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:


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-They are Bar-Lguras from 3.5. Immune against electricity and poison. DR 10/Cold iron or good. They are CR 5.
-Called, but they won't use their own summoning abilities.


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 moves forward while drawing his sword, and slashes at the controller.

Acrobatics avoid AoO: 1d20 + 16 ⇒ (18) + 16 = 34

Attack w/ doubled Precise Strike dmg: 1d20 + 14 ⇒ (17) + 14 = 31 1d8 + 20 ⇒ (7) + 20 = 27
Confirm: 1d20 + 14 ⇒ (19) + 14 = 33 1d8 + 7 ⇒ (2) + 7 = 9

He saves his parry for the crocodile's attack.

Parry: 1d20 + 14 ⇒ (4) + 14 = 18
Riposte: 1d20 + 14 ⇒ (9) + 14 = 23 1d8 + 13 ⇒ (7) + 13 = 20


Croc have CMD 36 so

Bite AoO: 1d20 + 18 ⇒ (20) + 18 = 383d6 + 13 ⇒ (6, 6, 5) + 13 = 30 - Hit, 30 dmg
Crit?: 1d20 + 18 ⇒ (4) + 18 = 223d6 + 13 ⇒ (3, 6, 5) + 13 = 27 - No crit

Desmond suffers a major injury, but Escapes the Croc fangs and kills the intended goblin.


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

"Retreat! That is not something easily killed!" Vendrick calls out the order for a retreat before drawing a circle in the air before it disappears.

Extended Shield.


M Human Something 7

Moryn uses Hypnotic Stare as a swift action and Misfortune Hex as a standard action on... Whatever enemy is closest to him, I suppose.

The target must roll twice all d20 rolls and take the lower result for the next 7 rounds. They can make a DC 18 Will saving throw at -3 penalty to make the effect only last 1 round instead.


@ Vendrick and Moryn

You don't cackle?

Will: 1d20 + 5 ⇒ (2) + 5 = 7

It doesn't take too much for Vendrick to convince the goblins to withdraw.

Moryn's ability saves a couple of goblins from being smashed by an angry demonic (medium) gorilla. And most goblin can get outside the range of the monkey-goblin tribe.

From afar the second Bar-Lgura observe the situation. Though primal looking, the cruelty that burns in its rheumy red eyes signals a hateful intelligence. Bar-Lgura 2 then magically gets invisible.


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 thrusts a hand out and a burst of sparkling light pops around the Bar-Lgura that is still visible.

Glitterdust DC 18 Will


Vendrick's spell penetration: 1d20 + 9 ⇒ (4) + 9 = 13 - The spell harmlessly fizzles in the air around the Bar-Lgura.


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification
DM. wrote:
- The spell harmlessly fizzles in the air around the Bar-Lgura.

Glitterdust is SR: No.

Sven grunts as the croc hits him, and draws on the power of nature to grow yet more plants to fill in the wounds in his currently plant-like body.

Lay on Hands: 4d6 ⇒ (3, 1, 2, 6) = 12

So I heal 12 HP, and 6 nonlethal.

Then he fires off another, weaker blast at the crocodile. This one doe snot crackle with living energy, but remains a razor sharp exploding shaft of wood.

Attack: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 4d6 + 14 ⇒ (4, 2, 4, 4) + 14 = 28 Total: 42 damage.

Gather Power: Move, Empowered Wood Blast: Standard.


Sven Bludensvin wrote:


Glitterdust is SR: No.

Will: 1d20 + 7 ⇒ (6) + 7 = 13 - Blinded.

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

The crocodile dies and with it all the resistance from the goblin tribe. The only thing that prevents the complete annihilation of the goblin tribe is the water, since some local goblins can escape underwater. But other than that, it's a massacre. Tuskkeep goblins gloat in the blood of their enemies, with some tortures and cannibalism here and there.

In a primitive construction you find an altar made of bones dedicated to some kind of crocodile god or perhaps demon lord. The place radiates unholiness. Maybe you don't mind the almost total slaughtering of a tribe if you know they were little evil bastards.


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 winces and clutches his shoulder where the crocodile bit him.

"Sven, I'll be honest...I'm not sure I like your new fighting style. I'm glad you're at peace with nature and all that, and you certainly needed to lose some weight...but if you're hanging back to shoot wooden spikes at range, that means I'll be taking the hits that used to be aimed at the big angry boar-man next to me."

"But I know you didn't have much choice in how you were reincarnated. Guess I'll just need to get used to being the center of attention."


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification

Sven grunts.

"Not very fun, is it?"


@ Moryn and Vendrick

The visible Bar-Lgura is heavily debuffed and the goblins can escape safely, but how do you kill it?

Moryn's turn.


M Human Something 7

"Nothing else to do here."

Moryn turns into a bird and flies away.


The blinded gorilla is very screwed and can't do anything to avoid your retreat.
=============

You all reunite and have the chance to plan your next move while the mosquitoes gorge on everybody's blood.

The big crocodile (and the croc totem) and the Demonic gorillas point to fiendish intervention. It's not clear to you, though, if it is common that the marsh tribes have constant access to these powerful boons or if you just stumbled on the wrong tribes.


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

"So...demons. That is rather peculiar."


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification

Sven pokes a goblin.

"These guys usually use demons?"


A random goblin is of no use to answer that question, but eventually you find one from the wolfriders and he says

Sir!, Usually only the strongest tribes, the favored by Lamasthu have access to her blessings. Sometimes, a minor demon tries to steal lamasthu's followers, but those tribes don't last long as they are despised hunted by the others.


So, the obvious options now are Leaving the monkey-Goblin alone and investigate deeper into the swamp or return and make sure to finish off the tribe. Other options include not sending a party against the tribe, but doing some scouting first to avoid any surprises.


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

"We should stick together from now on. I suggest we set up a rearguard and move deeper into the swamp. Demons being called without abandon pose a serious problem. These goblins likely do not fathom the long-term repercussions that it could have for decades or centuries unchecked."


You still have half-day of light.

So, goblins scout ahead and report the following (more info can be given if you help the goblin somehow):

1) The first group met some wandering lizardfolk. The lizardfolk attacked them without warning. Two goblins died. The scouts think the Lizardfolk lair is nearby.

2) Deeper in the swam there is a place of deep waters. The scouts saw the top of a metal structure protrude from the dark water. The structure is probably much bigger below the surface. There were too much water to gather more info. The metal seems to be Mittrahl.

3) There is a portion of the swamp that normal creatures, and even normal monsters avoid. Inside the threes are warped in strange ways, the water shines green and the fauna are deformed. Strange, twisted goblins live there. The scouts returned sickened and with a serious urticaria. You have heard about that place.

Adventurers generally avoid that part of the swamp; however, it is said that, that was the center of a holy place of the ancient Druids of the vale. It's rumored that the treasures and knowledge of the Druids is still unearthed.


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

"Man, this is getting complicated. I need a drink."

Desmond takes a swig from his flask, then stumbles backwards.

"Whoa, that tasted...weird..."

Suddenly feeling very lightheaded, he falls into the shin-deep swamp water with a loud splash. He lies motionless for a few seconds, completely submerged by the opaque liquid...

Somewhere else...:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Desmond opens his eyes. He finds himself sitting at the bar in the Riverside Inn. The place is completely deserted...save for one person, standing in front of one of the windows.

The sun is shining through the window with unnatural brightness, illuminating the person from behind and silhouetting their figure. Desmond can't make out their face, but as his eyes adjust to the light, he starts to make out a slender yet masculine build. Then he sees the silhouette is holding a tankard, and has a sheathed rapier.

Desmond's eyes widen. "Cayden Cailean...i-is that you?!"

Then he hears a deep but friendly voice speaking in his mind.

Yes, it is. I've been watching you, Desmond Alfonio. Sorry for the sudden intrusion, but-

The voice is interrupted as Desmond quickly leaps out of his barstool and drops to his knees. The voice laughs heartily, ringing in Desmond's mind like a church bell.

Oh, stand up, Desmond. You should know I'm not the type of god who likes seeing people grovel at my feet.

Desmond stands back up, looking sheepish. "Yeah, well...I didn't want to make assumptions. So, uh...what can I do for you?"

You have done well in serving my cause, but you have not been true to yourself. It is time for you to stop hiding from your true nature.

"Huh? I don't know what you mean."

Oh, but I think you do. When you were a young lad, you were quite strong for your age. You liked getting in fistfights with other boys. But then, once you started worshiping me, you also started to emulate me. You neglected your muscles in favor of agility, and your fighting style became more defensive. You even started using that katana of yours to parry and riposte, like a rapier.

"I always thought you'd want your followers to fight that way!"

No. I want my followers to choose their own path. To do what feels right without worry or shame! The silhouette of Cayden holds up his tankard. That's why ale is part of my portfolio, Desmond. It fills the soul with courage and frees it of inhibitions. So I'm asking you to shed the inhibitions that you have placed upon yourself!

"I think I understand. But..." Desmond looks down at his skinny arms and chest. "...how can I follow my own path now, when I've strayed so far from it?"

I'll take care of that. Your body will be born anew, as if you had been keeping up with your strength training through adulthood. Consider it a one-time favor. All I ask in exchange is that you keep fighting for good and freedom. Strike down corruption and tyranny wherever you find it. And above all, do it YOUR way, not my way or anyone else's!

Desmond smiles. "I will. Thank you, Cayden."

Excellent. I'd love to chat longer, but I need to be going. I've got a date with Calistra! From the jovial tone of that statement, Desmond can't quite tell whether or not the drunken god is joking. He decides not to probe into his diety's personal life.

But before I go... A tankard suddenly appears in Desmond's hand, while Cayden raises his own. A toast, to your rebirth!

Desmond nods, raises his tankard - "Cheers!" - and takes a hearty swig. Then he starts feeling lightheaded again, and collapses on the bar...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

...and then he sits up, gasping for air. He looks confused for a moment, as if he had forgotten where he was. Once he stands up, everyone can immediately see that he has changed. His face is the same as always, but his body is much more muscular. He looks down at himself, flexes his arms a few times, and chuckles.

"Gentlemen, you won't believe this, but I just had a chat with my deity. I'm going to be doing things a little differently from now on, but rest assured that I'm still me. Actually, I'm even more 'me' than I've been in quite some time..."

He wades back toward the group. "But never mind all that! Why don't we help our goblin friends scout some more? I'm just itching to kill some demons."


Goblins will have a lot of weird stories to tell back in tuskkeep. In any case, which of the options above you advocate for?


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

"Clearing out the lizardfolk lair would be a good test run for this new body!"

"But first...this chain shirt doesn't really fit anymore. Sven, you wouldn't happen to still have that black iron armor on ya? I think that would fit me now."


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification

Sven unstraps the Black iron armor from his pack and tosses it to Desmond.

" Welcome to the club. It's good armor, but too restrictive for how I need to fight now. Seems to sap a little of the Green's energy, and makes it hard to aim."

"I want to check out all of it, but the lizardfolk lair seems a good place to start."


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

While Desmond is putting on the black iron breastplate, he is surprised to note that his hands flash with holy light a few times. Then he notices that his wound from the crocodile's bite seems to be healing very quickly.

Lay On Hands x2: 3d6 + 3d6 ⇒ (4, 6, 2) + (2, 4, 1) = 19

He looks pleased. "Well, well. I seem to be gaining more of Cayden's divine favor already."

"So, we're all agreed? Lizardfolk lair first?"


Tell me if you move the whole goblin army or if you go with fewer goblins.

Non-magical Black Iron Breastplate:

Ac +8
DR 1/Adamantine
Max dex +3
ACP -5
Fire and Acid resistance +5

You scout in the Lizardfork direction, walking through the mud and the vegetation. You detect a lizardfolk hiding at the distance (60 ft). His Scales are black and he is almost totally submerged in the water below the roots of a big three (cover). Considerer everywhere difficult terrain and for sure there are place where the water is deep.

His unusual color reminds Vendrick* he has heard about this particular tribe.

* Can't believe nobody has points in knowledge (Local), Sven should have a couple at least.

These are the remains of the once proud Blackwing tribe. they were once the servants of a black dragon of some power, the Blackwing tribes sunk into decline and obscurity since the dragon was killed 3 years ago. the tribe dwells amid the splintered bones of their fallen lord under a muddy island surrounded by a crocodile infested lake.

The dragon was killed by the bonecrushers. You know, the most badass adventuring party in Ambervale. You once meet the Halfling. Normally Lizardfolk, though aggressive and territorial, are neutral. These ones are corrupted and are actively evil.

The bonecrushers could not retrieve the Dragon remainings. So, the bones, fangs and horns are still around and they are a nice ingredient for magic item creation.


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 prods at Desmond with his staff and looks at him skeptically. He detects magic on the water and takes a small sample of the water in a vial.

"I'm fairly certain you may have hit your head on a rock under the water but you appear to be okay so we can table a more thorough physical until time allows."

I can make all Kn. Untrained so I can take 10 for a 19.


I don't know what water are you analyzing but it's not magical.


Wait, are we all regrouped now? Thought Ven and Moryn were still elsewhere.


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

We retreated.


They were too good god casters to deal damage to CR 5 creatures, so yeah, you are togheter.


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
DM. wrote:
I don't know what water are you analyzing but it's not magical.

He means the water that I fell into, which from his perspective somehow made me beefier and even more religious.

Desmond chuckles snidely. "Think what you want, Ven, but I know what happened. It was divine intervention, plain and simple."

"Anyway, two questions: Do Lizardfolk speak Common, and does that one there know we can see him?"


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

"Lizardfolk are generally xenophobic and insular so the likelihood of any one lizardfolk knowing the Common tongue is unlikely."

"In any event, that tribe appears to be followers of a long dead black dragon. I do not think it will be willing to chat."


Keep talking, what do you do?


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification

"Hmph. Leave it to the Bonecrushers to only do half a job and leave the rangers to clean it up."

Sven just points at the lizardperson.

"Hey. You. We can see you. Let's talk."


The lizardfolk submerges completely and get out of sight.

You guys have not told me how many goblins you take with you


How many are there?


85 more or less


We should bring about 30.


Gotcha. They'll work as the troop subtype.

So, the Lizardfolk went underwater, probably to report your presence to the rest of the tribe. The goblin might be stealthy, but it's not a good Idea to scout with some many of them . So, what do you do?


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

"Sven, master of diplomacy. I'll fly overhead and see if I can spot their tribal grounds." Vendrick then clicks his staff against the ground and pulls his cloak around him. It covers him completely and then pulls inward until there is a quiet rustle and feathered wings emerge.

A small owl takes his place and flies off into the sky.


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 the Green doesn't help you commune with lizard men."

Desmond trudges to the front of the party, keeping Vendrick in sight.


Vendricks enjoys the freedom of flight. The Lizardfolk's lair is In a long and low Hill, located the middle of a muddy, crocodile infested lake. Vendrick can see the entrances of what surely is a rambling half-sunken networks of caves and passages.

Vendrick can see the movement of a war band of Lizardfolk that direct toward the group. They try to use the water as a cover, only leaving water in the places where water is not deep enough.

The wizard information gathering gets interrupted when Vendricks spots a black, winged crocodile that fly in his direction.

Ven vs Half-Dragon crocodile: 1d20 + 9 ⇒ (20) + 9 = 291d20 + 3 ⇒ (10) + 3 = 13 - Luckily Vendrick can react when the crocodile is still 80 ft away from him.


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 would think a dragon would be more discerning of it's partners.

Vendrick flies back down to his allies and reverts back to humanoid form.

"There appears to be a half-dragon crocodile flying in this direction along with a warband moving along the water. Their lair is also ahead, a half-sunken complex of caves."


Vendrick El'druin wrote:

I would think a dragon would be more discerning of it's partners.

Even Dragons have needs


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

"Did you see how many there were?"


Ven's Perception: 1d20 + 11 ⇒ (3) + 11 = 14 - No clue, but more than 10 for sure.


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

"A flying dragon-croc, huh? I've gotta see this for myself."

With a self satisfied grin, Desmond starts hovering above the water.
Flight hex activated.

"Here's my thought: Everyone who can fly, gang up on the croc. That thing is probably the biggest threat to our troops, so we should engage it before it gets close to the ground."

"Everyone else will have to make do against the lizardfolk, but we seem to have the numbers advantage. Maybe. If not, the flyers can provide reinforcements after the croc is dead, and showing the enemy how easily we killed such a strong monster might scare 'em off!"


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 cannot fight and fly effectively so I will remain with the army. The spells I prepared today are more well-suited to mass combat than greater foes as well."

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Idiot Cube


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Consortium Agent
Vendrick El'druin

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
(361 posts)

Storm Dragon


Sea Dragon
Storm Dragon

(3,203 posts)
Vsevolod
Sven Bludensvin

HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification
(67 posts)

Sundakan


Ageless Master
Sundakan

(6,303 posts)
Vsevolod
Sven Bludsvin

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
(97 posts)