Tales from the Feralwood

Game Master Kobash

=COMBAT MAP=
=Regional Map=
=Map of Marascar=


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M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Surprised at Myhm's sudden turn and now not feeling so alone against 5 guys, Troxell half-smiles, "My advice is usual sound, you should have shown some respect."

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis continues watching, enjoying the events unfurling. He really doesn't have a dog in the fight, but he could always adopt one.


Having gone back to their drinks, Madugh and his wildlanders ignore Myhm's first attempt, but cannot ignore the second. Oleg stops at the door to the post and looks back.
Madugh turns to consider Myhm, and shoots an annoyed glare at Teena and Troxell when they voice their comments. "Shut up ladies, the men are talkin."
Standing, the man plants his hands on his belt among the weapons sheathed there. "If Oleg ain't a liar, how 'bout you prove it? Naes!" He calls over his shoulder and one of his men, stooped beneath a hooded cloak at the end of the table, takes his lips from a smoldering pipe.
"Aye?" The hooded man asks.
"Go get your horse."
"What?"
"Your horse! Go get it!"
The man stands and moves towards the stable, trailing wisps of smoke.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena smiles at Troxell as she shakes her head. She whispers a few magical syllables, and snaps her fingers, vanishing from view. She then hurriedly follows Naes to be sure that he was actually getting a horse, and not some zany weapon.

Cast Vanish.


Character Image

Mhym hadn't been aware of Oleg's attention, nor had quite heard Teena and Troxell, their voices seems muted and distant like whispers floating on a low and constant ring in his ears. His eyes though, were very focused on Madugh, although he wasn't certain what is was saying by this point, "OLEG NOT LIAR!"

Myhm stomps towards the wilderman, mitts ready.

Do we need a map?


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell leans on his quarterstaff, appearing eager to get this distraction over with.


There backs turned to watch events unfold in the yard, the Wildlanders don't notice Teena vanish.

Madugh holds his ground as Myhm draws near, though he doesn't draw a weapon or raise fists. Instead, he grins like someone just offered him a gift. "I know that look. Didn't expect it down here among the shepherds."

"Berserker..." Mutters Conn Conan, standing from the table and stepping back, both clearing a space and finding a good spot from which to watch. From the other side of the table the last two men put down their cups. One glances back at Xerexis, letting him know that he hasn't been forgotten, then looks around for the suddenly missing sylph.

Naes pauses at the stable.

The other merchants, hunters, traders, and travelers at the Post take notice, and the din of conversation settles to a low murmur.

A combat map has been added at the top, just in case this goes that way. ;)


Character Image

If the man wasn't going to say otherwise, Myhm was going to squeeze it out of him, and goes for the jugular. ”NOT LAIR!”

grapple: 1d20 + 11 ⇒ (11) + 11 = 22


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Welp, looks like I've got a battle royal on my hands. How does the big fellow look in hand to hand combat, Teena thinks as she glances over her shoulder at the action. She still follows the guy assigned to "get the horse" however.


"Agh! Dammit!" Madugh tries to find off Myhm, but is overwhelmed at first. Instead of trying to escape, he wraps his arms around the bigger man and squeezes.

Grapple to Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Nonlethal Damage: 1d3 + 4 ⇒ (3) + 4 = 7


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell keeps a close eye on Madugh's allies while Myhm squares off with the man.


Character Image

pin: 1d20 + 12 ⇒ (14) + 12 = 26

Myhm dives forward, slamming headlong into table with Murdagh in between. He holds the man fast by the throat and raises a fist to smash his head flat.

(Can't atk until next rd right?)


Myhm and Madugh wrestle about the yard, one moment Myhm has the advantage, loses it briefly, then regains it once more.

So, after going over the grapple rules again I realize a few things I've never really understood before. The initiator of a successful grapple "controls" the grapple. Only a grappler with control can make grapple checks to move, damage, pin, or tie up their opponent. A defender without control can make take certain actions (see the grappled condition spoiler below), but their grappling options are limited - they can either "break the grapple" and escape, or "reverse the grapple" to take control.

So, Myhm was not damaged by Madugh's last attack, but Madugh did reverse the grapple and take control. Now, Myhm has reversed it again.

Grapple Combat Maneuver:

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple , grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC .

Tie Up: If you have your target pinned , otherwise restrained, or unconscious , you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled , you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned , your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Grappled Condition:

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity . A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Pinned Condition:

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus.. A pinned character also takes an additional –4 penalty to his Armor Class . A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.


By the way, it is about to be Madugh's action. It's a slow weekend, so I'm just giving everyone a chance to post before continuing.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell will just keep observing, unless shenanigans are afoot.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis watches the humans wrestle.


A man sits down next to Xerexis. He has oiled dark hair and wears fine clothes but his appearance is disheveled and dingy, as if he just rolled out of bed. In his hands he carries two mugs of ale. "Looks like a good fight." He whispers. "Any wagers on a winner?"

Meanwhile, straining against the great strength of Myhm, Madugh bares his teeth and starts to growl, veins popping out on his neck and arms.

"You still want my horse?" Naes calls casually from the stable doors. The words fuel Madugh's frustration and his rage breaks free in a roar.

"Grrrrrraaahhh!" Madugh glares at Myhm with wild eyes and strains against his grip.

Intimidating Glare on Myhm: 1d20 + 12 ⇒ (7) + 12 = 19
Myhm is Shaken: 1d4 ⇒ 2 Rounds
Raging Break Grapple: 1d20 + 12 ⇒ (10) + 12 = 22

And Madugh throws Myhm off!


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

They appear to be equally skilled. This may take awhile.

Troxell looks for a potential place to sit.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis turns to the man and matter of factly utters.

"I got a gold piece on the Ogre's son. But intereferance of any side voids the wager."


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena still waits patiently, hoping no hijinx were on tap from the fellow sent to find the horse.


Character Image

Myhm is thrown off for a moment, the same hesitation he feels when fight bears. The greater danger is perceived and evokes a primal response. He roars back,”HHAaaGGHHHH!”.

Rage 1/17 rd

fist1: 1d20 + 13 - 2 - 2 ⇒ (5) + 13 - 2 - 2 = 14, damage: 1d6 + 7 ⇒ (6) + 7 = 13
fist2: 1d20 + 13 - 2 - 2 ⇒ (14) + 13 - 2 - 2 = 23, damage: 1d6 + 7 ⇒ (3) + 7 = 10
bite: 1d20 + 13 - 2 - 5 - 2 ⇒ (20) + 13 - 2 - 5 - 2 = 24, damage: 1d4 + 7 ⇒ (3) + 7 = 10

fist1: 1d20 + 8 - 2 - 2 ⇒ (16) + 8 - 2 - 2 = 20, damage: 1d6 + 7 ⇒ (6) + 7 = 13
fist2: 1d20 + 8 - 2 - 2 ⇒ (2) + 8 - 2 - 2 = 6, damage: 1d6 + 7 ⇒ (2) + 7 = 9
bite: 1d20 + 8 - 2 - 5 - 2 ⇒ (15) + 8 - 2 - 5 - 2 = 14, damage: 1d4 + 7 ⇒ (3) + 7 = 10


Character Image

bite threat: 1d20 + 13 - 2 - 5 - 2 ⇒ (13) + 13 - 2 - 5 - 2 = 17, damage: 1d4 + 7 ⇒ (3) + 7 = 10


Should I assume Myhm is inflicting lethal damage? Fists are optional, but the bite is not. Also, I think that was 1 too many bite attacks (even though the second misses).

Myhm bloodies Madugh's nose, cracks a rib, and bites off a tip of a finger. The attacks would have defeated a normal man, and probably a horse too, but the Wildlanders refuses to succumb.

"Hah, one gold." The disheveled man raises a mug to Xerexis in agreement, but pauses before drinking. "Uh oh."

At first it seems a comment directed at Myhm's sudden and brutal change in tactics, then Xerexis notices him watching the other Wildlanders at the common table. The stand, agitated by the change in the fight. Closer to the brawl Conn Conan wears a mad grin and seems on the verge of joining in. The disheveled man raises his cup once more to his mouth, watching the fight develop over the rim.

Xerexis Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Xerexis:
You hear the man mumbling something into his cup. "Stay out of savage..."

Conn Conan takes a step towards the melee.

"Stay out of savage or he'll smash your ugly face too!" The words seem to come from Troxell and Conn looks sharply at him. "What was that?" He says, starting his direction instead. "What'd you say, half-breed!?"

Teena:
The man at the stable hasn't moved from his position, but Teena notices him subtly draw a shortsword, keeping it behind his back.


Character Image

For Myhm, rage would always be lethal. Sorry, over copied bite, but I'll settle for a 20 pt bite.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"I said nothing, it appears there's some kind of chicanery now." Troxell explains quite calmly, "I think the point has been made, it would be in our best interests if everyone stands down."

Diplomacy: 1d20 ⇒ 7

Although his words perhaps make sense, it's clear he's no diplomat.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis yells at the disheveled man.

"Ventriloquism is cute vagabond, but your actions are swaying my wager.

With that he smiles and nods his head.


Christmas slowed down some posting, and I think Teena missed a spoiler above. Moving on soon.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

I completely missed that spoiler. Thanks, DM!

DM

Spoiler:
Teena quietly speaks to the man at the stables, while continuing to move around him. "Put that away or I'll be forced to electrocute you. Let the boys work it out amongst themselves."


After taking such a beating at close range Madugh scrambles backwards, trying to avoid more blows while drawing his longsword and preparing to swing.

Conn Conan, on the other hand, pulls a small axe and whips a small shield from his belt and charges Troxell with a battlecry, hacking into the druid's arm with a powerful blow. 13 damage to Troxell

The man at the stables stiffens and looks about, but makes no aggresive move.

The two at the tables near Xerexis look back at him and the disheveled man at his side, but the vagabond looks around bleary-eyed, suddenly feigning extreme inebriation. "Ventribuwha? I thought you wanted them dishtracted sho you could bash em across the head!"

He swings his mug, minicking a weapon, and sprays ale right into the face of one of the wildlanders. Moustache dripping, the man stands with a glare and reaches for a weapon. The one next to him follows suit.

GM ROLLS:

Acrobatics to avoid AoO from Myhm: 1d20 + 8 ⇒ (15) + 8 = 23
Power Attack on Troxell: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Bluff: 1d20 + 12 ⇒ (9) + 12 = 21

PCs Up!


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"That's right, honey, you stay right here. I'm watching. You be good, and you'll get to walk out of here," Teena tells the hopefully frightened warrior, as she moves back toward the scrum.

After getting 35' away from her intimidated friend, she casts Grease on Madugh's longsword, hoping to make him drop it.

DC 16 Reflex to avoid. Not sure if that breaks Vanish spell or not.


My opinion is that casting a spell directly on someone (including something they are holding) disrupts invisibility. Casting grease on the floor below someone would as well. Casting grease in a hallway you know someone will soon charge down will not.

Madugh Reflex vs Grease: 1d20 + 3 ⇒ (3) + 3 = 6

Just as Madugh's comes free of his sheath it slips from his fingers, causing Oleg to duck and others to cry out in alarm as three feet of sharpened steel whirls overhead and clatters off a table.

Teena fades back into visibility in the courtyard.

Initiative - Teena was deferring, so I put her first. The rest is to let everyone know a general order of combat.
Myhm: 1d20 + 2 ⇒ (3) + 2 = 5
Troxell: 1d20 + 4 ⇒ (18) + 4 = 22
Xerexis: 1d20 + 6 ⇒ (1) + 6 = 7

Teena = Cast grease
Troxell 22 <=Up
Xerexis 7 <=Up
Myhm 5 <=Up
Wildlanders!


Character Image

Myhm goes berserk and thrashes about, "NOT LIARR!!!".

Shaken 2/2

fist1: 1d20 + 13 - 2 - 2 ⇒ (4) + 13 - 2 - 2 = 13 ;1d6 + 7 ⇒ (2) + 7 = 9
fist2: 1d20 + 13 - 2 - 2 ⇒ (8) + 13 - 2 - 2 = 17 ;1d6 + 7 ⇒ (1) + 7 = 8

fist1: 1d20 + 8 - 2 - 2 ⇒ (12) + 8 - 2 - 2 = 16 ;1d6 + 7 ⇒ (5) + 7 = 12
fist2: 1d20 + 8 - 2 - 2 ⇒ (10) + 8 - 2 - 2 = 14 ;1d6 + 7 ⇒ (1) + 7 = 8

bite1: 1d20 + 13 - 2 - 5 - 2 ⇒ (1) + 13 - 2 - 5 - 2 = 5 ;1d4 + 7 ⇒ (2) + 7 = 9


Myhm, Madugh moved far enough to prevent a full attack. (See map please.) Should I assume 1 punch with vital strike, or something else?


Character Image

Darn didn't see that he moved. No Vital strike yet, still building into full-on camel clutch. Replace action with charge and tackle, CMB+11


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"You're a complete moron." Troxell states angrily at Conn Conan as he takes a few steps back and casts a spell.

What spell he casts depends on the number of wooden objects around. Is the floor or ceiling composed of wood? Other than probably the axe handle, what visible wooden objects does Conn have on him?


Troxell, there is no floor or ceiling where you are. You are in an open yard between the common area and the stables. His axe handle and shield are wooden, but his other items are not with him at the moment.

Forgot to resolve Madugh's readied action, but since he's unarmed, his punch provokes from Myhm.

Myhm charges Madugh again and the two trade blows. Myhm then crouches and attempts to grab the wildlander again, but is thrown back.

Myhm Punch AoO: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Madugh Punch at Myhm: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d3 + 10 ⇒ (1) + 10 = 11


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell casts Warp Wood, targeting Conn's axe handle and shield.

DC 16 Will Save from Conn to negate for each, unless they're magical, which is slightly more complicated. If failed, I believe the axe will takes a -4 to attack rolls, while the shield probably would be less effective, although the spell description doesn't mention the effects on armor.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

FYI, I'll be out most of the day today.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Did anyone make any aggressive moves towards Xerexis.


Xerexis, not yet, but you and the Vagabond are facing two agry Wildlanders about to draw weapons.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

At the first sign of immenent danger Xerexis will draw a weapon and attack. Depending on surprise, distance, and what not.


Conan Will Save: 1d20 + 5 ⇒ (17) + 5 = 22 Success

The haft of Conn Conan's axe and the face of his shield vibrate in his hands, but he glares at Troxell and shakes them, then slams them together, breaking the spell before it can take hold. Successful Save

"Elven witch!" He shouts at Troxell.

Pummeled and bloody, Madugh seethes in rage and leaps back from Myhm, jumping over a table and reaching for another weapon on his belt.

Acrobatics vs Myhm: 1d20 + 8 ⇒ (18) + 8 = 26 Success

Just as it seems the brawl will turn into a battle with real weapons another man, an older wildlander in a fine foxfur-lined mantle, steps between Madugh and Myhm and holds out his hands.

"Hold! HOLD! This will lead to murder! Conn, put down your axe!" He calls. Madugh snarls at first, but seems to see the man through his rage and gives pause. The other wildlanders also seem to consider the older man's words. The only one who seems beyond reason is Conn Conan, who attacks Troxell with a fury.

"Die, witch! DIE!"

Conn Conan Axe at Troxell: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Conn Conan Spiked Shield at Troxell: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Wow.

Despite the new wildlander's words, this Conn guy was obviously intent on killing Troxell. The half-elf steps away from the crazy man's threat range again and casts Flaming Sphere. He directs the ball to move into Conn's space.

Flaming Sphere damage: 3d6 ⇒ (4, 3, 1) = 8

DC 16 reflex save to negate


Character Image

Was that a Power Attack for +10 damage?


Character Image

The interruption by the man, and Madugh's pause, causes a long enough delay to Myhm's advance.

The other fray catches his attention. ::Brother's helper - Good:: He redirects his rage at the young wilderman.

Charging,Power Attack, Fist1: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 Vital Strike: 2d6 + 11 ⇒ (4, 5) + 11 = 20


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

If Teena can get a clear line to Conn Conan, he uses a lightning bolt, both to damage him, and also to impress the members of her new squad.

DC 19 Reflex for half.

Damage 6d6 + 6 ⇒ (3, 4, 1, 2, 4, 2) + 6 = 22

"Listen to the wise man, or I'll have no choice but to fry your insides."


Character Image

Nothing says mage like a lightning bolt - never goes out of fashion

-Posted with Wayfinder


Conn Conan Reflex vs Flaming Sphere: 1d20 + 8 ⇒ (9) + 8 = 17
Conn Conan Reflex vs Lightning Bolt: 1d20 + 8 ⇒ (9) + 8 = 17

Conn Conan leaps aside, avoiding Troxell's flaming sphere. Then there is a great flash of light, followed by a deafening blast of thunder that rattles the timber construction of the post as a bolt of lightning tears across the yard, snaking through the wildlander and coming uncomfortably close to Myhm and Troxell, then blasting the doors off a small storage structure next to the post.

Conn Conan, burned and smoking, screams like a banshee but doesn't fall!

Stepping after Troxell, he lashes out with axe and shield, hacking him down. 11 damage Then he turns bloodshot eyes upon Teena and points with his axe. "You... are.. next..."

Axe at Troxell: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Spiked Shield at Troxell: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Madugh growls and seems ready to charge in again, but the older wildlander calls out to the others across from Xerexis and the Vagabond.

"Shoon! Ninean! Naes! You work for me! Restrain Madugh and end this or you will all be walking back to Glenfarg with naught but dust in your coinpurses!"

The two wildlanders reluctantly nod and move intercept Madugh.

All PCs up!


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"I'm next, if you are still standing, that is," Teena grunts as she blasts him yet again. Just to be on the safe side, after calling another lightning blast, she moves back 35' feet away from Conan.

Damage 6d6 + 6 ⇒ (4, 3, 4, 4, 6, 2) + 6 = 29

DC 19 Reflex to avoid.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Stabilize?: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13

Troxell remains unconscious, but stops dying.

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