| Simon Demarkus |
Intimidate 1d20+4
Well that's disappointing. I'll give it a little speech anyway to be displayed via illusion. Perhaps the intimidate won't be necessary, but we'll see.
"All men here have one and only one opportunity to live. Throw down your arms and join the rune lords in power and glory or never leave this hovel of a base alive. Every man chooses for himself, but you must do so quickly. "
| The Master in Grey |
Current Active effects, Invisibility, Fly, Mage Armor, Shield, Ghost Sound, Detect Magic, Mage Hand and Prestidigitation and about 20 or so Unseen Servants
Stealth: 1d20 + 30 ⇒ (13) + 30 = 43
Grey is flying on ahead, and above, landing on the highest point of the keep to get a good look around, then using Unseen Servants and Ghost Sound to make it seem as thought the doors, windows, furniture and basically everything that isn't nailed down is starting to rattle and shake. The unseen servants orders are to knock things over and drag things around randomly. Grey is making the whole place seem haunted and unpredictable. He's hoping to start sewing fear and panic before anything even kicks off.
Intimidate: 1d20 + 10 ⇒ (15) + 10 = 25
| The Author |
Okay - I think we're good to at least start
The Stag Lord's Fort
Who has not thrilled to the stories of the Stag Lord as a child? The monstrous bandit lord who ruled the kingdom's lands with his twisted servants before the coming of the Runelords.
While the stories are colorful, the truth is more prosaic. The Stag Lord's 'army' was a chaotic mess of loosely affiliated raiders. His keep - though impressive - was the looted sight of an abbey and even at full capacity housed less than thirty men.
The Runelord's planning is the subject to much dispute; though fortunately their actions are recounted with much more accuracy in Runelord Kindness' journal. I have endeavored to give an understanding of the kind of planning engaged based on the actions in the war. Undoubtedly my critics will bemoan that I have simply taken the actions and engineered a plan that would result in those actions, but I feel this is reasonable. That said, then;
The plan went off without a hitch, at first. The mass of Grey Servants moved into place at the bottom of the hill. As they were approaching an alarm is raised in the keep. By the time the Grey Servants are in place a full unit of bandit archers - perhaps 25 men - manned the walls and watchtower. Runelord Dranstus' spell had its audience.
The illusory Runelord was impressive, and delivered his speech:
"All men here have one and only one opportunity to live. Throw down your arms and join the rune lords in power and glory or never leave this hovel of a base alive. Every man chooses for himself, but you must do so quickly. "
But the bandits were too intimidated by their own 'lord' to put much stock in the voice of a wizard. Overconfident they jeered back, and the first flight of arrows filled the sky. Shaft after shaft punches through the grey robes only to find no flesh beneath; or worse, not even a ture robe but only Ronald's illusion.
Going to scale up both sides so not all tiny.
Final tally was 34 archers, 5 zombee mounted archers, yes?
Let's call it a unit of
tiny flying zombie archers
hp 4
ACR 1
DV 11
OM 1 (0 ranged)
flying, darkvision, mindless, undead
and
medium skeletal archers
hp 1
ACR 1/3
DV 12 OM 0 (ranged)
darkvision, mindless, undead
versus
medium bandit warriors
hp 1
ACR 1/3
DV 14 [fortifications]
OM 0 (ranged)
Morale +0
bandit attack archers: 1d20 + 0 - 12 - 1 ⇒ (8) + 0 - 12 - 1 = -5 -1 modifier for shooting illusory runelord
For each unit could you please roll attacks on the bandit warriors. d20+unit OM-14.
This is likely to be a quick battle, and will then inform what is happening during everything else.
Meanwhile, unseen the true Runelords walked up the path as they sky above them filled with arrows.
| Simon Demarkus |
What's the main door made of? Also, I'm not sure I understand your instructions, but here goes.
tiny flying zombie archers 1d20 - 14 ⇒ (19) - 14 = 5
medium skeletal archers 1d20 - 14 ⇒ (12) - 14 = -2
| Simon Demarkus |
Simon looks around for someplace that would allow him to be close enough to see the archers on the walls, but not otherwise be in danger. Basically he's looking for 90% cover so he can start lighting up the archers on the wall. Perhaps under an eave standing right by the door. He'd be able to see them when he peered out, but not otherwise. Also, is the main gate made of wood?
| Anglon |
Anglon heart races as they approach the gates. He readies to call down a version of his prayer infused with his new power.
Readies an action to cast mythic prayer right before the other runelords attack.
| Forsten |
Forsten stops in front of the gates with the others. He watches the flight of arrows fly overhead to the grey servants and using the noise of bowstrings and jeering bandits he softly intones his spell. The other runelords feel a calm confidence settle over them as their understanding of the flow of the fight expands. He then stands ready to defend the others as they take advantage of the confusion.
Casting Tactical Acumen, +2 insight bonus added to any positioning based bonuses such as flanking, cover, higher ground, etc. Mind affecting however, so can't help out the undead. Lasts 6 rounds.
| Ronald Dranstus |
The illusory Runelord raises his hands as lightning begins to wreath his arms and his eyes glow red.
"Get the gate open or go high, I'm going to cease concentration momentarily, and our friend will last just a bit afterwards, " Ronald stage whispers to his allies as he continues towards the gate.
| Grey Horror |
The spider has a 50' move speed, so it can cover ground extremely quickly. It's going to climb the walls once it reaches them.
The invisible monster that was once a spider moved with surprising silence and speed for a thing so large.
Whatever the bandits within the fort thought was coming, it certainly wasn't this.
| Zombees! |
The runelord's aerial support didn't keep in anything resembling a formation. Grey and Simon knew better than to cluster their troops. They were wizards, after all. The small grey-robed archers strapped firmly down onto the once-bees picked their targets seemingly at random. Whatever was closest to them at the time and armed with any sort of projectile was fair game. The bees looped and buzzed about, occasionally swooping down to deliver vicious stings. It wasn't the best strategy in the world, but the confusing illusions that increased the apparent size of the swarm made it more than adequate.
Nice roll Simon!
| Harakani DM |
Okay; Round ONE (1 move action remaining till doorway)
As the Runelords advance up the slope it becomes obvious the advantage of height is enough for the archer zombees to turn the tide of battle. Given time the bandit archers will fall.
Thirty feet from the portcullis more men can be seen running around inside the keep. Perhaps six or seven of them.
Your Arcane Sight detects auras within. It appears two or three men are quaffing potions.
From your elevated position you can see six or seven men running around. Two, together, seem to be in charge. They have a third man, chained. The three men are drinking potions; though it seems the chained man is unwilling.
You then spot, emerging yawning from a ramshackle building a stag headed archer.
Battlements are at fifteen feet
| Ronald Dranstus |
"Several of the bandits are drinking potions. What they are, I cannot tell yet. Be on your guard for invisible foes, and expect magical enhancements on the fighters."
Looking into the base, blocked off by the portcullis, he shrugs.
"So, any ideas on how to get in?" he half-jests.
| Valerianna Shard |
"Perhaps." Valerianna focuses for a moment, drawing on a well of power deep within her (mythic surge). As the group then arrives at the portcullis a few breaths later, she grabs the lowest crossbar with both hands and with an impressive grunt heaves upward.
Strength check: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (6) = 32
HP: 62/42
AC: 25 (12 T / 23 FF)
Fort: +4 // Ref: +5 // Will: +6
Cantrips Prepared (4): mage hand, mending, prestidigitation, read magic
Level 1 Prepared (3+2+1): enlarge person [ ], illusion of calm [ ], liberating command [ ], mirror strike [ ] [ ], shield [X]
Level 2 Prepared (3+1+1): alter self [ ] [ ], blindness/deafness [ ], bull's strength [X] [ ]
Level 3 Prepared (2+1+1): extended false life (mythic) [X], haste [X], monstrous physique (mythic) [X], resinous skin [ ]
Bonded Item Spell: [ ]
Augment (+2/+2) used: 0/8
Mythic Power used: 3/7
Ongoing Effects:
Str: 24 (+7)
extended mythic false life (6/12 hours)
mythic monstrous physique- gargoyle (+4 str, +3 nat armor, darkvision 60, fly 30) (4/10 rounds, 0/6 minutes)
bull's strength (+4 str) (3/10 rounds, 0/6 minutes)
shield (+4 AC) (2/10 rounds, 0/6 minutes)
haste (+1 to hit, +1 dodge, +1 ref) (1/6 rounds)
| Anglon |
"Be on your guard for invisible foes, and expect magical enhancements on the fighters."
"When our invisibility ends, I can purge the area of any other invisible people."
Invisibility purge, 30 ft radius, 6 min.| Simon Demarkus |
Assuming Val's str check was a success:
Simon casually withdraws Kindness (adamantine sword) and holds it hilt first so Val can take it. He says quietly, "Shove this in the wall to hold the gate open. I'll retrieve it later."
adamantine will ignore the hardness of the stone and should serve nicely to keep the gate from coming down on us.
| Simon Demarkus |
Assuming Val's str check was a success:
Simon casually withdraws Kindness (adamantine sword) and holds it hilt first so Val can take it. He says quietly, "Shove this in the wall to hold the gate open. I'll retrieve it later."
adamantine will ignore the hardness of the stone and should serve nicely to keep the gate from coming down on us.
So I screwed up. Kindness is the revolver. Grandfathers secret is the Adamantine Sword Cane. Simon does the same thing, but with the sword cane instead of kindness.
| Harakani DM |
I was giving you guys the initiative. Every one gets an action. Spider hits the walls this turn. AM assuming everyone goes for the wall- please indicate if not - which takes a move action. Was trying to avoid 10 rounds of countdown, but maybe I should have done it...
Combat Counter at the top of the page should now be right
| Ronald Dranstus |
Can we see that huge thing north of Z2A? If so, does it appear humanoid/giant-oid?
Depending on the above answer, Ronald's actions will be to: Charm the Big Guy (assuming its a humanoid) OR cast create pit centered on the SE corner of the Big Bandit dude (should affect everyone in that group) once the rest of the team has engaged.
| Harakani DM |
Okay - want to move on.
Grey casts Summon MOnster II (appears next turn I believe)
Denat holds his action
Ronald concentrates and moves
Valerianna wrenches open the portcullis in a spectacular feat of strength, and Simon pegs it open with his adamantine sword.
As the portcullis goes up two of the 'leader' bandits start convulsing. The bandits around them start to run - away.
The final, chained Bandit looks to the sky "I'm sorry", then he too starts convulsing.
MP 12
perception: 1d20 + 12 + 20 + 3 ⇒ (19) + 12 + 20 + 3 = 54
Swift: Vanishing Move
Full : Shoot Grey Horror
attack: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15damage: 1d8 + 5 + 1 + 1d6 ⇒ (4) + 5 + 1 + (4) = 14
attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17damage: 1d8 + 5 + 1 + 1d6 ⇒ (1) + 5 + 1 + (4) = 11
Bonus Standard: stealth: 1d20 + 13 ⇒ (8) + 13 = 21+20 for invisible
From nowhere a pair of arrows strike out at the still invisible Grey Horror.
Grey Horror takes 11 piercing damage; 7 if it can make a dc 21 perception check. The first arrow ricochets off the centre of the Horror's head, the second lands in a joint.
| Anglon |
I don't think I have an applicable knowledge and no way in hell am I making that perception check.
Anglon may not fully understand what the bandits are doing or what shot the giant spider, but he does know a fight when he sees one.
"May the power of Lissala strength us!"
Casting Time 1 standard action
Components V, S, DF
Range 40 ft.
Area all allies and foes within a 40-ft.-radius burst centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –2 penalty on such rolls.
Mythic: When you cast the spell, your affected allies heal an amount of hit point damage equal to double your tier, and affected enemies take an amount of damage equal to double your tier.
All allies in 40ft get +2 luck bonus on attack, damage, saves, skills and heal 4 damage. All enemies in 40ft get -2 attack, damage, saves, skills and take 4 damage.
Also: "Affected creatures (other than the recipient) who attack negate the invisibility only for themselves." I'm visible, but everyone else should be invisible still.
Also also: If you guys want me to do invisibility purge next round, it will negate ALL invisibility in 60ft of me. I can do something else if you want to stay invisible.
| Simon Demarkus |
Knowledge 1d20 + 8 ⇒ (15) + 8 = 23
Perception 1d20 + 9 ⇒ (14) + 9 = 23
Molly:
Knowledge 1d20 - 2 ⇒ (7) - 2 = 5
Perception 1d20 + 9 ⇒ (13) + 9 = 22
| Simon Demarkus |
Simon takes a 5 foot step diagonally then cast's a spell. (Epic fire stream)
a 20' line of fire erupts from his outstretched hand as waves of heat continue to push forward from his position. (Everyone in that line needs to make a reflex save for half damage and if they fail they catch fire. Additionally that line is difficult terrain. I marked the map, but i'm not entirely sure of scale.
Fire damage 2d10 ⇒ (9, 10) = 19
School evocation [fire]; Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range 20 ft.
Area 20-ft. line
Duration concentration, up to 1 round/level; see text
Saving Throw Reflex half; Spell Resistance yes
A rushing stream of fire sprays from your outstretched hand, dealing 2d6 points of fire damage to every creature in the area. Each round you continue to concentrate on the spell, you can select a new area for it to affect.
Firestream sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the firestream may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Epic FIRESTREAM
Source firestream
The damage dealt increases to 2d10 points of fire damage. Any creature that fails its saving throw also catches fire. The continuous line of fire pushes against all creatures, making them treat the spell's area as difficult terrain.
Augmented (4th): If you expend two uses of mythic power, you create a second line of fire using your other hand. If you overlap the lines, creatures in the overlap must attempt two saving throws and take the lower result, but don't take damage from both lines. You may stop either line of fire as a free action on your turn, but once you stop maintaining a line, you must cast mythic firestream again to recreate it.