The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


3,001 to 3,050 of 3,470 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Yasala moves to the top of the stairs next to Bjeorn and looks to see what is going on with the cultists.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

"I can't see exactly what they are doing but they don't seem to be advancing any more"

Readied action to shoot bow if they start advancing again.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Perception DC 27/25: 1d20 + 11 ⇒ (5) + 11 = 16

"I don't know either." Talar says calmly as he raises the massive bow. He feels the wind for a moment, calmly gauging the distance. He pulls the string back, aiming far up into the air and releasing two arrows in rapid succession.

Firing at the drummer, cover penalties be damned.

Attack (DA, RS, Range Increment): 1d20 + 11 - 2 - 2 - 2 ⇒ (20) + 11 - 2 - 2 - 2 = 25
Damage (DA): 1d10 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Confirm (DA, RS, Range Increment): 1d20 + 11 - 2 - 2 - 2 ⇒ (16) + 11 - 2 - 2 - 2 = 21
Additional Crit Damage (DA): 2d10 + 4 + 8 ⇒ (7, 4) + 4 + 8 = 23

Attack (DA, RS, Range Increment): 1d20 + 11 - 2 - 2 - 2 ⇒ (11) + 11 - 2 - 2 - 2 = 16
Damage (DA): 1d10 + 2 + 4 ⇒ (6) + 2 + 4 = 12


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin's Perception to see (DC 27): 1d20 + 10 ⇒ (16) + 10 = 26
Tairin's Perception to hear (DC 25): 1d20 + 10 ⇒ (15) + 10 = 25

Sabra's Perception to see (DC 27): 1d20 + 15 ⇒ (9) + 15 = 24
Sabra's Perception to hear (DC 25): 1d20 + 15 ⇒ (16) + 15 = 31

Both Tairin and Sabra (from her perch in the pouch) looked out and listened; hoping to gauge something about the enemy in the distance.

Tairin sensed Sabra's emotions through their bond and she nodded before quietly advising her companions, "There is hideous chanting in time with the beat of the drum. Take heed. Once they draw nearer, I will do what I can with my own song. For now, keep this vantage, and let them come to us, if they dare move closer."

Tairin took a five foot step down to stand behind Patenemheb; using him as a shield of flesh to hide her presence behind. She kept her dancing orbs out in the space between them and the enemy; hoping the light they emitted would aid the archers in the allied party and the group's general sight.

Stealth to remain out of general sight of the cultists: 1d20 + 16 ⇒ (13) + 16 = 29


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Perception to see (DC 27): 1d20 + 14 ⇒ (6) + 14 = 20

Perception to hear (DC 25): 1d20 + 14 ⇒ (12) + 14 = 26

Without turning to look at Tairin, Patenemheb responds to her.

"Indeed. I too hear their foul chanting to the percussion. I strongly urge you all to focus on slaying that drummer once you have the chance."

And then, Patenemheb aims his bow, and whispers in Yar-Ammonite, staring to seek out the drummer.

Yar-Ammonite:

"Moon God, grant me the boon of vengeance against these degenerate foes."

Activate vengeance.


I'm guessing Bjeorn is going to stand fast until/unless the enemy moves closer. Meanwhile, both he and Talar has suffered heavy losses of HP due to the lion earlier; that will certainly be an issue for what is to come.

Talar; you do not know if your second arrow hits or not - you do know that when your shots were fired the sound of the drum stops and you can now hear the disquieting sound of a dull chanting echoing over the valley.

The chant raises in volume and cadence as it echoes over the stones of the cliff walls.

"Yadar... Tekeli-li, Shoggoth! Yadar... Takeli-li, Shoggoth..."

The men on the other side of the valley seem to be huddled now near the fallen drummer and in less than a few seconds the drum begins to sound again.

Those who made the Perception Check for vision earlier:

The men you can make out are crouched around something on the ground and you think the they seem to be tearing and pulling at things on the ground, but you cannot make out what they are doing from here.

Your move...


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern will not move down and stand guard. Moving down would give the enemy some chance to swarm him.
Then he has an idea, he looks around for some stones or rocks to roll down the stairs.


Bjoern Ghostbear wrote:

Bjoern will not move down and stand guard. Moving down would give the enemy some chance to swarm him.

Then he has an idea, he looks around for some stones or rocks to roll down the stairs.

A good idea; but sadly the cliff you are standing on has no rocks upon it. It is almost as if it has been kept clean and (relatively) taken care of. Only a thin layer of dust and sand rest on the surface which you are standing upon...

Samir's eyes narrow as he studies the plain.

"I thought they congregated around the folk at the back; do you mark how that single figure has not yet moved - the one with the faceless mask - he watches and waits while the others are grubbing about on the ground where the bodies of the slain mercenaries lay..." he says, even as he watches Talar's arrow drop the body of the man with the drums.

At the sound of their voices the mercenary guard to Ossan pales.

"They summon demons, lord! We must flee!"

Ossan turns a furious glance at the man.

"Where shall we go, fool? The plain is littered with those dogs. Or would you have us retreat back in to the confines of the temple which unmanned you so easily before?" he asks with a voice ragged with fear and tension.

As your company watches, the masked figure lifts his arms to the sky and a collective sound of wails, moans and screams of either joy or ecstasy is heard, even at this distance.

So those were some Free Actions by the NPC's - at this point it's still your turn if you'd like to do anything else this round.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I've already used a move and standard action for Patenemheb, but he may know something useful.

Knowledge Arcane on the relationship between Yadar, and Tekeli-li and Shoggoth: 1d20 + 12 ⇒ (3) + 12 = 15

Knowledge Planes on the relationship between Yadar, and Tekeli-li and Shoggoth: 1d20 + 10 ⇒ (15) + 10 = 25

Knowledge Religion on the relationship between Yadar, and Tekeli-li and Shoggoth: 1d20 + 13 ⇒ (14) + 13 = 27


Patenemheb Sitayet wrote:
I've already used a move and standard action for Patenemheb, but he may know something useful.

Not sure how much this will help, but for what it's worth...

Truth wears many faces:

Your Knowledge leads you to believe the following:

1. They are cultists of Yadar - a subset dedicated to hunting and sacrificing people to their god. One distinct element about them makes you think of a former member of your party - these men, like him, practice cannibalism. Upon eating the flesh of the dead they gain a savager and brutal level of power when they attack.

Given that they are currently huddled in a tight mass around the bodies of the dead mercenaries suggests that, even now (possibly), they may be feeding on them...

2. The creature Shoggoth is one of terrible horror; those people who were even rumored to witness it were driven insane by the sight. It is said that Shoggoth was a terrible creature made of slime and ooze that crawled in the dark places of the world.

From an ancient text - ...a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us...

However, they are were created as tools to serve masters far more horrible and, after those dark masters left the world, some of these Shoggoth creatures remained in the dark places of the world.

3. Tekeli-li - this is a chant used by the masters of Shoggoth - that these folk chant it now suggests they have heard this chant before.

CONCLUSION: You believe that this cult has been slaying folk who worship other gods; the gear of the dead in the temple you exited suggests that some of the bodies wore the garb of the priests of Yar-Ammon. You believe that, now, the company near to you is calling to the creature which lurks in the depths of the dark pit you witnessed. You believe that they are attempting to call it forth from the pit to rise up and come forward and slaughter anyone it encounters.

If your hunch is correct, and if they succeed in their plan, then the hideous creature of otherworldly qualities may even now be rising from that dark maw of hell to make its was through the dark tunnels behind you to eventually exit from the doorway of the temple and assail you from behind.

Of course, that is just a possibility, but it seems very probable...


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

In the mind of the scholar, shards of dreadful knowledge assemble to form a dread picture.

He states (not shouts), with a chill note in his voice:

"They try to summon the foul ooze we learned of earlier! Get ready!"


As Paten utters his warning, the enemy now elects to act.

With a hideous shout they begin running across the sandy plain; their faces covered in blood and a wild light in their eyes.

Please examine the combat map for further details; they used 5x move speed for their full round action so now it's your turn.

NOTE: Given the rocky cover, you cannot shoot any target that has not reached the stairs, except for any target to the right of line 17. So any target from line 18 and further right you can shoot. You will also be able to shoot targets when/if they come around the corner.

Also, it should be noted that the masked man seems to have only moved 60 feet, rather than the usual 5x movement speed of his underlings. Perhaps he is not running; and it is certainly likely they have a faster speed than he does.

Good luck!


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

As they started to run forward, Yasala let loose the arrow she had ready
This is the readied action from my last round, aimed at a torchbearer in the front
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
+2 to both rolls if civilized target; +4 if decadent

When they reach the bottom of the stairs she puts down her bow, picks up her sword and points it at one in the front row growling "He is the first to feel my vengeance" This is the current round. Target is the first torchbearer (second one if the readied shot killed the first)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

GM could you please put the correct combat map link in the game header? Eventually your post with the link is going to get buried.

Talar grabs two of his nasty looking arrows, firing them into the heart of the crowd. As they land they splinter open and shatter, sending bone fragments into the crowd!

Attacking the enemies at M17 and N17, each once. If the attack lands, it does an additional 1d3 damage to the target any everybody adjacent to them, DC 18 reflex negates.

Attack vs M17 (DA, RS): 1d20 + 11 - 2 - 2 ⇒ (12) + 11 - 2 - 2 = 19
Damage (DA): 1d10 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Splinter Damage: 1d3 ⇒ 2

Attack vs N17 (DA, RS): 1d20 + 11 - 2 - 2 ⇒ (16) + 11 - 2 - 2 = 23
Damage (DA): 1d10 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Splinter Damage: 1d3 ⇒ 3

All attack and damage rolls are increased by 2 if against nomads, they are increased by 4 if against civilized.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Since we're all on the same initiative, I spoke to the GM before he left for work and Tairin's bardic performance will go off and all attacks and damage made by her companions will get a +1 this round, even the posts/actions that were posted before mine.

Seeing the enemy advance and watching her allies with ranged weapons attempt to pick off the cultists as they swiftly approached the stairs, Tairin flicked her wrist and shifted the dancing orbs closer to her/them (free action), spreading them out in 10 ft spaces (above the enemy) to filter light down atop the Yardaran cultists. Tairin moved (20 ft) carefully to the furthest side of the entrance, with Sabra in tow inside the scarf pouch. From her more secure vantage, the Yar-Ammonite bard opened her mouth and with clear voice began to sing; hoping to bolster her allies courage and resolve.

Standard action: Started bardic performance: Inspire Courage (+1 to hit & damage). First round out of 10.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

With the drummer fallen and the target of vengeance with him, Patenemheb methodically seeks a wounded cultist if he can see one. He launches an arrow at the most wounded cultist he sees in those heartbeats, driven on by Tairin's song.

Shortbow vs wounded cultist: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

"Bjoern! Strike true!"

Combat advice on Bjoern for a +2 competence bonus to his next attack roll


Reflex Saves for enemies around M17

L16
1d20 + 3 ⇒ (17) + 3 = 20

L17
1d20 + 3 ⇒ (4) + 3 = 7

M16
1d20 + 3 ⇒ (13) + 3 = 16

M18
1d20 + 3 ⇒ (3) + 3 = 6

N16
1d20 + 3 ⇒ (8) + 3 = 11

N17
1d20 + 3 ⇒ (20) + 3 = 23

N18
1d20 + 3 ⇒ (18) + 3 = 21

Reflex Saves for enemies around N17

N16
1d20 + 3 ⇒ (13) + 3 = 16

M16
1d20 + 3 ⇒ (1) + 3 = 4

M17
1d20 + 3 ⇒ (13) + 3 = 16

M18
1d20 + 3 ⇒ (11) + 3 = 14

N18
1d20 + 3 ⇒ (17) + 3 = 20

O18
1d20 + 3 ⇒ (10) + 3 = 13

O17
1d20 + 3 ⇒ (20) + 3 = 23

O16
1d20 + 3 ⇒ (8) + 3 = 11

At this time Osan will attempt to inspire his mercenary to fire his short bow - Inspiration grants him +3 to his attack -

Mercenary Attack on enemy at K:19
1d20 + 5 + 4 + 3 ⇒ (18) + 5 + 4 + 3 = 30

If it hits -
1d6 + 1 ⇒ (3) + 1 = 4

Samir will attack the same enemy
1d20 + 6 + 4 - 2 ⇒ (12) + 6 + 4 - 2 = 20

If he hits -
1d6 + 1 + 4 ⇒ (6) + 1 + 4 = 11

EDIT: The enemy at K:19 is now dead...

Enemies who failed their save have now been adjusted

Enemies who failed each take 1d3 Damage
1d3 ⇒ 1


The men on the stairs elect to rush up the stairs and attempt to use Bull Rush to knock Bjeorn and Yasala off the cliff...

This opens them up to an AoO as they try it from Bjeorn and Yasala

Attack on Yasala with Bull Rush
1d20 + 2 + 6 ⇒ (17) + 2 + 6 = 25

Attack on Bjeorn with Bull Rush -
1d20 + 2 + 6 ⇒ (13) + 2 + 6 = 21

EDIT - Please let me know your CMD; I'm not sure if this will work. If it does, it forces you back off the cliff behind you.

Also; not sure if the Total Defense via Bjeorn will work on his CMD; but it won't allow him to make any AoO this round, unfortunately.

The other enemies move up quickly after them -


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

As the cultists rush up the stairs, Yasala tries to step out of the way and slash at the one in front of her.

AoO vs N11 (IC): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Damage (IC): 2d6 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9
All attacks and damage +2 vs civilized, +4 vs decadent


Yasala wrote:
As the cultists rush up the stairs, Yasala tries to step out of the way and slash at the one in front of her.

The attack was hard in to the flesh of the enemy before you, but you stumble back and are pushed off the cliff behind you.

You fall fifty feet down the rough cliff and lay there.

Falling Damage -
1d6 ⇒ 6
1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 2

That's currently a total of 21 falling damage (minus your DR).

However, if you make an Acrobatic Check DC 15 you can negate the first d6 damage, and the second d6 damage is considered Non Lethal; meaning you'd take a total of 9 (minus your DR) Lethal Damage and an additional 6 Non-Lethal Damage


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
So that's 7 damage and 6 non-lethal damage

Yasala tumbles off of the cliff but manages to roll to avoid some of the obstacles. When she finally comes to a halt she struggles to her feet and surveys the battlefield. Realizing that there's no way she's getting back up the cliff with all of these enemies around, she pulls out her bow and takes a shot at the nearest cultist.

Attack N16 (IC): 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage (IC): 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Confirm Crit (IC): 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Crit Damage (IC): 2d8 + 6 + 1 ⇒ (2, 7) + 6 + 1 = 16

Move action: stand; Swift action: swap weapons; Standard action: shoot


Link for Combat Map adjusted so you can find it easier. Yasala, your shot hits its target but doesn't manage to kill him - though he suffers badly.


1 person marked this as a favorite.
Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin's inspirational song continues to linger in the hearts and minds of her companions, bolstering their brave endeavours against the enemy. The four dancing orbs remain in place, bobbing high above the heads of the cultists providing more light with which to see.

(Free action to maintain bardic performance - inspire courage - a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Round 2 of 10 rounds.)

With Sabra still safely stowed in the pouch around her neck/body, Tairin shrewdly moved 5 ft to position herself better. And then quietly uttering the words //"Dihn Sath"// and discreetly motioning her hands, she cast her spell and targeted the staircase - the steps just below where Bjoern was standing. (Cast Grease - range 35 ft - takes up a 10 ft square, so squares affected are N:10 & 11 & possible O:10 & 11? Duration 2 mins). Being carved stairs, I don't know how wide (or deep) they are or high etc apart they are to properly gauge the affected area at this time.)

(Any creature in the area when the spell is cast must make a successful Reflex save (DC 16) or fall. (I believe this currently applies to torchbearers at N:10 & O:10 and cultist at O:11 who need to make a reflex save). A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.)

Stealth to hide her spellcasting from general view/sight: 1d20 + 16 ⇒ (5) + 16 = 21

She then removed her blessed scorpion whip from her belt; keeping it in hand and ready.

Free action: Maintaining Bardic Performance: Inspire Courage
Free action: Took a 5ft step
Standard action: Cast Grease
Move action: Removed sanctified scorpion whip from her belt and is now in hand.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

CMD 10+4level+6Strength +1 Dex+1Dodge+2CE =24
Also Bjoern stated he would attack as soon as someone gets closer. Combat Expertise is in effect. Dodge Boni stack

Bjoern is not moved by the mob.
As the mob rushes him he slashes out with his blade.
Attack: 1d20 + 7 + 1 + 3 ⇒ (19) + 7 + 1 + 3 = 301d6 + 11 ⇒ (6) + 11 = 17
AoO Bullrush: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 11 ⇒ (1) + 11 = 12
Confirm: 1d20 + 11 ⇒ (7) + 11 = 181d6 + 11 ⇒ (1) + 11 = 12


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Total defense does add to CMD, and I don't think it prevents you from taking AoOs.

Talar continues using his nasty exploding arrows, raining death upon the cultists.

Attacking the enemies at Q10 and Q11, each once. If the attack lands, it does an additional 1d3 damage to the target any everybody adjacent to them, DC 18 reflex negates.

Attack vs Q10 (DA, RS, IC): 1d20 + 11 - 2 - 2 + 1 ⇒ (14) + 11 - 2 - 2 + 1 = 22
Damage (DA, IC): 1d10 + 2 + 4 + 1 ⇒ (4) + 2 + 4 + 1 = 11
Splinter Damage (IC): 1d3 + 1 ⇒ (1) + 1 = 2

Attack vs Q11 (DA, RS, IC): 1d20 + 11 - 2 - 2 + 1 ⇒ (13) + 11 - 2 - 2 + 1 = 21
Damage (DA, IC): 1d10 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13
Splinter Damage (IC): 1d3 + 1 ⇒ (1) + 1 = 2

All attack and damage rolls are increased by 2 if against nomads, they are increased by 4 if against civilized.

My plan is to pile their bodies so high that it prevents the ones in the back from easily approaching.


Lot of stuff to deal with when I get home. Quick question before i have to do another huge set of Coding - Talar; how many of those scatter arrows do you currently have at this time? Only checking because I need to figure out a way to come up with a faster way to do the coding if this is going to continue...

Bjeorn - I'll ret-con your actions tonight; I believe you may have an additional bonus due to Tairin's Bardic Performance bonus which certainly doesn't hurt. However I'm running a bit late as I need to leave earlier for work than usual today.

That said, I'll have more up tonight.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Already added her performance in my attack and damage rolls


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb seeks to pierce the wall of flesh with arrow.

Shortbow vs most wounded cultist he can see that isn't at a penalty to hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23

Damage: 1d6 + 0 ⇒ (6) + 0 = 6

He shouts in the tongue of Tharagia.

Tharag Thule:

"More of that, Bjoern! Cut them down!"

Combat advice for +2 competence bonus to Bjoern's next attack

Perhaps that will distract them from our stealthier companions.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

That's the last of the splintercloud arrows carried by Talar, he has some more on his animal companion.


Talar Drealev wrote:
That's the last of the splintercloud arrows carried by Talar, he has some more on his animal companion.

No worries about the arrows, then, Talar.

Meanwhile, to clarify; the two men by Bjeorn are now dead. However, the guys Talar targeted are at the bottom of a 50 foot staircase. So technically he can't see them at the bottom of the stairs where he is (basically anyone south of line O is something that the staircase is blocking from your view as it's roughly 10 feet lower). He is able to still shoot at the enemy on the plain so long as they are to the right of line 17 - so basically any target on line 18 or further right.

You can still keep your rolls/damage; but I need another set of targets first, unfortunately.


Given that it's the Fourth of July here I'm going to swap Talar's arrow attacks now as he may not be able to post again for a while for the holiday.

Talar; as the cliffs/stairs are blocking the guys you are shooting at I'm going to swap your shots to the guys at P:18 and Q:18, mainly because this will give you the most effect for your spread attack.

Needless to say, here's the spread damage from guy at P:18 -

Q17
1d20 + 3 ⇒ (9) + 3 = 12

P17
1d20 + 3 ⇒ (6) + 3 = 9

O17
1d20 + 3 ⇒ (16) + 3 = 19

O18
1d20 + 3 ⇒ (5) + 3 = 8

P19
1d20 + 3 ⇒ (5) + 3 = 8

Q18
1d20 + 3 ⇒ (6) + 3 = 9

Damage on guy around Q:18
1d20 + 3 ⇒ (3) + 3 = 6

R17
1d20 + 3 ⇒ (18) + 3 = 21

Q17
1d20 + 3 ⇒ (19) + 3 = 22

P17
1d20 + 3 ⇒ (5) + 3 = 8

P18
1d20 + 3 ⇒ (7) + 3 = 10

P19
1d20 + 3 ⇒ (20) + 3 = 23

EDIT: So, basically, they all take 2 damage except for O17, R17, Q17 and P19 - also, the "spread effect" of your damage causes the guy P:18 to fall down and die - and the guy at P:18 is hanging on by a thread...

Enemy action up soon and combat map adjusted.


P10 Reflex Save -
1d20 + 3 ⇒ (2) + 3 = 5

P:11 Reflex Save -[/ooc]
1d20 + 3 ⇒ (12) + 3 = 15

They failed.

The fallen man at P10 is prone but feasts on the dead man before him.

P11 is prone, too.

The other men huddle on the bottom of the stairway and seem eager to advance up the stairs at their enemy, but there does not seem to be any room for them to move with so many people on the stairs...

Your move -


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Slowly starting a low battlechant.
He raises his throwing his gladius aside towards Tairin and draws his blade. Waiting for the next one to attack him he stays vigilant.
AoO: 1d20 + 12 ⇒ (3) + 12 = 151d10 + 13 ⇒ (10) + 13 = 23
Attack: 1d20 + 12 ⇒ (6) + 12 = 181d10 + 13 ⇒ (4) + 13 = 17


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb now shouts his approval.

"Hold Bjoern, and do not falter!"

Full action : wise counsel for a +4 insight bonus to next roll


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Biding her time until enough cultists are down to allow her to safely engage the leader in the rear, Yasala draws another arrow and lets loose at the man she hit earlier.
Attack N16 (IC): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Your assumptions about my course of action are good GM. Talar will continue to attack the closest target he can see, focusing on one spot in particular until the bodies pile up so much that they become an obstacle.

Attack (DA, RS, IC): 1d20 + 11 - 2 - 2 + 1 ⇒ (12) + 11 - 2 - 2 + 1 = 20
Damage (DA, IC): 1d10 + 2 + 4 + 1 ⇒ (9) + 2 + 4 + 1 = 16

Attack (DA, RS, IC): 1d20 + 11 - 2 - 2 + 1 ⇒ (7) + 11 - 2 - 2 + 1 = 15
Damage (DA, IC): 1d10 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12

All attack and damage rolls are increased by 2 if against nomads, they are increased by 4 if against civilized.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin's song continued to embolden her companions/allies, boosting their natural born courage. (Free action to maintain Bardic Performance: Inspire Courage (+1 to hit & damage, Round 3 of 10.) Tairin's four magical orbs continued to shine light down upon the enemy horde. (Free action)

Tairin steadily/carefully moved (with Sabra in tow) to the edge of their cliff they were standing on; hoping not to be noted by any cultists with bows, especially. She was glad for the all black attire she wore this night.

Stealth to move without drawing attention: 1d20 + 16 ⇒ (3) + 16 = 19

She peered, over the edge, down upon the nearest prone torchbearer (P:10, 10 ft down from her) and unfurling her scorpion whip, she lashed out at the man's back as he was feasting on his own dead.

Using the weapon normally and without calling the Moon God's blessing at this time upon her target.

Melee Attack with Scorpion Whip, which has 15 ft reach, with IC, on prone Torchbearer P:10: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 (Add a further +2 to attack if cultist is Khazistani)
Lethal damage, if hits: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (Add a further +2 to damage if cultist is Khazistani)

I believe, since that cultist/torchbearer is prone, he's at -4 to his AC against attacks made from melee weapons.


Samir takes a shot on the guy at N:18.

Attack on Enemy with shortbow -
1d20 + 6 + 4 - 2 ⇒ (18) + 6 + 4 - 2 = 26

If it hits -
1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Samir hit his target, but barely wounded him.

Meanwhile, Yasala was able to drop the enemy she fired upon; Talar drops another, his second arrow wounding a man, but not finishing him.

Tairin manages to wound the prone man below her while Bjeorn stands his position ready for an enemy to come to him while Paten does what he can to aid him...

Tairin; quick note via the map - technically the prone enemy should be considered to be at O:10; the guy on P:10 is standing behind him, but the map is not very well designed. My apologies for that, though your attack still hit the target you selected...

Enemy Turn -

The enemy at P:10, seeing the confusion at the wall, has elected to instead attempt to climb the ledge to his right.

Dropping his sword he begins to climb as fast as he can to get to the top...

The spot he is standing at is only 25 feet to the top of the cliff edge as the slope leading to the stairs elevated him 25 feet up from ground level; since Climbing is Move Action he will try doing a Double Move for Climbing and at "Accelerated Climbing" this is is a +5 to the DC but it grants him 1/2 his Move Speed rather than 1/4 his move speed.

However, given that his Move Speed is 40 feet, it means with a DC of 15 + 5 = 20 for his Climb Check he can move half the speed; or 20 Feet per Move Action.

Climb Check 1 Against DC of 20 -
1d20 + 2 + 3 + 6 ⇒ (13) + 2 + 3 + 6 = 24

Climb Check 2 Against DC of 20 -
1d20 + 2 + 3 + 6 ⇒ (19) + 2 + 3 + 6 = 30

EDIT: he has managed to haul himself on to the top of the ledge next to Tairin. He is now standing next to her, but she has an AoO on him before her next round which could - theoretically - interrupt his Climb. If her AoO on the climb up succeeds she can try to disrupt his Climb and negate this action.

Once he pulls himself over the ledge then he will be Prone next to her.

The two men standing before Bjeorn do not realize his is prepped for damage and attempt to move through the greasy square at Half Speed.

Torchbearer Stands up from Prone; normally this would provoke an attack from Tairin - but she can use her AoO on this guy or the guy climbing the wall.

Acrobatics Check to for O:10 to move through at half speed vs. 10 -
1d20 + 2 + 3 + 1 ⇒ (1) + 2 + 3 + 1 = 7

If he makes it -

Attack with Scimitar -
1d20 + 2 + 6 ⇒ (17) + 2 + 6 = 25

If it hits -
1d6 + 6 ⇒ (3) + 6 = 9

EDIT: Torchbearer has fallen prone with his check and attempts to stab at Bjeorn -

The next man also attempts to move up and attack Bjeorn by first carefully moving through the greased area -

[ooc]Bjeorn; the guy has moved up to attack via a 5 Foot Step and does not provoke an AoO at this time -

The second guy does what he can to stand up and move to support his ally. As he does, he tries to strike at Bjeorn with a furious Rage...

Acrobatics Check from N:11 to move through at half speed vs. 10 -
1d20 + 2 + 3 + 1 ⇒ (5) + 2 + 3 + 1 = 11

Attack with Scimitar -
1d20 + 2 + 6 ⇒ (5) + 2 + 6 = 13

If it hits -
1d6 + 6 ⇒ (1) + 6 = 7

EDIT: guy next to Bjeorn has attacked but missed. Meanwhile, the other cultists are hurrying to move up and now it's your turn.

The party notices that the slavering hoard of ravenous cannibalistic cultists have quieted their rage filled howls as their leader has advanced up to behind them.

They part ways for him and he strides with a dark purpose between them until he has is standing in the narrow way, protected from most range attacks at his current position - and his men which try to surround him protectively.

Your move -


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Damnit I was hoping that the leader would stay in the back so I could die in epic 1v1 combat vs the boss.

Watching her intended target disappear into the mass of cultists, Yasala sighs, but continues to use her bow from her spot at the bottom of the cliff.

Attack N17 (IC: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage (IC): 1d8 + 3 ⇒ (7) + 3 = 10

After letting fly, she considers takes a couple steps forward but decides to hold back for now, at least until more of the enemy are on the ground.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Her inspiring song continues to live on in the hearts and minds of all the allies who have heard it. (Maintaining Bardic Pervformance: Inspire Courage - Round 4 of 10. +1 to hit & damage)

Watching with some annoyance and a little fear at the raging cultist attempting to climb up the cliff face toward her, Tairin flicks back her whip and strikes at him when he's within 15 ft, using her attack of opportunity to waylay his climb and knock him off the cliff.

AoO with Scorpion whip on climbing cultist when he's within 15 feet: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 vs cultist's flatfooted AC (Add a further +2 to attack if cultist is Khazistani)
Damage, including sneak damage, if hits: 1d4 + 1 + 1 + 2d6 ⇒ (1) + 1 + 1 + (1, 2) = 6 (Add a further +2 to damage if cultist is Khazistani)

If by chance the enemy does not fall and continues to climb up over the ledge, Tairin takes a 5ft step back and flicking her barbed whip, attacks the prone cultist before he can stand to do her harm.

Melee Attack with 15 ft reach weapon Scorpion whip on prone cultist atop of ledge/cliff: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 vs cultist's flatfooted AC (Add a further +2 to attack if cultist is Khazistani)
Damage, including sneak damage, if hits: 1d4 + 1 + 1 + 2d6 ⇒ (4) + 1 + 1 + (5, 3) = 14 (Add a further +2 to damage if cultist is Khazistani)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Would the torchbearer not get my regular attack first? As I readied my attack?
Seeing a new target Bjoern whirls his longblade.
Attack: 1d20 + 12 ⇒ (5) + 12 = 171d10 + 13 ⇒ (8) + 13 = 21


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Talar briefly switches his attention to the cultist climbing the walls.

Attack (DA, RS, IC, PBS): 1d20 + 11 - 2 - 2 + 1 ⇒ (5) + 11 - 2 - 2 + 1 = 13
Damage (DA, IC, PBS): 1d10 + 2 + 4 + 1 ⇒ (10) + 2 + 4 + 1 = 17

Attack (DA, RS, IC, PBS): 1d20 + 11 - 2 - 2 + 1 ⇒ (5) + 11 - 2 - 2 + 1 = 13
Damage (DA, IC, PBS): 1d10 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10

All attack and damage rolls are increased by 2 if against nomads, they are increased by 4 if against civilized.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Seeing Talar attend to the climbers, Patenemheb notices something.

"Talar, a little higher!"

Wise Counsel: +4 insight bonus in aid


1 person marked this as a favorite.

As the enemy is climbing up the cliff he needs to make a Climb Check against a DC of 15 to avoid falling as Tairin's earlier AoO hit him for damage -
1d20 + 11 ⇒ (8) + 11 = 19

EDIT:

The enemy succeeded in climbing up the cliff, but barely.

His health nearly gone as he crawls over the ledge, Tairin's whip manages to slice into his throat and tear it out in a jagged gash that rips in to his very windpipe.

As his lifeless eyes stare into the sky Paten's voice inspires Talar's arrows and they slam into his back.

Bjoern Ghostbear wrote:

Would the torchbearer not get my regular attack first? As I readied my attack?

Seeing a new target Bjoern whirls his longblade.

The torchbearer in front of you has already been killed by you earlier. At this time, there is another torchbearer, but there is a five foot gap between you him - with the corpse of former torchbearer laying on the greased ground between you and him.

I will let you use your attack on the guy standing on N:11 instead. He's moving up to get off the greased area.

Acrobatics to take a 5 foot step off the Grease
1d20 + 6 ⇒ (1) + 6 = 7

EDIT: The enemy has fallen next to you - your sword is able to slaughter him even as he falls.

Bjeorn swings his blade and slaughters the enemy next to him who falls down dead.

Enemy up soon...


The cultist at Q:10 is going to try climbing, too - via accelerated climbing - but he will not want to move more than 20 feet so he can avoid the threats of archers...

Climb Check accelerated Climbing
1d20 + 2 + 3 + 6 ⇒ (20) + 2 + 3 + 6 = 31

The torchbearer somewhat apart from Bjeorn will attempt an Acrobatics Check against a DC of 10 to move half speed and move up and try to attack Bjeron -[/ooc]
1d20 + 2 + 3 + 1 ⇒ (10) + 2 + 3 + 1 = 16

Attack with Scimitar
1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

If it hits -
1d6 + 1 ⇒ (1) + 1 = 2

Meanwhile, the enemy with the robes is moving forward between his disciples.

Seeing Bjeorn on the ledge above him, he raises his hand and cries out in a terrible voice and a dark, hideous ray shots from his palm to rush toward Bjeorn...

Ranged Touch Attack against Bjeorn -
1d20 + 6 ⇒ (13) + 6 = 19

If it hits -
1d6 + 3 ⇒ (1) + 3 = 4

EDIT: The cultist's scimitar might crit -
1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

If it confirms -
1d6 + 1 ⇒ (2) + 1 = 3

EDIT: Bjeorn, the scimitar confirms but it only does 5 damage and I need you to get a Fortitude Save of DC 14

The man on Q:10 was able to climb; but he only chose to climb 20 feet - so he's not able to be hit from your archers until you move to another angle.

Your move...


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Not wanting to let the leader get too far towards her friends without providing support, Yasala steps carefully through the rubble and places herself into another corner where she can avoid being flanked.

Once in place she lets loose another arrow at her previous target.
Attack N17 (IC): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage (IC): 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Fort: 1d20 + 7 ⇒ (10) + 7 = 17
Bjoern feels the ray connect but his hardy constituion prevents the worst. The same is about the thug that manages to hit his legs, but alas the strike was feeble and while deep not really threatening.
Medium Armor and shield DR 3, 4 or 5?
He swings his longblade in a wide arc and attacks the thug.
Attack: 1d20 + 12 ⇒ (10) + 12 = 221d10 + 13 ⇒ (9) + 13 = 22


Bjoern Ghostbear wrote:

[Dice=Fort]1d20+7

Bjoern feels the ray connect but his hardy constituion prevents the worst. The same is about the thug that manages to hit his legs, but alas the strike was feeble and while deep not really threatening.
Medium Armor and shield DR 3, 4 or 5?
He swings his longblade in a wide arc and attacks the thug.

Bjeorn; you manage to destroy the thug - however, the Fortitude Save allows you to suffer only half Strength Damage.

Also; you're using one hand on your sword and you have a +13 to damage? But in any case - with your Fortitude Save you've lost only 2 Points to your Strength. Please keep that in mind (as well as your current HP - which was lowered terribly after the attack with the lion and was not healed).


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

As potent as ever, Tairin's song still revives and bolsters the courage of her allies. (Free action to maintain Bardic Performance: Inspire Courage: +1 to hit & damage)

Tairin took a five foot step forward to stand at the ledge's edge.

Unfurling her scorpion whip, she aims the barbed end at the climbing cultist at P:09/10. hoping to make him slip back down the cliff.

Melee attack with 15ft reach scorpion whip to interfere with the cultist's climbing and make him fall, including IC: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 vs cultist's flat-footed AC. (Add a further +2 to attack if cultist is Khazistani)
Lethal Damage, including sneak damage, if hits: 1d4 + 1 + 1 + 2d6 ⇒ (4) + 1 + 1 + (4, 6) = 16 (Add a further +2 to damage if cultist is Khazistani)


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Aware of the state of Bjoern's injuries, Patenemheb states :

"Northman, live long enough for me to heal you!"

Wise counsel: +4 insight bonus


Tairin - your lash manages to kill the guy who is on the cliff outright and he falls back on the person under him.

That person takes damage and it is, in fact, the leader of this group -
1d6 ⇒ 2

EDIT: As a free action he shoves the body to his feet; though he does take some Damage

3,001 to 3,050 of 3,470 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Spider God's Bride - All Messageboards

Want to post a reply? Sign in.