The Harrowing - DM Puppet Master (Inactive)

Game Master Anon A Mouse

Knowledge Checks
Slides

Tokens Collected:
- The Songsmith's Kiss (Bernaditi/Midnight Circus)
- The Dancing Heel (Brambleson/Briar)
- The Bard's Heart (Mourning Choir/Barrow King/Demon's Fen)
- Black Nib (Sonnorae/Prophet's Garden)
- The White Lily (Balio and Balimar/Sanguine Playhouse)
- The All-Blossom (Nightpeddler/Trackless Dearth)
- The Busy Hands (Marzalee/The Manmolds)


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

I think the answer is that only Lokhir (and semi-Yattle, who isn't actually on the map yet) has correctly placed himself on the map but is waiting to see what other people do to probably avoid running in by himself. Everybody started 100ft off the map. Kaldwell supposedly ran 80ft in the first round, so should probably have put himself on the map this round.

Yattle blasts yet another person to smithereens.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Lokhir took cover and waved for his compatriots to come to his position. He tried to remain out of sight of the enemy so that he wouldn't end up like the unfortunates targeted by Yattle.

Full defense


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
3

There's a continued flurry of movement and figures dashing about inside the camp with more people taking cover and figures being hurried out of cages and into tents.

Round 3: Entire party can take their actions.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

"I'm not just gonna go away!!" Yattle taunts as they zip closer. "You could surrender I guess, but it's more fun if you try!"


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Lokhir waved for the group to meet up around him. He didn't want to yell anything, lest he give himself away. But he really didn't want to charge in alone, but he was confident that if they worked as a team then they would overcome the enemy's superior numbers.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar moves closer to Lokhir.

Feel free to move me up. Regarding the people, there are guards, and at least 2 extraplanar threats. Our plan is to dispatch the Nightpeddler and free the caged humans? Right now they’re definitely responding to us as a threat to all of them.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

"We come for the Nightpeddlar, to free those he has stolen and make sure no others are taken. This need not involve violence. But if it does then it need not involve others. Throw down your weapons and move to the edge of the camp. Once we are done you are free to return and claim your posessions, but be aware that any slaves here shall be freed too."

It was a vague hope, but Kaldwell tried to make the situation a little more...controlled. The fewer people they fought the more likely it was the owner would surrender.

Intimidate: 1d20 + 17 ⇒ (4) + 17 = 21


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Of course they're responding to you as a threat to all of them. You charged at them and started killing with no explanation given up until now. :-P As to the people, the orange figures are outsiders, the figure in a tent that's about to yell something is also an outsider but you haven't seen him yet, and the 'guards' are more 'members of the caravan who were on guard duty.' They actually have the same stats as all the other purple figures. The figures who were in cages (green) have been let out and are being herded into tents.

A deep, lightly accented voice calls out from his position in the center-most tent. "Do not listen to them! They are clearly bandits, come to rob us of our wares and most likely our lives. They have already attacked without provocation and killed without hesitation. They seek to take what we have lawfully and peacefully acquired by means of trade all under the guise of this false goodness. These are strangers I have spoken of who seek to claim all the tokens across the land by any means necessary. Make no mistake, they would kill us for no more of a reason than because they want what we have. Just ask the Barrow King. What did he ever do to deserve to be slaughtered save try to protect the spirits of those who have passed? But they could not leave him alone, oh no. For they wanted what he possessed, so they trespassed onto his land and killed him without second thought!" The owner of the voice, however, does not emerge from his tent.

As he spoke, the other merchants continue to herd their prisoners into the tents. The prisoners however, hear Kaldwell's cry and take it as a sign to rally forth! They start trying to beat their captors over their head and strangle them with their chains as the merchants are forced to defend themselves against the onslaught. The merchants are better equipped but they're also outnumbered. As cries of pain ring out and figures start to fall, it is currently looking like the merchants have an upper hand. The sound of more fighting starts to come from the tents where people had already been herded.

Round 4: Party is up


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

"Oh like you don't just grow back!"

Yattle skims forward lightly before hurling another abrupt boulder at one of the outsiders who hadn't hidden quiiiite enough.

Extended Earth Blast: 1d20 + 16 ⇒ (7) + 16 = 23
Magic Slashing: 5d6 + 17 ⇒ (5, 5, 3, 3, 5) + 17 = 38


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Move and attack. Regular fly speed is 60, with +30 for 90ft, then swift action sudden speed for 120ft movement speed: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Holy if enemy is evil: 2d6 ⇒ (4, 1) = 5
North Orange, on phone so can’t move on map right now

”Thats our cue!” Lokhir said, as he sped around the tents at a high speed. His feet didn’t touch the ground, but he stayed low nonetheless, lest he make himself a target to enemy archers or mages.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell moved towards the guards, about halfway between them, hoping that they'd chose not to fight. Still, he checked them to see if there were any weaknesses he could exploit.

Kirin Style check: 1d20 + 18 ⇒ (5) + 18 = 23


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
N: 33

Yattle sends a blast of energy at one of the outsiders, hitting it but not bringing it down. As Lokhir and Kaldwell approach, chains that had been lying seemingly on the ground spring up and attempt to grapple them to hold them at a distance. (Readied action)

Grapple vs Lokhir CMD 26: 1d20 + 10 ⇒ (18) + 10 = 28
Grapple vs Kaldwell CMD 29: 1d20 + 10 ⇒ (20) + 10 = 30

The chains lash out, ensnaring both their targets as several more rise up the ground, snake-like and ready to attack.

The voice from the tent yells back, "So you admit it then! Our lives mean nothing to you and you would happily inflict all the pain you could upon us to get what you want!"

Kaldwell and Lokhir are both grappled. Lokhir was grappled before he got within melee range of his target, so he still has his standard action if he wishes to use it. Eirnar also has his turn still.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

immediate action liberating command: 1d20 + 9 + 18 ⇒ (4) + 9 + 18 = 31

If that frees him, does he finish his move and make the attack as it was an immediate action? Or is he freed and left with his move/standard?


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

You already used your Swift Action for the turn to increase your speed, did you not? Unless you can find something saying otherwise, I don't believe you get both a Swift and an Immediate action in a single round (I believe they're effectively the same thing except Swift actions are only on your turn and Immediate actions can happen on someone else's turn)

Immediate action wrote:
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).

Link


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Liberating Command never works on yourself for that reason too. It costs an Immediate to cast and grants the subject the ability to use their own Immediate action to escape


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Long day. Will advance things tomorrow, though Eirnar still has his turn and Lokhir his standard action.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Standard to break free without liberating command, which fails. Right? And it can’t be used on myself? Well, that sucks. With only +9 CMB might be stuck here for awhile


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar gets a bit close within 50' and calls out an inspiring prediction, You will break free!

+4 luck to the attempt at least


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Thanks! And lest I forget, liberating command on Kaldwell


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
N: 31

Yes, you are correct that a 13 doesn't break free. I'll let Kaldwell decide if he wants to use an Immediate action to break free and roll that appropriately. My guess is yes, but if I recall, he has a lot of uses for his Swift actions and might have something he'd rather do. After he decides/possibly rolls, he can read the spoiler below.

Enemy turn:
The kytons, seeing that they have two enemies where they want them, try to lock their opponents down, using some chains to harry and distract them as the one wrapped around them tries to tighten its grasp.
Aid vs Lokhir: 3d20 ⇒ (9, 15, 3) = 27
Grapple vs CMD 26: 1d20 + 10 + 5 + 6 ⇒ (14) + 10 + 5 + 6 = 35 Lokhir is now Pinned; it's DC 23 to break out.

Aid vs Kaldwell: 3d20 ⇒ (3, 17, 4) = 24
Grapple vs CMD 29: 1d20 + 10 + 6 ⇒ (7) + 10 + 6 = 23 Possibly with +5. Though it looks like regardless, this fails, so I believe Kaldwell is no longer grappled

Another kyton charges out of the tent and glares at Kaldwell, its face transforming into that of a departed loved one as it tried to unnerve the warrior. Kaldwell needs to make a DC15 Will (mind-affecting, fear) save or become Shaken for 1d3 ⇒ 1 rounds. Who is this departed love one and either why is he shaken by their appearance or how does he power through it?

A second outsider, this time with long pointy ears and a tail, similarly moved out of the tent, biting savagely at the pinned Lokhir.
Lokhir, Pinned AC 14: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Dexterity drain: 1d6 ⇒ 1

Knowledge results from earlier roll now that he's finally left the tent:

Spoiler:
Special Attacks: Sneak Attack 5d6
Special Defenses: Fast healing
SQ: None

Meanwhile in the background, the prisoners and their guards continue to fight. A group of the prisoners manage to down one merchant and take their weapon, charging yet another group in the hopes of overwhelming them. Despite this, the merchants still seem to have the upper hand and still more prisoners fall beneath their blades.

Round 5: Party up


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell took the power of the spell and attempted to use it to break free.

CMB + Liberating Command: 1d20 + 17 + 4 - 1 ⇒ (9) + 17 + 4 - 1 = 29

Grunting, Kaldwell shook the chains off with an impressive motion. Not as spectacular as exploading out of the things, perhaps, especially since they didn't seem to have an especially good grip on him...but it was nice to be free all the same.

Lokhir being bound grabbed his attention, but something exited the tent to one side. A thing wearing a young man's face. Kaldwell's face crumpled in confusion as he looked at the thing, ignoring the rest of its hideous form.

Will Save: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13

"Lecti?" the old man's voice sounded old for the first time since he'd taken up this new body, cracking with emotion. The face of his middle son, lost a century ago to fickle fate and the blades of raiders. He hadn't had the chance to bring him back. And now he was there...except he wasn't there, was he? Slowly the details filtered in, that it was a kyton wearing his child's face.

With a roar Kaldwell charged the thing, swinging his sword with a lot of hate and power and very little skill or finesse, Lokhir forgotten for a moment.

To Hit: 1d20 + 17 - 1 - 2 ⇒ (2) + 17 - 1 - 2 = 16
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Not sure which of the Kytons is the one being an ass, but Kaldwell will charge that one.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar hexes the chains, cursing the fortunes of the wielder to cause them to loosen.

Std: Evil Eye (-4 attack, which should apply to CMB as well) Move: Chant (extending duration). He can make a DC 21 will save to shorten the duration to 1 round (extended to 2 with chant), or it lasts for 9/10 rounds


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yattle spirals upwards, hoping to clear the reach of the chains. 15' up. Then, with air appeased, they returned to earthly matters, namely smashing a blast of earth into the kyton who has Lokhir in chains!

Extended Earth Blast: 1d20 + 16 ⇒ (14) + 16 = 30
Magic Piercing: 5d6 + 17 ⇒ (2, 4, 5, 1, 2) + 17 = 31


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
31 + 31 - 5 = 57

As Kaldwell charged the kyton wearing his son's face, the creature lashed out with a chain. It doesn't look like you added the +2 from charging in, but with a 20ft move speed, you would have needed the extra movement from a charge to reach that foe.

AoO vs Kaldwell, AC 24 (Charge): 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

A chain snakes out and whips against Kaldwell's face, giving him just enough pause to throw his attack off. Missed even with the +2 from charging.

Meanwhile Eirnar curses the foe pinning Lokhir and Yattle blasts at him. However, the kyton remains just barely standing.

Will save DC 21: 1d20 + 3 ⇒ (4) + 3 = 7

Lokhir still has his turn. If Eirnar is planning on doing the Liberating Command right after Lokhir's turn, you should roll that so I can adjust enemy actions appropriately.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Delay until liberating command is cast: 1d20 + 9 + 18 ⇒ (7) + 9 + 18 = 34

Lokhir waited patiently. He knew that he had no tricks that could get him out of this mess, so he needed to act when an opportunity arose. Until then, the best thing he could do was not be a target.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Delaying isn't going to get you your immediate action + this round's action. You've already used your Immediate/Swift action for this round's turn so you're not going to get it until after your turn ends. Unless your intention is to do nothing this round and just wait until liberating command is cast? Though I'm not sure there's actually any advantage to giving up your turn.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Lokhir is pinned in an area surrounded by enemies. Actively acting like a threat seems like a good way of dying. Besides, he has no offensive spells (all support and self buff) and low-ish CMB. Without liberating command, I don’t see how he can break free. Not sure what else is expected in this situation


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar casts liberating command when Lokhir can benefit from it.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
N: 55, +2 AC defensive, -4 evil eye

If you don't want to, that's fine. But you had something like a 50/50 shot of breaking out on your turn.

As Lokhir breaks free, the outsiders move to position themselves into flanking positions around him and Kaldwell, striking out at them.

Dice rolls:
Aid vs Lokhir: 1d20 + 11 - 4 + 2 - 4 ⇒ (15) + 11 - 4 + 2 - 4 = 20

Chain vs Kaldwell, AC26 Flanking: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

Chain 1 vs Kaldwell, AC26 Flanking: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23

Chain 2 vs Kaldwell, AC26 Flanking: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Chain 3 vs Kaldwell, AC26 Flanking: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8

Chain 4 vs Kaldwell, AC26 Flanking: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Kaldwell: 8 + 8 + 7 = 23
*****
Bite vs Lokhir, Aid, Flanking: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29
Damage: 1d6 + 3 + 5d6 ⇒ (3) + 3 + (6, 2, 3, 6, 6) = 29
Dex damage: 1d6 ⇒ 2

Claw vs Lokhir, Flanking: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Damage: 1d4 + 2 + 5d6 ⇒ (1) + 2 + (2, 2, 3, 6, 3) = 19

Claw vs Lokhir, Flanking: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21

Lokhir: 29 + 19 = 48

The coordinated attack goes off well for the outsides, more blows landing than missing as they viciously rip at the two warriors with chains, teeth, and claws. 23 Damage to Kaldwell and 48 damage + 2 Dex drain to Lokhir. The Dex drain can be reduced to 1 point with a successful DC 19 Fort save.

Towards the back of the camp, things are starting to go rather poorly for the prisoners as the merchants are able to finish off a couple of groups and move in to assist where their companions are outnumbered.

Round 6: Party up


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yattle scowled in frustration.

"Could you tell them to stand closer together? This'll take all day otherwise!"

As Yattle's annoyance begins to boil over, the boulders they're hucking take on more and more heat until they begins to melt into magma upon impact!

Extended Magma Blast: 1d20 + 16 ⇒ (18) + 16 = 34
Magic Bludgeoning/Fire: 10d6 + 35 ⇒ (3, 2, 6, 3, 3, 3, 5, 2, 1, 1) + 35 = 64

"And hey, newly young guy, what do you think about helping out the even squishier ones? Just in case they won't get remolded into something better after they die."


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Do I lose total HP from the 1 point of dex damage?

Hit Kyton: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Holy if enemy is evil: 2d6 ⇒ (4, 6) = 10

Haste Hit Kyton: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Holy if enemy is evil: 2d6 ⇒ (5, 6) = 11

Iterative Hit Kyton: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Holy if enemy is evil: 2d6 ⇒ (2, 2) = 4

Mind Barrier (As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.)

Certainly feeling the pain of the creatures ripping into him, Lokhir lashed out with his blade wildly, trying to cut his way free. He kept the presence of mind, though, to put up an arcane barrier as he fought, as it was clear that without using every trick in his arsenal that he wasn't going to survive.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Lokhir wrote:
Do I lose total HP from the 1 point of dex damage?

I'm not sure I follow; why would Dex damage affect your total HP? It's not Con damage. It would affect skill checks, AC, and any Dex-based attacks.

Also, you already used your Immediate/Swift action this round for Liberating Command.
Round 4: Increase speed
Round 5: Cast liberating command on Kaldwell
Round 6: Escape using Eirnar's liberating command.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Meant to hit, which I took into consideration. This is a new round, so swift to break free from the spell he cast and full to attack. Right?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Yes, it would affect to hit and probably also your damage since I believe that's Dex based. Yes, Lokhir can break free and full attack. My swift action comment was in response to your Mind Barrier; you don't have the swift action this round to use it and since it requires a swift action (and not an immediate action), the earliest you'd be able to use it is the beginning of your round 7 turn.

Lokhir manages to finally take down the kyton next to him. The target of Yattle's spell looks badly damaged but is still standing.

Eirnar and Kaldwell are up


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar wards Lokhir with a shell of succor.

Eirnar takes 10 damage from life link, Kaldwell and Lokhir each heal 5
Temp hp: 4d6 + 7 ⇒ (4, 1, 4, 6) + 7 = 22


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Shuddering under the attack, Kaldwell snarled and kept hacking. It lacked grace, but there was plenty of speed and power to the flurry of blades. Still, he aimed the blows and his fury where he thought it might do the most damage.

Swift Action (Kirin Strike): 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22

To Hit (Attack 1 - Main Hand): 1d20 + 16 - 1 ⇒ (8) + 16 - 1 = 23
Damage: 1d8 + 8 + 10 ⇒ (1) + 8 + 10 = 19

To Hit (Attack 1 - Off Hand): 1d20 + 16 - 1 ⇒ (16) + 16 - 1 = 31
Damage: 1d8 + 8 + 10 ⇒ (5) + 8 + 10 = 23

To Hit (Attack 2 - Main Hand): 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
Damage: 1d8 + 8 + 10 ⇒ (2) + 8 + 10 = 20

To Hit (Attack 2 - Off Hand): 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21
Damage: 1d8 + 8 + 10 ⇒ (5) + 8 + 10 = 23


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Is Kaldwell going after the one Yattle attacked to the south or the uninjured one to the north?


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Apologies, I didn't see that the one Kaldwell was fighting had gone down. He'll move to try and finish off the one Yattle hurt, so just use the top attack.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

It hasn't gone down but there are now 2 next to you and since they have 10ft reach they 5ft stepped away, so you weren't next to either opponent. And then since you didn't update your position on the map, I was uncertain which one you were attacking, so I'll just go with you 5ft stepping next to the one Yattle attacked.

As Eirnar attempted to ward Lokhir, Kaldwell stepped up to handily finish the alreaady greviously wounded outsider Yattle had struck at. The apparently ringleader gave a harsh cry, causing the other remaining kyton to hurry to his side to try to finish off the elf. However, only one blow manages to land, ripping through the shield to just scratch the warrior. 23 damage to Lokhir => 1 damage after all the temp HP is used up.

Dice rolls:
Kyton: 1d20 + 11 ⇒ (9) + 11 = 20
Bite, flanking: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Claw, flanking: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Claw, flanking: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Damage: 1d4 + 2 + 5d6 ⇒ (4) + 2 + (5, 5, 3, 1, 3) = 23

In the background, the fight between the prisoners and merchants continues to rage.

Round 7: Party up


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Lokhir and Kaldwell heal 5 more, Eirnar takes 10 more. I believe current HP damage is 13 Damage on Kaldwell and 39 damage on Lokhir, 20 on Eirnar

Eirnar's ancestors warn him Lokhir needs further help if he is to avoid joining them. Eirnar wards Lokhir with a shell of succor once more.

temp hp: 4d6 + 7 ⇒ (3, 1, 1, 5) + 7 = 17


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Hit Kyton: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Holy if enemy is evil: 2d6 ⇒ (5, 1) = 6

Confirm: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Haste Hit Kyton: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Holy if enemy is evil: 2d6 ⇒ (3, 3) = 6

Iterative Hit Kyton: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Holy if enemy is evil: 2d6 ⇒ (6, 1) = 7

Mind Barrier (As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.)

Narrowly avoiding death, Lokhir returned the attack in kind. The elf couldn't help but laugh as his blade hit home, the rush of being so close to the end of his life made him feel alive! It seemed like time slowed down as his blade sung through the air. Part of him recognized how utterly foolish the feeling was, but he was powerless to resist it.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Apologies again, as I mentioned in the post where I moved I wasn't sure which Kyton was the one doing the fun things with faces, hence why I didn't move my marker to engage them.

Panting as he finished hacking the creature down, Kaldwell looked at the bloody mess that was left of the creature. It wouldn't kill the thing, it would simply return to either it's home plane or be reborn here, depending on exactly what it was. But it was certainly satisfying to leave the thing on the ground.

See that Lokhir was still struggling with one of the creatures, Kaldwell grunted. He'd like to help the slaves first, but his allies came first. He moved up to give the things something else to worry about.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Not particularly troubled by sorting out the kytons, Yattle gathers their power and sends it erupting forth in the middle of the merchants!

Empowered Fire Eruption: 5d6 + 12 ⇒ (2, 4, 2, 6, 3) + 12 = 29 Empowered to 43; DC 22 Ref for 1/2


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
16 + 12 + 12 + 6 = 46 - 2?

Eirnar continues to ward Lokhir as Kaldwell moves to help his ally. Lokhir manages to hold his ground well, landing several strong blows that make the kyton hiss in pain. Undeterred, the creature and its master continue to lash out at the half-elf! Lokhir takes 51 damage - 17 Shell of Succor - 18 Mind Barrier = 16 damage

Dice rolls:
vs AC 25
Chain 1: 1d20 + 11 ⇒ (7) + 11 = 18
Chain 2: 1d20 + 11 ⇒ (13) + 11 = 24

Chain 3: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

Chain 4: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

Bite, flanking: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22

Claw, flanking: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Damage: 1d4 + 2 + 5d6 ⇒ (2) + 2 + (3, 5, 5, 2, 1) = 20

Claw, flanking: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d4 + 2 + 5d6 ⇒ (1) + 2 + (2, 3, 1, 5, 3) = 17

Damage: 7 + 7 + 20 + 17 = 51

Meanwhile on the other side of the camp, Yattle completely destroys two of the merchants. Seeing the attention of this fiery beast turn on them, another two merchants flee. Taking heart at the aid of the newcomers, the prisoners that had been brawling with those merchants give a cheer and follow in pursuit, eager not to let their former captors make it out alive. The sound of fighting from inside the tents has started to lessen as more merchants, covered in wounds and blood of their own take off into the desert while a few remain fighting.

Round 8 Party up


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Hit Kyton: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Holy if enemy is evil: 2d6 ⇒ (4, 3) = 7

Confirm: 1d20 + 18 ⇒ (14) + 18 = 32
Crit: 1d8 + 6 ⇒ (4) + 6 = 10

Haste Hit Kyton: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Holy if enemy is evil: 2d6 ⇒ (5, 3) = 8

Iterative Hit Kyton: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Holy if enemy is evil: 2d6 ⇒ (5, 6) = 11

Mind Barrier (As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.)

”Do you get the point, yet?” Lokhir accentuated the pun by stabbing the Kyton in the chest. His blood filled smile was likely as irritating as the bad joke. It was all that he had left. So close to death he couldn’t help but laugh at the absurdity of it all. He was young enough for there to be centuries of life left to live for, and yet it seemed like it was going to end on a blasted plain on a different plane if existence...

1HP left!


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Immediate before Eirnar's turn

Eirnar severs his lifelink on Kaldwell, focusing instead on lokhir.

Lokhir heals 5 more, Eirnar takes 5 more. I believe current HP damage is 13 Damage on Kaldwell and 50 damage on Lokhir, 25 on Eirnar

I'm assuming Lokhir's attacks took out the Kyton. Even if I ward you, you'll still likely get dropped from those hits, so with flanking gone, maybe increasing your AC is the right play.

Wards are not enough. I must directly intervene!

Eirnar, seeing the chains fall and Lokhir barely surviving the claws and teeth of the master, hexes the master's fate thread directly. Eirnar pulls the fight out of the master, leaving him with naught to strike with.

Std: Evil Eye (-4 attack) Move: fly closer to the Master. He can make a DC 21 will save to shorten the duration to 1 round, or it lasts for 9 rounds


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell laid into the attacking chain demon, hoping to cut it down before it could inflict any more harm on Lokhir. Calmer now, his blades swung in there more usual fashion.

To Hit - Main Hand 1: 1d20 + 16 - 1 ⇒ (10) + 16 - 1 = 25
Damage: 1d8 + 8 + 10 ⇒ (6) + 8 + 10 = 24

To Hit - Off Hand 1: 1d20 + 16 - 1 ⇒ (3) + 16 - 1 = 18
Damage: 1d8 + 8 + 10 ⇒ (4) + 8 + 10 = 22

To Hit - Main Hand 2: 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
Damage: 1d8 + 8 + 10 ⇒ (1) + 8 + 10 = 19

To Hit - Off Hand 2: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Damage: 1d8 + 8 + 10 ⇒ (4) + 8 + 10 = 22

Geez, I can hear the dice roller sarcastically clapping on that one.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

"Honestly, are you trying to stand in the middle of where the fire should go?" Yattle rolled their eyes and engulfed just one of the merchants in a new gout of flame.

Empowered Fire Eruption: 5d6 + 12 ⇒ (6, 2, 1, 4, 1) + 12 = 26 Empowered to 39, DC 22 Ref for 1/2


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
19

@Kaldwell: The bad rolls don't matter because you weren't close enough to 5ft step towards anyone and get within reach for a full attack anyway. As such, you only got off the first attack.

Dice rolls:
Will: 1d20 + 6 ⇒ (11) + 6 = 17

Bite: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Dex: 1d6 ⇒ 6

Claw: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30

Claw: 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Confirm crit: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Total: 4 + 3 + 11 = 18

Lokhir's assualt finally brings down the final kyton. However, the one remaining foe, determined to bring the elf down, steps up and unleashes a furious series of blows. Lokhir, make a DC 19 Fort save. On success you take 1 Dex damage. On failure you take 6 points of Dex damage. Regular damage did not exceed Mind Barrier. Kaldwell strikes back once at the remaining foe, landing a solid hit.

Meanwhile, Yattle destroys another merchant. The one remaining opts to flee rather than try to finish off the prisoner next to him, said prisoner in hot pursuit. Now past the edges of the camp, the other prisoners manage to take down one of the fleeing merchants and grievously wound another who continues to flee for his life.

Round 9: Party up. Also, happy holidays to everyone and I'll totally understand if people want to spend family time instead of updating combat. :-)


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Fort : 1d20 + 12 ⇒ (13) + 12 = 25
Hit Foe: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Holy if enemy is evil: 2d6 ⇒ (5, 3) = 8

Haste Hit: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Holy if enemy is evil: 2d6 ⇒ (5, 4) = 9

Iterative Hit : 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Holy if enemy is evil: 2d6 ⇒ (3, 5) = 8

Mind Barrier (As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.)

With the kyton down, Lokhir turned to the remaining foe. He barely registered what was happening, as he was so caught in the moment. His weapon moved as if on it’s own. Only after connecting with the foe did he even realize that he had been stabbed.

Happy Holidays!

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