Shisumo's Wrath of the Righteous (Inactive)

Game Master Shisumo


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Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

I don't have a great plan. I envision Belgood and Anevia getting as close as they can stealthily. If they can get all the way in to attack, they do. If they feel they need Ellena and Lyddy to come forward in the open, they give a predetermined signal and we approach.


"You should stay as close behind us as possible," Anevia tells everyone except Belgood. "If we can't take them out fast, things will get messy, and I don't fancy trying to deal with an entire settlement's worth of mongrel cultists on our own." She turns to Belgood. "Your shape-changing scale - can I use it? I think it might help us get closer if I'm more you-sized, and maybe don't need light to be able to see well." Assuming he agrees... She takes the scale, turning it over in her hands a couple of times, then shakes her head. "Never thought I'd be trying to look like one of them..." she mutters, before activating the scale. She is suddenly half her normal height, still recognizably herself, but with pasty white skin, milky white eyes and an almost comically-large nose.

Knowledge (local) or Knowledge (dungeoneering), DC 12, if anyone is curious:
She has transformed into one of the dark folk, a dark creeper to be precise. They are a strange, light-fearing folk that are mostly found in the Underdark, but also exist in small numbers in the perpetually night-shrouded nation of Nidal.

Thus prepared, she and Belgood begin to set off. Aravashnial stammers, "But how will I proceed?" and Anevia looks even more pale than before. To her shock (and likely the rest of the group's as well), Horgus says gruffly, "I'll guide you. Make sure you don't trip over your own feet - or your next damn fool conspiracy theory either." He shrugs off the surprised looks, taking Aravashnial's elbow firmly and waiting for the signal to move.

Okay, Belgood, I need a Stealth check, please.

Anevia's check, in her new form: 1d20 + 12 ⇒ (13) + 12 = 25


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Sounds like a plan to me!


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

A plan in the works, Lyddy nods firmly and checks her shield straps while she waits. "Rashak, can you bring up the rear? I will lend my shield to our friends until the battle is joined - I don't want someone getting hurt by a stray arrow in the initial salvo if I can help it."

"Besides, I think I want to give Ellena all the room she needs to swing that slab of steel," she adds with a wink.

As stated, Lyddy will go slowly with Horgus and Aravashnial, shield held high. If Rashak would rather move forward with Ellena, that's cool, too.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena lets the plan proceed, her sword at the ready. Once the ranged attack fly, Ellena will stride into action.


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

My plan is to follow you with the shielded ones (therefore more slowly) when you move in after Belgood and Anevia start the ball rolling. I will charge once the initial volley is complete or evidently not coming.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4
Lydia "Lyddy" Bentsen wrote:
My plan is to follow you with the shielded ones (therefore more slowly) when you move in after Belgood and Anevia start the ball rolling. I will charge once the initial volley is complete or evidently not coming.

Gotcha! I'll edit my post.


Male Half-orc Wizard 2 (abjurer)

"I'd be honored to walk with Lady Ellena, and I hope to be able to bolster her with my magic if trouble breaks out." Rashak gives a stiff bow, and draws a mystic symbol with his falchion to ward himself against attacks.

Cast Mage Armor and hoping to be able to Enlarge Ellena if push comes to shove.


Belgood does not hesitate to hand over the scale when Anevia asks for it.

Know(Dungeon): 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Stealth: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26

"So. How do we do this, exactly?" Belgood asks the archer.


"I was thinking that we sneak close enough to ambush them, and hope they don't see us first," Anevia says, shrugging.

Perception checks for the mongrels: 1d20 + 6 ⇒ (5) + 6 = 11; 1d20 + 6 ⇒ (15) + 6 = 21

And indeed, that is how it plays out. The two rogues creep soundlessly down the passage to the point where Belgood first caught sight of the guard post - the two guards he saw before are still there, having only shifted position slightly in the intervening time. Neither shows any sign of spotting Belgood or Anevia as they reach the final bit of cover, just 20 feet from their targets.

Anevia takes an arrow from her quiver, spends a moment focusing on it, and it begins to glow. She quickly shoves it back into her quiver before moving into position across the passage from Belgood. She looks at the tiefling, then motions toward the mongrel on the right before lifting her shortbow and pointing the glowing arrow at the one on the left.

Surprise round! The mongrels are flat-footed, but do have cover from their barricades. They are within sneak attack and Point Blank Shot range.
Anevia shoots the one on the left: 1d20 + 8 ⇒ (18) + 8 = 26, damage 1d4 + 1 ⇒ (2) + 1 = 3 plus 2d6 ⇒ (3, 6) = 9 sneak attack.

Belgood, please make your shot, then roll initiative for me if you would.

Everyone else needs to roll initiative as well. In order to provide the rogues with the quiet they need to work, the rest of you are thirty feet behind them, and thus fifty feet from the barricades.

Anevia's initiative: 1d20 + 8 ⇒ (4) + 8 = 12


Male Half-orc Wizard 2 (abjurer)

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Initiative: 1d20 + 0 ⇒ (19) + 0 = 19


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Init. 1d20 + 1 ⇒ (10) + 1 = 11


Atk, DMG, Sneak: 1d20 + 9 ⇒ (2) + 9 = 111d4 + 2 ⇒ (4) + 2 = 61d6 ⇒ 3
Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

No time for expletives.


Anevia's shot strikes home, and although her target does not fall, he in grievously wounded. Belgood, however, is not so fortunate - his arrow strikes the wooden barricade, leaving his target unharmed.

Mongrel initiatives: 1d20 + 1 ⇒ (19) + 1 = 20

Belgood can make another attempt before they react.


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Curious what Anevia is using that only had a d4 for damage.


Short bow. She shrank. She figured the tradeoff was worth it to improve her chances to get her sneak attack off.


Have to make this count...

ATK, DMG, Sneak: 1d20 + 9 ⇒ (11) + 9 = 201d4 + 2 ⇒ (2) + 2 = 41d6 ⇒ 5

Better. Not enough to keep them quiet, though..


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]
DM Shisumo wrote:
Short bow. She shrank. She figured the tradeoff was worth it to improve her chances to get her sneak attack off.

*facepalm* Yeah, I saw that. Just forgot to include the ramifications of that tactic. Nothing to see here.


Which of them did you shoot, Belgood?


DM Shisumo wrote:
Which of them did you shoot, Belgood?

I had assumed Anevia and I were working separate targets.


Belgood's second arrow strikes home as his first arrow did not, and now both sentries are wounded. Nonetheless, the two let out vicious and bloodthirsty shouts before hurling their clubs at the intruders.

Ranged club attack on Anevia: 1d20 - 1 ⇒ (19) - 1 = 18, damage 1d6 + 2 ⇒ (3) + 2 = 5
Ranged club attack on Belgood: 1d20 - 1 ⇒ (6) - 1 = 5, damage 1d6 + 2 ⇒ (4) + 2 = 6

Anevia takes a nasty crack on the head, and the mongrel who threw the club shouts in enthusiasm before dropping prone behind his barricade. His companion does likewise behind hers.

Although there would normally be no light sources here, Anevia's enchanted arrow means everyone should be able to contribute to the fight normally. While the two mongrels are prone behind the barricades, they basically have full cover until or unless someone moves up and goes around the barriers. You guys can take actions now.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena comes sprinting toward the two mongrels, disappointed the plan didn't result exactly how the group wanted.

In armor, I assume, it'll take at least a full round for me to get the bad guys.


A double move leaves you about 5 feet short of the barricades, and the mongrels are even behind those.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

thats fine. I'll do that.


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Lyddy steps around the corner so she can see, but waits to hear the response to the sentries' shouts before trying to lead the non-combatants forward.


Male Half-orc Wizard 2 (abjurer)

Rashak tries to keep up with Ellena, joining her at the barricades.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Bumping due to silence.


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Busy busy, sorry.


Sorry, I've had a pretty crazy few days myself. Also, Belgood's got an action still. But while we're waiting...

DM stuff:
2d4 ⇒ (2, 4) = 6

Anevia, unwilling to trust her speed if she closes with the mongrels, raises her bow and points it just over the barricade that is concealing her previous target. She's readying to shoot.


How sturdy are the barricades? They were described as being somewhat slapdash. The thought is to topple them onto the prone mongrelfolk.


It's not beyond Belgood's capabilities, but you'll need to roll a Strength check, and roll it well.


Can I activate the scale and ram the barricade in the same round?


Activating the scale is a standard action, as would be trying to push over the barricade.


in for a penny...

Belgood, not able to get a good line on his target, squares his shoulders and rams the ramshackle barricade, hoping to bring the debris down on the wounded mongrelfolk.

Str: 1d20 + 1 ⇒ (19) + 1 = 20


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Lyddy, seeing what the little rogue was trying to do, is torn between her planned role and running to help him. And then thrilled to see the Inheritor give him the strength to make the wall of random items shudder so.

She looks at her charges and adjusts her shield. Not yet.


The tiefling's charging force meets the nigh-immovable obstacle of the barrier - and to his surprise, if no one else's, it is the barrier that gives way. The rotten wood flips backward, and the mongrel shouts again in pain.

The mongrel is effectively entangled, and the barricade giving him total cover is now just giving him standard cover. He is still prone as well.

The guard tries to shove the heavy timber off of himself.

Strength roll: 1d20 + 2 ⇒ (14) + 2 = 16

Despite the mongrel's strength, the wood doesn't move. Seeing his ally's plight, the other guard stands up to attack Belgood - and an arrow comes flashing toward him from Anevia's bow.

Anevia's arrow attack: 1d20 + 8 ⇒ (13) + 8 = 21, damage 1d4 + 1 ⇒ (2) + 1 = 3

The arrow catches the already badly-wounded mongrel and staggers him, making him slump sideways into the wall, barely able to keep his feet.

You guys again.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena moves up to the closest mongrel and swings away at it.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Lyddy holds her position.


Male Half-orc Wizard 2 (abjurer)

Rashak will move up to behind Ellena and try to put the mongrel out of his misery with an Acid Splash.

Acid splash: 1d20 - 1 ⇒ (14) - 1 = 13, damage: 1d3 ⇒ 2


Ellena's massive blade bounces off of the barricade that still half-covers the fallen mongrel; likewise, the glob of acid Rashak throws at the other one hits the wooden barrier as well, with little effect.

Belgood still to go.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Should someone roll for Belgood?


Belgood holds the bow with his left hand and draws his rapier, slashing down at the prone and partially covered mongrelman.

Attack; Damage; Sneak: 1d20 + 3 ⇒ (19) + 3 = 221d4 + 1 ⇒ (2) + 1 = 31d6 ⇒ 5
Crit Confirm; Damage: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (1) + 1 = 2


Belgood stabs the already-wounded mongrel, but the remnants of the barricade protect all the man's most vital areas. Badly bleeding, he continues to struggle to push the wooden beams off of himself.

Strength check: 1d20 + 2 ⇒ (3) + 2 = 5

He has no more luck than he had before, so he tries to simply crawl free of the debris. Acrobatics to crawl away without provoking an AoO: 1d20 - 1 ⇒ (5) - 1 = 4

Yeah, that went about as well as expected - Belgood and Ellena, you both get AoOs on the poor bastard.

Gritting his teeth, the standing mongrel rushes forward, barreling toward Rashak with fanatic fury. Disabled as he is, the mongrel can only move up to threaten Rashak, which is what he does.

Your actions.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

AoO:

Ellena swings at the evil mongrel.

Attack 1d20 + 5 ⇒ (12) + 5 = 17

Damage 2d6 + 4 ⇒ (6, 2) + 4 = 12

Regular round:

She then moves to attack the one that was attacking her Orc friend.

Attack 1d20 + 5 ⇒ (20) + 5 = 25

Damage 2d6 + 4 ⇒ (5, 6) + 4 = 15

Possible crit:

Attack 1d20 + 5 ⇒ (3) + 5 = 8

Damage 2d6 + 4 ⇒ (1, 1) + 4 = 6


With two brutal swings, Ellena dispatches both of the mongrels.

200 XP each. We are staying in combat rounds, though, so I'd like everyone to declare a round's worth of actions.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena looks around, wondering if there are more mongrels on the way.

Perception 1d20 ⇒ 8


All of you can easily hear what sounds like more mongrels screaming and shouting the alarm on the other side of the wooden screen that blocks off the tunnel beyond the barricades.


Oracle 2 [ HP 15/15 (0 NL) | AC 17 T 10 FF 17 | F2 R3 W5 | CMD 13 | Init +0 | Perc +1, Darkvision, Vision 30' | Effects: none]

Seeing Ellena finish the two guards, Lyddy looks over her shoulder, "We should press our advantage. Follow me."

She moves slowly to accommodate the blinded man's pace, keeping her shield up between them and the barricades in case some lucky shot comes flying their way.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

DM, is there anywhere near the doors that we can create a choke point, and try to only fight one of two of the mongrels at one time?

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