![]()
![]()
Hell's Vengeance - Slides
![]() I'm really not picky about languages as a DM. Take what makes sense for your character. As for my end, I had a busy week so I didn't get much time to convert stuff to 2e, but this week shouldn't be as busy, so I should be able to make significant progress on that front. On another note: I haven't started recruiting yet, either, as I don't quite know when we'll want to adopt another player. I'll start recruiting when it makes sense to add that character, but there's at least one combat between us and them (especially considering Wolfgang is still on the other side of the knocked out bridge) ![]()
Hell's Vengeance - Slides
![]() From my cursory tracking, it seems you were a bit above the level 3 baseline in 1e, so I decided to go a bit above the level 3 baseline here too. After all, evil pays well! ;) Let me know when you're all ready to go. Aside: I've been talking with Zelicia's character, and we're still trying to decide which archetype fits best. Any suggestions? (Another aside: If you want an archetype that just doesn't have enough feats (or starts a bit late), I'll throw in an exception to the "must pick 2 more feats" part of dedication feats on an individual case (message me or post here, either works). The same goes for access [Sicaria can totally do Red Mantis Assassin]. The same ALSO goes for some requirements that I find a bit restricting [for example, Loremaster's Etude requires the Enigma Muse, but I feel it's a bit too restricting like that. This is the one that'll need the most whim on my end, but I tend to err on the side of the players, as 2e errs on the side of monsters in a lot of places as the rules are written. I've found the math is tight enough that a re-roll / +1 here and there really doesn't change much other than player versatility.]) ![]()
Hell's Vengeance - Slides
![]() Let's go with a lump sum of 90gp. I've been going back and forth for a bit on it and that's what sounds best to me, due to the lack of worthwhile level 1 items. EDIT: As for current equipment, try to have your new equipment match your old equipment. For example, Sicaria, you are able to have two sawtooth sabers, even though they're uncommon, because you character already owns them. It just doesn't convert well so we'll start again from "scratch". ![]()
Hell's Vengeance - Slides
![]() Pulling back the curtain: Now's actually a decent time to switch editions. 1) The Leshies are gone. Ain't coming back. They saw murder and lured you to the bridge, so they're gone. 2) The people in the room with the bridge controls are going to wait until somebody opens that door to act, so we can technically leave initiative and re-roll as Wolfgang goes to open the door. I'll work on getting an NPC version of Marc and Zeke. Remember to build with Free Archetype and Ancesty Paragon. Unless, of course, y'all want to finish this combat in 1e. I can make that work, too. ![]()
Hell's Vengeance - Slides
![]() I'll give that a look! One other thing first: I do believe we're committed to keeping this up in 2e, now. I have set up an app to follow the RSS feed for all of my campaigns and have found that this is much more consistent at keeping PbP on my mind, so I really hope I'll be able to keep up on things now. 2e's combat simply goes for more rounds than an equivalent combat in 1e, so I'll do my best to keep everything moving. I'll talk more about what that means once we decide one more thing about how to continue: Introducing a new player RIGHT NOW in the AP is.......hard. I can't really come up with a good reason why another Miscreant would just show up to help with the fort, so I'm considering making a simple version of Marc and Zeke and essentially having them be an NPC until we're through this area. Thoughts? Am I worrying too much? Would we prefer to, like, retcon things to make this work? I'm open to suggestions. ![]()
Hell's Vengeance - Slides
![]() Pacing is definitely an issue I need to get better at, but thank you for letting us know, Marcianus! I hope your future endeavors are successful! Wolfgang wrote:
You get the Multiclass Dedication at level 1, and then are stills subject to the typical restrictions (must take 2 more feats from the dedication before you can pick up another), meaning you'd get a free "level 2" feat for your Wizard Multiclass Dedication, effectively moving you one feat further along the Dedication than you'd otherwise be. (EDIT: As there isn't actually a level 2 feat, I'd let you just take Basic Arcana at level 2) Mastermind with Free Archetype may end up the better option overall if there isn't a worthwhile extra feat. I've spoken with Zelicia and continuing in 2e is also her preference, especially since she's a big fan of 2e (not so much 1e). We'll still need to recruit one more player, but I'm much more confident in our ability to pick up an additional 2e character. Speaking of: Are there any players in particular you think I should reach out to? Or should I go to one of the various places to recruit players on the forums here and take somebody that seems the best fit? ![]()
Hell's Vengeance - Slides
![]() I've been thinking, and I think this is where we call it. At least for PF 1e version of this campaign. This is now the 4th player this campaign has lost (+ a GM switch), and it's looking like 1e is dying pretty rapidly here on the forums (last I checked), so getting a replacement player, especially this late into the book, is going to be quite a hassle. I'd like to propose the following options, for all players (technically including Marcianus, if he wishes) to choose. 1) We call time of death for this adventure path right here. An unfortunate outcome, but no major loss on our ends. 2) We can try to convert this into a 2e campaign with the current players (and/or pick up new players). I use Free Archetype and Ancestry Paragon in my home games, so we should be able to get characters that are very similar to what we've got running right now. I am experienced in 2e campaigns and the ruleset, so it wouldn't be very painful on my end, aside from needing to convert the NPCs. (The angel knight in particular is going to take some work to get correct, at the very least) 3) We can try to replace Marcianus, but I'll state right here and now: I'm not willing to look for the new player myself, as I'm a(n almost) newly minted Venture Lieutenant for my area and need to get in person games running again, so I don't necessarily have time to also go person hunting for 1e. (I imagine a quick post on the 2e looking for player forums should be able to get us a replacement quick if that's the route we want to take instead.) I will let you know that I, personally, have no preference among the three options. If you have any more suggestions or any strong preferences for or against the above options, let me know by either posting here or shooting me a PM. No matter what happens, thank you guys for the fun campaign! And thank you for putting up with all the weird inconveniences that have come up in my life during that time! ![]()
Hell's Vengeance - Slides
![]() Well boo. I've had to order a new computer online as my old one is on the way out (due to something I did about a year and half ago. Tbh, I'm surprised it lasted this long). I should have the new computer by Wednesday and be able to have it fully set up for posting Thursday. ![]()
Hell's Vengeance - Slides
![]() Pulling back the curtain, perception checks were too low. There's a small hole in the wall of the nearby structure that was capable of watching the bridge. ![]()
Hell's Vengeance - Slides
![]() Wolfgang backs up for a running start and LEAPS across the lowered bridge, his feet landing solidly on the other side. A single curse echoes from the nearby building as wolfgang sticks the landing. "That's not leaving!" shouts the voice again. "FINAL WARNING!" To be clear, the controls for the bridge don't have an obvious crank outside of the building, though you can make a safe assumption at where the controls are based on the fact that whoever used them needed line of sight. The miscreants hear the completely unmistakable sound of verbal components to a spell, this time from a more feminine voice. Wolfgang is able to pinpoint it to the building directly south of him. One last OOC: I did the map wrong and have updated it as such. Treated a rope as a wall. My bad. Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() Zeke does NOT make it over. In fact, as Zeke steps onto the middle of the bridge, he hears a distinct "Ka-chunk" from the building across the bridge as the ropes on the far side of the bridge suddenly go slack. Zeke ref: 1d20 + 2 ⇒ (5) + 2 = 7 Zeke scrambles to grab onto the bridge as the far side lowers, but doesn't react fast enough. Fall Damage, Zeke: 3d6 ⇒ (2, 3, 6) = 11 And Zeke hits the ground, prone. It will take him 3 move actions to climb back up the ladder to the north. "Leave this place and nobody else has to get hurt!" shouts a higher-pitched male voice from within the structure. The bridge now hangs slack, extending 20 feet downwards from the western (your) side while slack ropes connect it to the other end. Getting across is going to be difficult, and the OTHER SIDE is where you can wind the bridge back up. Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() Wolfgang's arrow misses, but Sicaria's connects, killing the red leshy. GM Screen:
1d20 ⇒ 2 Zeke doesn't see anything odd with the bridge and gives it a good shake. The bridge moves as a rope bridge is expected to move. Marc perception: 1d20 ⇒ 12 The miscreants hear the pitter patter of the leshies running deeper into the compound, but neither of the other two become visible. We'll stay in initiative because it matters. Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() Sicaria sinks an arrow directly through the archer's drawing arm as he shouts in pain. Marcianus indeed sees nothing wrong with the bridge. In response to Zeke, the man shouts, through winces of pain, "I. Was told. You guys. Wouldn't be able. To. GAAAH!" the man finally pulls the arrow from his arm. "Fight back! Where is that damn witch anyways!?" The man looks up again just in time to see Zeke's Javelin flying towards him as it impales the man's abdomen, pinning his unconscious body to the tree behind him. Wolfgang instead aims for one of the leshies, but finds the target just a bit too small for his usual aiming spots as the arrow just flies above one of their heads. The leshies all IMMEDIATELY stop laughing and jeering and instead scurry around the nearby building. Well, all except red, who remains out in the open as he can't quite go as far as his friends. Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() The light at the end of the tunnel!!!!! I should be finishing my project tomorrow at work, so I can stop going breakneck pace at work for awhile again. My job doesn't usually have such tight deadlines, so I'm sorry for disappearing but I was just getting home from work super exhausted every day. Anyways, today was also breakneck, so no post today, but I should be able to get to it tomorrow assuming QA doesn't find any major problems with my additions. It was only over 1100 lines of new code! ;) [I do have 1900 lines of test coverage, though, so I'm pretty confident in it] (More clarity: Half of those lines are likely formatting and setup, but that's still a lot.) ![]()
Hell's Vengeance - Slides
![]() Zeke yeets a javelin into the tree across the way as the archer quickly leans back to avoid it. All Marc sees past the door is a bunch of leaves and rubble surrounded by poorly maintained wooden walls. Wolfgang heals a bit after putting away his rapier. Sicaria draws her bow back and puts an arrow in the opposing archer's shoulder. And Zelicia continues to harass the leaf leshies.
The red one freezes in place as its leaves stand on end like a surprised cat. --- The leshies (well, all except red) quickly clamber down the nearby large branch and stand at the other end of the bridge, blowing raspberries to the miscreants. (Red is the only one up 10 feet, now) The archer fires an arrow back at Sicaria. Arrow: 1d20 + 5 - 1 - 2 ⇒ (20) + 5 - 1 - 2 = 22
Sicaria manages to move JUST out of the way of a fatal shot; the arrow instead pierces into her shoulder. Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() Yes, that's completely fair. Also, I swear my work is reading my discussion posts here on Paizo. Every time I say something about trying to get more consistent on posting, my work changes so that I don't have time to post during the average work day. So now, I've been temporarily moved to a new team with much stricter deadlines, so I've been going hard at that, leaving little mental capacity for other things after the workday. This should only last another week or two, after which I really do hope to get back to daily posting. Just hang in there...At least, that's what I keep telling myself. ![]()
Hell's Vengeance - Slides
![]() The only way seems to be a tightrope that connects it to the next building, across the bridge ![]()
Hell's Vengeance - Slides
![]() The green plant instantly burns up, quickly turning to ash as a little bit splashes to its friend. "Oh poop!" the red one squeals. "Meanie!" shout the other two. "We're gonna tell Degan!" With that, the leshys begin climbing among the treetops, heading across the bridge ahead, but they stop a little short and each pick a pinecone from their body and throw it at wolfgang! Seedpod v Wolfgang AC 18: 1d20 + 2 ⇒ (2) + 2 = 4
Two of 'em hit wolfgang with a deafening crack, dealing a small amount of damage (1 each) after which the miscreants hear a male human void say "What!? Oh. Guess that's my cue!" Wolfgang fort save: 1d20 + 3 ⇒ (11) + 3 = 14
Wolfgang's ears ring, but he's not deafened by the blast. From the south, a man with gray-ish skin pops out on an archer's platform and fires an arrow at the only miscreant he can really see: Wolfgang. Arrow: 1d20 + 5 - 1 - 2 ⇒ (16) + 5 - 1 - 2 = 18
Leaf This Place!
Edit: forgot the save on misfortune.
![]()
Hell's Vengeance - Slides
![]() "I'm a rebel!" it shouts cheerily in a high-pitched voice. "So are they!" Initiative:
Zelicia: 1d20 + 5 ⇒ (20) + 5 = 25 Marcianus: 1d20 + 2 ⇒ (2) + 2 = 4 Sicaria: 1d20 + 3 ⇒ (13) + 3 = 16 Wolfgang: 1d20 + 9 ⇒ (14) + 9 = 23 Leaves: 1d20 + 1 ⇒ (12) + 1 = 13 Several clumps of leaves on the tree begin to move as well, marked on the map. They are currently 10 feet up among the treetops. Leaf This Place!
![]()
Hell's Vengeance - Slides
![]() At the top of the ladder, a fragile looking wooden railing runs along the edge of a broad platform. Near the center of the platform, an elaborate lift hangs beneath an array of ropes and pulleys. To the east, a small wooden shack huddles near the trunk of a mighty tree. The covered area here sports a few rickety chairs and a crank to control the lift. The miscreants see nobody, but are aware that the area is on alert. The miscreants carefully cross the bridge to the south as the trees begin rattling above them. Gigantic pale trunks reach through gaps in the mossy platform. Railings surround much of the area, but have fallen away in several spots, along with half of a building still clinging to one of the tree trunks. Treacherous hanging bridges stretch to the north and east. I'll pause here, as there are a few different things you can do. You still haven't seen anyone. DC 15 Perception: The rustling in the trees above seems to be coming from a small creature that appears to be made entirely of leaves. It's carefully watching from above the half building on the middle-left platform (the one the tokens are currently on) ![]()
Hell's Vengeance - Slides
![]() Been back in my office the last few days, and I need to get myself the pdf on my work computer. I've emailed it to myself at this point so I can download it since my office computer doesn't seem to like the Paizo download site. ![]()
Hell's Vengeance - Slides
![]() Apologies to all. I've been in charge of a project and training this week at work while my manager was out of town. He's back tomorrow, so I should be back to more regular posting starting this Sunday. ![]()
Hell's Vengeance - Slides
![]() Sicaria misses twice, but Wolfgang finishes it up with the same flourish that dropped the other guard. The surrounding trees fall silent for a moment before the winds continue to rustle through the titan aspen around the miscreants. As they stand tense and ready for something to pop out, nothing does. As the final remnants of twilight finally disappear, only an eerie darkness remains, though Sicaria and Wolfgang can see that the torches of the surrounding tree fort are recently lit for the night. Out of Initiative! Now what? Only way onward without things like spider climb is the ladder to the northwest. ![]()
Hell's Vengeance - Slides
![]() The wolf very quickly becomes a pancake as Marc begins making his way over to his teammates. Yellow attempts to move into position with the other guard. Sicaria AoO: 1d20 + 6 ⇒ (17) + 6 = 23
But is instead cut down on his way through Sicaria's threatened space. Red spits at Sicaria's feet. "You'll pay for that!" he shouts. Will she though?: 1d20 + 5 ⇒ (4) + 5 = 9 Sicaria easily reads the guard's swing and interrupts it with her own blade. Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() Sicaria manages to slice the yellow archer leg before dashing away!
The red archer quickly turns around, ready to defend against Sicaria when Wolfgang takes a calculated stab, puncturing straight through the man's abdomen. And Zelicia flirtaciously casts Guidance on Zeke. The blue wolf advances a bit and attempts to attack Zeke. Attack: 1d20 + 2 ⇒ (15) + 2 = 17 But once again the wolf finds far too much magic in the way. Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() The wolf lefts our a pitiful squeal as it falls unconscious from Zeke's hammer. Marc, however, sends a pitiful amount of acid maybe 3 feet in front of him. The guards both begin screaming, "The devils have arrived." over and over, but in a panicked nowhere-near-in-unison. Both guards, having nowhere to use their bows safely, quickly step towards eachother, drop their bows, and draw short swords before attacking their respective miscreant. Against Sicaria: 1d20 + 6 ⇒ (16) + 6 = 22
Wolfgang quickly squishes his body into the nearby tree branch as a sword crashes directly into the bulk of the branch instead. Sicaria, however, has nothing to hide behind, and takes a wide slash across the thighs. Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() Wolfgang tries again, this time finding a weak spot in the armor to stab the archer! Zelicia readies misfortune. The wolves quickly close in on Zeke, Zelicia attempts to misfortune the blue one as it comes in range. Wolf will DC 17: 1d20 + 1 ⇒ (3) + 1 = 4
Zeke smashes into the blue wolf as it runs by, and then into the green one as it does the same. They then bear their fangs and attempt to attack Zeke. Blue: 1d20 + 2 ⇒ (7) + 2 = 9
Green: 1d20 + 2 ⇒ (14) + 2 = 16 They find far too much magic in the way to bite the eidolon. Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() Technically this is a surprise round, but we'll wait for Sicaria to step into position Sicaria draws her blade and moves up to surround an archer with Wolfgang, but their blades meet instead of hitting the archer. Both miss. These archers aren't just in leathers. Zeke howls, successfully drawing the attention of the wolves. Zelicia stands there and looks pretty, since nothing is in range of her abilities. ---- Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() Two things: 1) Thank you for dealing with my abrupt absences. Mental state has been all over the place lately for some reason. I'm hoping it stabilizes soon. 2) Obligatory: sorry about the map. This fight does need to be fought on two maps, and the forest floor map is notably 10 foot squares, so keep that in mind when determining movement and such. ![]()
Hell's Vengeance - Slides
![]() GM Screen:
1d20 ⇒ 11 1d20 ⇒ 2 1d20 ⇒ 4 1d20 ⇒ 10 Sicaria and Wolfgang quickly scramble to the rope to the archer's nest, while Zelicia, Zeke, and Marc hide behind a central tree. Sicaria and Wolfgang, surprisingly, manage to make it to the top of the rope without being seen, and though Marc steps on a particularly noisy branch on the way to his hiding spot, the three on the ground make it to their positions as well! Count yourselves lucky! Marc beat them by 1 Wolfgang and Sicaria quietly climb up, just behind the back of one of the archers as one of 'em starts to turn around with a hushed "So, what do you think those jailors even did with those weapons? I heard they didn't all make it back to the armory." Initiative:
Zelicia: 1d20 + 5 ⇒ (16) + 5 = 21 Marcianus: 1d20 + 2 ⇒ (12) + 2 = 14 Sicaria: 1d20 + 3 ⇒ (5) + 3 = 8 Wolfgang: 1d20 + 9 ⇒ (20) + 9 = 29 Archers: 1d20 + 3 ⇒ (6) + 3 = 9 Wolves: 1d20 + 2 ⇒ (17) + 2 = 19 Shhhh. Be Very Quiet. I'm hunting rebels.
![]()
Hell's Vengeance - Slides
![]() Marc wrote: Can't move tokens for some reason, but I described the movements I'd like to make There's nothing that should be preventing that...Let me know if it keeps up and I'll try re-importing the tokens. ![]()
Hell's Vengeance - Slides
![]() I'll fix the tokens thing. Had a bit of a bombshell day (nothing serious, just got all my motivation destroyed in one message from my friends). So I'll just leave it at: Everybody, please roll a stealth roll to get in position. I'll apply penalties to enemy perceptions as warranted. ![]()
Hell's Vengeance - Slides
![]() It looks like we're leaning towards sneaking up the rope to the archers while Zelicia, Marc, and Zeke stay on the ground and deal with the wolves, hoping to cut things off before a general alarm is sounded. I'm going to wait for two people to confirm that's the plan. As for distractions, and to keep things moving forward, not only is starting a fire here actually surprisingly difficult (the trees here don't light easily), but it actually would be "super easy, barely an inconvenience" for the people here to put it out. I won't go into details quite yet, but I will officially say that starting a fire here is likely not worth it. As for "General Alarm", I'll also let you know that the only problems not sneaking causes is some buff rounds for some NPCs. Treat this as a traditional dungeon crawl, but sound lanes are a bit enhanced for allowing NPCs to know you're here. ![]()
Hell's Vengeance - Slides
![]() It is pretty much impossible to climb the trees up to the platforms, as the platforms extend quite a bit out from the actual trunks and branches of the trees. To pull back the curtain: the whole map is designed with the only two ways up being the ladder and the rope to the archer's tower. The ladder is DC 0, and the rope is DC 10. Any other way of getting up is a terrible idea and could easily result in a TPK due to triggering all combats "behind" the location you enter. As for how high, it's 30 feet up, so it's a considerable climb. The book consistently uses the term "Titan Aspen". I need at least one more vote for one of the plans before moving on. ![]()
Hell's Vengeance - Slides
![]() Which one's the plan? I need to solidly know your plan before I continue. Specifically, when are you wanting to roll initiative and what's the plan round 1? ![]()
Hell's Vengeance - Slides
![]() GM Screen:
Hey, no peeking The miscreants approach the treehouse base quietly enough to get a good view of the place. Map updated. A rope ladder dangles to the northwest, while a rope hangs from tree to its east. Large wolves lay at the base of one of the farther trees, and two archers peer down from above. The miscreants cannot see into the treehouses from below. ![]()
Hell's Vengeance - Slides
![]() Thanks for being patient with me. That weekend was exactly what I needed. I'll be moving the narrative forward around my lunch break today. ![]()
Hell's Vengeance - Slides
![]() Zeke just manages to tug out a Mwk Cold Iron Longspear, but as he does, the rocks crumble outwards, opening a large hole in the debris. Survival to track Aid 1: 1d20 ⇒ 6
Sicaria Survival (with aids): 1d20 + 1 + 2 + 2 ⇒ (11) + 1 + 2 + 2 = 16 The sun begins to set just as the miscreants find the end of the tracks. IN front of them stands a series of gigantic aspen trees rising from the shadowy, scrub-covered forest floor. Overhead, amid the powerful branches, an array of hanging platforms, swaying bridges, and wooden structures create a camouflaged forest base. Before I give a map, I need to know how you wish to proceed. You're about 2 hours from town, now. ![]()
Hell's Vengeance - Slides
![]() The miscreants take a moment to loot the halfling's body, gaining: Small leather armor
As well, hidden in a small pocket on her armor, the miscreants find a note, written in average handwriting. Good work, old friend. Sending Jask to spell you soon. Can't wait until you see what she's done with the Court. DC 20 Knowledge History or Knowledge local:
"The Court" likely refers to the Court of Spears, a series of treehouses deeper in the woods that, similarly to Fort Estazano, used to hold bandits and adventurers on their way through the rea. Assuming y'all take 20 on Perception
There isn't one. However, the miscreants do locate the Manticore's den, in the southeastern pile of rubble, and are able to unearth a bit more loot! Feather token (whip)
Additionally, the miscreants notice the grip and most of the iron haft of a weapon jutting from the den's rear wall. Strength check to take it, if you wish. Lastly, in a last ditch attempt, the miscreants search the area around the fort. There, Wolfgang spots another trail, leading from the other side of the east wall deeper into the forest. At this point, it's early evening. What would you like to do? ![]()
Hell's Vengeance - Slides
![]() Save: 1d20 ⇒ 17 Sicaria slices deep into the halfling twice, and just as Jexxi opens her mouth to say something, Zelicia screams in response, knocking her unconscious. I'm going to pause here for a bit. Had quite an off week. Work's been rough. Will continue the narrative when I start feeling better. ![]()
Hell's Vengeance - Slides
![]() Zeke brings the hammer towards the beast and knocks it straight on the head where it's body falls limp and tumbles off the gate, sending dust into the air as the body hits the ground. One down! Zelicia heals. Sicaria and Wolfgang double move. The halfling curses under her breath as she attacks at the recently healed sicaria. Attack: 1d20 + 9 ⇒ (3) + 9 = 12 And as the halfling misses, she takes the opportunity to run, trying desperately to avoid getting flanked. This provokes from both Wolfgang and Sicaria. The Reclamation You're Trying to Reach is Unavailable
![]()
Hell's Vengeance - Slides
![]() Missed the question before. @Marc: The book isn't too clear, so I improvised. The opening is on ground floor, but there's a ladder leading up to the 2nd story door. Marc peeks through the mist and sees the archer halfling has stowed her bow and switched to a spear, seemingly waiting for someone to run up the stairs (which Sicaria does after Zelicia's turn) ![]()
Hell's Vengeance - Slides
![]() I've moved the tokens for Sicaria's turn, but anybody coming out of the mist will see where Jexxi moved, but assume Sicaria is still adjacent to Zelicia during Zelicia's turn. ![]()
Hell's Vengeance - Slides
![]() Zeke slams into the Manticore as it flies away, but the javelin whiffs right past it. Marc heals his companion almost back to full. Sicaria retreats into the mist. Wolfgang likewise retreats, but heals a bit as he does so. Zelicia heals Sicaria. The manticore sloppily lands atop the gate, back within reach of a reach weapon, before launching another volley of spikes at Zeke. Miss chances, 20 or lower misses: 4d100 ⇒ (96, 58, 77, 46) = 277
Zeke jumps into the air as the spikes approach, quickly avoiding three of the spikes, but he still takes one to his thigh. Damage Zeke: 1d6 + 5 ⇒ (3) + 5 = 8 The halfling woman gasps in exasperation as everybody has retreated, but the miscreants are unaware of what she does aside from that, as nobody can see her. The Reclamation You're Trying to Reach is Unavailable
![]()
Hell's Vengeance - Slides
![]() Zeke smashes into the Manticore as it leaves, chases is down, and smashes into it again! Marc follows it up by quickly adding a portion of fire! Sicaria completely misses, healing quickly before the inevitable arrow. Wolfgang lobs an arrow at the halfling, who quickly ducks out of the way as the arrow flies by, clattering somewhere in the woods beyond the fort walls. Hold?: 1d20 + 4 ⇒ (14) + 4 = 18 The halfling's body seizes for a moment, but she quickly regains control from Zelicia's spell. The Manticore growls before lifting into the air. (Provoking, again, from Zeke) It flies up above the gate (20 feet up) before launching another volley of spikes, splitting them among its attackers. Spike for Wolfgang: 1d20 + 8 ⇒ (13) + 8 = 21
One spike lands in the floor between Marc and Zeke, but each other spike finds its mark. Spike Wolfgang: 1d6 + 5 ⇒ (6) + 5 = 11
Meanwhile, on the other side of the battlefield, Jexxi takes another step down the stairs while knocking another arrow. "No tricks. I repeat: you die today." Attack AC 20: 1d20 + 10 ⇒ (12) + 10 = 22
SICARIA LIVES! An arrow pierces Sicaria's neck, leaving her gasping for breath, but conscious, if only barely. The halfing stares in bewilderment at the assassin in front of her that just...won't....die! The Reclamation You're Trying to Reach is Unavailable
![]()
Hell's Vengeance - Slides
![]() I'd like to apologize for Zelicia: it's been a particularly hectic finals week for her that's kept her busy pretty consistently. I'll bot her if she's unable to post by tonight. ![]()
Hell's Vengeance - Slides
![]() Sicaria lands a solid hit on the halfling! Zeke swings and just misses the manticore, but Marc follows it up with flames! Manticore perception: 1d20 + 9 ⇒ (20) + 9 = 29
Manticore will: 1d20 + 3 ⇒ (1) + 3 = 4
The manticore roars in rage as it takes flight once more, provoking from Zeke as it flies close to try and bite him before heading towards the gatehouse. Attack Zeke AC 21: 1d20 + 10 ⇒ (10) + 10 = 20
Zeke manages to duck in time; only a few strands of his hair end up in the Manticore's mouth. It just barely can't reach the wooden platform it wishes to perch on, so it remains flying. Jexxi takes a step down the stairs before shouting "In the name of the inheritor!" as she pulls out an arrow with a decorated sword and shield as the arrowhead (the symbol of Iomedae), "You will go no further." Attack Sicaria AC 20: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
She looses an arrow directly into Sicaria's chest. "You die today," the halfling adds. "For all the pain you have caused and will cause in the future." The Reclamation You're Trying to Reach is Unavailable
![]()
Hell's Vengeance - Slides
![]() Sicaria buffs and takes some cover. Zeke chucks a javelin at the flying Manticore, just barely managing to skewer into one of its legs! Marc draws his crossbow and loads it. Wolfgang sheaths his rapier and draws his bow, sharing that the creature flying overhead is a Manticore. They're known for their spike attacks from their tail, but they may only launch two dozen spikes in a day. They're also known for their uncanny knack of staying in the air and relying on said spikes. Zelicia moves closer, hoping to get the manticore in range of some of her abilities. The manticore flicks another group of spikes from its tail. 5 misses: 1d5 ⇒ 3
Attack Sicaria AC 20: 1d20 + 8 ⇒ (1) + 8 = 9
Damage Sicaria: 1d6 + 5 ⇒ (3) + 5 = 8 The creature then lands atop the pile of rubble. (It's now only 10 feet up) Concealment. 5 misses: 1d5 ⇒ 3
Zelicia suddenly feels an arrow fly from above into her shoulder as a halfling woman pops out of invisibility wielding a bow. She says nothing as she knocks another arrow. The Reclamation You're Trying to Reach is Unavailable
![]()
Hell's Vengeance - Slides
![]() Oh, if only somebody was about to walk through that door. Zeke heads for the stairs. Marc puts up some mist (curse you). Wolfgang move to try and ambush. Sicaria buffs and gets in a better position. Zelicia buffs wolfgang's attempted ambush. Just then, the courtyard fills with the bass-y sound of a large creature flapping its wings as a large shape bursts to the sky from the rubble to the southeast. It stays aloft above the rubble between Zeke and Sicaria long enough for the miscreants to see and hear the snap of its spiked scorpion tail. The lion's head offers a roar as its draconic wings flap slowly. Spike for Sicaria AC 18: 1d20 + 8 ⇒ (5) + 8 = 13
Sicaria manages to quickly find cover against the spikes coming her way, and while Zeke manages to deflect one, another pierces his thigh. Damage Zeke: 1d6 + 5 ⇒ (2) + 5 = 7 Meanwhile, on the ramparts, the door bursts open quickly, but nothing seems to come out. If you enter the gatehouse:
You see a makeshift ladder leading up to the now open door above, as well as an empty, but intact potion bottle. The contents seem recently used. The Reclamation You're Trying to Reach is Unavailable
About Crondor GodsflailI am the flail of the gods. Had you not created great sins, they would not have sent a punishment like me upon you. Crondor Godsflail - Paladin 1
--------------------
--------------------
--------------------
--------------------
Deity: Ragathiel Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. |