DM_aka_Dudemeister's - WotR - Sword of Valor

Game Master DM_aka_Dudemeister

WotR Book 2: Sword of Valor
GM'd by DM_aka_Dudemeister


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Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann touches his ring, using the ability to cast a spell, and disappears. Once invisible he moves into the room, scanning the area for any dangers before approaching any of the prisoners.

Using his Arcane Bond to cast Invisibility. Then still staying stealthy moving into the room, watching for any creatures or traps.
Stealth: 1d20 + 17 + 20 ⇒ (11) + 17 + 20 = 48
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Silver Crusade

Male Half-Gnome Badass 20

Selann, sneaks into the room, undetected. He hears only the occasional laboured breath from the bound, sleeping soldiers...


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic frowns. "It seems odd that this place would be guarded by such fragile creatures only," he murmurs. "What do we know about the flying creatures that took them? Can they become invisible to our sight? They may be out hunting for additional prey. We must rescue our people before their captors return to harm them further, but I do not think we should rush ahead without care."


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban nods, Well Greta, Tristan, what say you? Forward?


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Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan nods in absolute agreement with Benedic.
Anyone got a Daylight spell in their pocket?


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta cautiously moves towards the room Selann disappeared into. With her hammer at the ready she waits outside for some kind of report from him or his return.

Sorry, I forgot you said we were in round by round still. I’ll move over by the chamber with the prisoners and just wait each round until something happens with Selann.


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M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior and Amelia cautiously enter the... uh.. entryway where the prisoners are being kept and whispers, "We're gonna get you out of here hold on."

He looks at the fourth wall blankly, you know the one behind the statues in the room.

Silver Crusade

Male Half-Gnome Badass 20

Tension humms in the air like a taut string. The prisoners do not stir to the hissed whispers in the dark.

Junior:
As Junior presses his nose up against the 4th wall, he desperately feels the urge not to metagame :P.

Initiative Order - Round 3
24 Gargoyles
21 Selann
20 Greta
14 Tristan
12 Caliban
10 Junior/Amelia
8 Benedic
1 Sosiel


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic shakes his head. "I do not have daylight, though I do have invisibility purge, " he murmurs. "I could pray for the former, but it would take about three minutes. I think we must proceed with the tools we have now. I suggest we all charge in at the same moment and force our enemies to reveal themselves if they are still here."


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan whispers instructions to Junior on how to do it properly....


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban nods at Benedic, Solid plan, ready everyone? he looks to the others and holds up three fingers, counting down to 1 and pointing, the elf yells GO! at the appointed moment....


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior is confused for a moment as Caliban calls for a charge. He complains, "Hey that's my job." He still trudges through the rubble.


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia follows in glancing around but sees no threats.

Silver Crusade

Male Half-Gnome Badass 20

Let me know if anyone needs me to move their tokens


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Even though she knows they should be taking this mission seriously, Greta can’t help but chuckle at the boys’ shenanigans as she follows them in to the next room. She keeps her hammer at the ready, just in case things get serious quickly.

Please move me into the room with everyone.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Updated with the others move!

Silver Crusade

Male Half-Gnome Badass 20

Selann becomes invisible, and searches the room for dangers.
The party senses something wrong, and their caution bears fruit, as a pair of otherwise nondescript statues are shockingly revealed to be Gargoyles!

Gargoyle A rushes into the sky to call out for reinforcements. Drawing an attack of opportunity from an invisible Selann

Gargoyle B charges a flat-footed Caliban. However, the party's caution pays off as Caliban manages to block the charge with his black blade.

Junior and Amelia can you please roll your attacks of opportunity for the Gargoyle moving through your threatened areas

GM Screen:

Numbered Gargoyles Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Gargoyle B, Gore Charge: 1d20 + 9 ⇒ (4) + 9 = 13,damage: 1d4 + 2 ⇒ (3) + 2 = 5

Initiative Order - Round 4
21 Selann
20 Greta

16 Gargoyle Reinforcements (x4)
14 Tristan
12 Caliban
10 Junior/Amelia
8 Benedic
1 Sosiel
24 Guard Gargoyles


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

AoO: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Magic piercing: 2d4 + 7 + 1 ⇒ (2, 1) + 7 + 1 = 11

Junior uncannily fumbles with his ransuer at the surprise charge.

If Caliban is flat then Amelia is too, so only Junior with uncanny dodge.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan--finally--saunters into the crumbling, dank, dark chamber without a worry.
Easy as....shit!


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann spots the gargoyles as the monsters move, one to attack and one to escape. He spins on the escaping one, not wanting it to get away and sound an alarm. The prisoners needed to be saved! Muttering the words to a spell he quickly fires a ball of magical ice at the retreating creature.

To hit?: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Crit threat?
Damage: 5d6 + 2d6 + 1 ⇒ (3, 3, 3, 4, 3) + (6, 4) + 1 = 27

Confirm Crit?: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Crit damage?: 5d6 + 1 ⇒ (4, 3, 1, 1, 6) + 1 = 16

Round 4 Assuming it is still alive?
Prescience: 1d20 ⇒ 14
Selann takes a quick peek at the future to better his fighting and attacks the gargoyle with his dagger.
To hit?: 1d20 + 8 + 2 + 1 ⇒ (20) + 8 + 2 + 1 = 31
damage if that hits?: 1d3 + 2d6 + 2d6 ⇒ (1) + (2, 5) + (1, 2) = 11

Confirm Crit?: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19 Use the 14 so 25 to confirm?
damage if that hits?: 1d3 + 2d6 + 2d6 ⇒ (3) + (6, 3) + (3, 4) = 19


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan suddenly gets the cool image of Selann doing his thing!
I feel like you been holding back...


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

sorry, busy weekend

Greta moves further into the chamber to get a clear shot at the gargoyle that attacked Caliban. She raise her hammer as she moves and imbues it with a shred of arcane energy. Without any magical aid to help her accuracy, she exercises more control in her swing than she often had recently.

longhammer (arcane strike): 1d20 + 12 ⇒ (15) + 12 = 27
for: 2d6 + 8 + 2 ⇒ (2, 5) + 8 + 2 = 17

Silver Crusade

Male Half-Gnome Badass 20

The Gargoyle seeks to take to the sky and call for aid, Selann attempts to stop the creature, unfortunately his cold iron dagger isn't enough to pierce depply enough into the stone for the kill shot. The Gargoyle gets into the air and calls out in Terran. In the courtyard, the uncanny sound of stone wings beating the air respond in return. I couldn't see anything that made Selann's weapon magic I'm afraid.

The other Gargoyle deflects Junior's reactionary strike with a wing.

Selann, frustrated he couldn't kill the gargoyle before it called for reinforcements throws his dagger with unnerring accuracy, and narrowly avoids what is essentially a falling statue that cracks open upon the pedastal it took off from. Pulling the dagger from the stone like the short king he is.

Greta races into the room swinging her hammer counterclockwise, and using the momentum, and the arcane charge to pull herself to the gargoyle assaulting Caliban, and there is a resounding KRKKW! as her briefly enhanced weapon strikes its stony flesh.

The moonlight is briefly eclipsed by bat-like wings, and then our heroes see perched atop the walls of the room, looking in through the collapsed roof. Four more Gargoyles. The first one that lands shouts orders in Terran. It is a sound like gravestones scraping together.

terran:
"Hudson, Broadway, get into flanking. Lexington, drop the small one from the sky. I, Goliath, mightiest of the gargoyles will take down the hammer-wielding one!"

Status Tracker
Gargoyle A - Dead
Gargoyle B - 17 damage taken
Gargoyle 1 - 20 feet above ground
Gargoyle 2 - 20 feet above ground
Gargoyle 3 - 20 feet above ground
Gargoyle 4 - 20 feet above ground

Initiative Tracker
14 - Tristan
12 - Caliban
10 - Junior/Amelia
8 - Benedic

1 - Sosiel
24 - Gargoyle B
21 - Selann
20 - Greta
16 - Gargoyle Reinforcements (x4)

Please make sure you're putting in any attack of opportunity rolls at the end of your posts in case any enemies trigger them


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Round 4

Tristan surveys the approaching reinforcements. Seeing the height divided by the circumference...
Shit!

The Inquisitor sighs. He then reaches down inside for his Mythic abilities to present themselves, as he strides purposefully inside!

Path ability: Commanding Entrance (Ex) (Mythic Origins pg. 28):
When you first enter an area or make your presence known to a group of strangers, as a free action you can expend one use of mythic power and attempt a single Diplomacy or Intimidate check to modify the attitudes of everyone within 10 feet per tier, and an additional number of characters equal to your Charisma modifier who are outside that range but have line of sight to you. (For instance, you could affect everyone near the entrance of a throne room and key people on the dais at the far end.) Alternatively, when you reveal yourself during the first round of combat (not counting the surprise round), you can expend one use of mythic power as a free action to use Intimidate to demoralize your targets.

Intimidate to demoralize everyone of these stoned-faced freaks!: 1d20 + 15 ⇒ (10) + 15 = 25

Demoralize:
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition

EDIT!

Not certain he can do that stupid ability because not actually first round of combat...?

Just in case he cannot...:
Tristan instead will cast Blistering Invective
Fire!: 1d10 ⇒ 5 points of fire damage and must succeed at a Reflex save DC 16 or catch fire

Silver Crusade

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Male Half-Gnome Badass 20

I'll allow it, since Tristan held back a bit, it's a grand entrance indeed.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban deftly sidesteps the attack, moving deeper into the chamber, and spinning the blackblade from a hanging parry into a heavy-two handed slash at the remaining gargoyle on the ground he takes advantage of Amelia's position to gain a flank on the grounded creature

power attack, flanking: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage (magical, PA, 2handed): 1d8 + 16 ⇒ (8) + 16 = 24

AoO if needed:

PA: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 16 ⇒ (7) + 16 = 23


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Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

The first attack wasn't his dagger. It was the snowball spell. But no, his dagger isn't magic and the second attack was with that.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior starts to beat his drum and begins to sing, "I could lift you up, I could show you what you want to see, And take you where you want to be." It goes something like this, this.

He waves at the oncoming horde of gargoyles thinking, Ready for you now.

Starting rage song

Inspired Rage, +2 str, +2 con, +2 will, -2 AC:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Granted rage powers

Celestial Blood:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes:
While raging, the barbarian can make one additional attack of opportunity per round.

AoO:
AoO 1, alter self, rage song, amplified rage: 1d20 + 9 + 1 + 1 + 2 ⇒ (8) + 9 + 1 + 1 + 2 = 21
Magic, piercing, good, alter self, rage song, amplified rage: 2d4 + 7 + 1 + 2 + 3 ⇒ (1, 1) + 7 + 1 + 2 + 3 = 15

AoO 2, alter self, rage song, amplified rage: 1d20 + 9 + 1 + 1 + 2 ⇒ (5) + 9 + 1 + 1 + 2 = 18
Magic, piercing, good, alter self, rage song, amplified rage: 2d4 + 7 + 1 + 2 + 3 ⇒ (4, 1) + 7 + 1 + 2 + 3 = 18

AoO 3, alter self, rage song, amplified rage: 1d20 + 9 + 1 + 1 + 2 ⇒ (6) + 9 + 1 + 1 + 2 = 19
Magic, piercing, good, alter self, rage song, amplified rage: 2d4 + 7 + 1 + 2 + 3 ⇒ (1, 3) + 7 + 1 + 2 + 3 = 17

AoO 4, alter self, rage song, amplified rage: 1d20 + 9 + 1 + 1 + 2 ⇒ (3) + 9 + 1 + 1 + 2 = 16
Magic, piercing, good, alter self, rage song, amplified rage: 2d4 + 7 + 1 + 2 + 3 ⇒ (3, 3) + 7 + 1 + 2 + 3 = 19


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia grips her glaive tightly the song driving her to new heights of anger. She is ready for the attack.

Ready attack for when a gargoyle is in reach.

Ready attack, rage song, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21
Slashing, good: 1d10 + 6 + 1 + 3 ⇒ (1) + 6 + 1 + 3 = 11

AoO:
AoO 1, rage song, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12
Slashing, good: 1d10 + 6 + 1 + 3 ⇒ (10) + 6 + 1 + 3 = 20

AoO 2, rage song, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
Slashing, good: 1d10 + 6 + 1 + 3 ⇒ (7) + 6 + 1 + 3 = 17


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic moves closer to the gargoyle in the center of the room as he feels the magic of Junior's music begin to affect him. He swings the legendary sword he wields at the creature.

Accepting raging song, moving diagonally as a move action to avoid attacks of opportunity, attacking as a standard action.

Attack (Radiance), bull's strength, flanking (tactical acumen), raging song (Amplified Rage): 1d20 + 7 + 2 + 4 + 3 ⇒ (12) + 7 + 2 + 4 + 3 = 28
Damage (cold iron, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14

AoO (if necessary):
Attack (Radiance), bull's strength, flanking (tactical acumen), raging song (Amplified Rage): 1d20 + 7 + 2 + 4 + 3 ⇒ (19) + 7 + 2 + 4 + 3 = 35
Damage (cold iron, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

If you're accepting rage song you get an additional AoO due to Quick Reflexes rage power. This can be used 1/rage.

Silver Crusade

Male Half-Gnome Badass 20

Tristan surveys the approaching reinforcements. Seeing the height divided by the circumference... S!+*! The Inquisitor sighs. He then reaches down inside for his Mythic abilities to present themselves, as he strides purposefully inside! The gargoyles perched upon the wall look nervously at each other upon seeing the inquisitor enter the room.

Meanwhile, Caliban deftly sidesteps the gargoyle's attack, moving deeper into the chamber, and spinning the blackblade from a hanging parry into a heavy-two handed slash at the remaining gargoyle on the ground he takes advantage of Amelia's position to gain a flank on the grounded creature. The gargoyle, unable to effectively defend against so many targets grunts in pain when the blade stabs deeply into his hide.

Benedic moves closer to the gargoyle in the center of the room as he feels the magic of Junior's music begin to affect him. He swings the legendary sword he wields at the creature, his magic blade cutting deep into its rocky hide. The gargoyle lets out a breath like the sound of an opening tomb, as it dies.

Junior starts to beat his drum and begins to sing, "I could lift you up, I could show you what you want to see, And take you where you want to be." It goes something like this, this. He waves at the oncoming horde of gargoyles thinking, Ready for you now.

Amelia grips her glaive tightly the song driving her to new heights of anger. She is ready for the attack.

Sosiel leans down and checks the unconscious soldiers.
"Not just unsconscious, paralysed. Clever ghouls. At least they're stable. Let's deal with these gargoyles, I don't have the magic to restore their mobility," he grimaces, "Once we take down these gargoyles this may be the safest place for them while we clear this compound." He grips his glave in preparation for the oncoming attack.

Shaken Condition:
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Status Tracker
Gargoyle A - Dead
Gargoyle B - 17 + 24 + 14 = 55 (Dead)
Gargoyle 1 - 20 feet above ground (Shaken)
Gargoyle 2 - 20 feet above ground (Shaken)
Gargoyle 3 - 20 feet above ground (Shaken)
Gargoyle 4 - 20 feet above ground (Shaken)

Initiative Tracker -Round 5
21 - Selann
20 - Greta

16 - Gargoyle Reinforcements (x4)
14 - Tristan
12 - Caliban
10 - Junior/Amelia
8 - Benedic
1 - Sosiel


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann moves over by Greta, then just waits for the gargoyles.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta, not realizing that Selann was looking for her protection, moves over by Benedic and Tristan in order to take advantage of Junior's magic. She begins to rock in time with Junior's rhythm as she goes, and her hair lights up like molten gold. She raises her hammer and holds it at the ready, preparing to strike the first gargoyle that comes into reach. Accepting ragesong and moving to use augmented rage. I'll ready an action to attack the first one I can reach, but I threaten out to 10' around me and upto 15' in the air (10' reach above the 5' cube I occupy) so I'll roll both my potential AoOs since I might get to use both of them.

readied attack: 1d20 + 16 ⇒ (8) + 16 = 24
for: 2d6 + 14 + 2 ⇒ (2, 5) + 14 + 2 = 23

AoO 1: 1d20 + 16 ⇒ (3) + 16 = 19
for: 2d6 + 14 + 2 ⇒ (1, 6) + 14 + 2 = 23

AoO 2: 1d20 + 16 ⇒ (8) + 16 = 24
for: 2d6 + 14 + 2 ⇒ (3, 3) + 14 + 2 = 22

Silver Crusade

Male Half-Gnome Badass 20

The lead Gargoyle leaps into the fray, drawing attacks from Greta, her readied sweep from her Lucerne hammer slams the gargoyle into the ground, and she follows up leaving nought but rubble, ichor and bone.

A smaller gargoyle swoops in, attempting to snatch Selann, Greta's hammer and Caliban's rapid sword sweep cut the gargoyle out of the air before it can even approach the halfling.

Another gargoyle narrowly dodges Sosiel's glaive, and is punished for its over confidence with a critical strike from the cleric, and a flurry of strikes from Junior and Amelia.

The final gargoyle, heedless of his ally's deaths charges at Benedic, and earns a slash from radiance for his trouble. His goring horns finding no purchase against Benedic's shining armour.

GM Screen:

Sosiel Attack: 1d20 + 10 ⇒ (2) + 10 = 12,damage: 1d10 + 2 ⇒ (6) + 2 = 8
Sosiel Attack: 1d20 + 10 ⇒ (20) + 10 = 30,damage: 1d10 + 2 ⇒ (1) + 2 = 3
Sosiel Critical Confirmation: 1d20 + 10 ⇒ (20) + 10 = 30,damage: 2d10 + 4 ⇒ (2, 9) + 4 = 15
Gargoyle Gore Charge (+2 charge,-2 Shaken): 1d20 + 7 ⇒ (8) + 7 = 15, damage: 1d4 + 2 ⇒ (2) + 2 = 4

Status Tracker
Gargoyle 3 - 14 damage (Shaken), -2 AC Charge.

Initiative Tracker -Round 5
14 - Tristan
12 - Caliban
10 - Junior/Amelia
8 - Benedic
1 - Sosiel
21 - Selann
20 - Greta

16 - Gargoyle Reinforcement (x1)


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

I just noticed that Benedic threatened a critical hit on that attack of opportunity— I’ll roll it now!

Critical confirm (Radiance), bull's strength, flanking (tactical acumen), raging song (Amplified Rage): 1d20 + 7 + 2 + 4 + 3 ⇒ (1) + 7 + 2 + 4 + 3 = 17 Sigh…
Additional damage (cold iron, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban accepts Junior's rage fuelling song, looping around the combat to close next to Tristan on the last standing gargoyle, sweeping his black blade before him as the exxaggerated muscles of his elven form swell with fury..

Attack, PA, Amplified Rage: 1d20 + 8 ⇒ (6) + 8 = 14
Damage, Pa, Amp rage, 2 hands, good: 1d8 + 17 + 1d6 ⇒ (3) + 17 + (4) = 24


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior continues to drum and sing, inspiring his companions to new heights of anger at their wretched foes. Again he copies the technique of his friends and infuses the ransuer with a little bit of stolen magic.

Ransuer of the Gargoyle vs gargoyle, alter self, inspire rage, amplified rage, arcane strike: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (1) + 9 + 1 + 1 + 2 + 2 = 16 It has soft cover from the Benedic. Misses no matter what.
Good, magic, alter self, inspire rage, amplified rage, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (3, 3) + 7 + 1 + 2 + 3 + 2 = 21

Continue rage song, accepting it still. Swift for arcane strike.

AoO if provoked:
In the highly unlikely event.

AoO 1, alter self, inspire rage, amplified rage, arcane strike: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (16) + 9 + 1 + 1 + 2 + 2 = 31
Good, magic, alter self, inspire rage, amplified rage, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (1, 3) + 7 + 1 + 2 + 3 + 2 = 19

AoO 2, alter self, inspire rage, amplified rage, arcane strike: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (10) + 9 + 1 + 1 + 2 + 2 = 25
Good, magic, alter self, inspire rage, amplified rage, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (4, 3) + 7 + 1 + 2 + 3 + 2 = 22

AoO 3, alter self, inspire rage, amplified rage, arcane strike: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (15) + 9 + 1 + 1 + 2 + 2 = 30
Good, magic, alter self, inspire rage, amplified rage, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (2, 1) + 7 + 1 + 2 + 3 + 2 = 18

AoO 4, alter self, inspire rage, amplified rage, arcane strike: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (16) + 9 + 1 + 1 + 2 + 2 = 31
Good, magic, alter self, inspire rage, amplified rage, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (4, 3) + 7 + 1 + 2 + 3 + 2 = 22

Inspired Rage, +2 str, +2 con, +2 will, -1 AC:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su):
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Benedic, Greta, Tristan:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia continues to dance fight spurred on by Junior and the others.

Mw Glaive vs Gargoyle, inspired rage, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21 It has soft cover.
Good, slashing: 1d10 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15

Unlikely AoOs:
AoO 1, inspired rage, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Good, slashing: 1d10 + 6 + 1 + 3 ⇒ (8) + 6 + 1 + 3 = 18

AoO 2, inspired rage, amplified rage: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
Good, slashing: 1d10 + 6 + 1 + 3 ⇒ (9) + 6 + 1 + 3 = 19


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic swings again at the gargoyle that charged him.

Attack (Radiance), bull's strength, raging song (Amplified Rage): 1d20 + 7 + 2 + 3 ⇒ (2) + 7 + 2 + 3 = 14
Damage (cold iron, good, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11

First attack of opportunity:
Attack (Radiance), bull's strength, raging song (Amplified Rage): 1d20 + 7 + 2 + 3 ⇒ (9) + 7 + 2 + 3 = 21
Damage (cold iron, good, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (1) + 3 + 2 + 3 = 9

Second attack of opportunity:
Attack (Radiance), bull's strength, raging song (Amplified Rage): 1d20 + 7 + 2 + 3 ⇒ (11) + 7 + 2 + 3 = 23
Damage (cold iron, good, magic, slashing), bull's strength, raging song (Amplified Rage): 1d8 + 3 + 2 + 3 ⇒ (4) + 3 + 2 + 3 = 12


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta debates trying to circle around behind the gargoyle to avoid the congestion of her fellow combatants, but with only one gargoyle left she decides to just take her chances where she is. It has soft cover against me too, so +4 to its AC.

longhammer 1 (amplified rage, as): 1d20 + 16 ⇒ (11) + 16 = 27
for: 2d6 + 14 + 2 ⇒ (1, 5) + 14 + 2 = 22

longhammer 2 (amplified rage, as): 1d20 + 11 ⇒ (14) + 11 = 25
for: 2d6 + 14 + 2 ⇒ (6, 5) + 14 + 2 = 27


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Round 5

Reminder that everyone has Tactical Acumen and Protection from Evil up!

Tristan remains steady just appreciating his companions prowess in battle.
Delay

Silver Crusade

Male Half-Gnome Badass 20

Surrounded and doomed, the gargoyle is swiftly destroyed by our heroes. Leaving little but rubble and ichor behind.

After the heat of battle, this chamber becomes quiet with only the exerted breathing of the heroes, and the shallow breaths of the paralysed crusaders just rescued. In the distance our heroes can hear the muffled and distant sound of enthusiastic chanting and singing.

Congratulations on winning the fight!

Taking stock of the space you're in, the sharp tang of musty, decaying straw fills this large stable.
Its easternmost wall has collapsed into a steep pile of broken
beams and rocks that blocks the way to the other side. A large
mound of discarded weaponry lies amid the rubble, a pair of large double doors are closed to the East.

Searching the Mound of Discarded Weaponry:

Most of the weapons are broken beyond repair, but a few still
remain serviceable, including a masterwork battleaxe, a +1
longsword
, three cold iron daggers, and a +1 cold iron longspear


You may want to take an opportunity to discuss amongst yourselves where you want to explore next. What you want to do with the paralysed prisoners and how you want to handle this rescue. Due to the sheer distance and muffling factors of multiple walls, you're unable to identify anything more specific about the chanting and singing.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Can we determine how the prisoners were paralyzed? Poison? Magic? Anything that we can neutralize? I don't want to leave them here unprotected.

Silver Crusade

Male Half-Gnome Badass 20

Heal DC 15:

Concentrated Ghoul Venom. It's a poison effect. Paralysis for 1 hour. DC 14 to remove with Remove poison


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban looks around, quickly trying to find some way to hide the unconscious crusaders. Help me hide them? he asks the others.

While they hide the soldiers, Caliban asks, Should we clear all the other chambers before going to where the cultists obviously are? No surprises behind us?


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

”What if the chanting is some kind of sacrifice?” Greta asks with concern while helping to hide the paralyzed soldiers. “This isn’t everyone they captured… what if they’re doing something awful to the others? I think we should head for the chanting first.”


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Heal: 1d20 ⇒ 18

"Damn ghouls saliva is nasty stuff. Don't worry y'all they'll be fine in an hour. Amelia and Sosiel, do you want to watch over them while we look for the others?"


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia nods grimly, "Sure thing, but we won't be able to stand against anything more than a single gargoyle. If you hear my guitar you better run back here."

Taking heed of Caliban's idea she tries to maneuver the soldiers out of view.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

At the final gargoyles fall, Tristan takes up a sentry rotation of their immediate area, as the others finalize the details.
Perception: 1d20 + 17 ⇒ (20) + 17 = 37

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