The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven purchased rations x4, a waterskin, and a bedroll.


Right well lets gets things moving along. So after you have purchased supplies you head out of the city heading towards the old keep.

At first everything seems normal but as you get there you notice dark clouds above and the air getting colder. Your marks begin to shine as you notice a group of four zombies shambling along up ahead.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"That doesn't look good, Ideas?"

Riven readied her long spear for combat.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Knowledge(R): 1d20 + 8 ⇒ (16) + 8 = 24What kind of Zombies? Does Flare know what Zombies are weak to? Are they readily flammable? :3


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia glanced towards Thalion, readying her crossbow as she did so. "We may need your power more later." she noted. It wasn't really instruction or advice, just... more of a general note, a reminder that they should all pace themselves carefully since they didn't know how many enemies lay ahead. Still, she trusted him to do as he thought was best, and at the end of the day, that was really all you could do.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

"Aha! Vile undeads! Master Joley..." A pang of sorrow stirs with Thalion as he continues, "...Master Joley warned me to be prepared against the likes of these. Let's see now, we strike those who retain flesh with blunt...no...we strike with bladed...no...argh!" Thalion pulls out his dagger and his morningstar, unsure which would be more effective.


Male Human Follower Alias

If our marks are glowing then they mean us harm, ergo I can freely attack them from range I think

Also Thalion, considering I rolled Knowledge before we left, I would guess that you can assume that you know what weapons are more effective against undead, Victor would have told you.

Noting the glowing marks, as well as the shambling undead shuffling towards them, Victor opens up from range, hurling one of his bombs at the group of undead, hoping the splash would hit some if not all of them.

Bomb: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Standard zombies, with no particular weakness or resistance to fire

Waiting until they get close Victor trows a bomb at the zombies and the hit he hits is nearly blow apart and the others are badly damaged but they all continue forward.

We can skip init for this. Go ahead and post some attacks zombies will move closer and it you don't kill them in another round or two then they may actually get to attack


Male Human Follower Alias

All yours guys, I should conserve my bombs until we turn Mythic.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare moved to the forefront of the group, and readied her polearm to strike at whichever zombie came into range first... then, whichever Zombie tried to move through her threatened range would get the next swipe.

"They look like normal zombies, so if the stories are right, removing limbs works best. Cold and Mind stuff, and stuff that people resist bodily won't work as well, or at all... I think."

Readied Attack: 1d20 + 4 ⇒ (10) + 4 = 14
It's possible, I guess?: 1d10 + 4 ⇒ (7) + 4 = 11

Attack of Opportunity: 1d20 + 4 ⇒ (1) + 4 = 5
Fumble?: 1d20 + 3 ⇒ (9) + 3 = 12


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Are we playing fumble rules ;P

Thalion decides that, if he remembered Victor correctly, there was nothing to try to remember. So, he flings the dagger at one of the zombies, and then switches the morningstar from the buckler hand to his right hand in preparation to engage in melee with the undeads.

Dagger, Thrown: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia focused her gaze on the closest enemy, aiming to sap its ability to attack and help her friends destroy them. That was about all she could do for now - she wasn't much of a fighter - and she was surprisingly content with that knowledge.

Hex: Evil Eye: -2 to Attack Rolls. 7 Rounds, Will DC 15 reduces to 1 round.


I often forget to enforce this but yes when I originaly made my houserules I had:

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Flare takes down a zombie but Thalion misses with his dagger.

The remain three zombies move up to Flare (two of them) and Thalion (one) (they are adjacent) They cannot move and attack so your go again.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia turned her hexing eye to a second zombie, intending to reduce its accuracy in combat as well. "Try to avoid letting them hit you - some undead carry strange diseases, and it's best to be in the habit of never taking them lightly." she said cautiously.

Hex: Evil Eye: -2 to Attack Rolls. 7 Rounds, Will DC 15 reduces to 1 round.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven would try to hit one of them with her ray of frost since she still had time until they were in spear range.

To hit: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d3 ⇒ 3


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

"Thanks for the warning!" The cleric shouts back as he swings at the zombie that managed to get right up in his face.

Morningstar!: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Round 2. 5 foot step. Remove zombie from existence, and/or Un-undead it.
Flare grumbled angrily as not only did her polearm get lodged in the undead as she took it down, forcing her to waste time pulling it out, and missing her shot at punishing the undead as they came into range, but as Riven and Thalion both ignored her advice.

She shifts back, and brings the weapon hard and across, horizontally, in a vicious stroke that cleanly lopped off the head of one of the zombies.

Flare was noticing a pattern. Every time she got angry, things started working right. She was totally going to go Dark Side before all was said and done.

attack: 1d20 + 4 ⇒ (18) + 4 = 22
crit?: 1d20 + 4 ⇒ (11) + 4 = 15
crit damage: 2d10 + 8 ⇒ (8, 5) + 8 = 21 12 If noncrit


Evil eye is mind affecting so they are indeed immune to its affect (forgot to mention the first time it didn't work) thought not all undead are resistant to cold just some of them. Zombies can still be hurt by ray of frost.

Riven misses the shambling zombies and flare manages to take down another and even Thalion manages to finish one off even thought his weapon was not very suited for the job.

The remaining zombie steps up and tries to slam Flare.
slam: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 4 ⇒ (4) + 4 = 8

your go again.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare Grunted as the zombie checked her. She was glad the thing opted to try to bludgeon her rather than unleash whatever might be in its mouth. Another slash, this one less precise, but likely to do the job. Flare sighs. "Remove, not crush and impale. You'll get it caught in them."

She carefully wiped clean whatever ichor was on her blade.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d10 + 4 ⇒ (10) + 4 = 14


The last zombie is down thought you can hear and see more in the distance thought none seem to be coming your way at the moment. Up ahead you can see the shape of the fortress.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion hurries and retrieves his dagger before rejoining the group. "Hmm, I could never quite remember these things. So next time I should stick with the dagger?"

The cleric looks over to the milling zombies. "Why are there so many of them here? Ooh, Flare, one of them got you. Hold still a moment." Thalion grips his holy symbol and calls forth a touch of healing energy for his friend.

Drop Magic Weapon for CLW for Flare.

CLW: 1d8 + 2 ⇒ (4) + 2 = 6


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Thanks. It's a bit easier to breathe again." She looked off into the distance as she continued to make sure her weapon was spotless, then returned it to walking-staff-position. "Break bones to bits, slice off the fleshy... is a good general rule. But it only holds up for weaker things."


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"I don't really have anything besides impale and frost."

She motioned with her spear.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Should we wait until you can do something, then?" Flare tilted her head. "Surely you have something more effective against undead." She frowned a little, chewing her lip.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Just realized Thalion threw a dagger he did not actually own. Going back and shelling out the 2gp for that oversight.

"May be we should head back and pick up a few more weapons just in case?" Thalion checks over his gear as he offers the suggestion. "We'd lose a little time, but we'd also be better prepared then."


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia - having essentially no practical weaponry or powers to use on the undead - followed along a little bit behind the others, deciding instead to keep an eye out for problems, solutions, and anything else that needed observing.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"It definitely wouldn't hurt. I was going to have to use my weapon as a club if it was skeletons. I should have prepared for that, it's not like we're lacking in money for that sort of thing."


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven mumbled about losing her frost spell but nodded.

"Fine."


Heading back to town?


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Seems so. ^^ Cynthia, at least, agrees that they probably need something a bit more effective on the undead.


You turn back and heads towards town. As soon as you leave the swamp a group of six thugs approach you blocking the way to the city. Five of them have clubs and the other has a ranseur.

"We heard you're looking for Sloanne and Malcom. Our boss would like to have words with you." says the one with the ranseur.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Are the brandishing said weapons, or do they simply -have- them? That -vastly- changes how Flare interacts with them.


They are brandishing them yes and his statement was not meant as a question or an offer. It was basically come with us or else get beaten unconscious.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I figured, but was giving them the benefit of the doubt.

Flare's eyes narrow at the perceived threat. She's still using the polearm as a walking stick. There's really no better way to handle it when walking, to be perfectly fair.

"We're not flies, so the vinegar thing isn't going to work. If I didn't think you were threatening us, you might have succeeded in offering us information, too. Kind of a shame. Who's your boss, and what does he have to offer us?


Male Human Follower Alias

Victor smirks slightly at the sight, "Wonderful, these guys operate just like those bounty hunters I read about, except the look much less professional. I imagine they believe themselves fairly well equipped, but like all mercenaries, they forgot the one piece of equipment that they cannot afford to do without...."

At this, Victor's eyes and turn turn ice cold. "An ambulance".

Or equivalent =]


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion holds his weapon at the ready as he eyes the hostile group warily, all the frustrations of these past days simmering beneath his calm exterior. "So, are they like the man who betrayed us before? I feel a sudden need to enlighten them...with my morningstar."


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia's lips twitched slightly.

"As you can see, my friends aren't inclined to go along peacefully." Cynthia said, smiling at the thugs. "However, has your boss asked himself whether going against Mr. Tammerhawk is really the best thing to do? You see, that's where we got our information... and I've been lead to understand that threatening his interests, even the minor ones, isn't the best long-term move in this town. I don't believe your boss thank you for bringing that kind of trouble down on your... group." That last bit was said quite pointedly as she stared at them, looking to see the reactions on their faces as she spoke.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

aid: 1d20 + 8 ⇒ (15) + 8 = 23 since we're both trying to make them realize a fight isn't what they want, it makes sense that Flare's words would aid Cynthia's.


an ambulance or equivalent...You mean a cleric? Hmm yeah having one would help.

"We aint afraid of a good brawl an no mr.tammerhawk. Last chance come with us to meet the boss or get ready for a bruising!"

You get the impression he doesn't know who tammerhawk is. Unusual for someone from riddleport.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

And Thalion is about to help them with a spiked ball on top of a stick if they don't back off o.O

"Be gone! You are starting to bother us. Well, me at least. We are not afraid of defending ourselves, and we're rather busy and frustrated right now. The cleric looks clearly annoyed, wishing the bad part of the world would just leave them along so the group can continue on being heroes at their leisure.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Look. I already asked who your boss was, and what he could do to help us. I have no idea how you could miss that, but it plainly addressed what you needed to do to get us to go see him without putting zombie juice in one of your stomaches. I don't want to deal with this right now, so talk, or get lost."


"Fair enough get them boys" says the leader of the thugs.

init bad guys: 1d20 + 1 ⇒ (1) + 1 = 2

init Thalion: 1d20 + 4 ⇒ (17) + 4 = 21
init Cynthia: 1d20 + 9 ⇒ (3) + 9 = 12
init Flare: 1d20 + 3 ⇒ (18) + 3 = 21
init Riven: 1d20 + 5 ⇒ (12) + 5 = 17
init Victor: 1d20 + 5 ⇒ (18) + 5 = 23

The thugs hesitate giving you a chance to attack first.

Combat map


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion draws on the power of Erastil, and divine power surges through the cleric as he eyes the threats before him.

Divine Favor + Fate's Favored -> +2 luck bonus to attack and damage (1 minute duration)


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Move to I-12. Standard: Readied action to strike anyone who moves threateningly towards her or her allies. Will take an AoO for the same reasons.

"Look, you guys -really- don't want to do this." Flare moved forward, and slipped into a lower stance, to center her balance. "I get that your friend with the spear is a moron, but any one of you can just answer my questions. I don't want to have to hurt you."


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia calmly raised her crossbow and fired a bolt straight downwards, aiming for the pirate she had the clearest line of sight to. (H16)

Ranged Attack: 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d8 ⇒ 8

Unfortunately, it wasn't a very good shot, and she growled a bit as she reloaded her weapon for another shot. "Unfortunately, we don't seem to have a choice." she said in response to her friend's words, sounding genuinely regretful about that.


Male Human Follower Alias

Irritated, Victor sees the large force against them and quickly chugs his extract of Reduce Person, shrinking down in size.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven casts grease in front of her allies so that any of the men trying to get to them would have to run through it.

A light blue liquid pour out from what looked like Riven's sleeve covering the area, it looks slick and difficult to walk on.


Cynthia actually just missed by about an inch almost getting the thug with her crossbow.

The thugs come forward going around the grease. They all move without charging.

Two of them (who are now adjacent to Flare) provoke attacks for Flare who has a reach weapon.

Assuming she doesn't down one..The one cynthia shot at attacks cynthia, the other two attack Flare.

on the other side two thugs rush Thalion and Victor while the leader gets in position to attack from behind his partner with his reach weapon.

Rather than clubs the thugs are using saps and deal non-lethal damage the leader however strikes to kill

rolls:

thug attack Cynthia: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (4) + 1 = 5

thug attack Flare: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (2) + 1 = 3

thug attack Flare: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (3) + 1 = 4

thug attack Thalion: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (5) + 1 = 6

thug attack Victor: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (2) + 1 = 3

leader attack Thalion: 1d20 + 4 ⇒ (5) + 4 = 92d4 + 2 ⇒ (1, 3) + 2 = 6

Yikes two nat 20 in a row

thug confirm crit Thalion/additional damage if crit: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 2 ⇒ (6) + 2 = 8

thug confirm crit Victor/additional damage if crit: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (5) + 2 = 7

Cynthia is struck by a thug for 5 non-lethal.

Thalion is also struck a severe blow to the side of the head. Taking 14 non-lethal.

and Victor is also struck for 3 non-lethal.

Well then that's a rough start for Thalion.

updated map

Your go again.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

A dizzying ring works its way from the blow to the head. The cleric steps towards the leader, and strikes with his morningstar.

5' step SE towards the leader. Fate's Favored Divine Favor in effect.

Morningstar: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Round 1:
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Readied
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Opportunity
Damage: 1d10 + 4 ⇒ (6) + 4 = 10

Round 2:
Standard: Inspire Courage, +1 hit and Weapon damage to team.

Flare holds her ground and begins shifting her weight, as her spear begins to weave around along with her movements.

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