Spheres: Rise of the Runelords Variant (Inactive)

Game Master Keante

Running RotR with some modifications and using Spheres classes only.


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Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

Kpu'Unde blinked hard a couple of times then looked around, reacquainting himself with his surroundings.

Visions never come in a simple manner. he thought to himself, then chuckled at his own joke, which drew an odd look from one of the townsfolk near him.


Picture of Sandpoint | Map of Sandpoint

Kpu'Unde's attention returns to the present and the rest of you, along with the crowds, focus in on Father Zantus, who had used a thunderstone to grab everyone's attention. He recites a brief benediction to Desna and then says, "Now, with no further ado..." and lays hold of the thick blanket covering the cart which is to the side of the stage and yanks it off.

There is a little bit of a glow, but not as much as you were expecting, and you see 5 or 6 luna moths flutter upward now that they are free of the blanket. "What's the deal?!" shouts one citizen near the back of the crowd who can't see very well all the way up to the front. It is not for long that you wonder why there are so few moths, though. "What are those?!" cries out another. You see three strange figures in the cart, but it is hard to make them out in this light and how close they are together...then they seem to take notice that their hiding place has been opened up and turn to face the crowd. You see a sinuous body on each, remarkably thin, and thin limbs, also. What passes for a head is strangely shaped; rounded at the back but long and tapered in the front. One of them opens wide its mouth and you see the glisten of crushed luna moths lining many teeth. It lets out an awful kind of screech that sounds like moisture escaping a log on a fire. Then all three leap from the cart! One is fast approaching Father Zantus while the other two move toward the crowd!

If you have low light vision, you can see normally anywhere tonight, due to the light from the moon and stars. If you don't have it, then things will have concealment from you (20% miss chance) if you're not close enough to a torch or other light source. These three creatures' current position is in a darker area, so that concealment will apply (unless you have low light vision, or you have darkvision and they're within range of it). Depending on where you want(ed) to be, you might be anywhere from 10 (first row in the crowd) to 60 (in the back) feet from the stage on which these creatures and Zantus currently stand. Now, let's roll initiative!
Enemies: 1d20 + 2 ⇒ (2) + 2 = 4
Kpu'Unde: 1d20 + 3 ⇒ (4) + 3 = 7
Brommyl Ironbeard: 1d20 + 1 ⇒ (6) + 1 = 7
Dusk Bloom: 1d20 + 1 ⇒ (20) + 1 = 21
Estria: 1d20 + 5 ⇒ (14) + 5 = 19
Legonor: 1d20 + 10 ⇒ (6) + 10 = 16
[dice=Rick "The Dragon"]1d20+4[/dice]


Picture of Sandpoint | Map of Sandpoint

Wow! All of you will have a chance to act before these creatures make even their first attack (not counting all those luna moths which were subject to a lot of bite attacks...). Let's see what happens!

Keep in mind if you're moving around this turn that it will be difficult terrain moving through the crowd. And unless you're in the front row or two, any ranged attack is going to have to get past the cover provided by all these people (unless you have a way to gain some elevation, or if you're on the north or south edge of the crowd and move out to a wide enough angle to have a clear line to the creatures).


Knowledge(history): 1d20 + 2 ⇒ (2) + 2 = 4 (+3 to result if Know:arcana is a better fit)
... Never mind. :-(

Wild Magic?: 1d100 ⇒ 68 (not this time)
Brommyl's tattoos flash in a vaguely hypnotic pattern as energy flows forth from his hands and coalesces in the form of an elaborately-carved lucerne hammer that hovers in front of the monster attacking Father Zantus.

Thassalonian:
"Begone foul creatures! Besmirch not your presence upon this gathering!"

Mechanics: move action to summon my bound equipment; move action to make it hover. Spending a SP to allow it to remain without concentration for up to 1min.
--------------------------------------------------------------------------
Brommyl's a dwarf, so he has darkvision and is almost certainly at or near the front of crowd. Cost of being short. XD Weapon is positioned such that the creature will provoke an AoO if it tries to get to Father Zantus.


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Rick immediately tries to do something, but there are a lot of people in the street. The crowd is a very difficult obstacle, but nothing is impossible, though.

Full turn will be employed in finding a position where he can avoid causing friendly fire.


Picture of Sandpoint | Map of Sandpoint

The creature gives no sign of having understood Brommyl's Thassilonian speech.

If you want to identify the creatures, Knowledge (nature) is what you need.


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

If she made a mistake, she could apologize later. Estria had been about forty feet away when the creatures arrived, and she hesitated for only a moment as she made up her mind. In a situation like this, the first thing she needed to do was clear the square of innocent people. Reaching up to her bag - from which dangled numerous bottles and vials - Estria plucked one of them off and pointed it towards the sky as she flicked open the stopper.

A tremendous CRACK! could be heard as a jolt of lightning shot into the sky, bringing with it a thunderclap. It was loud enough for everyone in the square to hear - and those quite some ways away, too, to alert others nearby.

"CLEAR THE SQUARE! DON'T TRAMPLE EACH OTHER!" Estria called out with the commanding tones of a Taldan.

Shooting one Improved Bottled Lightning into the sky.


Picture of Sandpoint | Map of Sandpoint

Estria has improved the situation--the people at the front, frightened, had begun backpedaling, but the people in the back weren't moving out of the way yet, not yet understanding what was happening. With Estria's clear command, however, the people start moving more concertedly west, away from the cathedral and the unknown creatures.

By round 2 there will be no issue of cover from the crowd.


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

Kpu'Unde had been standing in the back of the crowd, wishing only to observe events, when the attack came. What was that earlier then? he thought to himself, before moving into action.

Kpu'Unde's master was not the undisputed lord of time and space for nothing, however.

Stepping forward, Kpu'Unde appeared in 15' away from the wagon, though it was clear that he was reacting differently than the crowd. I am spending a SP to increase the range of my teleport.

"Please, cease your assaults. We can resolve this as civilized beings." he said, his voice clear and calm.


Picture of Sandpoint | Map of Sandpoint

Round 1 Initiative
--Brommyl
--Rick
--Estria
--Kpu'Unde
Dusk Bloom
Legonor
Enemies


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Also near to the back so as to avoid the press of so many souls, Dusk can still make out the strange figures as they leap to murder and mayhem. As Estria's command and light starts to clear the throng Dusk girds herself, glaive held stiffly in hand before becoming fluid and...ready.

Total Defense Action to achieve Martial Focus.


Picture of Sandpoint | Map of Sandpoint

Kpu'Unde's attempt at negotiation draws the attention of the two which were approaching the crowd. They do not respond with words, however, but by charging him instead! Their mouth parts open wide as they draw near...
Charge attack from 1: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
bite + acid: 1d4 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5
Charge attack from 2: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
bite + acid: 1d4 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9
Ouch! Does that put you at -6?

The one which had been approaching Father Zantus, now menaced by the floating hammer takes a step back and spits something at the priest!
Attack from 3: 1d20 + 3 ⇒ (10) + 3 = 13
acid: 1d4 ⇒ 2

Zantus cries out in pain and staggers back!

The party is back up!


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Now is the time! Rick once more invokes the strength of the dragon, his mystical tattoos moving as if they were alive. The effect looks like the dragons in his arms really spouted a blast of pure energy at the two goblins who are assaulting the poor citizen who tried to talk.

Move: move to a place 30 ft or less from the goblins. Standard: Use Barrage.

Barrage #1 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13 Touch AC
Damage 1d6 + 1 ⇒ (3) + 1 = 4

Barrage #2 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 Touch AC
Damage 1d6 + 1 ⇒ (1) + 1 = 2


Picture of Sandpoint | Map of Sandpoint

Rick moves quickly to strike back at one of the two creatures that bit Kpu'Unde. His first blast sets it back a bit, and the second blast shreds through its thin frame. You see small bits of wet, green, fibrous material go flying as it collapses.


With a flick of his hand, Brommyl sends the lucerne hammer flying toward the acid-spitting monster, point-first.
Melee Attack: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 Damage: 1d12 ⇒ 7
If successful, the beastie is impaled


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

Noticing Kpu'Unde getting torn by the goblins, Estria considered for just a moment, then darted forward. Others were attacking the beasts to get their attention, but if she was quick enough, she might be able to get the injured man back to his feet. Fortunately - thinking ahead - she'd prepared a Salve for just such an occasion. She didn't hesitate to press it against the wound, either.

Salve: 1d8 + 4 ⇒ (2) + 4 = 6


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

I am indeed at -6, although with Estria's salve I am now at 0.


Picture of Sandpoint | Map of Sandpoint

The target of Brommyl's hammer is too quick, and it side steps the thrust.

I do want to state before we get too far along: the creatures are definitely not goblins. They look like this.


Yay for modifications! XD


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

Alas, first level means it's hard to reliably get people above 0. XD; Sufficient time out of combat means I can heal you to full, though - probably within an hour. At higher levels, healing will be significantly more reliable for getting you up. I may prepare at least two Salves, too...


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

No worries. 0 hp means I can at least try and protect myself, as opposed to being a snack like before.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Suitably prepared, Dusk moves forward. A flicker of doubt crosses her features, almost a physical rippling, as if another earlier or later iteration of herself tried to takeover.

Heal or hurt? she thinks.

Ultimately, the warrior in her decides to attempt to negate the problem rather than provide succour to the injured man - besides, the elegant young woman seems to have provided some of that already. Dusk brings her glaive to bear, and thrusts toward the spiny creature...

Siwww!!!!: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14 [+2 Str, +1 Weapon Focus]
Shkaaat!!!: 1d10 + 3 ⇒ (6) + 3 = 9 [+3 THF]


Picture of Sandpoint | Map of Sandpoint

Dusk Bloom's attack kills the 2nd creature which had bitten Kpu'Unde. The one held back by Brommyl's hammer has not been hit yet. Only thing left before its turn is Kpu--if he is able/willing to take any action at 0 hp. (you're stable and conscious when brought up to 0, right?)


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

Ya, but I'm staggered as well.

The Mwangi man rises then once again pleads for peace, saying "Please, is there no way that we can resolve this without violence?"

Diplomacy: 1d20 ⇒ 15


Picture of Sandpoint | Map of Sandpoint

Just a little peek behind the GM screen: diplomacy was never going to work on these creatures, no matter your roll. From the description of the diplomacy skill: "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future."

Now, please don't take this to mean I am going to force you to hack and slash your way through everything rather than employing more peaceful means to conflict resolution. I will make exception to that rules quote when I feel the situation warrants it, and, of course, in any situation where you are not in combat and the other beings involved don't necessarily intend to harm you that sentence won't apply anyway.

The remaining plant-like creature spits now at Brommyl as it discerns that he is the source of the menacing hammer!
Attack: 1d20 + 3 ⇒ (11) + 3 = 14 Looks like a hit!
Acid damage: 1d4 ⇒ 1
Unless you happen to have something that prevents you from taking that 1 point of acid damage (acid resistance or something), please roll a DC 12 Fortitude save or be sickened for...
1d4 ⇒ 4
...rounds.


Re: Diplomacy - it's also typically necessary to have a shared language XD

Fort: 1d20 + 5 ⇒ (3) + 5 = 8
The nerve of this creature! Daring to attack him! Brommyl doubled over and gagged as he struggled to keep from losing his delicious meal. As if it had a mind of its own, the hammer continued attacking the beastie.
Attack: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 Damage: 1d12 ⇒ 4


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

I was pretty confident that Diplomacy was out of bounds when I made my initial check; I just didn't want to start by attacking, and given that he is training to be the guardian of the timeline, he will likely not want to murder anyone, on the off chance that their death changes the future.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Waiting for Estria and Rick to act first before I take another turn...


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

Estria grabbed a pair of vials off of her bag. "Stay out of the fog!" she said as she poured one into the other, then hurled the concoction towards the creature, slinging it out of the vial in a well-practiced movement. The mix exploded into a cloud of noxious, tiring gas as it impacted against the ground and received enough force to kick-start the chemical reaction that gave it the properties Estria was looking for.

Move Action to create a poison vial, Standard to hurl it. Effect creates a 10 foot cube. Fort DC 14 vs Fatigued for 1 minute.
Splash Weapon targeting grid intersection: 1d20 + 3 ⇒ (16) + 3 = 19


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Rick is worried for the man who got slashed, but it seems some other people are attending him, so he decides to finish the threat for once.

Hadouken! #1, Point Blank: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18 Touch AC
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Hadouken! #2, Point Blank: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Touch AC
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Picture of Sandpoint | Map of Sandpoint

The creature dodges another swing of that menacing hammer, and then a cloud briefly envelops it as Estria's vial of poison shatters. It sniffs at the cloud but appears unaffected by the poison. The cloud distracted it enough, however, for one of Rick's attacks to get past its defenses. You see the green fibrous material of its skinny torso begin to fray under the assault, but it looks like it is rearing back for another spit at Brommyl...

Let's get your action, Dusk Bloom, before it takes its turn for the end of round 3.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk smiles grimly, and seeks to spit the creature as she did the first...

Virrrr!!!!: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18 [+2 Str, +1 Weapon Focus]
Skwittt!!!: 1d10 + 3 ⇒ (7) + 3 = 10 [+3 THF]


Picture of Sandpoint | Map of Sandpoint

...and then Dusk Bloom brings death to the creature on the edge of her glaive.

As Brommyl recovers from the sickly feeling which had radiated from the spot on his shoulder which was struck by the acid spit, Father Zantus is recovering, as well. "Thank you, all of you! Are you alright? Here, allow me..." he says as he beckons you all a little closer and then channels a burst of healing energy by the power of Desna.
Channel Positive: 1d6 ⇒ 4

If any of you have healing abilities that max out at half hp, feel free to make use of those prior to Zantus's channel--as long as we're talking about something that takes a minute or less.


Picture of Sandpoint | Map of Sandpoint

More activity a little ways away is going to grab your attention soon, but let's have this breather first and use your healing abilities if you have them (especially for Kpu'Unde's benefit).


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

So that particular poison didn't affect them much, eh? Interesting - something to note for the future. Fortunately, she had a few other options. "More salves, I think, and less lightning for now." she muttered. It could be hard to predict how much of something she might need, but this had been quite... educational. Fortunately, no locals seemed too hurt.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk breathes harder than she might, though the glaive-spit weight on the end of her haft might be the reason.

"Are these creatures part of the festivities? Will there be more?" she asks Father Zantus.


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Rick wipes his sweat and runs to the injured man, applying the dragon chi to his ley lines.

Cure, up to 1/2 max: 1d6 ⇒ 2

"Are you alright?"

Clearly, by the way it happened, this can't be something planned as part of the festivities.


Picture of Sandpoint | Map of Sandpoint

Estria Kn(nature) check: 1d20 + 8 ⇒ (15) + 8 = 23
Estria knows that these creatures were plant creatures (and she recalls now that plant creatures are immune to poisons), but these were, more specifically, flytrap leshies (lesser versions, though, not the CR 2 you'll find in the bestiary).


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

Standing, the Mwangi man bows to the group. "Thank you for your assistance. I am still alive thanks to your quick actions. I see now why I was brought here." he says, not elaborating on the final point.

"My name is Kpu'Unde, and I believe that we should band together to stop these plant creatures from harming others. What say you?"


The floating hammer vanishes as Brommyl steps forward, his glowing tattoos fading back to their normal hue. "I agree. Perhaps they stowed away from wherever the butterflies came from."


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

"I think the most important question is how many of them there really are. Creatures like these take time to grow." Estria noted, bending down to poke at one of them. "I may have to research something that will work on them..." If her normal poisons didn't work, her options got sharply limited. ......Maybe more healing packs. "Did anyone see what direction they came from?"


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Rick notices Brommyl's tattoos and gets caught by them for a moment. "Marvelous!"

"I mean... I'm Rick. Yes, we shall band together and deal with the threat. First of all, are all citizens alright?"


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

"While it is possible, perhaps we should continue our discussion while we move to help those in need?"


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Glad that Father Zantus has not answered her rhetorical question, Dusk nods at the suggestion of banding together. Still, Estria's question puzzles her, possibly more than her own puzzled Father Zantus.

"I think they came from wherever the moths were to be released from!?!"


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

"Before that." Estria clarified. "If there's a weakness in the walls somewhere, I think it would help to have a direction to start looking in. Such creatures probably didn't go through more of the town than necessary." There was no guarantee of that, but she did think it was worth having someone look in to.


Max HP: 8 | AC: 12; T: 12; FF: 10 | CMB: +0; CMD: 12 | Init: +3 | Fort: +2; Ref: +2; Will: +2 Current Damage: -0 | Spell Points: 5 (5) | MSB: +1; MSD: 12

"It's entirely possible they hid in the wagon that brought in the Moths." says Kpu'Unde as he begins moving towards the sounds of combat.


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

"We'll have to check just in case anyways" states Rick, following the rest and trying not to look too eager to help.


"Didn't they come from inside the wagon? Perhaps they snuck aboard there. Does anyone know who drove the wagon here?"


Picture of Sandpoint | Map of Sandpoint

As you all ponder the where and how of these plant creatures' entry into the town, you see chaos reigning around you. Townsfolk are fleeing everywhere, and individual members of the town guard are fighting other flytrap leshies as you have done.

Suddenly, the cries of two voices to the south catch your ear:
"Aaaghh! Why did you strike me?!"
"I don't know! I--I didn't mean to!"
And then you hear the frenzied cackling of some inhuman creatures, but it is certainly not a sound you have heard from the leshies so far.

As the five of you rush to investigate (Father Zantus stays behind to tend to wounded townfolk), you find a pair of guardsmen facing a group of 3 small creatures. They have grey bodies, oversized heads, and glowing blue eyes (image). You see that one of the guards is favoring his shoulder, and now surmise from the words you heard that the other guard struck him there with his mace. The three little creatures in front of them are momentarily occupied with their cackling.

A DC 11 Knowledge (nature) check will tell you more about these creatures. If you don't have Knowledge (nature), I'll allow arcana and local this time, but the DC increases to 16. You are 30ft away from the creatures (and 25ft from the two guards, who are between you and the creatures).

Nerak, this is where you enter, from a different direction than the party. You get a surprise round before everyone else to make your entrance (1 standard or move action allowed, as normal for surprise rounds). You start 30ft away.

Enemies: 1d20 + 2 ⇒ (1) + 2 = 3
Kpu'Unde: 1d20 + 3 ⇒ (7) + 3 = 10
Brommyl Ironbeard: 1d20 + 1 ⇒ (18) + 1 = 19
Dusk Bloom: 1d20 + 1 ⇒ (13) + 1 = 14
Estria: 1d20 + 5 ⇒ (1) + 5 = 6
Nerak Gajutar: 1d20 + 2 ⇒ (20) + 2 = 22
[dice=Rick "The Dragon"]1d20+4[/dice]

EDIT: I want you all to know that I wrote the bit about the enemies being occupied with their cackling and the bit about Nerak going first before I rolled the dice--and then the enemies rolled a natural 1 and Nerak rolled a natural 20. That was beautiful.

Anyway, Nerak gets that 1 surprise action, and then all of you get your Round 1 turns before the enemies. That means they are all flat-footed.


Male Half-Orc Shifter 2 (small animal) | HP 7/15 | AC 16 T 14 FF 13 | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +8 | SP 6/6

Nerak had been off at a food cart when the dedication began; he really didn't have the patience for priests and their speeches, and the lines were shorter because everyone else was distracted. He had just gotten a juicy mutton leg in hand when the screaming started. Bloody 'ell, what now? He looked back and forth between the juicy meat and the commotion in the distance, thinking. Could be I could help some ol' fool, get my name spread a little... Growling in frustration, he puts the mutton leg down, grabs his axe, and moves toward the trouble.

He hears the guards yelling at each other, and rolls his eyes hard. "Bloody oafs..." he mutters quietly to himself. Then he happens upon the scene, and his head tilts just a little. He squints his eyes and studies his foes.

Swift action to scout one of them, rolled 14 on Discord

"Tough little buggers, looks like" he growls, then uses his off-hand to make a couple of quick gestures and grunting out a few arcane words. Suddenly, the half-orc grows to a larger size, grinning as he does. "Let's see what they've got!"

Surprise round Standard to shapeshift to blank form with size change to Large and Pounce as my two traits. Spend spell point for 1 minute duration.

The half-orc then charges forward, rushing the nearest of the beasties, before bringing his large axe down in a wicked strike, and trying to bite one for good measure.

Full-round action to pounce with my greataxe and my bite attack from half-orc toothy trait. Axe first, bite on same target if it doesn't fall, on the next if it does.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 3d6 + 7 ⇒ (3, 5, 3) + 7 = 18
Bite: 1d20 + 4 ⇒ (2) + 4 = 6
Bite Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Woot, crit threat with axe!
Crit confirm: 1d20 + 5 ⇒ (14) + 5 = 19
Crit Damage: 3d6 + 7 + 3d6 + 7 ⇒ (4, 4, 1) + 7 + (3, 5, 3) + 7 = 34

+1 dodge bonus to AC vs scouted target, which is very likely sliced in half...

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