War of the Beasts Part 2 - Howling of the Winds (Inactive)

Game Master Deiros


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Dark Archive

GM W.R. Monger

That would have been a very helpful spell mate, sorry it failed


Hurt severely in the opening moments of the fray, Nichelle moved away from the kobolds as much as she could, cradling her now-injured arm. Considering they were surrounded, she knew that she could not move far, but she could at least try to defend herself.

With all of her attention focused on her surviving, she could not look and see how the others were doing, but she did figure that they had to manage a way to escape, or at least find a way for them to put themselves in a better tactical situation.
Total Defense: AC19


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Sense Motive 1d20 - 1 ⇒ (20) - 1 = 19

"Nichelle, Alaire, get clear!" Vance growled, staring at the soldier moving in on him.

I can get the entire pack on the north side if you two get clear of my AoE. Nichelle, you can still 5' step. Please do.

Holding my action

Dark Archive

GM W.R. Monger

Perception DC 17

Spoiler:
You notice guards coming from one side and kobolds from the other.

Perception DC 20

Spoiler:
Kobolds and the guards look all battered and bloody

Free rolls for this perception check


Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Lindynt notices that his helmet smells a lot like metal.


M Romandan Human Templar 3

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Passive Initiative: 13
HP: 19/27
AC: 21 (Fighting Defensively

Standard Action: Fight Defensively
Misc Action: Five foot step to N15

Attack Roll:1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d10 + 2 ⇒ (6) + 2 = 8

Alaire winces from the painful blow, delivering a rather awakward chop in return as he raises his shield into a more defensive stance. Upon hearing Vance's words he quickly shifts backwards into position beside Reinholdt.


Human Blue Mage 4

Perception 1d20 + 9 ⇒ (18) + 9 = 27


Human Blue Mage 4

We have more forces approaching. But they seem battered already.


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Concentration for Defensive Casting, DC 191d20 + 8 ⇒ (17) + 8 = 25

Staring down the threatening guard, Vance fired a bullet into the air, bringing down another rain of cannonballs.

N12 takes 2d6 ⇒ (4, 4) = 8
N13 takes 2d6 ⇒ (4, 3) = 7
N14 takes 2d6 ⇒ (6, 1) = 7
O13 takes 2d6 ⇒ (6, 6) = 12
P13 takes 2d6 ⇒ (1, 1) = 2
Q13 takes 2d6 ⇒ (5, 4) = 9
R14 takes 2d6 ⇒ (1, 6) = 7

Area perimeter marked with SC

Aaaand I'm all out of those for today.

Dark Archive

GM W.R. Monger

YOu are about to need more of those
Any more actions before the impending groups collide with you..er... meet you were you are I mean.


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Can we retreat into the doorway to keep them from surrounding us? Is the gate open or closed?

Dark Archive

GM W.R. Monger

The gate to the outside is still open


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Normally keep gates open outward. Is that the case with this one? Is there a portcullis as well?

"Everyone pull back. They're surrounding us. Use the gateway."

Dark Archive

GM W.R. Monger

Porticullis and gate are open, yes they are normal gates and open to the outside, and the portcullis is up

Round 2

Vance let's loose a hail of pain again on his enemies, felling a soldier and wounding several other.

Alaire swings but misses.

Nichelle desperately defends herself thinking on what to do.

Reinholdt swings desperately at his enemies hitting two of them but not hard enough to kill them.

Lindynt strikes back with anger as he clenches his teeth and sinks his blade deep into his enemy, that drops to the floor.

Akela attempts to harness the power of nature but can't concentrate enough to do so.

Soldiers return their attack as they take seconds to look at what is happening around them

Perception DC 15

Spoiler:
You notice the guard nervous also when they look at the impending clash that is heading towards you

Kobolds are tasting blood and want some more from the chocobo as they try to stab it to death, missing one attack but they succeed on tripping it.

A new threat approaches lindynt as a guard takes the place of his fallen comrade and attempts to his lindynt again but not hard enough dealing a small cut. 3 damage.

Kobold and the guard keep slashing at each other as he says My clan comes to help as he continues to battle.

the other guards desperately attempt to finish you all off as they attack harder than before.

Akela gets stab on the arm by a kobold receiving 4 damage
Alaire gets assaulted by all sides defending well but still taking some damage from all the minor cuts, receiving 4 damage.

Nichelle evades from the guard.

Vance gets the retaliattion from the kobold taking 6 damage.


ROUND 3 INIT 14

Status:

Lindynt
HP: 23/33
AC: 16
CMD: 19
Saves: 5/2/2(+2 vs fear); (+1 vs Spells/SLA's)
Speed: 30ft
Status:
Abilities: Challenge [1/day]; Mounted Combat [Ride: +8]
Equipped: Bastard Sword
Conditions:
Sylvie
HP: 21/24
AC: 15
CMD: 16
Saves: 5/5/2
Speed: 50ft (35ft w/ Lindynt)
Status:
Conditions:
base +7/+6, Brave +1/+1, Power Attack -1/+3; Total: +7/+10

Lindynt unleashes reprisal at the next guard in line in the form of a backhand swing with his sword. He knows that a retreat in this fashion would leave them open to plenty of attacks but it would be a small price to pay for survival. He pulls an embarrassed Sylvie to her feet by her reins and hops into his saddle and makes for the portcullis.

(Lindynt) Standard: Attack O16, Move: Mount Sylvie. (Sylvie) Move: Get up from prone, Move: to U17.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 10 ⇒ (8) + 10 = 18

Everybody, welcome to AoO hell. Is that wounded kobold still fighting for us or did it die?

Mounted Combat [Ride: +8]


M Romandan Human Templar 3

Alaire is in a really bad spot. Took me awhile to decide what he could do. I could try channel, but I'd heal everyone including every enemy (minus 2 for selective channeling) and waste all of Vance's efforts thus far. Instead he'll use a five foot step then withdraw action. He'll avoid 6 attacks of opportunity this way (but still take 4 potentially assuming they are able to take them when his turn rolls around and haven't used them on other characters).

Passive Initiative: 13
HP: 15/27
AC: 19

Misc Action: Five foot step to O15
Standard Action: Withdraw Action (double movement speed = 40 feet) to U15 outside the gate)

Alaire wards off as many attacks as he can with his blade and shield, several slipping through and opening small wounds. With blood trickling down his face and hands, he finds himself approaching his limit. With few options left he gives a quick nod to Vance's words and deftly steps back before withdrawing, attempting to parry the blows with his shield as he makes his way backwards toward the gate.

Deiros? Can we maybe get the map expanded a little? We're running out of squares if we need to move outside the gate like Alaire would like to.


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Status:

HP: 18/24
AC: 12

Ongoing Effects:

Spells remaining-
Color Spray x3, Magic Missile x2, Detect Magic, Create Pit

"Lindynt, I said pull back!"

1d20 + 6 ⇒ (9) + 6 = 15 Acro check to avoid AoOs

Vance weaves his way back, deftly trying to avoid the blades of the guards, nursing the wound he just took.

Once free of the morass of foes, Vance grabs the open keep door and begins pulling it shut.

Move action to tumble away and get to the door, Standard action to begin shutting it. Don't know what I need to roll for that, or how far I can get it closed.


Forgot we edit the map. Sylvie and I are in U17


Human Blue Mage 4

Akela swipes at the legs of the guard at O 14 before darting back to S 15, trying to dodge as much retaliation as possible.

Trip Attack 1d20 + 9 ⇒ (8) + 9 = 17
Acrobatics to avoid AOO 1d20 + 3 ⇒ (17) + 3 = 20

Dark Archive

GM W.R. Monger

sweet acrobatics roll mate! That pretty much avoids you any stab, slash and bash I could think of doing.


Passive Init: 13

Still injured, Nichelle looks to retreat with Vance, but does not want to leave Alaire unguarded. "Milord, we must regroup!" The pain in her voice is evident, and though she desires to leave, she stands near Alaire, offering what assistance she could, intending to retreat when he did.

Dark Archive

GM W.R. Monger

Round 3

Will add more squares don't worry

Lindynt orders Sylvie up and to retreat, taking another stab as it gets up and moves away taking 5 more damage.

Reinholdt retreats from combat taking some minor cuts on his way back but defended most of the attacks.

Vance Lindynt, I said pull back! as he tumbles away from danger much to his enemies surprise that had him mistaken for a simple wizard using a gun.

Nichelle retreats close to Alaire when he retreats from the danger.

Akela beastly nimbleness is shown as he moves out of harm way dodging all attacks with some acrobatic moves. Akela you also notice there is at least about 20-30 people on each side that are about to collide in the middle. (map only has 5 but it's just for visual representation will add more as they keep approaching)

Perception DC 20 for Vance, Alaire and Lindynt/Sylvie

Spoiler:
The red spearman is standing on the wall watching you from the top as you see he is ready to jump down from the wall

Wish you serious luck with the perception roll ^^


Lindynt's Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Sylvie's Perception: 1d20 + 5 ⇒ (5) + 5 = 10


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Vance can't make that check. His hat blocks his vision.

Dark Archive

GM W.R. Monger

Always try for the natural 20. I will take into consideration that Sylvie has scent


M Romandan Human Templar 3

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Can we take our next turns or are you resolving whatever the perception was for first?


In that case, I wish I had rolled for her first. Boost those low chances


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

1d20 ⇒ 6

Dark Archive

GM W.R. Monger

Perception roll was for this round as a reaction, you can take your actions normally and even attempt another Perception roll


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Slamming one side of the gate shut to narrow the gap, Vance pulls Nichelle away from the closing gate.

"Lady, you're going to want to not be right there."

Reposition Maneuver against Nichelle. I assume she allows it? I moved her on the map, but if she doesn't want to allow it she can change it.

That should block off square T14 and half of T15? I'm not sure where the gate is. Row T or row S?


Human Blue Mage 4

Akela attacks the soldier at R 14 with a vicious two-handed swing.

Attack 1d20 + 7 ⇒ (18) + 7 = 25
damage 2d6 + 7 ⇒ (6, 4) + 7 = 17


Nichelle smiled at Vance helping move her out of the way, hiding the wince his pulling caused. Truth be told, her arm was bothering her more than she let on (aided by her default Bluff), and doing much of anything else would be detrimental for her if they got attacked again. "Thank you."

Still maintaining her wariness, she turned back towards Alaire, taking the time to take her bow out again. At this rate, she was good for little more than fire support, but that suited her just fine.

Dark Archive

GM W.R. Monger

S is the portcullis and T is the place for the gate.


ROUND 4 INIT 14

Status:

Lindynt
HP: 23/33
AC: 16
CMD: 19
Saves: 5/2/2(+2 vs fear); (+1 vs Spells/SLA's)
Speed: 30ft
Status:
Abilities: Challenge [1/day]; Mounted Combat [Ride: +8]
Equipped: Lance
Conditions: Lion's Call

Sylvie
HP: 16/24
AC: 15
CMD: 16
Saves: 5/5/2
Speed: 50ft (35ft w/ Lindynt)
Status:
Conditions:

Lindynt pulls his chocobo to gain a better vantage point of the bottleneck the group has forced their enemy into, "This strategy is surely going to give us the upper hand against our foes. Until now they have relied on numbers to overwhelm us individually but they will count for naught in single combat. For we are better skilled and better equipped. Let us show them that we have turned the tides of battle. Reciprocate the welcome they gave you and show them what kind of enemy they truly face!"

Sylvie: Move W14. Lindynt: Standard Lion's Call

Lindynt's Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Sylvie's Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Lion's Call (3/3 rounds):
:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).


M Romandan Human Templar 3

Initiative: 13

HP: 22/27
AC: 19

Alaire glances back, ensuring everyone is together before quickly sprinting far enough back to give himself some room to call his blessings without aiding their numerous foes. Lifting his blade into the air, he grasps his holy symbol upon his chest with his other hand and prays quietly to invoke Adest's purifying light.

Move Action: Moves to Y15
Standard Action: Channel Energy (Selective) = 2d6 ⇒ (4, 3) = 7

He smiles somewhat grimly, the wounds upon himself healing considerably, as he calls out, "Together, allies! This battle is not lost yet! Adest be with us."

All enemies, minus one, should be out of range but selective channeling will negate him (kobold at S16). All allies should be within range to receive healing. Take it while you can!

Dark Archive

GM W.R. Monger

Indeed you should take it while you can ^^ you are about to need it

As the group withdraws to the gates for protection your kobold ally and Reinholdt jump into the fray when both the incoming waves of kobolds and soldiers collide in the small courtyard. At the same time you can hear a noise from above the wall and follow the red armored man as he lands and a small dust cloud forms around him.

Well I guess there is no point waiting for you, so I came to greet you myself as he raises his weapon pointing towards the group Let us shed blood like we have in the past


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

Status:

HP: 24/24
AC: 12

Ongoing Effects: none

Spells Memorized-
Cantrips: Color Spray x2, Magic Missile x2, Detect Magic, Stone Call x2, Create Pit

Vance takes a step forward, thumbs back the hammer on his pistol and fires a dazzling display of light and color into the red knight's face.

Color Spray, DC 17 will save


Human Blue Mage 4

Akela reaches out with his spirit sense to examine the Red knight
Don't know what action that is

Dark Archive

GM W.R. Monger

Well I have no idea of Spirit Sense? Move action maybe?

You see the man clad in red armor shake his head for a moment as your spell your spell hits him, but he stands firm in the end. bearly made the save

Now, then since there is apparently nothing to say about our reunion, since last you really saw me as he drops his helmet of to show you his face which has a darker tone, but dark as in tainted We were friends once and I was dead on the floor because of it as you can finally see his face... Jager... Join us Alaire, the powers you can have! Eternal life! Rule the world!! All creatures will be inferior to you all you have to do is join us, or have me die again for you and some war I really never cared for


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:

I don't mind plot override of spells and saves sometimes (It's a video game, cutscenes give villains DR/All) , but if someone is susceptible to a spell I'd like to see their saves rolled here please


While not all of the interplay made sense to Nichelle, she was looking between the red knight and Alaire, trying to piece things together quickly, because there was still a fight going on in the keep. Now that she felt better, she wanted to lend a hand, but her mission kept her here. So for now, until there was action, she kept up the image of "semi-useful servant"{Bluff 19}, and tried to glean what she could from the conversation.

Would Knowledge(local):1d20 + 7 ⇒ (11) + 7 = 18 be relevant in this situation?

Dark Archive

GM W.R. Monger

Fair enough! Will show dice rolls for important npc then from now on.


M Romandan Human Templar 3

Alaire's expression reels with initial shock, quickly clouded with anger as he swings his knight's sword in a short chop to aim the blade directly at 'Jager'. His words are curt and sharp, filled with a calmness but deep hostility and unspoken threat, "No. Both Jager's life and death were noble and honorable. An...abomination like thee hath no right to besmirch that. Thy are not he and your eternal life is but an afront to Adest and all He represents! Thy will be lain to rest, as thy rightly should, monster."


Round 5 INIT 14, Status:

Lindynt
HP: 30/33
AC: 14 vs all but Jager and 17 vs Jager (Challenge)
CMD: 19
Saves: 5/2/2(+2 vs fear); (+1 vs Spells/SLA's)
Speed: 30ft
Status:
Abilities: Challenge [1/day]; Mounted Combat [Ride: +8]
Equipped: Lance
Conditions: Lion's Call
Sylvie
HP: 21/24
AC: 15
CMD: 16
Saves: 5/5/2
Speed: 50ft (35ft w/ Lindynt)
Status:
Conditions:

base +7/+6, Brave +1/+1, Power Attack -1/+3, Mounted +1/-, Lion's Call +1/-, Challenge -/+3; Total: +9/+13

"Enough of this!" the silver knight calls down to the tainted foe. "Your words are naught but all too familiar lies. I will see to it that lines be cut from your puppet master's fingers, if not too his hands from his wrists." With a downward blow, Lindynt spears his sword into the ground at his side, the screaming lion upon the hilt directed at Jager as two red ribbons dance in the wind as the beast's maine. With his lance in both hands Lindynt continues, "Eternal life is a curse I would take pleasure to rid you of."

Free: Drop sword, Move: Draw Lance, Swift: Challenge Jager, Standard: Intimidate(demoralize)

Intimidate(Demoralize): 1d20 + 8 ⇒ (11) + 8 = 19

Intimidate(Demoralize):

Demoralize

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only “threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

Demoralize Action

Demoralizing an opponent is a standard action.

Lion's Call 2/3 rounds


Would Vance's spell go off after my intimidate check? If my check is a success, Jager has a -2 penalty on saving throws. Idk if that would make a difference but it could potentially be huge.

Dark Archive

GM W.R. Monger

Vance spell for all purposes he did not lost his spell, even tho he did "cast" it so once the small roleplaying moment is done we shall resume the normal color spray effect at the same time you demoralize him, Demoralize is highly unlikely to work but will tell you when I have the sheet in front of me since I leveled up the character from Jaeger stats.

A curse! Jaeger eye open in wide disbelief at Lindynt words You don't know what you speak of, this is not undeath! My heart still beats and I am alive, just won't die from old age, unlike you servant DOG, but my master thirst for your soul so I shall grant him his wishes

DING DING! Round 1! Fight!

Demoralize DC 23 so it doesn't work.

Color Spray save 1d20 + 7 ⇒ (3) + 7 = 10 FAIL

Jaeger is hit by the Color spray as he attempts to shake it of but failing to do so, he drops his weapon and seems somewhat disoriented. ooc]Stunned for 1 round Stunned[/ooc]


Nichelle knew that look, and risked the chance of herself getting hurt, sprinting off after Lindynt, directly towards the Red Knight, already three steps into her sprint when her bow hit the ground. As she focused on her goal, which was the dropped weapon, she went a little beyond her focus, the effort triggering a feeling she remembered from training.. All she knew was that she had to get a hold of that weapon.

She almost caught Sylvie.

1 Ki used. +20ft to speed. Dashing past Jaeger, and grabbing his sword. If movement would allow, will wheel wide to return to the group. 100ft on a double move.

Dark Archive

GM W.R. Monger

Its a Glaive-Guisarme what he wields


Nichelle, you're my new favorite person! I was trying to figure out the logistics of dangling off my mount to scoop that thing up but now I don't need to. Thanks!!! Free charge attack!

Status:

Lindynt
HP: 30/33
AC: 14 vs all but Jager and 17 vs Jager (Challenge)
CMD: 19
Saves: 5/2/2(+2 vs fear); (+1 vs Spells/SLA's)
Speed: 30ft
Status:
Abilities: Challenge [0/day]; Mounted Combat [Ride: +8]
Equipped: Lance
Conditions: Mounted
Sylvie
HP: 23/24
AC: 15
CMD: 16
Saves: 5/5/2
Speed: 50ft (35ft w/ Lindynt)
Status:
Conditions:
base +7/+6, mounted +1/-, Brave +1/+1, Power Attack -1/+3, Charge +4/-, Lion's Call +1/-, Challenge -/+3; Total: +13/+13

Lindynt doesn't hesitate at the moment Jager drops his guard. In a flash he, Sylvie and Nichelle are simultaneously charging down the enemy. "RAAGHHH!!!"
Sylvie - Full-Round: Charge (2x speed) to W25. Lindynt - Standard: Ride-by Attack with Lance

Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 2d10 + 26 ⇒ (9, 1) + 26 = 36

Lion's Call 1/3 Rounds


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1 Current Spells:
Deiros wrote:
My heart still beats and I am alive

Getting tired of the red knight's monologue, Vance unloads a blast of nerve-shattering light into his face. Watching his companions take full advantage of the knight's momentary disorientation, Vance smirks.

"Funny thing about being alive. All kinds of little weaknesses."

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