The Forgotten God (Table 3) (Inactive)

Game Master Rednal

Harath, God of Dreams and Nightmares
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The Roost
Battle Map


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Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"I... am known in other places as an actor of small reknown, and I am also skilled in acrobatic arts."


The Captain just held up a hand, clearly inviting you to demonstrate your talent in the performing arts.

Make a Perform check. Don't forget that your Mythic Surge can enhance it if you want it to.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

perform: 1d20 + 3 ⇒ (16) + 3 = 19

Harath begins to weave a tale, a mystery of a madman in a castle who both locked his daughter in a castle and hired a hero to find her... (names changed for protection)


The Captain nodded, smiling slightly. "Not quite what I'd expect from a professional, but hell, I ain't running a theater anyway. Good enough for me, and welcome aboard." He smiled, gesturing to the rest of his ship with a flourish. It wasn't going to be too long until they set sail, so if there were any last-minute supplies you wanted to grab, now was your chance. If not, then it was off to Varisia.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

some cure potions wouldnt go astray, and perhaps a partially-used wand of cure light wounds. Anything like that available nearby?


Given that you're in the capital city of a nation and currently Level 3, you can safely assume that anything within your budget is available.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

alrighty, I will get two potions of cure light wounds, and look for a wand roughly half full with charges.


A wand of Cure Light Wounds that's half-charged will be 450 gold. Wands are generally cheaper than scrolls or potions to get the same spell with, so they'll be priced as if they had five more charges in them than they really do to help balance it out a bit better. Not that this should be a problem for you long-term - I'm basically assuming that you'll eventually have whatever equipment you want, given your above-average WBL, and scaling the threat of enemies accordingly. XD


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

ok, somewhat worrisome but oh well. -550gp spent, ready to sail


A major theme of this campaign is 'high challenge', which means that I intend to challenge you regardless of your character's power level. You can actually use that to your advantage - by deliberately avoiding going overboard on power, you can ensure the foes you fight are less ridiculous themselves. Basically, you'll be challenged no matter what, so just have fun with your build.

In other news, the Hero's Handbook beta came out, and I'll be reviewing that soon.

Once you've retrieved a few healing items, you're able to board the ship before it casts off, and the vessel slowly starts to move towards Lake Encarthan. The ship can only move so quickly - it's a very large lake - but your performances help to pass the time for the crew. It works well enough until, on the horizon, you can see an oddly-shaped vessel.

"Of all the blasted times..." the Captain muttered. "Men! Make sure your weapons are handy!"


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath looks around to see what his contemporaries are readying in terms of weapons. Although he has a spear, he doesn't get it just yet, as most of his fights end up as tooth-and-nail.


The most popular weapons are scimitars and daggers, though you can also see a few longbows being pulled out of carefully-sealed containers as the incoming vessel gets closer. The Captain looks down from where he's steering the ship and coughs to get everyone's attention. "A'right, lads, listen up. That's one of the faith barges of the Living God, Razmir. They'd very much like for you to join their religion whether you want to or not. They're gonna offer you all the power and money you can dream of, which I figure is nonsense, 'cuz if they really had it they'd be out enjoying it instead of sailing around on their miserable excuse for a ship. I'd just as soon avoid pissing off any god, so don't attack them unless they attack first - but if they do, give 'em a lesson they won't soon forget."

As he spoke, the faith barge got closer and closer. It was strangely wide and tall, like a miniature temple in its own right, and a cluster of figures in robes and masks could be seen lining the sides. Other than the colors - most of the robes were white, perhaps a third were gray, and two or three were black - there was nothing that set them apart from each other.

One of the members of the faith barge called out, clearly using magic to amplify his voice as your own ship slowed down.

"Hold, there! Rejoice, for Razmir has seen you, and offers you the guarantee of a better life! Lay down your weapons and put your faith in the Living God, the only god who walks among us and truly cares for us!"


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

religion: 1d20 + 8 ⇒ (9) + 8 = 17 What do i know of this religion and its adherents?


Not much. It's not a faith that was around before your fall, and you've had limited opportunity to learn about things further away from where you woke up. During your information-gathering before, you did learn a few things - mostly complaints about how forceful the priests are in trying to get people to convert. The cultists are based out of Razmiran, and it's said that their leader passed the Test of the Starstone, then decreed that his faithful deserved to live lives of wealth and comfort while others existed only to labor. Razmir's portfolio doesn't seem to duplicate yours in any way.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath says nothing in response, as he is not the Captain and does not speak for this vessel. Though he speaks for himself, he makes no move to join the Razmiran ranks. Not knowing how the members of the vessel he is on will react, he makes no move to initiate combat either.


"Yes, well, doesn't your faith also teach that there are those whose job is to work?" the Captain of your ship called back. "We've got deliveries to make, so if you don't mind, we'd like to be about that."

"If you're a worker, then you owe taxes to the Living God. I do trust that you're prepared to pay appropriately?"

"We're not in Razmiran. You're not getting my men or my money, priests, and we're ready to protect both."

The tension was clearly getting higher - the priests didn't seem like they had any interest in backing down, while those on your own vessel obviously didn't trust the faceless ranks of Razmir's faithful. Left to its own devices, there was no telling how far this might escalate. If you wanted to try and calm things down, you could certainly attempt negotiating with the priests and trying to convince them to go away. You could also try to intimidate them, perhaps with a show of force, or even dive into the water and see about damaging their ship (while hoping they wouldn't notice). Or, of course, you could simply let things play out.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath, eager to be on his way, decides to step in. After all, if a melee ensued and the crew was wounded, this trip would take much longer.

He steps forward, making a sweeping gesture. Using his create sound talent, he amplifies his voice tenfold in the direction of the other ship.

"As the Captain said, it is best you move on. The tax you'd get from this vessel are not worth the blood that would be shed to obtain it. There remains easier prey than us for one so outside their jurisdiction as you."

intimidate: 1d20 + 10 ⇒ (12) + 10 = 22


The priests on the other boat seemed to falter slightly as your threatening words rolled over them. Of course, they did have to keep up appearances... "In time, all will recognize the power of the Living God! But we will allow you the chance to think about whether sweat and toil or wealth and comfort are what you want!" Someone on the other barge said. Slowly, it began moving away, and the Captain grinned in your direction as the tension dropped away.

"I knew there was a reason I brought you aboard. Extra drink rations for everyone tonight, but we've still got a long ways to go, so get back to work!"

500 XP.

The ship begins moving forward again as it heads up the coast, and true to the Captain's word, the night is a bit more enjoyable than usual. The rest of the journey to Korvosa is peaceful enough, and the Captain simply waves farewell as you step onto the docks.

As a sizable city in its own right - indeed, Korvosa is the largest city in Varisia - there are plenty of things you could do here to pass the time or get used to being in a mortal body. You could also simply pay your way to Magnimar, and then to the Hollow Mountain, if you'd prefer to continue directly. Both trips will be far shorter than the one you just completed.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

gather info: 1d20 + 3 ⇒ (18) + 3 = 21

Harath will hang out in the city for the evening, looking to pick up on some new rumors, or any new information pertaining to the archaeological dig site that was his destination.


Closer to your destination, the information is easier to come by. It seems that the site houses an ancient temple dedicated to Lissala, and reports are that it's quite intact. The on-site archaeologists seem to be busy working at opening it up for proper exploration, and though progress is slow, they have been making progress. The true value of the site remains unknown - most people assume it will say something about Thassilon's practices (and outside of scholars, few people actually care unless it will make their lives better), but a number of people do seem interested in potential items or magical information.

You can make History and Religion checks for more information.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

religion: 1d20 + 8 ⇒ (19) + 8 = 27
history: 1d20 + 5 ⇒ (3) + 5 = 8


Lissala was the goddess of fate, runes, and reward of service, and was especially prominent in Thassilon. While a much more disciplined faith in the early days of the empire, her worship grew more reckless and decadent in Thassilon's waning years. Veneration of the deity was thought to have died with Thassilon itself.

Runelord Alaznist didn't treat well with the worship of Lissala, instead preferring to pay homage to a number of fiendish patrons. Earlier in Bakrakhan's history, Lissala was widely worshipped, but as Alaznist came to power, the popularity of the faith waned in the nation. During this time, many of the temples were repurposed to venerate various demon lords.

One prominent fiend worshipped in the late days of Bakrakhan was Yamasoth, a nascent qlippoth lord of cursed kingdoms and vile experiments. Rites to Yamasoth included mortification of the flesh and experimental transformations. Alaznist was a dedicated follower of Yamasoth, and sought to learn his ways in order to harness that power for her own armies.

Given the amount of history involved here, there was no way of telling what was actually inside the temple the archaeologists were digging up.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Uh oh he mused. It would be just the thing for demons to come spilling out of there...

Harath looked to book his way towards Magnimar and on to Hollow Mountain.


5 GP and a few days of travel later, your newest vessel sails into Magnimar - and from there, it's a prompt trip to the island aboard the Winking Wyvern, a speedy sloop that makes excellent time. The crew don't seem entirely happy about going towards the island, but they do their jobs, and you're deposited on the island via a small launch that the ship dropped into the water. On the island are half a dozen bedraggled souls, living among enough tents for four times their number. Their apparent leader, a grim-looking woman, just looks warily at you approach. "...Who the hell are you?" she asked cautiously.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Hello. My name is Harath. I read of the news of the archaeological dig, and was fascinated by the prospect of seeing it for myself. So, here I am. Are you in charge of everything?"


"I am now." she said. "Two days ago workers at the dig site were attacked, by what or whom I don't know. I was here at camp when it happened. Only a single worker escaped - Shadaq, who crawled back here, bleeding from a dozen terrible injuries. The wounds were mortal and none of us here possessed the skill to aid him. Before he died we got little information. He told us of the attack, said everyone had been, 'gutted like game birds.' His last words - as his eyes violently rolled back in his head - were 'Lissala is angry, but so am I.'

"The six of us are all that's left - myself and these five hired excavators. They've refused to go back to the site and I didn't dare go alone. We've been huddled in these damned tents since Wealday, waiting for someone to show up, since we can't just abandon the site. I'll take you to the dig myself if you can defend yourself, but I don't know what we'll find. If Shadaq's words are true, it won't be pretty. Only the gods know whether those same attackers lie in wait."


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

"Well, sounds like I got myself into more than I bargained for..." Harath starts, his face looking worried. "You mentioned waiting for someone to show up... who? Did you send for someone, or were you hoping for anyone? Regardless, I will go with you to check it out. I can defend myself, can you take care of yourself as well?"


"Anyone." the woman said. "This dig's big enough that people come and go on a regular basis, after all. Though, I must admit I was hoping for a few more people..." An understandable feeling, all considered. "Of course, I'll be keeping well back if there's any trouble." she could probably provide a bit more information on the area if you wanted it - or, failing that, just show you to the temple.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

thanks for all the hints on what to ask, playing the "face" is not my strong point

"Ah, yes. I was hoping to run into a smooth operation with tons to be learned. Well, if you are content with just me, we should head there. Any more information you can provide that would be important? I like to know all i can about what i am heading into."


"The temple is an impressive free-standing domed structure, made of fitted tan stone, remarkably well preserved-unnaturally well preserved. There are two possible entrances on a pillared portico, both of them bricked over with stone and hardened clay. There's also a circular opening at the peak of the dome, an oculus about 5 feet wide, but we stayed clear of that after discovering it during the excavation. Our work has consisted almost exclusively of moving away debris so the temple can be explored." she explained as you walked.

The area surrounding the temple, littered with rocks, loose soil, and bits of excavation debris, make reaching the site slow and tricky. (New map) Finally, though, you're able to get close enough to truly examine the place.

This breathtaking edifice is constructed of tightly fitted blocks of brown stone covered with intricate engravings depicting humans engaged in acts of terrible self-mutilation. A pillared portico girds the eastern front of the great temple, the carved columns resemble fat, coiled serpents. The structure stands about 20 feet tall, though a great dome rises out of the center another 20 feet. How this place could be more than 10,000 years old defies logic - some sorcery must have preserved the stone. The stench of blood is the only greeting upon arrival at the excavated temple. Before an imposing stone structure lie a few stripped and eviscerated bodies bearing terrible wounds that go far beyond the marks of battle in their viciousness, and furrows in the fresh dirt indicating that others have been dragged inside. Your escort covers her mouth to stifle a cry, then rushes to the side of one of the bodies, falling to her knees. "Kovo! Oh, Kovo, look how they butchered you!"


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath follows the woman, looking at her fallen friend.

was this building dug out from above, or the side? Just kinda wondering how we approached. did they dig down into the ground to get to it, or into a rock wall or something?


The building seems to have been built on the ground, perhaps dug in just a bit. After collecting herself and restraining her emotions, the woman looked around a little more carefully, then began counting bodies. "Seven people are missing. There's a Pathfinder named Riemme Batelle, two dig workers named Pel and Saala, and four laborers who ought to be out here." she said, looking at you, then towards the hole in the northeastern wall of the building. "...That's new." she said, narrowing her eyes slightly.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath looks at the hole, seeking to ascertain if the rubble is on the inside or outside of the hole, then makes his way in that direction, staying alert.


The rubble is on the outside of the hole - meaning, of course, that whatever created it probably came from within. Finally, you're able to reach the opening and peer inside - your guide seems to have no intention of going further at the moment.

Eight great pillars, larger versions of the serpentine columns found at the pillared portico, encircle an enormous mosaic on the floor. The tiles of fading greens, reds, and yellows form a seven-pointed star. The dome peaks about forty feet overhead, its center pierced by an oculus five feet across. Near the front of the temple are the remains of a marble statue, smashed to bits. What it once was is unclear, as the vandal did a rather thorough job destroying the ancient work of art.

Toward the back of the wide open space, a long, five-foot deep pool lies in this western alcove, empty now, though the irregular red-brown stains on its surfaces leave little doubt as to what once filled the basin. Standing at the center of the pool is an eighteen-foot-tall marble statue of a strange being. Its body is a tangle of tentacles and eyes surrounding a circular maw filled with jagged teeth and barbed stinging tongues.

Each of the thing's tentacles ends in a claw, pincer, hook, or some other implement of pain. Ancient paint flakes from the grand effigy, but glittering in the light are dozens of onyx gemstones adorning the statue where the being's eyes are carved. It appears that something is strapped to one of the writhing appendages with red silk ribbons. On the floor of the pool itself are dozens of small stone figurines.

A moment after you peek in, though, a beautiful song can be heard from within...

Will: 1d20 + 8 ⇒ (9) + 8 = 17

...though it's not able to pierce your mental defenses. Two bird-like women jump off of the pillars, near their tops, and start rushing towards you.

Init (Enemy): 1d20 + 2 ⇒ (3) + 2 = 5
Init (You): 1d20 + 4 ⇒ (14) + 4 = 18

Neither of them is anywhere close to being able to react as quickly as you, however. The harpies are currently about 60 feet away.

Also, your stat bar and your alias have different Init numbers... might wanna get that fixed so you don't lose out on bonuses you're supposed to have.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath mentally reinforces his defenses in preparation for the impending attack (manifesting Shield, net +3 AC) and looks for cover.

basically, looking for something to take cover behind to foil any attempt they will make to charge attack me. if outside the hole, that would be easy. inside, not sure.


So... 22 or 23 AC?

Given the limited size of the opening into the temple, taking cover outside is as easy as moving to the side of the doors. Sadly, the columns outside aren't large enough to hide behind, but at least you can avoid a charge attack from within.

On the other hand, distance doesn't seem to be a problem for these creatures anyway, and the first harpy bursts out of the room and looks around to see you...

Fly: 1d20 + 12 ⇒ (9) + 12 = 21

...and managed to turn in the air and swing out at you with a morningstar held in one of its talons.

Melee: 1d20 + 8 ⇒ (9) + 8 = 17

The blow is a clean miss, however... and the enemy is quite within range of your own attacks.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

I have a light shield, so the shield spell only brings me up to 22 AC.

Harath will spend 3 PP to manifest an augmented Untouchable Aura, DC 16 Will (and they take a -4 while in my 10ft aura)

concentration to avoid AoO: 1d20 + 21 ⇒ (12) + 21 = 33 vs DC 19


The harpy let out a cry of rage, as it moved forward again...

Will: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8

...but recoiled in fear a moment later. That was when the second harpy shot out of the temple and raised its voice in a song, clearly trying to influence your mind and get you to lower your guard so the birds could attack properly.

Will DC 16: 1d20 + 8 ⇒ (4) + 8 = 12 (A mythic surge might be able to change this result and render you immune to their songs. Otherwise, you may want to look through your abilities and see if you have anything else you could use - if not, you'll be influenced by the harpy's Captivating Song ability.)


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

surge will: 1d6 ⇒ 1

i dont have anything else to defend against it. at least they still have two more turns of having to save in order to attack me.


The harpies let out a cry of triumph as their song affected you, and you began walking towards them. The two birds moved into position, and the song cut off as both of them swung out at you with their weapons...

Will: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Will: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10

...but only one managed to muster up the force of will necessary to swing out at you. On the bright side, the one that hit was the one that had failed to captivate you earlier, meaning you could at least minimally defend yourself.

Melee: 1d20 + 10 ⇒ (10) + 10 = 20

That proved to be enough to ward off its blow, and it let out an unhappy squawk, but the song was still affecting your mind and you weren't able to do more than stand there. Both birds promptly unleashed a frenzy of blows with their clutched weapons, trying to batter you down before your mind recovered.

Will: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Will: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5

As before, only the first bird managed to push past its fear of you an swing out.

Melee: 1d20 + 10 ⇒ (3) + 10 = 13
Melee: 1d20 + 5 ⇒ (9) + 5 = 14

Neither blow was anywhere near accurate - and finally, you were able to break past the mind-controlling effect. The downside? You were still flanked by a pair of harpies, and that Untouchable Aura seemed like it was running out...


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath steps out of their flank and in close to the harpy that had captivated him, lashing out with a series of blows.

movement:

not sure what their size is, but if medium, i want to move as follows:
H=Harpy
M=Me
O= empty space

from:
OOO
HMH
OOO

to:
OOO
HOH
OOM

if they are large, the movement would depend on if theyre flanking me at their reach, or adjacent to them, or adjacent to one and at reach to the other, etc.

the end goal is to not be flanked, essentially.

attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14

attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12


Both strikes missed the harpy, and the birds maneuvered back into position before swinging out again...

Melee: 1d20 + 10 ⇒ (5) + 10 = 15
Melee: 1d20 + 5 ⇒ (8) + 5 = 13
Melee: 1d20 + 10 ⇒ (9) + 10 = 19
Melee: 1d20 + 5 ⇒ (15) + 5 = 20

...and missing, thanks to your general resistance to damage. "Graaah, stupid man-flesh!" one of the birds growled. Still, they didn't seem like they'd be too easy to beat at your current rate... perhaps a slightly more accurate method of attack would be more successful? Or you could simply trust in your natural resilience and pound away until something gave.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath lashes out once again, determined to wear these two down and hoping that no further expenditure of his mythic reserves would be required so early into this venture.

attack: 1d20 + 3 ⇒ (17) + 3 = 20 vs Harpy 1
damage: 1d6 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6

attack: 1d20 + 3 ⇒ (10) + 3 = 13 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7

After swinging at each of them, he stepped, as he had before, to the side to try to out-position them.


Your strike managed to sink into the first Harpy, drawing blood with a bleeding attack, though the second one managed to avoid the blow. Given the short distances involved, it was highly unlikely that you'd be able to completely out-maneuver them by only moving five feet at a time.... and if you traveled much further, you'd have to deal with the difficult terrain around the temple.

Melee: 1d20 + 10 ⇒ (6) + 10 = 16
Melee: 1d20 + 5 ⇒ (19) + 5 = 24 for Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Melee: 1d20 + 10 ⇒ (4) + 10 = 14
Melee: 1d20 + 5 ⇒ (19) + 5 = 24 for Damage: 1d8 + 1 ⇒ (3) + 1 = 4

If you plan to do nothing except attack, you can go roll a number of rounds at the same time to speed things up.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

bleed damage on the stricken one: 1d4 ⇒ 3

Harath manifests Biofeedback (DR 2/-) and takes a 5ft step.

yeah, this combat may take awhile but I am fairly determined not to spend more mythic power, hahaha. I'd rather explore my other combat options, and let one of them bleed out some more.


As you worked to manifest the power - without being defensive about it - the two harpies screeched and swung out with their weapons again.

Attack of Opportunity: 1d20 + 10 ⇒ (5) + 10 = 15
Attack of Opportunity: 1d20 + 10 ⇒ (12) + 10 = 22 for Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Aaaaaaaand you really ought to have your Concentration bonus listed on your profile. I was going to roll that, but I have no idea what your bonus is supposed to be. You'll, uh, need to add that now.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

concentration: 1d20 + 7 ⇒ (14) + 7 = 21 vs DC 19


It's a bit narrow, but you do manage to manifest the biofeedback, even as the birds continue their attack - and one of them continues to bleed.

Melee: 1d20 + 10 ⇒ (18) + 10 = 28 for Damage: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
Melee: 1d20 + 5 ⇒ (2) + 5 = 7
Melee: 1d20 + 10 ⇒ (9) + 10 = 19
Melee: 1d20 + 5 ⇒ (2) + 5 = 7

Only one of the attacks actually managed to land, and perhaps a third of its power was blocked by the biofeedback spell.

When injured, please keep track of your HP either in your stat bar or at the bottom of your posts.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Harath moves around as before, trying to move as such to prevent at least one of them from getting a full attack on him. He struck at the one that wasn't yet bleeding, in an attempt to turn this into a battle of attrition.
bleed on previously slashed: 1d4 ⇒ 4

attack: 1d20 + 3 ⇒ (7) + 3 = 10 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10

attack: 1d20 + 3 ⇒ (9) + 3 = 12 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

same as before, posting another turn for speed
bleed on previously slashed: 1d4 ⇒ 4

attack: 1d20 + 3 ⇒ (17) + 3 = 20 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10

attack: 1d20 + 3 ⇒ (20) + 3 = 23 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11

edit: crit confirm
attack: 1d20 + 3 ⇒ (13) + 3 = 16 vs Harpy 2
damage: 1d6 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9

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