Spheres: Rise of the Runelords Variant (Inactive)

Game Master Keante

Running RotR with some modifications and using Spheres classes only.


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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

As Estria darted to the side, she reached into her bag and pulled out a bottle. Uncorking it, she let loose a bolt of lightning that shot through the air and past one of them to hit the other.

Ranged Touch Attack: 1d20 + 3 ⇒ (1) + 3 = 4

...Oooooor so she'd intended. She uncorked it too early, though, and the lightning shot into the sky instead. Frick.


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 flinches as the bottled lightning shoots off. He glances off to the side to see the approaching group, obviously intent on helping. Oh boy, the cavalry arrives... "Oy, watch it with that, girly! 'Bout singed my dangly bits off!" He laughs heartily, obviously enjoying himself thoroughly.


Picture of Sandpoint | Map of Sandpoint

I think I'm following how you calculated your attack bonus on the bite, Nerak, and I think you stopped short of applying a -5 because all natural weapons are secondary attacks when used in a full attack with manufactured weapons. We can talk through that on Discord if you like.

The half-orc comes onto the scene like a wrecking ball. A big one.

He rushes in, his movement ending with him next to the creatures as well as the guard holding the mace (the other holds a longsword). His mighty great axe descends upon the first of the tittering creatures right between its ears and doesn't stop until it reaches the cobblestones and the now silent creature is rent in two.

The cackling of the other two quickly silences as well. But when Nerak reaches with his head to bite the next creature, there is a glint in its glowing eyes, and suddenly Nerak's open maw is descending upon the mace-wielding guard next to him!

Nerak's new attack roll: 1d20 + 4 - 5 ⇒ (1) + 4 - 5 = 0
Nerak's new damage roll: 1d6 + 7 ⇒ (6) + 7 = 13

It's a wild motion, though, and the guard dodges easily.

"Hey! What's the idea?!"

Then Estria opens up her bottled lightning, intent on hitting the third creature. As she does, she notices that it seems blurry and hard to pinpoint from this range. Its eyes flash, and suddenly you all realize that Estria's lightning is headed for the half-orc!

Estria's new ranged touch attack roll: 1d20 + 3 ⇒ (7) + 3 = 10
Estria's new damage roll: 1d8 + 2 ⇒ (2) + 2 = 4
That's 2 electric + 2 sonic. Estria, let me know if I got the damage wrong for your improved bottled lightning.

The lightning strikes with a boom, and Nerak's words catch in his mouth as he realizes that the "girly" did, in fact, singe him.


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

Just to be clear, for those of us on this side of the fourth wall, the creatures are using a special ability to redirect attacks? And thus Nerak's bite and Estria's vial rolls were rerolled by you and retargeted? Do our characters get a Perception chance to notice or similar?

Dusk pauses and watches with great admiration as the ginormous man wreaks havoc with a great...axe. The scion of battle moves forward and with a fell yell attempts to spit one of the remaining creatures...

Hai!!!: 1d20 + 2 + 1 - 2 ⇒ (18) + 2 + 1 - 2 = 19 [+2 Str, +1 weapon focus, -2 impale]
Yiiie!!!: 1d10 + 3 ⇒ (5) + 3 = 8

[if successful, impaled]

Impaled:
Impale
When making a melee attack with the attack action that deals lethal damage, you can take a -2 penalty on the attack roll; if the attack is successful, your weapon impales the creature, forcing it into a square within your reach if it was not already. An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell. Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes), ignoring armor, natural armor, and shield bonuses to AC. A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails. Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.

This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.).

You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity).

If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.

You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check.

Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon.


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

"Artillery incoming!"

Rick adopts am attack stance and shoots his chi at one of the creatures.

Ki barrage #1, Point Blank: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d6 ⇒ 6

Ki barrage #2, Point Blank: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d6 ⇒ 6


Picture of Sandpoint | Map of Sandpoint

It seems very strange to everyone. You wouldn't believe for a second that any of the people here actually intended to attack anyone but these creatures. And you see the glinting eyes, etc. as I described, no need to roll Perception. I don't want to say more until someone makes a knowledge check on the creatures.

Dusk steps up and stabs into one of the creatures with her glaive. Its wound seems less severe than you might have expected, but still, you have the thing right where you want it, stuck on your blade.

Ki barrage #1 miss chance: 1d100 ⇒ 24

As Rick fires off his two blasts of ki at the other creature, he has an experience similar to Estria's--for some reason, he just can't seem to focus on it properly when attacking from a distance. The creature's eyes glint, and one blast hurtles toward Nerak while the other barrels down on Dusk!

Ki barrage #1 (ranged touch); Nerak: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d6 ⇒ 1

Ki barrage #2 (ranged touch); Dusk: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Damage: 1d6 ⇒ 1

Nerak is hit by the blast, taking 1 point of bludgeoning and piercing damage. Dusk dodges the other blast deftly.


Picture of Sandpoint | Map of Sandpoint

Round 1
Nerak
Estria
Rick
Dusk
Brommyl
Kpu'Unde
Enemies

Just realized I haven't rolled initiative for the two guards! Here we go:
1d20 + 0 ⇒ (6) + 0 = 6

I'll describe their actions when you all are done, before I describe the enemies' actions.


Sorry about the delay. In addition to the aforementioned medical stuff, I'm also dealing with a minor case of food poisoning.

Knowledge(arcana): 1d20 + 5 ⇒ (18) + 5 = 23
Cursing his short legs, Brommyl huffs his way toward the shouting and arrives just in time to see everyone attacking a giant of a half-orc. He's about to join in the fight when he notices the gremlins. "Hoi! Those buggers are -" (I'll leave it to the GM to determine what that roll tells me about them. Assume I share it with you right now. XD

As the dwarf speaks, his tattoos glow brightly and his hammer materializes in front of one of the creatures. (preferably in a flanking position)
Move Action: summon bound equipment; Move Action: concentrate to maintain


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

Awesome narrative Brom - it does appear some of our party is attacking Nerak...


Picture of Sandpoint | Map of Sandpoint

These are hobkins gremlins. They love getting people to destroy their own prized possessions, or hurt their own friends and allies. When someone misses them with an attack, they can redirect the attack to any other target that is in range, causing a re-roll of both the attack and damage. In addition, they are very hard to hit with ranged attacks, which suffer a 75% miss chance against them. Oh, and they have DR 5/cold iron.


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

"Aw! Sorry about it!"


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

The grin gets wiped off Nerak's face as the lighting finds purchase in the small of his back, and the two ki strikes come flying in, one giving him an annoying little tap. Seriously? He gives an annoyed glance over his shoulder at the approaching group. "I'm awful big an' all, I know, but could we focus? Jus' a little?"

Grinning at the glaive wielder, he says "Nice hit!" Tipping his head toward the others, he says "friends of yours?"


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

"Ah, not sure anymore, 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

Seeing the danger these creatures possess, Kpu'Unde chooses to use his magic to help the guards withdraw from combat. He moves closer than targets the worse injured of the two guards, saying "We will deal with these creatures. Please go help others in need!"

Calling down his magic, the man appears on the far side of Kpu'Unde.

Using Ranged Teleport to teleport him 25' on the others side of me (basically I will be between him and the creatures, and he will be 50' from where he was before I teleported him).


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

Holding the spitted beastie, Dusk manages a grin and nods by way of acknowledging Nerak.

"Thanks. Umm. Those guys? I think? Somehow I don't think they think you are an enemy. [here grunts with exertion] Despite what you might be feeling."


Picture of Sandpoint | Map of Sandpoint

Nice move, Kpu, I like that. Fits with the disinclination to violence you've displayed so far, but also a cool show of magic. =)

The guard that Kpu'Unde teleported looks around in surprise from his new location, but quickly regains his bearings. "Come on, Marv, let's find some more of those plant things to put down!"

The second guard, Marv, withdraws carefully from the gremlins and follows after his brother-in-arms.

Suddenly not so confident, the two remaining gremlins attempt to retreat from before you.

They are using the withdraw full-round action. Therefore, they do not provoke attacks of opportunity from the first square they leave, which means Dusk Bloom and Nerak don't get any. However, the 2nd square they each leave will still be a threatened square for Brommyl's weapon which was on the other side of them from you. Brommyl, roll your attack of opportunity against each (if you are able to do more than one in a round...looking through your profile I think maybe you are not able to). They will end up 60 feet away and around the corner of a building.


Picture of Sandpoint | Map of Sandpoint

Hold on, oops! One of them can't withdraw because it's impaled on Dusk Bloom's glaive. Brommyl, take your attack of opportunity on the other one, but let's see if this one can work his way free with a combat maneuver check (standard action).

CMB vs CMD 13: 1d20 - 1 ⇒ (9) - 1 = 8

One of the gremlin begins moving away, but the other only squirms, trying to pull itself off of Dusk Bloom's glaive, to no avail. The fleeing gremlin leaves his companion to his fate as he flees around the corner of a building.


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

"Sorry! I can patch that up later!" Estria called as her bottled lightning went the wrong way. She was going to need a better way of controlling those, wasn't she? Maybe something a little better at guiding them... hm.

Instead, she darted after the beast running away, hurriedly tossing a few chemicals together. "Stay out of this cloud!" she called out as she hurled the concoction and watched the chemicals react to explode into a bank of smoke.

Mind Venom (Inhaled): 1d20 + 3 ⇒ (16) + 3 = 19
Fort DC 14 vs Confused for 1 minute.


AoO: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Damage: 1d12 ⇒ 3
I'm assuming flanking, so subtract 2 if that isn't the case

As the gremlin turned to flee, the floating hammer took a swipe at its head.
--------------------------------------------------------------------------
Brommyl calmly begins to walk closer to the melee, making sure to stay out of reach of the big half-orc. The pinned gremlin should be relatively harmless, but there was no sense in getting his head taken off by an errant swipe.
Move: maintain concentration; Standard: move up to 20ft closer


Picture of Sandpoint | Map of Sandpoint

The retreating gremlin is hit by the hammer, but seems no worse for wear.
You were definitely flanking its 1st square. This 2nd square...bah, you're probably flanking with Nerak, he's Large. But as you know: DR 5/cold iron, so the gremlin takes no damage.

DC 14 Fort save vs Estria's poison: 1d20 + 1 ⇒ (19) + 1 = 20
As Estria's vial shatters and releases a cloud around the fleeing gremlin, it coughs a little but resists the poison's effects.

ROUND 2
Estria
Nerak
Rick
Dusk
Brommyl
Kpu'Unde
Enemies


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's face falls as the last baddie makes for a hasty retreat. "No ya don't, filthy coward..." he mutters. Turning to Kpu'Unde, he grins, nods his head in the motion of the fleeing gremlin, and says "Mind givin' me a boost, mageling? Can't be lettin' one get away to harm others, now!"

Waiting on Kpu'Unde to go, hoping to get a teleport to put me within 30ft of the fleeing gremlin, so I can move and attack, or within 60ft with a clear charge path.


Picture of Sandpoint | Map of Sandpoint

What Nerak desires is certainly possible, if Kpu'Unde decides to oblige him. Nothing in the environment will prevent setting up a charge in this way.


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

"Of course." says Kpu'Unde to the request, flinging Nerak through space/time to land in position. I can teleport him anywhere within close range of me, so set him up where it would be advantageous for him.


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

"So...

Rick runs as fast as he can, pursuing the gremlin until he's just beside him.

I'm assuming I can't attack, but at least it will provoke and I might attack next round (since I want to strike on melee).


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

Seing her ardent allies taking care of the fleeing gremlin, Dusk decides to bring this one closer to death, twisting the blade in the pinned creature. Perhaps the efforts if her companions distracts her, or the fates - whatever it is the gremlin is lucky this time, though still pinned...

Shaken!!!: 1d20 + 3 ⇒ (3) + 3 = 6 [this ignores armor, natural armor or shield bonuses]

[This is obviously a miss, but why would impale also not ignore Dex bonuses to AC - they are stuck on your weapon...]

Also, is there a battered condition in Spheres? No sure if this alludes to such a condition:

Impale wrote:
...An impaled creature cannot move and is battered for as long as it remains impaled.


Picture of Sandpoint | Map of Sandpoint

Rick: your running speed would be plenty to catch up to the gremlin, but running requires a straight line, and the gremlin got around a corner during his withdraw/double-move. Nerak is getting the benefit of a teleport to give him the straight line he needs for a charge, but I don't think Kpu can teleport you both. If you double-move so you can turn the corner, you'll still be about 20ft behind the gremlin. If you run you can do a line that's on a diagonal compared to the corner--you'll still end up something like 20ft away from the gremlin, but you would be somewhat ahead of it while also off to the side of its path. That's probably the better position to be in for next round (if Nerak isn't able to slaughter it with a charge now like he did that first one).

Dusk: There is, indeed, a battered condition introduced in Spheres of Might. As for the Dex bonus to AC...there's probably a balance concern there about how much you get to reduce an opponent's AC just by succeeding on an attack roll at a -2 penalty. As for narrative, I can see the enemy still being able to react and move its body in such a way as to mitigate additional damage. We can't get too realistic about how even the slightest movement of a blade in your gut is probably going to slice through more tissue, because hit points are an abstraction anyway.


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

Sure. Makes sense. And thanks for the link!


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 gives a manic grin as Kpu flings him through space, laughing wildly and raising his axe in thanks. His gaze lands on the fleeing gremlin, and his eyes narrow to slits, his grin not reduced in the least. "I've got you now, coward..." His large legs start churning underneath him as he builds up speed, raising his axe above his head as he goes. When he gets close enough, he brings the axe down in a wicked overhead chop, while also reaching out with his toothy maw to bite the little bugger.

Using pounce again to attack with both the axe and the bite
Axe, charging: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Axe damage: 3d6 + 7 ⇒ (1, 3, 3) + 7 = 14
Bite, charging, secondary: 1d20 + 4 + 2 - 5 ⇒ (16) + 4 + 2 - 5 = 17
Bite damage: 1d6 + 7 ⇒ (4) + 7 = 11


Picture of Sandpoint | Map of Sandpoint

The gremlin squeals as it dodges that giant greataxe, and it turns into a screech as it feels that nasty bite. But it is still up and fleeing.


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

So is running seems the better option, let's go with it (notice I can run x5).


Picture of Sandpoint | Map of Sandpoint

End of Round 2

CMB vs CMD 13: 1d20 - 1 ⇒ (12) - 1 = 11
The gremlin impaled on Dusk Bloom's weapon again tries to extricate himself, to no avail. The look of fear in his eyes increases to a level of panic.

The other gremlin, under close pursuit, does his best to get away--but he can't evade the long reach of the giant half-orc entirely as he continues to flee.

The gremlin is withdrawing again, but that only avoids AoOs on his first square, and Nerak's long reach threatens the first and second squares. So Nerak gets an AoO before he ends up 60ft away. Rick, because of your positioning last turn, you are now 40ft from the gremlin and have a clear line to charge for your Round 3 action, if you like.

ROUND 3
Estria
Nerak
Rick
Dusk
Brommyl
Kpu'Unde
Enemies


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's eyes squint as the cowardly beastie tries to withdraw again, but they open wider again when his large stature lets him glimpse a barely-there opening. His axe goes swinging in before the gremlin can get very far.

AOO: 1d20 + 5 ⇒ (7) + 5 = 12

Unfortunately, the axe swing just barely misses, and the simpering little creature slips further away. Not far enough away, though, as the growling half-orc gamely takes up the chase, rushing up to the gremlin from behind and taking shots with his axe and his bite.

Axe, charging: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Bite, charging, secondary: 1d20 + 4 + 2 - 5 ⇒ (13) + 4 + 2 - 5 = 14
Bite Damage: 1d6 + 7 ⇒ (3) + 7 = 10

The axe just barely misses the ducking mongrel, but the swing distracts him enough that Nerak's grasping jaws clamp down on the gremlin's shoulder. He gives a couple of solid jerks for good measure before dropping the cowardly creature to the ground.


Picture of Sandpoint | Map of Sandpoint

The fleeing gremlin is dead. The impaled gremlin yet lives.

Dusk, Brommyl, Kpu, and Estria are all able to take action against the impaled goblin if they want; Rick will have to spend his whole turn covering the distance to get back there, then could do something on Round 4.

ROUND 3
Nerak
Estria
Rick
Dusk
Brommyl
Kpu'Unde
Enemies


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

"Are you alright?" Esria called as she moved over towards the one she'd accidentally hit with bottled lightning. She was definitely going to have to rethink her aiming on those. As for the impaled creature, she figured that was under control...


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

A shifter can attack twice on a charge? Blame on me for not having read it! Seems super cool!

Rick turns back to where he started. "woooops!"


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

With the Bestial Reflexes talent, you can add a trait to a shapeshift that allows you to Pounce - full attack after a charge. Very handy!

Nerak gives a big grin and wipes a bit of blood off his jaw. At Estria's question, he looks up and says 'Bit banged up, lass, but nothin' I can't handle. That was a nice bit of flashery back there, if a bit misaimed!" He gives her a big smile, which comes off a bit more grisly than expected, what with gremlin-bits still hanging from his sharp teeth. "You know what's goin' on here? I love a good fight, but wasn't expectin' any trouble around in here. Commotion interrupted a perfectly good dinner, and let me tell you, them things don't make a good substitute." He makes a face of disgust. "Need a strong drink after that..."


As Brommyl walked closer, the hammer slammed down on the impaled gremlin.
Attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Damage: 1d12 ⇒ 11


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

"Monsters invading the town, it seems - this is the second batch we've seen." Estria explained, bending down to poke at one of the bodies a bit. "Don't let your guard down just yet. There may be more of them around."


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

"We should also look for a leader, perhaps a Druid of some stripe; Plants do not tend to attack settlements out of the blue...unless this settlement has done something untowards to the wrong tree, that is."


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

If Brom didn't bonk it to death...
Dusk fights the urge to whip the creature about in an excruciatingly painful frenzy. Instead she glares at it.

"Yuir friend be dead. Wanta follow? No? Talk. Who do you serve? Who sent you?"

Intimidate: 1d20 + 3 ⇒ (5) + 3 = 8

If it be Brommyl'd to death....

Dusk winces a smile as she shakes the thing off her glaive, stepping on an arm with a sickening crunch to prise the corpse free. She pushes a stray lock of hair behind her ear and again, breathes hard.

"Whew! That was some good fighting!"


Picture of Sandpoint | Map of Sandpoint

Brommyl's strike was exactly the amount needed to kill the creature.

Brommyl's floating lucerne hammer swings down and brings an end to the gremlin's struggling.

Estria's Perception: 1d20 + 4 ⇒ (4) + 4 = 8

As Estria pokes at the dead gremlin, she notices a symbol in a couple places among its raggedy clothes--an old tree circled by interwoven lines (link to image).

Kpu'Unde's Know (local): 1d20 + 8 ⇒ (2) + 8 = 10
Dusk Bloom's Know (local): 1d20 + 6 ⇒ (12) + 6 = 18
Estria's Know (local): 1d20 + 8 ⇒ (7) + 8 = 15

Kpu'Unde doesn't know the meaning of the symbol, but Dusk Bloom and Estria both recognize it--this is the token of the Tickwood Hag. You have never actually seen the symbol before, but you've heard it described. You certainly have never heard tell of creatures ranging outside the bounds of the Tickwood bearing the hag's token. In fact, your impression has always been that the Tickwood Hag is likely only a myth.


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

"Huh." Estria mused as she looked at once of the many symbols she'd learned about during her studies in this town. "Well, anything with a mark like this probably isn't a random attack - more likely they had some sort of objective here and more will come if you don't cut it off at the source." She was fairly confident that was how it worked, anyway. It was looking more and more like she ought to finish the staff she'd been tinkering with since all the way back in Taldor...


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 walks back to the rest of the group with Estria, his bloodied axe resting on one shoulder. He smiles in satisfaction on seeing the third gremlin successfully downed by the others. "Good bit of fightin', for sure, but who the 'ell are you lot?" He rolls his shoulders, rubbing at the spot that Estria's errant lightning bolt had hit, before adding, "And do any of you have a touch of healin'? That bolt of yers stung, no doubt."

While talking, he bends down to look at the fallen gremlins and the surrounding area, looking for any signs of where they might have come from.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17


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

"Give me fifteen minutes of quiet time and I will." Estria answered promptly, opening her pack and getting a few supplies of her mobile lab out. It had taken some smart packing to get it all arranged in a way that made it easy to move, but at least she could carry the darn thing with her now. And if someone had a magic cure, well, some salves would still be handy to have around just in case.


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 chuckles and shakes his head. "Quiet time may be in short supply tonight, darlin', but good luck with that."

Turning back to the gremlins, Nerak's Large form slowly melts away, and he shrinks smaller and smaller, his axe and all his equipment disappear, and his form slowly changes into that of a Small wild dog, and a rather ugly one at that. His tongue hangs out the side of his mouth for just a second, a big doggie grin on his face, before he turns his nose to the area of the battle.

Shapeshifting into an animalistic form with a Size Change trait down to Small size and, just in case it comes up, Darkvision. Making another perception check, this one scent-based, to see if I can pick up any info about them that way or a trail for where they came from.
Perception with Scent: 1d20 + 7 + 8 ⇒ (17) + 7 + 8 = 32


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

"Is any of you a native, here?" Rick shrugs. "Would it be good to know where we are or where we're going."


The lucerne hammer fades back into Brommyl's tattoos as he joins the group. He gave the skinwalker an odd look before shaking his head and chuckling grimly. "I'd assume they're from whatever wood's closest to here. That's typically where you'd find plants and fey, after all." Looking over everyone, he grins. "Whoever's responsible, I doubt they expected to face more than some humble country folk - certainly not a pair of mages, a skinwalker, an alchemist, and a warrior maiden. Let's show them the error of their ways."


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 not from here." said the Mwangi man.

In response to Nerak's question, Kpu'Unde says "My name is Kpu'Unde, student of the Master of Time and Space."


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

"i can provide the succour you require while...our friend creates the..things she...creates." Dusk finishes, giving Estria a bright open faced smile.

Holding her glaive tightly, Dusk closes her eyes momentarily, and you see her face contort, as it washes back and forth between three states - her young countenance, an older woman and finally a wizened crone, alternating between the three states faster and faster. Her eyes open, and are blank as she leans forward and touches Nerak-the-dog.

[Does wild magic happen every time I use a spell point? Some other time/cause? I'll roll here in case it is relevant...

Wild Magic, 01-10: 1d100 ⇒ 56

Cure: 1d8 + 1 ⇒ (1) + 1 = 2

Her face returning to normal, Dusk frowns as the reult is obviously less than she hoped for.

"Ach - mother, crone - aid me further you dull trollopes!"

Again, holding the glaive, and face contorting she channels her magic.

Wild Magic, 01-10: 1d100 ⇒ 66

Cure: 1d8 + 1 ⇒ (3) + 1 = 4

"There you go pup, " she smiles


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

"Well, I'm Dusk. Dusk Bloom. I would be the....warrior maiden I expect. [here favors Brommyl with a grin.] " Well met K'pu! And nice mystic arts you have there. In fact, we all did very well. Quite the assortment."

Normally quite shy, Dusk seems elevated by the victory, and despite herself finds that she looks to each of the group to learn their names.

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