The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy stabs again at purple guy, planting the blade square in its torso, but not able to give it that extra twist.

Dagger: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy and Iso are able to take the Echelons they attacked down, but Celentrai's ray of frost hits only the altar.

I'm waiting for Borrobol. He said maybe he's able to post on monday. If he did not post until tomorrow evening (CET) I'm going to bot him, unless one of you want to do it.

Round 5
Celentrai
Iso
Tippy
Echolon d. blue smashed to goo
Borrobol +AoO against yellow
Echolon brown
Echolon red
Echolon yellow prone
Echolon purple -9HP defeated

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

I'll roll some normal attacks for him. He seems to like bullrushing but I'm not 100% sure hwo that would work when he is in HTH so...normal attacks
Borrobol ties to take advantage of the lapse in defence of the yellow Echolon..AOO on yellow: 1d20 + 4 ⇒ (4) + 4 = 8 and fails to.

Growling he swings his warhammer a second time.
attack on yellow if still up, or red otherwise: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 5 ⇒ (1) + 5 = 6
"Thats more like how dwarves do business!"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Thanks for that, I forgot yesterday.

Borrobol swings his hammer and hits the Echelon directly on his head. You hear a loud 'crack' and see the creature falling.

Round 6
Celentrai
Iso
Tippy
Borrobol
Echolon brown
Echolon red

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai continues to harry the Echolon.

Ray of Frost: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d3 ⇒ 2
Oh I actually did some damage! I am hitting red

The Exchange

HP 44/44

Thanks for the bot! He's actually an overrun/bull rush build and at this level and with medium or large opponents, he'll generally go with the overrun. FYI that overruns and bull rushes still work when you're next to someone. Its just charging that needs the room. Quick summary: If his overrun check equals or exceeds the opponent's CMD, he moves through the square and gets an attack with his armor spikes (b/c of Spiked Destroyer). If he fails, he stops in front of the opponent. If he succeeds by 5 or more, the opponent is knocked prone. Because he has Improved Overrun, it does not provoke an AoO and the opponent cannot choose to avoid him.

Round 6
Borrobol lowers his shoulder again and tries to plow through the brown-coated Echolon.
Overrun: 1d20 + 6 ⇒ (3) + 6 = 9
If successful move him diagonally to the opposite side of the Echolon
If successful, Armor Spikes: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Lantern Lodge

SFS 05-99 BftB

Iso dances along the keyboard.
acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
perform: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
But falls off, making a horrible sound!

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Did the echelons make any attacks last round?

Tippy stabs at the red echelon in front of him.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The Echelon's did not do anything in the last round, yellow got up

Celentrai throws a ray of frost at one of the Echelons and freezes a part of it. Iso tries to continue the music, but it sounds like an elephant stepping on the keys. Tippy hits the Echelon and takes it down. Borrobol tries to run over the remaining Echelon, but was stopped.

The remaining Echelon tries to hit Borrobol with it's claws.
Attack: 1d20 + 0 ⇒ (14) + 0 = 14 Damage: 1d4 ⇒ 2

Round 7
Celentrai
Iso
Tippy
Borrobol
Echelon brown

The Exchange

HP 44/44

"Bit of a stalemate here bub. You can't hit me and I can't do anything to you. Let's finish this dance." Again Borrobol lowers his shoulder in an attempt to plow through the Echelon.
Overrun: 1d20 + 6 ⇒ (13) + 6 = 19
If successful move him diagonally to the opposite side of the Echolon
If successful, Armor Spikes: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

I suspect Borrobol kills that last one,

Iso rubs his head, suddenly sore and tired from the fall.

He calls around "Iso bump head. How is everyone else? Who Like How Iso Play Music?"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol runs against the remaining Echelon and pierces it with his spikes.

Combat over

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

With the threat over, Tippy will continue the music. "Get that acolyte back in here so we can finish this!"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The acolyte is injured, but he can continue playing the music as normal.

You stopped the Echelon and kept the Metro-Cathedral organ playing. You are no longer under time pressure.

The Exchange

HP 44/44

Borrobol looks upon the acolyte's injuries. "You should learn to fight better. Or wear more armor. But at least you can probably heal yourself." He digs into his things and pulls out a wand. "Here. None of us know how to use this thing, but go ahead and heal yourself and any of my companions who are hurt. Then we need to go."
Let me know how many charges are needed. We should probably be sure to heal up anyone who needs it.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the wand.

"Iso still sore from first fight at cliff top."

I think Tippy can use the wand by the way

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

After finishing the morning hymn, the acolyte takes the wand and uses it on Iso.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 -.-
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

The Exchange

HP 44/44

I have 5 damage from the very first fight at the cliff to heal also.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
4 charges used and marked off

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Iso Is Thankful! says Iso.

"Now we need to find nest of Nestin. he looks around the group. "How far away is Nest?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The Pyramid of the Dog, Nessian's nest, is just outside Absalom. You can reach it within half an hour of walking. The pyramid is a ruin, the three outer towers collapsed some time ago while the central tower is still intact. The collapsed towers build rooms with a door.

Please see the map, you can decide from which side to aproach the ruin. The dark grey areas are rocks, you can hide behind them.

The Exchange

HP 44/44

Borrobol looks around to see if there is any sign of Nessian or his supporters. "Four entrances. Looks like one to the central tower? Start with these outer towers? Maybe the one to the north?"
Perception: 1d20 + 1 ⇒ (12) + 1 = 13

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol can see a dog tied to the pole in the southern area.

The Exchange

HP 44/44

"I see a dog up there to the south. Might be a guard dog or just there to alert them to trouble. Anyone got a way to put it to sleep other than hitting it over the head?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai looks at the dog with sorrow.
"I am afraid I don't. I only have low level spells left. My frost ray is about it now."

I only have zero level spells now.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Any upper windows visible?

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso sniffs the wind.

which direction does it come from?

"If surprise is our ally, we must not alert the dog. Let us try north"

The Exchange

HP 44/44

"North it is then. Perhaps we will find a way in that does not alert the dog. Let's circle it widely."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso holds up his hand.

"It looks like the only way into the main tower is past the dog. I doubt Nestin is the type to hide in a ruin rather than the main tower, or guard something other than himself..."

He looks at the dog.

"If we took in out in a hail of arrows then it would not be able to raise an alarm - if we were quick about it. It may hear us - or Nestin himself may hear us, if we try the other ruins first."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The central tower has several windows and the three outer towers each have a small window next to the door.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"We could climb up to one of the windows," Tippy says, "at least, to peek inside."

The Exchange

HP 44/44

"So north and then you agile folks try scaling it? Or rain of arrows on the dog? I'm good with either."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso stamps on the ground.

"Iso Grows Impatient."

Iso also doesn't carry a bow. He does have the good grace to look a little sheepish when he pulls out a sling.

"On the count of three."

So saying he checks companions are ready and steps out flinging a stone at the dog.

attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai watches as the others fire their weapons, the dog is just too far away for her to help.

The Exchange

HP 44/44

Ha, Borrobol doesn't even have a sling yet (even though they're free)!

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Ut oh, now you tell us! BTW, I think the bottom right rocks can get Celentrai within 30' if that is good enough for an acid orb.

Iso looks with horror at his companions, and then amusement.

"I hope Tippy came better armed..."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy flashes a dagger and shrugs.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I am afraid they are still a little to far away." she whispers.
25 ft + 5 for each 2 levels. I am still first level

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Then Charge! fumes Iso

Drawing his greataxe he does just that.

Now If I were a gangster I'd stick a pit between where we are and the dog, just out of range of the dogs leach (I assume that is a leach on the map? Iso unfortunately is feeling tired and frustrated. Such is the life of a frustrated musician.

The Exchange

HP 44/44

"Charge? That's something I can do!" Borrobol joins Iso in the charge toward the dog.
Overrun: 1d20 + 8 ⇒ (17) + 8 = 25
Armor Spikes: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso and Borrobol hit the dog from two sides and the animal falls to the ground.

Dog is defeated

GM:

1d100 ⇒ 68

You were silent enough not to alert somebody.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Nice!" comments Iso to Borrobol as the dog is peeled off the dwarves spiked armour.

He advances up to the look and looks at it for signs of use, traps and rust - or anything else that stands out about it.

perception: 1d20 + 5 ⇒ (3) + 5 = 8

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai move up to join the protect wall created my Iso and Borrobol.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I'm sorry, but which look do you mean? The Thing the dog was tied to is just a pole. Something used to fly flags f.e.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Sorry, Iso advances up to the door to look at it.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Which door? ^^ The door of the main tower or one of the side towers?

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

The door to the main tower.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ok then

The door is an old wooden door. It seems to be used frequently and there are no traps attached to it.

The Exchange

HP 44/44

"Looks all clear to me, let's get in there." Borrobol throws the door open.
Giving you a Perception anyway: 1d20 + 1 ⇒ (7) + 1 = 8 Heh

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso follows Borrobol, axe in hand.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy is right behind Iso.

After one hesitant sniff at the air, Tippy allows an extra five feet of space between himself and the barbarian.

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