Kingmaker: Varnhold Vanishing (Inactive)

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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As the massive creatures move forward from the trees several people react to them. Vesi dashes forward 120 feet but is still far from close enough to cast her spell on the creatures. Quince finishes passes out wands and the guards armed with wands wait...

Lykan are you climbing down the wall, going out the front doors, or how are you getting out to scout?

The massive beast charges towards the wall, a good 1500 to 2000 feet away from the East gate. It gets tangled up in vines but tears them up as it continues with its momentum... through the wall and through several buildings. The other one quickly follows into the town breaking another adjacent section of the wall to the hole.

What do you do now?


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Seeing what just happened at the Morth gate he rushes down and runs down the main thorough fair towards the break in the wall.


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

After he says a few words and moves his hands in intriquete motions, he then vanishes from sight using magic.

Spellcraft DC 20:
Teleport


With the fall of the wall troves of beasts and monsters break formation. Many coming towards the hole as others charge the walls.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I reread a bit and saw that we had 2 rounds of them charging. When you spoke about "unless something stops them" I said Quince puts up Walls of fire to stop them.

Durring the Charge
Quince puts up a wall of fire before the charging beasts.

"Foot men and riders ready for a counter offensive." He calls out the rough area inside the wall that the beasts are charging for forces to be ready and rally to if the walls are breeched.

Wall of Fire with in 10 feet: 2d4 ⇒ (3, 2) = 5
Wall of Fire between 10 and 20: 1d4 ⇒ 2
Wall of Fire crossing the wall: 2d6 + 7 ⇒ (4, 2) + 7 = 13

As they continue their charge he puts up a wall just outside the wall aimed out so they have to cross the wall of fire to reach the wall of the city.

Wall of Fire with in 10 feet: 2d4 ⇒ (3, 4) = 7
Wall of Fire between 10 and 20: 1d4 ⇒ 4
Wall of Fire crossing the wall: 2d6 + 7 ⇒ (5, 2) + 7 = 14

When the wall is breached

Quince lets out a woop and a battlecry as he moves from the wall to deal with the beasts and the army that has entered the city. He prays as he moves. Turning fox like as he grows in stature.

Moving to position casting enlarge.


Those on the wall around Quince still hold their weapons ready to release a volley, the captain who has taken charge of them continues to say, "Hold! Let our fliers get above them. Hold"

The aeromancer and his imbued allies fly up with wands ready. He goes with five soldiers. It takes them a few more rounds to get above the army.

Aeromancer:
As you unleash lightning upon the army and the guards follow your lead, you see a pale elf with white hair raise his arms as the lightning comes down and absorbs the spell. A moment later a deadly woman appears before you. She appears to hover before you but the green glow from her body shows off her dangerous curves. She cruelly asks, "Do you think I am pretty?!"

Those on the wall see the air brigade get over the front line of the monstrous army and the lightning only strikes one individual. The captain yells, "Release! Reload and Hold!"

Many of the goblins fall to the volley but there are many more that take their place.

Everyone can hear the disheartening sound of buildings being torn apart as the massive creatures nearly a half mile away continue to charge through your town. A flare of magic forms before the hole stopping most from entering in after the beasts.


GM Wolf wrote:

Those on the wall around Quince still hold their weapons ready to release a volley, the captain who has taken charge of them continues to say, "Hold! Let our fliers get above them. Hold"

The aeromancer and his imbued allies fly up with wands ready. He goes with five soldiers. It takes them a few more rounds to get above the army.

** spoiler omitted **

Those on the wall see the air brigade get over the front line of the monstrous army and the lightning only strikes one individual. The captain yells, "Release! Reload and Hold!"

Many of the goblins fall to the volley but there are many more that take their place.

Everyone can hear the disheartening sound of buildings being torn apart as the massive creatures nearly a half mile away continue to charge through your town. A flare of magic forms before the hole stopping most from entering in after the beasts.

Spoiler:
"No madam, I think you are an abomination! Leave this place! Take this plague of inhumans with you." Turning to his men, "Back! Fly back, now! Attack the front lines while I treat with this demon. Go!!"

Kendryl:
She purrs backs in mock, "Ah now look what you have done, you have hurt my feelings!?" She then exclaims as she continues to toy with you before attacking, "Pah! As if! What will you do little wizard?"


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
Quince Medvyed wrote:

I reread a bit and saw that we had 2 rounds of them charging. When you spoke about "unless something stops them" I said Quince puts up Walls of fire to stop them.

Durring the Charge
Quince puts up a wall of fire before the charging beasts.

"Foot men and riders ready for a counter offensive." He calls out the rough area inside the wall that the beasts are charging for forces to be ready and rally to if the walls are breeched.

[dice=Wall of Fire with in 10 feet]2d4
[dice=Wall of Fire between 10 and 20]1d4
[dice=Wall of Fire crossing the wall]2d6+7

As they continue their charge he puts up a wall just outside the wall aimed out so they have to cross the wall of fire to reach the wall of the city.

[dice=Wall of Fire with in 10 feet]2d4
[dice=Wall of Fire between 10 and 20]1d4
[dice=Wall of Fire crossing the wall]2d6+7

When the wall is breached

Quince lets out a woop and a battlecry as he moves from the wall to deal with the beasts and the army that has entered the city. He prays as he moves. Turning fox like as he grows in stature.

Moving to position casting enlarge.

Scratch that.

With the sound of crashing to the distant gate Quince looks that way and calls out for foot men not on the wall and riders to head toward the breech.

Having passed out his wands he drew his Suzerain Scepter granting the battle aiding magics to those around him.

He casts Good Hope that effects 7 people. I don't know if any PC's or named NPCs are near me or not. That's who would get it first. Additionally the Scepture grants "Cohorts" the effects of Bless. We haven't spelled out who my "Cohorts" are apply the bless how you see fit. Which might be not at all.

Having passed off my wands. Remember that there are NPCs using -Wand of Kiss of the 1st World (CL 7, 50 Charges) a buff for the defenders,
-Wand of Fireball (CL 5, DC 14, 46 Charges) not a buff. LOL.
-Wand of Wall of Fire (CL 7, DC 15, 46 Charges) the name says it all.


We can easily say that when you use the spell it would be conditional. In this instance using Good Hope would Bless a certain amount of soldiers and guards that are around him. This number is based off your leadership feat. Though it does include followers too, so it would affect the NPCs nearest to the caster to determine who gains the bless effect.
Are those wands you listed part of the wands you have expended or in addition to?

Who is near Quince, who is rallying to him? Also I am waiting on Kendryl's response.


GM Wolf wrote:
** spoiler omitted **

Kendryl has never felt hatred before ... he is not prepared for it. He saw no fire magic being cast, so he is at a loss for why his cheeks are burning. Then the lightning comes, lancing out of his eyes unbidden. He is incensed.

Intimidate: 1d20 + 16 ⇒ (5) + 16 = 21
Lightning Lance: 1d20 + 10 ⇒ (15) + 10 = 254d6 + 5 ⇒ (3, 1, 2, 2) + 5 = 13


Across the field the second round aloft over the monstrous army you see Kendryl form a lance of lightning and blast another flying figure. Between the flashes of light from the spells being cast you see a dark cloud form near Kendryl. Then you don't see Kendryl or the other fliers as the dark cloud envelops them.

Kendryl:
She laughs at your attack even though it hit her. You see she then coughs up some blood and insects begin to fall from her. She raises her hand obviously pissed, "How dare you hurt my children! They will eat the flesh from your bones!" With that she summons a swarm of locust.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi continues to run along the top of the wall towards the North Gate, trying to get close enough to the colossal creatures to target them with her magic.


Rwflex save for Vesi as she runs along the cluttered and full wall, DC 15: 10d20 ⇒ (2, 16, 16, 17, 10, 16, 19, 6, 8, 14) = 124

The first round Vesi gets tripped up in some polearms and falls prone. The next six rounds she successfully dodges any hazards and the people. Then she gets slowed down for the next two rounds as it was very congested.

Rwflex save for Vesi as she runs along the cluttered and full wall, DC 15: 10d20 ⇒ (4, 4, 8, 14, 1, 2, 6, 5, 3, 5) = 52

As she gets closer and closer it's just not feasible to run or even dash on the wall. Do you keep pushing it or try a different avenue?

Quince are you going to the North gate or holding down the fort at the East gate?

The massive creatures continue smashing buildings, though soon enough their trajectory changes. As they try to flee. They head back to the wall smashing more buildings as they go but the first one drops and the second one is taken down before it can get back to the wall. A fiery wall blocks access to the hole in the wall and runs along a good portion of the wall itself.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Assuming that much of the army is still coming at this gate and wall. I am going to hold down the fort here.


As a large troop of monsters approach the East gate, where Quince is located, a wall of fire bisects a third of the force putting two thirds of the company behind the burning part of the wall. The soldier with the wand continues to concentrate as another soldier takes the wand preparing for the next needed wall of fire. Those on this side of the fire wall take the brunt of the attacks from those on the walls. Many falling quickly. Two trolls make it to the gate and begin smashing...

If I know where and what you are doing, events will occur.


Those on the wall beside Quince point out and you can see some flashes of light. Then the horde advances upon the walls at full force. A new wall of fire comes up each round to dissuade what they can. Hundreds still approach and step through the walls of fire. Their fur burns as the dire beasts out pace the other monsters. You see that there is much rot and tumors on these creatures. Though they mindlessly charge and slam into the wall or gate. Scratching and tearing at the stone and wood, they chip at its integrity. There is four bears, two boars, seven wolves, and five frogs.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

With his new connection as a fox, Lykan casts a spell.
Blend for stealth bonus.
Wild shape to bird.
Stealth 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21

Then with a wriggle, the red haired elf leaps and transforms mid flight to take off as an owl. Swift and silent he flies to survey the army and their likely source. A foe like this would likely be hiding behind safety and he would seek that one out.


Lykan:
As you fly forward you see that Kendryl is fighting with a woman with a green aura. Also there is an elf with white hair that is collecting many of the spells aimed at the army. A figure sits upon a massive dire boar both covered in rot and tumors. He seems to be urging the army forward.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

I guessed that those are the leaders then.

The red haired elf determines and lands a safe distance away while remining hidden, all of his skills and experience lending aid to keeping himself hidden.

Stealth 1d20 + 14 + 4 + 2 ⇒ (17) + 14 + 4 + 2 = 37
Blend + favored terrain.

With that done, he determines the location of where he is and using the communication magical device, he contacts Qunice and begins giving his own report and what the commanders he thinks that they are are doing.

Elimintating them should end the siege but it would have to be done concurrently and not allow any of them to escape.

With that done, he inches toward the Elf with White hair. Seems like she would be the first he would need to take down and he begins augmenting himself.

Barkskin, cat's grace and resist energy cold cast on Lykan.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Realizing that running atop the wall wasn't a feasible strategy, Vesi looks for the nearest stairs to descend to street level, then tries to cut through the city towards the north gate.


Vesi:
You rush through the streets. [Ooc]Where are you heading? The giant beasts, the hole in the wall, or the North gate?

Lykan:
You are about 1,000 feet from the wall. The white haired elf is absorbing any nearby spells with out stretched arms. Kendryl continues to be toyed with the woman in green. She is just playing with him. You do notice the rank and file behind the elf are seasoned soldiers being in heavy armor and how they hold their positions. You almost would guess they are undead for how still they are standing.


"Wind Wardens, FLY! Fly to the heart of their forces! If this dungheap needs to feed her 'children', we will give them a feast! FLY!"

Kendryl watches just long enough to ensure the Wind Wardens of Greenwatch head to the walls, then inverts, flying backwards, to bid farewell to the bug 'w'itch - "You know that I'm not from here, right? You know that I will be serving your delicious children, right? I certainly knew you liked me, right away, but this!? Helping me with dinner!? It's almost love ... there will be more inago no tsukudani than anyone has EVER seen!

Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17
Lightning Lance: 1d20 + 10 ⇒ (11) + 10 = 214d6 + 5 ⇒ (5, 3, 6, 2) + 5 = 21


Kendryl and Lykan:
The Wind Wardens go with Kendryl's words and quickly fly further towards the armies center away from the wall.

She looks a bit confused but then shrugs as her locust swarm descends upon you.
damage: 4d6 ⇒ (1, 2, 5, 4) = 12 plus distraction)
, distraction Fort DC 19
Fort DC 14 vs. Poison dex: 1d3 ⇒ 3


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince keeps his eyes on the field and encouraging the defenders.

Looking for big targets or commanders. If he sees such a target he encourages those that can spare a shot (meaning there is not something close to the walls or pressing).

Quince calls out to the defenders on the wall. "Keep them in the dark with arrows."

I just realized that I also have the Crown of Conquest which grants Prayer effect to allies.

I have the Scepter in my hand. As I assume I have to grant its effect to allies. Otherwise I would be taking shots. I probably should have keept one of the wands LOL. But I trust which ever NPC is heroicly blowing up fodder monsters. My assumption is still that enemies are approaching the walls but not on them or over them . . . where I am. If they are I will start hitting them with my scepter.


Many of the dire beasts have come to the gates and walls. Though they are doing a poor job of picking a way through. There are about a dozen of the soldiers concentrating on their spell. They take five foot steps each round to enter into one of the towers. Rocks, arrows, bolts, and all sorts of missiles fly through the air.

After the dire beasts fall and make a new wall of flesh, only a few monsters continue to head towards Quince's direction. In fact much of the army waits again.

Quince, Perception DC 20, then Heal DC 15:
You look down upon the wall of flesh that seems to just be burning in the wall of fire. Though as the flesh burns it moves and begins collecting. You see that the tumors and rot are forming into aberrations. Soon they likely will start ascending.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Heal: 1d20 + 11 ⇒ (16) + 11 = 27

Not sure exactly is going on here. I get that tumors are forming into something else. But how close it is to the walls it is I have no idea. You mention the army waiting again. Denfenders on the wall (who many benefit from my crown and scepter) would be firing at targets. If the tumors are the only targets Quince would call it out. If there are other targets (Bows have a pretty good range) the defenders would be shooting what they can.

Quince chants a prayer to Erastil and a great arrow of energy forms in the space near the tumor aberrations. The arrow flies into them as if fired from a great bow.

Spiritual Weapon: 1d20 + 16 ⇒ (2) + 16 = 18
Spiritual Weapon Damage: 1d8 + 7 ⇒ (8) + 7 = 15


GM Wolf wrote:
** spoiler omitted **

Once Kendryl is sure that the swarm is focused on him, he will fly after the Wind Wardens to bring the swarm with him.


The dire creatures all got to the wall and were working on clawing at it to little avail. One or two bodies drop each round.

The monstrous army is massive. Even after three waves which had hundreds of creatures in them, more enemy forces line up on the line just out of reach of your wall of fire range. Medium I believe.

The tumors are the primary target now that the dire creatures are dead. They would need your direction as the dire animals are dead... right?

The tumors from fleshwarped versions of the dire creatures, though with the extra flesh like it allows them to quickly climb the walls. There are small, plantlike creatures that have a bulging mass of viselike muscle with sunken eyes that constantly drip viscous, black tears. Also there are large reptilian behemoths that creep upon all fours and its protruding teeth snapping wildly.

K Dungeoneering DC 15:
These are fleshwarped creatures.

K Nature DC 30, K Dungeoneering DC 20:
These fleshwarped creatures are called Halsora Fleshwarps, the small ones, and Ghonhatine Fleshwarps, the large ones.

The small Halsora's secrete acidic tears which they can target a creature with. The large Ghonhatine prefer to wade into melee using its stench but it can vomit up acid if needed. Both are likely immune to acid.

Kendryl:
As you are swarmed by the locusts, their thousands of bites and stings harming you, nothing comes from her for the next round, but then you feel a dart or missile of some kind bite into your leg. Though you fear what is spreading in your system rather than the attack. Poison - Fort DC 28: Contract the disease Shakes. dex damage: 1d8 ⇒ 8

damage: 4d6 ⇒ (6, 3, 4, 2) = 15 plus distraction
distraction Fort DC 19
Fort DC 14 vs. Poison dex: 1d3 ⇒ 2

Then you fly over the monstrous army following your Wind Wardens. The swarm has trouble keeping up with you. As you double move you see they are lagging a bit behind about 20 to 40 feet.

Lykan:
You see the swarm of creatures cover Kendryl and the green glowing lady prepares a spell. The next round she releases it and it appears to shoot into the center of the swarm... Then he bursts from the swarm and heads away from the wall and you.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Knowledge Nature: 1d20 + 12 ⇒ (12) + 12 = 24

Quince looks quizzically at the monsters forming from the tumors of the fallen beasts. "Fire. Don't know what they are but it can't be good." His guard echoes out his order for those who don't speak celestial.


A new guard with Quince's wand creates a horizontal wall of fire that the creatures will have to climb through. He then slowly backs up concentrating on the spell. The captain orders, "Melee weapons! If they get through that we won't have time to switch out! Be prepared to attack anything that comes over that wall!" At the order ranged weapons are stowed or passed back and in unison you can hear forty blades come from their sheathes. A few of them have pole arms or halberds and come to the front ready to swing at the next thing that comes through the fire.

The creatures do indeed come through the flames, only giving the soldiers enough chance to prepare readied actions for them. Two of the large reptilian behemoths come over on either side of Quince. The smaller ones climb over too, about eight of them.

The soldiers struck by the smaller creatures give the signs of constitution damage as they grow sickly and their veins turn black. The larger reptilian creatures do a much better job at hurting your soldiers.

What do you do? A readied action and three rounds of actions please. I think it is just you and the soldiers Quince.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

I'm planning a sneak and swift attack on the green witch but did my message get through to Quince on what Lykan has found?


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi heads towards the place where the colossal creatures made a hole in the wall, although the undine is unsure how they can help just yet. Perhaps healing injured soldiers and bolstering the morale of the defenders.

I thought the hole in the wall was at the north gate.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

You asked for a readied action and three rounds

Quince casts a spell and is surrounded with celestial light. He roars as he shifts to kitsune form.

With the Readied action casts Archon's Aura. Starts a Rage (Free) and shifts to Kitsune (Swift). I am going Super Saiyan.

One
As the monsters near the top of the wall a great scepter drops down on them.

Scepter 1 Power Attack: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29
Scepter 2 Power Attack: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (4) = 14
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (2) = 18

Two
As Lykan's report registers with him. He calls out to Sulvanii. Can you get an assault force to Lykan's positions. With the press of enemies continuing he strikes out with his scepter.

Scepter 1 Power Attack: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Scepter 2 Power Attack: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (1) = 13
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (3) = 15

Three
With a snarl and strike Quince slams out with his scepter toward the foes.

Scepter 1 Power Attack: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
Scepter 2 Power Attack: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (4) + 9 + (3) = 16
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21


Communication magical device? Please be more specific.

Lykan:
The green lady and Kendryl are at least 60 feet in the air. There is the giant boar and rider with rot... and the elf with white hair that seems to be super charged with magics.

The hole in the wall made by the colossal creature is next to the North Gate. Vesi was previously at the East gate with Quince.

Vesi makes it to the North Gate or at least she can see it. There are hurt everywhere. Townsfolk are doing there best to put out fires and help one another in this dire situation. It is very chaotic!

Vesi:
Perception DC 20: You can see that Sulvanii is in front of the hole in the wall holding his hands aloft with fire between them.
Perception DC 25: You see a fleshy four legged creature getting ready to spring on Sulvanii from the top of the nearby building. You also see Jorne jumping off the wall towards the fire.

Quince you are standing basically alone on the ramparts. Sure you have your personal guard, scriptor, one of the captains and forty soldiers or guards working under the two of you. Though all of your high powered allies have left. Quince moves to the nearest small creature and begins to bash.

AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size), hp 75

After the second round the first one drops, in the third round only your first strike hits as black acid splatters everywhere. Quince draws the attention of the closest small creatures.

attacks vs. Quince:
claw: 5d20 ⇒ (5, 6, 15, 16, 18) = 60
damage: 1d8 + 4 ⇒ (2) + 4 = 6

damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus spores)
Special Attacks acidic tears, sneak attack +2d6, spores

spores for your reference:
Spores (Ex) A halsora’s claws are covered in mutated russet mold spores. A creature hit by a claw attack must succeed at a DC 18 Fortitude save or take 2 points of Constitution damage per round. It can attempt a new Fortitude save each round to halt the growth. A creature reduced to 0 Constitution by these spores explodes in a mess of viscera and spores. Creatures within the burst must succeed at a DC 18 Fortitude saving throw or be affected as if they were hit by the halsora’s claw attack. This is a disease effect. The save is Constitution-based.

The six other small critters and two large behemoths lay into your men. Many of the guards and soldiers fly off the walls down to the pile of beams bracing the gate. As the small creatures hit they grow weak and black veins and apparent necrotic damage is occurring. After the third round, most of the soldiers have backed away. Holding the line with shields letting Quince take the brunt of the monsters attacks.

attacks vs. Quince:
claw: 12d20 ⇒ (16, 18, 15, 20, 12, 5, 4, 19, 2, 16, 8, 14) = 149
damage: 1d8 + 4 + 2d6 + 1d6 ⇒ (6) + 4 + (5, 4) + (3) = 22 sneak, acid

damage: 1d8 + 4 ⇒ (7) + 4 = 11 plus spores)
Special Attacks acidic tears, sneak attack +2d6, spores

claw, claw, bite, tail slap: 8d20 ⇒ (12, 12, 11, 4, 19, 16, 9, 13) = 96 +18
damage: 1d6 + 8 ⇒ (3) + 8 = 11
damage: 1d6 + 8 ⇒ (5) + 8 = 13

One of the small creatures claws gets through Quinces defenses as two of the behemoth's claws tear into Quince's flesh. But is likely merely a flesh wound.

Quince let's go for another 5 rounds. Now that you have most of the creatures attentions.

attacks vs. Quince for next 5 rounds:
claw: 60d20 ⇒ (20, 20, 20, 20, 2, 12, 14, 17, 10, 19, 16, 16, 19, 3, 3, 12, 16, 6, 18, 3, 19, 8, 9, 11, 11, 16, 9, 10, 14, 17, 2, 7, 5, 13, 10, 8, 14, 13, 15, 9, 1, 12, 20, 11, 15, 2, 12, 10, 7, 14, 1, 12, 14, 7, 17, 19, 7, 4, 19, 15) = 705
confirm crits: 10d20 ⇒ (16, 3, 1, 1, 20, 19, 5, 4, 2, 7) = 78
damage: 1d8 + 4 + 2d6 + 1d6 ⇒ (3) + 4 + (6, 2) + (1) = 16 sneak, acid (x4 = 62 damage...plus 4 fort saves (No ones!))

damage: 1d8 + 4 ⇒ (8) + 4 = 12 plus spores)
Special Attacks acidic tears, sneak attack +2d6, spores

claw, claw, bite, tail slap: 40d20 ⇒ (3, 1, 14, 7, 10, 2, 20, 15, 3, 9, 2, 19, 19, 4, 11, 1, 11, 9, 19, 15, 11, 18, 1, 4, 12, 10, 9, 10, 7, 20, 10, 10, 8, 10, 7, 7, 12, 3, 14, 14) = 391 +18
confirm crits: 10d20 ⇒ (7, 5, 17, 4, 17, 9, 3, 14, 4, 17) = 97

bite damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17
tail slap damage: 1d8 + 4 ⇒ (1) + 4 = 5
claw damage: 1d6 + 8 ⇒ (1) + 8 = 9
claw damage: 1d6 + 8 ⇒ (3) + 8 = 11
5 hit, only the claw is confirmed.
damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:
Communication magical device? Please be more specific.

Who is this aimed at. Lykan was I assume using the item that lets us message each other. The ring I think. If you mean Quince ignore my conversation aimed at Sulvanii cause if I am alone with soldiers he's not there to ask and Quince isn't going to use an action to at this point.

Not sure how much HP I am down or if I need to make any saves.

[ooc]4

Scepter 1: 1d20 + 16 ⇒ (1) + 16 = 17
Scepter 2: 1d20 + 11 ⇒ (8) + 11 = 19
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (6) = 16

5
Scepter 1: 1d20 + 16 ⇒ (19) + 16 = 35
CritConfirm: 1d20 + 16 ⇒ (4) + 16 = 20
Scepter 2: 1d20 + 11 ⇒ (10) + 11 = 21
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (8) + 9 + (2) = 19

6
Scepter 1: 1d20 + 16 ⇒ (2) + 16 = 18
Scepter 2: 1d20 + 11 ⇒ (13) + 11 = 24
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (2) = 14
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (4) = 16

7
Scepter 1: 1d20 + 16 ⇒ (7) + 16 = 23
Scepter 2: 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (2) = 14
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (6) = 16

8
Scepter 1: 1d20 + 16 ⇒ (13) + 16 = 29
Scepter 2: 1d20 + 11 ⇒ (19) + 11 = 30
Damage 1 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (3) = 15
Damage 2 Bludgeoning + Acid: 1d8 + 9 + 1d6 ⇒ (8) + 9 + (4) = 21


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|
GM Wolf wrote:

Communication magical device? Please be more specific.

This Ring with Communication on it.

Round 1
After sending the message to Quince, The Hunter begins to prepare himself.

Round 2
He casts Barkskin on himself and studies his likely target, the Elf.

Round 3
He then casts Resist Energy (Fire) on himself in preparation of a likely fight.
He moves even closer in preparation of casting yet another spell and changing form.
Stealth 1d20 + 14 ⇒ (1) + 14 = 15


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Oh yeah, typically when I have a character use and item it is stated. "He rubs his ring and quietly whispers letting those attuned to his ring hear his words as if he was standing beside them."

Lykan how far are you from your target, it depends on the perception check.

essential info:

AC 24, touch 7, flat-footed 24 (–2 Dex, +17 natural, –1 size)
hp 162 (12d8+108)

AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 75 (10d8+30)

Quince does not have DR or resistances to any energy.

After most of Quinces strikes colliding with the mash of flesh, Round 6, one of the small creature expires. Leaving 4 more and the 2 large behemoths.

By the end of the 8th round, Quince has struck another of the small creatures twice and it looks bloody.
Elizabeth's new HP: 59+40+40= 139!
Total damage done to Quince: 22 + 18 + 10 +17 =67
Total hits with spores needing saves: 1+4
I am sure you devote some rounds to healing, shall I pick randomly?

[ooc]Total damage done to Elizabeth, I completely forgot she is at your side!!! She is taking half of your hits! Also with you back to back there is very little flanking. 17 +5+9+11+24+7+23+16=110

damage: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7caustic
damage: 1d8 + 4 + 2d6 + 1d6 ⇒ (7) + 4 + (6, 2) + (4) = 23sneak/caustic
damage: 1d8 + 4 + 2d6 + 1d6 ⇒ (4) + 4 + (5, 1) + (2) = 16sneak/caustic

She focuses on healing both Quince and herself, lay of hands on herself as a move action and standard using the wand of cure light on Quince.
Healing to Quince: 8d8 + 40 ⇒ (5, 5, 8, 1, 2, 4, 8, 6) + 40 = 79
Healing to Elizabeth: 2d8 + 10 + 7d6 ⇒ (4, 6) + 10 + (6, 2, 2, 2, 2, 2, 3) = 39


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

When I sent the message, I estimate about 60 feet away while teh fight was going on.


Lykan:
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
The white haired elf looks over at some movement. He then drops one of his hand in Lykan's direction and makes a command in giant. A group of armed armored creatures move forward towards Lykan.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I think that 4+1 saves mentioned above means I should have made four Fort saves because of the claws.

Fortitude Vs. Spores: 1d20 + 16 ⇒ (2) + 16 = 18
Fortitude Vs. Spores: 1d20 + 16 ⇒ (8) + 16 = 24
Fortitude Vs. Spores: 1d20 + 16 ⇒ (1) + 16 = 17
Fortitude Vs. Spores: 1d20 + 16 ⇒ (6) + 16 = 22
Fortitude Vs. Spores: 1d20 + 16 ⇒ (17) + 16 = 33

I think I need to make one more cause I failed one and took 2 Con damage.

Fortitude Vs. Spores: 1d20 + 16 ⇒ (5) + 16 = 21


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Looks like there is still more to fight. Do I have any idea what creatures these are? Are they just corrupted animals? Are the Behemoths just giant animals?

Knowledge Arcana: 1d20 + 14 ⇒ (17) + 14 = 31
Knowledge Nature: 1d20 + 12 ⇒ (8) + 12 = 20
Knowledge Religion: 1d20 + 12 ⇒ (6) + 12 = 18


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Vesi is overwhelmed by the chaos at the North Gate. They rush towards the biggest fire, creating water to help put it out. Once that is done, the druid moves towards the breach in the wall, trying to see if any more enemies are trying to come through.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

In a moment between choosing targets now with foes on the wall Quince calls on the aid of Jezebel, putting the stone near to his face he speaks into the realm of earth and calls the elemental kin to his aid. Speaking in Sylvan he says, "Our city is under strong attack. What can you do to keep the foes from our walls and drive them back?"

Seems like a great place for her use that animate rock ability. I don't know if she can shape stone but that might repair walls.

Quince looks to his guard who has been in the struggle beside him. "The stone woman is on our side, Keep your press on the monstrous beasts. Drive them from your home."


Quince:
Your knowledge on these creatures is very limited. You believe them to be abberations as your knowledges do not help identifying them.

Unfortunately without some spell or magics there is no reply to Quince's request.

Vesi does not notice any creatures coming through the break, through the wall of fire.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:

** spoiler omitted **

Unfortunately without some spell or magics there is no reply to Quince's request.

Vesi does not notice any creatures coming through the break, through the wall of fire.

Not sure what this means. The only request I made was to use a stone that was previously explained to summon Jezebel. . . . Did it work?


The stone itself is just a focusing point. A stone maiden can be summoned using a summon monster VII, planar ally (or greater), or planar binding (or greater) spell.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:
The stone itself is just a focusing point. A stone maiden can be summoned using a summon monster VII, planar ally (or greater), or planar binding (or greater) spell.

I guess I misunderstood that whole situation. I was under the impression that Jezebel gave us the stone to call her back when we needed her and the stone was a magic item. I don't even think I have Summon Monster 4 on my list yet.

I just reread Sulvanii's explanation. I totally misunderstood. Oh well.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

changing my action due to spell failure.

In a moment between choosing targets now with foes on the wall Quince calls on the aid of Jezebel, putting the stone near to his face he speaks into the realm of earth and calls the elemental kin to his aid. Speaking in Sylvan he says, "Our city is under strong attack. What can you do to keep the foes from our walls and drive them back?"

Seems like a great place for her use that animate rock ability. I don't know if she can shape stone but that might repair walls.

Quince looks to his guard who has been in the struggle beside him. "The stone woman is on our side, Keep your press on the monstrous beasts. Drive them from your home."

Quince looks at the stone shakes it and tries again. His eyes go wide. "This is just a spell component. Crap.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

With his own buffs up, Lykan gets ready for a very tough battle as he bounds away seeking to use the terrain to his advantage. With bow in hand he sends a shot at the white haired commander as a form or greeting.

Shoot one arrow 1d20 + 11 ⇒ (2) + 11 = 131d8 + 3 ⇒ (2) + 3 = 5 sigh at dice bot.

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