The Conquest of Ambervale

Game Master Nicos

New Aldwall

Freeform class selection

Party's crafted stuff:

Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.

Party's unusual loot:

June's waterlily: Work like a potion of restoration
Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes

Potential ingredients for magic creation:

Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures

- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.

NPC Cast:

people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.

Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.

The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.

Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.

bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.

Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.

Mistpines:

Fangwoods:

Tanglewoods:


1,801 to 1,850 of 2,707 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

BLOW THEM TO HELL! AGAIN!


Zombie have 12 hp, so if you can do 24 damage you can wipe them without need to rolling saving throws


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

"Lets make an entrance then shall we?" Vendrick says confidently before moving his hands in an intricate pattern before stretching a closed fist palm up outward.

"Naur...Coron!" He shouts as he opens his hand. A tiny bead fires out into the midst of the horde before exploding into a swirl of fire.

If nothing is pressing us to act immediately, I'll Arcane Beacon for an extra d6 of damage. But it doesnt matter a whole lot I think.

Fireball DC18 Reflex: 7d6 ⇒ (1, 5, 5, 3, 5, 2, 5) = 26


The flames engulf and purify the mass of undeads, destroying the bodies and freeing the souls. The path is cleared and you can enter the keep. The rest of undeads retreats, for now.

Ulsa and Malthus greets you, you can see they are exhausted and bleeding, the woman in particular have so many wounds that is surprising she is still on foot.

The other two remaining members of the asskickers are a goblin archer and a half-elf. The goblin is frantically attending the wounds of the half-elf, who seems to be delirious and with fever.


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Vendrick strides across the charred and broken corpses, his boots crunching brittle bones. He straightens his collar before standing in front of the Asskickers.

"So...corner yourselves often? What's the plan to get out? I can probably get the children-" Vendrick indicates the recruits. "-and...what were you called again? The Buttkickers? Out safely using the same method we got in with."

"I am open to suggestions however. I have no doubts Sven and Desmond can fight our own way out. Their resourcefulness is impeccable."


Maya rushes to help the goblin with the injured Half-elf.

Ulsa:We're the Asskickers

Malthus:We're not...ah, whatever. We have no plan to escape, if it were not for you we would be making our last stand.

The goblin:Yeah, We were confident in outmaneuvering the mindless undeads, but their movements were too much coordinated. We we're forced to retreat to this place and for the last two days the one who controls the undead's have been toying with us, launching attacks just to stop when we were about to fall.

Ulsa:That bastard, he have been invisible all the time, we have only hear his voice, always boasting about how smart he is.

Malthus:How you even reached us without the zombies attacking you? we first tried to escape using hide from undeads potions but then someone targeted us with Dispel magic or something.

One of Sven's protegee interrupts

Sin:...The Zombies are mobilizing...to cover all the scape routes it seems


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"The invisible demon is probably licking his wounds somewhere, so we're not likely to get a better chance unless I can sink my teeth in him again."

"We should just push now, before they fill in. Least experienced in the middle, push forward as a wedge?"


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Yeah, sounds good to me."

"By the way, Malthus, would you say this counts as me returning your favor?" He winks at the tracker.


Facts about quasits, KN religion DC 13:
They have fast healing

Just remind you that the assckikers are injured, and one of them is K.O.


Desmond Alfonio wrote:


"By the way, Malthus, would you say this counts as me returning your favor?" He winks at the tracker.

The tracker is surprised by Desmond, and for a moment he was confused but then it was like he remembered something important

M:That's fair enough - He say with some sadness.

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

Flynnegan:You think you can do it quickly enough? - He replies to Sven- it will be dusk soon, the creatures that hides from the light will come out of their lair


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Now, if you'd like to ask me for another favor, as a friend, I'd be happy to oblige."

"But eh, we can work that out later."


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

"Perchance either of you have a wand of healing? They look like they won't be able to survive another clash."

"This is fairly exciting...provided we don't all die gruesome deaths. Magick practiced practically is quite a different beast than theorems and controlled environs."

"Allow me to stand at the heart of our formation. Protect me with your lives well whilst I work my magicks and we may just survive."


What's the plan? I have to admit that I planned for you to stay the night in the keep, but you fighting your way out is interesting


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Basically we take up a basic wedge formation with me at the center and Sven at the point. The others make up the lines and Desmond will reinforce wherever necessary. A well placed Haste spell should make it particularly nasty. The old triangle of death.


Everyone agree?


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Ye.


It seems that the necromancer was expecting the night to launch an attack and your bold movement take him by surprise. You are able to outmaneuver the bulk of the zombie's mass.

You hear a sharp shrilling scream of anger from somewhere.

You will not outsmart me puny mortals! - say someone from somewhere

To your side undead wolf are maneuvering to cut you pass. They are probably not much treat by themselves but if they can slow you down the bulk of the undead army will reach you.

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

So, I guess you first heal the assckickers because why not?. From the asskicker the big woman with a great-axe would go in front, the other will provide support.

I have some questions

1) How close to each other you want to be? remember that there is an invisible caster somewhere around.

2) DO you want flynnegan to give you air support or to travel to inform Amra and the other rangers of the situation?. Both options have the pros and cons. You would lose aerial spellcasting but you could meet Amra midway and have back up.

3) You want Maya to shot his bow or to use some wand or scroll (You have to provide the consumables tough)

4) Will and SIn could bodyguard Vendrick, do you want that?


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

My opinions...

1)Close
2)Inform Amra
3)Bow
4)Yes.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Agreed all of the above. 2.) is the tough question...air support i always nice.

"If you think our 'cunning plan' of moving as quickly as possible is at risk of outsmarting you, you're dumber than you look!"


Ok, Flynnegan flys at top speed to meet Amra and infor her the situation.

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

You guys innitiative: 1d20 + 7 ⇒ (14) + 7 = 21
Your companion innitiative: 1d20 + 2 ⇒ (13) + 2 = 15

Zombie's: 1d20 + 2 ⇒ (20) + 2 = 22 -Who could have said it?
============================

The group of zombie wolf is surprisingly faster than anticipated and they reach you and attack you before your defenses are up (flat-footed for you)

Dire fast zombie wolf bite/charge Vs Sven: 1d20 + 11 ⇒ (16) + 11 = 271d8 + 8 ⇒ (4) + 8 = 12 -Hit
Dire fast zombie wolf bite/charge Vs Ulsa: 1d20 + 11 ⇒ (10) + 11 = 211d8 + 8 ⇒ (8) + 8 = 16 -Hit
Dire fast zombie wolf bite/charge Vs Desmond: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 8 ⇒ (5) + 8 = 13 -Hit

fast zombie wolf bite/charge Vs Malthus: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 3 ⇒ (6) + 3 = 9 -Miss
fast zombie wolf bite/charge Vs Malthus: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 3 ⇒ (5) + 3 = 8 -Miss
fast zombie wolf bite/charge Vs Malthus: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 3 ⇒ (2) + 3 = 5 -Miss

Trip Vs Sven: 1d20 + 9 ⇒ (10) + 9 = 19 - Miss
Trip Vs Ulsa: 1d20 + 9 ⇒ (18) + 9 = 27 - Prone
Trip Vs DEsmond: 1d20 + 9 ⇒ (13) + 9 = 22 - I think you are prone since you lose Dex to AC and CMD

THe ZOmbie Wolf's charge have been furious (12 damage for Sven, 13 for Desmond, and the swordsman is prone)

DEsmond, Sven and Vendrick turn


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Desmond quickly leaps to his feet (Kip-Up as swift action) and starts slashing at the wolf that tripped him.

Katana: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 13 ⇒ (5) + 13 = 18

Katana 2: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 13 ⇒ (4) + 13 = 17

"Damn, how can these undead mutts move so fast?"

He readies himself to parry and riposte.

Parry: 1d20 + 13 ⇒ (19) + 13 = 32
Riposte: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d8 + 13 ⇒ (4) + 13 = 17


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

"Tsk!" Vendrick clicks his tongue in annoyance.

"Wipe these wretched spawn out then keep moving!" Vendrick yells as he begins canting a spell and drawing arcane circles in the air with his rod.

"Hortha! Lintië! Hortalë!" The elven Sage completes his arcane diagram and with a rush of wind, his select allies become as fast as the wind!

Extended Haste for 12 rounds on Sven, Desmond, and all the Asskickers since they probably can fight better than the recruits.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

I guess that means I have an extra attack. And add +1 to all my previous attack rolls.

Katana 3: Return of the King: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 13 ⇒ (3) + 13 = 16


That Direwolf is still alive, at least until the RIposte. Sven's turn.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven rips into a wolf.

Gore: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Gore: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Bite: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Claw: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Claw: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Hoof: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Hoof: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Ulsa get bitten again whenstanding up but Your team does their job and finish the remaining undead Wolves. The mass of zombies is still behind you.

The sun is setting in the horizon, you are in dim light now.

Asskickers:

Wolf AoO: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 8 ⇒ (3) + 8 = 11

Ulsa: 1d20 + 11 ⇒ (1) + 11 = 121d12 + 16 ⇒ (9) + 16 = 25
Ulsa: 1d20 + 11 ⇒ (13) + 11 = 241d12 + 16 ⇒ (9) + 16 = 25
Ulsa: 1d20 + 6 ⇒ (1) + 6 = 71d12 + 16 ⇒ (8) + 16 = 24

Malthus: 1d20 + 12 ⇒ (2) + 12 = 141d6 + 7 ⇒ (2) + 7 = 9
Malthus: 1d20 + 12 ⇒ (6) + 12 = 181d6 + 7 ⇒ (1) + 7 = 8
Malthus: 1d20 + 12 ⇒ (2) + 12 = 141d6 + 7 ⇒ (1) + 7 = 8
Malthus: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 7 ⇒ (5) + 7 = 12
Malthus: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 7 ⇒ (2) + 7 = 9

Goblin: 1d20 + 12 ⇒ (9) + 12 = 212d6 + 8 ⇒ (5, 1) + 8 = 14
Goblin: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 4 ⇒ (3) + 4 = 7
Goblin: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 4 ⇒ (4) + 4 = 8

Maya: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (6) + 2 = 8
Maya: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (3) + 2 = 5


On a second thought better fast forward a little bit.

The zombies that were near the old keep are just too slow for you, and you can leave them behind. You can run uninterrupted for 20 minutes until the sun sets.

You see lights of torches ahead. The Aldwall reinforcements are clearing the path for you but...

You start hearing the steps of a very big creature and a voice from above say this

Screechy Voice: Annoying mortals, I wanted to try my repertory of zombies against you, but you are forcing me to use my strongest creations. Enjoy, you will join them in the unlife soon.

Sven's can smell that the small demon is near, perhaps 30 ft above you.

You are one encounter away to meet the other people from Alwdall and escape the forest, and if you manage to kill the demon you can end this treat at once.

To the flanks of the group, in the trees there are 2 vampire spawns. Right ahead of you there is 2 wight minotaurs and an spectral troll.

A couple of turns away it seems a gargantuan skeleton is coming.

What source of light you have?


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"Vendrick. Make me fly."

I have an Ioun Torch. Also, what kind of crazy HD does this Quasit have to control this many high level undead?


Sven Bludsvin wrote:


Also, what kind of crazy HD does this Quasit have to control this many high level undead?

if you can kill him you will solve the mystery, at least in part


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

I think I might have some regular torches?

"Guess that means we're dealing with the guys on the ground."

He swishes his sword around dramatically, looking at each of the approaching undead creatures.

"Alright! Who's first?"


Desmond Alfonio wrote:


He swishes his sword around dramatically, looking at each of the approaching undead creatures.

Ready action-attack?


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Nah, just showboating. My action will depend on what Vendrick does.


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

I also have an Ioun Torch.

The elf chaffs slightly at being told to cast magic. He weaves arcane threads around his hand before placing it on Sven's shoulder.

""Renia bo i lómi..."

"Get close and I'll do something about his invisibility." Vendrick whispers to Sven.

If we have time, I'd like to the use the Cedarstaff wand/staff to drop some Entangle between us and the Minotaurs. Messing up their charge sounds important.


Ok. Still Sven and Desmond turn.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Desmond activates his blue scarf flair (+5 ft. reach), positions himself next to Vendrick, and prepares to attack anything that comes near them.

Readied Attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 13 ⇒ (3) + 13 = 16

He also parries if one of the vampires attacks him.
Parry: 1d20 + 13 ⇒ (6) + 13 = 19
Riposte: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Riposte Confirm: 1d20 + 13 ⇒ (1) + 13 = 14 lolnope

Also, Veil of Positvie Energy gives me +2 to AC and saves against undead. Forgot to note that in my status.


Eh, it Sven's turn


By the way, If I'm understanding it correctly, Sven needs a move action to pinpoint the location of the smell


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

I do, and I take it. Unless for some reason it's within 5 feet, in which case I auto-detect it.

Sven takes to the sky, searching out the quasit. He adopts a menacing stance adjacent to it.


@ Sven

the Invisible demon say to you

You will not catch me this time! - And he moves out some 20 ft away from you, you don't know wich square though.

@ Des and Ven

two vampire spawn moves into reach, one attack desmond

Slam Vs DEs: 1d20 + 6 ⇒ (6) + 6 = 121d4 + 1 ⇒ (1) + 1 = 2 - and fails, getting hit twice by the swordman and is now close to being destroyed

the other one wants to sink his fangs on the elven wizard but Sven's apprentices moves to block the way, no matter how scared they are at the moment. So the vampire spawn just grapple Will

Grapple: 1d20 + 4 ⇒ (18) + 4 = 22 - And the young man gets grappled. Oh GOds! he cry

THe other two vampire spawn try to penetrate the minds of the other vendricks' bodyguard

Sin' Will: 1d20 + 5 ⇒ (11) + 5 = 16 - the young spearman can ratain control of his actions.

and

1 Ven, 2 DEs: 1d2 ⇒ 1 - Vendricks need to make a will save, DC 14.

the rest of the rolls:

WM 1: 1d20 + 12 ⇒ (19) + 12 = 313d6 + 7 ⇒ (5, 4, 1) + 7 = 17
WM 2: 1d20 + 12 ⇒ (5) + 12 = 173d6 + 7 ⇒ (5, 5, 4) + 7 = 21

Ulsa 1: 1d20 + 12 ⇒ (19) + 12 = 311d12 + 16 ⇒ (6) + 16 = 22
Ulsa 2: 1d20 + 6 ⇒ (20) + 6 = 261d12 + 16 ⇒ (6) + 16 = 22
Ulsa crit?: 1d20 + 6 ⇒ (13) + 6 = 193d12 + 48 ⇒ (10, 4, 8) + 48 = 70

Malthus: 1d20 + 12 ⇒ (12) + 12 = 241d6 + 7 ⇒ (3) + 7 = 10
Malthus: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 7 ⇒ (1) + 7 = 8
Malthus: 1d20 + 7 ⇒ (6) + 7 = 131d6 + 7 ⇒ (4) + 7 = 11
Malthus: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 7 ⇒ (5) + 7 = 12

goblin: 1d20 + 12 ⇒ (4) + 12 = 162d6 + 8 ⇒ (4, 5) + 8 = 17
goblin: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 4 ⇒ (6) + 4 = 10
goblin: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 4 ⇒ (6) + 4 = 10

maya: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 2 ⇒ (6) + 2 = 8

maya: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 2 ⇒ (5) + 2 = 7

The wight minotaurs charge the assckickers and wound them badly but the assckickers manage to destroy them both swiftly and brutally. Maya attacks the vampire spawn injured by Desmond but although she hit the foul creature still stand 2 hp awy from destruction.

So 4 vampire spawn and the invisible demon left plus the gargantuan thing approaching.


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Will: 1d20 + 7 ⇒ (20) + 7 = 27
NATURAL 20 BABY.

Vendrick's iron mind is far more powerful than the Vampire Spawn could hope to break.

Vendrick steps back and draws a scroll from his case and reads it.

"Take heart! The night is dark and full of terrors but the strength of man shall persevere!"

Scroll of Good Hope on Desmond, Sven, Will, Sin, and Ulsa cuz she's a bad ass apparently. +2 to Attack, Damage, Saves, Skill checks.


I forgot to roll for Sin above, let see if he can finish the wounded spawn

Sin's: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 6 ⇒ (5) + 6 = 11 - Yup. Only three vampire spawn remaining, the one grappling will and the two that treid to use dominate form distance.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Or to put it less formally, let's kick some ass!"

Desmond slashes at the spawn grappling Will.

Katana: 1d20 + 15 ⇒ (2) + 15 = 17 :(
1d8 + 15 ⇒ (8) + 15 = 23

Katana 2: 1d20 + 10 ⇒ (4) + 10 = 14 :((
1d8 + 15 ⇒ (4) + 15 = 19

And prepares to parry.

Parry: 1d20 + 15 ⇒ (9) + 15 = 24
Riposte: 1d20 + 15 ⇒ (18) + 15 = 33
1d8 + 15 ⇒ (4) + 15 = 19
Riposte confirm: 1d20 + 15 ⇒ (5) + 15 = 20
1d8 + 15 ⇒ (8) + 15 = 23


Desmond hit once and injure the spawn hard, but it still lives. What Sven does?


Can I tell which way he went?


in general terms yes, but precise location needs a move action...If I'm understanding scent correctly


I need a Move to poinpoint, but if I know the direction I automatically pinpoint within 5 feet, so I can just move that way until it pings.


That's confusing, but go for it


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven moves around until he finds the bastard.

60 foot move. Do I get him?


Yup, you can attack


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven chows down.

Bite: 1d20 + 11 ⇒ (15) + 11 = 26

Grapple: 1d20 + 20 ⇒ (19) + 20 = 39

Damages: 2d6 + 26 ⇒ (3, 2) + 26 = 31

1,801 to 1,850 of 2,707 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Conquest of Ambervale (campaing) All Messageboards

Want to post a reply? Sign in.