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Topic Subject: Staff of the Emerald Enclave-- IC Thread
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posted 07-30-11 01:08 PM EDT (US)   
This is the in-character thread for the Staff of the Emerald Enclave game.

Map of Turmish

Start your character in:Cedarspoke

Characters -- Heroes of Faerun:

---Tyberius Blackstone (human, barbarian/fighter/ranger): AC 23, CMD 27, hp 82

---Seraph (human, monk): AC 23, CMD 31, hp 47

---Veit Holderhek (Dwarf,Fighter) AC 30 , CMD 27, hp 88

---Khalon Tor (Centaur, Fighter): AC 26, CMD 30, hp 79

---Anestel Menelgil (Elf, Rogue): AC 21, CMD 22, hp 48

---Galadarien Menelgil (Elf, Druid): AC 20, CMD 21, hp 48

Galadariens' prepared spells:

Orisons: Detect Magic, Guidance, Light, Purify Food and Drink
1st level: Charm Animal, Entangle, Obscuring Mist, Produce Flame, Speak with Animals
2nd level: Barkskin, Bear's Endurance, Soften Earth and Stone, Warp Wood
3rd level: Call Lightning*, Protection From Energy, Wind Wall,Meld Into Stone
4th level: Control Water, Spike Stones, Air Walk
*The version of Call Lightning that Galadarien uses is different from the standard version. See house rules. Also note that this is weather-dependent: if Galdarien forcasts sunny weather, she prepares Stone Shape instead.


---Elan Darkraven (Elf, Druid/Wizard) AC 20, CMD 18, hp 47
-----Tigra AC 23, CMD 25, hp 67

Elan’s prepared spells:

Druid spells (caster level 8, DC=14+spell level)
Orisons: 4 Resistance, Mending, Guidance, Light
Level 1: 4 Entangle, Longstrider, Enrage animal, Claws of the bear
Level 2: 3 Bite of the wererat, Natures favor, Barkskin
Level 3: 2 Girallon’s blessing, Greater Magic Fang

Wizard spells (caster level 8, DC=14+spell level, 20% Arcane spell failure)
Cantrips: 4 Read magic, Detect magic, Ray of frost, Mage Hand
Level 1: 4 +1 Benign Transposition, Protection from Evil, Shield, Enlarge Person, Magic missile
Level 2: 3 +1 Dispelling Touch, Web, Augment Familiar, Combust


---Elysia (Half-Elf, Sorcerer) AC 12, CMD 15, hp 38

Elysias' prepared Spells:

Cantrips: unlimited, Acid Splash, Launch Bolt, Launch Item, Caltrops, Read magic, Detect magic, Light, Mage Hand
Level 1: 8, Mage armor, Shield, Magic Missile, Protection from evil, Charm Person (DC 18), Burning hands (electricity damage) (DC 19)
Level 2: 8, Mirror image, Glitterdust (DC 20), Web (DC 20), Scorching ray (electricity damage)
Level 3: 7, Fireball (DC 21), Haste, Protection from energy
Level 4: 4, Summon monster IV



============================================

Assam:
Assam is the northernmost city on the Shining Plains,yet it is several leagues south of the plains' northern edge. It lies on the south bank of the Wet River, where the road from Ormath crosses over a wide ford.It is an open city in more ways than one. Assam has no walls,and it is ruled jointly by the city-states of Lheshayl and Ormath. Assam is a merchant's town,dedicated to trade. Caravans,wagons,and herds of animals encircle the city like a waiting army.Delegates from Lheshayl and Ormath make up the ruling council. The current mayor is Honlinar Tempest, a master politician who keeps things running smoothly. Honlinar serves at the pleasure of the two cities, and he keeps his masters happy by dealing swiftly with any trouble makers and any business interruptions.

Alaghon:
Nearly the entire capital of Turmish is built of stone.A great fire in 352 DR razed the city, and laws have since required that all new construction must be stone or brick.Older buildings have been expanded and remodeled numerous times, and have several layers of old walls behind facades.This construction has created thousands of cubbyholes and hiding places in the city.A freely elected council governs Turmish's ancient capital. Each citizen, regardless of race and social position,has a single vote.The chief speaker is chosen from the ranks of this free council.The duties of this chief speaker are few,the most dramatic being to maintain local and mercenary units for defense from pirates and other nations.The rest of the country is organized along similar lines.


Brief plot summary:
An increased amount of activity on the south western end of the "Orsraun Mountains" has caught the attention of "those" who have been paying attention, and interest has been heightened over a small but noticeable disturbance in the weave to those in the area who are able to detect these things, but the disturbance is something the average being wouldn't care about and would not notice.Heroes are needed to investigate the rumors and find out if evil forces are on the move.

This thread will use the language color code we've adopted on this board. When an NPC is speaking a certain language, I will use a color to indicate which one they are using. Similarly, the PCs are encouraged to adopt this convention. Here is the color code:

Game mechanics (gold)
Celestial alphabet: Celestial (silver)
Common alphabet: Common (white), Halfling (yellow), Gnoll (gray), Local language (tan)
Draconic alphabet: Auran (lightblue), Draconic (darkgreen), Ignan (darkred)
Druidic alphabet: Druidic (lime)
Dwarven alphabet: Dwarven (orange), Giant (brown), Gnome (magenta), Orc (red), Goblin (pink), Terran (indigo)
Elven alphabet: Aquan (blue), Elven (green), Sylvan (teal), Undercommon (black), Adûnaic (aquamarine)
Infernal alphabet: Abyssal (purple), Infernal (blood)


Maps:
Map of Faerun
Map of Turmish
Updated Gorge sketch
Elite force map



Links to other Emerald Enclave thread:
Information and History
House Rules
Character Thread
OOC Thread

website -Feats
link-Pathfinder open source

5th Month, 1st. ten days, 7th day:
---Party Location: In the gorge
---Time: 6pm
---Weather: hot and humid

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 11-23-2014 @ 01:47 AM).]

Replies:
posted 08-25-11 08:52 PM EDT (US)     1 / 458  
DM -- Story Line.

?In an unknown place, in or just outside of Cedarspoke?

A slight {{ pinging }} sounded every time the blade passed over the ring on his finger as he spun the dagger on his open palm.Twitching his hand every so often to keep the blade spinning,Lance rubbed his chin rehearsing in his mind the little knowledge they had gained since arriving at Cedarspoke trying to peace together anything useful about the Druids and the Enclave. The Assassin was deep in thought as he looked out the window and down toward the road in front of him,pondering the reasons why the guild had sent him to this podunk town full of Druids.He hadn't figured it out yet,but the guild was on the move, something big was going on. The guild was looking to get out of Westgate,that one thing he was sure of. They had gone south toward the Deepwash and were attempting to carve out a place for themselves away from other guilds and the Emerald Enclave had started becoming a royal pain in the guilds back side down south.They had eliminated the Emeralds presence so far, but the guild had since then targeted the Enclave and they figured Cedarespoke might reveal some information about the Enclave they could use.

He'd been in town now for a few months and hadn't been able to gather any real intel to send back and the guild was putten pressure on him to find out something.What did they expect anyway,they sent him along with a couple of other assassins who were his peers with a slew of rookies that needed to be trained, and the training process was going slow.Although, they had infiltrated the lower levels of the traders guild in town gaining favor with them by posing as wealthy merchants thereby keeping an eye on incoming and out going freight and persons.He turned as the door of the room opened and his 2 peers entered.He waited for no doubt the same unfruitful report from them.

But, the information was slightly better this time.A band of Half-orc trappers from up the river have been trading in town and their numbers have increased for unknown reasons.The trappers had made mention of a lone human trapper that was heading in and out of the mountains by following the river down through the gorge area, which seemed odd.Also and more importantly some members of the Emerald Enclave have arrived and had been seen at one of the large restaurants and inn establishments and seemed to be touring the town with the Druids of Cedarspoke giving them the tour. Finally...Lance thought to himself...maybe someone worth interrogating has arrived.He had been laying low not wanting to draw any attention to their presents there, so far being content to just gather information by keeping his eyes and ears open.But it was about time to set something up and let these rookies earn their keep.The guild had dumped a bundle of money into this little effort and he had better get some results,for he had to dish out big money to get any mercenary to turn some tricks inside the town.For some reason everyone seemed alittle nervous to do anything that would get them on the wrong side of the Druids in this town.

................................................................................................................................................................................................................................................



DM-post

There was no hiding the news of the entertainers that had arrived a couple of weeks ago.All who had seen them were telling of their daring performances with not only swords but eating of fire as well! Along with dance, story telling,skits, and the beating of drums and symbols with beautiful music, all who come were sure to enjoy the show at the large inn and restaurant where they would be performing tonight.Word also had gotten out that the visitors from the Emerald Enclave were going to be at the inn tonight and enjoy the evenings performances along with a fine meal.


DM - note:
for your first post have your character/characters heading toward the large inn where the entertainers are performing.If someone can come up with a cool name for the inn...let me know..I can't think of one I like.



IC:

Dragon Island had "volunteered" him to investigate increased activities that involved the magic weave..or so they told him,south of the Orsraun MTs.Nonetheless he trusted them and was more than willing to go and see other parts of Faerun.Tyberius had left Dragon Island and sailed to the port of Starmantle and made his way to Cedarspoke figuring it would be a good place to fall in with a group of adventures heading southward.So far he'd been unsuccessful.He had offered himself as a mercenary, and caravan guard for countless wagon masters and travelers for the past few months,but none went as far south as he had hoped before turning back.He had heard of and had seen,the local heroine a Druid of the area, Galadarian by name,along with Anestel who seemed to be around her all the time.So far he only had chance to say hello to them on a few occasions,but he wasn't sure if they would be interested in activities that far to the south,so he hadn't mentioned anything about it when he saw them.

It was getting dark as he was headed to the large inn where he was staying.It had a restaurant with an outside seating area and he was hungry and wanted to get something to eat.It was a place where travelers and wagon trains would gather and eat along with finishing up last minute details of paying mercenaries and getting new ones,and last minute trades and sales of goods before heading out.He had seen some Goliaths and even a Feral Gagon a few nights back along with a Centaur dropping money there along with the locals and other odd balls, as himself, who stopped in.With his 2hander draped over his back,and his shoulder length black hair flowing as he walked,he neared the inn.The loud sounds of the entertainers performing inside could even be heard outside this far away.Tyberius hoped he'd find someone wanting to head far to the south soon.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-
posted 08-26-11 05:03 PM EDT (US)     2 / 458  
A medium-height, well-built man walked into the outskirts of Cedarspoke. Everything about his appearance said warrior, and the more trained eye might instead label him monk. Of course, it was very unusual for a monk to be carrying what this man was--a large composite longbow, custom-made for a human of his strength and clearly magical. This man was not well known, but those that did know him knew him for his skill with the bow, as he'd spent a little time doing some adventuring work in the area.

And now Seraph was back for some more. Cedarspoke was always a good place to find such work--it was a major destination for religious pilgrimages, and usually pilgrims got harried by monsters or bandits on the road on their way in and were quite willing to pay for an escort to take them back out to a safe distance, usually to Alaghon.

But today he'd heard rumors about the Emerald Enclave being at a certain tavern. He'd always been a little bit curious about the Enclave, and they'd shared with him the theme of protection, something that his Order of the Bow found extremely important. He figured the least he could do was stop in and see what they were up to, and at best he could end up doing a job or two for them.

Even at what he considered a leisurely pace, Seraph made his way swiftly through the city and was soon approaching the tavern....

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 08-27-2011 @ 09:25 AM).]

posted 08-26-11 09:21 PM EDT (US)     3 / 458  
Anestel slips back to reality early that morning in an upstairs room above a mandolin shop in the Cedarspoke uptown. His cousins Maianor and Meneluin who own it are only too happy to let them rest there for a night or two or ten while doing the Council's business in Cedarspoke - as if there were anything that wasn't the Council's business. There are still stars out and but the red hue of dust illuminated by what will soon be the rising sun in the east. He can only wonder what the day would bring - the Emerald Enclave had sent a number of representatives to Cedarspoke to try and organize an expedition to learn what was going on with the Weave, but tonight they were going to a performance at a local tavern. Anestel pauses for a moment, furrowing his lip. A disturbance in the nature of magic is serious, but so are the half-orc trappers that are becoming more and more of a presence in the mountains to the south. The Council is right to be concerned about it.

Anestel turns his gaze to his side, to the most beautiful woman in all of Toril. He studies her for a moment, watching her perfect body rise and fall with her breathing. Then he shifts his weight and jostles her, and is rewarded by her stretching and then lying on her back with her eyes open. "Shall we rise ere the sun or after?" Anestel asks his wife. Galadarien stretches again. Anestel can't help but be reminded of how gorgeous she is as she does that.

"Do you remember where Elan and the other Enclave representatives were going to meet us?" she responds, slowly rocking the hammock.

"Only that they were going to be at the Fire Serpent tonight," Anestel answers. Galadarien closes her eyes and holds them shut for a few seconds - a signal Anestel knows means she is mildly annoyed.

Then she sits up, and swings her legs over the side of the hammock to get up. "You would think that they would be ready to go sooner, wouldn't you?" she says, reaching for her clothes.

Anestel gets up to join her, placing his hand on her shoulder. "Yes, you would. I guess we'll just have to wait, then. I think the Enclave wanted to hire some help, that's all." Anestel then reaches for his own tunic. Galadarien doesn't say anything, but slips on her shirt and fits herself into her sturdy leather outer-garment, glancing back at her husband with a half-smile. I hope they hire reliable help, then is her un-spoken response. "Shall we spend the day in the river, then?" Anestel asks. She kisses him, then pokes him in the chest. You need to get dressed, husband.

*

The two are still dripping water as they arrive at the Fire Serpent in the mid afternoon. The stage is still being set up, so the two of them sit down at the bar and each have a tankard of apricot mead, but then leave for a bowl of Meneluin's famous salmon, mustard, and nightshade soup before all four of them, Meneluin, Maianor, Anestel, and Galadarien, head for the tavern. By the time they arrive, the music has already begun. Meneluin and Maianor get a table inside of the tavern, and start to enjoy the show. Not a few of the performers are playing on instruments that they made. Galadarien, meanwhile, scans the room for Elan or anybody she knows from the Emerald Enclave. Anestel takes a seat near the bar but keeps an eye on Galadarien.

Suggested approximate stats for Meneluin and Maianor:

Meneluin NG female elf Fighter 1 / Expert 3
Str 12 Dex 16 Con 10 Int 14 Wis 10 Cha 13
Skills: Acrobatics, Appraise, Craft (musical instruments), Perform (mandolin)

Maianor CG male elf Bard 3
Str 13 Dex 16 Con 10 Int 12 Wis 10 Cha 14
Skills: Acrobatics, Craft (musical instruments), Diplomacy, Gather Information, Perform (mandolin)

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 08-26-2011 @ 09:28 PM).]

posted 08-27-11 07:50 AM EDT (US)     4 / 458  
Khalon had just begun to wonder where his next meal was going to come from when a man came to the door announcing that the Enclave was hiring. If he had been able to be picky, he might have turned it down. He didn't really care for the druids, but their causes were usually protective in nature, and they paid well, so he knew it would be an easy job.

Besides, he was hungry, and the Enclave usually paid for all his meals while he was on the job. He was given no further details from the messenger; only that the druids were gathering in the Fire Serpent tonight and that he should go there for the job.

He nodded brusquely and dismissed the messenger, a frown etching his swarthy face. He generally avoided crowded taverns if he could at all help it. He knew he'd get lots of stares and people would be constantly bumping into him. And tonight would be extra crowded, for there was an entertainment group that was quite famous around the area performing at the Fire Serpent that night. He sighed. A job is a job. Besides, he had to admit he was a bit curious to see the show.

The centaur turned and reentered the small hovel where he was staying in Cedarspoke. He was renting it from a merchant in the city. It was just as well he had another job, he thought as he began to pack his belongings, for he couldn't afford another day's rent. Tymora must be looking out for him.

He didn't have much equipment; what he wasn't wearing went into a small saddlebag on his right. His lance was slung on his left, ready in the unlikely event that he would need it tonight. He splashed some water on his face and dried it. He felt alert and ready to go.

He left a scrap of parchment for the merchant, explaining that he would no longer need the room, the trotted off, heading towards the Fire Serpent.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 08-29-2011 @ 08:37 AM).]

posted 08-27-11 08:36 PM EDT (US)     5 / 458  
Kako towed his cart into town to meet with his usual merchant Nicolla to sell off his semi precious uncut stone. The last couple of weeks had been that good to him. A few days of of rest and relaxation in town with a good warm bed and a hot plate of food was well deserved.

After selling off his stone and stowing away his cart with Nicolla's men, Kako headed to the market. He needed a new dagger and a bow wouldn't be a bad idea. His last longbow wasn't of very good quality, but that's what you get from buying second hand equipment from an out of town merchant. After stopping by a few places and looking into getting a new bow and dagger, his aching muscles were telling him to get a bed and a good nights sleep. He could be back off to his home in a couple of days, and back to work. A couple days of rest, and entertainment was just what he wanted. Kako started making his way through the markets and towards an inn to get a bed for a couple of nights. The biggest inn's were usually a little more expensive, but had the best beds and the best entertainment. And his gruff appearance and personality usually went mostly unnoticed in throngs of people. Certainly not where he liked to be, but the best place to hide is often in plain sight.
posted 08-28-11 08:06 PM EDT (US)     6 / 458  
Elan was searching some old dusty tomes in the library of the druid collage in Cedarspoke, when a familiar tingling in his mind told him that a sending was coming to him. Soon after he could hear his mother’s “voice” in his mind:
”Elan, I trust you felt the strange disturbance in the wave recently, We have found that it originated in the southwest part of Orsraun Mountains…”

Elan patiently waited 10 minutes for his mother to cast another sending, so he could hear the rest of the message, but he had already guessed that his mother wanted him to go on a mission for the clan, and he had already decided to say yes, because he was getting bored at the mostly fruitless search at the library.
A lot of strange rumors have come from that area as well, so the clan needs someone to investigate, would you like that assignment?”

It didn’t take Elan long to come up with a response
Yes, but please ask Elysia if she would like to join me, and tell her to meet me at our house in Alaghon

Elan was excited, it had been too long since he had last been on an adventure, and his search for a way to become an arcane hierophant without joining a circle had been fruitless and boring so far.
Elan quickly returned the tomes to their places on the shelves, but as he was about to place the last one, he noticed that a small book had been pushed in behind the other books on the shelf. Curious he took out the book and blew the dust off its cover. He was very excited when he discovered that the title was The Arcane Druid. This was just what he had been looking for, unfortunately he didn’t have time to copy the book or even read it now that he had accepted his mothers assignment. Quickly looking around to see if anyone watched him, Elan slipped the book into a large pocked and left the library. He wasn’t going to actually steal the book of course, just “borrow” it without permission and then return it next time he came to Cedarspoke.

Tigra was waiting outside the Library, she was wearing her saddle, so people could see that she wasn’t a normal animal, but nevertheless most people kept their distance and send her nervous looks when they passed by. The people of Cedarspoke were used to animal companions, but they were not used to tigers as they were a rare sight in this part of the world. And Tigra was by no means a small tiger, despite being a female; she was lager then most male tigers…

Elan quickly jumped into the saddle and rode towards the Fire Serpent Inn. He knew that it was a good place to meet other adventures, and he would need help for this mission especially if Elysia decided not to join him.

OOC: note, Either Elan nor Tigra is wearing armor, because Elan does not expect to run into troubles in the peaceful town of Cedarspoke

Kris Lighthawk
Creator of Lighthawk's mod
posted 09-01-11 04:39 PM EDT (US)     7 / 458  
DM.post
As you walk through the streets of Cedarspoke toward the Fire Serpent inn,you are met by the night watch heading in the opposite direction at a fast pace.You soon realize that there is some sort of trouble on the far side of town by comments you hear from the guards as they hurry past you.Apparently the captain has ordered all guards on watch to report to their normal meeting place for further instructions.It takes a few more minutes of walking down streets and rounding corners while meeting a few other travelers heading for the Fire Serpent as you are,some of whom you have met before,until you finally near the Inn.As you are rounding the last corner you hear what sounds like a sword fight going on?Someone is getting robbed or killed and being ready for trouble is a good idea at the moment is all you can think. You also hear coming from the alley ways connecting to the main street, sounds of more people approaching.

Rounding the last corner you see a troubling sight.With the night watch gone,a large group of bandits have taken advantage of the lack of security and have killed a number of traders and merchants who have stayed outside guarding their wagons.Not only these, but the visitors from the Enclave and Druids from Cedarspoke have been caught in the middle of the raid and some are already dead laying on the street.The Fire Serpent is just a few blocks farther down the street with loud noises of drums and symbols,singing, and shouts of enthusiasm coming from inside the Inn. All who are inside the Inn have no clue as to what is happening just up the street.

There is a number of Bandits in amongst the wagons standing around the dead bodies as one bandit(assumedly the leader) looks to be interrogating a tied up bloody prisoner and dragging him behind a wagon.The leader motions with his hand and says something in common then Orc,as they notice our group rounding the corner and heading their way.Four bandits step into your path stopping your advance,as one of them says, while laughing.

"You better turn around travelers and go back.This street is occupied and...huh...your not welcome."

The bandit spins his dagger in his hand and one of them starts to spin a spiked chain over his head as they continue taking steps toward you.


The bandits are cocky as they have had an easy task of killing the wagon guards so far.They have been promised gold coins for the victims they kill and extra coin for Druids and members of the Emerald Enclave of which they have accomplished already.You know that the dead persons are members of the council of Cedarspoke and members of the Enclave,and one is a member of the Menelgil clan by the cloths they all have on.A&G or others in our group may know some of these people personally.they have already started looting the wagons as some boxes and freight are piled on the street,but looting doesn't seem to be the main purpose of their raid,as it seems they are taking their time and not hurrying while rummaging through the wagons.

Map conditions

--The moon is shining brightly and the streets and alleys are well light up,no one will have trouble seeing.

--The buildings are brown,and 20ft high,they are rough-2 story buildings with a narrow ledge (about 1foot wide to stand on) 10ft off the ground that indicates the second floor, (DC-10 to climb at a quarter of your speed,DC-15 to climb at half your speed unless you have abilities that lower the DC or negate the penalty).the buildings are various shops that are locked(we are not worrying about going inside the buildings,you'll have to go around them if you wish)

--The dark brown color on the roofs at the front of the buildings that the archers are behind are 4ft wall additions that have the various names of the stores on them. they grant the archers a +4 to their ac.

--The enemies on the roofs are all you know of at the moment,someone will have to climb up to the roof and look,then I will take the war fog off and reveal the remaining map so you are able to see if there are any more enemies up there.

--You can jump from roof to roof. jump checks coincide with the width. DC-5 for 5ft -- DC-10 for 10ft. and so on.

--The gray rectangular structures are wagons, you can climb onto them if you want.no climb check will be needed,they are only about 5ft high and grant cover when behind them. but it will cost +5ft of movement for climbing up into and down out of them.Moving on the wagons is considered rough terrain because of all the freight in them.We are not going to worry about the horses as paint-net didn't help me in putting them on the map.We'll just say the horses are not hitched up yet,and still in the barn.and the size of the wagons may not be quite right but we'll go with them as is.

--The black "d's" are the dead druids(all except the one next to the leader,that Druid is barely alive)

--I had to make the enemies "green" on the buildings as "red" did not show up very well on the brown.

__"ET" is in squares 15-16(10ft by 10ft) I will correct this next post.

2 rounds will be put together,no surprise round,everyone notices each other at about the same time

You have one full round to do anything you want,but you may 'not' engage the enemy in this first round.In your first round you may:
-take 2 standard actions(granted only for this round)
-or 2 move actions
-or a move and a standard action
-along with any of the other free actions

the second round is when the 4 bandits stepped into your path in front of you.you can move and attack normally,But you must beat the enemies initiative roll=10otherwise you may not move.


map-Town Attack


Enemies

--Bandit=(b) CR 2
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +5 (1d6+1 nonlethal) or
dagger +5 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats:?

--Bandit Archer=(ba) CR 2
XP 600
Half-Elf rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or
dagger +3 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats:?

---Archer=(A)(40,45,39) CR 5
XP 1,600
Half-Orc ranger 6
N Medium humanoid
Init +3; Senses Perception +10
Defense
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +3
Offense
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+4/×3) or
dagger +9/+4 (1d4+4/19–20)
Ranged +1 composite longbow +10/+5 (1d8+4) or
Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or
dagger +9 (1d4+3/19–20)
Special Attacks favored enemy (Humans +4, Elves +2)
Ranger Spells Prepared (CL 3rd; concentration +3)
1st—speak with animals
Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22

-Feats: Endurance, Far Shot, Improved Precise Shot, Point blank shot, Precise Shot, Rapid Shot, Self-Sufficient

---Mercenary=(M)(49,51,53,50) CR 6
XP 2,400
Human fighter 4/rogue 3
CN Medium humanoid
Init +4; Senses Perception +7
Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +8, Ref +9, Will +2; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
Offense
Speed 30 ft.
Melee +1 spiked chain +12/+7 (2d4+6) or
sap +12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +11/+6 (1d8+2/×3)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +11 (+15 when tripping); CMD 22 (24 vs. trip)

-Feats: Agile Maneuvers, Combat Expertise, Deceitful, Exotic
Weapon Proficiency (spiked chain), Greater Trip, Improved
Feint, Improved Trip, Weapon Finesse, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain)

---Warrior=(w) CR 7
XP 3,200
Human fighter 8
N Medium humanoid
Init +6; Senses Perception +8
Defense
AC 23, touch 12, flat-footed 21 (+10 armor, +2 dex, +1 natural armor ring) CMB +11; CMD 23
hp 80 (8d10+36)
Fort +11, Ref +6, Will +7; +2 vs. fear
Defensive Abilities bravery +2
Offense
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+8/17–20) or
spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)
Statistics
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23

-Feats: Cleave, Improved Critical (bastard sword), Improved
Initiative, Improved Iron Will, Iron Will, Power Attack,
Toughness, Vital Strike, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword)

---Guild Leader=(GL) CR 10
XP 9,600
Half-Orc rogue 11
N Medium humanoid
Init +5; Senses Perception +15
Defense
AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring)
hp 60 (11d8+11)
Fort +6, Ref +14, Will +9
Defensive Abilities: evasion, improved uncanny dodge, trap sense +3
Offense:Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or
sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks: sneak attack +6d6 plus 6 bleed
Statistics:
Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 23

-Feats: Agile Maneuvers, Deadly Aim, Deceitful, Iron Will,
Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
-Skills: Acrobatics +19, Bluff +20, Diplomacy +15, Disable
Device +30, Disguise +22, Escape Artist +22, Intimidate
+10, Knowledge (local) +10, Linguistics +5, Perception +15
(+20 to find traps), Sense Motive +15, Sleight of Hand +10,
Stealth +23

Enemies

Bandit=(b)

Bandit 1 hps(16), ac-16, touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 2 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 3 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 4 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 5 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 6 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 7 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 8 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 9 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 10 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 11 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17

Bandit Archer=(ba)

Bandit Archer 1 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17
Bandit Archer 2 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17
Bandit Archer 3 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17
Bandit Archer 4 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17

Archer=(A)

Archer 1 hps(45), ac-23(+4 cover) touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 2 hps(40), ac-23(+4 cover) touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 3 hps(39), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22

Mercenary=(m)

Mercenary 1 hps(51) ac-19 touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +11 (+15 when tripping); CMD 22 (24 vs. trip)
Mercenary 2 hps(49) ac-19 touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +11 (+15 when tripping); CMD 22 (24 vs. trip)
Mercenary 3 hps(53) ac-23(+4cover) touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +11 (+15 when tripping); CMD 22 (24 vs. trip)
Mercenary 4 hps(50) ac-23(+4cover) touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +11 (+15 when tripping); CMD 22 (24 vs. trip)

Warrior=(W)

Warrior 1 hps(80) ac-27(+4 cover) touch 12, flat-footed 21 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23
Warrior 2 hps(80) ac-23 touch 12, flat-footed 21 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23

Guild Leader=(GL)(he has total cover at the moment)
hp (60) ac-22, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring) CMB +7; CMD 23

Party:

---Tyberius Blackstone=T: AC 23, CMD 26, hp 66

---Seraph=S: AC 22, CMD 22, hp 35

---Khalon Tor=Kh: AC 26(23 when using of hand to attack), CMD 30, hp 67

---Anestel Menelgil=A: AC 21, CMD 22, hp 42

---Galadarien Menelgil=G: AC 20, CMD 21, hp 42

---Elan Darkraven=E: AC 20, CMD 18, hp 43

---Tigra=TG: AC 23, CMD 24, hp 57

---Kako=K: AC 22, CMD 26, hp 70

-When Elan is riding Tigra they will be = ET

OOC: If anyone notices something not right,by all means mention it.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-12-2011 @ 09:14 PM).]

posted 09-02-11 08:01 AM EDT (US)     8 / 458  
When Elan heard the combat nearby he wished that he had all his equipment with him, but his armor and bow was in his room at the In along with Tigra’s armor and saddlebags. He quickly guided Tigra in the direction of the sounds while casting Mage Armor spells both on her and himself. (Tigras AC is increased to 23 and Elan’s AC is 17)

Elan recognized Anestel and Galadarien among those rushing towards the sounds of troubles, and there were others that seemed like they were able to do well in a fight, but Elan didn’t really know any of them, although he had seen some of them before.

The seriousness of the situation was immediately apparent to Elan when he rounded the corner, if those bandits had been able to take out all those druids, they were really dangerous, and Elan really hoped that all the others that had come to the scene would help him in this fight.

(Initiative: Elan 17+3=20, Tigra 10+3=13)
Elan quickly dismounted (to b16), without his armor he was too woundable, and his spells would be needed for other things than protection for himself in this fight. "Attack!" he ordered Tigra while pointing on the nearest bandit. He then cast a Web spell right in the center of the raid, hoping to take the Leader and his closest men out of the fight for a while…
(Elan cast Web on grid intersection s/t/16/17 (see below) DC 16 reflex save:
A3: 3+8=11, A3 is entangled and immobilized
b8: 5+6=11, b8 is entangled and immobilized
b9: 9+6=15, b9 is entangled and immobilized
W: 19+5=24, W is entangled
m3: 6+9=15, m3 is entangled and immobilized
GL: 11+14, GL is entangled



Tigra jumped forward and attacked the bandit, her fist claw swipe missed badly but it distracted the bandit enough to not notice the second, which caused a deep wound on his stomach. The bandit’s scream was strangled when Tigra’s jaws locked around his throat…
(Claw: Natural 1, miss, Claw: 9+9=18, hit, 7+6=13 damage, Bite: 7+9=16, hit, 7+6=13 damage, b1 is at -10 hp)

Elans prepared spells:
Druid spells/day (caster level 7, DC=14+spell level)
Orisons: 4 Resistance, Mending, Guidance, Light
Level 1: 4 Cure light wounds, Produce flame, Enrage animal, Claws of the bear
Level 2: 3 Bite of the wererat*, Natures favor, Animal Messenger*

Wizard spells/day (caster level 7, DC=14+spell level, 20% Arcane spell failure)
Cantrips: 4 Read magic, Detect magic, Ray of frost, Mage Hand
Level 1: 3 +1 Mage armor*, Mage armor*, Shield, Magic missile
Level 2: 2 +1 Bulls strength*, Web*, Scorching Ray
*Used

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 09-25-2011 @ 09:55 PM).]

posted 09-02-11 10:34 AM EDT (US)     9 / 458  
Seraph never hesitated. As soon as he rounded the corner and saw the bandits, he acted. First, you must be aware of your environment. He recalled the teachings of the Order of the Bow. He cast a look around himself (Perception 9+16=25). The people around him on their way to the tavern were adventurers. One of them was a centaur. All of them were armed, but many of them hadn't been looking for a fight. They would play a critical role in what transpired here.

But with or without them, it was Seraph's responsibility to act as a protector for these people against the bandits. Next you need position. There were enemies on the ground and enemies on the rooftops. He would be supremely effective out of reach of the melee types and suppressing enemy arrows.

The monk almost casually performed an incredible acrobatic feat, and in a moment he was on the rooftop. (Seraph spends his first ki point--he has 10 left. He gains +20 to acrobatics checks to jump this turn. He then performs a standing high jump: Acrobatics 13+47=60. He jumps 15 feet into the air, grabs onto the ledge in B13, and pulls himself up.) Now I have position. Time to start fighting. He drew his bow.

((Start of second round.))

(Initiative: 10+2=12)

Quick to act, Seraph opened fire with his bow simultaneous with one of the adventurers below opening with a spell. (Seraph uses flurry of blows and spends a second ki point [he has 9 left] for an extra attack. Attack vs ba1: 7+15=22, hit, 4+7=11 damage, ba1 at 5 hp. Second attack vs ba1: 15+15=30, hit, 6+7=13 damage, ba1 down. Attack vs ba2: 10+15=25, hit, 2+7=9 damage, ba2 at 6 hp. Second attack vs ba2: 8+10=18, hit because Seraph ignores less than total cover, damage 3+7=10 damage, ba2 down.) Four arrows later, two enemy archers were out of the fight.

I demand nothing less.

((Remember that Seraph has the Deflect Arrows feat and will negate the first ranged attack against him in a round that would otherwise hit.))

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 09-03-2011 @ 09:03 AM).]

posted 09-03-11 01:26 AM EDT (US)     10 / 458  
As he got closer to the Fire Serpent Inn,he met up with several other adventurers who were heading in the same direction.Galadarien and her ever present companion joined the group as well as the Gagon he had seen and the Centaur along with another Druid riding an impressive tiger, and a confident looking Monk,well he suspected the human was a Monk by the way he was dressed,or should I say 'lack' of any armor.

But then Tyberius heard what sounded like a sword fight going on just around the corner. He quickly drank a Shield of Faith potion he had and grabbed his greatsword.The group rounded a corner and were met by,who would have ever thought,a large band of Bandits killing innocent people.4 bandits stopped them and one threatened them. Well...Tyberius took it as a threat when they started to swing their weapons around.The others in the group jumped into action with spells and arrows as Tyberius twirled his sword once in his left hand and closed in on the bandits right in front of him.

Initiative: 14+2 = 16 moves 10ft to e18

Feats used: Mobility(+4 to ac against AoO), power att. , Skirmish(+1 to ac), Vital strike, no doubt 3.5 cleave also. along with overhand chop(class)

Att.(b3) 8 + 15 = 23 - 2(power Att.) = 21,hit

Damage 3 + 2 + 14(chop) + 4(cold) + 5(skirmish) [+ 2 + 4(vital)] + 6(power att.) = 40 total, massive damage, b3 is dead.


He swung from left to right nearly cutting the bandit in half, as he ducked and avoided some attacks of opportunity The spiked chain came close but Tyberius easily avoided it.He felt a dagger hit his armor but it glanced off harmlessly(bandit rolled a 19, but not close to reaching ac 30)

Cleave Att. on (b2)

10 + 15 = 25 - 2(power att.) = 23, hit

Damage 5 + 1 + 11 + 4(cold) + 6(power att) = 27 total, b2 is dead.


Tyberius pulled through the first bandit and sliced open the second one then stepped back to Kako's side with such swiftness that his dead foes hit the ground after his retreat.
returns to c18

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-03-2011 @ 01:29 AM).]

posted 09-03-11 11:13 AM EDT (US)     11 / 458  
He was minding his own business when he heard the clash of steel on steel. He immediately slowed and approached the inn more cautiously. When he rounded the corner he saw that the fight was between the druids and some men who were clearly merc. One more glance assured him that these men were head-hunters; they were not common bandits, but had clearly come for the express purpose of killing druids.

Khalon sighed, debating with himself. He didn't need to get involved. Besides, there seemed to be a number of other people in the street that were attacking these mercenaries. He took a few more steps forward to get a better view of the situation. (Khalon moves to F21)

Suddenly he saw movement out of the corner of his eye. More mercs were coming down the alley to his left, and they had drawn their weapons. Khalon knew in that moment he had no choice. These mercs were going to attack him; clearly they thought that he too would defend the druids. He pawed the ground with his back foot and drew his lance.

The mercs were already close enough, so he attacked before they could. (Int: 14; Khalon is occupying F21, 22 and G 21, 22. He attacks b4. 5+16=21, hit. 21 dmg, b4 is at -5 HP. Second attack: 16+11=27, HIT vs b5 , 21dmg, b5 is at -5 HP.)

He felled a bandit right away, then glanced at the next one. Another thrust and the second bandit had been pierced through the heart. He then took a step back and kicked out with his back feet and caught a merc who was behind him with both of his back hooves. (5-ft step and then two hoof attacks vs m4; 19+9=28, HIT. 14+9=23, HIT. 11 dmg total; m4 is at 42 HP.) It didn't kill the man, but it certainly hurt.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 09-06-2011 @ 07:08 AM).]

posted 09-03-11 08:23 PM EDT (US)     12 / 458  
Kako walked towards the Fire Serpent Inn, where he could hear the excitement of the shows going on and which he couldn't wait to attend. However, he had stumbled upon this group of apparent bandits killing druids. While not really concerned about those he didn't know or care for, these people in this small town of Cedarspoke kept his business going. Kako didn't see much use for the green rock he mined, but these fools obviously did and they couldn't support his income if the were dead. Besides, at this point it seemed pretty obvious they didn't intend to let any of the people entering the street leave.

After just a few of the people on the street started attacking, the bandits were dying quickly. Obviously some of these men were not well trained in battle tactics. Kako could use that to his advantage and position himself in a place to provoke these enemies to attack. Thanks to what looked like a Monk of some sort the archers were being taken care of and the first group was almost decimated between Tyberious, a patron he had seen around town before, and a large tiger that looked to be quite vicious when he chose to be.

Moving quickly around the tiger Kako drew his gleaming spiked chain from around his waist and readied an attack for anyone daring to step close enough.

Kako moves to F14 and readies an attack.

With a snarl and glare Kako looks to the west where men are entering the street. Ready to protect his own life at the detriment to those stupid enough to attack.
posted 09-04-11 05:39 PM EDT (US)     13 / 458  
OOC notes:

1. If Anestel and Galadarien would encounter enemies on the roof that had ba2 and ba3, then they don't jump there and I will edit my post. Let me know.

2. A&G would not have been fifteen feet apart at the start. They were headed for the Fire Serpent together, remember, and they are, well, married - for all we know they were holding hands!

3. Not totally sure what Maianor and Meneluin should be doing, although they're probably behind A&G somewhere.


IC:

The sound of fighting in the street lead Anestel and Galadarien to snap to their senses. Meneluin and Maianor, standing back, reach for what weapons they have, but the two adventurers quickly run forward to survey the scene. A group of armed men, some of orc-blood, disquietingly similar to the half-orc trappers, have assaulted the merchant wagons and killed several people dressed as Enclave members - and one of the bodies resembles Meneluin's step-cousin Caradhorn. Their timing and their intent is clear and impeccable: these men are assassins, not bandits, but there is no time now to puzzle whom they came on behalf of, or why. The two do not even need to look at each-other to know what the other is thinking as they sprint down the alleyway and effortlessly vault onto one of the nearby buildings.

On top of the first roof, both of them easily span the gap to the second roof where the two fallen archers dropped by one of the humans below lie. A more skillful-looking archer stands on the far roof, his eyes tracking Anestel and Galadarien, when she lets a flick of her wrist and suddenly his bow ties itself into a knotted tie around his arm, unable to fire anything. The two Menelgils pause on top of the roof for a moment, before continuing. However, he was able to exert his will against hers and prevent his axe haft from curling around his leg.


First round: A&G move to a23, climb the wall Anesel 20 + 15 = 35 which should get him to the top with a move action, Galadarien 11 + 8 = 19, still good enough with her base speed, climb to a22.

Second round: initiative 6 + 5 = 11, 7 + 5 = 12, both pass

Galadarien moves to j25, Anestel to j24 (their jump boni are +12 and +17 to bridge that gap, so they clear it without needing to roll). Galadarien casts Warp Wood at pq22-23. DC 16 will save: A2 7 + 3 = 10, fail, A2's bow is warped and useless. 13 + 3 = 16, A2's axe withstands the warping.

Both Anestel and Galadarien have +1 to AC from their skirmish feats until next round.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 09-15-2011 @ 06:33 PM).]

posted 09-08-11 10:01 PM EDT (US)     14 / 458  
Added map notes

---Elan's web turned out greenish this time

---New enemies are: a 2nd warrior and a 4th Archer

---The "Blue d" in the web is the Druid that is barely alive. he is at -2 hp


A&G:

The Bandit(ba3) watched in unbelief as his comrades were being slaughtered so easily.Who 'were' these people who had wandered into the street they were raiding he wondered. Then, suddenly, 2 Elves were standing in front of him.To his shock and excitement,one was the famed heroine of the area.A chance of a life time he thought to himself,if he could just capture or kill her, he'd be famous.he grabbed his tangle-foot bag on his belt and threw it at the Druid,hoping to pin her to the roof.He didn't have enough time to move closer so he threw it from where he was.

ranged touch att., 12 + 5 = 17 - 2(range) = 15 miss

Meanwhile,the other archer (A2), finished cursing at the druid for warping his bow and quickly dropped it, and backed up to get a running start to jump across to the other roof.


Khalon:

After taking a hoof to his chest the chain wielder (m4) stepped back 5ft and swung his chain at the Centaur's rump,figuring it'd be no good trying to trip it.His first att. ripped into the flesh leaving a long red gash.

Att:13 + 2(flanking) + 12 = 27,hit ....2nd att: 8 + 7 + 2(flanking) = 17 miss
Damage: 2 + 2 + 6 +[3 + 4(sneak att.)] = 17 dam.


Meanwhile the other merc. (m2) followed the horse as it moved away from him enabling him to keep in range and attack with his chain.

Att: 5 + 2(flanking) + 12 = 19, miss ...2nd att: 12 + 2(flanking) + 7 = 21, miss

Khalon-Tor was able to deflect away the frontal attacks even though he felt some pain on his backside.


Kako:

Bandit (b6) advanced toward the hairy beast but never had a chance. Kako twirled his chain with precision and brought it down across it's neck.

readied att. 7 + 15 = 23 hit ...dam. 5 + 3 + [ 6 + 2(vital)] + 16 = 32 dam. b6 is dead


Bandit (b7) saw his comrade's head taken off and figured he'd stay where he was and throw his tangle-foot bag at the towering foe trying to slow the Gagon down.A smile appears across his face at his successful throw.

Ranged tough att: 9 + 5 -1(range) = 13, hit

The bag hits Kako and burst open,the goo gets all over him and then becomes tough and resilient upon exposure to the air.

Kako is Entangled but he made his reflex saving throw. Kako can move at half his movement and he takes a -2 to attack and he looses his 2 dex. points on his AC. for the next 4 rounds.



the merc.(m1) sees his chance and steps up to within 10ft of the Gagon and attacks with his chain.

Att: 20 + 12 = 32 hit, crit. [confirm, 2 + 12 = 14,no crit]

Dam: 2 + 2 + 6 = 10 dam.


the attack hit home,nailing Kako in the shoulder.


more bandits came into the street from the next alley down at the same time as the others were attacking. One spots Kako and advances to attack him, not realizing the Gagon was swift enough to strike at him while Kako was in combat with his comrades.


AoO by Kako on B10, 3 + 15 = 18, hit Dam: 5 + 2 + 12 = 19 b10 at -3hp


another bandit spots the Centaur and heads toward Khalon-Tor


Elan:

another Archer(A4) comes out into the middle of the street and sees Elan.A Druid,their enemy of this night,and more money. He takes aim and fires.

: 16 + 8 + 2(favored enemy)= 26,hit

Dam: 3 + 4 + 2(favored enemy)= 9 dam. to Elan



Tigra:

A warrior followed the bandits out into the street also, cursing the bandits for not letting the travelers get farther down the street before stopping them.Quickly looking around he sees a Druid but realizes his large tiger would not let him get close to it's master.Twirling his sword once, he heads for Tigra,taking a wide path around the hairy Gagon so as not to get hit by the nasty chain.With the archer backing him up, and the hairy beast was busy with his comrade his confidence was high.He rapidly closed in to striking distance and came down with his blade with all his might.little did he realize that the Druid was far more powerful than he thought and the human standing by was a dangerous barbarian.

Att: 15 + 14 + 1(haste)= 30 - 3(power att.) = 27, hit

Damage: 6 + 8 + 9(power att.) + [3 + 1(vital)] = 27 dam. total to Tigra


Seraph:

The Archer(A1) on the far roof spotted the Monk as he hopped onto the roof and started firing arrows at him.

using Rapid shot: 12 + 12(favored enemy) - 2(range) = 22,hit ..2nd shot: 5 + 12 - 2 = 15,miss ...3rd shot: 13 + 7 - 2 = 18,miss.

Damage: 4 + 4 + 4(favored enemy) = 12 dam.


Seraph saw it coming, and with the flick of his wrist, deflected it away from himself unharmed.


The bandit archer(4), fires his bow at Tyberius but misses badly.

The warrior caught in the web was only able to move 5ft,as he tried to get out of the web area.The other archer,2 bandits, and merc. were unable to break free of the sticky web.

The Guild leader easily managed to get out of the web,taking a step to his right and south alittle.used Escape artist-9 +22 = 31. He drank a potion and disappeared from sight.That was no Druid spell,the Half-Orc thought to himself.There must be a blasted Wizard up there throwing webs around.The Rogue looked up the street and saw the mess unfolding.Cats,Centaurs,Gagons along with a Wizard and some humans and Elves with a whole bunch of his bandits dead in the street already.

This raid had gone perfectly,Lance had taken a few bandits and made trouble elsewhere in town drawing the night watch away, the Emerald Enclave came strolling down the street,right on time,not expecting anything,He had gotten good information from the Druids and they were going to get some loot on top of it all.Now this small group of travelers who had wandered into their raid was going to screw up everything.One Druid was barely alive but he had no time to go back into the web and make sure of his death.He moved around the wagon formulating a plan.



Map conditions

--The moon is shining brightly and the streets and allys are well light up,no one will have trouble seeing.

--The buildings are brown,and 20ft high,they are rough-2 story buildings with a narrow ledge (about 1foot wide to stand on) 10ft off the ground that indicates the second floor, (DC-10 to climb at a quarter of your speed,DC-15 to climb at half your speed unless you have abilities that lower the DC or negate the penalty).the buildings are various shops that are locked(we are not worrying about going inside the buildings,you'll have to go around them if you wish)

--The dark brown color on the roofs at the front of the buildings that the archers are behind are 4ft wall additions that have the various names of the stores on them. they grant the archers a +4 to their ac.


--You can jump from roof to roof. jump checks coincide with the width. DC-5 for 5ft -- DC-10 for 10ft. and so on.

--The gray rectangular structures are wagons, you can climb onto them if you want.no climb check will be needed,they are only about 5ft high and grant cover when behind them. but it will cost +5ft of movement for climbing up into and down out of them.Moving on the wagons is considered rough terrain because of all the freight in them.We are not going to worry about the horses as paint-net didn't help me in putting them on the map.We'll just say the horses are not hitched up yet,and still in the barn.and the size of the wagons may not be quite right but we'll go with them as is.

--The black "d's" are the dead druids(all except the one next to the leader,that Druid is barely alive)

--I had to make the enemies "green" on the buildings as "red" did not show up very well on the brown.



map-Town Attack


Enemies

Bandit=(b) CR 2
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +5 (1d6+1 nonlethal) or
dagger +5 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy
-SQ: rogue talent (quick disable), trapfinding +1


Bandit Archer=(ba) CR 2
XP 600
Half-Elf rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or
dagger +3 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy



Archer=(A)(40,45,39,49) CR 5
XP 1,600
Half-Orc ranger 6
N Medium humanoid
Init +3; Senses Perception +10
Defense
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +3
Offense
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+4/×3) or
dagger +9/+4 (1d4+4/19–20)
Ranged +1 composite longbow +10/+5 (1d8+4) or
Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or
dagger +9 (1d4+3/19–20)
Special Attacks favored enemy (Humans +4, Elves +2)
Ranger Spells Prepared (CL 3rd; concentration +3)
1st—speak with animals
Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22

-Feats: Endurance, Far Shot, Improved Precise Shot, Point blank shot, Precise Shot, Rapid Shot, Self-Sufficient

-SQ: Dark vision,+2 racial bonus on Intimidate skill checks due to their fearsome nature.


---Mercenary=(M)(49,51,53,50) CR 6
XP 2,400
Human fighter 4/rogue 3
CN Medium humanoid
Init +4; Senses Perception +7
Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +8, Ref +9, Will +2; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
Offense
Speed 30 ft.
Melee +1 spiked chain +12/+7 (2d4+6) or
sap +12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +11/+6 (1d8+2/×3)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)

-Feats: Agile Maneuvers, Combat Expertise, Deceitful, Exotic
Weapon Proficiency (spiked chain), Greater Trip, Improved
Feint, Improved Trip, Weapon Finesse, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain)

-SQ: armor training 1, rogue talent (finesse rogue), trapfinding +1

Warrior=(w) CR 7
XP 3,200
Human fighter 8
N Medium humanoid
Init +6; Senses Perception +8
Defense
AC 23, touch 12, flat-footed 21 (+10 armor, +2 dex, +1 natural armor ring) CMB +11; CMD 23
hp 80 (8d10+36)
Fort +11, Ref +6, Will +7; +2 vs. fear
Defensive Abilities bravery +2
Offense
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+8/17–20) or
spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)
Statistics
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23

-Feats: Cleave, Improved Critical (bastard sword), Improved
Initiative, Improved Iron Will, Iron Will, Power Attack,
Toughness, Vital Strike, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword)

-SQ: armor training 2


---Guild Leader=(GL) CR 10
XP 9,600
Half-Orc rogue 11
N Medium humanoid
Init +5; Senses Perception +15
Defense
AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring)
hp 60 (11d8+11)
Fort +6, Ref +14, Will +9
Defensive Abilities: evasion, improved uncanny dodge, trap sense +3
Offense:Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or
sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks: sneak attack +6d6 plus 6 bleed
Statistics:
Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 23

-Feats: Agile Maneuvers, Deadly Aim, Deceitful, Iron Will,
Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
-Skills: Acrobatics +19, Bluff +20, Diplomacy +15, Disable
Device +30, Disguise +22, Escape Artist +22, Intimidate
+10, Knowledge (local) +10, Linguistics +5, Perception +15
(+20 to find traps), Sense Motive +15, Sleight of Hand +10,
Stealth +23



Enemies

Bandit=(b)

Bandit 1 hps(dead)
Bandit 2 hps(dead)
Bandit 3 hps(dead)
Bandit 4 hps(dead)
Bandit 5 hps(dead)
Bandit 6 hps(dead)
Bandit 7 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 8 hps(16), ac 13-entangled ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 9 hps(16), ac 13-entangled ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 10 hps-3-dying
Bandit 11 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17

Bandit Archer=(ba)

Bandit Archer 1 hps-8-dying
Bandit Archer 2 hps-3-dying
Bandit Archer 3 hps(16), ac-(16) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17
Bandit Archer 4 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17

Archer=(A)

Archer 1 hps(45), ac-23(+4 cover) touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 2 hps(40), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 3 hps(39), ac 16-entangled ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Arhcer 4 hps(49), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22

Mercenary=(m)

Mercenary 1 hps(51) ac-19 touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Mercenary 2 hps(49) ac-19 touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Mercenary 3 hps(53) ac-19 - Entangled touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Mercenary 4 hps 39(50) ac-19 - touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)

Warrior=(W)

Warrior 1 hps(80) ac-21-Entangled touch 12, flat-footed 21 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23
Warrior 2 hps(80) ac-23, 24(hasted) touch 12, flat-footed 22 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23 haste ends in 3 rounds

Guild Leader=(GL)(he has total cover at the moment)
hp (60) ac-22, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring) CMB +7; CMD 23

Party:

---Tyberius Blackstone=T: hp (66), AC 23, 26(Skirmish)(shield of Faith potion), CMD 26,

---Seraph=S: hp(35), AC 22, CMD 22,

---Khalon Tor=Kh: hp50 (67), AC 26(23 when using off hand to attack), CMD 30,

---Anestel Menelgil=A: hp (42), AC 21,22(Skirmish), CMD 22,

---Galadarien Menelgil=G: hp (42), AC 20,21(Skirmish), CMD 21,

---Elan Darkraven=E: hp 34(43), AC 17, mage armor, CMD 18,

---Tigra=TG: hp 30 (57), AC 23, mage armor, CMD 24,

---Kako=K: hp 71 (81), AC 22(AC 20 (Entangled=4rounds), CMD 26,

-When Elan is riding Tigra they will be = ET

................................................................................................................................

Item note:
Tanglefoot Bag:

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor,unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor,but it must make a DC 15 Reflex save or be unable to fly(assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off.Once free, the creature can move (including f lying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s
level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-12-2011 @ 09:13 PM).]

posted 09-09-11 01:18 PM EDT (US)     15 / 458  
An arrow sliced Elan’s shoulder, making him realize that he was woundable to the enemy archers. He quickly took cover behind Tigra and then cast a spell on the tiger that heavily increased her defenses.
(Elan moves to b14 and casts Bite of the Wererat on Tigra, she gets +2 con + 6 dex and +3 natural armor for 7 rounds, her AC becomes 29, her CMD becomes 27 and she gains 6 hp)

Tigra changed to become rat-like in appearance and her movements became more agile and her fur became more coarse and tough.
With an angry growl she attacked the warrior that had wounded her, he dodged her first claw attack, but the next one hit him. Tigra then attempted to hold him with just that paw, but failing that she attacked with a vicious bite to the shoulder and this time she held on by grappling the man with the paws as well.
(claw: 6+9=miss, claw: 16+9=25, hit, 1+6=7 damage, grab: 9+15-20=4, Bite: 19+9=28, 6+6=12 damage, grab: 14+15=29, W2 at 61 hp and is grappled

Kris Lighthawk
Creator of Lighthawk's mod
posted 09-09-11 02:22 PM EDT (US)     16 / 458  
That is a tanglefoot bag! Galadarien quietly thinks as she gracefully sidesteps the blob-like sack of goo the archer has thrown at her.

Anestel sprints off to the side a few feet, drawing his bow, and lobs an arrow into the archer's form, catching him along his side as the archer dodges. Still, he is hit in the chest, not fatally on account of his armor. Galadarien quickly follows up with another well-aimed arrow right into the middle of his chest, between the leather fixtures of his breastplate. The archer, realizing that the woman he tried to entangle has instead pierced his heart, grips the arrow as he sinks to the ground. Noticing that the archer whose bow she destroyed is coming for her, Galadarien sprints to just where the fallen archer now lies and crouches behind the wall, hoping to provide herself with a slight deal more protection in case this archer has another tanglefoot bag.


Anestel moves to j22, 18 + 11 - 2 (deadly aim) = 27, hit, 4 + 1 + 4 + 1 (skirmish) = 10 damage, b3 is at 6 hp.

Galadarien 13 + 11 - 2 (deadly aim) = 21, hit, 8 + 1 + 4 = 13 damage, b3 is at -7 hp.

Galadarien moves to n22 and crouches (with a 4-foot wall, this should give her total cover from the street, and at least partial cover from A2 if he jumps across the roof, as well as a +2 AC against ranged attacks anyway).

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 09-09-2011 @ 10:30 PM).]

posted 09-10-11 11:20 AM EDT (US)     17 / 458  
Seraph's first volley had done its job, and it appeared that the adventurers that had been with him on the street had also chosen to take action. One of them, a druid he thought he recognized, warped the bow of one of his opponents, making his job of clearing the rooftops easier. One of the others expertly sent three arrows his way. Indeed, the first one would have hit him, but he took a hand off his bow and expertly struck it mid-shaft, diverting its path away from him. It bought him the time he needed to dodge the second and third arrows.

Recognizing that individual as a threat tougher than the closer bandit, Seraph opened fire, calling upon his considerable skill and pseudo-magical focus to give him speed and accuracy. (Seraph uses another ki point for an additional attack, then starts shooting at A1, ignoring the close-to-perfect cover A1 has. First attack: 9+15=24, hit. 3+7=10 damage. Second attack: 19+15=35, hit. 8+7=15 damage. Third attack: 11+15=26, hit. 4+7=11 damage. Final attack: 9+10=19, just barely a hit. 3+7=10 damage, A1 at -1 hp.) It took all four arrows to bring the surprisingly sturdy bandit down, but bring him down with a single volley Seraph did.

He took a quick step, preferring to keep his feet moving in combat lest he find himself flat-footed against incoming arrows. (Five-foot-step to c13.)

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 09-10-11 09:13 PM EDT (US)     18 / 458  
Tyberius watched as the others around him defeated the bandits with ease it seemed.More bandits came from the alley way to his right,spread out, and started to attack the group he was with.One full plated human moved with great speed and hit the tiger hard with his sword,but then was pounced upon by the tiger.The fighter must have been hasted,Tyberius thought, with the speed at which he moved.He almost went into a rage and attacked the grappling human but saw that the cat was holding his own and could handle him.
The Gagon had been hit with a tangle-foot bag and had goo all over him.Not good,Tyberius thought to himself,those things are nasty.He then noticed a bandit crossing in front of him headed for the Centaur.He wasn't sure, but the bandit might have another tar-bag and was going to attempt to use it on the Centaur.Tyberius figured if he could drop the Merc. while getting close to that bandit,he could hopefully stop the bandit from using his tar-bag.Tyberius took off again and headed for the Merc. and bandit.

But the chain wielder was able to swing his chain around and just barely managed to hit Tyberius in the back

move to h-17

AoO by M4: 20 + 12 = 32 hit [confirm crit 7 + 12 = 19,no crit]
Dam: 2 + 2 + 6 = 10 dam. to Tyberius


Tyberius cursed his luck,he knew the chain would be coming but thought he could avoid it,but no, but he continued on and positioned himself between the 2 and attacked the Merc.(M4) first.

Att: 7 + 15 - 2(power att) = 20,hit

Dam: 2 + 4 + 14(chop) + 3(cold) + 4(skirmish) + [1 + 5(vital)] + 6(power att) = 39 total, m4 at 0hp


with the chain wielder falling Tyberius twirled his blade around and came down on the bandit with full force.

Cleave att. on b11

9 + 15 - 2(cleave) = 22, hit

dam. 3 + 3 + 11 + 1(cold) + 6(power att) = 24, b11 at -8 hp


Tyberius then slid over to h15

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-
posted 09-11-11 01:53 PM EDT (US)     19 / 458  
Khalon grunted as one of the mercs managed to tear a gash in his hindquarters, but before he could turn and lace him with his lance, the merc was dead by the hands of another passerby, a human with a large blade that he wielded with skill. "Thank you," he told the man as he passed by.

His flank clear, he could more properly focus on bringing down the other mercenary in front on him.

(vs m2--7+16=23, hit; 5+1+15=21 dmg. 2nd attack:10+11=21, hit. 1+3+15=19 dmg. m2 is at 9 hp. Khalon then 5-foot steps forward and uses his hoof attacks: 9+10=19, hit, 1+4=5 dmg; 19+9=28, hit, 6+4=10 dmg. m2 is at -6 hp.

The man didn't stand a chance against someone of Khalon's skills. He was felled in two hits, and then Khalon took a step towards the rest of the mercenaries, figuring that if he had started to join in, he might as well see it through.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 09-11-2011 @ 04:41 PM).]

posted 09-11-11 08:25 PM EDT (US)     20 / 458  
Kako had his battle plan ruined. He hadn't been fast enough to completely avoid that tanglefoot bag, and now it was seriously slowing him down. While he normally would attempt to trip this type of foe and kick him while he's down, so to speak, that wouldn't work while covered in this goo. So, he did the next best thing. Hit him. HARD.
With an overhand swing the sticky substance covering him barely slowed his swing or aim.

Attack on M1 - 17 + 15 - 2 = 30 (hit)
6 + 4 + 1 + 5 + 14 str +2 magic = 32 damage
M1 at 19 health

[This message has been edited by TBphenom (edited 09-12-2011 @ 11:21 PM).]

posted 09-13-11 05:01 PM EDT (US)     21 / 458  
Added map notes

---Elan's web turned out greenish this time

---New enemies are: a 2nd warrior and a 4th Archer

---The "Blue d" in the web is the Druid that is barely alive. he is at -2 hp


A&G:

The archer took off and jumped across to the other roof top that A&G were on (rolled a 9 + 3dex. = 12). It wasn't pretty but he just barely manages to make the jump.He grabbed his battle axe and moved toward A&G.


Khalon:

no attacks come Khalon-Tor's way at the moment.


Kako:

The bandit that threw the tar-bag grabbed his bow and fired at Kako but his aim was poor and the arrow sailed passed and hit the store front on the other side of the street

The chain wielder, enraged by Kako's well placed attack, swings his own chain at the Gagon.But he recovered poorly from the damage he had taken and the chain went over Kako's head harmlessly.



Elan:

Now that Elan moved behind Tigra,the archer didn't really have a good shot so he found an easier target.

Tigra:

The warrior blocked Tigra's paw attack with his armored arm but the cat's claw found an opening between the plates and dug into his upper arm.He was unable to stop Tigra's bit from latching onto him and was struggling to keep control.He flexed his muscles and shifted his weight in order to slam the cat against the nearby wall but was unable to over power Tigra.grapple check failed

Seraph:

The only bandit left on the roof tops on the same side as Seraph zeroed in on Seraph and fired his bow at him.But with the wall additions and his lack of experience his shot missed badly.

Tyberius:

The Archer (A4) was confident in his comrades to pull through,so he stayed where he was,but frowned when his target stepped behind the large tiger and then a human stepped in his way.No matter,he disliked humans even more than Elves. He adjusted his bow and fired off 3 more arrows in rapid succession,at the human this time. The first one Tyberius was able to dodge, but the 2nd one hit him in the side while the 3rd one missed by a long shot.

Damage 5 + 4 + 4(favored enemy) = 13 dam. to Tyberius



--The warrior (W1) was almost able to get out of the web but could not.The other archer,and merc. were unable to break free of the sticky web.Although both of the bandits were able to break themselves loose(b8 & b9)and no doubt get free of the web very soon.

--The Guild leader came around the wagon and watched as more of his forces fell. **They were making a few good hits but this group of locals or whoever they were,were far more skilled and experienced than your run of the mill traveler**,The Rogue thought to himself.**Were they with the Enclave or was it pure happenstance that they came meandering down the street at this exact time?** he pondered.
Whatever the case, he decided to stay quiet and invisible for a few more seconds and see if they would bring one of these people down before he headed back to the rendezvous point.He knew he could easily kill maybe 2 of these trouble makers,but with the rest of them there he wouldn't stand a chance.Stealth:8 + 23 + 20(invisibility) = 51



Map conditions

--The moon is shining brightly and the streets and alleys are well light up,no one will have trouble seeing.

--The buildings are brown,and 20ft high,they are rough-2 story buildings with a narrow ledge (about 1foot wide to stand on) 10ft off the ground that indicates the second floor, (DC-10 to climb at a quarter of your speed,DC-15 to climb at half your speed unless you have abilities that lower the DC or negate the penalty).the buildings are various shops that are locked(we are not worrying about going inside the buildings,you'll have to go around them if you wish)

--The dark brown color on the roofs at the front of the buildings that the archers are behind are 4ft wall additions that have the various names of the stores on them. they grant the archers a +4 to their ac.


--You can jump from roof to roof. jump checks coinside with the width. DC-5 for 5ft -- DC-10 for 10ft. and so on.

--The gray rectangular structures are wagons, you can climb onto them if you want.no climb check will be needed,they are only about 5ft high and grant cover when behind them. but it will cost +5ft of movement for climbing up into and down out of them.Moving on the wagons is considered rough terrain because of all the freight in them.We are not going to worry about the horses as paint-net didn't help me in putting them on the map.We'll just say the horses are not hitched up yet,and still in the barn.and the size of the wagons may not be quite right but we'll go with them as is.

--The black "d's" are the dead druids(all except the one next to the leader,that Druid is barely alive)

--I had to make the enemies "green" on the buildings as "red" did not show up very well on the brown.


map-Town Attack


Enemies

Bandit=(b) CR 2
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +5 (1d6+1 nonlethal) or
dagger +5 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy
-SQ: rogue talent (quick disable), trapfinding +1
-Combat Gear: potion of expeditious retreat, potion of feather
fall, tanglefoot bag; Other Gear: MW-Studdedleather armor, MW-dagger, sap,
masterwork composite shortbow (+1 Str) with 20 arrows, climber’s kit, 50-ft. silk rope with grappling
hook, universal solvent,masterwork thieves’ tools, 10gp

Bandit Archer=(ba) CR 2
XP 600
Half-Elf rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or
dagger +3 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy
-SQ: rogue talent (quick disable), trapfinding +1,low light vision,immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
enchantment spells and effects.+2 racial bonus on Perception skill checks
-Combat Gear: potion of expeditious retreat, potion of feather
fall, tanglefoot bag; Other Gear leather armor, dagger, sap,universal solvent
masterwork composite shortbow (+1 Str) with 20 arrows, climber’s kit, 50-ft. silk rope with grappling
hook, masterwork thieves’ tools, 10gp


Archer=(A)(40,45,39,49) CR 5
XP 1,600
Half-Orc ranger 6
N Medium humanoid
Init +3; Senses Perception +10
Defense
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +3
Offense
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+4/×3) or
dagger +9/+4 (1d4+4/19–20)
Ranged +1 composite longbow +10/+5 (1d8+4) or
Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or
dagger +9 (1d4+3/19–20)
Special Attacks favored enemy (Humans +4, Elves +2)
Ranger Spells Prepared (CL 3rd; concentration +3)
1st—speak with animals
Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22

-Feats: Endurance, Far Shot, Improved Precise Shot, Point blank shot, Precise Shot, Rapid Shot, Self-Sufficient

-SQ: Dark vision,+2 racial bonus on Intimidate skill checks due to their fearsome nature.
-Gear: +1 chain shirt, masterwork buckler, +1 battleaxe, dagger, +1 composite longbow (+3 Str) with 40
arrows, cold iron arrows (10), alchemical silver arrows (10), 20gp, 30pp, gems worth 10gps

---Mercenary=(M)(49,51,53,50) CR 6
XP 2,400
Human fighter 4/rogue 3
CN Medium humanoid
Init +4; Senses Perception +7
Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +8, Ref +9, Will +2; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
Offense
Speed 30 ft.
Melee +1 spiked chain +12/+7 (2d4+6) or
sap +12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +12/+7 (1d8+2/×3)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)

-Feats: Agile Maneuvers, Combat Expertise, Deceitful, Exotic
Weapon Proficiency (spiked chain), Greater Trip, Improved
Feint, Improved Trip, Weapon Finesse, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain)

-SQ: armor training 1, rogue talent (finesse rogue), trapfinding +1
-Combat Gear:
-Other Gear +1 chain
shirt, +1 spiked chain, masterwork composite longbow (+2
Str) with 20 arrows, sap, cloak of resistance +1, disguise
kit, silk rope,smokestick, thieves’ tools, 25gp, 40pp, gems worth 15gps

Warrior=(w) CR 7
XP 3,200
Human fighter 8
N Medium humanoid
Init +6; Senses Perception +8
Defense
AC 23, touch 12, flat-footed 21 (+10 armor, +2 dex, +1 natural armor ring) CMB +11; CMD 23
hp 80 (8d10+36)
Fort +11, Ref +6, Will +7; +2 vs. fear
Defensive Abilities bravery +2
Offense
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+8/17–20) or
spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)
Statistics
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23

-Feats: Cleave, Improved Critical (bastard sword), Improved
Initiative, Improved Iron Will, Iron Will, Power Attack,
Toughness, Vital Strike, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword)

-SQ: armor training 2
-Combat Gear: potions of align weapon, cure light wounds (2),
divine favor (2), shield of faith (2), Haste potion (2); Other Gear +1 full plate, +1 ring of natural armor, +1 bastard sword, spiked gauntlet, javelins(5), cloak of resistance +2, 40 gp , 50pp, gems worth 30gps

---Guild Leader=(GL) CR 10
XP 9,600
Half-Orc rogue 11
N Medium humanoid
Init +5; Senses Perception +15
Defense
AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring)
hp 60 (11d8+11)
Fort +6, Ref +14, Will +9
Defensive Abilities: evasion, improved uncanny dodge, trap sense +3
Offense:Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or
sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks: sneak attack +6d6 plus 6 bleed
Statistics:
Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 23

-Feats: Agile Maneuvers, Deadly Aim, Deceitful, Iron Will,
Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
-Skills: Acrobatics +19, Bluff +20, Diplomacy +15, Disable
Device +30, Disguise +22, Escape Artist +22, Intimidate
+10, Knowledge (local) +10, Linguistics +5, Perception +15
(+20 to find traps), Sense Motive +15, Sleight of Hand +10,
Stealth +23

-SQ: rogue talent (bleeding attack, finesse rogue, resiliency,
slippery mind, trap spotter), trapfinding +5,+2 racial bonus on Intimidate skill checks due to their fearsome nature,Dark vision 60ft.
-Combat Gear: feather token (whip); Other Gear +1 mithral chain
shirt, +1 buckler, +1 light crossbow with 10 bolts, +1 rapier,
sap, belt of incredible dexterity +2, cloak of resistance +2, +1 deflection ring,elixir
of truth, potion of invisibility,goggles of minute seeing, disguise kit, masterwork
thieves’ tools, Gems worth 200gp

Enemies

Bandit=(b)

Bandit 1 hps(dead)
Bandit 2 hps(dead)
Bandit 3 hps(dead)
Bandit 4 hps(dead)
Bandit 5 hps(dead)
Bandit 6 hps(dead)
Bandit 7 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 8 hps(16), ac 13-entangled ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 9 hps(16), ac 13-entangled ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 10 hps-3 dying
Bandit 11 hps-8 dying

Bandit Archer=(ba)

Bandit Archer 1 hps-8-dying
Bandit Archer 2 hps-3-dying
Bandit Archer 3 hps-7-dying
Bandit Archer 4 hps(16), ac-19(+4 cover) touch 13, flat-footed 12 (+2 armor, +3 Dex) CMB-4 CMD-17

Archer=(A)

Archer 1 hps-1 dying
Archer 2 hps(40), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 3 hps(45), ac-16-Entangled 19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Arhcer 4 hps(49), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22

Mercenary=(m)

Mercenary 1 hps19(51) ac-19 touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Mercenary 2 hps-6 dying
Mercenary 3 hps(53) ac-19 (-4Entangled)(+4cover) touch 14, flat-footed 15 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Mercenary 4 hps 0 dying

Warrior=(W)

Warrior 1 hps(80) ac-21-Entangled touch 12, flat-footed 21 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23
Warrior 2 hps61(80) ac-23, 22 (hasted)(grappled) touch 12, flat-footed 22 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 23 haste ends in 2 rounds

Guild Leader=(GL)(he has total cover at the moment, invisibility ends in 29 rounds)
hp (60) ac-22, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring) CMB +7; CMD 23

Party:

---Tyberius Blackstone=T: hp 43(66), AC 23, 26(Skirmish)(shield of Faith potion-ends in 9 rds), CMD 26,

---Seraph=S: hp(35), AC 22, CMD 22,

---Khalon Tor=Kh: hp50 (67), AC 26(23 when using off hand to attack), CMD 30,

---Anestel Menelgil=A: hp (42), AC 21,22(Skirmish), CMD 22,

---Galadarien Menelgil=G: hp (42), AC 20,21(Skirmish)(total cover from enemy on street, and +4 to ac against (A2), CMD 21,

---Elan Darkraven=E: hp 34(43), AC 17, mage armor, CMD 18,

---Tigra=TG: hp 30 (57), AC23AC 29 (mage armor)(Bit if the Wererat) CMD=27 +6hp, CMD 24,

---Kako=K: hp 71 (81), AC 22AC=20,entangled CMD 26,

-When Elan is riding Tigra they will be = ET

map-Town Attack



.............................................................End of round #2........................................................



................................................................................................................................


Tanglefoot Bag:

A tanglefoot bag is a small sack filled
with tar, resin, and other sticky substances. When you throw
a tanglefoot bag at a creature (as a ranged touch attack with
a range increment of 10 feet), the bag comes apart and goo
bursts out, entangling the target and then becoming tough
and resilient upon exposure to air. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty to Dexterity
and must make a DC 15 Reflex save or be glued to the floor,
unable to move. Even on a successful save, it can move only
at half speed. Huge or larger creatures are unaffected by a
tanglefoot bag. A flying creature is not stuck to the floor,
but it must make a DC 15 Reflex save or be unable to fly
(assuming it uses its wings to fly) and fall to the ground. A
tanglefoot bag does not function underwater.
A creature that is glued to the f loor (or unable to fly) can
break free by making a DC 17 Strength check or by dealing
15 points of damage to the goo with a slashing weapon. A
creature trying to scrape goo off itself, or another creature
assisting, does not need to make an attack roll; hitting the
goo is automatic, after which the creature that hit makes
a damage roll to see how much of the goo was scraped off.
Once free, the creature can move (including f lying) at half
speed. If the entangled creature attempts to cast a spell, it
must make concentration check with a DC of 15 + the spell’s
level or be unable to cast the spell. The goo becomes brittle
and fragile after 2d4 rounds, cracking apart and losing its
effectiveness. An application of universal solvent to a stuck
creature dissolves the alchemical goo immediately.

................................................................................................................................

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-13-2011 @ 06:17 PM).]

posted 09-13-11 08:18 PM EDT (US)     22 / 458  
With the Merc's latest attack going well over Kako's head he decided it was time to end this challenger who couldn't swing his chain any harder than an old lady. Then would come revenge on the bandit for throwing the tangle foot bag.


Attack on M1 - 11 + 15 - 2 = 24 (hit)
4 + 4 + 5 + 2 + 14 str +2 magic = 31 damage
M1 at -12 health
dead

Kako struck the Mercenary in the gut and ripped his chain back quickly. With a large tear in his abdomen the dieing thug dropped his chain and tried to grab at his intestines spilling out onto the street. He wouldn't be long for this world and Kako wasn't going to spend time worrying about him. It was now onto the bandit that had hit him with the tanglefoot bag. Knowing he was slowed significantly by the gooey substance, but not enough to let the bandit get away unscathed Kako put himself into a position to make the most of his long chain. Either he would attack while the bandit retreated, or he would attempt to dodge an attack and hit him back. Either way, Kako was sure the bandit would be his next victim.

Kako moves 10 feet to F12
posted 09-13-11 08:32 PM EDT (US)     23 / 458  
It was obvious to Elan that the human that Tigra was grappling was a dangerous opponent, so he decided to enhance her even more, so she could more easily overcome the human and kill him faster. Speaking a few arcane words and placing his hand on his companion, Elan caused Tigra’s strength to increase considerably. (Elan casts bulls strength on Tigra)
Elan then used a few seconds to watch how the rest of the battle was going. Those that had come to the scene with him where obviously all experienced combatants, because the many of the bandits where already down. He and Tigra was however not the only ones that had taken wounds, and so far he had not seen anyone but himself using magic, so he assumed the he and Galadarien where the only spellcasters.
I really wish that Elysia was here Elan thought her powerful sorcerer spells could really be a great help…

Meanwhile Tigra used her increased strength to maintain her hold on the human fighter and bite deeper into his shoulder(Grapple: 13+17+5(maintaining grapple)=35, Success, Tigra choose to damage W2 with her bite: 4+8=12 damage, W2 is at 49 damage) The tiger also raked at the human with her hind paws and while one paw was harmlessly deflected by the fighters armor, the other ribbed open his leg. (Rake: 2+11-2=11, miss, 15+11-2=24, hit, 8+8=16, W2 is at 33 hp)

Kris Lighthawk
Creator of Lighthawk's mod
posted 09-14-11 02:11 PM EDT (US)     24 / 458  
Waiting patiently for the human archer to come across the roof, Galadarien quickly moves from her crouched position around behind the archer, drawing her rapier as she moves. She isn't quite nimble enough to be simply impossible for the man to track, but she is still plenty fast enough for the archer is unable to even get close to her with his axe, despite his own skill, speed, and strength.

Anestel meanwhile moves forward, sweeping out his rapier, so that the archer cannot concentrate on both of them simultaneously. He then lunges forward with his sword, catching the man on the side of his chest and wounding him, but failing to penetrate anything vital. Galadarien also takes the moment to stab from behind, but her stabbing attack also goes deep into the archer's body cavity, but not striking anything immediately fatal.

Anestel glances grimly at Galadarien, between the archer and the edge of the roof, however. He had seen the enemy commander drink a potion and vanish - if he were smart, he would be running away, but if he weren't, then his beloved would be vulnerable.


Galadarien moves to p24; acrobatics check 4 + 8 = 12, fail, A2 gets an AoO: 2 + 10 = 12, miss.

Anestel moves to n24.

Anestel 16 + 11 + 2 (flanking) = 29, hit; 3 + 2 + 6 (skirmish) + [3 + 6 + 3 + 3] (sneak) = 26 damage, A2 is at 14 hp

Galadarien 8 + 11 + 2 (flanking) = 21, hit, 2 + 1 + 6 (skirmish) = 9 damage, A2 is at 5 hp.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 09-14-2011 @ 03:34 PM).]

posted 09-14-11 08:43 PM EDT (US)     25 / 458  
Seraph never paused. He just kept shooting. The other pair of adventurers who had made their ways onto the rooftops were now keeping one of the last two archers occupied in melee. That left only one for him before the roofs were secure. And this was one of the archers that didn't seem to be very accurate... just a bandit that happened to have a bow. Seraph shook his head--the man had not disciplined himself, had not worked hard enough. Now he would die.

More arrows made their ways in succession to Seraph's bowstring. (Seraph attacks ba4 with a flurry of blows. 7+15=22, hit, 3+7=10 damage. 16+15=31, hit, 5+7=12 damage, ba4 at -6 hp.) The archer went down in two arrows, so Seraph took a quick step to the edge of the rooftop, changed targets, and fired again. (Seraph takes a five-foot step to d13 and fires his last shot at b7: 17+10=27, hit, 6+7=13 damage, b7 at 3 hp.)

Three more hits. Seraph had already unleashed almost a dozen arrows on his foes in rapid succession and yet himself remained unscathed. The Way of the Bow was serving him well.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 09-15-11 11:52 AM EDT (US)     26 / 458  
Khalon turned. All of the bandits in this area had been killed, but there were still quite a few others around. He knew this was his chance to leave the fight and get away, but he shook himself. He was committed now, and he never backed away from a fight.

He spotted a half-orc archer down the road. He brandished his lance and reared up on his hind legs, then charged towards the half-orc with a wild yell, aiming his lance for the archer's heart.

(Charge with vital strike on A4. 12+18=30, hit. 5+5+1+6+3+6+5+4+30=65 dmg. A4 is really, really dead at -16HP. Khalon is in J/K 17-18.)

The half-orc didn't stand a chance. Khalon's lance entered into his chest and came out the other side of him, impaling him completely on the lance. Khalon shook the lance so that the archer's body slid off of it. He then grinned mercilessly towards the rest of the entangled mercenaries. There was a certain joy about battle.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland
posted 09-16-11 09:13 PM EDT (US)     27 / 458  
Tyberius was about to move when the Centaur on his left let out a wild yell,charged the archer with lowered lance,'skewered' the Half-Orc clean through,then shook him off of her lance onto the street in a pile of blood and gore and without a doubt...dead.Spurred on by the show of skillful power,Tyberius went into a rage and moved the 40ft straight toward the entangled warrior with ease as he wanted to keep the armored human inside the web.With his 2hander over head he swung it down onto the armored human.He knew he wouldn't have to worry about the archer(who had his bow in hand) or the bandit, as he was devoting himself to trying to get free from the web,and if it tried to move or make any ranged attack on him.....he'd kill him.

Att: 13 + 17(raging) - 2(power att.) = 28,hit
damage: 2 + 2 + 18(raging) + 2(cold) + 3(Skirmish)+ [4 + 6(vital)] + 6(power att.) = 43 damage to (W1)-at 37hp

Tyberius' ac is 24, +14hp, +2 on will saves


Tyberius knew he had made a powerful hit,but the human still stood,he wasn't sure but he figured the centaur (with his nasty reach weapon) and the others he was with would come and aid him no doubt.If not He'd take em on himself.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-17-2011 @ 03:32 PM).]

posted 09-16-11 10:39 PM EDT (US)     28 / 458  
Added map notes

---Elan's web turned out greenish this time

---New enemies are: a 2nd warrior and a 4th Archer

---The "Blue d" in the web is the Druid that is barely alive. he is at -4 hp


A&G:


The archer watched as Galadarien moved swiftly around him. He swung wildly at her but missed.Feeling pain in his side he turned to see that the other Elf had stepped right next to him and landed a good blow to his side.He took a step to his right to get out from between the 2 and swung his axe at the foe who did him the most harm.His swing was short, but just barely,as he tried to keep his eyes on both his attackers at the same time.Anestel felt the pressure of the axe head push his armor in toward his belly slightly as it sliced across his mid section but doing no damage.The archer could only hope he would survive another attack.


Khalon:

no attacks come Khalon-Tor's way at the moment.


Kako:

The bandit Almost staggered backwards as the towering Gagon moved right up to him.Visibly shaken, he dropped his bow,grabbed his dagger and took a swing at Kako's mid section.His swing didn't even reach far enough to be of any threat.His eyes met Kako's and the Gagon knew the bandit realized he was a goner.


Elan:

no attack come Elan's way at the moment.

Tigra:

The warrior felt Tigra clamp down on his shoulder and then rip his leg open.He twisted around to get better leverage,and pushed hard with his arms,but again he was not strong enough to get free.grapple check failed

Seraph:

no attack come Seraph way at the moment.


Tyberius


The warrior (W1) defended himself and swung back at Tyberius but missed him because of some web that tangled up his swing. The bandit not really knowing what to do now that an enemy was on top of him just pulled his dagger and attempted a swing,but he also missed. the archer let go of his bow and got his axe and swung at Tyberius. His swing was a good one and hit Tyberius.

att: 15 + 12(favored enemy, - 2 entangled) = 27,hit
Damage: 2 + 4 + 4(favored enemy) = 10 dam. to Tyberius


---The other bandit(b9) managed to step free of the web.Upon seeing the enemies that were close he pulled out his tar-bag and got ready to throw it.

---The other Merc.3 was still stuck and couldn't move.


---The Guild leader watched as more of his forces fell,His archers were no where to be seen,and he watched in disbelief as his Half-Orc companion was destroyed by the Centaur in one powerful blow.His anger swelled up in him and he was just about to attack the human from the back,but then looked at the lance the Centaur was holding and thought it not wise to show himself.**Better alive and relay the information he had gotten to Lance, than kill a few troublemakers and maybe not live himself.**He thought to himself.He looked again at the Centaur and made a mental note to himself of the Centaurs features and how he looked.If not the assassins guild....Then He....would put a target on the Centaur, and he would see to it that, that Centaur, would die.He turned and was gone in a matter of seconds down the alley.Stealth:11 + 23 + 20(invisibility) = 54



Map conditions

--The moon is shining brightly and the streets and alleys are well light up,no one will have trouble seeing.

--The buildings are brown,and 20ft high,they are rough-2 story buildings with a narrow ledge (about 1foot wide to stand on) 10ft off the ground that indicates the second floor, (DC-10 to climb at a quarter of your speed,DC-15 to climb at half your speed unless you have abilities that lower the DC or negate the penalty).the buildings are various shops that are locked(we are not worrying about going inside the buildings,you'll have to go around them if you wish)

--The dark brown color on the roofs at the front of the buildings that the archers are behind are 4ft wall additions that have the various names of the stores on them. they grant the archers a +4 to their ac.


--You can jump from roof to roof. jump checks coincide with the width. DC-5 for 5ft -- DC-10 for 10ft. and so on.

--The gray rectangular structures are wagons, you can climb onto them if you want.no climb check will be needed,they are only about 5ft high and grant cover when behind them. but it will cost +5ft of movement for climbing up into and down out of them.Moving on the wagons is considered rough terrain because of all the freight in them.We are not going to worry about the horses as paint-net didn't help me in putting them on the map.We'll just say the horses are not hitched up yet,and still in the barn.and the size of the wagons may not be quite right but we'll go with them as is.

--The black "d's" are the dead druids(all except the one next to the leader,that Druid is barely alive)

--I had to make the enemies "green" on the buildings as "red" did not show up very well on the brown.


map-Town Attack



Enemies

Bandit=(b) CR 2
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +5 (1d6+1 nonlethal) or
dagger +5 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy
-SQ: rogue talent (quick disable), trapfinding +1
-Combat Gear: potion of expeditious retreat, potion of feather
fall, tanglefoot bag; Other Gear: MW-Studdedleather armor, MW-dagger, sap,
masterwork composite shortbow (+1 Str) with 20 arrows, climber’s kit, 50-ft. silk rope with grappling
hook, universal solvent,masterwork thieves’ tools, 10gp

Bandit Archer=(ba) CR 2
XP 600
Half-Elf rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or
dagger +3 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or
dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6
Statistics
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16

-Feats: Deft Hands, Skill Focus (Perception), Stealthy
-SQ: rogue talent (quick disable), trapfinding +1,low light vision,immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
enchantment spells and effects.+2 racial bonus on Perception skill checks
-Combat Gear: potion of expeditious retreat, potion of feather
fall, tanglefoot bag; Other Gear leather armor, dagger, sap,universal solvent
masterwork composite shortbow (+1 Str) with 20 arrows, climber’s kit, 50-ft. silk rope with grappling
hook, masterwork thieves’ tools, 10gp


Archer=(A)(40,45,39,49) CR 5
XP 1,600
Half-Orc ranger 6
N Medium humanoid
Init +3; Senses Perception +10
Defense
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +3
Offense
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+4/×3) or
dagger +9/+4 (1d4+4/19–20)
Ranged +1 composite longbow +10/+5 (1d8+4) or
Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or
dagger +9 (1d4+3/19–20)
Special Attacks favored enemy (Humans +4, Elves +2)
Ranger Spells Prepared (CL 3rd; concentration +3)
1st—speak with animals
Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22

-Feats: Endurance, Far Shot, Improved Precise Shot, Point blank shot, Precise Shot, Rapid Shot, Self-Sufficient

-SQ: Dark vision,+2 racial bonus on Intimidate skill checks due to their fearsome nature.
-Gear: +1 chain shirt, masterwork buckler, +1 battleaxe, dagger, +1 composite longbow (+3 Str) with 40
arrows, cold iron arrows (10), alchemical silver arrows (10), 20gp, 30pp, gems worth 10gps

---Mercenary=(M)(49,51,53,50) CR 6
XP 2,400
Human fighter 4/rogue 3
CN Medium humanoid
Init +4; Senses Perception +7
Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +8, Ref +9, Will +2; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
Offense
Speed 30 ft.
Melee +1 spiked chain +12/+7 (2d4+6) or
sap +12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +12/+7 (1d8+2/×3)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)

-Feats: Agile Maneuvers, Combat Expertise, Deceitful, Exotic
Weapon Proficiency (spiked chain), Greater Trip, Improved
Feint, Improved Trip, Weapon Finesse, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain)

-SQ: armor training 1, rogue talent (finesse rogue), trapfinding +1
-Combat Gear: potion of invisibility; Other Gear +1 chain
shirt, +1 spiked chain, masterwork composite longbow (+2
Str) with 20 arrows, sap, cloak of resistance +1, disguise
kit, silk rope,smokestick, thieves’ tools, 25gp, 40pp, gems worth 15gps

Warrior=(w) CR 7
XP 3,200
Human fighter 8
N Medium humanoid
Init +6; Senses Perception +8
Defense
AC 23, touch 12, flat-footed 21 (+10 armor, +2 dex, +1 natural armor ring) CMB +11; CMD 23
hp 80 (8d10+36)
Fort +11, Ref +6, Will +7; +2 vs. fear
Defensive Abilities bravery +2
Offense
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+8/17–20) or
spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)
Statistics
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23

-Feats: Cleave, Improved Critical (bastard sword), Improved
Initiative, Improved Iron Will, Iron Will, Power Attack,
Toughness, Vital Strike, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword)

-SQ: armor training 2
-Combat Gear: potions of align weapon, cure light wounds (2),
divine favor (2), shield of faith (2); Other Gear +1 full plate, +1 ring of natural armor, +1 bastard sword, spiked gauntlet, javelins(5), cloak of resistance +2, 40 gp , 50pp, gems worth 30gps

---Guild Leader=(GL) CR 10
XP 9,600
Half-Orc rogue 11
N Medium humanoid
Init +5; Senses Perception +15
Defense
AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring)
hp 60 (11d8+11)
Fort +6, Ref +14, Will +9
Defensive Abilities: evasion, improved uncanny dodge, trap sense +3
Offense:Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or
sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks: sneak attack +6d6 plus 6 bleed
Statistics:
Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 23

-Feats: Agile Maneuvers, Deadly Aim, Deceitful, Iron Will,
Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
-Skills: Acrobatics +19, Bluff +20, Diplomacy +15, Disable
Device +30, Disguise +22, Escape Artist +22, Intimidate
+10, Knowledge (local) +10, Linguistics +5, Perception +15
(+20 to find traps), Sense Motive +15, Sleight of Hand +10,
Stealth +23

-SQ: rogue talent (bleeding attack, finesse rogue, resiliency,
slippery mind, trap spotter), trapfinding +5,+2 racial bonus on Intimidate skill checks due to their fearsome nature,Dark vision 60ft.
-Combat Gear: feather token (whip); Other Gear +1 mithral chain
shirt, +1 buckler, +1 light crossbow with 10 bolts, +1 rapier,
sap, belt of incredible dexterity +2, cloak of resistance +2, +1 deflection ring,elixir
of truth, potion of invisibility,goggles of minute seeing, disguise kit, masterwork
thieves’ tools, Gems worth 200gp

Enemies

Bandit=(b)

Bandit 1 hps(dead)
Bandit 2 hps(dead)
Bandit 3 hps(dead)
Bandit 4 hps(dead)
Bandit 5 hps(dead)
Bandit 6 hps(dead)
Bandit 7 hps3(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 8 hps(16), ac 14-4dexentangled ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-15
Bandit 9 hps(16), ac-16 touch 13, flat-footed 13 (+3 armor, +3 Dex), CMB-4 CMD-17
Bandit 10 hps-3 dying
Bandit 11 hps-8 dying

Bandit Archer=(ba)

Bandit Archer 1 hps-8-dying
Bandit Archer 2 hps-3-dying
Bandit Archer 3 hps-7-dying
Bandit Archer 4 hps-6-dying

Archer=(A)

Archer 1 hps-1 dying
Archer 2 hps5(40), ac-19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 22
Archer 3 hps(45), ac-17-4dex.Entangled 19 touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield) CMB +9; CMD 20
Arhcer 4 hps(dead)

Mercenary=(m)

Mercenary 1 hps(dead)
Mercenary 2 hps-6 dying
Mercenary 3 hps(53) ac-17 (-4dex.Entangled) touch 12, flat-footed 13 (+5 armor, +4 Dex) CMB +10 (+14 when tripping); CMD 19 (21 vs. trip)
Mercenary 4 hps 0 dying

Warrior=(W)

Warrior 1 hps37(80) ac-21-Entangled touch 12, flat-footed 21 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 21
Warrior 2 hps33(80) ac-2321(grappled) touch 12, flat-footed 22 (+10 armor, +2 dex, +1 ring) CMB +11; CMD 21

Guild Leader=(GL)(he has total cover at the moment, invisibility ends in 28 rounds)
hp (60) ac-22, touch 15, flat-footed 18 (+5 armor, +5 Dex, +2 shield, +1 deflection ring) CMB +7; CMD 23

Party:

---Tyberius Blackstone=T: hp 33(66), AC 23, 24(Skirmish)(shield of Faith potion-ends in 9 rds)(raging -2 to ac) +14hp, CMD 26,

---Seraph=S: hp (35), AC 22, CMD 22,

---Khalon Tor=Kh: hp50 (67), AC 26(23 when using off hand to attack), CMD 30,

---Anestel Menelgil=A: hp (42), AC 21,22(Skirmish), CMD 22,

---Galadarien Menelgil=G: hp (42), AC 20,21(Skirmish), CMD 21,

---Elan Darkraven=E: hp 36(43), AC 17, mage armor, CMD 18,

---Tigra=TG: hp 30 (57), AC23AC 27 (mage armor)(Bit if the Wererat)(grappling) CMD=27 +6hp, CMD 24,

---Kako=K: hp 71 (81), AC 22AC=20,entangled CMD 26,

-When Elan is riding Tigra they will be = ET



map-Town Attack



.........................................................End of round #3..........................................



................................................................................................................................


Tanglefoot Bag:

A tanglefoot bag is a small sack filled
with tar, resin, and other sticky substances. When you throw
a tanglefoot bag at a creature (as a ranged touch attack with
a range increment of 10 feet), the bag comes apart and goo
bursts out, entangling the target and then becoming tough
and resilient upon exposure to air. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty to Dexterity
and must make a DC 15 Reflex save or be glued to the floor,
unable to move. Even on a successful save, it can move only
at half speed. Huge or larger creatures are unaffected by a
tanglefoot bag. A flying creature is not stuck to the floor,
but it must make a DC 15 Reflex save or be unable to fly
(assuming it uses its wings to fly) and fall to the ground. A
tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can
break free by making a DC 17 Strength check or by dealing
15 points of damage to the goo with a slashing weapon. A
creature trying to scrape goo off itself, or another creature
assisting, does not need to make an attack roll; hitting the
goo is automatic, after which the creature that hit makes
a damage roll to see how much of the goo was scraped off.
Once free, the creature can move (including f lying) at half
speed. If the entangled creature attempts to cast a spell, it
must make concentration check with a DC of 15 + the spell’s
level or be unable to cast the spell. The goo becomes brittle
and fragile after 2d4 rounds, cracking apart and losing its
effectiveness. An application of universal solvent to a stuck
creature dissolves the alchemical goo immediately.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-20-2011 @ 03:27 AM).]

posted 09-17-11 09:25 AM EDT (US)     29 / 458  
The fight was going extremely well. Khalon noticed that his fellow passersby were all quite competent, an oddity that he nevertheless dismissed for the moment. There was another bandit close-by, and one that looked much less tough than the half-orc he had just slain.

So instead of charging him again, he took a few steps quickly forward and reached out with his lance again, determined to kill this man as quickly as the last one.

(Khalon moves to L/M 17-18 and attacks b9. 19+16=35, hit. 2+4+16=22 dmg. b9 is at -6 hp.)

Khalon's guess was correct. The human went down easily in a single blow.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland
posted 09-17-11 05:21 PM EDT (US)     30 / 458  
Tyberius took another hit but kept on swinging,starting with the warrior in front of him.

Att: 9 + 17(raging) - 2(power att.) = 24, hit
Damage: 4 + 1 + 14(raging) + 5(cold) + 6(power att.) = 30 damage, (W1) at 7hp.


Tyberius twirled his sword,swung it down to his left this time and hit the bandit,killing him.

Att: 11 + 17 - 2(power att) = 26 - 5(2nd swing) = 21,hit
Damage: 2 + 5 + 14 + 4(cold) + 6(power att.) = 31, b8 is dead


Tyberius continued his swing around and finished off the warrior,or so he thought.He misjudged his swing and missed the warrior

Cleave att: 7 + 17 - 2(power att) = 22 - 5(2nd swing) = 17,miss

Tyberius pulled his sword back and began to make another hack at the human to kill him and if the archer was still alive,He'd finish him also.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-18-2011 @ 02:41 PM).]

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