The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Me apparently, I missed that Nathaniel had already posted his action. Sorry!

Round 2
Initiative 11

Viorel creates several extra images of himself.

Initiative 6

Barek fires again with his bow, missing twice.

Attack 1 1d20 + 10 ⇒ (4) + 10 = 14
Attack 1 1d20 + 5 ⇒ (17) + 5 = 22

Initiative 3

Nathaniel drops down to just above ground level, and castes Haste on everyone (except the bat).

Initiative 1

Rosa moves over to the group, and casts a spell on herself.

End of Round 2
---------------------
Begin Round 3

Cinderfang 23
Torin 15
K 12
Viorel 11
Barek 6
Nathaniel 3
Rosa 1

Map

Cinderfang and Torin can act now.


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

Round 3 Init 23

With a ripple of flesh and a flurry of shiny blackish-red feathers, Cinderfang wild shapes into his Giant Condor form, and flies straight at the beast, shrieking in it's face. (ie- threaten)

Move to N50

Updated stats for Giant Condor shape and Aspect of the Bear:

Large Animal
Bite 1d20+12 2d6+11 grab
Str 24 +7
Dex 15 +2
Con 17 +3
Int 12 +1
Wis 17 +3
Cha 14 +2

BAB +4
AC 17 (+6 nat, +2 dex, -1 size)
Initiative +2
Speed Fly 50 ft (average), Land 10 ft
Fort +9 (+5 class, +3 con, +1 enh)
Ref +6 (+2 class, +2 dex, +1 feat, +1 enh)
Will +9 (+5 class, +3 wis, +1 enh)
CMB +14
CMD 24

Special Abilities
Low-light vision
Scent


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Round 3: 15
Hasted, Fly

Torin will double move 70 ft straight up.


Round 3
Initiative 23

Cinderfang changes into a vulture and flies to threaten the Karadoon. Normally you wouldn't have the movement, but you're hasted. His summoned bat charges at the griffon, and tries to bite it.

Bat bite 1d20 + 7 ⇒ (8) + 7 = 15 Miss

Initiative 15

Torin rises further up into the air.

Initiative 12

The Karadoon dives swiftly at Torin, its powerful wings driving it forward.

AOO from bat 1d20 + 5 ⇒ (10) + 5 = 15

Torin and Cinderfang can also take an AOO.

Swift action Smite Good, then pounce.
Bite on Torin 1d20 + 16 ⇒ (2) + 16 = 18
Talon 1 on Torin 1d20 + 15 ⇒ (10) + 15 = 25
Damage 1d6 + 13 ⇒ (3) + 13 = 16
Talon 2 on Torin 1d20 + 15 ⇒ (14) + 15 = 29
Damage 1d6 + 13 ⇒ (6) + 13 = 19
Rake 1 on Torin 1d20 + 15 ⇒ (4) + 15 = 19
Rake 2 on Torin 1d20 + 15 ⇒ (11) + 15 = 26
Damage 1d4 + 13 ⇒ (4) + 13 = 17

Its talons glow with dark power as it rips into the cleric. It laughs evilly.

Map

Viorel, Barek, Nathaniel, Rosa can act now.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

can not see map sorry Firewall is it of a high I can hit now?


No, it's still 100 ft. in the air.


@Rosa: Yeah it is 100ft high, on the grid Rosa and the creature has 5ft of space between them to the "south". And DM ninjad me

Round 2 Init 11

CL-check1d20 + 7 ⇒ (11) + 7 = 18
Empowered Magic Missile6d4 + 6 ⇒ (2, 1, 1, 1, 3, 4) + 6 = 18

Viorel looks up and curses in his mind as he sees the beast attack Torin. We will see who get's the last laugh bastard. The sorcerer tries again with to pierce the resistance to magic of the creature with the modified spell again.

Spells: 1st: 8, 2nd: 6, 3rd: 2


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

That parrot is a thing of nightmares.

AOO: 1d20 + 10 ⇒ (20) + 10 = 30 Threatening
AOO: 1d20 + 10 ⇒ (16) + 10 = 26 Confirmed?

Damage(cold iron/good): 2d4 + 13 ⇒ (3, 3) + 13 = 19 no crit

Damage(cold iron/good): 6d4 + 39 ⇒ (4, 1, 1, 3, 3, 4) + 39 = 55 if crit

Let me know if it survived and I'll deduct the 52 hp and run away


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa casts summonMonsterIII bat-dire And sends it at the ball of darkness, 'attack what ever is in there if nothing come back' GM feel free to GM the attacks of the bat

"Get that thing down on the ground so we can kill the thing"

She move closer to its location 30'

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Round 3
Init 3

Nathaniel hesitates, shifting indecisively before eventually raising his blade in a defensive stance.

"Get down here! It has the skies- force it to fight us on the ground!"

Total Defence action.


Initiative 11

Viorel's magic missiles puncture its chest this time, the Karadoon roars in pain.

Initiative 6

Barek will fire his bow. Barek is hasted right? Just realized I'd been forgetting that.

Attack 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Damage 1d8 + 5 ⇒ (4) + 5 = 9
Confirm 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 Uh oh birdy...
Crit damage 2d8 + 10 ⇒ (1, 8) + 10 = 19
Attack 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Damage 1d8 + 5 ⇒ (1) + 5 = 6
Attack 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9

Barek's arrows finally strike true, two of his three shafts stick into the Karadoon's face and neck wounding it badly.

Initiative 3

Nathaniel takes a defensive stance.

Initiative 1

Rosa begins summoning a bat.

End of Round 3
---------------------
Begin Round 4

Cinderfang 23
Torin 15
K 12
Viorel 11
Barek 6
Nathaniel 3
Rosa 1

Map

Cinderfang, you're up.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

So I take it my crit didn't kill it. Also Cinderfang still has an AOO from round 3.


Oi, I'm an idiot. I somehow read that as your round 4 action. Your crit doesn't but Viorel and Barek do.

As Barek's arrows strike the beast is falls from the sky, Torin's mighty blow having taken most of its strength. It crashes into the ground in a heap of blood and feathers.

End Combat


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa stops her spell before its wasted and runs over to the death thing just in case, and lops its head of, she knows some Demons can regen.

"Torin, your the bravest Dwarf I have ever seen, that was the hells of a good hit, who's hurt lets get some healing down you and see what that B**** was hiding"

She looks over to where the darkness was.

Dos he darkness wink out GM


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

@DM: No worries

Torin descends back down to the ground.

@Rosa: "I'm thinking there's a fine line between brave and stupid and I toed the line this time."

Torin starts praying to regain his health Spontaneous casting

CSW: 3d8 + 5 ⇒ (5, 8, 8) + 5 = 26
CSW: 3d8 + 5 ⇒ (8, 2, 7) + 5 = 22
CMW: 2d8 + 5 ⇒ (5, 4) + 5 = 14 back to full

Spells:

0th: Detect Magic, Create Water, Stabilize, Read Magic
1st: Protection from Chaos/Evil/Good/Law, Bless, Shield of Faith + Longstrider
2nd: Align weapon + Remove Paralysis
3rd:

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel shakes his head as he retreats from his pose. "Damn fine shooting. Well done."

Taking out a wand, Nathaniel taps himself several times on the chest.

Use Wand of Rejuvenate Eidolon/Lesser on myself.
1:1d10 + 1 ⇒ (2) + 1 = 3
2:1d10 + 1 ⇒ (10) + 1 = 11
3:1d10 + 1 ⇒ (7) + 1 = 8
4:1d10 + 1 ⇒ (2) + 1 = 3
5:1d10 + 1 ⇒ (5) + 1 = 6
6:1d10 + 1 ⇒ (1) + 1 = 2
7:1d10 + 1 ⇒ (5) + 1 = 6
8:1d10 + 1 ⇒ (1) + 1 = 2
9:1d10 + 1 ⇒ (2) + 1 = 3
44 healed. New stats:
HP: 48/50 Temp HP: 45


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

Cinderfangs AOO for last round
Bite 1d20 + 12 ⇒ (16) + 12 = 28 2d6 + 11 ⇒ (3, 2) + 11 = 16

Round 4 Init 23

Cinderfang swoops to M45 charging the Karadoon, screeching harshly.

Charge w/ Power Attack & flanking (this bite does more damage because it's the only natural weapon, treated like a 2-hander)
Bite 1d20 + 14 ⇒ (4) + 14 = 18 2d6 + 17 ⇒ (4, 4) + 17 = 25

The Dire Bast also charges to O45 (flanking w/Nathaniel)
bite 1d20 + 7 ⇒ (10) + 7 = 17 1d8 + 4 ⇒ (6) + 4 = 10


Combat's over Cinderfang. The two crits did a lot to speed things along.

08/21/4712 09:35

The darkness disappeared as the creature died revealing....nothing. Apparently the spell was nothing more than a ruse.

Rosa, you know Karadoon are quite rare. Its body parts should be worth quite a bit.

Everyone gets 550 XP

The group reforms, eager to finish their explorations of the region. After everyone is ready, the journey continues. The rest of the day is uneventful as they finish scouting the western edge of the "hex". This part of the area is mostly devoid of grass and resembles some weird alien planet. There are frequent large boulders and gravelly channels. Like some massive ocean-sized river once flowed here. Those of you with knowledge of history or geography know that that was never the case though. By the evening everyone is exhausted and the general consensus is that they've reached the edge of the area they set out to explore. Camp is made for the night and the cold mists again blanket the party. The night is uneventful, and as the morning sun rises the time comes for discussing the next step in their adventure.

08/22/4712 07:00

Everyone gets 300 XP for exploring the hex and 850 XP for your group's part in clearing the hex. I'm not keeping track of XP beyond giving it to you, so you guys should. The hex will slowly repopulate with monsters if no one patrols it, but for now it's finished. What next?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

we said we would do a loop heading out and then pack to the fort over the river why are we not back at the fort over the river GM we need to report the area has been cleared for now, sell our stuff get news and have a bath, if you have us in a strate line out thts the other group on there deth march out to no where


To explore/clear the hex, you have to explore the hex. You can walk back to the keep now if you want. All the white hexes are already explored and patrolled by Mendev, going there would do nothing for you.

Travel Map


20,160 is what my numbers say about XP.

"We got supplies to go on longer right? So why don't we do a small circle before returning to the keep. We could just continue our way towards Southwest and then head north and return just little more north the opposite way to the keep. If we come to a need to get back in a hurry we are at any point relatively close to an area we have already explored. Then there is the option of taking a risk and going in deep. So does anyone have any ideas?"

So Viorel suggested Soutwest-North-Northeast-Keep route.


If all you did was travel through them and not explore, that journey would take about 6.5 days. If you headed directly back to the keep you could do it in two days.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel nods at Viorel. "I agree with your route. Whether or not we should stop to explore the trail completely or whether we should continue on with haste I will leave up to the rest of the party."


Ooh. A mere 2,840 XP to level 7.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

GM again we are NOT going to the Keep but to the fort 1st could you pop the fort that on the map, the idea was to be there now, not at the other end of the Hex. If you saying we are not back there yet then as Viorel says we have to keep going round in a route that do, once at the keep with more info we will talk about our next trip out, I think it best to let the other group do the suicide runs GM and when I see you Tuesday man your in for it.

Rosa Agrees with Viorel.

We are not home yet on this run, still some way to go until we are back at the fort and safe. I agree with Viorel we keep on sweeping and head back.


The Keep is where you started. I don't know what fort you're talking about. You guys said you wanted to explore the hex to the SW of the keep and then head back. That's what we've been doing. As I said before, you can either travel back to the Keep through the hex you just cleared (2.5 days of basically safe passage), or you can go somewhere else. Viorel's route is certainly the long way around, but it'll get you back (6.5 days through unexplored territory). Or you could swing through the hex to the north (3 days) which would be unexplored territory, but much faster.

Map with arrows for visual representation

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I'm guessing that Rosa meant she wanted us to do a circle in the hex, and after clearing we'd end up back where we entered.


Well, if that's the case, then I misunderstood. Something like that would count as crossing a hex, not exploring it. Since the intent was clearly to explore I went with the movement required to do that. In any case it's too late now, I've been updating the travel map the whole time linked in the campaign tab. I think I also posted a link to it a couple times in gameplay thread. If there was a problem with the direction the party was going it should have been addressed at the time. It would require retconning almost the entire thread to change it at this point. Sorry guys, it is what it is.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Fudge any one?, well seeing its a case of we are where we are, then I think Rose would say we skip go N and then back to the Fort, (the fort is what she called the out post across the river from the keep, the other side of the river form the keep with the paladins in it.) That way we may get some XP more to level and get back, whats say you gang.


I actually meant with exploring. Other than that the map has the route suggested.

"I think if we go at the route I suggested we should explore the areas, otherwise we might just as well take the shortest route. Also if we clear the areas other crusaders will have to go further if they desire to profit, and presumable further we go from the border the stronger influence the wound has, so would not be bad if the problems further ahead were softened up by someone. Of coarse this would have the downside of those that succeed will benefit from our work and not the other way around. If people feel this would take too long we could drop the Southwest and go Northwest straight." Viorel explains further on his thoughts.

I do not care much which way we choose, Viorel on the other hand has ideas.


Well if exploring, each hex will be 4 days.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"yes I think that's a good idea, if we get into difficult we can stop exploring and just head back."

hows that sound bit of both


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Works for me.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

On a side note Rosa strips the Karadoon for parts and takes the head, we will need that later for show.


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

"I feel that we are beginning to get accustomed to this hell. If we are willing to slow a little, I am confident that I can continue feeding the group to stretch our supplies. Let us continue exploring."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

GM I think thats all of us we do as we say, explore wile heading back


Okay, exploring. Which, just to be crystal clear, means you will be traveling back and forth across each hex. You can do it so you end up back at the Keep though (since you'll be coming from the west this time). The route is north one hex, and then back east to the Keep, yes? Don't want any confusion this time.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Sounds good.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

yep if we have a hard time we can vote to head back with out exploring. But we want to be back at the keep at the end of it how ever we do this.

Rosa says in that other worldly voice if hers.
"Before I headed out with you I was meant to meet up with a group of Hell Knights heading into all this, But when I got there they had all ready gone out, who ever lead them was a fool, with no experienced hand they may all be demon food by now. We may find out where they went and what become of them, who knows, do not worry they will not harass you, as long as I am with you. Demon killers such as you are now stand better in my eyes than a group of Green horn Hell Knights rushing to there deaths.

To other that would may have been taken as a Jocke but as you look at Rosa you see she was being deadly Sirius.


Sounds good, the main idea was to not waste time while exploring, meaning getting to the keep without backtracking.

Also unrelated note, we are now officially rpg group first pun has been made.


Alrighty then. Moving on...

08/22/4712 07:05

DM Rolls:

1d100 ⇒ 32
10d3 ⇒ (3, 1, 1, 1, 1, 3, 3, 2, 3, 2) = 20

The group decides to head in an arc of exploration, eventually taking them back to Clydwell Keep. They initially head west, father into the alien rocky wastelands of the Wound. The strange rolling scrubland is dotted with buttes and short thorny bushes. After about four hours of travel the group sees a small group of buildings up ahead. From this distance it appears to be a small farm, with a main house, a huge cattle barn, as well as several smaller outbuildings. The structures are badly dilapidated wood. The roofs are all caved in, the timbers bleached and cracked from years of neglect. The large fenced in pastures surrounding the buildings are devoid of life, besides the scrub that's grown up inside them.

Updated Travel Map


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"So who's got a familiar that can go sniff around that place? shelter like that out here has to have some thing living in it. Finnish bloody goblins if we are unlucky.

Rosa says

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel jumps up and stands on thin air a foot above ground. "I'll go. If there's any danger, I'll come racing back, and form a line with you. Stay still."

So saying, Nathaniel climbs to 20ft and takes off towards the structure, weapon in his hands at the ready.


How close are you going Nathaniel? Also, give me a perception check.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Heading straight towards the structure, stopping if something moves.
Perception:1d20 + 12 ⇒ (8) + 12 = 20


Nathaniel flies over towards the large barn building scanning the ground for movement. The place appears to be deserted. The doors to the barn are closed, the house and other buildings mostly collapsed in on themselves. Flying over the barn he sees that it's quite long, in its heyday it probably housed 50 head of cattle or more. There are several large holes in the roof, but not enough to really get a good look inside. As he passes one of the holes, he sees movement inside. Looking again, it's gone. It might have only been a shadow.

The barn is over a hundred feet long, and probably half as wide. The small house is collapsed, as is what was probably once a worker's barracks and a couple of storage buildings. I probably won't have time to get a map up before I go on vacation. But I'll try.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel finishes his passover and flies back to his comrades.

"There's some collapsed houses and a huge barn still standing, with holes in the roof; I think I saw something in there, but I may be wrong. Shall we move on, or do we investigate? If the former, I suggest a wide berth; if the latter, I suggest we hold our ground and I use my messaging spell to attract the attention of whatever is in there. It worked fairly well with the scorpions, after all."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

As he starts to shoot off, Rosa put her large hand on him and says in a stern tone.

"Not this time, Nathaniel, I think we will try another sutler way"

Don't make her hurt you hehe


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

"We could just burn it out. Doesn't seem like the place will be missed.


"Now while I like fire, I don't think it is a good idea yet. I would not mind doing that after we leave though. I think we should check it out, some critters can be living here and I do not want to look over my shoulder. But regardless if there is something living there or not, there might be something worth something. If that fails we could possibly at least learn why this place died out, one of us can be Lord of this place in the future after all." Viorel then turns to Rosa. "Or a Lady and that information could be priceless then. Anyhow I say we should explore the place, unless someone knows enough about building and says it is not safe to enter."

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