Way of the Righteous (WOTW Alternate History) (Inactive)

Game Master Darkfire142

In ages past the forces of Mitra let by the Paladin Markadian marched his armies to battle against the foul Asmodians and their champion King Jaraad of Barca. It seemed that Goodness would once again defeat a great evil and bring prosperity to the land. Such was not to be for with an act of dishonor Markadian was slain and his armies fell in battle. Since then Talingarde has lived under the iron grip of the Barcan regime and the church of Asmodeus. Now the forces of light must rise again and this time bring an end to the evil that rules Talingarde. To save Talongarde, great heroes must be born. Will you be among them?


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Shadow Lodge

The door is opened and you all rush inside before the guards can spot you. You find yourself in the tower landing and it seems to be a room commemorating the history of Castle Branding. A number of plaques line the walls bearing names and symbols of previous nobles and later wardens who tended the prison. The largest plaque in the room has the following words "The one truth is the letter of the law", probably some kind of motto for this prison. Other than that there is a winding stairway heading upward to another floor of the tower. In addition there is a large tapestry displaying the coat of arms for the prison that may be worth some money if sold but is probably too bulky to carry around with you easily.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Sedelion whistles tonelessly at the coat of arms. "Definately need to take that once we have dealt with the warden."

Gesturing with his bow, the elf creeps to the base of the stairs.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Male? Shadow Guard
VITALS:
AC: 21, T: 13, FF: 18; HP: 16/16; F:7, R:3, W:3; CMB +5, CMD 18 ; Init: +3; Perc: +1
Paladin 1
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +9, Intimidate +10, Knowledge (nobility) +6, Knowledge (religion) +8, Spellcraft +6

Libris follows Sedelion, ready to face this warden.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Crossbow at the ready, Ash follows the others into the tower. Seeing the banner, he spits on the ground. "What do you think, should we torch it?"


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Bron seriously considers Maxim's idea for a while, but then he thinks better and shakes his head.

-Na, I think it's better trying not to attract too many guards with the heat and smoke.

Bron starts walking up the stair, staying on the frontline protected by his shield.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Sedelion nods, adding "Besides, it might be more valuable to take with us after we deal with the warden. Extra gold will help, and it does add a further insult to pre-existing injuries."

The elf puts away the bow and requivers the arrow, opting instead to unsheath the rapier.

Shadow Lodge

The second floor of the Warden's tower appears to be some kind of library and reading area. Numerous shelves line the walls filled with tomes covering numerous historical, geographical, informational and fictional tomes. In addition there appears to be a round table with some chairs and a lantern on the desk, probably an area used for reading and occasional meetings in case of larger conversations. There seems that another winding stairway leads to the 3rd floor. As for the books, some of them may be of value, a perception check followed by an appraise or relevant Knowledge check will let you find the books that are more valuable.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge: Geography: 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge: Local: 1d20 + 7 ⇒ (10) + 7 = 17
Appraise: 1d20 + 3 ⇒ (12) + 3 = 15

Sedelion nods appreciatively at the library. I guess one of the perks of leaving the day to day running of the prison to the Sergeant is having more time to read.

"Give me a minute to see if he has anything worthwhile."

Spellcraft to see if any are magical and to ID properties if so.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu looks over things as well... wondering if any untarnished trace of his own god's lore might linger as 'contraband'
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge History: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge Religion: 1d20 + 7 ⇒ (15) + 7 = 22

Shadow Lodge

You look through the tomes on the shelves and end up finding a few that stand out as valuable. A book called Astra Mysterii looks to be interesting, a book on the various constellations of the sky of Golarion. This would probably be worth 75 GP to a collector. You also find a tome called "Theories of the Starstone", a treatise on scholastic theories on the nature of the starstone of Abaslon. This tome would probably be worth about 150 GP to a buyer. The third interesting tome is Avernus Infernus, a tome bearing some hellish markings and it may be worth some money but you fear to read its contents lest risk corruption. Other than that is another 50 so books worth between 5-10 GP each covering a mix of different subjects.

Unfortunately as you are wasting time looking at books you hear a horn intone from the top of the tower. It appears something alerted the Warden of your trespassing and an alert has been sent out. It is only a matter of time before the garrison arrives you suspect.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

The cleric winces, "I apologize for not moving quicker."


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Hearing the alarm, Ash utters a simple, "Damn."

As he does he scans the room and considers their options. "Bron, Libris, Sedelion, I lack the strength, please, help me with one of these bookshelves. Let's move it in front of the door then knock it over so if falls against it, effectively barring it shut!"


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Noting some of the better titles, Sedelion is about to point them out when the horn sounds. Why can't things ever be smooth... just for a change?

"I am not all that strong myself, Ash, but it is a sound idea. Still, give me a moment first."

Sedelion runs down the stairs and pulls out his tools.

Disable Device: Lock & Jam Door: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Probably not perfect, but should slow them down, given they won't expect it to be locked at all.

Putting away the tools and grabbing the tapestry with the heraldry of the prison, the elf sprints back up the stairs.

"Locked the door and jammed it as best as I could.... hopefully it will slow them down a bit. Also grabbed this, given it's valuable and we won't be able to get it after we move a book case."

Turning to Abbo, he points to the three most valuable books. "Grab those three, be careful not to open the one with hell's taint though. The rest we can leave." Sedelion then moves to the closest book case to help Bron, Libris, and the Hound move it into an improvised barricade.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu says, "That tainted one is...dangerous, but very well."


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

-Ok, so far these bloody books have only caused us trouble. Let's use them for our own profit.

With that, Bron puts his back against the bookshelf and pushes, as Max has just suggested.

-Why put them one hazzard when we can put them two?

Strength Check: 1d20 + 4 ⇒ (8) + 4 = 12


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Sedelion grabs the shelf and helps Bron shove it.

Aid Another: Bron Strength: 1d20 + 2 ⇒ (17) + 2 = 19


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu throws his own limited strength to assist Bron as well, Aid another 1d20 + 1 ⇒ (8) + 1 = 9


Male? Shadow Guard
VITALS:
AC: 21, T: 13, FF: 18; HP: 16/16; F:7, R:3, W:3; CMB +5, CMD 18 ; Init: +3; Perc: +1
Paladin 1
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +9, Intimidate +10, Knowledge (nobility) +6, Knowledge (religion) +8, Spellcraft +6

"A book case should be no trouble at all" he cracks his knuckles and pushes the case over

I'm sure with an 18 Str i dont need to make a check? but just in case SC: 1d20 + 4 ⇒ (15) + 4 = 19

Shadow Lodge

Sedelion is able to jam the door lock to the front of the tower, locking the door on the inside and breaking the lock so that it can't be opened with a key. This should slow them down at least until they can break down the door. As for the book shelf, you can shove it in such a way to block the stairway going up. Once again it may only delay them a short time, it can be lifted out from the stairwell. What do you do next?


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

The bookcase in place, Sedelion exhales.

"These things should buy us a bit of time to deal with the Warden and to use the orb to gain control of the portal, but only so much. We need to be quick but cautious, no telling if he has traps or wards in between us and it."

So saying, Sedelion wraps the tapestry around himself like an improvised cloak, redraws his rapier, and cautiously begins going up the stairs, looking for trouble as he does.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Up the apples and pears!


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu follows, a soft prayer on his lips as he does so.

Shadow Lodge

Going upstairs you see that there is a door off to the north and to the south. The south door has the plaque that says "Luthor Creighton, Warden of Branderscar". The door appears to be closed and more likely locked. To the north is a featureless looking door probably leading to some other room. In the room to the south you think you hear some muffled sounds. Those of arcane or spellcraft knowledge think it might be spells being cast.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 To see if I can figure out what kind of spells and maybe which specific ones.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Combined with the spell craft to see if it is safe to open the door, and to examine the lock.

Sedelion holds up a hand, which is almost comical given his improvised cloak. "I think we can expect this to be a fair-ish fight, given it sounds like he is getting spells cast or ready. Be wary."

Sedelion gestures for Bron or the Hound to be ready to charge in through the door once he opens in, taking out his thieves tools after resheathing the rapier.

Assuming that I determine it isn't going to kill me to try, will attempt to pick the lock. If I see a non-magical trap that I can disable, I will start with that (by which I mean a trap that can be disabled instead of say a curse on the door or some such).

Disable Device: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

Shadow Lodge

Ok Spellcraft, it appears to be a Monster summoning spell, more specifically Summon Monster 2.

As for the lock, that roll won't do it. The lock is pretty good quality, you need a DC 25 to pick it. The door is not trapped by the looks of it.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Sedelion curses as the lock's pins slip back into place.

"They didn't skimp on this one... be careful, he is summoning some creature... sounds like the incantations that might bring in a giant spider or small elemental or some such caliber."

Disable Device: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Disable Device: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Disable Device: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Disable Device: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Disable Device: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Disable Device: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Disable Device: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Disable Device: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Finally!

Sedelion keeps working, cursing the lock the whole time until the pins finally fall into place. Putting away his kit and redrawing his rapier, he gestures for the others to be ready to rush in once the door is opened.

Shadow Lodge

Unfortunately he does not have that much time with the lock. After 3 checks with no success, you hear a banging from on the door downstairs at the entrance. The guards have arrived and now hit the first barrier, the jury rigged door. You don't know how long the door is going to hold, especially if a larger number of guards work together on it.

The initial guards will not be able to break down the door with their bare hands. In 5 rounds though enough guards and a battering ram will arrive, then I'll start making rolls to see if they break through.

The Hound bellows, "Enough of this! We need to break down this door now before the guards break into the tower."


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

The elf shrugs, puts away his tools, and draws the rapier.

"Be my guest, Hound. I finesse doors open, not break them."

Stepping back and giving a semi-mocking gesture indicating it is all his, Sedelion prepares to follow the creature through whatever hole he creates though the door.

Checks after third one no longer count, door is still locked.


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Bron gets ready to help with the raw strength.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

As he braces for the Hound's attack, Sedelion starts and hits himself in the head with his free hand.

"We are doing this the hard way when we don't have to. Randu, grab that instant door thing from the lady. It is time we make our own way in." Sedelion points to a space a few paces away from the door on the wall, but still connected (he hopes) to the same room.

Shadow Lodge

The hound bull rushes the door with the help of Bron.

Bashing Door: 1d20 + 3 + 2 + 2 ⇒ (10) + 3 + 2 + 2 = 17

The first hit buckles the door but does not dislodge it (Giving a +2 to further rolls)

Bashing Door: 1d20 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12

The second hit does not loosen the door any further.

Bashing Door: 1d20 + 3 + 2 + 2 + 2 ⇒ (13) + 3 + 2 + 2 + 2 = 22

The Third Hit knocks the door off its hinges and causes it to fall inward into the room.


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Bron uses his shoulder to help the Hound bash down the door. When they finally make it, the momentum throws them forward into the room. Bron gains verticality as soon as possible, adopting a guard stance and looking around to check what's in there.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Male? Shadow Guard
VITALS:
AC: 21, T: 13, FF: 18; HP: 16/16; F:7, R:3, W:3; CMB +5, CMD 18 ; Init: +3; Perc: +1
Paladin 1
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +9, Intimidate +10, Knowledge (nobility) +6, Knowledge (religion) +8, Spellcraft +6

Libris also pile into the room the moment the door gives way, ready to take on the Warden should he be present at their intrusion


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Sedelion winces as the Hound rams the door over and over, finally bringing it down. With a frustrated sigh, he walks toward the door.

"Or instead we can be as loud as possible, confirming we are still here and ensuring that the warden knows which way we are coming from. Impulsive, impatient, and borderline brutish, no wonder they caught you. Well, I guess that was faster than simply applying that instant door... now time to see what the warden has called in to aid him."

Not much longer and I will be free of this place and free of this thing. Eyes on the prize until then.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Shadow Lodge

Busting into the room you see what looks like a spare bedroom with a desk and chair, bookshelf with some books and reagents, chest, table as well as a nightstand next to the bed.

Also there is a man dressed in red robes with a tattoo on his forehead and intense brown eyes. He looks maybe in his early 50's with slightly greying hair. He wields in one hand a mace while the other hand he has ready moving his fingers ready to fling some spells. He is not alone though. '

See picture in NPC photo section

Also in the room are three bulldogs with slavering jaws and glowing red eyes (Fiendish Dogs) as well as a roiling wave of flesh and wreathing mass of fat, a fiendish creature known as a Lemure.

The man looks at you with extreme anger and says, "I don't know how you escaped your cells you dammed marked, but you now face the wrath of Luthor Creighton, binder of devils! If my summoned servants do not finish you my guards will arrive soon enough to bring you a swift decent into hell! Face my wrath interlopers!"

Combat begins. Initiatives.

Luthor Creighton: 1d20 + 3 ⇒ (17) + 3 = 20
Fiendish Dogs: 1d20 + 1 ⇒ (2) + 1 = 3
Lemure: 1d20 ⇒ 19
The Hound: 1d20 + 1 ⇒ (8) + 1 = 9


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Init: 1d20 ⇒ 11


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

initiative: 1d20 + 2 ⇒ (7) + 2 = 9


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

"Well, Luthor, I am not sure how you managed to hold onto your position here so long, but I seriously doubt that anything short of binding Azmodeos himself will allow you to keep it no matter what the outcome of this fight is. Your guards are going to have a few surprises waiting for them on the way up, and your pets might take a greater interest in escorting your soul to whatever punishment awaits failures such as you. Perhaps you might find some mercy from us if you surrender."

Intimidate: 1d20 + 5 ⇒ (4) + 5 = 9

Seeing that his words have fallen on deaf ears, Sedelion shrugs and attempts to disarm the man.

Disarm Attempt: 1d20 + 6 ⇒ (18) + 6 = 24 (Move to him, disarm mace if successful.)

Shadow Lodge

You won't be able to reach him without an acrobatic stunt though an occupied square. The 3 dogs and the lemure have created a living wall against getting to him. The room is 20 feet wide and the dogs and the lemure each occupy a squire in the line. He was smart enough to use his summoned creatures to screen himself from attack.

Ok well his first act will be to conjure a Flaming Sphere. He'll drop it on the Hound

Reflex save: 1d20 + 6 ⇒ (8) + 6 = 14

Unfortunately the flame of the sphere burns the hound for 3d6 ⇒ (1, 5, 1) = 7 damage. He growls in pain as the flames burn him.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16 Sedelion will attempt to jump over them. Also don't forget we have Abbo until we escape, unless we left him to torch the books he wasn't carrying once the guards got there or something similar.

Shadow Lodge

16 will not be enough, remember its a +10 to CMD to move through an enemy square. Sedelion is stopped by a dog and bitten at.

Dog Bite AOO: 1d20 + 5 ⇒ (7) + 5 = 12 Probably a miss.


Male Elf Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

yeah, that misses or glances, given my ac is 19. Switching to stabbing the dog then.

Attack: Dog that bit at him: 1d20 + 3 ⇒ (4) + 3 = 7

That probably misses too, will roll damage in case the thing's AC is somehow under 10

Damage?: 1d6 + 2 ⇒ (3) + 2 = 5


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

Bron approaches one of the dogs and tries to make his sword prevail, creating a gap for anyone to reach the Warden and beat him up.

Move and attack, or just attack if they approach me first.

Longsword swing: 1d20 + 5 ⇒ (13) + 5 = 18
Damage if successful: 1d8 + 4 ⇒ (4) + 4 = 8

Shadow Lodge

Bron hits the dog, almost cutting it down but the wound is not enough to undo the magics that had summoned it.


Male? Shadow Guard
VITALS:
AC: 21, T: 13, FF: 18; HP: 16/16; F:7, R:3, W:3; CMB +5, CMD 18 ; Init: +3; Perc: +1
Paladin 1
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +9, Intimidate +10, Knowledge (nobility) +6, Knowledge (religion) +8, Spellcraft +6

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Lemure Knowledge: 1d20 + 3 ⇒ (2) + 3 = 5
Attack Swing!: 1d20 + 6 ⇒ (11) + 6 = 17 +2 if flanking
Damage: 1d12 + 11 ⇒ (12) + 11 = 23

Libris let's his building anger take hold, he goes for the lemure, trying to flank it with Sedelion!

AC:13 Rage: 6 rounds left


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Ash considers his options. Step in and swing a mace, or tap into the dark gifts I've received to aid my new friends...

Tapping into his connection to that 'other realm', he looks toward Sedelion. "May the fury in your soul and the passion in your heart grant you conviction in seeing your desired ends met."

Sedelion You gain the benefits of my "Fortune" hex, allowing you to reroll one roll next round (attack, skill check, or saving throw), which you must declare before your initial roll. So basically, best of two for your attack next round!

Shadow Lodge

The Lemure goes first, it moves up to Libis and attacks with one of its hideous claws.

1d20 + 5 ⇒ (7) + 5 = 12

Fortunately that misses. Libris Mortis responds with a power attack with his greataxe that cuts into the creature, splattering some of greasy innards over the floor with a single powerful backblow. Unfortunately the blow isn't fatal to the creature as it resists some of the hit due to its spongy mass absorbing some of the damage.

DR 5 on the creature

However this is when the Hound steps out and takes a swing at the same monster with his own greatsword.

Hound greatsword attack: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Hound greatsword Confirm: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
No critical

Damage: 2d6 + 4 + 6 ⇒ (4, 3) + 4 + 6 = 17

The hound splatters the Lemure all over the floor which writhes and then promptly vanishes being a summoned creature.


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Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu moves forward and slashes at the dog Seledion is facing even as he snorts at Luthor Creighton, "You're a slave to a lust for power that will damn your soul inch by inch even as you blindly plunge deeper into mystical offal and call it advancement. By Mitra, you die today even if we have to hack through dozens to get to you."

To hit: 1d20 + 1 ⇒ (7) + 1 = 8
If that hits:1d8 + 1 ⇒ (2) + 1 = 3

I've got to stop speechifying. It just makes the dice decide to make a liar out of my characters :o

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