, the progression seems to be to move from low single target damage to low multi-target damage to mid-multi-target damage to high-multi-target damage as a focus. While there ARE spells that are good at affecting single targets at higher levels, by the time a caster is sitting at his or her third level of spells, the old standbys (Fireball, Lightning Bolt, etc.) are all hitting multiple targets. Necessarily, this changes the engagement rules of the game a bit. While a "charge it and knock it down" tactic still can (and often does) work, keep in mind that engaging all of your enemies in melee range leaves a lot of problems for the spell casters...particularly since about the only spell I know of that guarantees a hit without having the possibility of affecting a friend is Magic Missile, and it caps out at 5d4 damage. As you go up in levels and the spell casters in the party have access to more and more multi-target spells, you guys will all need to get good with changing up your tactics based upon the situation presented to you. Just keep in mind that coming soon, you'll all have several more tools in your combat toolboxes, start feeling out my combat scenarios with some of these tools in mind to see where those tools can take you.


Female Human Sorcerer (favored) 4 / Witch 1

Yes, I know. It is likely that the journal we are searching for and the crown are both within the chamber, since we have not found them anywhere else. So any area spells will have to be used carefully, if it is determined we need to use them at all. But thank you for the reminder about the physics. I keep forgetting you have a slightly more realistic perspective of fire than most games I've played. It makes fire spells a little more dangerous, and the ability to control them that much more important.


F Human Rogue 5

Except for Lash who has evasion ;)

"Dirk, I think Lena hitting first is a good idea. They tried to soften us up before engaging using the rust monster, I say wwe make them pay for it."


Female Human Sorcerer (favored) 4 / Witch 1

"There might not be any need to, Lash. Until we have a better idea of what we're up against. Can you listen at the door and try to find out how many we're fighting? Also, check for traps. They've fooled us once out of a total two tries, so far. I'd prefer not to be blown up."


F Human Rogue 5

Lash approaches the door doing an in depth search for any indication of a trap. Once she is sure thre is none she listens as the door.

Perception1d20 + 4 ⇒ (17) + 4 = 21
Perception1d20 + 4 ⇒ (15) + 4 = 19


Female Human Sorcerer (favored) 4 / Witch 1

Selena holds her hands up in an arcane gesture, muttering celestial syllables as a glow extends over her body.

Casting Mage Armor on herself.


Lash moves up toward the door, motioning everyone back a ways knowing what happened last time.

Running her hands expertly over the door and probing the various cracks and crevices, Lash is certain there are no existing traps. Knowing, however, what happened last time, she takes another careful pass, finding nothing.

While going through the process of trap checking, she proceeds to give a good listen at the door. The thick, fairly well cared for, oak door muffles the sounds coming from the room pretty significantly, knowing how large it is from the map you carry. Conversation does seem to carry on, though at a lower and lower level, and you can hear at least 4 distinct voices. A deep voice from somewhere back in the room exclaims "It's got to be here someplace" and from farther back in a higher pitched voice "can't get through" filter through the door somewhat unhindered by two distinct voices, the last coming through almost faintly enough to have been unrecognizable. It's obvious that the combat you heard is over.

As you listen you clearly hear the words "It's got to be behind that door...Zemond, do something about that."


Thantos quiets his mind in preparation for a battle, he begins to summon a magic missile preparing his mind to release it the moment his foe is in sight.


Any objections to moving through the door or does anyone have any final preparations they'd like to make?


Female Human Sorcerer (favored) 4 / Witch 1

I'm a little reluctant to move forward without the rest of the party chiming in. If the others are working (or whatever) and can't post for a while, things will drag on at a much slower pace. While this is pretty standard for pbp's, I would like to get everyone's opinion before rushing into a combat just so I know we're all on the same page. That's just me though.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

"If I have to pose a ballad about this adventure, it will be a very long piece". "Open the door and let's go".

If I don't reply it's because I'm usually fine with what we're doing. I'm all our of singing for the day, so I'll support as best as I can"


F Human Rogue 5

"They're about to go through another door, from the sound of it, one on the opposite end of the room. Now's the perfect time to hit 'em."


Female Human Sorcerer (favored) 4 / Witch 1

"If we are all prepared then... We'll execute the plan I came up with, which is to rush in and release a blast of fire. Hopefully the journal will not be among their possesions, for I'm not certain how the journal might be affected by that. I have heard that some wizards protect their belongings from fire." Selena's low whisper can be easily heard by the rest of the group.

Selena moves into the room, calling the fire to her hands again, prepared to assault the room's occupants with a deadly blast of fire, but also prepared to relinquish the flame if the situation demands it.

Can I get a fast description of the enemies we're facing and the room please?


Male Human Fighter 5

The object we seek is made of paper... and our plan is to engulf the room in flames? What could possibly go wrong?


F Human Rogue 5

LMAO


Female Human Sorcerer (favored) 4 / Witch 1

Fortunately, sorcerers are a little more adaptable than wizards are, so the plans can change at a moment's notice.


Thantos begins to creep forward in preparation for attack.


F Human Rogue 5

Lash sheathes her rapier, pulling out and loading her crossbow.


Entering the room first thing in the morning. Make sure that anyone who wants to has actions in prior to that. As we all know what's going on, the first thing I'm going to be doing after giving a description is asking for Initiative rolls anyway, so lets go on ahead and get those in with entry ideas. We're going to be doing something "new" with this battle, so be watching the thread.


F Human Rogue 5

As the door flies open Lash waits for Selena's blast, then draws a bead on the first hostile she sees and fires.

1d20 + 4 ⇒ (5) + 4 = 9 1d8 ⇒ 6

if still flat footed 1d6 ⇒ 4 Sneak Attack


Male Human Fighter 5

With a questioning glance at his King, Dirk reluctantly sheathes his Elven blade and readies his heavy crossbow.

Dirk will move in the room along with Selena - he will fire on any hostiles that direct their attacks toward her.

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

<groan>

Liberty's Edge

"Ok, enough talking..."

"Let's get this party started!"

Says Mird preparing his Bow.

Initiative: 1d20 + 6 ⇒ (7) + 6 = 13


Female Human Sorcerer (favored) 4 / Witch 1

1d20 + 2 ⇒ (20) + 2 = 22 Initiative

I can't declare any actions yet because so far I don't have enough information. :) I can tell you what I currently intend to do, but I need a little bit of a better description of my surroundings to see if I let the spell fizzle or not.


Male Human Fighter 5

As Selena begins to move, Dirk loses a step as he struggles to unclasp his infrequently used crossbow from his pack.

Accommodating the low init roll.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

1d20 + 4 ⇒ (14) + 4 = 18 Initiative


folks I'm REALLY Sorry. I expected to be able to post a couple times today but I got stuck with a dead server downtown and have been down at our server room all day. I'll have a post out before tonight. Work sucks sometimes!


Female Human Sorcerer (favored) 4 / Witch 1

You don't have to be sorry... lol. It's PBP. We're all doing good if we can post once a day on Weekdays. :P


Initiative: 1d20 + 2 ⇒ (6) + 2 = 8


At a nod from Dirk, Selena throws the door open and steps into the room.

The first thing all of you notice is that it's huge. Fully 50' and more on a side, this room dwarfs any personal room in any house you have ever seen, including most mansions. Only reception rooms, like the ball room and throne room, in the palace in Kethlenica were this large.

Your eyes quickly take in the room as a whole. It must have been luxurious once, for the carpets, furnishings, books and paintings look of a rather high quality. A large desk half way down the right wall and a smaller table and chairs on the left denote comfortable places for the mage to relax and work, piles of papers and books lay scattered across both surfaces. Several lanterns along the walls and a fireplace at the back of the room provide a warm atmosphere to the entire area while keeping it bright enough to work in, but dark enough to still be cozy.

Along the north wall to your right are some chests. Along the east wall is a large wardrobe and dressing table with a water basin resting upon it for washing up. At the back of the room, along the south wall are a door at the south east, a fireplace at the center, and a bed, table and chairs in the west corner.

All of this you notice at a glance but your attention is drawn to more immediate concerns.

There is a pile of shattered iron on the ground and four other people in the room. A dwarf in plate mail is inspecting the wardrobe, bent over and obviously searching for something. A tough looking warrior in chain poking at the mass of iron in the middle of the floor. A dark-haired man with chain mail and a mace is moving back away from the door in the south east corner of the room, obviously backing away, and a blond man with a dagger in his belt is holding a bone scroll tube and pulling a sheaf of parchment from it.

Spinning from the wardrobe, crossbow in hand, cocked and loaded, the Dwarf grins evilly and says "Ah, there are our guests!"

The fighter pulls his sword and shield up in an offensive position and starts moving toward the group while the Dwarf fires, the two men at the back of the room turn, the one with the bone scroll tube, snaps the cap back on it and drops it at his feet and starts chanting. While the dark haired man starts moving around the mage, keeping a wary eye on Selena and Dirk as they move into the room.

Dwarf Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Fighter Initiative: 1d20 - 1 ⇒ (18) - 1 = 17
Priest Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Mage Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Extra Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Armand Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Lash Initiative: 1d20 + 5 ⇒ (2) + 5 = 7

You can see the layout of the room by visiting This Page

The letters in green represent the party: Fyird, Armand, Thantos, Mird, Lash, Selena, Dirk. The letters in Red represent the attackers: Fighter, Dwarf, Mage, Priest.

As you "busted through" the door (threw it open and charged in), and the room's occupants were busy with their searches, I have allowed all of you into the room before the start of the fight.

Keep in mind each square is 10', so each square on the layout has 4 5'x5' squares within it. All items in the room, including the iron pile in the middle, represent obstacles to things like charging. Let me know your tactics, I'll handle initiative up to Selena and then she can tell me what she wants to do. Note that there are books and papers on both the table on the west wall (lots of them) as well as the table at the north east. Some, fewer, rest on the table in the south west.


Initiative:
Selena: 22
Armand: 20
Fyird: 18
Mage: 17
Fighter: 17
Dwarf: 17
Mird: 13
Priest: 9
Thantos: 8
Dirk: 7
Lash: 7

Lash: I couldn't find an initiative roll from you so I rolled for you, sorry about that.

Selena: You're up first for attack. What is your target and what's your action?

The Dwarf is ranged attacking for the moment, the fighter is going to be moving into melee range, the mage is spellcasting, the priest looks like he or she will be moving into melee as well, but is still a way's back.

Everyone else, what are your actions and targets?


Female Human Sorcerer (favored) 4 / Witch 1

Selena looks around the large room. It was bigger than she thought, and their opponents were too far spaced out for her power to affect them all as she had hoped. But there were also too many books and papers around. The lone fighter in the center of the room seemed somewhat vulnerable, and the pile of iron beside him did not seem flammable in the least.

Selena steps forward and releases the heavenly flame from her hands, letting it go where it would in a twisting cone of fiery tendrils, engulfing the fighter, but far enough from the shelves and desks nearby that nothing of wood or paper could be damaged.

Five foot step forward. Casting Burning Hands for 2d4 ⇒ (4, 4) = 8 damage. Reflex DC 15 for half. Move to the western side of the room so her companions can step forward.


Female Human Sorcerer (favored) 4 / Witch 1

I would monologue at our opponents, but I can't think of what to say at the moment.


Male Human Fighter 5

Dirk is so far down the init list that I'm waiting to post his actions. Who are our opponents targeting? That will also determine Dirks actions.

Liberty's Edge

"It was about time"

Says Mird with a deep voice as he concentrates and aim his Longbow to the Wizard's head

Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Mird has Point Blank Shot, should I add + 1 to attack and damage or it is already added by the spreadsheet?


Female Human Sorcerer (favored) 4 / Witch 1

You would have to be within 30 feet to get the extras. The Mage is about 40 feet away.

But things could be different by the time your initiative count comes up.


Sick in bed with a head cold. Once I get some drugs in me and get this headache to stop I'll post back with a first round. Sorry guys, life = kick my ass for the last couple days.


Female Human Sorcerer (favored) 4 / Witch 1

Take your time and get better. I know how miserable things can get if you don't take care of yourself!


Fighter Reflex Save:1d20 ⇒ 15

The fighter sees you spellcasting and jumps to his right in an exagerated spin. The fire bursts from your hands but only singes the warrior as he spins mostly out of the path of the blaze, the leather straps and his under tunic smoking a bit from the heat. Growling off the pain the warrior begins to advance on the party. (The warrior takes 4 damage from your blaze.)

From the back of the room a gasp of surprise registers as the priest yells "Of all the layers of the abyss IT'S HIM! PLATE AND SHIELD, KILL HIM!"

Armand raises his mace and shield but holds his attack, not wanting to either interrupt Selena's spellcast or push aside the others in the party.

Fyird? It's up to you here. What's your action? We'll get back to a more normal "input actions here's what happens" round after the other side gets to go and engages.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Fyird eager for action charges the fighter whom just sidestepped the spell.

Battleaxe attack. (1d20+5=24)

Battleaxe damage (1d8+2=7)


The fighter growls out a curse in a language you don't quite understand as Fyird's axe bangs off his chain mail, biting in and drawing blood (7 points of damage to the fighter) and points directly at Armand while taking a swipe with his long sword at Fyird.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: (If applicable): 1d8 + 1 ⇒ (8) + 1 = 9

Fyird deftly brings his axe up to counter the overhand chop, the fighter's blade doesn't even nick the handle of his perfectly crafted axe as the sound of the parry rings around the room.

Meanwhile the mage stops chanting and points a finger directly at Selena, a blazing blue bolt shoots unerringly from his fingertip and strikes Selena in the chest, burning a hole in her tunic and scorching her slightly (Selena takes 1d4 + 1 ⇒ (4) + 1 = 5 from the Magic Missile, assuming your mage armor doesn't protect from that spell, I forget and don't have my reference in front of me.).

Meanwhile the Dwarf fires his crossbow bolt, also at Selena, judging this to be an easy shot at a large threat.

Dwarf Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Dwarf Damage (if Applicable): 1d6 ⇒ 5

The crossbow bolt flies wide of the target, barely passing between Lash and Selena and grazing off the top of Armand's shield to shatter against the stone wall.

The creaking of the open door behind you is the only warning you get as a black leather clad man steps out of the shadows behind the open door and shoves his shortsword at Armand's back. "Die Prince!" he whispers as he strikes.

Rogue Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Rogue Damage: 1d6 ⇒ 2 + Sneak Attack Damage 1d6 ⇒ 6

Armand grunts in pain as the shortsword enters through the back of his armor and punctures him just above the left hip.

Mird, you're up next.

After Mird's Move

In the mean time, hefting his mace, the priest moves a full movement up behind the fighter and starts praying to his foul deity, touching the warrior on his damaged shoulder. (Going from memory here, I believe the priest has the ability to move a full move (30') and cast in the same round. If so, the warrior will be healed 1d8 + 1 ⇒ (8) + 1 = 9, if not the cast will be on the next round...I assume he can still cast, someone inform me if not.

Thantos, Dirk, Lash, your round at this point. I'll update positions on the map tomorrow morning.

Liberty's Edge

DM: I have already made my move, when you say I am next are you giving me the opportunity to change my action to attack the rogue? If yes I want to do so. In this case should I roll again?


Female Human Sorcerer (favored) 4 / Witch 1

To answer the question about the magic missile, only shield negates them, not mage armor.


Male Human Fighter 5

Hearing the commotion behind him, Dirk spins to see his worst nightmare - someone drawing blood from his friend and King. Adrenaline courses through his veins giving his muscles the extra edge that has kept him alive for so many years as he deftly drops his crossbow and draws his Elven blade in the span of a heartbeat. At the same time, moving toward the rogue with an involuntary, "BLADES OF HELL!".

Lifting his two-handed sword above his head he launches an attack at the rogue borne from 30 years of being a warrior and duty to his King.

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15


Mird: If you wish to change your action you can, i'll register you as attacking the rogue instead of your original target. No need to re-roll, we'll use your original rolls.

I'll finish up the round here since we have all in (Thantos? Do I have an action from you?) and we'll start up round 2.


Hearing Armand hiss in pain, Mird swings his bow and fires point blank at the rogue.

The arrow flys true and smacks the rogue right between the eyes...but if he felt it, it doesn't show. Other than snapping his head back slightly the arrow seems to have ABSOLUTELY no effect on the rogue at all.

In the mean time the priest moves up to the warrior and places his hand on his shoulder, as you watch both the cut from Fyird's axe and the burn area from Selena's burning hands spell fade leaving the warrior healthier and more ready for action.

Lash's crossbow bolt pings off the warrior's shield, denting it but doing little more.

Dirk, following Mird's arrow, spins and slams his blade down into the rogue, the rogue gives what looks like a half hearted block but the blade cleaves straight past the pueny short sword, blasting it aside, and slams down into the rogue's shoulder, almost where the neck and shoulder meet.

The force of the blow practically wrenches the sword from Dirk's hands but he manages to recover and fumble through the followthrough, seeing, but hardly believing, the rogue still whole and unaffected by the blow.

Thantos: You've got till Midnight to get an action in on this first round or I'm going to have to progress past you and continue with round 2. Also, please include a round 2 action as well.

Everyone else, please go ahead and give me round 2 actions.

By the way, in regard to Mird's question from earlier about allowing him to change declared actions. If at any point in a combat something unexpected happens and you wish to modify your actions (so long as you have not already gone) to react to the situation, you are more than welcome to declare you'd like to change your action and follow up with another one. If I've passed you in a "summary" post, however, I may not allow a change at that point...but don't hesitate to ask. Be assured, however, that I will "slow down" any time something unexpected happens to the party in combat (like new enemies show up, unexpected circumstances arise, etc.).

Due to an office move this weekend, I do not have access to update the combat map. The mage and the dwarf haven't moved, the priest has moved up to where "F" is on the map (behind F) and Fyird has moved up to the square before "F" (between the party and F). Keep in mind that each square is 10x10 so each square on the combat map actually contains four 5' squares within it. The new "Rogue" (Will be marked with an "R") is standing in the square behind Armand. Selena has stepped forward half a square, as has Lash (I will assume, otherwise Dirk has no path to attack the Rogue) and Dirk has moved in to replace Fyird on the map.

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