GM Peachbottom's War for the Crown

Game Master Peachbottom

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Hero Points:
Henrika: 2 | Icabhod: 2 | Trevor: 2 | Tychus: 1 | Xallis: 3

Inspiration Points:
Henrika: 6 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 5

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 5


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Trevor wrote:
"The next question is: Ale or Water. Your choice."

"Ale." they reply and greedily down the drinks.

Julania wrote:
"Why'd you do it?"

"Gold. Our commander, Jaliessa, told us we'd be paid a king's fortune if we turned traitor and posed as Qadiran bandits. I don't know who Jaliessa's patron is. I don't know if Jaliessa even knows. But afterwards, we'd all be rich beyond our wildest dreams."


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika fixes the speaker with her hypnotic stare and asks, "Why had you set up an ambush here? Did you know we were coming?"

Sense Motive: 1d20 + 11 ⇒ (3) + 11 = 14

When she sees all the horses picketed, she suspects they are in for a dangerous fight once they enter in search of Jaliessa. Through her message spell, she whispers to the party: "If we can determine that they will have no time to seek reinforcements or flee once they realize these traitors are missing, I think we should find a place to camp for the night. Many of us are wounded, and I suspect we will want to be well-rested with fresh eyes before we barrel in there."


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Navia whispers back. "Think I should check the place out? I can scout like that time at old fancy-guy's mansion. Ohhh, maybe Xallis can just throw a bunch of lions at them. That'd be funny."


Henrika wrote:
"Why had you set up an ambush here? Did you know we were coming?"

"I don't even know who you are, lady. We kept an ambush there at all times to make sure no one approached Tallgrasses. It wouldn't do for people to be snooping around."

Henrika wrote:
Sense Motive: 1d20 + 11 ⇒ (3) + 11 = 14

You believe him.

Navia wrote:
"Think I should check the place out? I can scout like that time at old fancy-guy's mansion. Ohhh, maybe Xallis can just throw a bunch of lions at them. That'd be funny."

Those are both options.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

"I like the idea of Navia scouting", Trevor volunteered. "She seems quite good at it."


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika nods, and communicates the whispered exchanges to everyone. (Assuming we're not planning in front of the prisoners, but there's no reason not to be cautious!)

"I agree, but if Navia is going to scout ahead, I think we all must be ready and relatively close by to support her and take advantage of her intelligence in the case that she is discovered. That suggests we should prepare a campsite and rest, and plan to continue at first light, does it not?"


Perception:

Henrika: 1d20 + 9 ⇒ (16) + 9 = 25
Icabhod: 1d20 + 9 ⇒ (2) + 9 = 11
Trevor: 1d20 + 5 ⇒ (8) + 5 = 13
Tychus: 1d20 + 18 ⇒ (11) + 18 = 29
Xallis: 1d20 + 0 ⇒ (13) + 0 = 13
Navia: 1d20 + 17 ⇒ (20) + 17 = 37
Falchion Jack: 1d20 + 8 ⇒ (15) + 8 = 23
Julania: 1d20 - 1 ⇒ (9) - 1 = 8
Malphene: 1d20 + 1 ⇒ (3) + 1 = 4

You all rest safely for the evening.

You can heal to full and restore your spells.

During the night, during her watch, Navia spots the shape of a dragon soaring high in the sky. She watches it and sees it fly down and enter into the second floor of the Tallgrasses building via a large balcony.

Knowledge (Arcana) DC 15:
Although too far to properly identify, Navia can describe that it had wings instead of forelimbs, which is indicative of a drake rather than a true dragon, but quite dangerous nonetheless.

Rova 17, 4718 (Moonday) (Tallgrasses, Taldor)

In the morning, once you are prepared, you carefully approach closer to Tallgrasses. Fortunately for you, the desert heat seems to be keeping most of the soldiers indoors during the day and only the animals are outside. So you can get close to provide Navia with backup despite the relatively flat plains surrounding the building.

Xallis casts invisibility on Navia and she sneaks up to the building. The horses snicker as they catch Navia’s scent but don’t raise enough commotion to alert any guards. You can cast any other spells you want on Navia too before she goes.

Let me know if there is a particular direction that you’d like Navia to go. Fortunately for you, most of the enemies in here are plain humans so they can’t see invisibilty but there is the possibility that opening a door or setting off a trap could alert enemies to her presence. I’ll just have Navia continue from room to room until something stops her, so it doesn’t take days to explore.

Tallgrasses Map

The state of the map now is home Navia sees it. Navia saw the dragon-creature go into the second floor on the left side.


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika casts false life on herself when Navia leaves, and implants her Mesmeric Mirror trick into both herself and Jack.

Temporary hit points: 1d10 + 7 ⇒ (8) + 7 = 15


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 86/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

"I don't fancy our chances with a dragon around..."

Tychus busies himself with some of the gears on his crossbow in order to mask his nervousness. Sweat starts to build on his forehead. Clearly his dark clothing was poor attire for their current environment.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp11/11 Hero pt 1/3

Icabhod drinks his Barkskin and Heroism extracts. Shall we be like legendary hero who dwells in the shadows and perches on statues to take down his foes? Or a good frontal assult.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Knowledge (Arcana): 1d20 + 12 ⇒ (3) + 12 = 15

"Well, a bit of a silver lining." Xallis says to his allies after Navia relays her story of the draconic creature that she spotted. "It is a drake. Not a true dragon, likely lacking their intelligence and spellcasting prowess, but nevertheless a dangerous opponent for the reasons you can assume.

Right before making his eidolon invisible, he will also enhance the two of them with a variety of spells.

Casting mage armor from the wand on both Navia and Xallis, and giving Navia an extended unfetter to remove the 100 foot leash.

Creeping closer to the front entrance, Navia keeps her eyes peeled for any traps while her tremorsense picks up the vibrations of any grounded creatures within her range.
Navia's Stealth: 1d20 + 22 + 20 ⇒ (3) + 22 + 20 = 45
Navia's Perception: 1d20 + 17 ⇒ (9) + 17 = 26


Okay, I’ll have Navia circle around the first floor from right to left then.

As Navia approaches closer to the animals, the stomping of the horses and elephants is an assault to her tremorsense. All the animals seem disturbed by Navia’s supernatural disturbance. While the horses just act skittish, the foul-tempered elephant, even though it can’t see Navia, roars and stomps. However, for whatever reason, this noise does not seem to alert any soldiers. Perhaps, they are used to the elephant acting up.

Navia peeks in the first door she comes across.

K5: Southern Barracks
Several bunk beds are crowded into this room, with little space between them. Each bed is neatly made, with a pair of footlockers tucked underneath the bottom bunk. Four Taldan traitors relax in this room and converse amongst themselves.

Taldan Traitor Perception: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22

One of the soldiers pauses momentarily but doesn't find anything unusual. She continues on.

K6: Northern Barracks
This room is similar to the southern barracks but the four soldiers in here appear to be nursing hangovers from a night of drinking the night before. They aren’t paying any attention to the door and Navia goes unnoticed.

K7: Officer’s Mess
A large, dark table occupies the center of this opulent dining room. Gilded fixtures on the walls dance with light, illuminating a ceiling mural of the Yanmass skyline. Thick, carved wooden doors stand in the east and south walls, while the north wall contains a much simpler wooden door.

Traitorous Officer Perception: 1d20 + 6 ⇒ (4) + 6 = 10

The officers here are dining on an early meal. Their outfits mark them as higher rank than the other soldiers encountered so far. They also are too engrossed in what they are doing.

K8: Kitchen
This tidy, functional kitchen contains an oven, several tables, and a pair of sinks. Shanks of dried meat and bunches of leafy herbs hang from hooks in the ceiling. Plain wooden doors lead out to the west, east, and south. Four surely halfling servants are preparing food here. They are too busy working to notice an invisible passerby.

K9: Mess Hall
This long dining chamber rises to a dome high above. The tables and chairs are clean and arranged neatly.

Taldan Traitor Perception: 1d20 + 9 + 5 ⇒ (3) + 9 + 5 = 17

Two more soldiers eat here. Navia needs to pass through this room to continue and needs to move very carefully to walk around the men but she does so.

K10: Feed Storage
This area contains feed, tack, water,, and other items necessary for the care of the animals housed in the courtyard. Two halfling servants are currently napping here while shirking their duties.

The next door Navia comes across bears a heavy lock on it. Upon closer inspection, she sees that the lock has been picked and blades of sharp grass are stuck in the lock.

K11: Armory
Barrels of arrows, racks of armor, and shelves of weapons line the walls of this room, and a large trunk sits at one end. Severed bowstrings and broken arrows litter the floor. The room has only a single exit in the west wall.

Several creatures are poking around in the armory cutting bow strings and snapping arrows.

These are the first non-humanoids Navia has come across. They are child-sized creatures made of long green stalks of loosely woven grass. They have four arms, each with fingers like long blades, and leaves circle their heads like crowns.

Grass Creature Perception: 1d20 + 14 ⇒ (3) + 14 = 17

As long as Navia remains quiet, these creatures are preoccupied by what they are doing.

K12: Officer Barracks
Several bunk beds stand against the walls of this room, each neatly made with a footlocker underneath. The room’s only door leads out to the west. Against the east wall, a bulging leather pouch lies atop a footlocker with a few gold coins spilling out the top.

There are no occupants in this room.

K13: Training Room
This large room is furnished with padded mats and improvised training dummies that leak straw stuffing from several cuts. A rack containing padded Qadiran weapons stands in an alcove on the north side of the room. Doors at the south end of the room lead out to the west and east.

This room also has no occupants at the moment.

After this room, Navia has completed her circuit around the first floor of the building. Does she want to return to the party, interact with any of these rooms, or continue on to the second floor?


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Navia runs her route through the lower floor and reports her findings to Xallis, who speaks in turn to the team.

"There are many here, dear Pupa, and they have no idea I'm here. Clumsy feet stomping around, it's making my skin shudder. Please, let me off my leash... I want to see the looks on their faces the spider leaps from her den! I can be one claw, and you can be the other."

Xallis purses his lips and considers. "Navia's ability to be so far away has just under a quarter hour's time upon casting, and I'm sure much of it is burned away. She's suggesting that she launch a solo attack on one section of the base to draw some attention and make sure we don't get swarmed."

"I suppose there's enough time to have her peek the top floor, but either way it would be best to do something soon. Either recall her to my side and prepare normally, or set her loose in the next sixty seconds and run in blades first."


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika considers. "I wonder what is on the second floor besides the wyvern. Presumably the commander's quarters? If Navia can find Jaliessa and attack her while we begin an attack on the rest of the compound, we may be able to convince them that we are counter-traitors, returned to betray her the same way they betrayed the council. Especially if we have another lion with us. Is that possible, Sir Xallis?"

Henrika will cast heightened awareness and Hermean potential on herself when the party is about to make their attack.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Sir Xallis shakes his head. "I draw my summons from the same source of essence that I use to weave Navia's form. I cannot call upon my reserves while she is on this plane."


So your plan is for Navia to find the boss and fight her alone? (I know you mean as a distraction.) I guess we can see how this plays out.

Navia follows her instructions to check the top floor. She starts with the left side of the building. Once upstairs, she recalls that the southern portion is where she saw the dragon enter. Her scent and tremorsense can confirm that a large reptilian creature is beyond, so she does not disturb it. Instead, she goes around to the only other room on this side. At the door, she can hear a conversation going on. It sounds like there are multiple people inside. She does hear that one of the voices is feminine and the other officers say the name Jaliessa. The commander and some soldiers are most likely inside.

If Navia opens the door, there is a strong probability that those inside will notice the door open, whether or not they can see invisible creatures.

If you want to attack somewhere at the same time, the guards are lax, at least until an alarm goes off, so you can safely move all the way up to the edge of the building. The dotted line around the western, southern, and eastern sides is a fence around a porch. The porch is about 3 ft. high and the fence is another 3 ft. high, so a 6 ft. high wall altogether. It wouldn’t be too difficult to climb. I’ll set the DC to 10 and you can get over the fence with a successful Climb move action. (You will need both hands free to climb the fence.) Otherwise, you will need to pass the foul-tempered elephant.

Regardless, sounds like you are going to start the fighting.


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika looks over the traitorous soldiers they have taken prisoner to see if they are wearing anything like uniforms or head-dresses that might allow the party to disguise themselves as members of the compound. If they do, she will borrow enough for everybody that isn't Navia (and clean them of unpleasant odors with prestidigitation).

Jack and Henrika will be among those who lead the group climbing over the fence, with the intention of reaching the top and then straddling it and extending their arms to assist everyone who follows. (They will both take 10 on the Climb check and then Aid the others who need it to beat the DC.) I suggest we assault the northeastern corner, since that sounds like where reinforcements would come from based on what Xallis conveyed to us from Navia. Henrika will wait to cast Hermean potential until after they are inside.


Assuming everyone takes 10 on Climb. Also, feel free to arrange yourselves in whatever order you want on the porch. I moved your tokens over there but you can decide if you want to be somewhere else.

Henrika and Jack climb over the southeastern fence first. Icabhod, Tychus, and Malphene can similarly climb up on their own next. Xallis needs one person to give him a hand up. Trevor and Julania are not equipped for climbing and need two others to practically drag them over the edge.

The elephant, although restricted to the courtyard, catches your scent and stamps its feet and roars loudly. You can hear one of the soldiers in the northern barracks shout out, ”Shut up, Grimtusk! We’re all done with your b&$+$$*%. I have enough of a hangover without your incessant trumpeting!”

Wearing your disguises, you open the door to the southern barracks. The soldiers inside turn and look at you. One says, ”Back from patrol already? Listen, just because you decided to end your shift early, doesn’t mean that I’m going to pick up your slack.”

For the disguise, Henrika has the highest disguise bonus at +9. If using the hat of disguise, she’ll get a +10 bonus. And assuming she took 10 on disguise, she’ll have a 29 on disguise.

Traitor’s Perception checks DC 29:

Taldan Traitor #1: 1d20 + 9 ⇒ (2) + 9 = 11
Taldan Traitor #1: 1d20 + 9 ⇒ (20) + 9 = 29
Taldan Traitor #1: 1d20 + 9 ⇒ (3) + 9 = 12
Taldan Traitor #1: 1d20 + 9 ⇒ (18) + 9 = 27

Ooh, bad luck. One of them rolled a 20.

Another soldier squints his eyes and says, ”Wait. I don’t think that’s Tettia.” He draws his sword. ”Who are you!?”

-------

Meanwhile, Navia opens the upstairs door.

K16. Commander’s Quarters
The north wall of this once-opulent office contains a massive bookshelf filled with carefully olded maps, ledgers, and scroll tubes. A large desk fills the southern half of this room, with a chair of battered but neatly repaired leather. The only item that seems out of place in the office is a pallet of straw and grass in an alcove to the south. An ornate wooden door stands in the east wall and a simple wooden door stands in the west wall opposite it.

Behind the desk is a stern, tall woman with angular features and arresting green eyes. Well-muscled and tough, she projects an air of easy confidence. This must be the commander Jaliessa Staubel. Beside her is an adult ram in leather barding. And on the opposite side of the desk are two officers. They all turn to the open door but they don’t show any sign of being able to see Navia while invisibile.

”Who’s there!?” shouts Jaliessa. ”I told you all not to disturb my meeting.”

The officers look around confused. Jaliessa also doesn’t see anyone in the doorway. ”If its one of those grasslings playing another prank, I swear, I’ll burn their whole little tribe down!” Then Jaliessa sniffs the air like an animal. ”Wait, no. Not a grassling. Reveal yourself at once!”


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika fixes the closest soldier with her hypnotic gaze, and then she blasts the area with a spray of color, using the wand in her left hand. "Hardly a worthwhile conversation in any case," she mutters to her companions. Then she moves to block the inside door, in case there are more soldiers in the next room.

The cone should catch the first two traitors, and the Will save DC is 11.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Navia creeps right up to Jaliessa while she talks. Yeah, she look slike the important one.

"Good news! It isn't grasslings!" shouts the eidolon before taking a swipe and appearing before her.
Claw vs Jaliessa (power attack, invisibility: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 damage: 1d4 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Meanwhile, Xallis draws his wand of magic missile in wait for an enemy to show themselves.

Posting from work so I can't more anyone on the grid


AC 20-5, T 11, FF 19-5 | CMB 8, CMD 19 | HP 46/46 | Fort +9, Ref +6, Will +7 | Init +1 | Perception -1 | Conditions: mage armor

In preparation, Julania will swap to a shield and melee weapon to handle closed quarters. And right before the battle, she will use an oil of magic weapon on her one handed weapon


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Jack sweeps into the room behind Henrika, and he swings his falchion to try and take out one of the traitors before they are aware of the danger. (He'll attack the one next to Henrika if they aren't stunned by the color spray, or the one southwest of him if they are.)

Attack traitor (falchion), Power Attack: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (4, 2) + 5 + 6 = 17
Confirm critical: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Additional damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (2, 2) + 5 + 6 = 15


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp11/11 Hero pt 1/3

Icabhod will quaff an extract of shield (+4 shield ac 7 minutes)


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 86/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Since I've been looking for an excuse to use it, have any of the guards not drawn their swords yet? I'd like to potentially use Abadar's Divine Fighting Technique to deny them their weapon. If that is the case, use the text below, if not, I can make another post with normal attacks.

Steal:
With more flourish than normal, Tychus whips his disguise out of the way, revealing his fully loaded crossbow, ready for the dispensation of justice. He aims it at one of the guards hips, hoping to knock the sword from them, rendering them useless.

Combat Maneuver (Steal): 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17
Combat Maneuver (Steal) RR: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27

Preferably targeting a non-stunned gaurd.


Surprise Round

Taldan Traitor #2 Will DC 11: 1d20 + 2 ⇒ (5) + 2 = 7
Taldan Traitor #4 Will DC 11: 1d20 + 2 ⇒ (10) + 2 = 12

Henrika sprays two enemies with her wand. One drops his weapon, stunned.

Taldan Traitor #2 is stunned for 1 round. Taldan Traitor #4 passed the Will save and is unaffected.

Jack rushes in the room before the enemies can properly react and practically disembowels one of the unfortunate traitors in a single swipe. The soldier is so shocked, he can’t form proper words except to scream.

Since the one near to Henrika is indeed stunned, Jack attacks the southwest one, numbered #3, and gets a critical hit for 32 damage.

Tychus wrote:
Since I've been looking for an excuse to use it, have any of the guards not drawn their swords yet? I'd like to potentially use Abadar's Divine Fighting Technique to deny them their weapon. If that is the case, use the text below, if not, I can make another post with normal attacks.

Sounds cool. I’ll allow it. The second one saw through the disguise, so I’ll say he was the only one with a weapon drawn.

Tychus shoots the soldier’s scimitar off of his belt with a loud clang. The soldier grabs at his hip in surprise but the weapon is already on the floor.

Tychus’ rerolled steal maneuver is a success. Taldan Traitor #4’s scimitar falls to the ground.

Botting Trevor

Trevor casts bless which is able to affect everyone.

Malphene steps into the entranceway and strikes at the disarmed soldier.

(Trevor, I noticed you have Malphene’s longsword as 1d8+2, but she has 16 Str, so I think it should be 1d8+3)

Malphene Longsword, bless: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 That’s still a hit.
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

While the soldier is looking down at his missing weapon, Malphene slashes him across his lowered arm.

Malphene hits Taldan Traitor #4 for 10 damage.

Upstairs, Navia appears in front of Jaliessa and strikes. The commander is well protected even when caught off-guard and Navia only scratches her armor.

Navia’s attack is a miss.

Initiative:

Henrika: 1d20 + 3 ⇒ (4) + 3 = 7
Icabhod: 1d20 + 7 ⇒ (11) + 7 = 18
Trevor: 1d20 ⇒ 5
Tychus: 1d20 + 10 ⇒ (6) + 10 = 16
Xallis: 1d20 + 1 ⇒ (15) + 1 = 16
Falchion Jack: 1d20 ⇒ 20
Julania: 1d20 + 1 ⇒ (3) + 1 = 4
Malphene: 1d20 ⇒ 6
Taldan Traitors: 1d20 + 9 ⇒ (1) + 9 = 10
Traitorous Officers: 1d20 - 1 ⇒ (8) - 1 = 7
Jaliessa: 1d20 + 2 ⇒ (18) + 2 = 20

(An alarm hasn’t been called yet, so not everyone in the facility is acting. But I’ll say the soldiers in K6 and K7 can hear the current fighting. The servants aren’t necessarily combatants so they aren’t in the initiative. And the grasslings and the soldiers in K9 are too far. I’m not breaking the Taldan Traitors into multiple groups this time.)

Round 1

”I don’t know what you are, but it doesn’t matter. You won’t live long enough for me to care! Get her!”

At Jaliessa’s command, her trained animal companion steps into flanking and rams at Navia with its horns.

Anua – Gore, outflank vs. Navia’s AC 24: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35
Damage: 2d6 + 18 ⇒ (5, 6) + 18 = 29

Anua – Gore, outflank vs. Navia’s AC 24: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26
Damage: 2d6 + 18 ⇒ (5, 3) + 18 = 26

The commander doesn’t even need to raise her weapon before Navia’s body is gored beyond recognition and she vanishes back to her home plane.

Anua hits Navia twice for a total of 55 damage and destroys her.

”Go look outside! See if she wasn’t alone!” Jaliessa commands.

Round 1
Initiative

20 – Jaliessa
20 – Anua
20 – Jack (49/49 hp)
18 – Icabhod (54/54 hp)
16 – Tychus (58/58 hp)
16 – Xallis (59/59 hp)
10 – Taldan Traitor #1
10 – Taldan Traitor #2 (Stunned 1 rd, Disarmed)
10 – Taldan Traitor #3 (32 damage)
10 – Taldan Traitor #4 (10 damage) (Disarmed)
10 – Taldan Traitor #5 - #8
07 – Traitorous Officers #1 - #4
07 – Traitorous Officers #5 - #6
07 – Henrika (81/66 hp)
06 – Malphene (42/42 hp)
05 – Trevor (55/55 hp)
04 – Julania (39/39 hp)

Technically, Henrika should go before the officers, but it will be easier for me if she’s not sandwiched between the two enemies groups. Hope you don’t mind.

Active Spells/Effects
Henrika:False Life (15 hp, 7 hr), ▲Heightened Awareness (70 min), ▲Hermean Potential (2 rolls, 7 min), ▲[i]Bless (7 min)
Falchion Jack:Bless (7 min)
Icabhod:Barkskin (+3 AC, 70 min), ▲Heroism (70 min), ▲Shield (7 min), ▲Bless (7 min)
Trevor:Bless (7 min)
Malphene:Bless (7 min)
Tychus:Bless (7 min)
Xallis:Mage Armor (60 min), ▲Bless (7 min)
Julania:Bless (7 min), ▲Magic Weapon (10 rd)

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Jack, Icabhod, Tychus, and Xallis are up.


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

I don't mind, but Henrika can dismiss her heightened awareness spell to give her a +4 to initiative, and that seems like it will also achieve your goal, so I'll do that if it's okay.

Also, I know I didn't specify, but I had intended Henrika's hypnotic stare to target Traitor #4 (the one that was closest to her when she activated the wand), and that would have given that soldier a -2 to Will saves, so I think he should be stunned too. :)

Henrika tucks the wand away and transfers her hypnotic stare to the stunned traitor that is within her reach before savagely swiping at him with her longsword, using both hands.

Attack Traitor #2 (Koriana's blade), bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (15) + 12 + 1 - 2 = 26
Reroll (Hermean potential) Attack Traitor #2 (Koriana's blade), bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
Critical confirmation: 1d20 + 12 + 1 - 2 ⇒ (13) + 12 + 1 - 2 = 24
Damage (magic, slashing), Power Attack: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Additional critical damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Painful stare: 2d6 + 3 ⇒ (4, 6) + 3 = 13


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Jack attempts to finish off the traitor with whom he is engaged at present. "What was that? Something happening upstairs?" he says in a loud voice, to try and mislead the opponents in nearby rooms. (I don't think there's any rolls or anything for this, as I'd imagine they would be just as likely to investigate either direction. Plus, he's not particularly good at this kind of thing anyway.) He glares at Henrika, who shoots him a look, and shrugs helplessly as if to say "I'm just trying to help," while he swings his falchion.

Attack Traitor #3 (falchion), bless, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20
Damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (3, 1) + 5 + 6 = 15


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp11/11 Hero pt 1/3

Icabhod moves up to the corner.


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 86/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

As the din of combat starts to rage around them, Tychus tries his best to stay focused.

"It's getting quite crowded in there..." he says to his allies still in the hallway.

"Let's clear up some space."

Attack 1: 1d20 + 14 ⇒ (7) + 14 = 21
Damage 1: 1d10 + 13 ⇒ (3) + 13 = 16

Attack 2: 1d20 + 9 ⇒ (3) + 9 = 12
Damage 2: 1d10 + 13 ⇒ (3) + 13 = 16

Attacking #3. If killed, target #1. Apply Cover as needed.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Xallis shudders as if he were struck with a blade. The summoner's rune on his forehead fades and vanishes. "Oh... oh no..."

The summoner marches up to his sister and taps her with a spell that hardens her skin. "Navia's been destroyed, it happened in an instant!"

Casting barkskin on Julania.


Round 1

Jack slashes the injured soldier and finishes him off without effort. The soldier tumbles back onto the bed and his blood slowly soaks through the bleached sheets.

Jack hits Taldan Traitor #3 for 15 damage and kills him.

Tychus fires twice across the room. Crowded as the room is, one shot hits the target and the other thunks into the back wall.

Tychus hits Taldan Traitor #1 for 16 damage.

Henrika nearly cuts the soldier in half as she slays him in a single swing.

Henrika gets a critical hit on Taldan Traitor #2 for 53 damage and kills him.

The enemy in the back angrily rips out the bolt in his flesh and draws his sword while taking a step across the bed towards Jack.

Taldan Traitor #1 – Scimitar vs. Jack’s AC 20: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

The soldier cuts Jack with a minor flesh wound.

Taldan Traitor #1 hits Jack for 4 damage. If you want Jack to activate an implanted trick, let me know. I’m not sure if you’d want to for a light hit.

Taldan Traitor #4 – Dagger, flanking vs. Jack’s AC 20: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Mesmeric Mirror: 1d3 ⇒ 3
Damage: 1d4 + 3 ⇒ (1) + 3 = 4Sneak Attack: 2d6 ⇒ (4, 3) = 7

The last traitor, thinks he’ll be sneaky and instead of going for his dropped scimitar, draws a concealed dagger and tries to stab Jack in the back. He is surprised when Jack’s body suddenly splits into three copies and his dagger only hits an illusion.

I think Jack would want to use mesmeric mirror this time. Taldan Traitor #4 would have hit Jack with a sneak attack but instead destroys one of the mirror images. Jack has 1 image remaining.

From the room next door you hear one of the soldiers say in a slurred voice, ”Seriously guys? What is with all the racket? If something is happening upstairs, YOU go investigate.”

Traitors 5 through 8 remain in their room this round.

Beyond that, Icabhod hears the officers in the next room shout, ”It sounds like trouble. Are we under attack?” He hears a lot of movement going on but the officers don’t emerge yet. (They are standing up and gathering their equipment.)

Although you can’t see them, the officers upstairs follow Jaliessa’s instructions and begin investigating. Cautious of more invisible enemies, they only take a single move.

Round 1
Initiative

06 – Malphene (42/42 hp)
05 – Trevor (55/55 hp)
04 – Julania (39/39 hp)

Round 2
Initiative

20 – Jaliessa
20 – Anua
20 – Jack (45/49 hp)
18 – Icabhod (54/54 hp)
16 – Tychus (58/58 hp)
16 – Xallis (59/59 hp)
11 – Henrika (81/66 hp)
10 – Taldan Traitor #1 (16 damage)
10 – Taldan Traitor #4 (10 damage)
10 – Taldan Traitor #5 - #8
07 – Traitorous Officers #1 - #4
07 – Traitorous Officers #5 - #6
06 – Malphene (42/42 hp)
05 – Trevor (55/55 hp)
04 – Julania (39/39 hp)

Active Spells/Effects
Henrika:False Life (15 hp, 7 hr), ▲Heightened Awareness (70 min), ▲Hermean Potential (1 roll, 7 min), ▲[i]Bless (7 min)
Falchion Jack:Bless (7 min), ▲Mesmeric Mirror (1 image, 7 min)
Icabhod:Barkskin (+3 AC, 70 min), ▲Heroism (70 min), ▲Shield (7 min), ▲Bless (7 min)
Trevor:Bless (7 min)
Malphene:Bless (7 min)
Tychus:Bless (7 min)
Xallis:Mage Armor (60 min), ▲Bless (7 min)
Navia:Unfetter (70 min), ▲Mage Armor (60 min)
Julania:Barkskin (+3 AC, 70 min), ▲Bless (7 min), ▲Magic Weapon (10 rd)

Malphene, Trevor, and Julania go in Round 1. You guys can also go ahead and post the next turns for Jack, Icabhod, Tychus, Xallis, and Henrika since Jaliessa’s turn upstairs won’t affect you.


Round 1 Corrections

Stun/Blind Duration: 1d4 ⇒ 3

#4 is stunned 4 rounds and blinded 3 rounds. He doesn’t take any action in Round 1, so Jack does not need to activate the mesmeric mirror unless he wanted to activate it against #1’s attack. The duration goes down to stunned 3 rounds and blinded 2 rounds after his turn is over.


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Henrika will activate the Mesmeric Mirror on Jack when she sees him hit, since she doesn't know exactly how much damage it might deal.

Mirror images (Jack is 1): 1d3 ⇒ 2

Jack glares at the traitor who stuck him, but bites back a witty retort in the interest of stealth. He steps forward to give more room and slices back at his opponent, grimacing inwardly that necessity requires him killing people.

Attack Traitor #1 (falchion), bless, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (17) + 9 + 1 - 2 = 25
Damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (3, 4) + 5 + 6 = 18


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Round 1

Trevor steps behind Malphene, touching her shoulder. "May Elysium Be With You, Darling."
The cleric uses his Touch of Good (Sp) Domain ability, granting a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.


Female
Skills:
Diplo +7|Intim. +24|Kn. History +10|Kn. Nobility +12|Kn. Local +10|Kn. Geo +10
Human Fighter (lore warden)/9th|HP 73/73|AC 16|Fort +9, Ref +2, Will +3| Perception +3|

Round 1

The lore warden feels the surging power of the Upper Planes flow through her. Malphene attacks Taldan Traitor #4.

MW Longsword, Touch of Good (Sp): 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30
Dmg.: 1d8 + 2 ⇒ (2) + 2 = 4


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp11/11 Hero pt 1/3

Icabhod poisons his rapier with a dose of large scorpion venom
(DC 17 Fort Type poison (injury); Save Fortitude DC 17; Frequency 1/round for 6 rounds; Cure 1 save 1d2 str)


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Round 2

Henrika moves carefully onto the bed and stares at the traitor between herself and Jack. She looks quickly right to make sure the door hasn't moved, and stabs forward with the point of her sword.

Attack Traitor #1 (Koriana's blade), bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
Reroll attack (Hermean potential): 1d20 + 12 + 1 - 2 ⇒ (9) + 12 + 1 - 2 = 20
Damage (magic, slashing), Power Attack: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Painful stare: 2d6 + 3 ⇒ (4, 4) + 3 = 11


AC 20-5, T 11, FF 19-5 | CMB 8, CMD 19 | HP 46/46 | Fort +9, Ref +6, Will +7 | Init +1 | Perception -1 | Conditions: mage armor

Round 1

Julania ponders her situation. There's a door in front of her, and both of her hands are occupied. This could prove to be more difficult than she thought, and she's not sure if she can get it open with one swift kick. Instead, she turns her head towards her brother in hopes of getting a hand in the matter.

Delaying until after Xallis.

Round 2

After Xallis' turn...:
With the way open, she followers her new celestial ally with a smile. "Do not forget the nation that needs you, now more than ever. Lay down your weapons, surrender, and you will be taken in peacefully. This I swear!"

5 foot step, then Julania's taking a total defense for a +4 dodge bonus to AC in case the soldiers try something.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Round 2

Xallis steps away to give his allies some room. Then, he draws from his pool of supernatural essence to summon a proud-looking biped creature with the body of a man, the head of a hound, and a sharp looking greatsword in his hands.

Xallis points and barks some quick orders in Celestial.

Celestial:
"We're battling against traitors to our nation! Open the door and engage the enemies inside, our paladin will back you up!


Hound Archon | AC 19, T 10, FF 19 | SR 15| CMB 10, CMD 20 | HP 51/51 | Fort +8, Ref +5, Will +5 | Perception +10, low-light vision, scent| Conditions: magic circle against evil

Round 2

The hound archon materializes in the hallway and nods in response to its orders.

Celestial:
"Then they will be brought to justice!"

It releases one hand from its blade long enough to turn the handle and open the door for Julania, then it quickly marches into the room. Inside, the archon brandishes its sword, an aura of sheer determination radiating from it.

Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a (DC 16) Will save to resist its effects. The save DC is Charisma-based and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.


Round 1

Malphene pokes the blinded and stunned soldier who can only grunt in response.

Malphene hits Taldan Soldier #4 for 5 damage.

Round 2

Jaliessa makes some unseen preparations upstairs.

Jack retaliates against the attacking traitor and makes him regret dueling with an orc.

Jack hits Taldan Traitor #1 for 18 damage.

Icabhod poisons his weapon and waits.

Botting Tychus

Tychus - Dignity’s Barb, bless, point-blank, deadly aim vs. Taldan Traitor #4, stunned, blinded, soft cover: 1d20 + 13 + 1 + 1 - 2 ⇒ (4) + 13 + 1 + 1 - 2 = 17
Damage: 1d10 + 12 + 1 + 4 ⇒ (4) + 12 + 1 + 4 = 21

Standing in the doorway, Tychus fires a single powerful shot that takes down the helpless traitor. Then he steps over to the next doorway to help with the next group.

Tychus hits Taldan Traitor #4 for 21 damage and kills him.

Xallis’ hound archon opens the door to the adjacent barracks and finds four soldiers mostly still laying down or sitting on the beds. Empty bottles of wine litter the floor. They squint at the sunlight being let into the room and the dark silhouette of a hound-man standing in the doorway and say under their breath, ”What the f$#+?”

The traitors here are nursing hangovers and start combat sickened.

Sickened Durations:

Taldan Traitor #5: 1d3 ⇒ 3
Taldan Traitor #6: 1d3 ⇒ 2
Taldan Traitor #7: 1d3 ⇒ 1
Taldan Traitor #8: 1d3 ⇒ 1

Aura of Menace Saves DC 16:

Taldan Traitor #5, sickened: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11
Taldan Traitor #6, sickened: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Taldan Traitor #7, sickened: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Taldan Traitor #8, sickened: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2

All four Taldan traitors (#5 through #8) are affected by the aura of menace.

Julania wrote:
"Do not forget the nation that needs you, now more than ever. Lay down your weapons, surrender, and you will be taken in peacefully. This I swear!"

It looks like some of the soldiers waver at Julania’s words, but one speaks up. ”Taldor doesn’t forgive traitors. If we are caught, we’ll hang for our crimes. You can’t promise that. Besides, we’re here by choice. We don’t want to go back.”

Barely standing after Jack’s attack, the last soldier in the southern barracks make easy prey for Henrika who cuts him down. With that room cleared, she can turn her attention north.

Henrika hits Taldan Traitor #1 for 30 damage and kills him.

Since the soldiers in the northern barracks start laying down or sitting, they are essentially prone, so they start by standing up and provoking attacks of opportunity. Unfortunately, since Julania is using Total Defense, she cannot make an attack of opportunity, but the hound archon can. Note: Although laying down, they were still wearing their armor.

The four hung over soldiers stand up and grab their swords with were laying within arms reach.

Hound Archon Attack of Opportunity vs. Taldan Traitor #8: 1d20 + 11 ⇒ (19) + 11 = 30
Crit Confirmation: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 4d6 + 12 ⇒ (6, 2, 6, 6) + 12 = 32

The Hound Archon runs the nearest standing soldier through with his greatsword. The soldier keels forward and vomits the contents of his stomach mixed with a sickening amount of blood.

Hound Archon hits Taldan Traitor #8 with a critical hit for 32 damage.

Finally, the officers rush out of the mess hall. One soldier opens the eastern door and a second runs north.

A third exits the same door and turns south. Her spots Tychus and attacks. While doing so, he issues a challenge. ”Instruder! You will die at my hand!”

Traitorous Officer #4 – Scimitar, challenge vs. Tychus’ AC 25: 1d20 + 11 ⇒ (10) + 11 = 21
Damage, vital strike, challenge: 2d6 + 4 + 6 ⇒ (4, 5) + 4 + 6 = 19

The officer swings his blade but Tychus is able to block with his crossbow and hold the weapon back.

Traitorous Officer #4 issues a challenge against Tychus as a cavalier, granting him a bonus to damage. His attack against Tychus is a miss.

One last officer steps out of the door beside Icabhod who surprises him with his poisoned blade.

Icabhod Attack of Opportunity, heroism vs. Traitorous Officer #3: 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32
Crit Confirmation: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16

Traitorous Officer #3 Fort save DC 17: 1d20 + 6 ⇒ (14) + 6 = 20

Icabhod stabs the surprised officer. He shouts in pain and feels the poison seeping into his blood, but his body fights it off.

Traitorous Officer #3 – Scimitar, challenge vs. Icabhod’s AC 26: 1d20 + 11 ⇒ (17) + 11 = 28
Damage, vital strike, challenge: 2d6 + 4 + 6 ⇒ (2, 5) + 4 + 6 = 17

”Villain!” he shouts and strikes Icabhod back with his own powerful blow.

Icabhod hits the Traitorous Officer #3 with a critical hit on his attack of opportunity and deals 16 damage. Unfortunately, the officer passed the save against the poison and is unaffected. The officer issues a challenge against Icabhod and hits him for 17 damage.

The two officers upstairs continue their slow walk forward. I made a mistake last round and moved them 30 ft. but their movement is 20 ft. I corrected their position.

Round 2
Initiative

06 – Malphene (42/42 hp)
05 – Trevor (55/55 hp)

Round 3
Initiative

20 – Jaliessa
20 – Anua
20 – Jack (49/49 hp)
18 – Icabhod (37/54 hp)
16 – Tychus (58/58 hp)
16 – Xallis (59/59 hp)
16 – Julania (39/39 hp) (Total Defense +4 AC 1 rd)
11 – Henrika (81/66 hp)
10 – Taldan Traitor #5 (Sickened 2 rd)
10 – Taldan Traitor #6 (Sickened 1 rd)
10 – Taldan Traitor #7
10 – Taldan Traitor #8 (32 damage)
07 – Traitorous Officers #1 - #2
07 – Traitorous Officers #3 (16 damage) (Challenge Icabhod)
07 – Traitorous Officers #4 (Challenge Tychus)
07 – Traitorous Officers #5 - #6
06 – Malphene (42/42 hp)
05 – Trevor (55/55 hp)

Active Spells/Effects
Henrika:False Life (15 hp, 7 hr), ▲Heightened Awareness (70 min), ▲Bless (7 min)
Falchion Jack:Bless (7 min), ▲Mesmeric Mirror (1 image, 7 min)
Icabhod:Barkskin (+3 AC, 70 min), ▲Heroism (70 min), ▲Shield (7 min), ▲Bless (7 min)
Trevor:Bless (7 min)
Malphene:Bless (7 min)
Tychus:Bless (7 min)
Xallis:Mage Armor (60 min), ▲Bless (7 min)
Navia:Unfetter (70 min), ▲Mage Armor (60 min)
Julania:Barkskin (+3 AC, 70 min), ▲Bless (7 min), ▲Magic Weapon (9 rd)
Taldan Traitor #5:Aura of Menace
Taldan Traitor #6:Aura of Menace
Taldan Traitor #7:Aura of Menace
Taldan Traitor #8:Aura of Menace

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Until Jaliessa is in combat, everyone can act together. You all go.


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika listens briefly to the commotion in the next room, and hearing the commanding voice of a menacing angel in the hallway followed by Julania's direction to surrender, she decides that they have the other barracks under control. She moves back into the hallway to investigate sounds of challenging officers, and when she sees that one is threatening Tychus, she stops short to give him room to retreat. She drinks a potion of bull strength.


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Jack looks to Henrika to ask what the next move is. (He will delay until after she goes.)

When she decides to return to the hallway, he follows. He notices the stairway, and with a nod at Henrika he steps inside to look up and listen to hear if anyone is coming from the next level. He also drinks a potion of bull's strength.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Round 2

Trevor gets out of the fighter's way, making sure to touch Henrika's shoulder for a Touch of Good (Sp).

+3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.


Female
Skills:
Diplo +7|Intim. +24|Kn. History +10|Kn. Nobility +12|Kn. Local +10|Kn. Geo +10
Human Fighter (lore warden)/9th|HP 73/73|AC 16|Fort +9, Ref +2, Will +3| Perception +3|

Round 2

Malphene retreats behind Jack until a more opportune attack can be performed.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp11/11 Hero pt 1/3

It seems that I have made a mistake in thinking poison is useful.

Icabhod grunts and strikes the officer

Rapier+1,Bless,Studied Combat,Studied Strike,Heroism: 1d20 + 12 + 1 + 2 ⇒ (8) + 12 + 1 + 2 = 231d6 + 8 + 2d6 ⇒ (4) + 8 + (5, 5) = 22


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 86/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Blocking the traitor's slash with his crossbow, Tychus decides to try and catch him by surprise with a quick follow up blow to their face.

Pistol-Whip: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d10 + 4 ⇒ (4) + 4 = 8

Pistol-Whip RR: 1d20 + 10 ⇒ (16) + 10 = 26

If it hits, free check to possibly knock prone. Afterwards, 5-Foot Step down.

Knock Prone: 1d20 + 10 ⇒ (16) + 10 = 26

Regardless of the outcome, Tychus hurries back towards friendly lines, giving a thankful nod to Henrika.


F NG human mesmerist 11 | HP 69/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-4/5 4th-2/3 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Since Henrika technically moves after Tychus, can I have her move forward to take up the position that Tychus is vacating instead of drinking her potion? If she doesn't do that, Tychus is going to be stuck on the front line next round when the officer moves up.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Round 3

The summoner listens to the sounds of combat before aiming his wand. No screams from his sister. Good. "It's getting crowded in here..."
Use Magic Device: 1d20 + 14 ⇒ (2) + 14 = 16

And nothing from the wand. Its magic protests, and almost rejects him entirely. "Dammit!"


AC 20-5, T 11, FF 19-5 | CMB 8, CMD 19 | HP 46/46 | Fort +9, Ref +6, Will +7 | Init +1 | Perception -1 | Conditions: mage armor

Round 3

Julania grips the handle on her weapon. "Then you've chosen your fate."

Masterwork silver mace vs Soldier #6 (power attack, bless): 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18 damage: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9

Masterwork silver mace vs Soldier #6 (power attack, bless, full attack): 1d20 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9 damage: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14

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