TWO's Mythic Kingmaker: Fey Winds Blowing (Inactive)

Game Master The Wyrm Ouroboros

Informational:

Discord Servers:
General standard Pathfinder.
PFS Org Play Online server.

The former is more informational and stuff, but the latter has 'tables' for more private discussions. There, I am as I am here -- The Wyrm Ouroboros.

Character Image List
PC Tracking Sheet, New Follower Wealth, Etc.
Mythic-Level Leadership-Style Feats and Path Abilities thread
Rules for Dueling.
Trello PF System Flash Cards, mainly verbal duels at this time.

Languages:

Because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Characters, Fame and Honor, Rolls, Etc.:

ginganinja
Amavin Zephyra (Sorcerer (Stormborn) 7, Nemesis, P/CF: 21, CH: 28)
. .. . and Ishana Tamanna (Warpriest (Calistria) 5, Prophet, P/CF: 5, No Honor Code): 25 / 2 / 1
Phntm888
Aramil Wellys (Magus 7, P/CF: 23, Truth-Seeker, CH: 22)
. . and Porablum Flapzit (Bard 5, Magnum Opus (Perform: ???) P/CF: 9, No Honor Code): 6
Zayne Iwatani
Lyda (Hunter 7, P/CF: 21, No Honor Code)
. . and Deneb Flynvias (Druid 5, P/CF: 7, No Honor Code)
wehrpig
Dargaryen Blanc (Fighter (Aldor Swordlord) 7, P/CF: 24, CH: --)
. . and Marlovaur Fellnight (Cleric (crusader, Erastil) 1 / Cavalier (strategist) 4, P/CF: 9, CH: --)
Sam C.
Theodric Valtrava (Fighter (Two-Weapon Warrior) 7, P/CF: 23, CH: 19 (Chivalric))
. . and Darvan Singra (Paladin (Iroran Paladin) 5, P/CF: 7, CH: 15+1d6 (Chivalric))
Jereru
Tomáš Dušek (Fighter (Weapon Master, Aldori Dueling Sword) 7, P/CF: 24, No Honor Code)
. . and P. László Nagy (Cleric (Herald Caller) 5, P/CF: 9, No Honor Code)
derpdidruid
William Lawsrick (Samurai (Order of the Flame, Western) 7, P/CF: 22, CH: --)
. . and Winnie Lawsrick (Alchemist 5, P/CF: 7, CH: --)
DeviousDevious
Acaciano (Druid (Treesinger) 7, P/CF: 25, CH: 18)
. . and Tai Reen (Ranger (Warden) 5, P/CF: 9, CH: 15)
Kain Gallant
Kaellin Greenleaf (Ranger 7, P/CF: 20, CH: 19)
. . and Sylvara Amalur (Bard 5, P/CF: 9, CH: 20)
Daedalus the Dungeon Builder
Darivan Orlovsky (Magus (Bladebound) 7, P/CF: 20, CH: 25)
. . and Sylvia Calrian (Wizard (Conjurer) 5, P/CF: 6, No Honor Code)

:: Leaders ::
[dice=Amavin's Perception]1d20+8[/dice]
[dice=Aramil's Perception]1d20+0[/dice]
[dice=Lyda's Perception]1d20+13[/dice]
[dice=Dargaryen's Perception]1d20+7[/dice]
[dice=Theodric's Perception]1d20+8[/dice]
[dice=Tomas's Perception]1d20+13[/dice]
[dice=Bartek's Perception]1d20+0[/dice]
[dice=William's Perception]1d20+1[/dice]
[dice=Acaciano's Perception]1d20+13[/dice]
[dice=Kaellin's Perception]1d20+17[/dice]
[dice=Darivan's Perception]1d20+10[/dice]

[dice=Amavin's Initiative]1d20+6[/dice]
[dice=Aramil's Initiative]1d20+3[/dice]
[dice=Lyda's Initiative]1d20+4[/dice]
[dice=Dargaryen's Initiative]1d20+3[/dice]
[dice=Theodric's Initiative]1d20+4[/dice]
[dice=Tomas's Initiative]1d20+5[/dice]
[dice=Bartek's Initiative]1d20+6[/dice]
[dice=William's Initiative]1d20+1[/dice]
[dice=Acaciano's Initiative]1d20+2[/dice]
[dice=Kaellin's Initiative]1d20+5[/dice]
[dice=Darivan's Initiative]1d20+6[/dice]

:: Cohorts ::
[dice=Ishana's Perception]1d20+7[/dice]
[dice=Porablum's Perception]1d20+9[/dice]
[dice=Deneb's Perception]1d20+14[/dice]
[dice=Marlovaur's Perception]1d20+7[/dice]
[dice=Darvan's Perception]1d20+5[/dice]
[dice=Father Laszlo's Perception]1d20+9[/dice]
[dice=Kliment's Perception]1d20+9[/dice]
[dice=Winnie's Perception]1d20+0[/dice]
[dice=Tai's Perception]1d20+12[/dice]
[dice=Sylvara's Perception]1d20+1[/dice]
[dice=Sylvia's Perception]1d20+4[/dice]

[dice=Ishana's Initiative]1d20+4[/dice]
[dice=Porablum's Initiative]1d20+2[/dice]
[dice=Deneb's Initiative]1d20+3[/dice]
[dice=Marlovaur's Initiative]1d20+7[/dice]
[dice=Darvan's Initiative]1d20+2[/dice]
[dice=Father Laszlo's Initiative]1d20+4[/dice]
[dice=Kliment's Initiative]1d20+1[/dice]
[dice=Winnie's Initiative]1d20+2[/dice]
[dice=Tai's Initiative]1d20+4[/dice]
[dice=Sylvara's Initiative]1d20+3[/dice]
[dice=Sylvia's Initiative]1d20+7[/dice]

:: NPCs ::
[dice=Coalhouse's Perception]1d20+14[/dice]
[dice=Alysandra's Perception]1d20+11[/dice]
[dice=Coalhouse's Initiative]1d20+4[/dice]
[dice=Alysandra's Initiative]1d20+1[/dice]

========================================================================

House Rules:
  • Dealing Minimum Damage: You can attempt to do minimum damage with your weapon by taking a -3 (vs -4 to turn it into nonlethal damage) penalty to your attack. If you succeed in hitting but only just (i.e. 'right on' the number you need to hit), you do your full standard damage; if you hit by more than that, you do your weapon's minimum damage. While this is usually 1 hp, in the case of a multi-die weapon (2d4, 2d6, etc.), it may be more. You may not add anything extras (strength or dexterity, sneak attack, precision, etc.) in order to increase your minimum; you will do (generally) 1-2 hp and that's all. (This is best used as a show of skill, nicking someone enough to draw blood but not do any real damage.)
  • Wild Shape: Druids will be familiar with all creatures of the type(s) they can wild shape into that exist within their home domain (that being defined on a standard 12-mile-hex area map of a five-hex diameter circle, or as close to it as is reasonable considering terrain, e.g. one side of a mountain rainge, with a maximum of 19 hexes); this includes subtypes that are in the area. . . . For creatures outside of their home range, they must make a KS: Nature roll with a DC equivalent to 10 + (Creature's CR) + (1 per 50 miles beyond the druid's home range) to know enough about the animal or plant creature to wild shape into it. If the druid has been familiarized with a creature despite it being well outside his home domain or the creature's natural range (e.g. a tiger in a sideshow, the druid's extensive traveling), familiarization being able to take at least three hours studying and interacting with the creature(s), he may add that creature to his 'familiarity list' for which no roll is required.


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Female Gnome Oracle 4 | AC 17, touch 13, flat-footed 13 | Fort +2, Ref +3, Will +4 | HP 22/28| Init +2 | Perception +9, low-light vision
Spells:
1st - 1/6, 2nd- 4/4

Porablum waves back to the gnome and hopes she'll have a chance to talk more at dinner.


Cohort: Samantha

Selene simply watches the rising tensions, her expression bland as she waits for the King's orders on placement. Compared to some of her apprentices, this was positively cordial.

Teams of Four in Squads Times Three...:
The rangers have run 4 man fire teams in 12 man squads with an extra man as the squad leader as the modern standard for "let's go play in the hostile woods/mountains/desert". If you want a real world org chart. Coincidentally, the assumed party size is 4 (+1 dm).


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Listening to the flurry of voices raised in argument as their owners try to assert their expertise and demonstrate the strength of their ideas regarding the scouting teams, Theodric idly remarks to nobody in particular. "I'm perversely happy right now that all I really know how to do is hit things until they stop resisting. The fact that I'm standing here right now is all the proof of my skill that I need for that. Spares me the wasted time and wet clothing that accompanies these pissing contests."

***Darvan***
At his back, Darvan chokes back a snort of laughter before offering his own thoughts on the argument's subject. "True, but there are still some excellent points being raised by all sides. Not merely in regard to the composition of the forward scouts, but in making unfounded assumptions about skill or lack thereof in a particular field. I feel certain that at least part of the reason why we were chosen is precisely because we all have skills that are not typically possessed by those in our respective professions."


William nods at Theodric's statement before realizing that the blind swordsman cannot see him do so. "Well... I suppose that's a perk to having you're condition right? He-he." This sentence is followed by an elbow to the ribs from Winnie and a loud "OOF!" from William.

::Winnie::
Winnie Leaves William's side to clasp Theodric's hand. "Please forgive my husband, he was raised in a family of long time Irrisinian warriors, they taught him little of manners outside of their own." Letting go of Theodric's hand she continues "I do hope we can be friends." Putting her hand out for a shake, immediately eliciting a chuckle from William and a blush from her.


Drily, the king comments, "Well, I can see we're going to have some lively politics in the future. Not that that's a bad thing; lap-dogs were never my style." He nods at Alysandra, who taps the spear-butt against the stone plate with a soft but clear ring of metal - to end the debate, yes, but also to call attention and remind everyone that courtesy at least is preferred. "I have no intention of ordering you about yet. I expect each of you to make the decision of where each of your team's members, leaders, lieutenants, and/or the bulk of your group needs to be. In general, though, if a person isn't highly mobile in the snow and sensitive - in whatever manner - to potential threats and issues, they shouldn't be in the scout group. If a person isn't fairly mobile in the snow, or not up to problem-solving, whether that's combat or in a more mundane sort of 'figure out how to break through a thirty-foot snowdrift' way, then they shouldn't be in the second group.

"If I could send the scouts out without weapons - to remind them that they're out there for information, not to fight - I would. Scouts are for information, not for handling problems. You don't have to make a hundred miles a day; twelve is just fine, but you're there to discover what issues exist for a few miles on either side of the road, so yes, you'll probably cover more than just twelve miles a day. Fortunately, there will be several of you out there - alone, in teams of two, teams of four, whatever, I'm not going to tell you how to do the job - so you won't each have to sweep an entire sixty square miles of travel. I know the value of having eyes in the sky, and I expect those people to be the very first to spot peculiar behavior or potential troubles. But the scouts are there to find problems, not solve them. Scouts are eyes and ears, not fist and sword. If it's late, and it's been an easy day of it, you want to clear a ridge of snow from the road or something, feel free - but it's not your job. Every night, you tally up what issues are where, and you send the list back to the second group. I'd like you to be off by ten tomorrow morning, so if you're going to volunteer, make sure you're here at the Citadel ready to go by eight.

"Now, this thing about diplomats among the scouts." Chalm's eyelids close, and he takes a deep breath before he opens them again; his expression at that point is extremely severe. "It would appear that the meaning of the word 'scout' is not being clearly understood. The scouts aren't out there to parley with settlers; you make a note for the nightly message, and you move on. Don't stop, don't try to talk to people; you find the interesting thing, and you make a note. If you spot a big drift on the road, you make a note. If you spot a group of bandits, you make a note. If you see evidence of a monster prowling around near the road, you make a note. If you get attacked, you run away - and once you're away, you make a note." He falls silent, his irritation about the lack of clarity on the topic of 'scouts' clearly visible. "I trust I have made myself clear on the topic of the task definition of scouts.

"I intend to command the core of the second section - fifty cavalry. I expect we'll mostly be solving road-hazard issues, trampling the snow down into something we can get a notable number of wagons across. You leaders who are well-mounted, or whatever of your groups are so capable, are invited to be part of the section; I would appreciate being able to send out teams under your command, to take care of any significant active threats which the scouts might find, from destroying bandit camps to running off wolf packs to harrying trolls to their death. We'll get organized tomorrow, so unless you're going to be a scout, figure things out and get yourself here at the Citadel by noon tomorrow. And yes - save the magic for serious problems, like combat."

"The rest will travel and assist with the third, main section. A lot of wagons, a lot of civilians, a lot of organizing to be done in the next two days. Sir Pendrake has another fifty cavalrymen; Captain Croaker's infantry number a hundred. If you or your people are combat capable, I expect you to get together with them, Baron Vorwilde, and Princess Sarra tomorrow at noon to determine march order and sectors of responsibility, camp organization and security, and all the other very messy details involved in moving so many people twelve to fifteen miles a day for five days straight in the middle of Calistril. You have two days; make the most of it.

"It seems," he adds, "that there are still concerns about bandits. Between Sir Pendrake's cavalry, the Black Company, and the various combat-capable members of your own groups that I'd estimate are likely to be part of the main mass, we have I believe something on the order of two hundred fifty people with combat discipline. Once things are organized by Sarra, Oskar, Sir Theseus, Captain Croaker, and whomever else will be with the main group, I expect there to not be problems with dealing with a raid of ten, twenty, even thirty bandits at once. If they manage to survive the experience, then once we have time a week or so hence we can determine whether or not our prisoners are worth serving sentence. If they are, we have means; if they aren't, we have rope. And for those of you who aren't familiar with the Six River Freedoms, let me me remind you of number two - 'Oathbreakers Die'. Wearing the brand of an oathbreaker isn't a mark of honor there, it's a death sentence, and that will apply equally in Krádira - including with you lot.

"In regards to the general plan, we are first going to get ourselves and our people out of Brevoy by the end of the week. At that point - at least three miles south of the Road - we can pause a few days. We can then send out teams to do some examination of the territory, see how good our maps of the area are, locate problem points like goblin tribes and bulette territories, and figure out where we want to actually establish ourselves. I intend to stay close to the Shrike River, if only to ease water issues, but more definite plans will have to wait on what we discover about our new land.

"Are there any other questions or concerns?"


NG Aasimar Warpriest (Chaplain) 18
Stats:
AC 40 (T 20 FF 33) | CMD 47 (Sunder +12) | F +24, R +21, W +24 | (Darkvision) Perc +31, SM +12 | Init: +14
HP 225/225 | Sacred Weapon 18/18 | Fervor 14/14 | Blessings 12/12 | See Invisibility 1/1 | Active conditions: None

Laszlo is silent during all the argument. After the talking is over, instead of reprimanding, he quickly thinks of something to say to put the fopcus on more important things. Time will smooth the differences good enough.

"I'm sorry but my country capabilities are quite rusty these days. On the other hand, I am capable of summonning useful allies, which can aid in communication and scouting as well as defense. Feel free, then, to use my patron Tomas and me as you see fit for the job - he's a skilled swordsman."


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

:: William & Winnie ::
Starting momentarily in surprise as he feels a hand take his own, Theodric settles once the hand's owner speaks up, revealing a female voice. He quietly listens to the apology, and the offer of friendship as well, though the male chuckle which follows confuses him, until Darvan leans forward and murmurs "Hand," at which point he understands clearly what the issue is. With a soft laugh of his own, he offers his right hand to his unseen speaker, leaving it to her to complete the gesture.
"Certainly, more friends are always welcome. And no apology is required, honestly. As it happens, there are a few benefits to my lack of sight, though most only apply in rather uncommon circumstances." Tipping his head toward the male voice, he explains a little. "Don't need to worry about lack of light or obscured vision during fights, that's the biggest one."

He's about so say more when King Kowalskiy's voice rings out after the thumps on the floor bring the voices of his peers to a halt. Listening intently, he waits until the voice falls silent before offering a clarification that might soften the irritation he can clearly make out in the man's voice.

:: King Kowalskiy ::
Clearing his throat, Theodric steps forward once more to gain his liege's attention. "Sire, I understand your irritation at this argument over scouting duties," he begins with respectful nod. "But for most of us here, our scouts have to work as problem solvers too, because we don't generally have the luxury of relying on backup to handle things. I believe that mindset is the primary source of the problem; we're simply not accustomed to having the sort of presence you'll be providing at our backs. Once that reality has time to settle in, I believe it'll go a lot smoother for everyone involved." Having said his piece, Theodric awkwardly steps back into the crowd, careful not to bump anyone as he does.


Male Human Fighter (Aldori Swordlord) 7; Perception+7, Init +4, 1/91 HP, AC 24 (33 in crane style), Fort +8, Ref +5, Will +3, +1 Aldori Dueling Sword +14/+9 (1-8+7, 19-20/x2); Marlovaur Fellnight

Dargaryen nods his head in respect as King Kowalskiy speaks, "Sire, we are yours to command. Marlovaur and myself await your orders. Unless directed otherwise, we will remain with the third wave to protect the colonists."

"You are wise to send scouts out for reconnaissance. I would remind you that many of us have experience operating in the frontier and can advise you of the land features and the likely dangers that we will encounter. But I'm sure you have consulted your own maps and are ready for what is to come."

Dargaryen begins to mentally review the remaining preparations before the expedition begins tomorrow. "I will work with the Sir Pendrake and Captain Croaker to organize the logistics and defense of the settlers."

He then bows deeply. "May Erastil guide us on this most noble of endeavors."

Dargaryen will then introduce himself to Pendrake and Croaker and will enquire on what he can do to assist.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan shrugs, "Sounds good to me. Sylvia and I can be in the riders. Now, anyone else hungry? I can smell something delicious."


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

Lyda felt slightly vilified by Chalm's response. He'd essentially told the others to butt out and let them do their job. Deneb had mistakenly said that they would handle things outside of scouting. She should have corrected him but that woman...never mind. Best not to dwell. At least they wouldn't have to work together for a while. A few days out in the wild would certainly give her time to clear her head. Just had to get through dinner without incident. Hopefully that wasn't a tall order.

"So that is second and third group's commander's accounted for. Who's taking the first." Deneb manages not to look or even lean in Lyda's direction. All innocent curiosity, that he was.

"I vote for Acaciano or Kaellin," Lyda says. She gets an odd look from her halfling companion. "Both are from this region I believe. They'd know it better than us."


Darivan gets a look of '... in the Nine Hells do you think you're doing??' from the half-orc on the dais as the former all but tries to end the council; for all that it isn't formal, what with meeting minutes and a declaration of opening and ending, face the facts: it is a council called by the man who is now your king.

That king sighs, and scratches absently at his chest. "I think that the only 'leader' the scouts should be considering is whomever puts together the report at the end of the day," he suggests. "The scouting reports have to be taken and compiled, clarified, turned into something the 'solutions' section can actually work with, and then brought back. If one person does all that, fine; if it's someone who knows the area, that's good too. But it needs to be someone who can be absolutely and completely clear and explicit, either in writing it down or, if they're the one who comes back, in a verbal report." He gives that grim smile, the one it seems is almost his only expression of humor, and black humor at that. "If you can't tell, I've worked with scouts before - with both their independent streak and their laconic speech patterns. So I don't care who it is who's going to handle that part; just do it right so the second section can handle the problems you find.

"In any case, that's a problem for the morning. For now, why don't we avail ourselves of the feast the Mayor of Restov has had made for us. Thank you all for volunteering to participate in this forlorn hope; thank you also for your time tonight. I'll undoubtedly see all of you at some point on the morrow. Go, eat!!" Chalm's smile this time is more relaxed, though it does seem to be something of an effort for him to make it so; he gestures towards the doors back into the Great Hall, then stands up and offers his arms to his daughter.

Alysandra gives him a curtsey, her grip on the grounded war-spear perhaps stabilizing her; Coalhouse takes a step back as if to fade into the background, shifts smoothly sideways, and scoops up the camp stool Chalm had been sitting on, neatly folding it with the expertise of someone who's spent most of his life using that sort of equipment. As Chalm and Sarra step down from the dais, Coalhouse passes behind Alysandra, accepting the war-spear as she hands it off to him. The flame-haired half-elf then offers her arm in turn to the eight-year-old Tobias; though the boy looks flummoxed for a moment, he rallies at a murmur from the woman, offers her his arm, and the two move to follow the king and princess.

Those others with some courtly experience - Sirs Nighthammer, Alexeyevich, and Pendrake, Zámoždom Duchovný, Kyras Medvyed, Lady Edasseril, and of course Vorwilde - wait until the king has passed before starting to follow; there are a number of doors, so when Chalm starts opening one (to the startlement of the servant) they are subsequently all opened from the other side, servants stepping through and holding them open for you to move through.

========================================================================

Though the smells in the Great Hall are wonderful, the main point of interest is in how the planners have indicated where each of you are to sit. Your 'preferred weapon' - whether that's a polearm, heavy weapon, simple shortsword, or a spell component pouch - has been placed on display at the front of the tables that fill the hall, secured so that it'll take someone at least a few moments to unlimber the weapon. The blue-uniformed bow-armed guards are back on duty up in the balcony, but there are any number of those armed with swords now strolling through the tables. While they are in part acting as guides for the hundreds of guests, they also will serve as a deterrent for those who might think to take advantage of the nearness of their weapon.

The tables are not the five-foot-wide sort where you have people sitting on both sides; they are instead feasting tables, three and a half or four feet deep, so that servants may pass in front to offer and replenish food and drink. Tables are faced towards each other, so that conversations may still be had; even after ten minutes, however, people are still locating their 'chosen weapon', as it were, and finding their seats. As with most such public parties, guest placement is sculpted to a fine degree, so that enemies are not seated next to (or even near) each other, and one's dinner companions are likely to be a) interesting, and b) of the opposite sex.

Mapmaker, Mapmaker, Make Me A Map:

Huzzah, the dinner map can be found at this location; a link is also in the header. While placement of your main PC is not critical, placement of your cohort is. You can copy your images from the previous Great Hall map if you like, or copy, paste, and resize your character's icon from this site as you like.

In case you didn't catch it, This Must Be Done. So do it.

For dinner, Main PCs will most likely be seated in the blue-outlined areas; Restov hoity-toity types will be seated closer to King Chalm and Lord Mayor. Cohorts will most likely be seated in the red-outlined area; top non-leader members of your IC groups will tend to be seated relatively close to the princess, or grouped together in the 'empty' sector.

For you married/lover types, your pair will not be seated together; that's not how these things are done. (You want to expand your network of influence, not reduce it.)

And yes, this means that your cohort's main weapon is at arm's reach for when the fit hits the Shan. FYI, it takes two full-round actions to undo the bindings. That time can be reduced to one full-round action by use of either a DC 18 Sleight of Hand check or a very sharp knife (not, unfortunately, the cutlery you have access to at the moment); having the latter and achieving the former will reduce the effort to a move action.

FYI, the Cenobitic Order has been placed in what's basically the worst section of all (furthest from the kitchens AND furthest from the 'points of influence', e.g. the King and Princess). This is done deliberately, 'cause, well, they're monks. :P ;)


Like any society meal in Brevoy, there are at least a dozen courses. The trick to getting through them all without exploding is to eat only a small portion of each - and if you don't know that, there'll undoubtedly be someone nearby to suggest you ease up, "there's ten more courses to go!!" But the food is wonderful, as to be expected of the top party of the season - subtly-spiced meats, thick rich sauces, stews and soups, delicate feathery pastries, good solid noodles, everything that is good for food.

It's later - much later - when the sweets and savories (that's 'desserts' to modern people) are being brought out that Kurian Hasselich, several seats down from the Mayor, makes a comment about 'the proper way they're worn'. That comment is seized upon by the Mayor who, in a moment of alcohol-fueled amusement suggests it to the king. Chalm declines - perhaps 'refuses' would be a better term for it - but the idea from the Galtian artist has been seized upon by much of the high table, members of which are looking back at the gear behind them. Somewhere in the ensuing conversation 'you' becomes 'all of you', until after fifteen minutes Chalm finally exclaims, "All right, as long as I'm not the only one being made fun of!!"

The Lord Herald of Restov is summoned, ascends to his place on the stairs, and bangs his staff. Though it takes a minute or so to achieve relative silence, he does eventually get it. "His Majesty Chalm of Krádira and the Lord Mayor Ioseph Sellemius of the Free City of Restov have agreed to assist Master Kurian Hasselich, artist-in-residence, in his work. Those who have sworn fealty to His Majesty, please come up and don your equipment, that Master Hasselich and his assistants may gain insight into its fitting."

Simple in statement, complex in execution, since for the most part the gear is not, ahhh, compatable with the sort of elegant clothes most of you are wearing. The king, having risen, enters a moment's consult with the man, who then adds, "Please bring your aides if you require assistance in donning armor and gear."

After servants and cohorts bring not only each of you but your gear into seperate rooms on both the first and second floors (the latter heading up the grand staircase that sweeps along the one side of the great hall), donning gear is accomplished and, your fancy clothes left there for when you need to put it back on (or to be collected and delivered to you before you leave the Citadel), undoubtedly several of you are much more comfortable. A few of the lightest-armored will arrive back to find that Coalhouse Porter never left, having only needed to check the ties and arrangement of the amazing pile of gear he carries before adjusting his cuffs (revealing another layer of subtlety, the fact that his 'fancy wear' was merely magical) so that he's clad in working clothes, then crouching and pulling on his backpack and everything else attached to it or looped expertly about his shoulders. It must be at least four hundred pounds of gear, yet once he's got it over his shoulders, he does a little dance and grins at the nearest sketching assistant.

Many of you have similar effects, whether from amazement at what you're carrying, the fact that you can carry so much so well, or just your clear, obvious lethality. While your weapons are still peace-bonded (or unstrung, in the case of bows), a moment of time would make that, well, not the case. Peace-bonding, after all, isn't for total safety, it's to give warning for everyone else around you that you're trying to draw your weapon. Your cohorts are sent back to their places and desserts.

You are then arranged in a tableau by the not-surprisingly-fussy artist, Chalm in the middle, knights and warriors and martial mages and priests about him, druids and rangers and such scouts in the van, bards and monks and other such utility people in the rear; all are facing away from the stairs, towards the wall opposite the Council Chamber. (Porter, as befits his name, the amount of gear on his back, and his task for the expedition, is dead last, almost in front of the stairs.)

As a consequence of this, and the scribbling and sketching being done by a dozen or more assistants, it is almost a half-hour later up there (talking to your neighbors, making wry asides, being served tidbits and drinks by servants, the shorter folk positioned in front of the humans and elves just as they'll be on the canvas) that the first inklings of 'something is not right' occur: the paladins Azrael, called "the Avenger", and Axhammer Rocknose both rock as though he'd just been clubbed over the back of the head; the exceptional golden mastiff by Azrael's side gives a yelping howl at the same moment. Azrael's hand goes out to brace against Dargaryen in front of him; Rocknose goes to one knee with a loud crash, causing a few heads to turn, an 'are you all right?' or three being asked. A moment later, even while the two paladins are trying to catch their breath, Julius Nighthammer staggers too, reaching out to steady himself against Anton Rabinoff; several paladins across the hall, most of them associated with those three groups, likewise cry out or react.

Darvan Singra knows why, for though he is not as strong as the others in the service of law and good, he too has a tie to such excellence, and for an instant, his belly revolts as a malevolent, anarchic intent scrapes against his ki sense.

Since before the start of dinner, the gates between the Citadel's bailey and the city were opened, and the same small cups of hard cider, mead, wine, and ales that were served to the upper class began to be distributed to any of the city who cared to come and celebrate; typically, a good percent of the population stops by at some point, so that the bailey never has fewer than four or five hundred people in it. Traditionally, after dinner just about midnight the Mayor and his guests would proceed to the top of the Citadel to toast and be toasted by the citizens in celebration, the servants would clear away the tables, and then there would be dancing for a few hours. Though the gates to the Citadel proper are closed and guarded, they are not locked, for after all revolt against the Lord Mayor and the Swordlords is not the direction of Rostland's rebellious intent.

The thunder of the outer doors being slammed open is muffled by the large inner doors of the hall; shouts and screams immediately start up on the other side of the door, and the Great Hall is thrown into alarm and confusion. Azrael's companion Hareth, himself a paladin, rises in alarm only to lurch forward as the same evil which staggered the other, stronger paladins impinges upon his senses. As he does, the inner gates are slammed open, smashing into not only him but several others and the table there. Hareth is knocked back and down, and the heralds of the assault surge through and pounce onto him, raking and biting viciously before he can recover, acquire his bow, or even stand up.

His screams may be the first in this room, but they're by no means the only ones.

Dozens of the little things which have clawed him down are charging into the room, raking and biting the first people they encounter; four-legged and muscular-looking despite their tiny size, they have outsized jaws that are clamping down on their prey. The things are not, however, alone; behind them are two pale-skinned ebon-haired cadaverous horrors, eyes and mouths gaping like the spaces between stars even as a faintly shrieking, incorporeal, twisting something writhes inside one of the pair's ribcage, clearly in torment. As they pause there in the arching doorway, one of their 'pets' lurches up to them, gagging and staggering, clawing up the hide of the empty-chested pair before puking into its leisurely-offered hand.

As the foul hound drops off, the bipedal horror lifts a small, gleaming sphere to its regard, then drops it into its mouth, crushing it with jagged jaws; a flare of pearlescent light shines between the horror's teeth before vanishing, only to clearly 'drain' into its own ribcage, a ghostly figure that begins to scream in despair.

As the one consumes the ghost-making gem, the other seems to look around the room; its empty gaze eventually comes to rest upon the tableau at the far size of the room, and it lifts its bizarre, elongated hand to point that way; the gaze of the other turns to regard the tableau, then its jaw opens again and it ... screams.

Combat!!!:

First thing - the link above is to the classic scream scene from the 1978 Donald Sutherland 'Invasion of the Body Snatchers' film. TOTALLY safe for work. Turn the volume waaaay up if you want to freak out your coworkers or cats.

Because this is going to wind up with PCs going one way and the cohorts going the other, I'm going to be running this kind of as two seperate combats - at least when it comes to calling initiative. ... hm. You know, because of the sucky bad-guy initiative and the almost-total good good-guy initiative, I'm just going to rule that all the good guys go first in the round.

Everyone has one full-round action before the doors bust open.

Leaders: You all have your weapons, gizmos, and gadgets to hand; all your weapons ARE peace-bound. A peace-bond requires only one full-round action to undo. To reduce that to a move action requires a sharp knife, a DC 15 Disable Device, DC 17 Sleight of Hand, or DC 20 STR check. Note that the bow version is to have the bow unstrung; it takes a standard action to string the bow. Crossbows are peacebonded by a chunk of metal put through trigger's release channel and tied firmly in; same rules as normal weapons.

Acaciano, you are still wearing the magethorn manacles; the king is the closest one for a release.

Cohorts: The primary weapon you turned in at the 'weapon check' is right in front of you. It takes two full-round actions to undo the bindings. That time can be reduced to one full-round action by use of either a DC 16 Disable Device, DC 18 Sleight of Hand, DC 24 STR check, or a very sharp knife (not, unfortunately, the cutlery you have access to at the moment). Combining two (NOT Disable Device and Sleight of Hand; that's an either/or proposition) will reduce the effort to a move action.

Good guys: GO!!

The Bipedal Creepies - KS: Planes or Religion:

DC 16: (Planes) Though uncertain what this creature is, you are positive it is not native to the material plane, though you do not believe it to be an outsider.
DC 16: (Religion) Though uncertain what this creature is, you are positive it is one of the undead. This reveals result all undead traits.
DC 21: This creature is a devourer, a horrific undead monster that can typically be found stalking prey on the Ethereal and Astral Planes. The tiny figure in its rib cage is the trapped essence of a slain opponent upon which it feeds to sustain its unnatural life; paired with the soulbiters, it could commit this sort of mayhem to stockpile a massive reserve of power. This reveals result all undead traits if KS: Planes is used.
DC 26: The devourer is named for its ability to consume an enemy’s life essence. The devourer reaches out and touches its victim, that is slain instantly if their body fails to resist the devourer’s horrific magic. The slain creature’s essence is trapped within the figure in the devourer’s ribs which takes on the features of the victim. Only the most powerful magics can free the victim, though destroying the devourer has the same effect. Luckily, a devourer can only hold a single essence at a time.
DC 31: A devourer’s touch drains the life energy of its victim, inflicting a negative level with every touch. It can even do this through the use of its spectral hand spell-like ability. Devourers are also resilient to magical attacks.
DC 36: As well as providing sustenance to the devourer, a trapped essence can also be used to power an array of spell-like abilities that the devourer has access to. Using the essence in this way diminishes its power and can eventually destroy it. As well as this, the devourer can also use the trapped essence to be the victim of certain spells that make it past its spell resistance, including all charms and compulsions, making these spells effectively useless against these creatures.
The Muscular Crawlies - KS: Arcana, Planes, or Religion:
DC 12: Though you're not certain exactly what the creatures are, you are positive it is some type of demon.
DC 15: These are soulbiters, a type of demon, vulnerable (or at least not resistant) to good-aligned and cold-iron weapons. Their main attack is their bite, which they then use to clamp down and burden and even pin their prey into helplessness; for obvious reasons, they are considered pack predators.
DC 18: Soulbiters are a rare demonic version of the cacodaemon, once per day able to devour the soul of a recently deceased individual and trap them inside a small pearl-like gem, which it subsequently regurgitates. Denizens of the Lower Planes prize these as delicacies; if consumed by such, the soul is condemned to whatever plane the consumer is bound to (typically also a Lower Plane). If simply broken, however, the soul is released and can then go on to the afterlife.


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

Knowledge Arcana: 1d20 + 13 ⇒ (17) + 13 = 30

Amavin immediately identifies the soulbiter demons, quickly relaying any and all information she gets about them to her allies as she springs to defend the royals. Lacking any magic to pen the large amount of forces in, or at least slow them down, she casts her scroll of Fly and takes to the air to better observe the battlefield.


Female Half-Elf Arcanist (Brown Fur) 4 | HP 32/32 | AC13 T11 FF12 | CMD 16 | F+4 R+4 W+4 (+2 to all saving throws against enchantment) |Init +2 | Perc +2 | Senses: Low Light Vision |Spells 1st - 6/6 2nd - 2/3 | Arcane Reservoir 4/11

Knowledge Religion: 1d20 + 8 ⇒ (7) + 8 = 15

Ishana hasn't run into any of these types of creatures before, and struggles to identify them. Deciding that, at the least, she might need a weapon, she attempts to untie it, cursing loudly at whoever had tied it off in such an idiotic manner.

GM:
Full Round Attempt (1 of 2) to untie as I'm DEX rather than STR based and warpriests are kinda boned in skill points and class skills. Unless her Profession (Courtesan) gives her a boost on knots and ropes, its going to take her the full 2 rounds :)


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

Lyda reflexively grabs one of the paladins as they crumple from some unseen force. She had heard of this before. They were sensitive to evil and a significantly powerful one could render them impotent. She looks around for the threat but sees nothing but a dinning hall. That did not mean something wasn't hiding, invisible. She starts undoing the bonding on her spell pouch to get at her wooden figure of Erastil.

Then the doors burst open and all hell breaks loose (or all Abyss, she wasn't sure what was before her). She can only watch in horror as the creatures take their first victim. Hopefully she could stall them acquiring their next. She pushes to the front and hopes up on the dinner table, kicking food and drink all over the place. "Erastil curse my foes with plague and vine." She calls out her prayer and points the focus at the group of evil creatures. The focus glows green along with the area they stand. Vines erupt from between stone from the wooden beams and supports to entangle the beasts.

OOC:
If I have this right, I can use a full round action before they burst in to undo her spell component pouch which should have her divine focus. Then, in the real first round, she moves 20' forward to i14. Then casts Sickening Entangle DC 15 ref. DC 15 Fort after that if they stick around or are stuck. Poison effect so the devourers aren't effected at least. Targeting is an issue. 40' radius spell. Can I target off map a bit? Don't want to get Milo. Only baddies.


Deneb too heard the commotion and witnessed the odd divine caster become almost incapacitated. He looks at one nearby curiously. He looks over to Lyda and notices she has already begun to act. He reaches for his own component pouch and tries to call Garuda through their emphatic link. But his companion was too far away for that to work. He curses the Mayor's paranoia as he spends far too long trying to get his pouch open. He ducks behind a table and tries to seem unthreatening until he can get it open.

ooc:
Same. Spend action before door opens and one after to get his pouch open.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

What the... Acaciano’s as surprised as everyone else initially, but quickly turns to cursing as the party is crashed by whatever the hell these things are. Amavin’s description lends him some small measure of comfort, but not nearly enough.

”Protect the King!” he shouts, dropping off the back of the dais and moving along the back to where King Chalm stands. He presents his manacle up towards the king, begging him to be freed:
”My Lord, let me free to prove my loyalty to Krádira.”

Acaciano Actions/Status:
Move Action to the back of the dais: F13->D10
Free action talking to the king
Ready an action to WildShape if/when the king frees me


Male Half-Elf Ranger (Warden) 5 | HP:70/77 | AC: 18; T: 12; FF: 16 | Fort: +6; Ref: +6; Will: +4 (+2 vs Enchantments) | Low-light Vision; Init: +4 (See Favored Terrain); Perception: +12 | Cohort of: Acaciano

As all hell break loose --literally-- at the party, Tai finds himself momentarily happy he’s been seated only a seat over from Darvan, because without the man’s warning, Tai would have had the slightest idea what challenge they were to face.

Steeling his nerves, he turns back to the table in front of him, and begins working at pulling his sword free from its ties.

Tai’s Action/Status:
Full Rd Action, 1 of 2 required to free my sword.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil is fortunate in that his noble clothes were created by his sleeves of many garments, so he adjusts his cuffs and is in a more practical garb for donning his equipment. Once he is fully equipped, he takes a place amongst the others on the dais.

After half an hour of just standing there, however, he finds himself somewhat annoyed. The sweets smelled simply delicious, and he couldn't really eat many of them while he stood here so some artist could paint a picture.

Suddenly, there were screams outside the doors of the great hall. People looked about in confusion, unsure of what was going on. Aramil began working on breaking the peace bonding on his weapon, for he might need to use it.

Then, the doors burst open, and in came the monsters. He nods in agreement with Amavin as she tells others about the demons. "The soulbiters latch onto their prey with their bite and then pin them. They're vicious pack hunters who can consume the soul of those they kill, though not often. Cold iron weaponry or those blessed by good deities are the best weapon to fight them with. The souls they trap they can then regurgitate, and denizens can consume them, thus trapping that soul in the plane of the creature that consumed it, typically the lower planes. The devourers typically prowl the Ethereal and Astral planes, and receive power from that small figure in them, which is a trapped soul. It fuels their existence. The devourers could use the soulbiters to stockpile a massive reserve of power. As undead, their minds cannot be forced and they cannot be paralyzed, poisoned, or afflicted by most conditions. We'll have to hope our weapons can kill them."

He then drew out his dueling sword and took up a position in front of the king, ready for any creature to come within striking range. His dueling sword began to glow with a magical light.

Rolls and Actions:

Using my full-round action before the doors open to break the peace bonding on my dueling sword.

Knowledge (planes) for bipedal: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge (arcana) for muscular: 1d20 + 13 ⇒ (19) + 13 = 32

Using a point from my arcane pool as a swift action to add a +2 to my weapon, giving me a +3 total, which is a high enough enhancement bonus to overcome DR/cold iron. Then moving in front of the king (e7 to d9) and readying an attack against any creature that comes within melee range.

Readied Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Readied Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Female Gnome Oracle 4 | AC 17, touch 13, flat-footed 13 | Fort +2, Ref +3, Will +4 | HP 22/28| Init +2 | Perception +9, low-light vision
Spells:
1st - 1/6, 2nd- 4/4

Porablum was thoroughly enjoying Aramil's discomfiture as he posed for artwork, chortling about it to those nearby, when suddenly she heard the screams come from the entry hall and immediately began working at the bindings on her rapier, nimble fingers moving quickly. Unfortunately, in her haste, she skips over knots and has to go back to do them.

Once the doors burst open, she is still cursing as she works to undo the bindings on her weapon. She looks up a the creatures as they burst in and, immediately recognizing the bipedal creatures from a dark tale she had learned in her travels, continues working at the knots as she says to those near her, "Don't let the devourers touch you. If they do and you aren't strong enough to survive their touch, they can kill you instantly and trap your essence. They can only hold one at a time, but that doesn't mean they won't go through several at once."

Rolls and Actions:

Sleight of Hand: 1d20 + 10 ⇒ (4) + 10 = 14

Knowledge (religion) bipedal: 1d20 + 8 ⇒ (18) + 8 = 26

Knowledge (religion) muscular: 1d20 + 8 ⇒ (1) + 8 = 9

Taking a full-round action to undo the peace bonding before the doors open and a full-round action after the doors open.


At the sight of the main door giving way William gives his blade a few quick tugs to release it from the peace bond even as he moves twords the doors leading the charge. "Its time to hold true to our oaths my friends, prepare yourselves!" Finally pulling the bindings away he lifts his sword twords Winnie on the other end of the room. "Ready the artilary! Protect the children!" As he finishes his sentence the doors burst open revealing the awful creatures.

OOC:
William is taking advantage of his foolhardy rush ability in order to both move and take a full round action to pull his sword free, that combined with a double move gets him 60ft closer to the fight.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

When the unmistakable sound of voices screaming and shouting in something other than excited revelry reaches him, Theodric shows not a moment's hesitation in acting, his hands swiftly moving to the scabbarded dueling sword at each hip, sensitive fingers quickly tracing over the knots holding the blades tightly to their respective containers. Then, in an unconcious display of manual dexterity--made that much more impressive for being done sightlessly--the knots are undone entirely, leaving the blades cleared for use.

Instead drawing them right away, however, Theodric simply grips the hilts and turns his mental focus inward. Shutting out the clamor from beyond the Great Hall's doors, as well as the rising tide of fearful noises from those within, Theodric steadies his breathing and concentrates. In moments, a faint smile flickers across his unseen lips as the desired effect manifests, his remaining senses sharpening to a level unknown to most humans. Hearing, touch, even smell, all working together to give him a preternatural awareness of his immediate surroundings.

Now ready for the apparent attack that has been brazenly launched against the Citadel without almost no warning, Theodric returns his focus to the outside world just in time to hear the doors slam violently open and a fresh chorus of screams from those within the hall adding to those from outside. He wonders for a moment what could produce such a reaction, until Amavin's concise identification of at least some of their foes clears things up. "Demons? Well, sounds like someone is willing to cross a lot of lines to make this attack happen. No prize for guessing who their main target is, though I'm certain that the mastermind won't shed too many tears if a lot of other worthies end up getting mauled in the process."

Cleared, Centered, and Ready!:

Theodric will take two move actions to make Sleight of Hand checks, one for each of his swords, to undo the peace-bonds holding them. He will then take his swift action to enter the stance for the Blinded Blade Style.

Sleight of Hand Check: 1d20 + 9 ⇒ (12) + 9 = 21
Sleight of Hand Check: 1d20 + 9 ⇒ (19) + 9 = 28
Hot dog, looks investing ranks there just paid off!

In his stance, Theodric no longer suffers the -4 penalty to Strength- and Dexterity-based skill checks and does not need to make Perception checks to pinpoint the location of creatures within melee reach. He also gains a +4 bonus to hearing- and scent-based Perception checks, Scent with a range of 10 feet, and unseen creatures within melee reach do not gain total concealment against him.


HP 50/50 | Ki Pool 3/6 | AC 19/14/15 | CMD 20 | Fort +7 Ref +6 Will +6 | Per +5 | Init +2 | Theodric
Class & Skills:
Paladin (Iroran Paladin) 5 | Acro +10 Sense +8
Combat:
30 ft. (30 ft.) | Melee +9, Ranged +7 | CMB 8;

Forewarned by the soul-deep taint of wrongness that washes over him, fouler than the contents of any midden or cesspool, Darvan rises from his seat and readies for battle, even though he lacks the armor that would surely be helpful right now. Still, he is fit, unbound, and in a position to lend his strength to those in direst need. To do any less than his utmost in this situation, armor or no, would be utterly unacceptable on a number of levels. Taking a deep breath, he briefly closes his eyes to focus inward, reaching for that intangible but potent connection between himself and the one he calls 'Master'. Finding that connection, he opens himself to it, basking ever so briefly in the feeling of perfection before it recedes, leaving him to humbly request his god's aid in the coming fight. The response is swift and positive, and Darvan smiles when a familiar glow of light washes over his closed eyes.

However, Darvan isn't quite done just yet. Leaving that connection, he shifts his focus and brings to mind the tiger, a mental image of the majestic feline at rest appearing before his mind's eye. Swiftly, the image shifts to the tiger in motion--walking and then running--and then to the tiger attackink, with emphasis on its heavy paws and the wicked claws concealed within. Darvan emulates the movements with his own body, fingers hooking and raking across an imaginary foe in different directions a few times. His eyes then snap open, a very growl rumbling up from his torso as he strides forward, eyes fixed intently on the doors.

When they are violently breached to reveal the attackers, Darvan can't stop the instinctive flinch back, though he swiftly recovers. Watching the horde of smaller beast swarm several unfortunates caught by the doors, Darvan realizes that he can render no aid to these poor folk, so instead tasks himself with properly identifying the creatures that will soon enough be paying for their actions this evening.

Frowning in concentration as he mentally sifts through a number of memorized holy texts--those sources seeming most appropriate, based on the unnatural appearance of the two types of creatures present--Darvan spits in disgust as he manages to pin down their specific details. He controls his growing sense of outrage to loudly inform those nearby of what he can recall of these vile abominations, hoping that the knowledge will guide them in their efforts to fight back. "The small ones are soulbiter demons, foul little beasts that entrap the souls of those slain as small stones, and they are best treated to weapons of cold iron or blessed with the touch of the holy and pure. After they are slain, we must recover and shatter any of those stones they have made, else those poor souls will be bound to an aferlife of torment! The bigger duo are undead known as devourers. They are resistant to the effect of spells, can slay or sap the vigor from victims with a touch, and also entrap the souls of those they kill to feed upon, though they can only hold and feed upon a single soul at a time. However, with those demons playing fetch for them, they can quickly consume far more than usual."

Sharp Mind, Ready Body:

As a standard action, Darvan will call up his altered divine bond ability to grant his unarmed strikes a +1 enhancement bonus for 5 minutes. The divine bond also makes the bonded weapon shine like a torch for the duration, and since unarmed strikes can be made with just about any part of the body, Darvan himself lights up bright and shiny for all to see*. Darvan will then use his swift action to activate his Tiger Style stance. After that, he will take a move action to move a distance of 20 feet to square F-8.

Once the critters make their entrance, Darvan will make Knowledge checks to identify these foes--verbally sharing everything he can recall about them for the benefit of anyone in earshot--and his checks gain a +4 sacred bonus from his divine obedience performed earlier in the day. The first check is for the pair of uglies, the second for the horde.

Knowledge (religion) Check: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Knowledge (religion) Check: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18

A pretty nice partial for the devourers as well (though no undead traits), and full results for the soulbiters.

*If permitted, I'd like a purely cosmetic effect of the light--tinted blue--to wash over him in a wave that emanates from his holy symbol tattoo. The light will pulse, starting at the tattoo and moving out and down in a wave-like motion, in time with his heartbeat.


Male Half-Elf Ranger 7 | hp 77/77 | AC 19; t 14; ff 16 | Fort +7, Ref +9, Will +6 | Perception +17 | Init +5 | Cohort: Sylvara Amalur | Effects: Haste (+1 attack, +1 dodge AC & Reflex, +30 ft., 1 extra attack)

Rolls:

Sleight of Hand: 1d20 + 9 ⇒ (4) + 9 = 13

What the Nine Hells?! Any relief Kaellin had to be back in his regular gear evaporated as instinct took over. He quickly re-string his longbow. He then reached down to remove the peace bond on his sword, but was unable to do so. He spat out a mild curse, while he switched his focus to the horrific monsters bursting into the hall, drawing an arrow from his quiver and readying it to fire. "Sylvie! Get ready!" he shouts to his companion on the other side of the hall.


Male Half-Elf Ranger (Warden) 5 | HP:70/77 | AC: 18; T: 12; FF: 16 | Fort: +6; Ref: +6; Will: +4 (+2 vs Enchantments) | Low-light Vision; Init: +4 (See Favored Terrain); Perception: +12 | Cohort of: Acaciano

Tai continues to pull at his sword's bindings, finally pulling it free.

Fixed with additional Full-Rd Action:
My mistake. Tai will spend his additional full-rd action freeing his sword.


NG Aasimar Warpriest (Chaplain) 18
Stats:
AC 40 (T 20 FF 33) | CMD 47 (Sunder +12) | F +24, R +21, W +24 | (Darkvision) Perc +31, SM +12 | Init: +14
HP 225/225 | Sacred Weapon 18/18 | Fervor 14/14 | Blessings 12/12 | See Invisibility 1/1 | Active conditions: None

Laszlo is the first of the Requiem to react, since his response is so automatised - he doesn't need any weapon. He immediatly grabs his symbol and starts conjuring some protection.

Actions and Rolls:

First, let's do the Religion rolls:
Bipedal, Kn Religion 1d20 + 8 ⇒ (12) + 8 = 20
Muscular, Kn Religion 1d20 + 8 ⇒ (1) + 8 = 9

So he will cast Magic Circle Against Evil as a standard, having previously used a move action to include the King in the circle.


Female Elf Bard 5| hp 35/35 | AC 13; t 13; ff 10 | Fort +1, Ref +8, Will +6 | Perception +1 | Init +3 | Leader: Kaellin Greenleaf

Rolls:

Knowledge (planes) for devourers: 1d20 + 12 ⇒ (11) + 12 = 23
Knowledge (planes) for soulbiters: 1d20 + 12 ⇒ (18) + 12 = 30

Sylvara did not need Kaellin's shout to know when to react. She was no longer the sheltered girl that she was before she hit the road, but she supposes that old habits die hard. She is already on her feet when the monsters appear.

Amavin and Porablum already explained to the others all that she already knew about devourers and soulbiters. She grabbed her rapier, but came to the conclusion that a more useful action can be taken now instead of fiddling with the peacebond. So instead, Sylvara began singing a battle song, one of Rostland origins that she picked up recently, one that would bolder the courage of her new companions.

Actions:

Sylvara performs inspire courage, giving all allies who can perceive her a +2 competence bonus to attack and weapon damage rolls, and a +2 morale bonus to saving throws against charm and fear effects.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

Fixing other post with additional Full-Rd Action:
Errata'd:
Acaciano, in his excitement and fear for the King, prepares for battle, intending to cast Greater Longstrider before assuming Plant Shape for battle as is his preference. As he begins to cast the spell, he remembers the Magethorn Manacle, and feels it pushing back. He persists, concentrating through the pain, and finishes his spell.

"Protect the King!” he shouts, dropping off the back of the dais and moving along the back to where King Chalm stands. He presents his manacle up towards the king, begging him to be freed:
”My Lord, let me free to prove my loyalty to Krádira.”

Manacle Damage, Nonlethal: 1d3 ⇒ 3
Concentration DC 16: 1d20 + 9 ⇒ (13) + 9 = 22

OK, basically the same actions as before, just squeezing a spell in with that full round action. Currently waiting on the King with a readied action to Wildshape after he removes my manacle. Sorry again for the mixup, all.


Tomas is trying to adopt a more or less decent stance for the portrait when all the maihem occurs.

"What is that?"

He quickly produces his knife and cuts the peace bindings on the sword, then closes his eyes for a second to commune with the weapon. "My father's..."

Actions and Rolls:

Move: use his knife to free his weapon.
Standard: Use Warrior Spirit to give the weapon a +2 enhancement bonus for 1 minute (sadly, I can't find what kind of action that is in the description of the ability. Paladins do something similar as a standard, so this should be it, I guess).
The +2 bonus will be used to bestow the Holy special ability to the sword.


HP: 45/AC:18 FF:16 TCH:13/FORT:4 REF:6 WILL:3

Winnies face goes white as she hears the commotion, reacting not quite as fast as William (who seems to move towards danger before even being aware of it) but still managing to get her satchel of ingredients and mixtures out of its bindings. At Williams behest, she begins to gather the appropriate ingredients to make an adhesive bomb.

"I've your back darling! Send them back to where they came from!"

OOC:
Just getting her bag loose, still bound in place rather than peace bound.


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

Extra Rounds worth of actions:

Amavin is going to unleash a Fireball (provided no-one has heavily engaged it in melee, otherwise she might be forced to Lightning Bolt) and Ishana is going to use her second full round to finally grab her Whip online. Should be fun.


Human Conjurer Wizard (Teleportation) 5 Leader: Darivan Orlovsky, Familiar
Gwaihir:
Init +3, Per +18
HP 40/40, Init +7, Per +4 (+3 in bright light, +2 with familiar), AC 12/12/10, Fort +3, Ref +4, Will +4; Effects none

Sylvia reacts faster than Darivan, and swiftly, grabbing a dinner knife, severs the cord connecting her to Gwaihir, currently resting on her shoulder. As soon as the cord is cut, she drops the small blade and withdraws a feather from within her robe.

She brandishes the wing feather, sweeping it like a conductor's baton, swish and flick. It glows brightly for a moment, and with a command of "Volante!", the light leaves, trailing down her arms, where a pair of glowing wings momentarily appeared, before dissolving into motes of glowing dust.

Sylvia then passes her focus to her familiar, who takes it in his beak and starts flying towards Darivan.

As the doors fly inward and Darvan successfully recalls what the threat is, the blue-haired girl calls out, "Devourers! Whatever you do, DON'T DIE!" rises into the air, coming to a stop quite a ways above the ground. She takes a deep breath, closing her eyes and visualizing the earth. Its power and might, rocks pounding down mountainsides, and Sylvia opens her eyes, a torrent of rocks and stone materializing in the air and pouring down over the incoming tide of enemies, covering the ground in earthen debris.

At the same time, Gwaihir reaches Darivan and gives him the feather.

Something Wicked This Way Comes:

So, you didn't say what kind of action it would be to cut the cord connecting Sylvia and Gwaihir, but, given it's a move action with a dinner knife for the haversack, that seemed reasonable.
If you doubt that Sylvia would reasonably have a 'wing feather,' the component for fly on her, I direct you to this post. I did say I had been thinking for a long time about spell components. If that doesn't satisfy, Sylvia would have instead simply pulled a small down feather from her familiar's wing right now.
Knowledge (planes): 1d20 + 11 ⇒ (4) + 11 = 15 (to ID the devourers)

Anyway, round actions:
Pre-round:
Move action to cut the tether, standard action to cast fly. Free action to talk, 5-foot step to stand up.
Gwaihir does a double move towards Darivan.

Round 1:
Move action to ascend 30' into the air, standard action to cast stone call, centered around the devourers.
Stone Call: 2d6 ⇒ (5, 4) = 9 to all the enemies there, and difficult terrain for the next 5 rounds. No spell resistance, no saving throw.
Gwaihir does

Darivan's actions will be posted a bit later, I went with Sylvia first because A: Darivan's actions are way more complex and I'll need more time to write them up, and B: Sylvia has a higher Initiative modifier.


Male Human Fighter (Aldori Swordlord) 7; Perception+7, Init +4, 1/91 HP, AC 24 (33 in crane style), Fort +8, Ref +5, Will +3, +1 Aldori Dueling Sword +14/+9 (1-8+7, 19-20/x2); Marlovaur Fellnight

Blanching in horror at the sight of the abominations, Dargaryen unlimbers his aldori dueling sword and braces himself for combat.


M Elf Ranger (Tanglebriar Demonslayer) 1; Perception +7, Init+6, AC 18, Fort +3, Ref +6, Will +2, HP 12/12, Branched Spear +5 (2d4+4), Curved Sword +5 (1d10+6/18-20)

Marlovaur hastily moves to retrieve his long sword.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

Pre-round

He had though the party to be quite testing, but he'd take another hour posing for drawing rather then this. Paladins keeling over was never a good sign. Neither is the crashing of gates. he noted sourly to himself. At least he was armed and armoured. A quick glance out on the banquette hall reminded him that many were not quite that lucky and would likely need protection when whatever that was coming came.

First he would need to actually be able to wield his spear. A quick burst of concentration and the elves armoured gauntlet wrapped into wicked claws - an inelegant weapon but perfectly sufficient to tear away the offending bond. Secondly he would need to cross the great hall quickly. And preferably in good company. Even has his hand returned to normal Velar traced lines in the air around him and uttered a commanding word of power.

"Drutagatitē!"

Swiftness in the language of the elves and the air surged around himself and some of the assembled warriors.

Actions:
Swift action: Battle Shape for claw

Move action: Cut peacebond with claw (assuming it counts as sharp knife)

Standard action: Cast Haste targeting Velar, Aramil, Dragaryen, Darivan, Kaellin, Theodric and Tomáš. As of posting, they all seem to be within 30' of eachother. If that isn't true, substitute in the king and the gathered swordlords.

Arcane Spell Failure (1-15): 1d100 ⇒ 26

Round 1

Heading swiftly towards the oncoming foes the elf had ample opportunity to observe the enemy, thanks to his height advantage, though he somewhat wished he didn't have to see them. Envying the blind. That's new... Those eyeblights were an affront to everything just and pure - and more importantly - they seemed intent on tearing more then just the one person apart. Maybe it would be for the best if they were all blind instead? Tracing another sigil Velar called out for his enemies sight to be deprived.

"Timira!"

A small cloud briefly burst into existence among the invaders and vanished almost as quickly. Though it was only there for a brief moment it left a lasting trace - nearly every inch it had touched where covered in fine dust scintillating in all the colours of the rainbow!

Actions:
Swift action: Use Arcane Armour Mastery

Move Action: Move ~30' east (E11 -> J9) assuming some speed penalties due to general chaos

Standard Action: Glitterdust targeting the intersection between C, D, 1 & 2. It's a 10' radii from there

Vs Spell Resistance: 1d20 + 9 ⇒ (5) + 9 = 14 Note to self - check if spell require SR or not before starting to post

Save DC is 16 Will


Status: | Unarmoured (-6/+1/-7 AC) hp 53/53 | AC 20/13/17 | CMD 19 | Fort +5 Ref +6 Will +2 | Uncanny Dodge | Per +11; low-light, fey-sight | Sense +7 | Init +4 | Velar

Pre-round

The whole banquette had been quite nice so far. Pleasant company and delicious food and drink - much better then she would expect to see the coming months! It was really quite a shame someone would dare to interrupt it. And that she was sitting right across from the door they were banging at without much more then silverware to shield herself with. My crossbow! the thought raced through her mind and she hurriedly started digging at the bindings. Mentally she was already loading the weapon and lining up the shot - physically she was cursing over the slowness by which the weapon could be readied.

Actions:

Sleight of Hand: 1d20 + 11 ⇒ (7) + 11 = 18

Assuming changeling claws counts as sharp knives - which seems reasonable - and that the security haven't made her put corks on them or anything Skie should be able to unbind her crossbow as an Move action.

That leaves an Standard action to start reloading it (since I'm assuming they wouldn't leave loaded crossbows laying around!).

Round 1

As the blue haired woman from a handful of seats down rose into the air and offered her advice Skie redoubled her efforts and mumbled to herself. "No no no - not planning on dying ...!"

Eventually the bindings gave way and she slammed a bolt into the weapon and pulled back the lever finally leaving the herself armed. Just in time too it seemed - looking up she could see those 'devourers' herself. Not to happy about adding that sight to her dinner experience. Though there wasn't any time to dwell on that, she had wasted too much already it seemed. With a small leap Skie moved ontop of the table and levelled her weapon at the oncoming horde of small skittery things.

Actions: Standard to complete loading of crossbow. Move to shuffle to the right/ontop of table hopefully lining up a shot


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Round 1
Theodric cautiously makes his way through the milling throng of armed folk moving to either defend their new king or to more closely engage the attackers. He can hear Darvan's raised voice further down the hall, and nods to himself; these attackers are sure to be getting a rude introduction to the fact that unarmed and unarmored does not mean helpless. He just hopes that his friend takes some care, since he is bereft of his usual protections this evening. Once Theodric gets clear of crowd, he draws his blades and begins to make his way toward the doors, attempting to navigate by using the sounds of the attackers and their initial victims as his guide.

Round 1:

Move action to move 5 squares (via f-9, g-8, h-7, and h-6) to h-5 while drawing his swords.

Making a Perception (hearing) check to guide himself toward the opened doors.
Perception (hearing) Check: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16

If the check succeeds, then a second move action to move 5 squares (via h-4, h-3, i-2, and j-1) to k-1.


HP 55/55, Init +1, Per +9, AC 23/12/21 (+4 AC when moving), Fort +5, Ref +2, Will +3 Leader: Bartek Yaroslav

Pre-round and Round 1

Startled by the creatures bursting into the room Kliment stands up.

Where's my horse when I need it! Kliment thinks to himself whilst retrieving his lance.

I should've checked the sword and not this damned thing too. fighting in close quarters will be a pain.

Actions:

Kliment will spend two full round actions getting his Mwk Lance free and ready.


HP 50/50 | Ki Pool 3/6 | AC 19/14/15 | CMD 20 | Fort +7 Ref +6 Will +6 | Per +5 | Init +2 | Theodric
Class & Skills:
Paladin (Iroran Paladin) 5 | Acro +10 Sense +8
Combat:
30 ft. (30 ft.) | Melee +9, Ranged +7 | CMB 8;

Round 1

His warning delivered, Darvan glares fiercely at the devourer that just finished its act of consuming an entrapped soul. Pointing at it with a glowing finger, Darvan shouts across the scattering crowd separating them. "You, vile abomination! Come and try your foul deeds against me, if you have the spine to face something that fights back. Unless you prefer prey that is too weak to offer challenge. Or do you just lick up whatever kills you find, like a common scavenger?" As he speaks, Darvan calls upon the wellspring of holy power within to infuse his words with potent magics, trying to compel the undead beast to answer his words with deeds. At his forehead, the tattoo of his faith shines like a beacon, momentarily overpowering the glow suffusing his body.

Round 1:

Darvan takes a swift action to activate his Personal Trial ability, targeting the devourer that just consumed a soul. He then takes a standard action to cast challenge evil (DC 13 Will) at the same devourer, hoping to drive it to attack him.
Caster Check: 1d20 + 4 ⇒ (17) + 4 = 21

I'm going to assume that delivering his warning constituted Darvan's move action for round 1.

Haste (1/7): +1 to attack, +1 dodge bonus to AC, +1 dodge bonus to Reflex saves, +30 feet movement, 1 extra attack (at full BAB) during full attack.

Personal Trial: +2 insight bonus to attack, damage, AC, and saves against the target's spells and special abilities.

Challenge Evil: +2 sacred bonus to melee attacks against target, target must attacker caster or be sickened. Lasts 5 minutes, requires successful caster check to overcome SR and failed Will save.


Male Human Sorcerer 7 HP 59/59, Init +6, Per +0, AC 18/12/16, Fort +5, Ref +5, Will +6 Cohort: Kliment Yaroslav [L1 8/8, L2 7/8, L3 5/5]

Pre-Round

Hearing the screams, Bartek looks to the door way. I need to get clear of these people, Bartek thinks to himself as he moves north of the group.

Once there Bartek summons a force field to protect himself.

Round 1

Bartek yells to those near the door, "Clear the area so I can cut them off!"

Bartek also readies himself to cast a spell.

Actions:

Pre-round - Move action to go from f7 to f3, standard action to cast mage armor

Round 1 - Readied action to cast Web at the intersection of D4,D5,E4,E5 for when people are either moved out of the way, likely to die, or dead. Web needs a DC 18 reflex save or they are grappled.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan, struggling to pull Ardafax from its sheath, he manages to draw his sword just as the doors burst open. As the extraplanar horrors pour forth, Darivan steps forward as Ardafax ignites, blazing runes etching themselves along the length of the blade.

As Hareth falls, blue light pouring from every 'vein', the 'eye' on Darivan's hand flares with eldritch blue light. As rocks rain upon the incoming horde, Darivan completes his spell ("Volante!"), and a pair of giant, glowing blue wings manifest for just a moment as he rises into the air.

Just then, Gwaihir soars in, dropping his feather and swooping away with the spell component pouch Darivan is holding, flying back to Sylvia.

Our Soul Hope:

The devourer/soulbiter combo really is terrifying, you know that? Good job.

Actions:

Set-up round:
Strength check: 1d20 + 4 ⇒ (4) + 4 = 8 to draw Ardafax as a move action, (wow that failed) standard action to withdraw component pouch, full-round action to draw Ardafax, 5-foot step forward, swift action for arcane pool (granting a +2 bonus [for a total of +4, enough to overcome cold iron DR]).

First round:
Move action to withdraw component pouch, standard action to cast fly, and Gwaihir grabs the component pouch from Darivan's hand as the familiar's action, leaving Darivan with another 5-foot 'step' to continue advancing.


Cohort of Selene

Protections against evil?:
Actions -

Samantha Round 0 -
Move to N13
Starndard to cast Obscuring Mist - intending to hide the princess. drawn in blue

Round 1 -
Move to the Princess
Free talk to the princess
Standard Protection from Evil the princess.

4/6 Level 1 Oracle Spells Remain.

As the noises of combat seep into the room, Samantha looks briefly to the doors, then remembers her oath. Moving quickly she heads directly for the princess's table, her clothes suddenly dripping with moisture. As she reaches the girl she waves the water forward, enveloping them in a cool mist. She speaks quietly but urgently.

"Highness, go. We will draw their attention, but you and your father must survive if Krádira is to live. Go quickly, quietly, with my blessing. We will meet again."

Passing the girl back behind her to the safety of her companions, she briefly moves her hands. A refreshing breeze shifts in the young lady's hair, offering protection from evil spirits.


NG Aasimar Warpriest (Chaplain) 18
Stats:
AC 40 (T 20 FF 33) | CMD 47 (Sunder +12) | F +24, R +21, W +24 | (Darkvision) Perc +31, SM +12 | Init: +14
HP 225/225 | Sacred Weapon 18/18 | Fervor 14/14 | Blessings 12/12 | See Invisibility 1/1 | Active conditions: None

Actions and Rolls:

Okay, recap from the pre-round, reposted here for ease of management, then posting Round 1 actions

Pre-Round
Standard: Cast Magic Circle Against Evil
Move: In last post I said I was moving, but checking at the map and the spell wording, if you don't mind, I'd rather stay where I am - I'm not going to reach the King anytime soon.

Round 1
1-round Action: Cast Summon Monster III (Spontaneous, using the Create Food and Water slot)

That means by next round a Celestial Leopard appears.


Actions and Rolls:

Okay, recap from the pre-round, reposted here for ease of management, then posting Round 1 actions

Pre-Round
Standard: Weapon Spirit
Move: Use knife to break peacebond

Round 1
Move: Move towards the fray (with augmented speed due to Haste)
Standard: Wait


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil looks to the elf, Velar, nods and says, "Dhan'yabāda."

Elven:

"Thank you."


Male Half-Elf Ranger 7 | hp 77/77 | AC 19; t 14; ff 16 | Fort +7, Ref +9, Will +6 | Perception +17 | Init +5 | Cohort: Sylvara Amalur | Effects: Haste (+1 attack, +1 dodge AC & Reflex, +30 ft., 1 extra attack)

Round 1 action:

Standard: Kaellin will fire an arrow at one of the soulbiters attacking Hareth.
Mwk composite longbow (+7 BAB, +3 Dex, +1 masterwork, +2 morale): 1d20 + 13 ⇒ (12) + 13 = 25
Damage (+2 Str, +2 morale): 1d8 + 4 ⇒ (8) + 4 = 12
Move: Attempt Sleight of Hand check to undo peacebond.
Sleight of Hand (+3 Dex, 3 ranks, +3 class): 1d20 + 9 ⇒ (17) + 9 = 26

Kaellin looses his arrow, then quickly drops his hand to his sword, this time successfully freeing it from its bond.


Female Elf Bard 5| hp 35/35 | AC 13; t 13; ff 10 | Fort +1, Ref +8, Will +6 | Perception +1 | Init +3 | Leader: Kaellin Greenleaf

Round 1 action:

Free action: Maintain inspire courage bardic performance,
Full-round action: Attempt to use Sleight of hand to free her rapier.
Sleight of Hand (+3 Dex, 1 ranks, +3 class): 1d20 + 7 ⇒ (6) + 7 = 13

Sylvara continues to sing, encouraging her allies, despite her frustration at dealing with the binding around her rapier.


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

Lyda vaults onto the table in front of her, knocking aside food and beverages, and points her holy symbol of the Old Deadeye at the open doors. "Erastil, curse my foe with the mountains fury." At her call, a fierce wind kicks up the snow from outside and pulls it into the dining hall. Sleet whips about the demons and slicks the ground making movement difficult.

Slight retcon of Round 1:

Acro: 1d20 + 10 ⇒ (9) + 10 = 19

Glad I put ranks into that. That's or getting on the table. What image do you want for the difficult terrain on the other side?

Sleet Storm - Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

I actually want to the center to be off the map since the radius is 40 feet. That would get some of the cohorts and NPC's. Far enough outside to exclude them.

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