Golaripalooza [1e, Rotating GMs]

Game Master dien


3,001 to 3,050 of 3,543 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

She must hide. She must be very small and not noticed and...

....wait. What? Why?

Majara pauses as the externally-induced panic starts to ebb. As she parses what happened, her expression of terror shifts to one of distinct disgruntlement and embarrassment.

She RAN from the fight because of that stupid hound's howl!?!?

With some especially nasty gnomish curses tripping from her tongue, Majara takes a deep breath and starts running back the other way.

I'm assuming this turn will just be spent in trying to regain the distance I fled


Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

Knowledge (planes): 1d20 + 9 ⇒ (13) + 9 = 22


2 people marked this as a favorite.
Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Looking for anything suspicious on her side of the courtyard area, just being cautious in a new environment.

Nerissia, emerging from a side street and quickly evaluating the situation at hand, decides the best course of action is one of her favorites: shooting things with arrows. Calling out an angry cry of Asmodean vengeance for the one threatening her newfound, if somewhat misguided, paladin friend.

As discussed, choosing whatever type gets the Knowledge check returns.

Attack, +1 bane (this thing) long bow: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 1d8 + 2d6 + 4 ⇒ (2) + (4, 2) + 4 = 12


BATTLE MAP | Glory :: Adventure Threads

Round 7 | Battle Map

What Nerissia Knows…:
The woman is called a Shae. She is native to the Plane of Shadow. It is believed her kind were once humanoids but (from their perspective) they have now evolved past the need for a defined physical form, making them far better than all you single-form, organ-stuffed, meatsacks.
1. Special Defense: Her movements are so quick and erratic, she is under a Blur effect (20% miss chance).
2. Special Attack: With a weapon or without, she deals bonus cold damage.

Nerissia’s arrow sinks into the shadow woman’s leg followed by a shriek that echoes across the courtyard. If the woman had a face, Nerissia imagines it would be glaring in her direction.

N Miss <21 bad: 1d100 ⇒ 95

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables (3 of 3), Nerissia, Dog, Bit, Hannelia, Locals


Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

A blur of blue races past Hannelia as Majara rushes back into the square. She heads for Glory, grimacing as she sees the plant lying on the ground amidst spilled dirt, but doesn't quite get all the way there right now. She has to do something else first. Namely, chuck fire at that ACCURSED hound.

Bomb vs Doggo's touch, 1st range increment: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage, fire: 2d6 + 4 ⇒ (3, 2) + 4 = 9

"That's for making me run!" she shouts, after the sound of glass breaking and fire erupting.

Using Precise Bombs to avoid splashing Emma


Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 11/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Used: 1/2 | LoH Used: 1/10

When the Smite drops, Emma is thrown off enough that she pauses in her assault, surprised. Of course - the one time she decided not scan for evil, it ends up biting her. That just figured. In the future, she was just going to keep it up full time. If a berry used in a pie had so much as been touched by someone evil, she wanted to be aware of it. Better that than being caught off guard again.

She catalogs that bit of information away for later, and is relieved when she hears the arrival of Nerissa, as well as the return of Majara. Perhaps Nerissa will have a better idea of what's going on here, because Iomedae knew she herself didn't.

Still, she can't quite resist tilting her head at the woman-like figure before her. "What are you?" she demands.

Redemption Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Redemption Damage + Elec: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Then she whirls on the hound creature and strikes out while it's still reeling from Majara's bomb. "And that's quite enough from you," she snarls. "Bad dog!"


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

"Aw hell, them constables gonna get themselves killed- Damn it... Ough- I'd never hear the end of it." Eventually, as the magical component of fear wears off, Roger's other emotions slowly manage to reassert themselves. "-Nerissia?" He sees her run by, and that's finally enough to rouse him back to the fight, and he re-enters the fray.


BATTLE MAP | Glory :: Adventure Threads

Round 7 | Battle Map

Majara is rewarded with a yelp from the big cur as her bomb explodes on the creature’s hind-quarters. She also learns that shadow fur doesn’t stink when it burns, unlike real hair. With the dog distracted by the bomb, Emma sinks her blade into the beast’s shoulder as well. Meanwhile, Roger charges past the Asmodean inquisitor and back onto the battlefield!


Know: Planes

Round 7 | Battle Map

Injured and furious, the mastiff lunges at the paladin. Its jaws latch onto the warrior's left pauldron. The massive beast then shakes Emma like a rag-doll, bashing her against the inside of her own armor and nearly knocking her to the ground. Fortunately, Emma keeps her footing and is able to deflect the whipping armored tail.

FULL: Bite (20 /x2) + Tail
MODS: Power Attack, flanking
BITE HIT vs Emma AC22: 1d20 + 10 - 2 + 2 ⇒ (17) + 10 - 2 + 2 = 27 | DAM: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17 + Trip
TRIP vs Emma CMD22: 1d20 + 10 ⇒ (10) + 10 = 20
TAIL HIT vs Emma AC22: 1d20 + 5 - 2 + 2 ⇒ (6) + 5 - 2 + 2 = 11 | TAIL DAM: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8

Emma takes 17 DAM

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

If super-speeded Majara noticed the duplicate Hannelias, she didn’t seem concerned as she dashed past to rejoin the fray. With Nerissia’s sudden appearance too she dares to hope that the tide might just be turning in their favour, though the shadow hound just latched onto Emma with a chomp of its jaws that made Hannelia wince. Determined to play her part she once more sends a pair of arrows towards the dog. Lamentably, both fail to find their mark and she curses, perhaps inadvertently confusing herself with her illusory doubles.

Attack dog: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Attack dog: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

5 ft step and rapid shot full attack


Know: Planes

I moved Hannelia’s icon as requested.

Hannelia’s arrows stick into the barrels beside the mastiff as it is locked in a deadly battle with Emma. Seeing no enemies nearby, Bitiborium runs to the bleeding local woman, presumably trying to help.

Round 8 | Battle Map

Emma wrote:
Still, she can't quite resist tilting her head at the woman-like figure before her. "What are you?" she demands.

Still reeling from the mastiff’s savage attack, Emma is easy prey for the shae. The paladin feels the falchion’s razor-sharp blade plunge into her back through a gap in her armor. In addition to the physical wound, the blade sucks the heat from Emma’s core. However, she is spared from seeing the most disturbing aspect of the attack. Visible to her allies, where the blade penetrates Emma’ back, the color is literally leeched from her flesh. Even her spilt blood has the red sucked from it, turning it grey.

To Emma’s question, the shadow woman whispers an incomprehensible answer in her ear. ”ሴት ልጅ ሞትሽ ነኝ።”

Falchion (18+ /x2)
MODS: flanking
HIT vs Emma AC22: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 | DAM: 2d4 + 4 + 1d6 ⇒ (3, 2) + 4 + (4) = 13 Crit?
Confirm: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 nope

Emma takes 13 DAM more.

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 11/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Used: 1/2 | LoH Used: 1/10

Emma cries out as the dog returns her attack in kind. It doesn't quite manage to knock her to the ground, but it's a close call. No sooner had she regained her footing that she feels the woman strike at her from behind. She feels a cold sensation seeping through her chest at the point of contact, and she does her best to shrug it off for the moment.

The woman whispers... something. It's gibberish to Emma, and either way, not particularly important for the time being. She has a few choice words of her own for the woman, mostly curse words, but... that too will have to wait for later.

Calling upon Iomedae, she first calls on her Holy energies to heal some of her wounds.

LoH, Swift Action: 2d6 ⇒ (6, 5) = 11

Feeling somewhat more balanced, she ignores the woman for now. Though likely the more dangerous of the two, she doesn't fancy leaving the vicious hound free to keep attacking her.

Lancing out with Redemption, she does her best to try and strike it.

Redemption Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Redemption Damage + Elec: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

Majara winces as she sees Emma take several devastating blows-- partly because the effect makes her think of the Bleaching. Humans don't get that, of course, but....

She hurries forward, adjacent to poor Glory, sparing a glance down for the plant. "Sorry," she says quickly. Then she throws another bomb at the dog.

Vs dog's touch AC, PBS: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 2d6 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9


Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

Nerissia, seeing the situation is much more dire than she originally evaluated, calls upon the oni blood running through her veins. Her eyes sharpen, taking on aspects of one of the most ferocious hunters she's encountered: the tiger.

With her eyes and reflexes enhanced she takes the risk of speeding up her bow work, flinging two arrows towards the shae threatening her paladin friend. Still so strange to think, let alone say, those words.

Using her Hunter animal aspect of the Tiger as a swift action, getting +2 to Dex for a minute. Five-foot step diagonally closer, then Rapid Shot full attack.

Bow 1: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d8 + 2d6 + 4 ⇒ (7) + (5, 3) + 4 = 19
Bow 2: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d8 + 2d6 + 4 ⇒ (3) + (1, 2) + 4 = 10


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

"Blast!" Roger realizes he's empty handed and without a backup, looking around for his blade and running to pick it up.


Round 8 | Battle Map

Emma heals herself of grievous wounds before striking at the beast with Redemption. The wily dog narrowly ducks below her swing. Majara moves to protect Glory while hurling a bomb at the mastiff. Her throw is rewarded with a growl of pain and more singed shadow. Nerissia’s arrows also fly true, embedding themselves in the shae’s torso. Shadowy ‘blood’ pours from the wounds and floats off into the air before dispersing like mist. Roger races across the battlefield and retrieves the weapon that somehow slipped from his grip. The last vestiges of fear replaced with determination, he closes with the shadowy pair.

Meanwhile, in the southern end of the square, the two constables nervously advance. Their inexperience shows as they almost put arrows into the gnome ‘charging’ toward them. They switch their aim to the shae and fire their arrows. Their shots clatter off the cobblestones.

More to come…

Rolls:

N Miss <21 bad: 1d100 ⇒ 47
N Miss <21 bad: 1d100 ⇒ 35

Constables’ Shortbows (60’/3x)
MODS: none
Miss <21 bad: 1d100 ⇒ 46 | HIT: 1d20 + 4 ⇒ (3) + 4 = 7 | DAM: 1d6 ⇒ 3
Miss <21 bad: 1d100 ⇒ 26 | HIT: 1d20 + 4 ⇒ (9) + 4 = 13 | DAM: 1d6 ⇒ 6


Know: Planes

Round 8 | Battle Map

The wounded shae yells to the dog while clamping a shadowy hand over the worst of the wounds in her side. With renewed energy, the mastiff leaps on the paladin, knocking her sword aside. The massive jaws clamp down on Emma’s head and neck, almost swallowing her head. Then the terrible gnawing, shaking of prey, and muffled screams begin. It only ends when there is a loud crunch of bone and Emma falls limp and bloody to the ground… a broken doll.

The hound holds up its head and bays its triumph, blood and spittle pouring from its mouth. Then it races around the cart, heading straight for Nerissia…

FULL: Bite (20 /x2) + Tail
MODS: Power Attack, flanking
BITE HIT vs Emma AC22: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30 | DAM: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18 + Trip... CRIT?
Confirm: 1d20 + 10 - 2 + 2 ⇒ (16) + 10 - 2 + 2 = 26 | +CRIT DAM: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19 YIKES 37 DAM Total
TRIP vs Emma CMD22: 1d20 + 10 ⇒ (3) + 10 = 13
TAIL HIT: 1d20 + 5 - 2 + 2 ⇒ (7) + 5 - 2 + 2 = 12 | TAIL DAM: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9

Emma, you are at -12 HP and Dying. Your CON is 13. You are about to meet Iomedae, barring a miracle stabilizing roll or assistance. When your turn comes around, PLEASE wait until everyone else in your block has a chance to post before you do, it may save your life.

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

Hannelia cries out as the dog leaps up and savages Emma's face. She can't see the damage but from the blood, so much blood, she knows it must be grievous. Not for the first time, her brave friend puts herself in harm's way and ends up crumpling to the floor. And not for the first time, Hannelia finds herself helpless. She racks her brains rapidly, thinking through her magic and the contents of her backpack that she knows intimately, though she comes up short. Too far away to reach Emma herself, she calls out, "Majara, you'd better have something that can help her!" As the shadow mastiff bounds off, all she can do is close the gap to the hound's mistress. And kill her. Fighting back tears, her usually steady hands shaking a little, she draws back her bowstring and looses. "Just die," she snarls.

Attack woman: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

As soon as she fires Hannelia can tell the arrow is slightly off target. "Desna," she pleads. "Iomedae. Please. She can feel as much as see the arrow change course a little. She just prays that it's enough.

Gallant inspiration: 2d4 ⇒ (4, 3) = 7

Move, shoot (PBS in play, as is my overprotective drawback), and, on the assumption that's a miss, burning gallant inspiration as an immediate action because I'd like to contribute something useful to this combat!


BATTLE MAP | Glory :: Adventure Threads

When you say x, y, and z are ‘in play’, you mean you accounted for them in your rolls, correct?

In tears, Hannelia advances and fires a single arrow. Even as it leaves her bow, the bard knows the shot will miss. She prays to Iomedae and Desna for help… and the beneficent goddesses appear to listen. A curious puff of wind drives the arrow back on course, straight for the Shae’s throat.

But there are dark gods watching as well, and they weigh in. The shae’s erratic and blur-swift movements make striking her difficult. Hannelia’s arrow flies towards the shae’s dark throat and then the woman shifts inhumanly fast and the arrow speeds past, only creasing her neck. The shae slaps a hand to her throat, realizing just how close death has come.

Hannelia Miss <21 bad: 1d100 ⇒ 12 Sorry. She has a constant Blur effect and this is the one time it has bitten the heroes in the butt.

In the southern reaches of the square, the panting gnome merchant checks on the downed local woman. From the way he slumps onto the cobblestones, she must be dead.

Dead? <4 bad: 1d4 ⇒ 1 Dead

More to come…


Know: Planes

Round 9 | Battle Map

Hand to throat, falchion dripping red-blood-turned-grey onto the heap of the paladin waiting at death’s door - the shae debates her next move. She slings the blood from her blade and raises it to deliver a coup de grace… which she changes to a raised blade salute to the victors, then turns on her heels and sprints. She sharply corners around a stall and heads west, making for the nearest alley using every crate, barrel, and flapping tent wall for cover against more arrows seeking her life.

FULL: Withdraw

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia

I drew some rough alleys (yellow polygons). With all the bric-a-brac around her, the shae has soft cover in her current position (+4 to AC). Without those heroes moving, she has FULL cover from Majara, Nerissia, and Hannelia. That will likely be reduced to soft cover if they move. The constables may (haven’t measured) be able to move north and get that to half cover – essentially shooting straight down the alley at her.


1 person marked this as a favorite.
Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

Majara braces for the shadow-woman to close with her.... and instead she turns and runs the other way.

Right. Well. Damn. Majara is not inclined to give immediate chase-- Emma is... either dead already, or dying, for that is a lot of blood.

Gritting her teeth, Majara swiftly bends down to Glory. "You'll get extra fertilizer," she promises as her deft hands find a bud and twist. "And surely this task is noble enough for you--"

Sprinting forward to Emma, Majara tosses the stamen down on the paladin's very bloody body and prays hopes.


BATTLE MAP | Glory :: Adventure Threads

Round 9 | Battle Map

Majara races towards Emma and quickly realizes why bringing Glory to the patient is better than just the detached stamen. The stamen isn’t important. The single golden drop of nectar clinging precariously to the end of the stamen is the gift of life itself. The drop trembles, vibrates, and almost falls from the stamen as the gnome hustles forward. If it were to fall, its power would be wasted… Although if it hit the ground it might repair a broken cobblestone or if Majara were to catch it, it might scrub the alchemical stains from her hands. Thankfully, Majara has a steady hand and a quick mind. As the drop threatens to fall, she upends the stamen letting gravity keep it on the shaft.

When she tosses the stamen, it helicopters slowly down. The drop falls and splashes on Emma’s face. Wondrous and horrible things happen. The divots in Emma’s head from the mastiff’s fangs, the shattered skull plates, and the twisted and ruptured vertebrae in her neck… all start to swell, push outward, and crunch as they repair themselves. In a moment her almost imperceptible breathing grows stronger. Her eyes flutter open. The paladin is still coated in far too much of her own blood, but she is definitely alive.

Majara Reflex Save: 1d20 + 7 ⇒ (10) + 7 = 17
Cure Critical Wounds: 4d8 + 10 ⇒ (6, 4, 7, 8) + 10 = 35

Emma, you are awake, alive, and prone… with 23 HP.

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia

I have updated Glory’s ‘icon’ to show Majara plucked out her emoji EYE!


Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 11/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Used: 1/2 | LoH Used: 1/10

One moment, Emma is standing there, shield braced, readying for an attack from either the hound or the strange figure.

Then, movement from the hound, and--

Pain. Terrible pain. She has a vague sense of losing her shield, then her sword.

Movement, incoherent. A ripping sensation, followed by an awful warmth.

Then, a spreading cold.

Light and shadows intermingle, dancing across her blurry vision, and she is no longer sure where she is, or what's happened.

And then, nothing at all.

A terrible darkness, an absence of self, of movement, of sound, of light.

...

Emptiness.

Darkness.

...

A void.

...

...

...

Then--

A small sensation, a small point of light.

...

The first thing Emma notices is the smell - like a field of flowers in spring. For a moment, she imagines herself standing in a field of flowers, as golden light rains down from above.

Peaceful. Serene.

Glorious.

...

Then, abruptly--

Awareness returns.

Everything hurts. Muscles that she doesn't even know the names of ache terribly, and she blinks up at the sky, the flowery scent lingering.

"Ow," she murmurs. She sits up hesitantly, half-expecting something to leap onto her.

Nothing does. She blinks a few times, and then shapes and colors begin to coalesce into coherent forms. Familiar forms.

Majara, holding Glory.

But something is missing from Glory. And as her hearing begins to settle and her sense of self returns, Emma begins to understand what must have happened, though she has no sense of it having happened.

"Majara," she murmurs, then looks to Glory. "Glory. I'm sorry...and thank you. Truly." She reaches up and brushes a hand against the pot for a moment.

Then, she reaches up to herself, and presses a hand against her chest.

Lay on Hands, Self: 2d6 ⇒ (4, 1) = 5

Hesitantly, she rises to her feet. Neither the hound or the female figure are nearby.

A moment of shame rises, followed by anger, at the fact that she's failed, fallen, again. But she shoves it aside, buries it. She'll feel sorry for herself later. Now isn't the time.

"What happened?" she asks Majara. "Where are they?"


Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

"Curse you, I will have my vengeance." Nerissia whispers under her breath as the shae disengages.

Realizing she isn't in a position to chase her down and making the uncharacteristic decision to leave a task to her companions, Nerissia instead switches targets to the dog rapidly approaching her.

Knowledge (planes): 1d20 + 9 ⇒ (3) + 9 = 12

Letting bane drop for now as Nerissia doesn't know what the dog is. 3 rounds left of that today.

Attack 1: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Her distraction at letting the shae escape throws her aim wide, scattering both arrows against the stone floor of the courtyard.

"Damn."


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

"You're not getting away that easy!" Roger gives chase, but can't quite close the distance, even with his enhanced speed.

Double Move


Round 9 | Battle Map

Emma recovers – at least physically – and slowly rises to her feet. (I’m assuming you pick up your sword with your remaining action) Nerissia fires on the charging mastiff. Her arrows ricochet off the cobblestones. Roger, wanting vengeance, chases down the fleeing shae.

With the freebooter blocking any realistic opportunity to put arrows into the shae’s back, the constables advance and fire on the racing mastiff. One arrow sinks into the dog’s ribs.

Constables’ Shortbows (60’/3x)
MODS: none
HIT #1: 1d20 + 4 ⇒ (20) + 4 = 24 | DAM: 1d6 ⇒ 4 hit Crit?
Confirm: 1d20 + 4 ⇒ (7) + 4 = 11 no
HIT #2: 1d20 + 4 ⇒ (9) + 4 = 13 | DAM: 1d6 ⇒ 1 miss

More to come…


Know: Planes

Round 9 | Battle Map

The mastiff streaks toward Nerissia, its long legs eating up the distance between them. The beast plows into her. Its fangs lock onto her bucklered arm, practically yanking it from the socket as it thrashes and tears into her flesh before driving her to the ground. The Inquisitor looks up to see the black beast standing over her, ready to tear her throat out.

Nerissia takes 17 DAM and is prone.

Bite (20 /x2)
MODS: Power Attack
HIT vs Nerissia AC20: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 | DAM: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17 + Trip
TRIP vs Nerissia CMD18: 1d20 + 10 ⇒ (12) + 10 = 22

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

Whatever divine interference may have happened with Hannelia’s arrow, sadly the shadow-woman’s magic was equal to it and what looked like a direct hit proved to be nothing of the sort. Still, it was close and the woman seemed to know it too, deciding that fleeing would be the better course of action. More importantly, Hannelia breathes a deep sigh of relief, mouth slightly agape as Emma’s wounds miraculously starts to knit together and she stands up. She’s still covered in a vast quantity of blood but Emma is alive, even if well might be a stretch. She couldn’t quite tell what Majara did as the gnome obscured her view but she had bent down to pluck something from Glory – a petal maybe? – and blown it gently onto Emma. The celestial orchid seems to have more than lived up to its name with that benevolent display of healing and Hannelia is incredibly grateful that the flower had been bestowed upon them. ”Are… are you ok, Emma?” she calls.

There will be more time to reflect on that later, however. She doesn’t really have a shot at all at the woman, let alone a clear one, and with Roger bounding after her at super speed, she turns her attention to the dog, which has shown no sign of abandoning the fight, barrelling into Nerissia and tumbling her to the ground. Realising that the tiefling’s faithful companion is not by her side, where she would expect him to be, she shouts out, ”Alocer! Where are you? Nerissia needs you!” She doesn’t know whether the fennec will understand her but she hopes it will recognise the names at least and heed the call if it’s nearby.

Having seen the hound’s jaws wreak havoc on two of her companions, she’s torn on what to do. She doesn’t fancy her chances getting close, but with the shadow mastiff ready to savage Nerissia while she’s scrambling on the floor, nor does she want to be caught out again, too far away to provide aid if it is needed. She abandons the shot she was mentally lining up and runs off towards the dog.

Double move, reactivating luck as a swift.


BATTLE MAP | Glory :: Adventure Threads

Round 9 | Battle Map

Hannelia races to help the downed inquisitor. The fennec is nowhere to be seen. With all the living locals off the battlefield, Bit cautiously approaches as well.

More to come…


Know: Planes

Round 10 | Battle Map

In her headlong flight, the shae glances backwards and notes (with concern) Roger is practically on top of her. Clearly, she isn’t going to elude her pursuer in a foot race. She searches her mind for an advantage to exploit…

She points her sword in the mastiff’s direction and yells to the beast. ”He follow - kill girl!” Her tone becomes more intimate as she addresses Roger while slowly backing up. Her voice cracks, unused to speaking Common as she is. ”Catch me ‘r save friend… you mebbe not real friend, eh?” Then she whispers a spell in her cursed language and slaps her blade against the ground. The cobblestones and dirt ripple, exploding under Roger’s feet. Even his sea legs don’t allow him to keep his balance in the violent tremor. He tumbles to the ground and the shae dashes off into the alley and takes a hard left before she is lost to sight.

Roger is Prone.

Thunderstomp HIT vs Roger CMD22: 1d20 + 9 ⇒ (17) + 9 = 26

FREE: Talkin’
STAND: Cast Thunderstomp
MOVE: On/off map

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

Nerissia! Majara properly registers the reason for the arrows that have joined the fight, with some relief. That changes to a grimace as the mastiff nearly repeats its stunt on Emma, on the tiefling woman as well.

"Oh, balls of Brigh," she exclaims. "Shadow mastiff, Nerissia! An outsider, plane of shadow, you-- may have noticed it trips people!"

To Emma's dazed query the gnome mostly shrugs. "Don't know. I've been fleeing," she says with dark sarcasm, and then immediately takes off running again.

Somewhere in her sprint she shouts at the two brave but foolhardy constables: "Desist, you brave fools! Unless you want your guts on the cobblestones as well!"

As she gets closer to Nerissia, Majara hurls another firebomb at the hound. Third time's the charm?

vs Hound Touch AC, 2nd range increment: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Fire Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

Excluding Nerissia from blast, etc


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

"Oh aye, cause he totally weren't trying to kill her before!" Roger rumbles as he gets to his feet and continues to chase. "Thems were just love nibbles!"

I presume we should remain as distant as we where before, as we're both 40 ft I presume?


Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 11/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Used: 1/2 | LoH Used: 1/10

"Don't know. I've been fleeing," Majara calls back as she begins scurrying off.

Emma nods vaguely, then frowns, but decides questions can wait for later, and takes off in Majara's direction. Once she clears the stalls, she can make out the beast that had nearly killed her now standing over Nerissia.

She looks around, but doesn't spot either Roger or the strange figure.

Be careful Roger, she thinks. This ended up being a lot more dangerous than any of us thought it would be. And we still don't know how or why this happened in the first place.

Oh, and yes Hawk, Emma would've picked up the sword and shield in her previous unused action. Sorry, should have mentioned that in the post. I also assume that the potion I took would no longer be in effect, that grants me extra movement? That's how it works in 5E, anyway, any magical buffs are typically lost upon falling unconscious and would have to be reapplied - if that's not the case, however, then you can safely assume Emma would get as close as possible to Nerissia and the beast.


Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

Your potion's still in effect!


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

Hannelia sighs, knowing the answer before she even asks the question. Despite just having been savaged by the hound, her friend's bravey is beyond doubt and she knows the paladin would willingly take another hit if it avoids the mastiff from mauling the fallen Nerissia. "Emma," she calls. "Your shirt. If you're trying to put yourself in harm's way again, use it."


Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

AC is actually 21, for what it's worth. From my +2 to Dex.

Heal: 1d20 + 6 ⇒ (5) + 6 = 11

Seeing the dog still aiming to take her down, Nerissia takes the probably very unwise course of action that surely everyone was not expecting: drawing her mace and attempting to smash the thing in the head with it.

Move action draw mace, swift action switch bane to outsider (evil), standard action smack dog.

Attack: 1d20 - 4 + 6 + 2 ⇒ (12) - 4 + 6 + 2 = 16 Damage: 1d8 + 4 + 2d6 ⇒ (8) + 4 + (3, 6) = 21


Round 10 | Battle Map

Majara sprints toward the mastiff and, like a skilled arsonist, absolutely douses the dog in searing flames. It howls its pain. Emma also charges in, trying to rescue Nerissia and/or distract the mastiff from the inquisitor. Meanwhile, Roger pursues the shae into the alley that parallels the market square. Gambling on surprise, Nerissia drops her bow, pulls her mace and attempts to stove in the beast’s head. She misses the creature’s skull by a black whisker. Choosing to ignore Majara’s advice, the brave and foolish constables advance and again fire their bows at the savage beast. Sadly, their arrows merely bracket the creature.

Constables’ Shortbows (60’/3x)
MODS: none
HIT: 1d20 + 4 ⇒ (2) + 4 = 6 | DAM: 1d6 ⇒ 1
HIT: 1d20 + 4 ⇒ (9) + 4 = 13 | DAM: 1d6 ⇒ 6

More to come…


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

As Nerissia swings a mace, caught in close where she normally prefers to hunt from a distance, Hannelia sees that the hound is going to dodge the attack. Hoping that a little luck does more for the tiefling than it has for her, she tries to magically guide the weapon on target.

Gallant inspiration on Nerissia.


Know: Planes

Round 10 | Battle Map

Nerissia’s ‘whisker-miss’ becomes a solid clout as her mace knocks the big mastiff’s head sideways and sends a couple ebony teeth flying. But the almost immediate growl tells her, there is still some fight left in this rather hurt dog…

Sometimes your enemy bluffs… and sometimes they don’t. Still smoking and burned, the mastiff really wants to gnaw on the flame-wielding gnome that has caused it quite a bit of pain, though the blow from Nerissia’s mace make for a compelling counter-argument. But the creature knows its duty and obeys its ersatz master’s last order. As soon as Roger vanishes into the alley, it drools hungrily on Nerissia then gives her all of its considerable, malevolent intentions…

Its midnight jaws snap on her abdomen, crushing her innards. The inquisitor hovers on the borders of consciousness as the beast brings its heavy tail around to finish the job its teeth began. Somehow – almost miraculously – the inquisitor raises her bent buckler in time to deflect the tail from hammering across her temple.

Nerissia you are 0 HP, I believe. You are Disabled and Staggered and Prone… but who’s counting?

FULL: Bite (20 /x2) + Tail
MODS: Power Attack, vs Prone
BITE HIT vs Nerissia AC17 (prone) : 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 | DAM: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19 + Trip
TAIL HIT vs Nerissia AC17 (prone): 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 | TAIL DAM: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8

FULL: Savage Nerissia

Bolds are UP

ORDER: Shae, Majara, Emma, Roger, Constables, Nerissia, Dog, Bit, Hannelia


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

This time Hannelia's magic works as desired and Nerissia clocks the shadow mastiff's with a mighty thunk. Burned and bloodied it might be but the dog somehow shrugs it off and it chomps down on Nerissia's middle. There is not the level of blood as with Emma but the huntress looks in a pretty bad way, even as she clings on to fight back.

Doubting that her healing spells could patch up wounds as quickly as the hound can cause them, Hannelia focuses her attention on trying to end the threat once and for all. She steps lightly, setting her feet and drawing in a breath as she pulls back her bowstring. Letting it go, she quickly nocks another arrow and sends both right into the body of the accursed hound. This time she does not miss.

Attack, rapid shot: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Attack, rapid shot: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Confirm crit?: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16

5 ft step, full attack with rapid shot, PBS - numbers included in the mods.


BATTLE MAP | Glory :: Adventure Threads

Hannelia’s first arrow catches the mastiff in the haunch – and doesn’t slow it down. Her second shot slams into the back of its skull. The bloody arrow head emerges from the monstrous eye socket. The creature rears up… then falls over dead. It’s three hundred pounds crash down on top of Nerissia sending her closer to dea – NOT.

Just kidding! The creature is dead and collapses next to Nerissia.

Next UP… the shae.

RW DC16: 1d20 + 6 ⇒ (7) + 6 = 13


Know: Planes

Round 11 | Battle Map

Between blood loss and Roger on her heels, the shae’s options for escape are dwindling. She plays the odds that few men are dexterous in armor and gambles everything on one throw of the proverbial dice. She weaves a spell, wheels around, and steps within the range of Roger’s blade. She touches his face in a pat so devoid of warmth, his blood practically freezes in his veins and he feels every bone ache with cold.

Roger, you take 26 Cold damage and are Staggered for one round. Also, please give me a Will Save. It won’t affect your action this round, so don’t worry about it. Assuming you swing on the shae, include a % roll as well. If you roll <21%, your blow automatically misses due to her blur.

STAND: Cast Frigid Touch
MOVE: Move and deliver

Touch HIT vs Roger Touch AC13: 1d20 + 7 ⇒ (15) + 7 = 22 | Cold DAM: 4d6 + 1d6 ⇒ (3, 6, 6, 6) + (5) = 26

Bolds are UP – with some caveats. No one but Roger knows where the Shae is so you can’t try to help him or intervene.

ORDER: Shae, Majara, Emma, Roger, Nerissia, Hannelia


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

Will save: 1d20 + 6 ⇒ (1) + 6 = 7


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

Bitterer than a being soaked to the bone in salt-spray.. Roger's will is distracted by resisting the pain as best he can to deliver a strike in return.

Blur, low is bad.: 1d100 ⇒ 1


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 36/42 | F +4, R +8, W +5 | Luck 4/6 | 2nd level spells 2/3 | 1st level spells 5/5 | Conditions: -

Puffing out her cheeks in relief, Hannelia swings her bow over her shoulder as both her arrows land and finally bring down the monstrous hound. Hurrying over to check on Nerissia, from this angle the wounds are even worse than she had realised. She can't help but glance at the large, still-warm corpse of the dog next to her as she says, "Just stay still, let me at least close that a little." She indicates the mouthful the mastiff has taken out of Nerissia's side. With a flick of her wrist, her wand of curative magic falls neatly into her hand. Hannelia points it at the bite, careful to apply only the lightest touch as she suspects that even the slightest pressure would be painful. With a word, a pulse of white-blue light begins to knit together the wound. When the magic finishes, she offers Nerissia a hand to help her to her feet.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Move, swift action to draw the wand (spring-loaded wrist sheath), heal Nerissia.


Init: +9 | Per: +10 LL | AC 20 T 13 FF 18 | HP:59/65| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

Attack roll that misses due to concealment: 1d20 + 10 ⇒ (7) + 10 = 17


Gnome Alchemist 5 | HP 40/43 | AC 20 (18)/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +2 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 9/9

Seeing that almost everyone of the Seekers has converged over by Nerissia, Majara instead jogs towards Bit and the two townies he is near to.

"Any alive?" she calls tersely.

Move action with expeditious gets me to current map position; attempt to stabilize one of them if applicable

Heal vs DC 15: 1d20 + 8 ⇒ (17) + 8 = 25

"...where's Roger?" Majara calls, with another look around, dreading to see the pirate's form on the ground.


Female Tiefling (oni-spawn) Init: +6 | Per: +10 darkvision | AC 20 T 14 FF 16 | HP (N): 32/36 | HP (A): 56/56 | F +6 R +5 W +7 | Active Buffs: | Conditions:

Nerissia feels the all-too-familiar draining of blood from her body as the hound drags her around all willy nilly. She never did really enjoy the up close and personal fighting when it came to it, if she was being honest. Regardless, she prepares herself to take one last strike at the beast currently mauling her flesh when the two arrows fly past her and pierce the things' head. It collapses to the floor next to her, and the huntress isn't far behind.

Her adrenaline-fueled strength starts to leave her, the embellished mace clattering to the floor as she lets her body relax. The fight is finished, here at least, and she has no more need for her 'combat state', as it were. Soon Alocer would catch up and that was good news, for Nerissia sorely missed her companion.

"Ah, don't worry about hurting me, I have met my fair share of pain before." she says, laying her own hands on her wounds to help the healing process. "I've had worse, believe me." she says, smiling up at the helpful bard.

Cure Light: 1d8 + 4 ⇒ (1) + 4 = 5

"I do think I might lay here a while, recover a bit, if you all fine folks don't mind too terribly."


BATTLE MAP | Glory :: Adventure Threads

I’m moving Majara a bit in accordance with what you are trying to do. The icons you moved toward are the two uninjured guards.

Round 11 | Battle Map

At the shae’s touch, the liquid in Roger’s eyes freeze into a layer of rime, occluding his vision and ruining his swing. Hannelia heals Nerissia just enough to clear her dazed head and beaten body. Majara runs toward a cluster of locals huddling in an alley. She begins treating a host of non-life-threatening wounds – glass cuts, twisted ankles, bruises from being trampled, etc. Thankfully, she doesn’t see Roger’s body in the square. Nerissia heals herself a bit more and determines that the cobblestones are a reasonably pleasant daybed. She takes a moment to watch fluffy white clouds float across the blue sky.

Bolds are UP!

ORDER: Shae, Majara, Emma, Roger, Nerissia, Hannelia


Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 11/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Used: 1/2 | LoH Used: 1/10

"I don't think any of us mind," Emma says to Nerissia. "Particularly not me. I had my own up close, too personal encounter with this beast."

Channel Positive Energy: 3d6 ⇒ (4, 1, 1) = 6

Knowing that both Nerissia and herself are still hurt, she reaches out with her divine gifts. She gets the sense it's not a lot, but it's something, and she knows she's still a bit rattled from her own encounter with the creature.

She starts to move in the direction that Majara went, to offer assistance and aid where she can, then pauses and looks around before turning to Hannelia.

"Where's Roger? Did you see which way he went?"

751 to 800 of 3,543 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Golaripalooza - Campaign Thread All Messageboards

Want to post a reply? Sign in.