The Righteous Shall Rise...

Game Master verdigris

Welcome to Drezen Surrounds
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Defender's Heart Map


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Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra rubs his chin, thinking upon the chef's offer.

"I can grant invisibility for a short time on the morrow," Serra mutters, looking over his shoulder at Aron and AraVashnyel. "Mayhaps one of the other casters has that magic to give his day."

As for Cole's second request, Serra shakes his head, his hand rubbing his beard again.

"As for the second, it is very difficult to assign the unseen to another. Usually those magics come from within and rarely port well to others. It cannot be done. I could see the unseen, but never give others the same ability."

Serra looks at Jurin.

"Well, we don't need to know what they are eating, or are cooking or where their kitchens are, Jurin. We need to know who lies inside, how many and where, if there are any prisoners or demons about, that sort of thing...but very little to deal with food. Whomever flies above must also be able to draw us a map so that we might all visualize what must be done."


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Jurin nods at Serra's instructions.

"Right right, draw a map. Ask around to see who tells the truth. I'm sure you can smell the food stores from here Serra, no need to find those for you, go it. Of course, I'll have to draw the map from memory. Don't worry Serra, I'm sure it'll be fine."


Map

It sounds like you all are settling in and starting in the morning? I'm going to assume so. While you are sleeping, please level up.

After breakfast, Jurin is ready to take flight to get a birds eye view for his map. While there is plenty to see, there are five that stand out.

Jurin:

SouthBank - A large camp in Drezen's southern district.

Paradise Hill: High ground, with warehouses and cattleyards, now appears to be being used as a prison. Schir demons seem to be in control.
Drezen Cemetery: There was plenty of movement within a cemetery that should be quiet.

Ahari Bridge: with one of the bridges into Drezen destroyed, the Ahari Bridge is the easiest way for an army to pass into the City. While the rivers of Drezen are dry, their beds and steep angled gulches would be very difficult for the army of paladins to pass.

Drezen Watchtowers: Citadel Drezen is surrounded by a wall and 7 watch towers that overlook the approaches. Each seems to be guarded by a few figures, and a large catapult.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli rises late this morning. Looking about the camps, at the debris of the occupation, and the weary looks on the knights' faces, the old man remembers the previous day, of fighting through the swarms, the din of the gibbering drone. He wonders briefly why anyone would choose this path, then reminds himself that it's the other way around. This path has chosen him. Has chosen them all. Content in that knowledge, he rustles up, and joins the others at the last, listening from the back, as he massages his back.

Cole wrote:
"OK, any volunteers? Or should we go as a group? We did pretty well against the queen and the demons in the chapel. Maybe we should all go - there are bound to be hostilities."

Eli hears out the call for scouting, as serves any large army hoping to avoid unnecessary confrontations, and gladdens when Jurin accepts, then returns with his report. Eli listens and waits for the team to decide which entrance point serves their needs the best.

"Where do we imagine the Sword of Valor to be hidden?"


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

GMAA:

How many appear to be in the camp at Southbank? Humans or demons?
How many in the prison, if I can tell? How many guards if I can tell.
Undead?
Bridge and River, any other ways in? Could we sneak up on Paradise Hill from the North?
Do the walls appear to be well maintained? Any movement or mass troops inside the keep, or are they in SouthBank?


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Oh, crickey, that's a big map and a big city!

"This is a major city. For some reason, I expected something less. This might be more difficult than I thought," Serra studies the map, his face grim.

1d20 + 6 ⇒ (9) + 6 = 15 Profession (Soldier) - Any tactical hints come to Serra?

"Might be that we can secure and hold one location at a time? Hrmm..." Serra jabs at the map, thinking something, then shakes his head. "Maybe a bulkhead here? Nah..that would never work..."

Ely wrote:
"Where do we imagine the Sword of Valor to be hidden?"

Serra looks up at Ely having temporarily forgotten what the primary mission was.

"Cole, we should discuss this more," Serra stands away from the map for a moment. "Is our mission to get the Sword or to get the Sword and liberate and help the denizens of this town? If we only want the Sword, our planning might be very different. We might have an infiltration rather than a full out war to take back the town...if it needs to be taken."


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Keep in mind all that Jurin has not yet returned, so any questions for him or based on the map will happen after.


Map

Jurin:
Quote:
How many appear to be in the camp at Southbank? Humans or demons?

A large number, perhaps 60, cultists and tieflings.

Quote:
How many in the prison, if I can tell? How many guards if I can tell.

The prison seems mostly to be guarded by demons. Perhaps 30.

Quote:
Undead?

This is hard to say. The word "hordes" would be good. I will point out that it is a grave yard in a cursed city, currently held by demons.

Quote:
Bridge and River, any other ways in? Could we sneak up on Paradise Hill from the North?

The bridge appears to have 4 large beasts chained to its supports. A small cadre of tieflings seem to be guarding them. A full army marching up to it, would likely give plenty of notice and spur the beasts to pull down the bridge.

Quote:
Do the walls appear to be well maintained?

Drezen was created by dwarven craftsmen. The walls have fared fairly well. The watch towers give exceptional views of the approach. There are a few places where people could pass through, but it would be slow, and not possible with an army.

Quote:
Any movement or mass troops inside the keep, or are they in SouthBank?

The keep is occupied, certainly. But is hard to get close without being seen.


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Jurin returns, solemnly leading the others into the command tent. Once there, he draws the town from memory, as well as his observations.

"This area here, on the southern bank is a camp. Mostly cultists and tieflings, maybe 60 total. Here on the hill mostly warehouses and cattleyards, they keep the cattle guarded by demons, schir, probably 30. The cemetery is filled with a horde or two of undead. The river bed is impassible to an army, the angle of the banks would prevent the horses and knights from climbing. Only good bridge is here, leads right to the keep and it has 4 great beasts chained to it. Soon as we try to take it they can pull the bridge down. Other bridge is no good. Keep itself is fully fortified, strong dwarven walls and each tower has a handful of guards and a catapult."

He looks at the others, his expression grim.

"If we try to fight them head on we might as well just dig our graves here. So best come up with a plan."


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

[Please insert Serra's post from yesterday at 11:32am here, 4 posts up, here]

Serra looks around to hear any responses anyone might have about Jurin or he spoke of.

GM Angry Ankheg, anything come to Serra from his Prof (Sold) roll?

Serra has his own questions for Jurin, but holds off on asking them until others opine.


Map

Serra thinks that maybe freeing the "cattle" could add strength to the army before trying harder targets.


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

How nasty are schir?
K. Planes: 1d20 + 15 ⇒ (9) + 15 = 24


Map

Knowledge: planes: 14:
This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame. The main group could probably take a few with no problem, but a similar amount of paladins in the army would be hard pressed to fight the same. (they're lower in CR than you guys, higher than the paladins)
You get 2 questions


Male Gnome Fallen Paladin 7 / AC 22

Knowledge (Planes): 1d20 + 6 ⇒ (17) + 6 = 23

"Schir aren't so tough, but 30 of them? And Tiefling's aren't always so tough, but they can be very scary."

If Began gets questions - Special defenses? Vulnerabilities?

"But isn't why we brought the army? A diversion if nothing else?"


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

My two questions are going to be a bit of a pain actually. Would they eat food, and is there any way we can use that food to weaken/poison them? Maybe holy water in the offal stew?

"You want to sacrifice the paladins? I approve, but what is the goal that would make that worth it? And who protects the followers after?"


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole shakes his head, ”This certainly is a complex problem. Our first goal is to get the Sword of Valor banner and take it back to town. That said, freeing these people should be on our list if we can at all manage it. And of course we don’t know where the banner is. My instinct says it’ll be in the keep, but I don’t really know.”

He takes off his hat and brushes back his hair, then replaces his headgear.

”I think we” he gestures to the small group, “rush the bridge and try to keep it from falling while the Paladins sweep into the SouthBank from the southeast. Once we have secured the bridge, some of us sweep east to aid them while the others hold the bridge. Then we address Paradise Hill, and finally the keep itself.” He grimaces.

”But that plan feels risky and may spread us too thin. In the days it may take us to accomplish those tasks - Sosiel, how do you think the demons will respond? Will they let us maneuver - or will they come pouring out of the castle at us? While you think of that, Aron, I want you to think of ways we might take out those catapults short of direct action. If we take the bridge, I bet they can rain boulders down on us while we try to hold it - and that’s no good either.”

”I think we ignore the undead for now and hope they stay in the graveyard until we are forced to deal with them.”

Is there an approximate scale to this map? Just how far can the catapults reach with accuracy? Also, a scale lets me know how far Cole can reach with his bow...

Knowledge Local: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge Planes: 1d20 + 11 ⇒ (8) + 11 = 19


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli listens intently as the others start to formulate a plan. The Sword is in there somewhere, but to seek it, and it only, goes off the path, as the Queen hopes we can retake the city itself...

"I find it acceptable, taking the bridge and sweeping the southbank at the same time. We need to be secure along the whole of the south land from the riverbank. Won't do to be harrassed. This is a slow tightening of the borders, eh? I can't imagine the Sword being anywhere but the Citadel, for its fortifications. I only fear that our army's presence will draw the shadows forth from the cemetary... Having said that out loud, I'd say we take the Southbank, then clear the Cemetary and Vault, then tackle the Bridge once our entire side is secure."

Beagan wrote:
"A diversion, if nothing else?"

"I expect we'll need their entire strength in order to take the entire city. When the army strikes, I'd like to be there to support them."

The old man stands to hear Beagan's and Jurin's thoughts as well.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

GM AA confirms we're approaching from the south.

Serra grunts as Ely and Cole speak.

"I think we need to free the 'cattle'. Their numbers might fight to aid us if we can get to them quickly," Serra opines knightily. "If only we could hit the cattleyards first." Serra places a stubby finger on the hill.

"We could move in from South, like Cole suggests," Serra opines. "We split our forces to take the SouthBank and hold the two bridges. From there, if we can hold the bridges, we might establish a hold to get the rest of the city."

Serra bobs his head in agreement with others.

"We should think in steps. Take something and hold it. Then, we move again and strike and hold. I differ with Ely, thinking we should strike the cattleyards after we hold the south bank before we go to the Cemetary...if we need to go there at all. It might be that we can avoid i."

Serra looks at Cole.

"We shouldn't be worried about the catapults yet. I definitely think should take the city first before engaging the catapults. Given a bit of time, I might figure out an easy way to deal with those catapults."


Map

@ Beagan: Special Defenses: DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15

Cole:
Stories of Drezen's founding and fall were part of growing up in Kenabres, and much of it comes back to you now.

Founded in 4628ar by the crusaders to establish a lasting foothold in demon-controlled territory, the warhardened city of Drezen was engineered by talented dwarven crusaders. These dwarves carved the central citadel from a massive, granite plateau, using a style reminiscent of their ancient Sky Citadels, but the city fell before many upper stories or lower levels could be added.

As work on Citadel Drezen commenced, greater numbers of stonemasons and architects toiled on the surrounding lands, and it didn’t take long before the city could house tens of thousands of crusaders and the many artisans, laborers, and other supporters of the war effort. River traffic and supply lines from Mendev continued to bring a steady inf lux of soldiers, even as two massive cemeteries were established to bury those they replaced.

Unfortunately, Citadel Drezen fell to treachery in 4638, when an eager young dwarven Paladin Staunton Vhane was deluded by a demon in disguise and tricked into removing the city’s greatest defense, the Sword of
Valor, from its walls.


Map
Serra Iondri Phaer wrote:
"We could move in from South, like Cole suggests," Serra opines. "We split our forces to take the SouthBank and hold the two bridges. From there, if we can hold the bridges, we might establish a hold to get the rest of the city."

To be clear, only one of the bridges is still passable. The other (though it doesn't look like it on the map) has been destroyed. Only the Ahari bridge is still passable.

Quote:

Serra bobs his head in agreement with others.

"We should think in steps. Take something and hold it. Then, we move again and strike and hold. I differ with Ely, thinking we should strike the cattleyards after we hold the south bank before we go to the Cemetery...if we need to go there at all. It might be that we can avoid it."

Serra looks at Cole.

"We shouldn't be worried about the catapults yet. I definitely think should take the city first before engaging the catapults. Given a bit of time, I might figure out an easy way to deal with those catapults."

Aron listens with the others, then offers, "The city as in the Southbank and surrounding areas? yes. But we will likely not be able to get near the Citadel proper without dealing with the catapults, if you'll forgive me for saying so, Sir. And once we have them, we might be able to turn them in our favor."


Male Gnome Fallen Paladin 7 / AC 22

"While all of us on this journey should be prepared for risk, diversions do not have to be suicidal. Freeing the 'cattle' sounds like a good diversion, but also extra risky for them. I'd rather not release them without a fighting chance, although continued captivity isn't a good choice, either."

"Schir are invulnerable to disease, electricity, and poison. Their hide toughened unless one is powered with righteousness or..." He makes a nasty face. "...that nasty fae-bane iron. And acid, fire, cold, and spells don't always affect them."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole listens, and takes a closer look at the map.

"Sounds like the army is going to need our help against the forces in the Southbank. I suggest then that we swarm to the bridge in some reasonable way, with the army covering our flank. Then, as soon as we have the bridge secured, we sweep southeast with the army against the forces of the Southbank and free the people there."

"That's our first step. So how do we take the bridge without them destroying it?"


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
Cole Zeff wrote:
"That's our first step. So how do we take the bridge without them destroying it?"

Serra looks like he's concentrating deeply and also unsure of what to do. Finally, he speaks.

"Well, if we wait a day, we could again send an invisible, possibly, flying sneak to cut and dismantle their bridge destruction mechanism," Serra suggests. "But also a strong charge by a stout knight, like Ser Beagan, would like scatter the bridge destroyer like the wind."

"None the less, this is a good plan, Cole. Take the Southbank. Hold the Ahari Bridge. Sweep east. Take the east bridge. Hold the east bridge," Serra puts his grubby finger down on the map, pointing and sweeping, pointing and sweeping again.

"Once we have the Southbank, we can, of course, reevaluate our plan, then probably take the Hill and release those in the cattleyards. There is no way we cannot do that...it is our knightly duty to help them."

Serra rubs his beard again.

"Well, I'm ready to go. This ain't a siege, this is a quick invasion. Let's get on it."

Serra is ready to move on.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Eli frowns as the knight talks of taking two bridges. Quick invasion, hardly. This is a slow, painful extraction of a rotting tooth...

Beagan wrote:
"Diversions do not have to be suicidal."

"I agree. Once we attack all together, our strength will be known well enough. The demons will not be as organized as our paladins, but we should assume they'll attack in numbers."

Eli looks to Cole. "You're right. If we show our army first, they'll discourage us by destroying the bridge. We need to visit the bridge as a small strike team, and neutralize the beast drivers. Dead of night? Brought in cloaked in fog?"


Male Gnome Fallen Paladin 7 / AC 22

"Cloaked by night or something else sounds wise to me. If we can take the bridge and take care of the beasts - which means their drivers, too - we would be in much better shape. That seems essential to bringing our army to bear."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

"I'm not sure night will help us master Beagan. If I were to have guardians on the bridge, I'd see to it they could see in the dark - I bet these monsters can." Cole thinks a moment. "Still, the range of such things is often limited and it might enable us to get fairly close if we're quiet enough before they see something amiss."

"We will go tonight, and keep the army hidden and well back today. We should go nearer dawn. We few take the bridge, and at dawn the army marches here along this road." (following from the main road leading south off the map toward the bridge)

"When we have taken the bridge, we turn east, if they haven't already fallen upon us, and lead the army against the Southbank. With luck, we lead our morning prayers and contemplations in the early part of the day with a solid bridgehead and we can plan from there."

He adds some cold-iron arrows to his quivers.

"Remember, the bridge is important, but leave something for the attack on the Southbank as well. Neither fight will be easy."


Map

Later that night, indeed, only a few hours until morning, the mythic group of heroes stirs itself to assault the bridge. The uncomfortably familiar scent of sacrifice hangs in air that smells of the spiced sausages sold by the vendors at a holiday market. Smoke too, clouds the gorge and softens their steps, but it is a double edged blessing for they are closer to the bridge than it would have seemed by the time they can see clearly.

Loud snorts and grunts greet them, along with the shudder of the earth beneath heavy hooves that shift uneasily at new scents in the wind.

perception:

Cole Zeff: 1d20 + 9 ⇒ (13) + 9 = 22
Beagan: 1d20 + 0 ⇒ (14) + 0 = 14
Elyanius Myoch: 1d20 + 8 ⇒ (3) + 8 = 11
Serra Iondri Phaer: 1d20 + 8 ⇒ (3) + 8 = 11
Jurin: 1d20 + 1 ⇒ (20) + 1 = 21
Barrid: 1d20 + 9 ⇒ (5) + 9 = 14
tiefs(8): 1d20 + 5 ⇒ (14) + 5 = 19
MEA(4): 1d20 + 11 ⇒ (19) + 11 = 30

stealth:

Cole: 1d20 + 13 ⇒ (6) + 13 = 19
Beagan: 1d20 + 0 ⇒ (16) + 0 = 16
Elyanius: 1d20 - 2 ⇒ (17) - 2 = 15
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
Serra: 1d20 + 0 ⇒ (5) + 0 = 5

initiative:
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (4) + 0 = 4
Jurin: 1d20 + 1 ⇒ (5) + 1 = 6
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Barrid: 1d20 + 2 ⇒ (18) + 2 = 20
tiefs(8): 1d20 ⇒ 3
MEA(4): 1d20 + 0 ⇒ (10) + 0 = 10

Surprise Round

Barrid: 1d20 + 2 ⇒ (18) + 2 = 20
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
MEA(4): 1d20 + 0 ⇒ (10) + 0 = 10
Jurin: 1d20 + 1 ⇒ (5) + 1 = 6
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
tiefs(8): 1d20 ⇒ 3

Since Cole and Beagan were reasonably stealthy, and the night is foggy, so those two can take a surprise round, then we will start round 1.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: surprise, Initiative: 6

Status:
AC: 21 (f15/t17) (+1 haste and +2 magic circle included) HP: 44/47
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 46/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Aspect of the Falcon (1/20r)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole curses silently and does what preparation he can at such close distance. He casts Aspect of the Falcon and steps up quietly (5’ step).

Stealth if it matters: 1d20 + 14 ⇒ (8) + 14 = 22


Male Gnome Fallen Paladin 7 / AC 22

Status:

AC 22 (t 14, ff 19) {includes +4 for Barkskin,+1 for Haste}
HP 60/60
F11/R8/W11
CMB +8/ CMD 17
Acro 4, Know-Nat 6, Planes 6, Relig 6, Ling 7, Ride 11, UMD 10

Summon Lady I's assistance -7/7
Mythic Points - 2/4

Armor/Protect/Rejuvenate - 3/4
Toughen or quicken hide - 0/2

Lay on Hands - 5/5
Smite - 1/1

Haste - round 1 of 7[/ooc]

Round: Surprise, Init 19+

Hearing the grunts of the animals, the Gnome believe the bridge-holders have been alerted to the presence of the approaching company.

"May The Herald speed us to victory!"

(Beagan casts Haste on the party.)


Map

Round 1, Init 20

A porcine creature of some fiendish ancestry mutters to himself and moves back, seeking some small cover while he casts his spell.

spellcraft:17:
Casting Bull strength

Beagan, Serra, and Ely are up!


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Oof! We got pushed up. Serra a bookkeeping thing to do...

Serra, having cast Invisibility to aid in Jurin's exploration of the city, casts Mnemonic Enhancer, getting another casting of invisibility and a second Shield spell.

Approaching the Serra will cast Shield, which should last him through the fight. And he will become the mighty and just Aasimarra the Angelic.

Round 1, Init 19

1d20 + 14 ⇒ (3) + 14 = 17 Spellcraft

Ah Piddlespot.

Serra looks at the line of tieflings and then foes working the beasts. Using Beagan's gift, Serra charges as fast as his fat feet will carry him. Buoyed by magic, he runs and runs. He strikes at one of the tieflings on the right.

1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26 to hit; (charge, haste)
2d4 + 7 ⇒ (1, 1) + 7 = 9 damage.

Possibly surrounded by foes, Serra uses his ranseur's ability to toughen his skin.

Serra Stats:

Serra Stats/Effects:
AC 17+4+2+1= 24 (shield, ranseur, haste)
HP: 51/51

Wand of MM (lvl 3) 10/11 charges left
Wand of MM (lvl 5) 31/31 charges left
Mythic 0/4 used
Ranseur: 1/5 used

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Male Gnome Fallen Paladin 7 / AC 22

Status:

AC 22 (t 14, ff 19) {includes +4 for Barkskin,+1 for Haste}
HP 37/60
F11/R8/W11
CMB +8/ CMD 17
Acro 4, Know-Nat 6, Planes 6, Relig 6, Ling 7, Ride 11, UMD 10

Summon Lady I's assistance -7/7
Mythic Points - 2/4

Armor/Protect/Rejuvenate - 3/4
Toughen or quicken hide - 0/2

Lay on Hands - 5/5
Smite - 1/1

Haste - round 1 of 7[/ooc]

Round 1, Init 19+

"May the Lady shine on our path!" Summons Lantern Archon

AFter calling for the light, the Gnome then moves swiftly forward, preparing for the tieflings with the Lady's shining sword in his hand.


Lantern Archon

A Lantern Archon appears at the edge of the bridge and flies furiously after the charging ranseur-wielder. (Appears 40' from Beagan and flies 60' towards the cultist on Serra's left.) It glares at the cultist ahead and shines the glory of the Lady upon it.

Light Ray (ranged touch): 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 141d6 ⇒ 3 (Cover, no DR)

Archon stats:

Lantern Archon
AC 17 (vs. evil) - DR 15/evil
HP: 13

Light Ray overcomes all DR


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 1, Init 12

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 57/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 7-2, 4-3
Mythic Points = 4/4

Eli stands ready as Beagan brings his speed to bear on them all. Watching the Aasimar and Archon alike fly between the two squads, Eli moves up and ignites his magical tinder among the right three tieflings. Cast Burst of Radiance, Inspired Spell

Burst of Radiance: 5d4 ⇒ (4, 3, 1, 4, 4) = 16 damage against Evil Creatures, No Save, and also Reflex Save DC 16 to only be Dazzled for 1d4 ⇒ 3 rounds, otherwise, Blinded.


Map

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff

03 :tiefs(8):

T1 damage
T2 damage (-9)
T3 damage (-16), dazzled
T4 damage (-16), blind
T5 damage (-16), dazzled
T6 damage
T7 damage
T8 damage

reflex T3: 1d20 + 4 ⇒ (19) + 4 = 23
reflex T4: 1d20 + 4 ⇒ (9) + 4 = 13
reflex T5: 1d20 + 4 ⇒ (17) + 4 = 21

Round 1, summary so far

Beagan's lantern archon grazes the snouted cultist, drawing a light scent of bacon from his perverse flesh. Serra in his graceful aasimar form attacks with his ranseur, wounding one of the tieflings (hereafter known as Tief-2). Eli draws upon the distant sources of good to bring a burst of radiance amid the small cluster of tieflings on the right, wounding them all, while dazzling two (tief 3 and tief 5 respectively) and blinding one (tief 4) fully.

Round 1, Init 10

The large beasts below the bridge shift uneasily at the smell of blood and bacon in the air. One snorts a challenge and shifts in his chains. The others, catching his unease, follows suit.

Jurin and cole are up!


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

1d20 + 13 ⇒ (11) + 13 = 24 Know (Arc) - the beasts

What are they? How to kill/DR?


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 1 Init 6

Status:

HP = 64/64
AC/T/FF = 16/11/15
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 8/8
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—haste, vampiric touch
. . 2nd—blur, invisibility, mirror image, acid elemental intensified shocking grasp[M]
. . 1st—color spray (DC 15), frostbite[UM], acid elemental shocking grasp[M] (2), intensified shocking grasp[M]
. . 0 (at will)—acid splash, brand[APG] (DC 14), detect magic, light, prestidigitation
. . M mythic spell
Status Effects = Haste, Invisible

Jurin moves up to support Serra, taking advantage of his invisible hasted state.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 6

Status:
AC: 19 (f13/t15) (+1 haste) HP: 47/47
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 50/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Aspect of the Falcon (1/20r), Hasted (1/6r)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Seeing Serra rush so far ahead (how does he move so faaast!), Cole decides to try and take out a few of the tieflings closest to him. He shuffles a bit (5’ step) and targets the two creatures just to the right of Serra (Tiefling 2, then Tiefling 1), hoping to drop them both! (No cover penalties)

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 (aspect, haste)
damage: 1d8 + 8 ⇒ (1) + 8 = 9

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 (aspect, haste)
damage: 1d8 + 8 ⇒ (7) + 8 = 15

Bow (magic, cold iron): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 (aspect, haste)
damage: 1d8 + 8 ⇒ (3) + 8 = 11

Haste Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 (aspect, haste)
damage: 1d8 + 8 ⇒ (3) + 8 = 11


Map
Serra Iondri Phaer wrote:

1d20+13 Know (Arc) - the beasts

What are they? How to kill/DR?

knowl arcane 17:
These are aurochs, large bison.

Knowl Arcane:22 These look particularly vicious and their eyes show a malign intelligence. They have an natural cunning, and would be impossible to catch off guard (cannot be caught flat footed) Their hide is particularly thick, difficult to pierce and a hindrance to any sort of bludgeoning. Slash may not be an issue. (DR 5/slashing). As for how to kill them, quickly and from a distance would probably be best.


Map

Round 1, summary so far

Beagan's lantern archon grazes the snouted cultist, drawing a light scent of bacon from his perverse flesh. Serra in his graceful aasimar form attacks with his ranseur, wounding one of the tieflings (hereafter known as Tief-2). Eli draws upon the distant sources of good to bring a burst of radiance amid the small cluster of tieflings on the right, wounding them all, while dazzling two (tief 3 and tief 5 respectively) and blinding one (tief 4) fully. Tiefling 2 weaves on his feet, barely able to stay standing. The victims of Eli's burst of radiance fall in clump, dying. sorry, completely forgot that these guys have no hp

Jurin uses his invisibility to rush up to help Serra. Cole, bow in hand, takes aim at the remaining cluster of tieflings.

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-9), (staggered)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Round 1, Init 3,

The remaining three tieflings take stock of their position. T-1 attacks, provoking from the aSerramar. T-2 staggers toward the Drezen side of the bridge, only to stop and look back.

assuming he's still standing, T-1 attacks serra: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (4) + 3 = 7 plus a fort save vs DC 13

sense motive:12:
He looks almost as afraid of going to Drezen as he does of facing the death squad currently assaulting the bridge.

T6, knowing death is at hand, rushes forward to meet it on his terms.

attack on Cole: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (2) + 3 = 5 Plus a fort save vs DC 13

Begin Round 2

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-10), (dying)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Barrid, seeing the decimation of his tieflings, calls out to his pets.

"PULL!" before casting a spark and muttering yet another incantation. With a fiery roar, a ball of fire blooms in the middle of those furthest from the bridge.

fireball(reflex save vs DC 17 for half): 8d6 ⇒ (6, 5, 2, 2, 3, 3, 6, 6) = 33

spellcraft:18:
fireball

Beagan, Serra, and Ely are up


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 2, Init 12

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 38/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 7-2, 4-3
Mythic Points = 3/4

Reflex Save v DC 17: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Caught completely off-guard from the flame and unaware of the fireball's creator, Eli reacts in a moment of fear, and chooses to heal himself in the moment, worried that another fireball will drop him where he stands.

Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 5) + 7 = 14


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 2, Init 19-

1d20 + 14 ⇒ (5) + 14 = 19 Spellcraft

Serra grunts as he acts too slowly to stop the horrid spell that will be blistering his friends. Though it might be too late, he acts to try to save his friends.

Still blurring and still seeming the Aasimarran Knight, Serra bobs and weaves at the spellcaster, feinting left and right on his graceful legs, arms of sculpted marble, hair and feathers glittering. He pounces, trying to push the caster off the edge.

Combat Trickery(mythic):
Through buffoonery and deceit, you can trick opponents into moving where you want them. You can make a single combat maneuver check using your Bluff check modifier in place of your CMB. Apply the result of this check to all adjacent opponents, and resolve it for each enemy independently as a bull rush, drag, or reposition combat maneuver.

Bull Rush:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30 Bluff/CMB vs. CMD

Ooh...if Barrid's CMD is 25 or less, I hope it's a long drop.

"COLE!!! SHOOT THE BEASTS!! SHOOT THE BEASTS!!!"

Serra Stats:

Serra Stats/Effects:
AC 17+1+4 = 22 (haste, shield)
HP: 51/51

Wand of MM (lvl 3) 10/11 charges left
Wand of MM (lvl 5) 31/31 charges left
Mythic 1/4 used

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Male Gnome Fallen Paladin 7 / AC 22

Status:

AC 22 (t 14, ff 19) {includes +4 for Barkskin,+1 for Haste}
HP 43/60
F11/R8/W11
CMB +8/ CMD 17
Acro 4, Know-Nat 6, Planes 6, Relig 6, Ling 7, Ride 11, UMD 10

Summon Lady I's assistance -6/7
Mythic Points - 4/4

Armor/Protect/Rejuvenate - 3/4
Toughen or quicken hide - 0/2

Lay on Hands - 5/5
Smite - 1/1

Haste - round 2 of 7[/ooc]

Round 2, Init 19+

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28

The Gnome laughs at the fire around him. "I've walked through the fires of Hell, the Sting's burn, and the Big R's flames. You've got nothin' on them."

Hearing the beasts groan, Beagan moves swiftly forward. (Double move)

The Lantern Archon flies up over the top of the bridge and shines the Lady's light on Barrid again
Light Ray (Ranged Touch): 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 6


Map

Round 2, so far...

The piggish tieflng cast a spell, calling forth a ball of flame to engulf Beagan, Eli and Cole. Beagan, steps nimbly from amidst the flames, taking little damage from the blaze. (-17hp). His lantern archon tries, but fails to shine his light upon the man once again.
Serra uses his mythic trickery to try to toss the sorcerer off the bridge. And succeeds, sending the man hurtling to the chasm below. Eli takes the opportunity to cure himself from his nasty burns.

fall: 3d6 ⇒ (2, 2, 4) = 8

Round 2, Init 10

Below, the beasts answer their master's call and begin to pull at their bonds.

strength check, auroch 1: 1d20 + 7 ⇒ (15) + 7 = 22

strength check, auroch 2: 1d20 + 7 ⇒ (19) + 7 = 26

strength check, auroch 3: 1d20 + 7 ⇒ (19) + 7 = 26

strength check, auroch 4: 1d20 + 7 ⇒ (7) + 7 = 14

Jurin and Cole are up!

The bridge shudders against their strength, a grinding roar heralding the destruction of two of the supports.

Jurin and Cole are up!


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 2, Initiative: 6

Status:
AC: 19 (f13/t15) (+1 haste) HP: 19/52
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 5/5
+1, Holy, Cold Iron Blanch Arrows = 5/5
Conditions = Aspect of the Falcon (1/20r), Hasted (1/6r)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 3/3 (standard, bolstering)
Bow Attack Mods: BAB +6, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole is slapped around… and is missed thanks to the haste.

Cole burns however…
Reflex: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 (haste) vs DC 17 for 33 or 16

Serra Iondri Phaer wrote:
"COLE!!! SHOOT THE BEASTS!! SHOOT THE BEASTS!!!"

Cole smiles at the Tiefling confronting him, and runs around him (provokes). When he can see one of the great beasts, he shoots it (A4 I think).

Bow (magic, cold iron): 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 (aspect, haste)
damage: 1d8 + 8 ⇒ (4) + 8 = 12

"Eli, a little help please!"


Map

AoO on Cole: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 3 ⇒ (7) + 3 = 10

He can't resist, but the staggered tiefling misses, stumbles and falls, bleeding out on the ground where Cole no longer stands.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole watches the Tiefling drop, "Nevermind Eli!"


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 2, Init 12

Status:

AC = 19, Hasted, Magic Vestment(7 hours)
HP = 38/57
Weapon Equipped = +1 Cold Iron Lucerne Hammer
Condition(s) = Haste
Spells Today = 7-1, 7-2, 4-3
Mythic Points = 3/4

Seeing the tieflings fall like dominoes at the bridge's entrance, Eli watches the forward advancement of Jurin, Beagan, and Serra. Hearing nothing of their discovery on the bridge, the old man waits, then watches Cole move towards the left, alone.

Eli follows Cole, unsure what everyone is seeing, but sure enough that the team shouldn't fracture too much. He uses his speed to pull up alongside Cole. Unable to see anything hostile, but knowing Cole does, Eli's frustration builds up. The old man bellows like the straining aurochs below.

Battlecry- +1 Morale Bonus to Attack Rolls, Skill Checks, and Saving Throws for 4 Rounds. Should get everyone (100')


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

My bad- posted Round 3 actions prematurely, and tagged it Round 2, instead of 3. :(


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 2

Status:

HP = 64/64
AC/T/FF = 16/11/15
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 8/8
Magus Spell-Like Abilities (CL 7th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—haste, vampiric touch
. . 2nd—blur, invisibility, mirror image, acid elemental intensified shocking grasp[M]
. . 1st—color spray (DC 15), frostbite[UM], acid elemental shocking grasp[M] (2), intensified shocking grasp[M]
. . 0 (at will)—acid splash, brand[APG] (DC 14), detect magic, light, prestidigitation
. . M mythic spell
Status Effects = Haste, Invisible

Jurin flies down and attempts to kill one of the enraged beasts.

Intensified Elemental Shocking Grasp, Acid.

Power Attack w/ мировник: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 14 ⇒ (4) + 14 = 18
Spell Damage: 7d6 ⇒ (5, 5, 5, 6, 1, 1, 1) = 24


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

"We need to cut these chains!" Aasimarra yells over the battle. "We need to cut--" Aasimarra's voice trials off as Jurin dive bombs one of them.

"Ely! A chain!" Aasimarra points to a taut chain.

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