The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Holding her ground despite the big wound she just took, Raven re-engages with Cultist #3 swing her warhammer in a mighty arc wiht both hands before crashing it against his head.

Raven Warhammer: 1d20 + 7 ⇒ (16) + 7 = 23
Dmg, 2-handed: 1d8 + 4 ⇒ (6) + 4 = 10


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Varn dodges the weak attack aimed at him and swings his magical morningstar once more towards his enemy! Unfortunately he is not used to the chaos of melee combat and his swing goes wide.

Attacking #1 again.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 2___________

Move: Dive/rolls under the cultist swing to (H,11) to flank Red 2.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

Attack: Flank attack Red-2.
Dueling sword flank attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 for a possible 1d8 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10 cold iron piercing damage.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

"You pay for what you have done!"

Round 2, Init 18

Aeron brings his mighty hammer to bear once more...

If Raven didn't Kill #3, then Aeron will attack it otherwise he will charge #5(+2 to hit)

Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 2d6 + 13 ⇒ (4, 1) + 13 = 18


Protected by her magic, Tessai draws Radiance, shifting her position to protect Varn, while maintaining the flanking position cleverly set up by Orlando.

5' step to F:10, still flanking #2 with Orlando, but attacking #1.

Radiance attack 2h: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 10 ⇒ (1) + 10 = 11

--Status--
HP: 30
AC: 21
Effects: Protection from Evil

BAH!


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

After Orlando's elegant maneuver and Tessai's well-placed strike, Selka realizes the cultist in front of her is now perfectly exposed for an attack, and thrusts her spear forward in a mighty lunge.

Longspear Attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Selka attacks Cultist 2 in G:10


Raven lands another hit on the cultist 3 but he is still standing.

Varn attacks and misses his mark.

Orlando rolls into a flanking position and stabs cultist 2 in the back he's hurt but still in fighting condition.

Aeron follows up Raven's attack with a powerful strike and cultist 3 goes down.

Tessai attacks but the cultist blocks her blow.

Selka lands a precise strike and cultist 2 goes down.

Cultist 1 swings at Tessai, Cultist 4 Charges Raven and Cultist 5 Charges Aeron.

Cultist 1 attack Tessai: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 2 ⇒ (2) + 2 = 4
Cultist 4 attack Raven: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 2 ⇒ (5) + 2 = 7
Cultist 5 attack Aeron: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 2 ⇒ (2) + 2 = 4

While Tessai easily avoids the attack, Raven and Aeron are struck by the charging cultist.

Updated map

Your turn again.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Varn grits his teeth in frustration at his fruitless attacks. He changes his grip on the weapon and swings once again at the cultist!

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Raven HP are 13/30

Despite the two wounds she has taken, RAven continues to swing at the charging cultist, trying to take advantage of his charge and the resultant opening in his defenses.

After smashing at the new cultist opponent, Raven 5' steps backwards (to D9) retreating a bit from a fight so she can nurse her wounds.

Raven Warhammer, two handed: 1d20 + 7 ⇒ (14) + 7 = 21
Dmg, two handed: 1d8 + 4 ⇒ (8) + 4 = 12


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 3___________

Orlando grins and salutes Selka.
Move: Takes a step forward to (G,11), then uses his cape to Improved Feint (my Bluff vs his Sense Motive, my success means I get to attack his Flat Footed armor class and add sneak attack damage.)
Bluff: 1d20 + 10 ⇒ (12) + 10 = 22

Standard: Feint attack Red-1.
Dueling sword feint attack: 1d20 + 4 ⇒ (15) + 4 = 19 for a possible 1d8 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8 cold iron piercing damage.


If Culstist 1 is still up:

Tessai shifts her position to gain as much advantage as possible in the closed quarters, and launches a double handed swing at the cultist.

Step to E:11, into a flanking position with Orlando, and attacking #1

Radiance Attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage: 1d8 + 10 ⇒ (3) + 10 = 13

If Cultist 1 is down, Tessai moves to take the place of Raven -> E:8, and attacking #4


Varn manages to slip past his opponents defense and land a solid blow to the gut. Cultist 1 goes down.

Raven manages a solid hit on cultist 4. Dealing 12 damage.

Orlando moves into a flank but his target is already down.

Tessai moves down to take Raven's place and takes a stab at cultist 4 but he avoids the blow.

Selka takes a stab at cultist 4 using her spear and he goes down.
attack: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 9 ⇒ (3) + 9 = 12

Aeron takes a swing at cultist 5 using his momentum against him and cracks his skull with a well placed blow.
Attack: 1d20 + 10 ⇒ (8) + 10 = 182d6 + 13 ⇒ (4, 5) + 13 = 22

All enemies are down.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Breathing heavily, and bleeding from two rather serious wounds, Raven stands leaning on her hammer.

"Not sure if you can spare the aid, mother cleric, but I have been hurt a bit here. Perhaps your Inheritor will find it acceptable to heal a non-follower who is trying to work on the side of Good?"

Raven is at 13/30 hp and can use a potion if no healing is available or if you want to save it until a more opportune time.


As Selka looks over Raven, Tessai moves to the stairs - "Stay sharp, there may be more of them" - she warns the others.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka hurries over to Raven's and helps her stand - "Absolutely, my friend. Here... Stay still."

With a look of concentration, she places her hands over her companion's wounds, and a moment later a warm, placid energy flows from her palms to mend Raven's injuries.

Cure Light Wounds (Sacrificed spell = Command): 1d8 + 3 ⇒ (7) + 3 = 10

With the bulk of Raven's injuries taken care of, the young Cleric urges everyone in need to come closer and receive a small dose of divine healing.

Channel Positive Energy, Healing: 2d6 ⇒ (4, 3) = 7


As she moves to the stairs, Tessai smiles in acknowledgement of Selka's burst of divine healing power.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Thanks for the bot

Aeron sighs as Selka's energy washes over him, closing his wounds.

"Let press our advantage. No need to give them time to prepare."

Aeron starts up the stairs, taking them two at a time.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

"I am with you my friends!"
Orlando moves up the stairway with the others.


The second floor is empty save for various supplies piled up in a haphazard fashion.

You go up to the third floor and see a semicircular room is empty except for a few bookshelves against the walls and a single desk and chair sit in one corner. A huge set of wood and metal double doors stands in the south wall.

You go over and open the door and see a man that can only be Faxon accompanied by a large black furred hound with fiery eyes.

Faxon and his hound

"Whats this a few stragglers managed to survived and make their way here? You fools should have fled the city while you still could!"

Faxon Init: 1d20 + 3 ⇒ (4) + 3 = 7

Go ahead and post your round 1 actions if your before him on Init.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

"Many thanks to The Inheritor." says Raven as the divine healing magic washes over her, curing her of all hurts.

As the boys head up the stairs, Raven unshoulders her bow, hoping to find herself at distance instead of up close for whatever happens to be upstairs.

Seeing the devilsh man and his hound, Raven targets the dog with her arrows.

Raven Longbow, PBS: 1d20 + 9 ⇒ (6) + 9 = 15
Arrow Dmg: 1d8 + 3 ⇒ (1) + 3 = 4


Don't forget to roll init to know if you're before him. I know the odds are in your favor but you still need to roll unless you have +6 or higher on your init mod

Encounter Map

The door in front of Tessai is open.

FYI both the man and the dog are evil outsiders. You can roll knowledge the planes to identify.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Orlando grins with insolence.
"Were you perhaps depending on reinforcements from the other two safe houses? So sorry! You are the last one."
He shoots the dog.
light crossbow shot: 1d20 + 4 ⇒ (4) + 4 = 8 for a possible 1d8 + 1d6 ⇒ (1) + (1) = 2 piercing damage.
He then dropped the crossbow, drew his sword and shook his cape into his left hand.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Varn follows behind the others, shaking some of the gore from his weapon. 'Effective weapon, if rather uncouth...'

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

The wizard stops short when he spots Faxon and the 'dog' as they enter the room. He can tell from a cursory glance that both are not native to this plane and searches his knowledge of the other planes. Know: Planes: 1d20 + 10 ⇒ (9) + 10 = 19

The wizard then removes a potion from his belt pouch and drinks down it's bittersweet contents, feeling the magical force form around his body.

Retrieving and consuming Varn's potion of Mage Armor.


A thiefling and a hellhound.


In a traffic jam and posting from my phone - will update in a few as soon as I get home.


Tessai stares intently at the man in front of them, as arrows whistle by her - "Are you the commander here?" - she growls at the man - "You will pay for what has happened to this city - you and all those you work with or for - we will make sure of it!" - she finishes, advancing on their foe.

Smiting Evil. Moving to G:5, and attacking the tiefling.

Radiance 2h attack, smite: 1d20 + 10 ⇒ (10) + 10 = 20
Damage if it hits: 1d8 + 12 ⇒ (3) + 12 = 15<- (+2 damage if evil outsider)

DireMerc, since Tessai has already casted Protection from Evil, could you confirm if the AC bonus from Smite Evl stacks?


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Init: 1d20 + 2 ⇒ (16) + 2 = 18

Aeron moves to D6 and prepares for clobbering time if anything gest within range (Ready action, if Aeron goes after Tessai moves, he'll charge the hound instead)


Dang, forgot the init...

Init: 1d20 + 1 ⇒ (7) + 1 = 8


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka uses 1 of her Initiative Rerolls for the day. She rolls twice and takes the higher result.

Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

"You are the foolish one." - Selka spits out with scorn, looking the man dead in the eye.

With a swift motion Selka raises her arm, and puts her hand on Aeron's shoulder. A moment later, her hand glows with divine energy as otherworldly power pours into the large warrior's body, granting him newfound strength.

"You shall pay for everything you've done, here and now!"

Selka casts Bull's Strength on Aeron, then moves to F:7, ready to intercept anyone trying to get to the members of the party behind her.

Go, go Aeron... It's Hammer Time! ;)


Raven init: 1d20 + 3 ⇒ (16) + 3 = 19

Round 1:

Orlando-21
Fires an arrow at the dog but it leans to the side and easily avoids it.

Selka-20
Casts Bulls strength of Aeron.

Raven-19
Fire an arrow at the hound and hits, dealing 4 damage.

Aeron-18
Moves up to D6 and prepares to strike anything that moves whitin range.

Varn-9
Drinks a potion of mage armor.

Tessai-8
Moves up and takes a swing at Faxon and dings into his shoulder dealing 17 damage.

Faxon:
His eyes go wide as he is cut by radiance. "Radiance?!? Impossible I...I admit I underestimate you but I'm not beaten yet." he says a few words and the room becomes filled with magical darkness.

Casting darkness defensibly on his left bracer. Anyone without Darkvision now has 50% miss chance as the room is now in total darkness.
concentration: 1d20 + 13 ⇒ (12) + 13 = 25

You can post round 2 actions.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 2___________Init 21

Move: Tumbles to (D,5)
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25

Standard: Mwk. Cold Iron Dueling sword attack: 1d20 + 4 ⇒ (2) + 4 = 6 for a possible 1d8 + 2 ⇒ (3) + 2 = 5 piercing cold iron damage. Miss chance: 1d100 ⇒ 44 A miss in any case.


Actually to be more specific In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Upon seeing the magical darkness consume the room, Varn remains behind as he is unable to see in such complete darkness. "We must draw out the hound, separate him from his master and that damnable darkness!"

Delay action... I need a wand of Magic Missile...


That reminds me I forgot the hound's action. This happens right after Faxon's action so the darkness is in effect.

The hound moves up to Aeron and attacks but misses.
attack: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 1 ⇒ (7) + 1 = 81d6 ⇒ 2

Aeron can take his readied attack with the 50% miss chance.

Resume round 2 actions.

Updated map


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

We need a dang Everburning Torch!!!!!! That should be sufficient to dispel a Darkness spell....


DireMerc, Radiance had a soft glow when in Tessai's hands when we found it - would this glow be enough to negate the darkness?

"I was born in darkness you fool" - Tessai roars at the man - "And I will not be deterred by it - your fate is set. You will pay" - she finishes decisively, swinging Radiance again.

If Radiance glows enough to negate the darkness:

"Even now Radiance prevents your foul spells from taking hold of us - you cannot prevail!"

Radiance 2h attack, smite: 1d20 + 10 ⇒ (4) + 10 = 14
Damage if it hits: 1d8 + 12 + 2 ⇒ (3) + 12 + 2 = 17


Radiance doesn't negate the darkness. Later on it will be able too but not yet. You can at will cause the sword to glow and emit light like a torch however this is negated by the darkness currently.

Round 2:

Orlando-21
Tumbles into position behind the hound and attacks but misses.

Selka-20

Raven-19

Aeron-18

Varn-9
Delay action.

Tessai-8
Attacks Faxon once more but this time he avoids the blow.

Faxon:


Ok, so I can will it to glow like a torch, but it doesn't negate the current darkness - got it. By the way, is it a free action to do so?


A free action yes.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Despite the sudden magical darkness engulfing the battlefield forcing her to forgo her sight and focus on her other senses, Selka decides to press the attack and advances to strike at the wounded tiefling.

With a mighty war cry, the young cleric steps forward and thrusts her spear against the enemy.

"For Kenabres!"

Longspear Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Miss Chance (1-50 = Miss; 51-100 = Hit): 1d100 ⇒ 65

Selka 5-foot-steps to F:6, then tries to strike down Faxon.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Readied attack and Round 2

Readied: 1d20 + 10 ⇒ (12) + 10 = 22
Hit? >50: 1d100 ⇒ 38

Attack vs Hound: 1d20 + 10 ⇒ (14) + 10 = 24
Hit? >50: 1d100 ⇒ 63
Damage: 2d6 + 13 ⇒ (1, 5) + 13 = 19

Aeron flails around in the dark, "I think I hit something!"


Orlando-21
Tumbles into position behind the hound and attacks but misses.

Selka-20
Stabs into the dark and stabs Faxon for 14 damage!

Raven-19
delay action.

Aeron-18
Swings and lands a solid hit on the hound that lets out a yelp of pain. the hit deals 19 damage.

Varn-9
Delay action.

Tessai-8
Attacks Faxon once more but this time he avoids the blow.

Faxon grunts as he is stabbed by selka's spear but is still in fighting shape. "Then aren't you fighting on the wrong side sister? No matter I can still take away your sight!" Faxon moves to the side and attempts another spell casting blindness/deathness to make Tessai blind.
dc 17 fort save to negate.
concentration to cast defensive: 1d20 + 13 ⇒ (9) + 13 = 22

The hound moves back to (d,4) and unleashes a cone of fire hitting Aeron and Selka just barely missing Orlando.
fire cone: 2d6 ⇒ (6, 1) = 7

You can post round 3 actions.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 3___________Init 21

Move: Unable to see clearly, he waives his cape and tries to feint the hound anyway.
Bluff: 1d20 + 10 ⇒ (2) + 10 = 12

Standard: Mwk. Cold Iron Dueling sword attack: 1d20 + 4 ⇒ (19) + 4 = 23 for a possible 1d8 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10 piercing cold iron damage. Miss chance: 1d100 ⇒ 68 No miss!
...Crit confirm?: 1d20 + 4 ⇒ (12) + 4 = 16 for a possible extra 1d8 + 2 ⇒ (2) + 2 = 4 piercing cold iron damage.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Aeron remember you got Bull's Strength on you. That's a +4 to Str right there! ^_^


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Round 2 action

Raven fires another arrow in the direction of the first, trying to still hit the hound despite the darkness. "I cannot see into that Stygian blackness, my arrows are of little use."

Miss chance 50%, low is miss: 1d100 ⇒ 48 MISS

Round 3 action

Trying once again to hit the hellhound, she fires after advancing to the open doorway. After the shot, she discards her bow, and readies her warhammer to wade into melee.

Miss Chance 50%, low is miss: 1d100 ⇒ 94
Longbow, PBS, deadly aim: 1d20 + 8 ⇒ (6) + 8 = 14
Dmg, PBS, deadly aim: 1d8 + 5 ⇒ (3) + 5 = 8


Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14

Ok so... I think that both the +1 bonus from the Purity of Faith, and the +2 from Protection from Evil would apply here DireMerc? If so, Tessai hits the DC17 Fort, and I will act accordingly. If not, let me know, and I guess you can roll her miss chance from blindness ;)

Feeling the magical assault, Tessai grits her teeth. Her sight and hearing become blurried for a moment, but she shakes it away, maintaining her focus on her foe - "We will not fall prey to your unhallowed incantations - you have set your fate when you sided with those who brought death and destruction to Kenabres. We will see that it is fulfilled" - she roars back at him, swinging Radiance again.

Radiance 2h attack, smite: 1d20 + 10 ⇒ (1) + 10 = 11
Damage if it hits: 1d8 + 14 ⇒ (5) + 14 = 19

Geeez, my rolls are starting to get on my nerves...


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

@Selka: Ah, I missed that. Should be 23 damage to the hellhound then.

@DireMerc: Was that a 5' step from the hound, because Aeron has the step up feat. Not sure if it applies while blind, though. If not, do I need to roll anything to follow the hound to attack this round and lastly, any save for the fire?


Tessai is just barely safe, The dog took a 5 step back, yes you can step up. Dc 14 reflex for half on the fire.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka recoils when the unexpected cone of flames engulfs her, burning her skin and clothes and leaving behind a most unpleasant smell of brimstone and singed flesh.

Gritting her teeth, Selka decides to ignore the Hell Hound for the time being and focus her efforts on bringing down the greatest threat, the Tiefling general.

Circling the enemies to try and put some distance between herself and the Hell Hound, Selka positions herself on Tessa's left flank, and resumes her assault on Faxon.

Longspear Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Miss Chance (1-50 = Miss; 51-100 = Hit): 1d100 ⇒ 95

Selka moves to I:5, then attacks Faxon once again.

EDIT - Forgot to roll the save vs fire. Here it is! ^_^

Reflex Vs. Breath Weapon (DC 14): 1d20 + 4 ⇒ (13) + 4 = 17

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