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lostsole31
2020-05-17, 01:12 AM
If you are a player in my Way of the Wicked campaign, please head out. This is my crib notes for battles and conditions, so lingering here and looking around would be considered cheating/ metagaming.

The link to the main thread is at Way of the Wicked: Knot of Thorns [IC] (https://forums.giantitp.com/showthread.php?623985-Way-of-the-Wicked-Knot-of-Thorns-IC).

lostsole31
2020-05-17, 01:19 PM
R1T22: “Hurry, you fool!” hisses Leonidas even though the time for stealth has passed. He moves to the bars at the corner of the front cell wall (between 18a and18b). Making an arcane gesture, he speaks some guttural gibberish before extending his hand through the bars and firing a bolt of bluish energy at the guard, hitting him in the chest for 3 cold.

R1T21: Ved, you easily recognize the tattooed man cast ray of frost. There was a certain ease about it that makes you think that, despite taking a spell component pouch, he is more of a spontaneous caster like yourself (well, mostly yourself). Meanwhile, remember these are 10' squares. What do you do?


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard: 20. (19:22).
Donovan: 18.
Amadeus: 16.
Kel: 14.
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 02:08 PM
R1T21: "Get that door, quickly. I wont last long without some help," Ved says calmly before taking off in a dead run toward the corner of the cage. As he reaches the corner he disappears and reappears 10 feet directly ahead on the other side of the cage. With a not-too dissimilar gesture and sound to that made by Loenidas moments earlier, a greenish-yellow bolt is launched at the guard, hitting him in the groin for 3 acid!

R1T20: The guard collects himself and shouts behind him, "Goubert, blow the horn!"

He looks at Ved, brandishing his club and shouts, "Lay down, convict!" While he does seem trained at "command voice," enough nervousness is in him from having seen Ved dissaparate from the cell to the hallway to sabotage his attempt to demoralize him.

R1T18: Donovan, you feel hatred welling up within you. A hatred that makes you want to get closer and reach out with your malice to strike him down. What do you do, or do you give into this unfamiliar, but inviting, instinct?


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Amadeus: 16.
Kel: 14.
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 04:11 PM
R1T18: Donovan will give in to this instinct and cross to the man reaching out towards him with all his anger and hatred. He steps forward, besides Leonidas and lets loose with a gout of hellfire ... hellfire that doesn't quite reach the man, stopping short right in front of him. Still, the warmth in Donovan's belly and out through the rest of his body is an amazing feeling. He can shoot fire!

R1T17: A very loud signal trumpet is heard to the south. It resounds throughout the level, reververating on the stones.

R1T16: Amadeus, what do you do?


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Amadeus: 16.
Kel: 14.
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 04:21 PM
R1T16: Amadeus growls out at Bile after hearing the sounds of the horn, ”Get that door open now!” He then prepares himself for when the door opens.

R1T14: Kel delays from her position ...

R1T12: Bile, this group of villains lives or dies by your mechanical skill and finesse. No pressure. None .... whatsoever. :smallsmile: What do you do?

Amadeus/ Kel delaying ...


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Amadeus: 16. DELAYING!!!
Kel: 14. DELAYING!!!
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 04:32 PM
R1T12: Damn, people in here pray for salvation all the time. Why would the guard think this time was any different. Sweat starts popping out on Bile's brow as he knows he has screwed up the situation. There's only one way forward now. He takes a deep breath and tries to shut out the fighting going on as he focuses on the lock instead. He is having some difficulty at first, but then he realizes much to his surprise - this f***ing lock is ancient! So much for Branderscar Prison's terrifying reputation as the lock clicks and the cell door is now slightly ajar. Bile stands there, amazed at his own success.

R1T10: Zepsus, what do you do? Even "muscling" open the cell door on the move counts as an MA (move action).

Leonidas on deck, Ved in the hole, Amadeus/ Kel delaying ...


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Amadeus: 16. DELAYING!!!
Kel: 14. DELAYING!!!
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 06:10 PM
"It's unlocked!" Bile says with a sigh of relief as he gets ready to join in battle.

R1T11: Hearing the lock click, Amadeus moves to escape the cell and close in on the guard as much as possible. He summons a spear to his hand formed of his thoughts of violence given substance, and points it threateningly at the guard.

R1T10: Zepsus, what do you do? Even "muscling" open the cell door on the move counts as an MA (move action).

Leonidas on deck, Ved in the hole, Amadeus/ Kel delaying ...


Leonidas: 22. Use dodging panache if attacked.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Kel: 14. DELAYING!!!
Amadeus: 11. Call the soul's blade will go away at beginning of turn.
Bile: 12.
Zepsus: 10.

lostsole31
2020-05-17, 08:26 PM
R1T10: Zepsus growls, "Bile, be careful! I do not blame you; if you want to help cover us, open that brutes cell, we can do the rest!"

He will run afer Amadeus as fast as he can due to the 90 degree angel of the door, and is unable to get into a full sprint. The other can see that he wants to, and Zepsus lets out a mighty groan, a wordless syllable made with the full bass his voice allows; and yet, also somehow he is restraining himself from screaming at his top volume, in a way, he is attempting to get the present guard to notice him.

He looks at Amadeus near him (who has the magic cloth), if only for a moment, but the puts his shoulder out and opens his eyes wide, as if to take in all that he can see, even while he is about to make contact with the guard. Zepsus knows that where the eyes goes, the body follows; he looks right into the guards eyes at the last second,
Zepsus moves to the guard, matching the guards stance, foot for foot. He puts his hands up to cover his face, and goes to shoulder-ram the guard hard in the solar plexus, shouting "Volunteer to exempl-AH-OWIE-OWIE-OW!"

It seems Zepsus, not used to the boots he is wearing that have yet to be broken in, didn't flex when he wanted and he ends up jamming his toes into the stone, instantly stopping his attack and causing him pain.

Zepsus curses the guard with his voice. Zepsus, is now left without defense, his eyes wise, and his hands in a frenzy as he is unable to defend after such an activity. He even feels that a desperate attempt to hurt the armed guard would be even worse than before.

End Round One, Begin Round 2 ...

R2T22: Leonidas will pull a scrap of leather from his spell component pouch before making with the arcane gestures and guttural chanting. A blueish field of force envelopes him before turning it then disappears. “Anyone want some mage armor? Go and I will spell you next.” he asks somewhat rhetorically.

R2T21.5: Kel slides down the pole and continues towards the south of Amadeus, stopping short to then go into a defensive posture.

R2T21: Ved, what do you do? You would need to move 5' east to have clear LOS to the guard (it is hard to place names with these stupid 10' squares and me having to eyeball within those squares, sorry).

Prison Guard on deck, Donovan in the hole (bot action for GM set up by player via PM) ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Total Defense.
Ved: 21.
Prison Guard #1: 20. (17:22).
Donovan: 18.
Prison Guard #2: 17. (22:22).
Amadeus: 11. Call the soul's blade will go away at beginning of turn.
Bile: 12.
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-17, 08:55 PM
R2T21: Ved, looks to Bile, hopeful that he will be able to release Grumblejack before the bulk of the guards called by the horn sounding arrive. Then focusing on the guard once more unleashes another bolt of acid (missing) before moving past the guard together in a flanking position with Amadeus.

R2T20: The guard (P1) drops his padded club, seeing as the idea of subdual is long past. He draws his longsword, and you can tell from his stance that he is far more comfortable with this weapon of death in his hand. To his eyes, Zepsus just put himself out of commission, and the old man doesn't strike him so much a threat as desperate, so he attacks Amadeus, the one who is - in his poor estimation - the likely instigator of this prison insurrection. Amadeus is still carrying slightly forward with his momentum, and the guard takes advantage of it to practically eviscerate him on a crit for 19. Amadeus instantly drops, bleeding and unmoving. The soldier then takes a step away from the footballer to threaten only the old man.

R2T18: Donovan sees one of his fellows fall, and it was the one who has the veil at his belt. He delays, calling out to Leonidas, "Yes, I will take some magic armor, wizard! Grab the window and put it on the wall, somebody!"

R2T17: The door to the south opens and a guard comes through, shield readied and grabbing a longsword on the move as he sees the trouble.

R2T12: Bile, what do you do?

Amadeus' called weapon disappears. He may or may not be dead. :smallfrown:

Zepsus on deck, Leonidas in the hole ...

Additional guards and dogs will come on Round 4.
Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Total Defense.
Ved: 21.
Prison Guard #1: 20. (17:22). Morale at 15.
Donovan: 18. DELAYING!!!
Prison Guard #2: 17. (22:22).
Amadeus: 11. Call the soul's blade will go away at beginning of turn.
Bile: 12.
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-18, 01:15 PM
R2T12: "Do we even know if any of these walls lead out in a passable way? Someone should get Amadeus back on his feet while I open the door to the giant," Bile says as he swiftly moves over to the giant's door. As he does so, he focuses his ki, drawing it into his eyes so he's able to better spot and aim at enemies' weak point. There's no breathing, living enemy in front of him now, just a lock, but he's still ready for it.

R2T10: Zepsus will step around the body on the floor, and extend his hand towards the guard nearest him. He walks towards the guard, and as he gets within striking distance turns his body to reduce his profile, using his free hand to guard his torso, and leg. His extended claw level with the mans throat, he will bend his elbow, pointing it down towards the guards feet, and look the guard in the eyes. He gets close, and makes a snapping fast strike for the mans throat, in attempts to clamp his claws around the guard's neck. If he manages to put his hand there, he will press forward with his steps, and leverage his elbow to pull the man closer, lifting him off of his feet. Once unstable, the guard is dropped onto the ground, Zepsus applying pressure to direct him off of his stance, and onto the floor tile, before Zepsus releases.

End Round 2, Begin Round 3 ...

R3T22: Leonidas will focus on Donovan making stylistic movement’s with his hands and speaking a chant. “There you go. See if Amadeus can be revived. There is a healing potion in the scarf. If not, get the scarf.” Leonidas moves into the fray.

R3T21.5: Kel takes the veil of useful items from Amadeus' belt. She then grabs the picture of the little vial and pulls it off the veil, and a small flask of a medium-gray liquid now appears in her hand.

R3T20: The prone prison guard stands up without impediment from Ved or Zepsus to counter. Once on his feet, even though Zepsus slammed him, he seems focused now on the spellcaster that put acid on his groin. You get the sense that this guy must be a demoted officer or something, because twice now in the span of mere seconds he has landed perfect cuts. Not just a critical, not just a wound, but for the second time inflicting a "moderate wound." It is Ved this time who is cut at a downward angle across the hip and into the lower abdomen and groin for 10, dropping the ol' blue-skinned man.

Ved is now down.

R3T19: In the meantime, Donovan will rise and go around the corner towards the fray. Once the guards are in sight, he will point to whomever he can see (P1), saying "My Lord Asmodeus, in all your glory, aid me in smiting the foolish and weak!"

R3T17: The second prison guard (P2) charges Zepsus, and he lands a back draw cut on the convict's buttocks and left hip for 8, a terrible wound that may have cut into the bone.

R3T12: Bile, what do you do?

Zepsus on deck, Leonidas in the hole ...

Additional guards and dogs will come on Round 4.
Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil and potion in her hands.
Ved: 21. DYING!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Prison Guard #1: 20. (17:22). Morale at 15.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (22:22). Morale at 15. Charging.
Bile: 12. Body of the Night stance.
Amadeus: 11. DYING!!!
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-18, 01:31 PM
R3T12: Bile gets to work on the lock, shutting out the sound of battle behind him and the sight of his dropping cellmates as he focuses on the lock in front of him. He inserts the tools and with practiced motions work them in familiar pattern to spring the rusted lock. Alas, the rusted lock does not spring. It was the rust, Bile thinks, that may have caused a little too much resistance. :smallsigh:

R3T10: Zepsus, your battle buddy (Ved) just dropped with what was a humiliating cut. Now there are two guards, though P1 is wounded. What do you do?

Leonidas on deck, Kel in the hole ...

Additional guards and dogs will come on Round 4.
Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil and potion in her hands.
Ved: 21. DYING!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Prison Guard #1: 20. (17:22). Morale at 15.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (22:22). Morale at 15. Charging.
Bile: 12. Body of the Night stance.
Amadeus: 11. DYING!!!
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-18, 02:49 PM
R3T10: Grimacing at his wound, Zepsus looks back at his downed comrades, a sneer drawing across his lips. He takes a step back from the guards, still maintaining an aggressive stance, but spits out the words, "So, you have chosen death."

He points his two fingers covered in butter on his left hand towards to floor and a pale energy slides off of them, like a slime, oozing down onto the floor which then slides autonomously towards the feet of the guards. The pool of grease wells up at the feet of the guards, stopping just as it begins to touch the back of their heels. Ved is also in the area, so the grease gets on him. Zepsus positions the grease with his mind, so that the guards would have to walk through it to get to them. YOu can't take a 5-foot step in the same round that you use a MA for movement. Zepsus finds that though he wants to move back farther, the concentration in just getting this far so as not to be hacked again was all he could manage.
P1, as expected, manages to keep his feet. It is only "as expected," because up until now this guard has been Super-Guard and continues his title, untarnished. P2, however, as he was booking north, loses his footing and goes down.

End Round 3, Begin Round 4 ...

R4T22: Leonidas, what do you do? You hear the sound of many armored men and some baying hounds on the echoes of stone to the south.

Kel on deck with veil and potion in hands, P1 in the hole ...

Additional guards and dogs will come on Round 4.
Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil and potion in her hands.
Ved: 21. STABLE!!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Prison Guard #1: 20. (17:22). Morale at 15.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (22:22). Morale at 15. Charging. PRONE!!!
Bile: 12. Body of the Night stance.
Amadeus: 11. DYING!!!
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-18, 09:23 PM
R4T22: Leonidas curses their bad luck, “Bloody Hell! More guards a’comin!”

He sidles east past Zep and avoids the grease and lines up super- guard with a frozen fastball. “Suck on this you great mud-sucking git!” ​A ball of frozen precipitation forms in his right hand as he chants and moves his hand over the ball before hurling it at the upright guard, hitting him in the left knee for 6 cold.

R4T21.5: Kel anguishes for a moment. She didn't care for the old man, but she did recognize something about him and saw his spellcasting. She puts away such thoughts and pours the elixir down Amadeus' throat, who stops bleeding and heals for 3. Kel seems visibly upset, as she obviously hoped the magical mixture would have brought him to consciousness. Having done all she can, she looks to Donovan, veil in hand. "We're up, not down. And this castle is surrounded by rocks and ocean. The window right now is a bad idea, but I will listen to the group, not just one."

R4T20: Super-Guard has had enough and tries to back out of the area and AGAIN proves his worth by getting out of the greased area carefully, and picking up speed heading south, making a lot of noise as he goes.

R4T19: Donovan, you're smite-buddy (P1) is getting away! What do you do? Even if you can't do it, what would you do if you could?

P2 on deck (literally), Bile in the hole ...

Additional guards and dogs will come on Round 4.
Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21. STABLE!!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Prison Guard #1: 20. (11:22). Morale at 15.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (22:22). Morale at 15. Charging. PRONE!!!
Bile: 12. Body of the Night stance.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-19, 11:21 AM
R4T19: Donovan dashes past the corner after the guard, but sees the greased area and its effect on the one down guard - and how far his smite-buddy has gone. He keeps moving to get a clear shot at the fool on the ground. Summoning up all his anger and hatred, he points his hand at the prone guard and lashes out, hitting him in the right knee for 6 fire. His smite-buddy has gotten away from him for now.You have to be as specific as you can on movement, not general and hope I get it with the fluff. That said, I wasn't going to "interpret blindly" that you wanted to take a run through the greased area. Likewise, you have to be specific about your opponents.
R4T17: P2 gets to his feet. He then tries to step towards Kel, off of the greased area, but then falls on his bum again.

R4T12: "Damn, the lock is full of rust." Bile complains as he continues again. He bends down to get a better look and tries to get it open. The lock engages, falling off the tumbler and unlocking and the cell door pops ajar. "It's open, come join the battle," he says to the Grumblejack before jumping backwards towards the fray, covering an impressive distance.

R4T10: Zepsus, what do you do?

Leonidas on deck, Kel in the hole ..

Additional guards and dogs will come on Round 5.
Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21. STABLE!!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Prison Guard #1: 20. (11:22). Morale at 15.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (16:22). Morale at 15. PRONE!!!
Bile: 12. Body of the Night stance. If attacked, he wil use flowing creek to dodge it.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.

lostsole31
2020-05-19, 09:10 PM
R4T10: Zepsus quickly moves, tracking the escaping guard with his eyes. He says to the group, "We need to know where we are going. Does anyone remember the way? The window must be useful somewhere." Before he is even finished expounding, he strides over the unconscious Amadeus, and puts his back to the cage wall next to Kel, right on the corner. He reaches his arm over his own grease, and looks to the door, saying a malediction in Infernal..."Belial in the realm of eyes see that this man is our enemy sent by the seraphim!
He then casts a spell, getting completely missed by P2's AOO from the floor, and then whips grease at the floor 10' from the door in the center of the room, it is his max distance, but it is enough to add more defense to the room, but fails to reach the guard that is attempting to flee. There is a bit of blood that escapes from Zepsus' nose, and he feels a headache.

R4T4: Grumblejack (BG) pushes open the cell door and passes Bile, standing in front of our villains' former cell.

End Round 4, Begin Round 5 ...

R5T22: Leonidas barks at Zep, “Stop greasing up the floor ya damned fool!” Leo moves forward, avoiding fallen guards and pools of grease. Having just seen the guard swing at Zepsus, he banks that he won't have time to swing at him as well. He carefully moves past the fallen guard and farther along the super-sized pool of grease and fires a ray of frost at the man. But Leonidas' balancing on the grease throws off his aim and he misses.

R5T21.5: "I just know we went above ground floor. That's it," admits Kel, who looks directly into Zepsus' eyes with an annoyed look before moving around him and then into the greased area. She punches down hard into the man's upper arm for 3. The man cries out in pain.

R5T20: PG1 bolts out of sight through the open door to the south.

R5T19: Donovan, your smite-buddy is now gone from view. What do you do?


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21. STABLE!!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (13:22). Morale at 15. PRONE!!! AOO.
Guard Dog #1: 16. (20:20). Morale at 7.
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he wil use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 04:26 AM
R5T19: Donovan turns to face the fallen guard with malice and hatred in his eyes. He cautiously crosses the greasy floor, and using the dagger, strikes down at the man, but the guard's hauberk blocks the blow.

R5T17: The man goes to stand again. With Donovan distracting from the other side, Kel does a knee drop onto his right quads for 5 (while Donovan misses with his AOO). He tries to carefully move out of the kill zone he is in .... but again falls prone!

R5T15: A prison guard is seen (P6) coming from the room to the south, past the first line of grease and stopping 10' from the larger set.

R5T12: Bile, what do you do?


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21. STABLE!!! When he awakes, he has to keep rolling Will DC 25 rolls each round to attack P1, no matter what else is happening.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (8:22). Morale at 15. Guard Dog #1: 16. (20:20). Morale at 7. PRONE!!!
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 12:57 PM
R5T12: Damn, the fighting is still too far away, Bile curses inwardly as he mulls over what to do. A memory comes to him of when he was captured. The guards had retched, but he himself had gotten invigorated. This power could heal as well as harm! Instead of charging into battle , he walks forward and holds out his unholy symbol, calling, "Asmodeus, Lord of Hell, I beseech thee. Channel forth thy unholy power to bolster our allies and devastate our enemies!" His eyes blaze bright red and suddenly flickers of shadows and darkness start swirling about him, flowing into and through everyone close enough, healing the wicked ones (3) and sickening the good (P2 takes 3).

Ved, you come to, your eyes flickering as you are on the floor and you are in the midst of a battle. You are critically wounded.

R5T11.5: Another guard (P4) comes into view, and is warned of the grease by P6.

R5T10: Zepsus, what do you do?


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (5:22). Morale at 15. SICKENED til R7T12!!!
Guard Dog #1: 16. (20:20). Morale at 7. PRONE!!!
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 02:38 PM
R5T10: Zepsus ignores the complaints about his grease spells; if his face shows any emotion at all, he looks as though this is all going according to plan. "We need a plan. We can bar the door to this room. I wont say the rest out loud, but I think that will work..."

He looks to the man on the floor below him, swinging his sword wildly. Zepsus will look around his feet for the extra dagger, and check to see if anyone has an extra dagger or the veil within close range to him. Since both daggers are currently held by others (Bile, Donovan), Zepsus sloppily attempts to snatch the guard's sword, as without a weapon he isn't very imposing. The man swings his sword at Zepsus clumsily, enough to ward Zepsus away and make him back off.

Zepsus tries to keep a level head, but it is obvious that he is beginning to slip into a fugue state- his nose is bleeding now, and after the magical healing which was a great boon from the dark lord, Zepsus is still exhibiting some strange behavior. Anyone looking would assume he is under stress, but there is something else odd. His prayers, his bleeding nose, the power of his spells being far greater than they should have been. Zepsus whispers thanks to Asmodeus under his breath in a ghostly rasp.

R5T9-5: Two more guards (P3, P5), both with barking guard dogs (G1, G2), come into view.

R5T4: Grumblejack picks up the limp form of Amadeus, and puts it down behind him safely. "Old man flutter eyes," he says, pointing to Ved.

End Round 5, Begin Round 6 ...

R6T22: Leonidas, what do you do? You are adjacent to P2, who seems distracted (i.e., used his AOO), and there's a whole lot of trouble coming up from the south. You are on the grease, and it just so happens that a padded club lies at your feet.

Kel on deck, Ved (now awake but still barely alive) in the hole ...


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (5:22). Morale at 15. SICKENED til R7T12!!! PRONE!!! AOO used.
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 04:00 PM
R6T22: Leonidas will snatch up the club and whack at the prone guard, who slides out of the way of the club. He then keeps his body angled towards the approaching guards and dogs with his back at the cell bars. Smirking at them he will shout, “Come on ya wankers!”

R6T21.5: Kel steps onto the grease and then punches down at the guard twice, but in keeping her balance she misses the first time and simply hits his chain shirt the second time.

R6T21: Ved, you have a limited window of safety and P2 is distracted (AOO used). What do you do?

Donovan on deck, P2 in the hole ...


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (5:22). Morale at 15. SICKENED til R7T12!!! PRONE!!! AOO used.
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 04:36 PM
R6T21: Ved, seeing that the guard is distracted, crawls northward, out of the grease and stands up Ved then yells to Bile, "Bile, I need that holy symbol."
MA: crawl 5'.
MA: Stand up. You used two move actions, and can't use a standard action as well.
R6T19: Donovan, what do you do? If you attack P2, there is too much interference from the physical combat to accurately use this new hellfire ability (but you can still try). Meanwhile, you do have the dagger in hand. You are not flanking with Zepsus, because he doesn't threaten P2 with a deadly weapon. Meanwhile, four guards and two dogs are coming up from the south. If you move at all in the grease, you have to go half-speed for the time you are in the grease and make Acrobatics checks.

P2 on deck, P6 in the hole ...


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (5:22). Morale at 15. SICKENED til R7T12!!! PRONE!!! AOO used.
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-20, 05:22 PM
R6T19: Seeing the arrival of the new quarry, Donovan will say, "We need out!! This will very soon become the shortest jail break in history! Ideas?!" and he takes the downed guard's hair by his powerful hands and slices his neck for 8 + (1d4) bleed. The man gives a coughing gasp before he moves on more, his blood beginning to add to the slickness of the area.

R6T15: P6 closes on Leonidas and gives a rising cut from the side that cuts into the pirate's ear, temple, and skull for 8!

R6T12: Bile, what do you do? Do you respond to Ved's request?

P4 on deck, Zepsus in the hole ...


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-4:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-21, 02:08 PM
R6T12: "I'm using the symbol! Zepsus, move over so I can affect more!" Bile waits to see if Zepsus responds before moving to the edge of the grease.

Zepsus nods in agreement.

R6T11.5: P4 moves up and attacks Leo, who in turn makes an artful dodge, but the slipperiness of the grease keeps him from moving away from the two, sword-wielding guards.

R6T10: Zepsus, what do you do?

Bile getting ready to come out of delay, various guards and dogs on deck and in the hole ...


Leonidas: 22. Mage armor for 1 hour. Ready to use dodging panache.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-4:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (22:22). Morale at 15.
Bile: 12. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11. STABLE!!!
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-21, 02:59 PM
R6T10: Zepsus - still struggling with the guard who had just died thanks to Donovan - finally gets his hands on the man's sword. Wrenching the weapon out of his lifeless hands, Zepsus kicks his body out of the way with his foot. He gets a good grip on the sword, and skirts away from the corner of the hall to allow Bile to pass.

"Bile, ask your friend to take care of some of these guards so we can start working our way out of here! There is no hope if we can't get the upper hand," Zepsus lets out, commanding, yet his words are almost slurred with anger. His eyes are focused on the guards ahead, and he basically is taunting them to step closer.
Then he gives instruction to his other allies,

"They have to come to us! You cant win in a fair bout, get out of the grease, and let them stand in it."

R6T9.5: Bile, moving into where Zepsus was a second ago, isn't really listening to him, so focused as he is on his own tactic. Once again, his eyes flare and pure evil swirls about him while he chants. "Asmodeus, lend me your power again so we can strike down your enemies!"
2 infernal healing goes to Amadeus (now awake and disabled), Leonidas, Ved, and Zepsus.

P6 takes 2 infernal damage; P3, P4, P5, and the guard dogs seem unaffected.
R6T9: A guard dog (G1) closes on Leonidas, who had already attempted a dodge previously, and bites him in the side of the stomach for a stultifying 8, knocking the tattooed man off his feet. Leonidas feels the world swimming as he is now disabled. P3 moves up to the grease line, but not past it, unreadying his shield. G2 gets onto the grease, and at this point it is either the advantage of four legs, or some type of training, because it is obvious that while the dogs slow down, they are pretty good on the grease. It snaps at Donovan, its teeth being stopped at the last inch by something unseen protecting the man. P5 also steps up to the grease and also unreadies his shield.

R6T4: "Grumblejack busy," the monster grunts, turning away from the group to Amadeus, hunched over. Amadeus, this masive shaggy head looms over you. You almost think you see small, vestigial, backwards-pointing horns on his head. He takes a clawed hand - a hand that has some webbing of skin between the digits - and touches you square on the forehead with a clammy, lightly scaled, leathery finger that sends warmth and life into you for 12 healing. You have a faint scratch remaining with some tenderness."Grumblejack help you no more today with that."

End Round 6, Begin Round 7 ...

R7T22: Leonidas, you are currently disabled (https://www.d20pfsrd.com/gamemastering/Conditions/#Disabled). What do you do?You do not have a SwA available to you because you used your dodging panache .... an IA takes away a character's SwA on their next turn.
Kel on deck, Ved in the hole ...


Leonidas: 22. Mage armor for 1 hour. No SwA available.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-6:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!!
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11.
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-21, 04:09 PM
R7T22: Leonidas stays prone, barely conscious fending off attackers with his club. “Little help! Dammit!” he calls out, his actions becoming weaker and weaker until he finally slumps to the floor, the club falling out of his hands.This is what happens when a guy panics. Total Defense is a SA, and taking a SA - after completion of the act - inflicts 1 hp and you go unconscious. And to be clear, "completion of the act," is what it takes for the action of initiating total defense .... which is the tie spent to take a standard action. In the middle of a round when you are in total defense, you are not still performing a standard action ... because that is an action taking less than a round, completed on your turn ... but is rather the action spent to initiate total defense.
R7T21.5: Kel tries to move north, fails and falls, and then gets back up on her feet, embarrassed.

R7T21: Ved, what do you do?

Donovan on deck, P6 in the hole ...


Leonidas: 22. Mage armor for 1 hour. DYING!!!
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-6:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!!
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11.
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (20:20). Morale at 7.
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-21, 07:51 PM
R7T21: Ved loudly proclaims, "The dark lord Asmodeus bolsters us against your feeble Mitra!" He reaches out his hand while uttering an arcane phrase, and the dead guard's padded club is removed and then floats it to his hand. His concentration on the spell was enough that he can only manage to step 5' to the east.It takes a SA to cast (and grab ahold of something, such as it were), MA to direct, and you could only manage a 5' step after that.
R7T19: Donovan turns carefully to face one of the dogs (G2) and reach out with his hand, anger and hatred twisting his attractive features. The dog snaps at him as he aims, but Donovan practically puts his hand in its face, flames washing over it and stripping flesh from its face for 12 fire, and causing severe pain (unknown penalty).

R7T15: P6 directs G1 to attack Donovan. He tries to move, but has trouble keeping his balance, before - feeling weird from Bile's blast - finally slips to the ground.

R7T11.5: P4 has trouble moving the first time, but finally rallies and moves around the outside to close on Donovan.

R7T11: Amadeus, you are currently prone, away from the fighting. What do you do?

Zepsus on deck, guards/ dogs in the hole ...


Leonidas: 22. Mage armor for 1 hour. DYING!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-10:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!! PRONE!!!
Prison Guard #4: 11.5. (22:22). Morale at 15.
Amadeus: 11.
Zepsus: 10. Grease lasts tl R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (8:20). Morale at 7. -2 penalty to attack rolls, ability/ skill checks ti. R8T19.
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-21, 09:29 PM
R7T11: Amadeus blinks a couple of times at the giant above him and the healing he received, but the sounds of combat remind him to get off his backside. Standing, Amadeus winces at his newly healed flesh before saying to Grumblejack, "Many thanks my large friend."

Grumblejack looks at Amadeus with a wicked grin, "Everything costs."

Now on his feet, Amadeus takes a moment to close his eyes and focus himself, before opening his eyes now shining with a cruel gleam and preparing himself to launch into the fray.

R7T10: With much of the fighting happening around him turning into a blur of noise, Zepsus is focused on only one thing; killing every last enemy in the room.
He points the tip of his sword to the guard closest to him, and before he moves, he radiates a faint green energy all around him which slowly passes into the sword itself. Glowing with an eldritch arcana, Zepsus maintains his posture, keeping his weight off of his front foot, and keeping his sword-arm elbow wound tightly ready to spring while concealing his maximum range.

He carefully touches the grease before him with only the lightest pressure of his front heel, plants his foot into the inch thick slime, bends his knee with a snap quickly movement, and turns his body to transfer his stance to a tall posture in place 5' from where he just was, shoring up Donavan's side guard. He then maintain his posture until an actual guard comes close enough to attack.

R7T9-5: G1 bites hard into Donovan's right hand for 6, practically mangling it, yet Donovan maintains ahold of his dagger. Donovan wards off G2, though. P3 and P5 drop their swords with a clang on the ground. P5 takes out his bow and shoots at Ved, hitting him in his left upper arm for 10, dropping the old man .... again. P3 went to grab his bow, but accidentally pulled and arrow, and nocked an arrow, before realizing his nervous (and stupid) mistake, and he takes out his bow.

R7T4: Grumblejack sees the old man fall and he goes over to him, shaking his head. He then touches Ved on the head the same way as Amadeus, giving 7 healing, and bringing Ved back around to consciousness with Grumblejack's face staring into his own. <"No more for you,"> he says in Giant to Ved.

End Round 7, Begin Round 8 ...

R8T21.5: Kel moves behind Donovan and throat checks P4 with her left elbow for 3.

R8T21: You have a feeling you barely lost consciousness, and you FH1. You had lost concentration on your mage hand, not that you cared, but you are prone and the club is on the ground next to you. What do you do?

Donovan on deck, P6 in the hole ...

Leonidas, roll a stabilization check in Discord ...


Leonidas: 22. Mage armor for 1 hour. DYING!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #2: 17. (-10:22). Morale at 15. SICKENED til R7T12!!! DYING!!! 1d4 BLEED!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!! PRONE!!!
Prison Guard #4: 11.5. (18:22). Morale at 15.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19. READIED to attack first guard (not dog) that closes!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (8:20). Morale at 7. -2 penalty to attack rolls, ability/ skill checks ti. R8T19.
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

lostsole31
2020-05-22, 02:21 PM
R8T21: Shaking off the pain from the arrow, and seeing the two guards swords on the ground, without standing, Ved again reaches out his hand, telekineticly grasping a sword and bringing it to hover 1 square east of P4You are limited to moving something 15' with a move action.
R8T19: Donovan takes a swipe at the crispy critter that hit him, cutting it deep along the leg for 7.

R8T15-11.5: P6 crawls out of the grease, still a little woozy from Bile's attack, and stands. Terrified of the hellfire Donovan has been using, P4 expertly attacks the redhead, hitting him in the chest for 5. Donovan is barely standing.

R8T11: Amadeus, what do you do?

Zepsus on deck (readied action did not go off), Bile in the hole ...


Leonidas: 22. Mage armor for 1 hour. DYING!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!! PRONE!!!
Prison Guard #4: 11.5. (18:22). Morale at 15.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (20:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (1:20). Morale at 7. 2 BLEED!!!
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-22, 07:10 PM
R8T11: Seeing the floating sword, Amadeus' eyes fill with greed. He makes his way across the battlefield, skirting the edges of the greased floor and moves near the sword to claim it, not quite having to grasp it ... but with hands outstretched if the sword should make its way into his hand.

R8T10: Zepsus looks towards the archers, and make a quick parting swipe at the dog in front of him (hits for 13) which giveds a piteous yelp at the blow. Zepsus then backs around the corner (after the same dog nips at him and misses), "Get out of their line of fire, Donavan!"

R8T9.5: Bile, what do you do?

Enemies on deck/ in the hole ...


Leonidas: 22. Mage armor for 1 hour. DYING!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (20:22). Morale at 15. SICKENED til R8T9.5!!! PRONE!!!
Prison Guard #4: 11.5. (18:22). Morale at 15.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it.
Guard Dog #1: 9. (7:20). Morale at 7.
Prison Guard #3: 8. (22:22). Morale at 15. Shield unreadied, sword in hand.
Guard Dog #2: 7. (1:20). Morale at 7. 2 BLEED!!!
Prison Guard #5: 5. (22:22). Morale at 15. Shield unreadied, sword in hand.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-23, 03:44 PM
R8T9.5: "Moving away from the archers won't help us kill them." Bile says as he moves out onto the grease, carefully keeping his balance then with a swift current of movement draws his dagger and stabs the dog in front of him in the throat, dropping it.

If he has remaining movement he'll instead focus his concentration on the deceiving powers of Asmodeus to draw forth an illusionary double of himself to distract the guards.

R8T8-5: P3 and P5 both shoot at Bile, both missing. G2 takes 2 bleed and drops.

R8T4: Grumblejack reaches out and touches Donovan in the back of the head, providing him with to fully heal the eviscerated man!You have had a chance to Grumblejack pulling away his hand, but now fully see him healing Donovan. He does it with such ease that it doesn't even seem like inborn magic (i.e., spell-like ability), but rather something supernatural, you aren't able to narrow down quite what, though.
End Round 8, Begin Round 9 ...

R9T21.5: Kel kicks P4 in his right elbow for 7 (max), and does a jab kick at his armor.

R9T21: Ved, you are currently concentrating on mage hand on a sword. Amadeus' open hand is right next to it. What do you do?

Donovan on deck, P6 (no longer sickened) in the hole ...


Leonidas: 22. Mage armor for 1 hour. STABLE!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (20:22). Morale at 15.
Prison Guard #4: 11.5. (11:22). Morale at 15.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it. Dagger in hand. COPYCAT til R9T9.5.
Guard Dog #1: 9. (-3:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (22:22). Morale at 15. Bow.
Guard Dog #2: 7. (-1:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (22:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-23, 04:25 PM
R9T21: Ved's body knits with FH1. He sees Amadeus' lust for the sword and guides it gently into his hand, telling him to "Grab the Sword!" Still prone, Ved continues his spell, or recasts as necessary, reaching out magically for the other sword and taking control of it.It still takes a move action to put it in his hand, so then you use your next SA to cast mage hand on the other sword, but it doesn't go anywhere yet. However, Amadeus doesn't need to spend a MA to grab the sword, and it is now firmly in his grasp.
R9T19: Donovan, you are healed again, and there is this weird, blood-red scarlet wrap at your waist that you are sure has something to do with why the doggo bled out. What do you do?

P6 on deck, P4 in the hole ...


Leonidas: 22. Mage armor for 1 hour. STABLE!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (20:22). Morale at 15.
Prison Guard #4: 11.5. (11:22). Morale at 15.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it. Dagger in hand. COPYCAT til R9T9.5.
Guard Dog #1: 9. (-3:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (22:22). Morale at 15. Bow.
Guard Dog #2: 7. (-1:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (22:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-23, 05:12 PM
R9T19: As he is standing next to him, Donovan will stab at P4 with the dagger (barely glancing off his shield) while saying, "I could be much more effective with a sword if someone could get me one!"

R9T15-11.5: P6 drops his sword (putting his foot on top of it) and unreadies his shield. He then pulls out his bow. P4 tries to withdraw, but falls on his bum. He goes to stand, and Kel plants a foot in his groin for 7, but Donovan stabs the man right in the heart with a crit for 8 + 1d4+2 bleed, dropping him.

R9T11: Amadeus, you now have a sword. What do you do?

Zepsus on deck, Bile in the hole ...


Leonidas: 22. Mage armor for 1 hour. STABLE!!!
Kel: 21.5. Veil in her hand.
Ved: 21. Concentrating on mage hand. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (20:22). Morale at 15. Sword on floor (but stepping on it), shield unreadied. Bow in hand.
Prison Guard #4: 11.5. (-4:22). Morale at 15. 1d4+2 bleed!!! DYING!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R13T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. If attacked, he will use flowing creek to dodge it. Dagger in hand. COPYCAT til R9T9.5.
Guard Dog #1: 9. (-3:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (22:22). Morale at 15. Bow.
Guard Dog #2: 7. (-1:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (22:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-23, 11:35 PM
[QUOTE=lostsole31;24525709]R9T19: As he is standing next to him, Donovan will stab at P4 with the dagger (barely glancing off his shield) while saying, "I could be much more effective with a sword if someone could get me one!"

R9T15-11.5: P6 drops his sword (putting his foot on top of it) and unreadies his shield. He then pulls out his bow. P4 tries to withdraw, but falls on his bum. He goes to stand, and Kel plants a foot in his groin for 7, but Donovan stabs the man right in the heart with a crit for 8 + 1d4+2 bleed, dropping him.

R9T11: Grasping the sword in his dirty mitts, Amadeus turns his gaze to the pair of archers blocking his exit from these fetid cells. He attempts to make his way across the grease to teach them the error of that folly.

Should he make it past the obstacle he takes a two handed swing at P5 with his new longsword and mocks with a sing-song voice, "You're going to die here." The guard ducks out of the way, not parrying with his bow so much as guiding it out of his path.

R9T10: Zepsus will get into position, moving to the right side of Ved. As he walks around the grease, and tries to be graceful while moving past his allies, he reverse his first grease spell.

R9T9.5: Bile felt it when the evil he channeled drained the guard. Suddenly a flash of unholy inspiration strikes him. I can channel the evil, not just randomly around me, but also through my blade. He moves swiftly and gracefully over to the guard. His lithe body moving like that of a dancer, flowing from one position to the next. Suddenly he stabs out at the guard, but instead of the blade following the expected trajectory, the blade makes a mini jump through space to end up in the side of the guard, his eyes glow red as a dark mist seem to coalesce around the blade. His blade stabs through the chain shirt and into the man's chest for 6. The man seems healthy enough still, but that did seem to take the fight out of him nevertheless.

R9T8-5: P3 drops his bow and goes to pick up his sword, which instantly is freed of Ved's sorcerous influence, but Amadeus hacks at him in his right shoulder for 9. He does have his sword (and bow in hand), but wounded as he is after that he has had enough. He bolts around the east side of the grease, shouting bloody murder as he goes. Meanwhile, P5 steps back and shoots at Bile. Bile tries to duck out of the way and moves brilliantly, but this arrow was destined to find its mark as Bile is hit in the chest with a crit for 8. Bile begins to wheeze as it is possible his lung was nicked .... a brutal shot, indeed.

R9T4: Grumblejack moves slightly sideways and down, his middle partially exposed to the southern hallway. He reaches down and touches Leonidas for 11 healing.

End Round 9, Begin Round 10 ...

R10T22: Leonidas, you are awake and alive and prone on a non-greasy ground, and yet your back is wet because you are laying in a pool of blood (your own and others'). The padded club you dropped is by you, and while there are the bodies of dogs and guards about you, you are not threatened. What do you do?

Kel on deck, Ved in the hole (prone) ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (14:22). Morale at 15. Sword on floor (but stepping on it), shield unreadied. Bow in hand.
Prison Guard #4: 11.5. (-4:22). Morale at 15. 1d4+2 bleed!!! DYING!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Guard Dog #1: 9. (-4:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (13:22). Morale at 15. Bow and sword in hand.
Guard Dog #2: 7. (-4:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (22:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2.

lostsole31
2020-05-25, 01:20 AM
R10T22: Slowly, Leonodas moves away from the light. The smell of scorched flesh fades and the screams of the damned diminish. Leonidas jumps to his feet, “Ha Ha! I’m alive! Whooo! Yah! Let’s totally kill these fracking bastards!” He picks up "his" club.

R10T21.5: Kel takes a 5' step and snaps the neck of P4. For those looking askance at her, she shrugs and says, "Still bleeding means still alive in my book. Don't need a cleric in here channeling and makin' them stand in our midst."

R10T21: Ved, you FH1. You are prone. Your mage hand ended when P3 took control of the sword. What do you do?

Donovan on deck, P6 in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Prison Guard #6: 15. (14:22). Morale at 15. Sword on floor (but stepping on it), shield unreadied. Bow in hand.
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Guard Dog #1: 9. (-4:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (13:22). Morale at 15. Bow and sword in hand.
Guard Dog #2: 7. (-4:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (22:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22).

DEAD
Prison Guard #2/ 4.

lostsole31
2020-05-25, 11:31 AM
R10T21: Ved starts to push himself up from his prone position. As he does his form disappears, reappearing next to Kel, astride the now deader guard. With a practiced and somewhat familiar arcane gesture, a bolt of acid flies out toward the bow-wielding guard, but with Amadeus in the way he misses.

Kel looks at Ved. "Dimensional slide?"

R10T19: Donovan will step forward to Amadeus side and extend his arm towards P5, a gout of flames bursting forth towards the man, hitting him for 4 fire.It is from here that you learn that your bloodeater's belt bleed does not add to weapon-like powers/ spells/ abilities, but strictly to manufactured weapons.
R10T15: P6 withdraws down the hall .... his sword still on the ground ... and he screams bloody murder as he leaves.

R10T11: Amadeus, you are now in somewhat of a battle line with Donovan and Bile. What do you do?

Zepsus on deck, Bile in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Guard Dog #1: 9. (-4:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (13:22). Morale at 15. Bow and sword in hand.
Guard Dog #2: 7. (-4:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (16:22). Morale at 15. Bow. Sword floating northwards.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4.

lostsole31
2020-05-25, 12:13 PM
R10T11: Taking a glance around the battlefield, Amadeus smirks as he turns his sight on the last remaining guard. "Looks like your friends left you to die alone. What a pity." Amadeus says as he steps forward, channeling Hell's power and his own self-assured superiority as he hacks at the last guard with devastating strength. The guard raises his arms to protect his body, but the sword cuts through his fleshy tricep to cut through his cheeck and then into his collarbone and chest for 19. As the man slips down to the ground, they lock eyes, and P5 falls unconscious ... his last thoughts that of terror of the man that killed him with his own sword.

R10T10: Zepsus, what do you do?

Bile on deck, P3 in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Guard Dog #1: 9. (-4:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (13:22). Morale at 15. Bow and sword in hand.
Guard Dog #2: 7. (-4:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (-3:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4.

lostsole31
2020-05-25, 03:33 PM
Ved quips back at Kel, "Quite."

R10T10: After the last one falls, Zepsus moves to the door. "Now's our chance, do we fight our way out? or do we try the window? There is a rope we can use to climb, but we wont be able to get off this island unless we have a boat, or someone smuggles us out."

R10T9.5: Bile, what do you do? In using flowing creek last round, you do not have a SwA this round until the beginning of your next turn.

P3 on deck, Grumblejack in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd. PRONE!!!
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19. READIED to attack a hostile that comes within reach of his sword.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Guard Dog #1: 9. (-4:20). Morale at 7. DYING!!!
Prison Guard #3: 8. (13:22). Morale at 15. Bow and sword in hand.
Guard Dog #2: 7. (-4:20). Morale at 7. 2 BLEED!!! DYING!!!
Prison Guard #5: 5. (-3:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4.

lostsole31
2020-05-25, 04:25 PM
R10T9.5: "Didn't you hear earlier? There's no safe path out of this tower with the window. There's a guard right outside the door still. We should prepare ourselves to fight our way out." Bile folds his hands in front of him as in silent prayer and swiftly steps over to Ved, holding out the holy symbol ready for the other man to grab it. "I'll need it back soon." He says, his voice sounding distance as all his thoughts are focused inwards, on his mediation to prepare him for the rest of the battle.

R10T8: P3 runs out of the far room down the stairs, making a ruckus as he goes.

There are now no active enemies on the board....

R10T4: Grumblejack moves slightly east to now have his profile fill up his side of the hallway. He slashes at the two fallen guard dogs with the claws on his hands (one of which was still visibly bleeding profusely. There is no more "bleeding" from their wounds so much as blood just pooling outwards from wound-made orifices.

End Round 10, Begin Round 11 ...

R11T22: Leonidas, what do you do?

Kel on deck, Ved in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19. READIED to attack a hostile that comes within reach of his sword.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Prison Guard #5: 5. (-4:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4. Both guard dogs.

lostsole31
2020-05-26, 04:56 PM
R11T22: Leonidas drops the club and moves to pick up a long sword. “Let’s get a move on before they send more guards.”

R11T21.5: Kel moves south and does an axe-kick on the bleeding guard (P5) for 6, hopefully being enough to make sure he has no lucky, gods-given break.

R11T21: Ved, you FH1, which may have troubling implications, as there are no active enemies that you can see. What do you do?

Donovan on deck, Amadeus in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19. READIED to attack a hostile that comes within reach of his sword.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Prison Guard #5: 5. (-10:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4. Both guard dogs.

lostsole31
2020-05-26, 08:24 PM
R11T21: "Everyone, be on your guard, I still feel the dark prince tending to my wounds. Were we alone or out of danger, even temporarily his Judgement would have faded," Ved says reaching out for the unholy symbol. Surveying the group Ved asks "Is anyone experiencing severe wounds that have not been tended to by either Bile or our large friend here?"

He awaits a reply/ replies.....

R11T19: Donovan, what do you do?

Amadeus on deck (action posted), Zepsus in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19. READIED to attack a hostile that comes within reach of his sword.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Prison Guard #5: 5. (-10:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2/ 4. Both guard dogs.

lostsole31
2020-05-27, 12:20 PM
Zepsus replies, "My wounds're closed."

"I'll heal myself." Bile comments as he lets Ved grab the symbol.

R11T19: Donovan will look around for a dropped sword and grab it if he finds one. But Leonidas had picked up the last one. "What's our course of action? The window will at least allow us to get a look outside!"

R11T11: Amadeus looks about the floor for a shield. Should he find one he will remove it from the prior user and strap it to his arm. "I'll be taking this. Slightly used with only one previous owner? A bargain." Amadeus chuckles to himself on his dark humor.

R1T10: Zepsus says as he moves to the door, "I am only slightly injured."

After a quick look to the room beyond, and seeing there are no enemies, he adds, "I'll watch the door, if the rest strip our enemies of their armor. Take no more than is absolutely necessary, we can don our armor and shields once we are in the next area; and, take their weapons.

Zepsus closes the door slightly, so that only he can see through, closing the door hallway.

R1T9.5: Bile, you no longer have the holy symbol. What do you do?

Grumblejack on deck, Leonidas in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. No SwA this round.
Prison Guard #5: 5. (-10:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2 (sword and shield taken)/ #4 (sword taken). Both guard dogs.

lostsole31
2020-05-27, 12:53 PM
R11T9.5: Bile steps next to the bow from the fallen guard, intending to pick it up soon. But before doing so, he got something else to accomplish. He grabs a tiny vial of swirling dark red matter from his new pouch and drips a drop right into the wound on his chest. While doing so he motions with his hand in arcane gestures and chants:

"H̡͔̠̯̗̠̭a̢̹͍̗̤e̩ͅc̛̬̙ ̱̘̮̣͍p̴ḙ͝r͙ s̠̼̯̟̮a҉̘͉̳̟̙̼̯n̩͎̕g̬u̹i̵̻̦͉̻ͅn̠̜̪̭̗̩͎e͓͘m̺ ̩̮̟̗͖͜e̦f͇̞̝f̱̲̞͝u҉̹̻͈̗̙d̵͕̙̤̥̼͙͍e̙̟̘̪͜r̺̙̪̪̗͟ i̮̭t ͚̙͉͚̱̬ ̯̥͔̟͞v̷̭o̹̥̰̟̹̠c͙͎̬̭o̵̭̫͚̪ ҉͕͈͇s̮̲̱͇͓͝u͝p͕̜͎̮e͞r̜͔͎͡ t͏͎͓̗̱è̖̦̳̳̝ ͙͖̮ͅs̰͇̞̰͔͚̩͟e͍̮͙̲r̞̖̟͕͎v͠u̙͚͈̣ṣ̯̦͍̜͍ ̡tu̶̙u̺̭͔̜s̞̦̞:̙̙͘ ͏̳̫P̦̮̟͈̝̰͉e͖̲͓̳r͏c͕͖̜̺̻e̦̜͞p̵̥̼i̖̻̜̥t̢̹̥͓ ̵̰̦̘̪̗A̗͖͚ͅs̙̜͔̭ḿ̩̠o̼ͅḑ͕̥͚̱̲̗̫e̦͢uş̖̫̤̹̼.̻͢ ̭͙̩̙ ͈P҉̼̼͓̞͔̱r̮͎̰̤͎͝i̝͚̭̱͖͇̟͜n̤̺̞͈̭̤ce̦p̥͚͔̥̱̮̮s͖͠ ̺̲̖͎ ̬ ̨͉̞d́a ̪͔͙̮̙͇͈m͞i͡h̬̗͕͔̩͖̳i̳̺͔͉ ́p̭̩̱o̬̣t̴̬̗̟e̠͍̣ͅsţa̖͕͉͚̝̳t̴e͖̟̹͈͉̳͞m͈̫̪͟,͓͝ ̻̤̗̠̤ͅq̡̬͎ua̼͙ r͇͈̩e̛̩̬̼̘̺̘̩cu͉pe̱͉̪̱r̲͉ͅar̵̟̯̲e̞̰̠̺͜t͈̗̯̮̣̥̕ ̖̗͎̙̮a̱̦͔̮b͏̺̤̜͇͔̞̻ ͜i҉͔̮͙̣m҉̲į͖͇s̡͎̲̥̖̰̻̥ ̩͕̗̘̝̩̟͡uͅs̲̣̣̳̱̲q̸̘͖̝͖ͅͅu̠̥e̻̼̤̭͠ ̭̥̹͉̩ͅa̙͈̯̩͙̞͜d̼̪̣̘̞ ͔̝͓͙̙̜s͔̯͍u̢̮̦͍m͢m͉͍̝͎̗̝ͅa̤̻͎̺͍͠,̗͚͟ ̛̗̙̳͇͓̱̺a̠͘ ̩͙͉̗̰̭g̪͚̺̥̠̱͡r̰̺̘̙͕a̕v̲͉̪̦̦i̝̦̯̻͚b͏̮͈u̱̝s̩̰ ̤̬͈͔̳d̮͇a̵͚mn͓̤̦͚̖̱̱͘u͓͎̘ṃ ͖͓͟d̢͉̩̗e͚ ̛̰̻̺̭̦̺͈t̠͙͔̣͟ͅu̷͖̙̤̣a͍͓ ̸̥̬̟̱̮v̲̜̞͓̺ì̤̱ŕ̺͔̞̱̹̳ͅt̺͖̳͓̫̞͢u̵͈̰̘t̡̺͕͙̥̬̘ ̳e̷̙ ̥̩̺̬ ̫͔̮̮̺v̥̠̝͕͍̼ͅi̙͘o̺ͅl̻a̻̘̲̼̱͖̥n̲̭̰̝̟t̥̭̖͞.͎̲͈̤̩ ̲̱"


His wounds begin to knit slowly (FH1).

Grumblejack delays ...

End Round 11, Begin Round 12 ...

R12T22: Leonidas, what do you do?

Kel on deck, Ved in the hole ...


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21. Judgment [healing] active, FH 1/rd.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10. Grease lasts til R14T19.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. Infernal healing (FH1) til R21T9.5.
Prison Guard #5: 5. (-10:22). Morale at 15. Bow. DYING!!!
Grumblejack: 4. DELAYING!!!

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2 (sword and shield taken)/ #4 (sword taken). Both guard dogs.

lostsole31
2020-05-27, 08:36 PM
R12T22: Leonidas takes a sheath and carrier off a guard, and secures it to his own belt.

R12T21.5: Kel seems curious about something, then looks back down at the guard. "His heart still beats," she says dispassionately, almost amused. She performs a coup de grace by crushing his skull in with the heel of her foot.

Combat Ends .....


Leonidas: 22. Mage armor for 1 hour.
Kel: 21.5. Veil in her hand.
Ved: 21.
Donovan: 19. Mage armor for 1 hour. SMITE vs. P1!!!
Amadeus: 11. Black seraph's glare (stance).
Zepsus: 10.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Bile: 9.5. Body of the Night stance. Infernal healing (FH1) til R21T9.5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

DEAD
Prison Guard #2 (sword and shield taken)/ #4 (sword taken)/ P5 (sword taken). Both guard dogs.

lostsole31
2020-05-30, 06:21 PM
Two arrows speed in to the one that opened the door. The first smacks very hard against the chain shirt, almost having penetrated. The second arrow hits Bile in his left hand for 4.

Begin Round One ...

R1T24: Zepsus is possessed of inspired reflexes. ~80' away from him (with one party in the way to break any run) he can see one prison guard. He saw two arrows, so assumes there is another that he can't see because of his position relative to the door and a vast hall beyond. He still has an ingrown nail. What does he do?


Zepsus: 24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 21. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min.
Kel: 12. Veil in her hand.
PG8: 10 (22:22). Morale at 15. Bow and (19) arrows.
PG7: 7. (22:22). Morale at 15. Bow and (19:20) arrows.
Bile: 6.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-05-30, 08:38 PM
R1T24: Zepsus reacts with natural speed, stepping around to the side of the door way, breaking line of sight to the archer. He puts his back to the wall as he keeps his eyes on the area in front of the door. He holds his sword out of the way so the tip doesn't get in the way of the party, again summoning an energy from deep within the inner ocean inside of his body; a green, alien power of hell. The green aura forms as a plasma around his longsword. He then motions for the others to get away from the ranged attacker. "Watch out, there will be more than one!"

R1T21: Ved, what do you do? You see the two archers down at the far end of a vast hall.


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min.
Kel: 12. Veil in her hand.
PG8: 10 (22:22). Morale at 15. Bow and (19) arrows.
PG7: 7. (22:22). Morale at 15. Bow and (19:20) arrows.
Bile: 6.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-05-30, 08:58 PM
R1T21: Ved draws back his readied bow and looses an arrow at the guard on the left, before wordlessly knocking another arrow. The arrow he fired clipped off of the guard's chain shirt.

R1T20: Donovan, what do you do? You are 80' down a long hallway at the end of which are two prison guard archers.


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min.
Kel: 12. Veil in her hand.
PG8: 10 (22:22). Morale at 15. Bow and (19) arrows.
PG7: 7. (22:22). Morale at 15. Bow and (19:20) arrows.
Bile: 6.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-05-31, 03:42 PM
R1T20: Donovan moves to the left out of the LOS of the archers and say, "Right! Who has a bow? Up here and take them down!"

R1T19: Leonidas, what do you do?


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min.
Kel: 12. Veil in her hand.
PG8: 10 (22:22). Morale at 15. Bow and (19) arrows.
PG7: 7. (22:22). Morale at 15. Bow and (19:20) arrows.
Bile: 6.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-05-31, 07:10 PM
R1T19: “We ha’ neither the time nor the ammunition to get in a shootin’ contest! Got to rush ‘em and get in their faces! Who’s not in armor we can get to them quick and then the heavies can close. Who’s---?” Sorry, charlie, but you don't spend a full round's worth of vocals ... and then delay. You're done. Delaying your turn also means delaying your full barrage of speech.R1T12: Kel is out the door into the hall. "--with me?"

So, the answer to who has the metaphorical balls is answered by someone who only has, in fact, metaphorical balls.

R1T10-7: Two arrows are fired at Kel, but she is moving very erratically and they don't come close.

R1T6: Bile, what do you do?


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min. Prepare dodging panache.
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (1819) arrows.
PG7: 7. (22:22). Morale at 15. Bow and (18:20) arrows.
Bile: 6.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 01:12 AM
R1T6: "We only have three bows and it'll take less than ten seconds to close with them. Being cowards and hiding here will only see us suffer more damage and deplete our healing. If we'll rush them, it'll be be way better for us," Bile says as he moves out the door after Kel. As he moves he pulls out his bow, notches an arrow and lets it fly. With a flash the arrow seem to disappear mid air only for it to reappear right before one of the guards, hitting him in the chest for 6. Realizing that he relaxed back when he put on his armor, he controls his breathing in case an occasion for stealth may present itself.

R1T5: Amadeus, what do you do?

Grumblejack on deck, Zepsus in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min. Prepare dodging panache.
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (18:19) arrows.
PG7: 7. (16:22). Morale at 15. Bow and (18:20) arrows.
Bile: 6. Body of the night stance.
Amadeus: 5.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 07:20 AM
R1T5: Amadeus puts his shield first as he moves into the hallway. His gaze grows harsher as he sees the two archers waiting at the end of the hall as he makes ready to defend against their salvo.

R1T4: Grumblejak trundles past Leonidas and Ved to move right up to the doorway.

End Round One, Begin Round 2 ...

R2T24: Zepsus, what do you do?

Ved on deck, Leonidas in the hole ....


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!!
Leonidas: 19. Mage armor for 45 min. Prepare dodging panache.
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (18:19) arrows.
PG7: 7. (16:22). Morale at 15. Bow and (18:20) arrows.
Bile: 6. Body of the night stance.
Amadeus: 5. TD.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 04:04 PM
R2T24: Zepsus moves into the hallway, squeezing past the big guy. Once out in the open he will is very careful to watch the archers; he prepares to defensively twist out of the way of any arrows aimed at him.

R2T21: Ved as well will squeeze past Grumblejack and move into the hallway. He clears the doorway and slides in between Kel and the wall. He takes another shot at the archer that Bile hit moments ago, and it hits PG7 in the belly for 3.

R2T20: Donovan uses his shield defensively and tries to close to the range of his fire attack.

R2T19: “Grumblejack, Move!” Leo draws his club, waiting for Grumblejack to move before dashing into the room.

R2T12: Kel moves forward defensively.

R2T10-7: PG8 shoots at her, but she bats the arrow away. PG7 readies his shield, drops his bow, and then advances down the side of the hallway.

R2T6: Bile, you are in body of the night stance with the bow in your hand. The melee-equipped guard (PG7) is now only 15' from you (and 10' from Kel). This is the one that is wounded. What do you do?

Amadeus on deck, Grumblejack in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. TD!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Leonidas: 19. Mage armor for 45 min. Prepare dodging panache. READIED to move into hallway once Grumblejack moves!
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (13:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand.
Bile: 6. Body of the night stance.
Amadeus: 5. TD.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 04:50 PM
R2T6: "Nice job with the arrows," Bile says with a smile as he sees Kel manage to knock aside yet another one. He steps forward to meet the approaching guard. With a flourish he pulls his dagger and stabs at the man swift as a coursing river, getting him in the left cheek and back of throat for 8. If it weren't for the fact that Bile was a tiefling, he would be as mysterious as the dark side of the moon.

R2T5: Amadeus, you are currently using total defense. What do you do?

Grumblejack on deck, Zepsus in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. TD!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Leonidas: 19. Mage armor for 45 min. Prepare dodging panache. READIED to move into hallway once Grumblejack moves!
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (5:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand.
Bile: 6. Body of the night stance. Bow and dagger in hand.
Amadeus: 5. TD.
Grumblejack: 4.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 05:41 PM
R2T5: Amadeus moves forward to stand beside Bile drawing his pilfered longsword as he goes. He slashes viciously at the guard even as he attempts to keep an eye out for another arrow. "Watch those side doors!" Amadeus calls out from the melee. His sword cuts into the man's unprotected left thigh for 14, dropping the man, who in turns drops his sword.

R2T4-3: Grumblejack and Leonidas both move into the hallway.

End Round 2, Begin Round 3 ...

R3T24: Zepsus, what do you do?

Ved on deck, Donovan in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. TD!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (-9:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand.
Amadeus: 5. 3 THP til next round.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Prepare dodging panache.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 07:43 PM
R3T24: "If we can keep one alive, we can interrogate him," Zepsus says low, hoping the guard wont hear him. He keeps on the move, heading to the closest door, and turns the handle in a hurry, checking for a lock (there is one, but the door is not locked). Then, he holds position to attack any enemy that comes near him.

R3T21: Ved, what do you do?

PG8 on deck, Bile in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. READIED to attack guard that comes near him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Total defense.
PG8: 10 (22:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (-9:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand.
Amadeus: 5. 3 THP til next round.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Prepare dodging panache.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-01, 08:15 PM
R3T21: An arrow whizzes past Kel as Ved fires at the guard at the end of the hall, hitting the man in the very low abdomen for 7. He then crosses the hall moving up directly behind Bile.

R3T20: Donovan continues to use his shield defensively and to close on the archer.

R3T12: "We're not taking over Branderscar, you horned twit!" calls back to Zepsus. "We're getting the hell outta here!" With only one archer, Kel is supremely confident and charges the him, jumps the last few feet, and grazes her left fist right alongside the top of his melon for 2.

R3T10: PG8 drops his bow and attempts to ready his shield, but not before Kel jumps up and plants a knee into the side of his neck for 6. He does manage to get his shield readied, though. As she kneed him, he desperately tries to defend himse and makes quite a ruckus, his voice amplified by the halls acoustics. "The prisoners are in the Great Hall! The prisoners -*gach* - are in the Great Hall!"

R3T6: Bile, you have a bow in one hand and a dagger in the other. What do you do?

Amadeus on deck, Grumblejack in the hole ....


Zepsus: 24. +1 enchantment on longsword til R11T24. READIED to attack guard that comes near him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
PG8: 10 (7:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (-10:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand.
Amadeus: 5. 3 THP til next round.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Prepare dodging panache.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-02, 06:21 AM
R3T6: Bile takes a deep breath and focuses himself, moving forward as he does so to end right outside the melee going on between Kel and the guard.

R3T5: Amadeus, what do you do?

Grumblejack on deck, Leonidas in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. READIED to attack guard that comes near him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
PG8: 10 (7:22). Morale at 15. Bow and (17:19) arrows.
PG7: 7. (-10:22). Morale at 15. Bow and (18:20) arrows. Bow dropped by doors to great hall. Sword and shield in hand. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Prepare dodging panache.

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-02, 04:31 PM
R3T5: Amadeus moves up to the last guard, in line with Kel and Bile. "That was an odd choice of last words guard." Amadeus says before cleaving down with a terrifying slash. The guard tries to duck out of the way, but he moves his upper body back but doesn't involve any footwork. Which is unfortunate as Amadeus' blade cuts downwards into his belly for 10, dropping him.

R3T4: Grumblejack ambles to the side and down the hall, trying to avoid his smaller, fellow escapees. For his great size, he only seems to shuffle along at the same speed as as normal human, which is surprising. He lashes out with a claw against the fallen guard for good measure, tearing through the fallen man's chest.

R3T3: Leonidas, what do you do?

Zepsus on deck, Ved in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24. READIED to attack guard that comes near him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
PG8: 10 (-3:22). Morale at 15. Bow and (17:19) arrows. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Prepare dodging panache.

DEAD
PG7 (sword, shield, chain shirt, bow, 18 arrows).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-02, 05:46 PM
R3T3: Leonidas shrugs and puts his club away. “Yeah, I guess Chopin’ them to bits works too.” He then moves to the door to his left.

End Round 3, Begin Round 4 ...

R4T24: Zepsus, what do you do?

Ved on deck, Donovan in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
PG8: 10 (-3:22). Morale at 15. Bow and (17:19) arrows. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Club placed in belt.

DEAD
PG7 (sword, shield, chain shirt, bow, 18 arrows).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-02, 07:20 PM
R4T24: Zep will move over the the closer dead archer, and grabs the bow off of the corpse.

"If you have time to speak, you should use it only to plan ahead, and direct the group," He calmly says in Kel's direction; Zepsus is calm, but his words seem to imply that he finds what she was saying irrelevant. Zepsus looks towards the other doors in the room with a careful eye as he works on taking the bow off of the guard. "Now, does anyone need one of these bows?"

R4T21: Ved, what do you do?

Donovan on deck, Kel in the hole ...


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
PG8: 10 (-3:22). Morale at 15. Bow and (17:19) arrows. DYING!!!
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Club placed in belt.

DEAD
PG7 (sword, shield, chain shirt, bow, 18 arrows).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-02, 09:33 PM
R4T21: "Good point, Zepsus. Quickly, see if these guards have anything useful on them. Then we should clear all of the rooms on this floor before we move outside. I'll take a few more arrows and I'd take a sword if there is one to spare.

"Kel, Amadeus, Bile, you three take that door," Ved says indicating the upper left door.

Kel thinks about it, gorilla thumps PG8 in the head with a coup de grace, killing him, and then rolls her eyes and gives some vague nod of consent.



Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Club placed in belt.

DEAD
PG7 (sword, shield, chain shirt, bow, 18 arrows). PG8 (bow, 17 arrows, chain shirt, shield, longsword).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-03, 12:33 AM
Round 8 ...


Zepsus: 24. +1 enchantment on longsword til R11T24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 45 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 45 min. Club placed in belt.

DEAD
PG7 (sword, shield, chain shirt). PG8 (bow, 17 arrows, chain shirt, shield, longsword).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-03, 06:05 PM
Round 12+


Zepsus: 24.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Ved: 21.
Donovan: 20. Mage armor for 43 min. SMITE vs. P1!!! TD!
Kel: 12. Veil in her hand. Charged.
Bile: 6. Body of the night stance. Bow and dagger in hand. +4 insight AC til next round and deadly strike on next attack.
Amadeus: 5.
Grumblejack: 4.
Leonidas: 3. Mage armor for 43 min.

DEAD
PG7 (shield, chain shirt). PG8 (bow, 17 arrows, chain shirt, shield).

OUT OF PLAY
PG1 (11:22). PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-04, 12:26 AM
Nearly everyone heard some shuffling of chain links or movement on the other side of the door .... except Zepsus and Donovan, who are both surprised.

Surprise Round ...

S22: Bile, with catlike senses and reflexes, you are neither surprised, nor do you surprise. You have a bow in hand. (I assume you would have put the dagger away by now.) You are currently in body of the night. The front two prison guards have sword and shield, and the others have bows nocked and ready. You have a MA or a SA available. What do you do?


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (22:22). Sword & shield.
PG1: 20. (11:22). Bow in hand, shield unreadied.
Amadeus: 19.
PG6: 18. (14:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand.
Ved: 14.
PG3: 13. (13:22). Bow in hand, shield unreadied.
PG9: 12. (22:22). Sword & shield.
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

OUT OF PLAY
PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-04, 01:00 AM
S22: Bile is surprised by the sheer amount of guards in front of him, but still reacts quickly. He brandishes his unholy symbol as he prays. "Asmodeus, channel your power through me!"

A faint malevolence surges forth to fully heal Amadeus, Bile himself, Leonidas, and Ved, and almost fully healing Zepsus. Meanwhile, the malevolence washes over the prison guards, hitting all heavily except for PG10, who resists.

S21-20: PG11 shoots at Bile. PG1 shoots at Donovan, but the arrow seems almost to have been knocked out of the air.

S19: Amadeus, what do you do?


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
PG1: 20. (7:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied. SICKENED til R1T22!!!
Kel: 17. Veil in her hand.
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

OUT OF PLAY
PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-04, 01:33 AM
S19: Amadeus, caught off guard somewhat by the squad of enemies lined up so neatly before them, quickly moves forward to try and join the fray. He steps onto the bench, then the table, then steps down onto the bench, getting a clearer look into the room beyond from his higher position.

S18: PG6 shoots at Bile with a wild miss.

S17: Kel delays, unable to really do anything right now.

S14: Ved, you are covering the north door with your bow. What do you do?


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
PG1: 20. (7:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied. SICKENED til R1T22!!!
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

OUT OF PLAY
PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-04, 02:33 PM
S14: Ved moves to slightly to the north, climbing on top of the table to try to get a clear shot at the guards. Things moved too quickly in this opening part of the battle to get his shot off, though.Just stepping up on the bench is 10' of movement, and then onto the table is another 10' of movement, for 20' total movement .... well into a MA. And being a surprise wound, you get a MA or an SA. So, I just moved you an extra 5' along the table.
S13-11: PG13 shoots at Bile, missing. PG9's sword slams against Donovan's chain shirt, possibly causing a welt and a bruise, but otherwise not actually injuring him. The same thing happens when PG10 attacks Zepsus.

S10: Leonidas, what do you do?

Grumblejack on deck, Bile in the hole ...


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
PG1: 20. (7:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied. SICKENED til R1T22!!!
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

OUT OF PLAY
PG3 (13:22); bow and sword in hand. PG6 (14:22); no sword.

lostsole31
2020-06-05, 04:28 AM
S10: Leonidas raises his arm, casts a spell and a blue bolt of frost streaks toward a guard, but the mass of bodies throws off his aim.

S8: Grumblejack, not having much room to maneuver in here, and not wanting to test the weight rating of the tables, delays ...

End Surprise Round, Begin Round One ...

R1T22: Bile steps backwards onto the table, focusing his ki and drawing back an arrow as he does so. With a rip through reality he lets another one fly, straight at the first guard who spotted them way back when this escape all began. The arrow goes through the hand he puts up defensively and into his skull. By the time the man is done falling, the arrow stapled his hand to his head and in turn to the chest on the floor. He was killed instantly. So much for Super-Guard.

R1T21: The terrifying priest moved out of his LOS, so PG11 shoots at the still-shocked prisoner on the front line, but misses Zepsus.

R1T19: Amadeus, what do you do?

PG6 on deck, Ved in the hole ...


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied. SICKENED til R1T22!!!
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

DEAD
PG1.

lostsole31
2020-06-05, 11:36 AM
R1T19: Amadeus moves up next to Zepsus and aids him in cornering the guard in front of him. "Best say your prayers now while you can, guards!" Amadeus cries out fervently.

R1T18: PG6 wildly misses Zepsus with an arrow.

R1T14: Ved, what do you do?

PG3 on deck, PG9 in the hole (both sickened) ...


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied. SICKENED til R1T22!!!
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised! Received an Aid to Attack from Amadeus vs. PG10
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. SMITE vs. P1!!! Surprised!

DEAD
PG1.

lostsole31
2020-06-05, 11:57 AM
R1T14: From his perch on the table, Ved draws his bow an fires at the other guard that he recognized from the earlier fight upstairs. Though he misses, it is still a reminder to the guards in there that there is more pressure than just the front-line warriors (neither of whom have gone yet, recovered from the initial battle shock, or amazingly, have been hit yet).

R1T13: PG3 returns fire at Ved, his arrow hitting Ved in the right foot for 1 NL.So, I found a fun oolie in the PHB when I did a cover-to-cover read of it last year. It surprised me, and surprised a lot of people I showed it to. Most people assume that the least damage that can be done from a weapon attack is 1 damage ... as in 1 lethal damage. So, when a little kitty cat slashes at you and bites and hits with all three .... it does as much as a dagger would do! Nope, it turns out that when penalties to weapon damage go to 0 or less than 0, the minimum is not 1 damage, but 1 nonlethal damage. Anyway, courtesy of Bile's sickening effect from his channel evil!
R1T12-11: PG9 attacks Donovan and likely would've hit, if it weren't for the fact he is still reeling from Bile's vile attack. PG11 the only one of the guards not so effected, barely manages to strike the flat-footed Zepsus with his sword deep in his left foot, ankle, and even Achilles tendon for 10.

R1T10: Leonidas, what do you do?

Zepsus on deck (finally), Donovan in the hole (also finally), Kel/ Grumblejack delaying ...


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Surprised! Received an Aid to Attack from Amadeus vs. PG10
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Surprised!

DEAD
PG1.

lostsole31
2020-06-05, 12:32 PM
R1T10: “Pew! Pew!”says a smiling Leonidas as he fires a cold ray at the most exposed guard ... but misses due to the mass of bodies in his way.

R1T9: Zepsus, you were surprised and overwhelmed and so much has happened around you. Your foot is bloody and in pain, and you still carry the pain from upstairs when you had hurt your leg. (When Bile healed some of your damage, it did nothing to that non-hp-related wound.) You do see that Amadeus created an opening for a better line of attack on PG10, if you take it. What do you do?

Donovan on deck (action posted), Bile in the hole ...


Bile: 22. Body of the night stance. Bow and dagger in hand.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. Received an Aid to Attack from Amadeus vs. PG10
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Surprised!

DEAD
PG1.

lostsole31
2020-06-05, 03:38 PM
R1T9: Zepsus snaps out of his shellshock, and picks up his sword, keeping it in the doorway to prevent any guards from getting closer. The green alien energy flows from within the center of his body, and envelops his blade, as he watches for an opening. Thinking he sees one, Zep makes glancing cuts at the guard in front of him in order to break his balance, and attempts to exploit the guard's sense of perception by thrusting the tip of the sword quickly towards his eye, and then pushes the guard down without ever touching him, but the ruse fails as the man simply follows low with his large shield to easily block him.

The strategem failing, Zepsus returns to a defensive posture, not looking down at his injuries. However, it pains him to move. So, he remains in place, his eyes growing wider, as he does not see any good choice other than to cut down those before him.

R1T4: Finally, finally, finally .... Donovan regains what small wits he has, attacking PG9. His sword gets passed the shield but is stopped by the man's chain hauberk.

End Round One, Begin Round 2 ...

R2T22: Bile, you had to drop your dagger at your feet in the table last round (because you had a bow and dagger in hand). What do you do?

PG11 on deck, Amadeus in the hole ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Surprised!

DEAD
PG1.

lostsole31
2020-06-06, 04:55 PM
R2T22: " Zepsus, step back from the door to allow others to step in. You can switch up who's going at them." Bile says as in a daze, without any of the usual intensity you would expect from battle. Because most of his mind is focused inwards, to focus his ki yet again in order to deliver more charged attacks at their enemies.

R2T21: PG11, still woozy from the miasma two rounds ago, fires at Ved, missing.

R2T19: Amadeus, what do you do?

PG6 on deck, Ved in the hole ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied. SICKENED til R2T22!!!
PG9: 12. (18:22). Sword & shield. SICKENED til R2T22!!!
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Surprised!

DEAD
PG1.

lostsole31
2020-06-06, 05:29 PM
R2T19: Amadeus delays ...

R2T18: PG6 shoots at Ved and misses.

R2T17: Ved, what do you do?

PG3 on deck, PG9 in the hole (both recovered from being sickened) ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19. DELAYING!!!
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (9:22). Bow in hand, shield unreadied.
PG9: 12. (18:22). Sword & shield.
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Surprised!

DEAD
PG1.

lostsole31
2020-06-06, 06:06 PM
R2T17: "You don't all have to die here, but if you shoot at me again, noone will be able to recognize what is left of your body." Ved curses at PG6 before firing at the guard from up stairs (PG3), putting an arrow through his left knee for 8. The sharp pain of his ACL tearing causes him to gasp in pain.

R2T13-11: Through tears, PG3 fires back but misses. PG9 attacks Donovan, cutting a deep gouge into his left intestines for 10. Amazingly, Donovan still stands. PG10 attacks Zepsus, cutting along the side of his neck with a draw cut for 5.

R2T10: Leonidas, what do you do?

Zepsus on deck, Donovan in the hole ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19. DELAYING!!!
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (1:22). Bow in hand, shield unreadied.
PG9: 12. (18:22). Sword & shield.
PG10: 11. (22:22). Sword & shield.
Leonidas: 10. Mage armor for 37 min.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8. DELAYS!!!
Donovan: 4. Mage armor for 37 min.

DEAD
PG1.

lostsole31
2020-06-06, 11:20 PM
R2T10: Leonidas draws his sword, “Zep, move your ass!”

R2T9: Zepsus, bloody from his wounds will continue to fight as defensively as he can, but he will also say a curse at PG10. "Asmodeus sees you, human. I am his warrior!"

With the power of hell, Zepsus calls a smite upon the guard, attacking with a sword thrust, but failing as the longsword is a slashing weapon. Then, in an attempt at a tactical retreat, he takes a step away from the door, keeping his guard up.

R2T8: Leonidas instantly steps forward to take Zepsus' spot. Amadeus wasn't quite quick enough to get in there first.

R2T4: Donovan, you have almost been eviscerated along your left obliques and abdomen and you feel woozy. What do you do?

Bile on deck, PG11 in the hole, Amadeus delaying for a melee opening ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied. SICKENED til R3T22!!!
Amadeus: 19. DELAYING until the way is clear for melee combat.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand. DELAYING!!!
Ved: 14.
PG3: 13. (1:22). Bow in hand, shield unreadied.
PG9: 12. (18:22). Sword & shield.
PG10: 11. (22:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min.

DEAD
PG1.

lostsole31
2020-06-07, 03:45 PM
R2T4: Donovan has to jump onto the bench in a tactical retreat since he just can't move left, and in doing so he gets his swordarm's elbow struck by PG9 for 10, nearly cutting through the arm and dropping the man before he really got far.

R2T3: With Donovan ... out of the way ... Amadeus weaves through his allies to reach the spot Donovan lies in. Face-to-face with an enemy, Amadeus gives his signature grin before slashing down in a terrifying gash to the man's left knee for a crit of 12. The man stands there in a state of pain and shock.

End Round 2, Begin Round 3 ...

R3T22: "Don't just stand there milling about, demoralise them, throw stuff or something!" Bile says with his intensity returned. He pulls back his bow while doing so, carefully takes aim and channels his ki to let the arrow fly. It seems to disappear from sight for a moment before reappearing right before the guard Ved just shot, but not before he ducks out of the way, having already seen this tactic used before.It's just fluff for the miss, buddy, don't read into into the words to think that somehow he wasn't flat-footed.
R3T21: PG11 is the last to recover from Bile's baleful blast. He shoots Ved in the right knee for 6. PG6 also shoots at Ved, missing.

R3T17: Kel looks around and sees there is nothing for her to throw, really. She looks at PG9, resisting the urge to shrug and says, "You, yeah, you. You're gonna' die ... um, soon. So, uh, you better ... um, watch yourself." She looks at Bile with a hopeless-yet-hopeful look on her face, her pathetic attempt at demoralizing someone having been given.

R3T14: Ved, once again, you are on the ropes, barely at the limits of consciousness. What do you do?

PG3 on deck, PG9 in the hole ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand.
Ved: 14.
PG3: 13. (1:22). Bow in hand, shield unreadied.
PG9: 12. (6:22). Sword & shield. FRIGHTENED til R3T3!!!
PG10: 11. (22:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3. DELAYING until the way is clear for melee combat.

DEAD
PG1.

lostsole31
2020-06-07, 04:18 PM
R3T14: Ved fires again at the guard, dropping him with 8, before telling Bile, "Give me the symbol, I'll go heal Donovan."
Sorry, buddy, but you can't take a standard action, followed by another standard action with intent to use a move action. Your action is done.
R3T12: PG9 screams in terror, withdrawing.

Kel, with eyes wide and jaw dropping, slowly gets a triumphant smile as she incredulously and joyously says to Bile, "I-I did it!"

R3T11: PG10 didn't really understand what happend with PG9, knowing it wasn't the "idiot woman" but figuring his ally was just a coward to suffer so grievous a wound. "Someone else take the line!" he shouts as he attacks Leonidas, cutting a gash in the pirate's neck for 9 even as the pirate tried to riposte.

R3T9: Your longsword is enhanced, you have a smite on PG10, an ally is bleeding on the ground in front of you, a place to jump in and attack has opened up if you brave an AOO (allies do not provide "cover" to negate AOOs, that requires a specific teamwork feat). Zepsus, what do you do?

Leonidas on deck, Amadeus in the hole, Grumblejack delaying ...

"Drag him back," says the big galoot gesturing to Donovan as if wanting to do something.


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand.
Ved: 14. READIED to run to bench by Donovan if Bile gives him the symbol!!!
PG3: 13. (-10:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. FRIGHTENED til R3T3!!!
PG10: 11. (22:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3.

DEAD
PG1.

lostsole31
2020-06-07, 04:39 PM
R3T9: Zepsus drops his longsword behind him, onto the bench to keep it out of the way of any shuffling feet. He doesn't give time to make sure that it does not fall after he lets go of it, as he is hastened to pull the bow off of his shoulder, and nock an arrow. He aims carefully at the guard in the back, taking his time to draw in his breath, and attempts to make a decisive shot, knowing full well that this is not his specialty, and that his fingers are wet with blood.

It is the blood that bothers him. There is just so ... much .... blood. His arrow shatters against the wall of the mess hall, not even near the doorway, and Zepsus is now sickened by all the blood.

R3T8: Owie-owie-owie-ow! At least he didn't slash open a bloodline that would have you bleeding out. Leonidas, you bravely stepped in, only to find out that these guys are actually better swordsmen than you might have given them credit for being as he proved better at handling his blade than you yours. What do you do?

Grumblejack delays, hoping someone drags back Donovan, Donovan bleeding on deck, Amadeus in the hole ...


Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (18:22). Bow in hand, shield unreadied.
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand.
Ved: 14. READIED to run to bench by Donovan if Bile gives him the symbol!!!
PG3: 13. (-10:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. FRIGHTENED til R3T3!!!
PG10: 11. (22:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3.

DEAD
PG1.

lostsole31
2020-06-09, 01:59 AM
R3T8: Leonidas, perhaps unwisely, stands his ground in a desperate attempt to win their freedom. It is an unwise decision as he is wildly off-balance, but manages to keep himself from falling over as his swing goes astray.

"Still waiting...." says Grumblejack a little bit more surlily than before, pointing to the bleeding Donovan.

R3T3: ”Well done Kel! Care to join me in slaying these fools?” Amadeus asks Kel as he advances into the newly created breach. Relying on his superior swordwork, Amadeus channels the power of hell into his blade as he moulinets with his blade over his head and then makes an arcing downward cut to hit the man in his right hip for 11.

End Round 3, Begin Round 4 ...

R4T22: Bile, what do you do?

PG11 on deck, PG6 in the hole ...

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger at his feet.
PG11: 21. (7:22). Bow in hand, shield unreadied. SHAKEN til R7T3!!!
PG6: 18. (10:22). Bow in hand, shield unreadied.
Kel: 17. Veil in her hand.
Ved: 14. READIED to run to bench by Donovan if Bile gives him the symbol!!!
PG3: 13. (-10:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. FRIGHTENED til R3T3!!!
PG10: 11. (22:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3. 4 THP til next turn.

DEAD
PG1.

lostsole31
2020-06-09, 03:09 AM
R4T22: "Let Grumblejack heal him," Bile says as he leaps into the air, jumping into the space above the fallen Donovan. He suddenly seems to split into two beings mid -flight as he swiftly draws out his dagger and stabs down at the neck of the guard barring their way into the sleeping quarters, slicing into neck and into part of the clavicular hollow for 11.

Meanwhile, the holy symbol of Asmodeus is still around his neck, and now far from Ved. :smallsigh:

R4T21: PG11 readies his shield, drops his bow, and looks to defend himself.

R4T18: PG6 likewise drops his bow and readies his shield, bust steps up to continue to bar advance into the barracks.

Kel shrugs as there are no clear openings. "Would love to."

R4T14: Ved, you watch impotently with a mixture of rage, horror, and indigance as Bile completely ignored your request for the holy symbol and went running back into battle. :smallfurious: What do you do?

PG9 on deck (no longer seems frightened), PG10 in the hole ...

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand. Copycat (1 image) til R5T22. Deadly strike vs. PG10 til R7T22.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! TD.
PG6: 18. (10:22). Bow dropped. Shield Readied. TD.
Kel: 17. Veil in her hand. DELAYING
Ved: 14.
PG3: 13. (-10:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield.
PG10: 11. (11:22). Sword & shield.
Zepsus: 9. FD. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3. 4 THP til next turn.

DEAD
PG1.

lostsole31
2020-06-09, 07:55 AM
R4T14: Filled with anger, Ved glares at Bile while drawing his bow. As the arrow comes back and the point of aim passes over Bile he hesitates for a moment before continuing to full draw and releasing at the guard blocking the door. Whether it was his anger that simply through off his aim; the perils of shooting into close-quarters combat when you aren't trained to do so; or a darker motive ..... the arrow rips along the right side of Bile's head for a light crit for 8 before the pieces of it splinter ineffectually onto Ved's original target.

R4T12: PG9 moves back over to the battle and bares his sword and shield in a protective ward.

R4T11: PG10 tries to make quick work of the badly wounded pirate to cut down on the numbers. Leonidas desperately tries to parry, but again it is plain to see. These guards may not have supernatural powers or even superhuman strength .... but they do have solid combat training and expertise with their chosen weapon. Leonidas gets hit in the chest for 4, his mage armor having soaked up some of the force, and now he is barely standing.

R4T9: Zepsus, you are sickened by the blow, badly wounded, and still carrying around a slightly bum leg from your first fight. You do, however, have a smite on PG10. What do you do?

Leonidas on deck, Donovan bleeding (roll stabilization in Discord), Grumblejack grumbling more ....

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand. Copycat (1 image) til R5T22. Deadly strike vs. PG10 til R7T22.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! TD.
PG6: 18. (10:22). Bow dropped. Shield Readied. TD.
Kel: 17. Veil in her hand. DELAYING
Ved: 14.
PG3: 13. (-11:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. TD.
PG10: 11. (11:22). Sword & shield.
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Grumblejack: x. DELAYS!!!
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3. 4 THP til next turn.

DEAD
PG1.

lostsole31
2020-06-09, 07:41 PM
R4T9: With his eyes glossing over, Zepsus becomes momentarily lax in posture. Leaning forward, he looks as if he is in another world; then, he drops to one knee. He mutters to himself, but what he says is too quiet for anyone else to catch over the sound of battle, but he seems to be trying to make sense of the impossible. He looks around, undisturbed by the combat, unbound from the threat of enemies. He is no longer interested; he is completely nonresponsive to stimuli. His normally dark red skin has lost a lot of blood, and is going pale.

Suddenly, he begins to eye Donovan's body, the blood pooling out of him filling his sight. Zepsus, staying low out of some primary instinct, quickly puts both hands on the paladin, dropping his bow unceremoniously. He begins to pull on the body, using all of his core, unhinged strength to move Donovan closer, and he begins to drag the man out of battle. As he does, he begins to question Donovan in a strange, personal tone. "Donovan, what are you doing down here on the floor? Donovan! Come on man, don't give up now, look at all of this- bloooooood look at all of this wonderful, shiny life quintessence, Dono. There's a good knight, you aren't very heavy, you are so small Donovan, I will help you. You can't expect to fight well from down here on the floor, get up, and fight, you lout. This is what you were made for, isn't it? Think of the glory you are missing out on, think of the victory, think of the end of the empire, "

And he gibbers more of the same, broken, oddly self-reflective nonsense while he drags the man. He only gets Donovan's body moved five feet (at Kel's feet), and continues to babble, displaying an odd behavior of talking through Donovan almost as if he were a puppet, though he is really talking to himself. After a few moments of this, he slowly looses the glossy look in his eye, and merely waits to retrieve his weaponry, wordlessly. The moment passes, and Zepsus looks as if he wouldn't even remember it if someone asked. He simply holds his wounds, and shakes a little. So, Donovan is not a little guy, but Zepsus is having a relationship break with reality right now. Donovan is 240 lbs, his gear (sans dropped sword) another 40, and then add onto that Zep's own gear (sans dropped sword and bow)) and that exceeds a heavy load, so he can only drag him 5' as a move action. But you know what, sometimes that is all you need.
R4T8.5: Grumblejack moves up 5', takes Donovan out of Zep's hands carefully (the care being exercised more for Zepsus' sake than Donovan's), and then moves Donovan completely out of battle.

R4T8: Leonidas, what do you do? You find yourself in a sort of battle-fugue. Normally, you depend on an extreme self-mastery of situations to have the insight to do great feats, but you now feel strangely empty, as if you have lost all inspiration. And you are still standing toe-to-toe- with a very wounded, but very competent warrior.

Amadeus on deck, Bile in the hole ...

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand. Copycat (1 image) til R5T22. Deadly strike vs. PG10 til R7T22.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! TD.
PG6: 18. (10:22). Bow dropped. Shield Readied. TD.
Kel: 17. Veil in her hand. DELAYING
Ved: 14.
PG3: 13. (-11:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. TD.
PG10: 11. (11:22). Sword & shield.
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand. READIED action to move into Zep's place once!!! Use opportune parry & riposte if attacked.
Donovan: 4. Mage armor for 37 min. Sword dropped. DYING!!!
Amadeus: 3. 4 THP til next turn.

DEAD
PG1.

lostsole31
2020-06-09, 10:27 PM
R4T8: Leonidas will stagger to his right to slump against the wall while he takes a little nap.

R4T7: Kel now moves into the gap created by Leonidas. She winds her left hand around the front-to-right side of her body before letting loose with a chop that hits PG10 in his upper right arm for 2.

R4T3: Amadeus, your temporary buffer goes away. What do you do?

Bile on deck, PG11 in the hole ...

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand. Copycat (1 image) til R5T22. Deadly strike vs. PG10 til R7T22.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! TD.
PG6: 18. (10:22). Bow dropped. Shield Readied. TD.
Ved: 14.
PG3: 13. (-11:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. TD.
PG10: 11. (9:22). Sword & shield.
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand.
Amadeus: 3. Black seraph's glare stance.

DEAD
PG1.

lostsole31
2020-06-10, 12:58 AM
R4T3: Seeing his allies peel away with wounds, Amadeus laments being left without armor by his allies’ greed. Nevertheless he must hold this line lest they be overrun. Amadeus decides to go against PG10 letting loose a blow meant to intimidate rather than strictly kill. He cuts down through the inner left gastroc muscle of the guard's left calf, nicking the femoral artery, and then continuing to create a gory wound on the man's foot for 12, dropping him.

End Round 4, Begin Round 5 ...

R5T22: Bile, your copycat disappears. Though he has fallen, your deadly strke is still active against PG10. What do you do?

PG11 on deck, PG6 in the hole ...

Collective: +1 morale bonus to attack until R4T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand.Deadly strike vs. PG10 til R7T22.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! TD.
PG6: 18. (10:22). Bow dropped. Shield Readied. TD.
Ved: 14.
PG3: 13. (-11:22). Bow in hand, shield unreadied. DYING!!!
PG9: 12. (6:22). Sword & shield. TD.
PG10: 11. (-3:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand.
Amadeus: 3. Black seraph's glare stance.

DEAD
PG1.

lostsole31
2020-06-10, 04:47 AM
R5T22: Bile is blindsided by the arrow from behind. "What the hell?! If we start fighting each other we'll all die for sure. May Asmodeus crush your heart for this betrayal, Ved." He holds up his symbol again. "I call upon Thee, Lord of Hell, Prince of Darkness, channel Your Power through me!" His eyes flash with infernal light as darkness once again swirl about the room, draining the guards and invigorating the prisoners. Bile, Donovan, Leonidas, get 1 healing; Ved gets 1 + 1 NL healing; PG11 resists; PG6 and PG9 take 1 evil + sickened, and PG3 finally succumbs to his wounds.

R5T21: PG11 steps up, seeing the true danger. Through his terror and great wounds yet he strives against the channeling tiefling. For all of his fear, his aim is perfect enough to get past Bile's attempts to dodge the man. It is a low cut at the tiefling's left knee that strikes for a crit of 10 .... dropping Bile.

R5T18: Where PG11 is terrified but fighting through it, PG6 is trying to work past the fallen tiefling's miasmatic power, clipping Amadeus in the head for 8 mod.

R5T14: Ved, those who oppose you and call on your Father's name, friend or foe, shall fall before you. Bile is down now, and has the holy symbol. What do you do?

PG9 on deck, Zepsus in the hole ...

Collective: +1 morale bonus to attack until R5T3.
Bile: 22. Body of the night stance. Bow in hand, dagger in hand. Flowing creek to dodge if attacked.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!!
PG6: 18. (9:22). Bow dropped. Shield Readied. TD. SICKENED til R9T22!!!
Ved: 14.
PG9: 12. (5:22). Sword & shield. TD. SICKENED til R6T22!!!
PG10: 11. (-4:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand.
Amadeus: 3. Black seraph's glare stance.

DEAD
PG1.

lostsole31
2020-06-10, 10:47 PM
R5T14: Ved leaps from the table top landing gracefully next to Zepsus. Reaching out to touch is fallen comrade while incanting a prayer to Asmodeus that his chosen vessel be reinvigorated Ved grasps the unholy symbol still unleashing an unholy radiance that washes over Bile (8 healing, bringing him back to consciousness). With the healing accomplished Ved looks to Bile and dryly says, "It was an accident."

R5T12: PG9 steps forward, despite feeling a queazy and being terribly wounded, but knowing there is no place to fall back to. Despite that, he strikes the poorly protected Amadeus in his right hand for 6 mod, and only Amadeus' martial power keeps him in the fight.

R5T9: Zepsus, not really having any options other than to try to swing the battle, picks up his bow, and fires at the guard at the back (PG9, who has since moved up). In his mind, he is only just starting to recollect his thoughts, and he silently prays that his arrow is able to put some pressure on his enemies. After he shoots his arrow (missing), he will tries to reduce his frame, and kneels down low, bobbing and weaving, although the focus on defense makes it hard for him to aim.

R5T8.5: Grumblejack looks at Donovan and calls out. "I healed him already; can't do twice. Ved, need healing here. He stable though, not bleeding."

R5T8: Leonidas, what do you do?

Kel on deck, Amadeus in the hole ...

Collective: +1 morale bonus to attack until R5T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand.
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!!
PG6: 18. (9:22). Bow dropped. Shield Readied. TD. SICKENED til R9T22!!!
Ved: 14.
PG9: 12. (5:22). Sword & shield. SICKENED til R6T22!!!
PG10: 11. (-5:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! FD.
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand.
Amadeus: 3. DYING!!!

DEAD
PG1.

lostsole31
2020-06-11, 06:18 AM
R5T8: Still barely conscious, the fallen pirate scoots forward away from the wall and casts an arcane spell before touching Kel. “This may help y’some.” A brief shimmering appears all around Kel for a second before disappearing. At the same time, just as Leonidas experienced a sort of fuzziness as his combat focus has left him, now he has a pounding headache. A trickle of blood rolls down from his nose as, except for the most rudimentary forms of magic, the pirate has exhausted his arcane energy.

R5T7: Meanwhile, one of the weakest members of the villains is charged up. Having the best defenses already just from her martial arts alone, and now buoyed by magical protections, the woman is a veritable juggernaut. She lashes out with two strikes but is blocked by PG11's shield. Well, a defensive juggernaut, at least.

R5T3: Amadeus, if it weren't for your martial power, you wouldn't be standing. As it is, you are barely doing that. What do you do?

Bile on deck (prone, with both bow and dagger on deck by you, as well as the sword Donovan had), PG11 in the hole ...


Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!!
PG11: 21. (7:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!!
PG6: 18. (9:22). Bow dropped. Shield Readied. TD. SICKENED til R9T22!!!
Ved: 14.
PG9: 12. (5:22). Sword & shield. SICKENED til R6T22!!!
PG10: 11. (-5:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! FD.
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance.

DEAD
PG1.

lostsole31
2020-06-11, 05:28 PM
R5T3: Amadeus is in a bit of a bad spot. He is surrounded by enemies, hurt, and retreat is blocked by his 'allies'. Worse yet, while in these dire straights one of those 'allies' decides to armor Kel whose evasiveness makes her nigh untouchable by the guards instead of Amadeus who was trained to plant his feet and either ward off attacks with weapon and shield or let his armor take blows.

Nevertheless there is no retreat, so Amadeus turns his blade towards the enemies before him and slashes down with cruel might, making a fell leg swipe on PG6 for 18, felling him. "One more push! Attack with whatever you have they're breaking!" Amadeus extols his allies to help him strike down the remaining guards.

End Round 5, Begin Round 6 ...

R6T22: "You're an awful shot then. But if you fight for the Lord, may he invigorate you, and if you oppose his rightful return, may you be struck down!" Bile responds as his eyes once again alight with the flames of hell as pure evil seeps into the air, flowing though and into everyone in the room. Asmodeus favored this speech, for all of our villains that needed it get 4 healing, even as PG11 and PG9 suffer 4 evil damage and sickening (or continuing to sicken) them.

After the magic takes hold Bile tries to stand up. Yet, it seems that while you are favored by your Dark Lord, PG11 is likewise blessed by Mitra. For even though he is scared and queasy and barely standing, he makes a wicked gut slash against Bile as the tiefling stands, practically disemboweling him for 15 + (1d4 bleed), his intestines hanging out.

R6T21: No sooner does he make that attack, then the embattled front-liner then crosses swords with Amadeus.

R6T14: Ved, Bile is down again, and this time it looks particularly brutal. What do you do?

PG9 on deck, Zepsus in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!!
* Gut Slash: 1d4 Bleed/ round. Heal DC 10 halves the bleed effect; DC 20 removes bleed effect. Note that unlike normal, this bleed cannot be stopped simply by magical healing.
PG11: 21. (3:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! SICKENED til R9T22!!!
PG6: 18. (-10:22). Bow dropped. Shield Readied. SICKENED til R9T22!!! DYING!!!
Ved: 14.
PG9: 12. (1:22). Sword & shield. SICKENED til R9T22!!!
PG10: 11. (-5:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! FD.
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1.

lostsole31
2020-06-11, 07:05 PM
[QUOTE=lostsole31;24557343]R5T3: Amadeus is in a bit of a bad spot. He is surrounded by enemies, hurt, and retreat is blocked by his 'allies'. Worse yet, while in these dire straights one of those 'allies' decides to armor Kel whose evasiveness makes her nigh untouchable by the guards instead of Amadeus who was trained to plant his feet and either ward off attacks with weapon and shield or let his armor take blows.

Nevertheless there is no retreat, so Amadeus turns his blade towards the enemies before him and slashes down with cruel might, making a fell leg swipe on PG6 for 18, felling him. "One more push! Attack with whatever you have they're breaking!" Amadeus extols his allies to help him strike down the remaining guards.

End Round 5, Begin Round 6 ...

R6T22: "You're an awful shot then. But if you fight for the Lord, may he invigorate you, and if you oppose his rightful return, may you be struck down!" Bile responds as his eyes once again alight with the flames of hell as pure evil seeps into the air, flowing though and into everyone in the room. Asmodeus favored this speech, for all of our villains that needed it get 4 healing, even as PG11 and PG9 suffer 4 evil damage and sickening (or continuing to sicken) them.

After the magic takes hold Bile tries to stand up. Yet, it seems that while you are favored by your Dark Lord, PG11 is likewise blessed by Mitra. For even though he is scared and queasy and barely standing, he makes a wicked gut slash against Bile as the tiefling stands, practically disemboweling him for 15 + (1d4 bleed), his intestines hanging out.

R6T21: No sooner does he make that attack, then the embattled front-liner then crosses swords with Amadeus.

R6T18: PG6 attacks Amadeus with what little strength remains in him, but it is not enough.

R6T14: Ved, Bile is down again, and this time it looks particularly brutal. What do you do?

Zepsus on deck, Grumblejack in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!!
* Gut Slash: 1d4 Bleed/ round. Heal DC 10 halves the bleed effect; DC 20 removes bleed effect. Note that unlike normal, this bleed cannot be stopped simply by magical healing.
PG11: 21. (3:22). Bow dropped. Shield Readied. SHAKEN til R7T3!!! SICKENED til R9T22!!!
PG6: 18. (8:22). Bow dropped. Shield Readied. SICKENED til R9T22!!!
Ved: 14.
PG10: 11. (-5:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! FD.
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG9.

lostsole31
2020-06-11, 08:54 PM
R6T14: Ved steps down off the bench quickly and grabs Bile's fallen frame. The armored tiefling is more than Ved can easily manage and the samsaran has to really put his back into moving him. PG11, seeing what is happening and having witnessed Ved's power previously will not allow his prey to go so easily, and chops downward despite all that ails him, hitting the relatively easy Bile in the lower left arm for 4 mod.

R6T9: Zepsus, what do you do? You are still sickened.

Grumblejack on deck, Leonidas in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!!
* Gut Slash: 1d4 Bleed/ round. Heal DC 10 halves the bleed effect; DC 20 removes bleed effect. Note that unlike normal, this bleed cannot be stopped simply by magical healing.
PG11: 21. (3:22). Bow dropped. Sword and shield. SHAKEN til R7T3!!! SICKENED til R9T22!!! AOO used.
PG6: 18. (8:22). Bow dropped. Sword and shield . SICKENED til R9T22!!!
Ved: 14.
PG10: 11. (-6:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! FD.
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG9.

lostsole31
2020-06-11, 10:23 PM
R6T9: Zepsus, still woozy, looks to Bile as the man asks him to step into combat. However, Zep's vision becomes blurry, and as double after-images of his surroundings spin, and distort, he has no emotion on his face when Bile gets cut by the guard. Zepsus, unwilling to harm his allies, and seeing that the fight is getting closer, will drop the bow, and pick up his sword. He is not quite fast enough to rush right into the melee, so he will wait a moment to collect his faculties.

R6T8.5: Grumblejack, with his great reach, attempts to perform first aid on Bile. The big galoot appears to have the proficiency of a practiced healer, and stops the bleeding that did not stop with magical healing! Bile is no longer bleeding, just disabled (and prone). "Zep, when fight done, and you live? See me."

R6T8: Leonidas, what do you do?

Kel on deck, Amadeus in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!! DISABLED!!!
PG11: 21. (3:22). Bow dropped. Sword and shield. SHAKEN til R7T3!!! SICKENED til R9T22!!! AOO used.
PG6: 18. (8:22). Bow dropped. Sword and shield . SICKENED til R9T22!!!
Ved: 14.
PG10: 11. (-6:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! READIED to attack any enemy that comes in reach!!!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG9.

lostsole31
2020-06-13, 12:13 PM
R6T8: Leonidas rolls over to a safe area before struggling to stand. “Give ‘em hell, Kel!” he shouts before bending over in a coughing fit.

R6T7: Kel smiles at the encouragement. Her left knee is blocked by a shield, but that was really the setup for her fist that crits PG11 right in the forehead for 10, dropping him on top of PG10's body. It seems that Kel performs well - or at least appears to do so - when encouraged or directed.

R6T3: Amadeus, one critically wounded, sickened guard remaining. But he knows there is nowhere to fall back to, and he knows better than to surrender. What do you do?

Bile on deck, PG6 in the hole ..

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!! DISABLED!!!
PG11: 21. (-7:22). Bow dropped. Sword and shield. SHAKEN til R7T3!!! SICKENED til R9T22!!! DYING!!! CONFUSED til R7T7!!!
PG6: 18. (8:22). Bow dropped. Sword and shield . SICKENED til R9T22!!!
Ved: 14.
PG10: 11. (-6:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! READIED to attack any enemy that comes in reach!!!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG9.

lostsole31
2020-06-13, 12:38 PM
R6T3: "You should have stayed cowering in the corner," Amadeus taunts the last remaining guard. "I might have forgotten about your pathetic existence then." With that he looks to the guard as if the man is already dead and lashes out to make that vision a reality. The man weakly holds out his shield arm to block, but Amadeus simply cuts his shield arm off at the upper arm, killing the man instantly in a spray of blood.

End Round 6, Begin Round 7 ...

R7T22: Bile, you are prone, disabled, and your weapons are dropped all around you. You don't see any active enemies. What do you do?

Ved on deck, Zepsus in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand. PRONE!!! DISABLED!!!
PG11: 21. (-7:22). Bow dropped. Sword and shield. SHAKEN til R7T3!!! SICKENED til R9T22!!! DYING!!!CONFUSED til R7T7!!!
Ved: 14.
PG10: 11. (-6:22). Sword & shield. DYING!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10! READIED to attack any enemy that comes in reach!!!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG6. PG9.

lostsole31
2020-06-13, 09:06 PM
R7T22: Bile stands up and totters over to Grumblejack. "Damn, these guards are well trained. Do you have any more healing, Grumblejack? I got one more channel, but I rather want to save it for when I can affect enemies as well. If they hadn't been drained from it, more of us would have gone down."

Grumblejack nods his head in reply to Bile.

R7T14: Ved, nocks an arrow, and cautiously goes through the open door (because there is nowhere to stand otherwise). Doing so, he notices the chests on the floor around the beds. "Keys!" he shouts. Looking into the room more carefully, he quickly counts the chests, then assesses the dead guards, you can immediately see him evaluating the situation. "There is at least one more guard somewhere, assigned to this barracks. Bile, you said you have one more channeling. I can probably get Donovan back on his feet then I'm tapped for healing. Does anyone else have any healing abilities?"That's all he had time to say/ do.
R7T9: Zepsus is quickly doing exactly what Ved suggests. Zep takes out the key he had and goes into the guardroom to a chest.

R7T8.5: Grumblejack presses his clammy finger against Bile's forehead, giving him 10 healing. "No more for you," he says. "Only enough for Kel, Zep, and self."

R7T8: Leonidas, what do you do?

Kel on deck, Amadeus in the hole ...

Heroes gain +1 morale bonus to attack until R6T3.
Bile: 22. Body of the night stance. Bow dropped, dagger in hand.
PG11: 21. (-8:22). Bow dropped. Sword and shield. SHAKEN til R7T3!!! SICKENED til R9T22!!! DYING!!!CONFUSED til R7T7!!!
Ved: 14.
PG10: 11. (-6:22). Sword & shield. STABLE!!!
Zepsus: 9. Longsword enhanced by +1 til R11T9. Smite Good vs. PG10!
* SICKENED by all the blood until R8T9, unless someone does a Heal DC 20 on him.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Grumblejack: 8.5.
Leonidas: 8. Mage armor for 37 min. Sword in hand.
Donovan: 4. Mage armor for 37 min. Sword dropped. STABLE!!!
Kel: 7. Veil in her hand. Mage armor for 1 hour.
Amadeus: 3. Black seraph's glare stance. +3 AC bonus until next round. +4 thp til next round.

DEAD
PG1. PG6. PG9.

lostsole31
2020-08-19, 11:27 PM
Surprise Round ...

There is a clattering of booted chainmail running across the stone floor as a man is heard shouting, "Die, Fiend!" as a longsword delivered with the momentum of a charge hits Ved in the head for 9, dropping the arcanist.

Begin Round One ...

R1T23: Leonidas, your mage armor still has a little over 20 minutes to go. You see the portly Sergeant Tomas Blackerley standing over a fallen Ved. What do you do?


Leonidas: 23. Mage armor for 22 minutes.
Donovan: 20.
Amadeus: 19.
Zepsus: 17.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Challenge vs. Ved Taruush (+3 damage, -2 AC vs. others.). Charged. Challenge vs. Ved.

lostsole31
2020-08-20, 06:26 AM
R1T23: Leonidas smiles grimly at the sight of the hated jailer. He drops his trident as he loads an arrow and fires, the arrow barely skimming off his target's chainmail.

R1T20: Donovan, what do you do? You were last changing clothes, so you don't have any weapons out and your shield is not readied.


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Donovan: 20.
Amadeus: 19.
Zepsus: 17.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Challenge vs. Ved Taruush (+3 damage, -2 AC vs. others.). Charged. Challenge vs. Ved.

lostsole31
2020-08-20, 09:22 PM
R1T20: Donovan tries to summon forth the fires of hell once again, and finds easy success as he lets forth a gout of flame that hits the corrupt sergeant in the left foot for 10 fire.

R1T19: Amadeus, what do you do?


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Donovan: 20.
Amadeus: 19.
Zepsus: 17.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Challenge vs. Ved Taruush (+3 damage, -2 AC vs. others.). Charged. Challenge vs. Ved.

lostsole31
2020-08-20, 10:01 PM
R1T19: Seeing that the corrupt Sergeant had the gall to actually remain in the prison with them, Amadeus laughs. "Blackerly, you roach!" Amadeus calls out as he moves towards the man readying his mace, "I sincerely appreciate how easy you made it to find you!"

With that Amadeus's eyes grow hard as he sends his mace in a terrible two-handed blow at the Sergeant, who deflects it enough with his sword that it glances off the chainmail of his arm.

R1T17: Zepsus, you had a bow in hand previously as you were acting as internal overwatch and didn't futz with changing into a guard's uniform. What do you do?


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Donovan: 20.
Amadeus: 19.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Charged.

lostsole31
2020-08-20, 10:48 PM
R1T17: Zepsus looks on with little emotion, save a small sneer as he sees Ved's body. He summons the eldritch once again, raising sword and shield. His opening attack is made carefully, but there is a wild strength just beneath the surface of the tiefling, as he calls back to the others, "If things go south, do not crowd the doorway, it only gives him the advantage." Meanwhile, Blackerly is taken off his feet and knocked onto his back through expert body positioning.

R1T12: Kel is just foolish enough to squeeze past the small part of the doorway that is open. Incredibly dangerous, but just as Zepsus made a textbook perfect legsweep, Kel likewise does a perfect jump past her two comrades, the little bit of doorway, and beyond, and even coming around a little more to try to get some flanking going (with Amadeus).

R1T11: Bile, what do you do?


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Donovan: 20.
Amadeus: 19.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Charged. PRONE!!!

lostsole31
2020-08-21, 06:37 PM
R1T11: Seeing battle joined, the unholy cleric focuses his Ki once more to make his body one with the night, feeling his ki move through he's body, he's ready to spring into action. Bile tumbles into the room after Kel, trying to follow her athletic grace with his own fluid movements. The tiefling moves like a dancer, skipping around from one foot to the next while flowing from one position to the next in order to make himself more difficult to hit. He's hoping that the prone man will have a more difficult time striking him. Once past their jailer he pulls out his rapier and stabs down in a surprisingly swift set of movements. It is one of the most powerful moves Bile has ever made .... because he nails Blackerley into place .... thrusting his rapier into stone past the sergeant's body for 21!

R1T7: Ved, roll a stabilization check.

R1T6: Grumblejack moves in, taking a weak AOO attempt as he does so. As he moves, he hobbles along, saying, "Blackerley, you poisoned me," and as Grumblejack says this his posture becomes more erect and he no longer walks as one who might be suffering from an ailment, and his speech becomes a lot clearer and more focused, as something far more than the dumb brute he appears to be. "But it as it turns out, I am immune to poison, and I was only waiting for this chance. You prattling dolt, you are mine."

R1T4: Blackerley tries to extricate himself from Bile's rapier, but fails. Weakly, he says, "Now, wait a minute, guys. The rest of the boys are waiting by the gatehouse, looking to end you with a hail of arrows. You need me!"

End Round One, Begin Round 2 ...

R2T23: Leonidas, bow is in hand, trident on the ground. Blackerley is prone and nailed to the ground by Bile's rapier. What do you do?

Donovan on deck, Amadeus in the hole ...


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Donovan: 20.
Amadeus: 19.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11. It takes a SA to remove his rapier.
Ved: 7. DYING!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. Charged. PRONE!!! Nailed in place, but can remove rapier with a DC 15 STR check (SA).

lostsole31
2020-08-23, 10:14 PM
R2T23: “You got ‘sumptin you can use to save your ass, Blackerly, it’s now or never!” says Leonidas wickedly as he picks up his trident and saunters up to the group.

R2T19: Amadeus coordinates with Kel to end Blackerly should he be in the midst of trapping them somehow. Drawing his shield to protect himself, Amadeus says, "Choose what may be your last words carefully Blackerly."

R2T18: Seeing Falco... Er... Amadeus ready his shield, Donovan will follow suit and get his shield and sword in place.

R2T17: Zepsus, what do you do?

Kel on deck, Bile in the hole ...


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Amadeus: 19.
Donovan: 18.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11. It takes a SA to remove his rapier.
Ved: 7. STABLE!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. PRONE!!! Nailed in place, but can remove rapier with a DC 15 STR check (SA).

lostsole31
2020-08-24, 12:51 AM
R2T17: Zepsus will, after having knocked Blackerley to the ground, look at him in disgust. "If it were up to me, I would give you no quarter, old man; but, I think it is only fair that the one here who has the most anger towards you should decide your fate, and that is the big man there. You can answer to him," Zep growls, as he readies his sword again, aiming to continue his unbalancing attacks with the intention of sending Blackerley at Grumble's feet, should the old man try to get away.

Then he speaks, "Grumblejack, kill this man now. Otherwise, we need to keep moving."

R2T12: Kel was simply going to attack him with Amadeus' setup, but with Zepsus' words, she simply readies to hit him.

R2T11: Bile, what do you do? Do you wait for the sergeant to answer Leonidas? Do you wait for Grumblejack to make his decision based on Zepsus having left it to him? Do you withdraw your sword or leave it pinning the sergeant to the ground?

Grumblejack on deck, Blackerley in the hole, Kel readied with a hand strike....


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Amadeus: 19.
Donovan: 18.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11. It takes a SA to remove his rapier.
Ved: 7. STABLE!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. PRONE!!! Nailed in place, but can remove rapier with a DC 15 STR check (SA).

lostsole31
2020-08-24, 06:40 AM
R2T11: "Don't kill him now! We still have over a dozen guards to deal with. If this corrupt jailer can help us get past them, I say it's well worth to let him live a bit longer. But you got to speak sense or your life will be short." Bile keeps his rapier steady in place to pin the man while talking, looking first to Zepsus then to Grumblejack, holding off his free hand to ward them off before finally back at Blackerley to hopefully make him talk.

R2T6: Grumblejack smiles at Bile - even more wicked-looking now that he appears less of a dumb brute, and more a diabolic one. "Sergeant Blackerley, it has come to our attention from the papers in your office that you desire gold above all. Allow me to help you, sir. Let me tend to your body, for you are too clever a potential servant to slaughter needlessly."

With this, Grumblejack goes to put his finger on Sergeant Blackerley's forehead. You have each seen him do this before for each you. He claims he can only heal once a day to each person, but it seems that he might not be limited to how many people that may include. For his part, though bestial, his words are soothing and Blackerley does indeed calm down, closing his eyes as Grumblejack's forefinger is placed atop his head. The sergeant does not fight the magic, but allows it. Having touched his crown, Grumblejack removes his digit from the sergeant. Blackerley's wounds have not healed. A second passes when he opens his eyes to realize nothing----but then, something. Tomas has a strange look on his face, and begins to seize, desperately trying to pull the sword away. But it is over in a second when he is paralyzed with a rictus of terror.

No, paralyzed is the wrong word. Petrified? But even that would describe the scene incorrectly, for Blackerley hasn't turned to stone. He has turned to solid gold.

Combat Ends ...

Grumblejack says, "Place the papers with the evidence about him. By the time he returns to flesh, he will be doomed." He looks to Bile, whose rapier is now good and truly stuck, and shrugs. "You can get another, I'm sure."


Leonidas: 23. Mage armor for 22 minutes. Dropped trident.
Amadeus: 19.
Donovan: 18.
Zepsus: 17. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 12. Mage armor for 45 minutes.
Bile: 11. It takes a SA to remove his rapier.
Ved: 7. STABLE!!!
Grumblejack: 6.
Sgt. Tomas Blackerley: 4. PRONE!!! Nailed in place, but can remove rapier with a DC 15 STR check (SA).

lostsole31
2020-10-05, 01:19 AM
Begin Round One ....

R1T23: Luckily, the head of the line is the first to go. Leonidas, there is a guard just above you at the top of the stairs. What do you do?


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18.
Zepsus: 14. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7.
Prison Guard: 6. (22:22).
Amadeus: 3.
Donovan: 2.

lostsole31
2020-10-06, 02:25 AM
R1T23: With the guard directly in front of him, Leonidas has nowhere to go and shoots the guard in the lower right arm for 4.

R1T18: Bile, you are at the back of the train of people and battle has begun, so you are now alert and agile, but with nowhere to go you are delaying for now.

R1T14: Zepsus, just in front of Leonidas is a guard that he shot in the swordarm with a bow. However, there doesn't appear to be anyway to get past him. You can shoot him as you have a bow in hand, but you do have to deal with the fact that trying to shoot a guard in melee over the head of a friendly is a "Hail, Mitra!" pass if ever there was one. What do you do?


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Bow in hand.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7.
Prison Guard: 6. (22:22).
Amadeus: 3.
Donovan: 2.

lostsole31
2020-10-08, 11:37 PM
Addendum: Leonidas then falls back all the way behind Bile.

R1T14: Zepsus twists his face into a snarl, stepping up one step with his shield held in the enemy's face. He will jab his sword from under the shield, hoping to pierce the man while he is unable to defend himself (missing), but Zepsus will take all possible precautions to hold the line, and make sure the guard doesn't turn towards attacking someone else.

R1T8: Seeing Leonidas fall back, Kel knows she has room to move forward and gets up behind Zepsus.

R1T7: The guard counters Zepsus with his own clanging of sword-on-shield, shield on sword.

R1T3: Amadeus, what do you do?

Donovan on deck, Leonidas in the hole ...


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. FD.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor cast on self.
Prison Guard: 6. (17:22).
Amadeus: 3.
Donovan: 2.

lostsole31
2020-10-11, 12:03 AM
R1T3: Amadeus and Donovan delay ...

End Round One, Begin Round 2 ...

R2T23: Leonidas delays .... (what else can he do)?

R2T14: "You Ignorant fool. I gave you a chance to get hurt, and run away; so you choose to actually fight me?," Zepsus laughs, and taunts, while completely changing his fighting style, as if the scene amused him in some way. He takes a step back with his back foot gracefully, while raising his shield to defend himself, then, draws the mans balance down towards the void of the spiral, and finally, his maneuver is complete, as he begins to climb the stairs once more, plowing into the guard's center of gravity, but finds that the man is readied, and will not be pulled down so easily. He has been taught well, and whether Zepsus would agree or not, this man has seen more battle than the tiefling.

R2T8: Kel calls back, "I'm making an opening!"

Once only so far has Kel's ability to climb really been seen when she was on the prison bars before when the attempt escape was first made with the first fool guard. That was acrobatic, to be sure, but what she does now goes beyond skill at isometrics to the purely preternatural as she climbs onto the wall and goes up high enough so as not to be in Zepsus' square. She climbs just fine in sideway profile, like a spider moving horizontally, and spins quickly to release a kick to the man's head for 5 before recovering her full measure on the wall. The man doesn't go down, at all, but it is a shock that he now has two people squared off against him.

R2T6: If only from the shock of something on the wall, the guard attacks Kel, thinking her too focused on climbing to defend herself, but to his horror she lacks nothing of her normal speed when climbing as his sword clangs on the wall.

Leonidas/ Bile/ Amadeus/ Donovan ... you heard Kel mention she was making an opening. Do you take it?

Otherwise, Zepsus' turn, and Kel on deck ...


Leonidas: 23. Mage armor for 5 minutes. DELAYING!!!
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. DELAYING!!!
Donovan: 2. DELAYING!!!

lostsole31
2020-10-11, 04:12 PM
R2T2: Donovan looks at the other two significantly less wounded party members and steadfastly holds back whilst making a gesture to them to move forward.

End Round 2, Begin Round 3 ...

R3T23: Leonidas moves back up to take the open slot.

R3T14: Zepsus again tries to upend his opponent, and this time he is successful. The man doesn't go crashing downstairs but does go prone at his spot. Zepsus tries to then step past him, but Zepsus has to block a sword attack with his shield and his advance is stopped..So, I rolled that Acro for you, but as you can guess you failed. Just to be sure you understand, please note the following...

1) A prone person still threatens, albeit with attack penalties.
2) When you try to use Acrobatics to go THROUGH a threatened square, it isn't that they get an AOO (he missed), but also that you fail to get by.

It's likely that you knew this and were just banking on a successful Acrobatics with his butt on the floor, but I just want you to know the mechanical score in case you thought otherwise.
R3T8: Kel doesn't try to go through him, but merely over him, and dropping down behind. Now, for the first time since the escape, she enjoys flanking her opponent, but the man's shell of armor protects him where standing does not.

R3T7: Zepsus hears the door open, but isn't at the right angle to see what is happening. But he does hear an old man casting a spell! Zepsus does see Kel as her face gets a little funny, her mouth quivering. She gives a chortle, then a burst laugh, clapping her hands over her mouth. And when she can stand it no longer, Kel erupts into full gales of laughter and falls out of Zepsus' view (meaning she is probably prone now).

R3T6: The guard tries to stand and Zepsus chops down with the sword, but the guard presses against it with his own sword, even using the counter-force to help him back on his feet. He then attacks Zepsus, who temporarily catches the sword in a pinch with sword and shield before the guard withdraws the weapon.

R3T2: Donovan, what do you do?

Leonidas on deck, Zepsus in the hole, Bile/ Amadeus delaying (and may chime in at any time) ...


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes. Affected by hideous laughter (DC 19) til R7T7!!!
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. DELAYING!!!
Donovan: 2.

lostsole31
2020-10-12, 03:40 PM
R3T2: Lacking a good tactical understanding of the battle, Donovan delays again ...

End Round 3, Begin Round 4 ...

R4T23: Leonidas shoots a cold blue ray of energy past Zepsus and at the guard, but it misses.

R4T14: Zepsus manages to trip the guard again, but now waits for the inevitable opening the guard will make when he tries to stand.

R4T8: With great strength of will, Kel throws off the enchantment effect. She is no longer laughing, but she is still prone.

R4T7: From his vantage, Zepsus can just make out an old man stepping out of a doorway, and going to a closed door to the north. He then looks, not at Kel, but at the little bit of Zepsus that is showing partly on the advance up the stairs and he casts a spell that Zepsus does not recognize.

Zepsus, roll a Will save ...

Prison Guard on deck, Leonidas in the hole, Bile/ Amadeus/ Donovan delaying ...


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. DELAYING!!!
Donovan: 2. DELAYING!!!

lostsole31
2020-10-12, 09:56 PM
R4T6: Something happens to Zepsus as he is not aware of the guard getting back to his feat as something else happens that only Zepsus could possibly see but is not in his right mind to respond to at this time. The man foolishly gives up his tactical position at the top of the stairs to step away. He hacks at Kel, who kicks the sword attack away.

End Round 4, Begin Round 5 ...

R5T23: Leonidas, you no longer have a target as the man moved out of sight, giving up his precious tactical positioning. Meanwhile, Zepsus had a clear chance to smack the guard when he had a chance, but Zepsus is looking kinda dumbfounded right now. What do you do?

Kel on deck, Unknown in the hole, Bile/ Amadeus/ Donovan delaying, and now there is a place to go as there is an opening (though Bile definitely doesn't know this unless someone says something) ...


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. Affected by lesser confusion til R5T7!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes. PRONE!!!
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. DELAYING!!!
Donovan: 2. DELAYING!!!

lostsole31
2020-10-12, 11:20 PM
R4T3: Seeing Zepsus just standing there as the guard moves away, Amadeus moves quickly up the stairs to take advantage of the surrendered position. "Useless," Amadeus hisses bitterly at Zep as he moves into position at the top of the stairs and takes his stance. He is not yet able to bring the might of Asmodeus upon the guard, but threatening enough to provide tactical advantage to Kel.

End Round 4, Begin Round 5 ...

R5T23: Leonidas, you no longer have a target as the man moved out of sight, giving up his precious tactical positioning. Meanwhile, Zepsus had a clear chance to smack the guard when he had a chance, but Zepsus is looking kinda dumbfounded right now. What do you do?

Kel on deck, Unknown in the hole, Bile/ Donovan delaying, and now there is a place to go as there is an opening (though Bile definitely doesn't know this unless someone says something) ...


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. Affected by lesser confusion til R5T7!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes. PRONE!!!
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. Black Seraph's Glare active.
Donovan: 2. DELAYING!!!

lostsole31
2020-10-13, 11:33 PM
R4T2: Donovan steps forward, and into the room above, too much time spent moving and avoiding friendlies to be able to use his hellfire. The prison guard tried to hack at him, but grazed his armor.

R5T23: Leonidas finds there's nowhere to really move now without the possibility of gettting hit, so checks on Zep. “Hey! You a’right mate?”

R5T14: Zepsus, you are overcome with an unbelievable wrath, having your very competency attacked by the pretty-boy that everyone seems to be looking to for leadership over you. He stalks up the stairs, magic infusing his weapon. At the top his face contorts in rage and he hacks at the flanked Amadeus's left leg for 14. The cut is deep into the Asmodean's hews, nicking his femoral artery and dropping him. Even at his best, such a mighty blow would have lain out Amadeus normally. Zepsus stands there, heaving in his anger, ready to take on all challenges to his person.

R5T8: Having seen the guard hack at Donovan as he went by, Kel kips up to a standing position and steps over to the old man. She gives a roundhouse to his face, but her foot is stopped by an unseen field.

It is at this point, that Zepsus realizes what he has done and is back in his "right mind."

R5T7: The old man steps back a little, smirking at the girl who did not expect his magical defenses. He weaves an incantation with hand and voice that is unknown to those there. "You! Prisoner Lightheart! Run out to the front gate and surrender peaceably. Colby, I have this girl. You take the tiefling."

R5T6: Despite it being a tactically terrible position (putting him in flank with the raging tiefling and the scorned woman), the guard does as commanded and then strikes at Zepsus. He strikes a brilliantly blow against Zepsus' right elbow with a crit that spins him around, doing 10 to the tiefling and causing him to be flat-footed.

R5T3-2: Amadeus, roll a stabilization check.

Donovan, roll a Will saving throw. While you're at it, declare your actions for the round as well in case you throw off the spell.

Leonidas on deck, Zepsus in the hole (bloodrage active, flat-footed), Bile delaying ....


Leonidas: 23. Mage armor for 5 minutes.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active. FLAT-FOOTED til R6T6!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (12:22).
Amadeus: 3. DYING!!!
Donovan: 2.

lostsole31
2020-10-15, 01:16 AM
R5T3-2: Kel is the only one who could see the pure shock on Amadeus' face before pain and blood loss sends him crumpling to the floor unconscious. Though Donovan would very much like to swing at the guard, he finds himself in dire straits. Warden Richter has given him a way out - peaceable surrender - which is far less a messy end right now. And who knows? Maybe he might have another chance to escape later. Surely the warden wouldn't lead him astray. Donovan moves past Zepsus, a confused Leonidas, and a completely clueless Bile as he makes his way down the stairs.

End Round 5, Begin Round 6 ...

R6T23-14: Zepsus clearly has something wrong with him: a split personality, or dualism of mind that renders him so enraged, but also his demeaner maintains something alien; a charisma of force that grows even as he hacks down an ally. It is not out of a lack of control that he says his next words, rather, a sincere warning to those around him (the guards, and allies alike). The tiefling's body language is still in total rage mode, his every muscle perked, active, but also controlled by the relaxed skill of a trained killer.

"The next person who disrespects me will follow that welp to the grave!" Zepsus yells while focusing on his downed ally, unable to stop thinking about the small curse that the man has said a moment ago, but completely able to continue fighting. The blood rushing from his elbow, and the crimson flap of wet skin hanging from it are not a deterant to the tiefling, he is intent to kill.

Leonidas drops his bow and attempts to grapple the traitor, Zepsus. “HAVE YOU LOST YOUR BLOODY MARBLES, YOU WANKER!”

Zepsus adds a quick word to him personally, but his body language hints that Leo is not his primary target, as his bleeding wounds came from the guard. However, when he finishes telling the others not to disrespect him, he adds, "Touch me again and ill electrocute you to death," to Leo.

With the fleeting moment of Zepsus' attack against the party at the command of an unknown spell from the caster in the back giving orders, Zepsus turns his attention back to the guard in front of him who blocks his way.

Utilizing Kel's help, Zepsus hacks at the man, forgoing any sense of grace, or civility. Truly enraged, he is already in an eldritch-empowered bloodlust. The green magic continues to billow out of the air around his sword, enshrouding it in power which, more than ever before, is being pulled out of Zepsus' body with speed rivaling his anger. He tries to press his blade firmly into the guard before him, but being blocked in so obvious is only because his true targets was to counter balance the guard's weight and then redirect his blade to attack his sword hand, cutting it solidly for 12 .... disabling the man.

R6T8: Kel is not about to have this man do a heroic last stand and punches him in the kidney for 7, dropping him, stepping over to Warden Richter and then again attempting a high kick to the face.

R6T7: Warden Richter, whom you all remember when you first came to Branderscar, sighs. "I had hoped to demoralize you and take you alive. But, I see from your treatment of the guard that is now an impossibility. Very well. To the death, Forsaken." He steps away from Kel, and then lets his dagger fly at the still flat-footed Zepsus. The dagger misses, and then returns right back to the warden's hand. That attack alone was enough for Zepsus to right his bearings after the previous blow he suffered from the now bleeding guard.

R6T2: Donovan continues down the stairs.

End Round 6, Begin Round 7 ...

R7T23: His bow dropped, and having been reproached by Zepsus (who, honestly, could have cut him down in Leo's tememerity to attempt to grab him, but didn't), Leonidas saw a dagger com in, bounce off of Zepsus' armor, and then disappear not as if dropped but as if returning. What does Leonidas do?

Zepsus on deck, Kel in the hole, Bile delaying ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active. FLAT-FOOTED til R6T6!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (-10:22). DYING!!!
Amadeus: 3. STABLE!!!
Donovan: 2.

lostsole31
2020-10-15, 07:06 AM
R7T23: “Right. Keep focused Leo. The goal is to get out of this place alive. If’n the rest of the group want to fight amongst themselves, so be it. Don’t get involved. Where is the true enemy?” Leonidas says to himself. He shrugs and smiles at Zepsus’ threat and moves into the room at the top of the tower; drawing his trident and threatening the warden’s right.

R7T14: Zepsus, you are currently in bloodrage. What do you do?

Kel on deck, Warden Richter in the hole, Bile delaying ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (-10:22). DYING!!!
Amadeus: 3. STABLE!!!
Donovan: 2.

lostsole31
2020-10-15, 05:31 PM
R7T14: Moving on from fighting the melee guard, Zepsus then looks at the caster at the end of the hall, blood dripping from his arm wound for dramatic effect. He raises his sword high, and back, while his shield side shoulder is aimed towards the man as if a tackle was coming. Instead, Zepsus charges with a terrifying alien rage, an otherworldly anger that changes the air of green magic around the tiefling. The aura, usually billowing around him, or covering his sword, now begins to signal the true source of Zepsus's magic, the unholy union of devilry, and death. The green mist stinks like rotting corpses, and as Zepsus charges his foe, a terrifying wail as if from the banshee itself rings out, striking his target automatically. Zepsus, almost unaware of what is happening, or used to it, focuses only on twisting his torso, and following through with a horizontal sword slash that scores a light crit on the old man's left upper arm for 15. The man does manage to pull away a little with trained reflexes, well surviving a hit that would have dropped his younger guards.

R7T8: Kel acrobatically moves to flank with Leonidas and kicks Warden Richter for 5, also in the left upper arm.

R7T7: With a maneuver that shocks many given the man's old age, the warden squirms out of reach to get just inside of the door to the south. The squirrely old guy then pulls out a scroll.

R7T2: Donovan gets down the stairs and goes over to the door that Grumblejack had closed. Grumblejack looks at Donovan, confused, but figuring the badly wounded man is just a coward.

End Round 7, Begin Round 8 ...

R8T23: Leonidas, what do you do?

Zepsus on deck, Kel in the hole ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (-11:22). DYING!!!
Amadeus: 3. STABLE!!!
Donovan: 2.

lostsole31
2020-10-20, 11:40 PM
R8T23: Leonidas shoots a beam that hits Warden Richter in the lower right arm for 2 cold before heading over to Amadeus.

R8T14: Zepsus, your bloodrage has been active. Warden Richter is now standing just inside the room to the south, just past the doorway (and therefore blocking passage past him). What do you do?

Kel on deck, Warden Richter in the hole ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (-11:22). DYING!!!
Amadeus: 3. STABLE!!!
Donovan: 2.

lostsole31
2020-10-21, 12:27 AM
R8T14: Zepsus will march over to the door way and bring his sword down on the man's left knee hard (10), sneering at the coward. "So, this is all Mitra has to offer? Pathetic. Praise Asmodeus."

R8T8: Kel moves right next to Zepsus and gives a right knee to his groin for 5.

R8T7: The warden steps back and reads off the scroll.

Zepsus and Leonidas, roll a Will save ... (not in Discord, unless you see me on, please) ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Prison Guard: 6. (-11:22). DYING!!!
Amadeus: 3. STABLE!!!
Donovan: 2.

lostsole31
2020-10-21, 01:56 PM
Too given in to his own anguish, Zepsus barely registers that both Kel and Leonidas were less successful as the soporific effects of the spell scroll (that now disintegrates) laid them low). Both of them drift to the ground ... snoring.

"All alone now, creature. Your Forsaken brethren have all fallen or been run off, now it is just you and me," says the Warden to Zepsus, the latter of whom feels as if a challenge was distinctly laid at his feet. He takes out another scroll.

R8T2: Donovan opens the door to the tower, and heads outside. Donovan sees a pathway and follows that to the back and along the west of the Great Hall.

End Round 8, Begin Round 9 ...

R9T14: Zepsus, what do you do?

Bile delaying, Warden Richter on deck, Donovan in the hole ..


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. BLOODRAGE active.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-21, 02:41 PM
R9T14: Zepsus, moving as a tactician first, and a murderer second, drops his sword and closes the door. He practically collapses to his knees as his rage leaves him. There, he does the only thing he can with a free hand by grabbing her by the collar to shake her awake.

R9T8: Kel's eyes flutter open and she jumps up. She sees the shut door and the sleeping Leonidas. "Is he dead?"

R9T2: Donovan now double moves. to moves aong the western side of the Great Hall.

End Round 9, Begin Round 10 ...

R10T14: Zepsus, what do you do?

Kel on deck, Bile delaying ....


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident dropped next to him. ASLEEP!!!
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-21, 03:16 PM
R10T14: "Not yet," Zepsus says, through heavy breaths.

Zepsus will take a second to move over to Leo's sleeping body. He narrows his eyes, and thinks to himself. The eldritch electricity that runs through his body begins to manifest in his hand. Zepsus raises his claw in an uncontrolled rage, fueled by anger, and fatigue; he attempts to charge one last lightning spell before slamming it into Leo to kill him, but in a burst of frustration, Zepsus' hand fails to manifest any magical effect, he merely strains himself, and growls. He seems to come to his senses, panting, and drooling; his elbow bleeding all over Leo, Zepsus resolves to rouse the man awake by shaking him violently."Let's finish this."

R10T8: Kel delays, waiting for Leonidas to get his wits and get ready to help them take down the warden.

R10T2: Donovan continues his odyssey, is at the front (north) of the Great Hall, trotting along the gravel path rather than cutting across the lawn.

End Round 10, Begin Round 11...

R11T23: Leonidas, you awaken. Your trident is on the floor next to you, your bow over at the stairs just below the landing. You are prone. What do you do?

Zepsus on deck, Bile/ Kel delaying ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident dropped next to him.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 8. Mage armor for 5 minutes. DELAYING!!!
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-21, 04:16 PM
R11T23: Leonidas picks up his trident as he gets to his feet. “Wha happened?”

R11T14: Zepsus, definitely weary and wounded to Leonidas, chides him while going to the door, "You displayed your worth in battle, nothing else."

He gasps while picking up his sword, completely exhausted by his stint being enveloped by green power. "I had to save you both. Never say I've never done something for you, eh," he says as his sword, back in his hand, once again glows a faint green hue.

R11T13: Kel opens the door. Seeing nothing, she moves in and looks around, shrugging to Zepsus.

R11T7: An old man's voice is heard in the distance in the room, but too distant for Zepsus to properly hear what was incanted.

R11T2: Donovan breaks out into a flat run to cover more ground, getting to the central walkway that heads north, the walkway being split by a fountain he isn't paying much attention to.

End Round 11, Begin Round 12 ...

R12T23: Leonidas, what do you do?

Zepsus on deck, Kel in the hole ...


Leonidas: 23. Mage armor for 5 minutes. Bow dropped.
Bile: 18. DELAYING!!!
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus. Invisible.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-22, 07:03 AM
R12T24: Bile rushes up the stairs, not quite reaching the top even with a double move.Here just before the landing, there is a bow discarded on the stairs.Going up cost double each way, so you didn't even quite make the landing.
R12T23: Leonidas moves into the room and prepares to hurl the trident should the warden be in view. “Haaa?” he calls out after going into the room, heading east, and then north around the corner. He moved to far to throw the trident, but he finds no one there to throw it at anyway.

R12T14: Zepsus moves over to the door, though he hears someone else coming up the stairs. Everyone is already on the move, and Zepsus steps 20' into the room only to find that the room goes well east before turning north, and he can no longer see Leonidas.

R12T13: Kel moves out of Zepsus' sight and into Leonidas' view, having double-moved and then doing a hop-up onto the bed that is there.

R12T2: Donovan, you are 50' from what appears to be the main gate. What do you do?Remember that you were charmed by the warden to go to the gate and surrender there. So, tell me what you do. Stay fully in line with what that means, please. No weird player back-channeling of the charm.
Bile on deck, Leonidas in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus. Invisible.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-25, 05:19 PM
R12T2: Donovan gets to where he is and knows instinctively that something is wrong with this, but for the life of him (perhaps literally) he can't seem to reason why. The warden said to go here and surrender... Which seems like a perfectly reasonable thing to do. Maybe the warden realised he was outnumbered and has a plan of escape for them all? Donovan thinks that sounds logical... The group does have some dirt on him... He's a smart fellow... He must have figured that out and this is the first part of the plan! Well, no one will say Donovan Lightheart is a fool! He's not going to be the one to mess up the escape plan! So... On he'll go!

Donovan continues on towards the gate and lifts his arms in a gesture of what he hopes appears as a surrender.

End Round 12, Begin Round 13 ...

R13T24: Bile, what do you do?

Leonidas on deck (action posted), Zepsus in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus. Invisible.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-25, 06:13 PM
R13T24: Bile, getting to the top of the stairs and hearing Leonidas mention that the Warden may be invisible, makes himself as large as possible in the doorway trying to block off any escape. He tries to cast create water on the floor of the hallway to track the warden's movements, but nothing seems to happen. He is sure he has prayed correctly, but no water issues forth into ..... the complete lack of container that Bile has provided for this purpose, that is required by the spell. (facepalm moment)

R13T23: “Zep! Close the door quick and guard it. Da tricksy bastard may have turned invisible!” Leonidas then whispers, “Kel. I will hold here. Move about quietly and see if’n you can locate the damnable #%^*!”
You can't ready a "move and attack." You can ready a charge that is only a standard action, i.e. only takes up to your speed, not double. So, since you said "move and attack," I will assume that actually just means you are readied to close position on him.
R13T14: Zepsus, Bile is not in the room like you had hoped, but he is cutting off escape out the door if the Warden went that way. What does Zepsus do? Be sure to include what specific vectors or the like are used if going with last printed action. This is round-by-round, not holistic desires.

Kel on deck ....


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Weapon and shield. FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14. Sword dropped by door.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus. Invisible.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-26, 08:35 PM
R13T14: Zepsus will frown, and as Bile starts trying to use his faltering spell (that Zep recognized), Zep will turn towards other solutions. He still has his detect magic cantrip he could call on. He again lets his sword clatter to the floor at his feet, realizing that when next he picks it up, his weapon enhancement will be gone. Zepsus then mutters the profane words and asks to be given sight, concentrating on the spell quietly. He senses a single, lingering aura in the area, but cannot divine what it was related to, nor if it is one of illusion, transmutation, or any other spell that might have aided the warden in a quick escape.

R13T13: Kel keeps her slightlyi elevated position on what must be the warden's bed, looking around carefully.

R13T7: To Zepsus' right (relative W), chanting is heard! Leonidas, around the bend, doesn't know what it is but Zepsus knows that it is a flaming sphere spell .... a spell of terrible flame that could incinerate a full-grown man in seconds. Sure enough, just above Zepsus' head begins to drop a 5-foot-diameter sphere right towards him!

Zepsus, roll a Reflex saving throw.


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Shield readied; sword dropped by door in room. Detect magic (active), looking south, 1 round complete.
* FATIGUED til R19T14!!! Weapon enhancement ends at beginning of R14T14.
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-26, 10:00 PM
R13T7: All of the willpower and self-control in the world doesn't stop the screaming that issues from him as the flaming sphere hits with pretty much everything it could hit him with .... 17 fire. He crumples to the ground, partially charred in places. It is not yet known if he is alive or dead, but for right now there is a ball of fire sitting on him.

R13T2: Donovan ... (answer the PM) ...

End Round 13, Begin Round 14 ...

R14T24: Bile, there is a flaming sphere siting right in front of the door, sitting on top of a prone and dead or dying Zepsus. What do you do? You can't just "sidestep."

Leonidas on deck, Zepsus in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Shield readied; sword dropped by door in room. DYING!!!
* FATIGUED til R19T14!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-27, 07:48 PM
R14T24: Seeing Zepsus incinerated before his eyes, Bile will call out to the west corner of the room. "Impressive, Warden, but know that there is no escape, but you don't need to die. You know, as well as I, that you can't keep this up all day. SURRENDER, and have, what little remains of, the guards stand down and be spared, elsewise we will just wait out spells and dispatch you when they expire."

With that Bile will step back and close the door, hide adjacent to it and ready an action to stab at the invisible Warden should the door open.

R14T23: Leonidas, what do you do?

Zepsus on deck, Kel in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Zepsus: 14. Shield readied; sword dropped by door in room. DYING!!!
* FATIGUED til R19T14!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!
Donovan: 2.

DEAD
Prison guard.

lostsole31
2020-10-29, 01:32 AM
R14T23: Hearing the commotion, he looks to Kel and jerks his head toward the disturbance, moving when she does.

R14T14: Zepsus, roll a stabilization check ....

Kel on deck, Leonidas delaying but hoping to move after her, Warden Richter in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand. Delaying until Kel moves.
Zepsus: 14. Shield readied; sword dropped by door in room. DYING!!!
* FATIGUED til R19T14!!!
* INGROWN NAIL: -1 on attack rolls until you score a critical hit. A Heal DC 20 check removes this penalty.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!

DEAD
Prison guard.

lostsole31
2020-10-31, 12:11 AM
R14T13: "There he is, far side!" calls Kel as she passes Leonidas.

R14T7: The flaming sphere - still atop Zepsus, does 9 fire, completely charring the tiefling. Warden Richter, satisfied the deed is done, is no longer hyper-focused on Zepsus and sends the sphere out to Kel. But she is agile in a way the late tiefling was not and is unaffected. Then, at impossible speed he zooms eastwards, hooking slightly as he approaches Leonidas so as not to create an unnecessary opening.

Leonidas, you were delaying until Kel went. She went, Richter was spotted, and now Richter is adjacent to you! What do you do?

Bile on deck (hiding outside), Kel in the hole ...


Bile: 24.
Leonidas: 23. Mage armor for 5 minutes. Bow dropped. Trident in hand. Delaying until Kel moves.
Kel: 13. Mage armor for 5 minutes.
Mathias Richter: 7. Mage armor. Expeditious retreat. Challenge against Zepsus.
Amadeus: 3. STABLE!!!

DEAD
Prison guard.

lostsole31
2020-11-02, 03:29 AM
R4T6: Snarling with anger, Leonidas forgoes his usual finesse for maximum power and damage. He thrusts out with his weapon hoping to gut the old warden on the points of his trident. “DIE!”

His trident having been rebuffed by a magical force, Leonidas then moves five foot to left to stand in front of the old man.

End Round 4, Begin Round 5 ...

R5T24: Bile enters his Body of Night stance, while hiding next to the door and listening intently for a sign the the Warden's invisibility may have faded. He thinks he hears the distant sound of combat, but definitely hears a very near roar of fire, and the very thin slat under the door even betrays the wavering orange light that signals a large fire!

R5T13: Kel charges with a flying drop kick that hits the warden in his dagger hand for 7. A powerful blow, but not enough for him to drop his weapon. Still, it looks like that was quite painful.

R5T7: The warden makes a beckoning gesture, and the flaming sphere rolls off of the crispy tiefling to roll right up to, but not yet quite against, Kel. He steps up to where Leonidas was a second ago, the two of them looking like they are in a dance. He concentrates, and through the worst trick of fate his spell fizzles.

R5T6: Leonidas, you don't know the spell he was trying to cast, but your dangerous pointwork with the trident was enough to distract him. What do you do?

Bile on deck (he definitely hears combat some distance away, and no longer sees the dancing orange of a nearby large flame), Kel in the hole ...


Bile: 24.
Kel: 13. Mage armor for 5 minutes. Charged.
Mathias Richter: 7. Mage armor. Expeditious retreat.
Leonidas: 6. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Amadeus: 3. STABLE!!!

DEAD
Prison guard.

lostsole31
2020-11-05, 02:44 AM
R5T6: Leonidas stabs at the warden again, his eyes wild and wide as he tries for the kill, but it is a clumsy attack. He moves to directly in front of the warden, putting him between Leo and Kel.

End Round 5, Begin Round 6 ...

R6T24: Bile, hearing the melee on the other side of the wall and feeling the heat dissipate from the fireball moving away from the door, enters the room with his longbow ready.MA to open door. 2nd MA to move into room.He doesn't quite see the warden from here. He sees Kel, but hears fighting from around the corner to the east.

R6T13: Kel recovers from her charge and steps up to flank. She brings her right elbow down onto his right lower arm for 5, then a spin kick to strike the other lower arm for 7. The shock of both of his arms likely breaking is enough to drop the old man.

Combat Ends ....

The flaming sphere is still there, but sits dormant as a fiery obstacle.


Bile: 24.
Kel: 13. Mage armor for 5 minutes. Charged.
Mathias Richter: 7. Mage armor. Expeditious retreat. DYING!!!
Leonidas: 6. Mage armor for 5 minutes. Bow dropped. Trident in hand.
Amadeus: 3. STABLE!!!

DEAD
Prison guard.

lostsole31
2020-11-10, 11:34 PM
Leonidas, checking over the warden, looks at the dagger he dropped. Just a dagger .... but one more than he had before!

Bile follows Kel to the top of the stairs, and as she is walking away he goes to put his hand on her shoulder when she spins around to slap, which he in turn sidesteps. Bile continues in this tense standoff, saying, "Kel, we should stick together. I have no doubt that you can escape this place with or without us, but, if we don't all, or at least some of us, make it out of here the entire world will be against you."

As Leonidas continues searching, he finds a very expensive ring that the warden was wearing, and quickly pockets it, figuring he can check its worth later.

Kel doesn't cut Bile off so much as interjects. "The entire world is against me," to which she turns around and hustles (withdraws) down the stairs.

Bile calls after her, hoping to shout some sense into her, "If we hadn't taken this detour, the warden would have ambushed us from behind while we were engaged with the guards at the shack and along the causeway. We were following the Old man's plan, and it seemed sound, get to the tower, get the high ground on the guards, make for the exit."

She is already out of sight. Leonidas finds a scroll on the Warden and tucks that into his belt for now.

Bile figures it is probably pointless to shout any more.


Kel: 18. Mage armor for 3 minutes.
Bile: 13.
Leonidas: 10. Mage armor for 3 minutes. Bow dropped. Trident in hand.

lostsole31
2021-01-28, 11:23 PM
Surprise Round ...

S16: Scathe starts to look at nothing in particular (the looks one has when in thought or using other senses), and then barks, "Something is in there!" before rushing in while drawing his bastard sword.

S13: Saiden, you also sensed ... something ... around the corner to the left of Leonidas. What do you do? This is a surprise round, so MA or SA, not both or FRA/FAA/1RA.


Kel: 21.
Leonidas: 20.
Scathe: 16. Bastard sword in 1H.
Saiden: 13. Perception pass.
Vampiric Mist: 12. Stealth (19).
Ved: 10. Perception pass.
Imogen: 7. Perception fail.
* Kyr (7). Perception pass.

lostsole31
2021-01-30, 01:46 AM
S13: Saiden furrows her brow as she detects the presence of something just out of vision around the corner. Reaching out and putting her spare hand on Leonidus' shoulder to halt the man's advance, Saiden then reaches into her backpack and withdraws a steel mirror.

S12: Something roiling to Leonidas' left (north) touches his left lower arm. Leonidas is struck with pain, even if he is not physically "struck." From the wound, he feels his blood pulled out of his arm (2 CON), and his arm begins to bleed profusely (1d6 bleed).

S10: Ved, you did sense something and you may react, but as with any surprise round, a MA or SA, not both or FRA/FAA. What do you do?


Kel: 21. FF.
Leonidas: 20. FF. BLEED 1d6!!!
Scathe: 16. Bastard sword in 1H.
Saiden: 13.
Vampiric Mist: 12. (4 THP, 44:44). Blood overload: +2 dodge AC & +2 Ref saves.
Ved: 10. Perception pass.
Imogen: 7. Perception fail.
* Kyr (7). Perception pass.

lostsole31
2021-01-31, 07:55 PM
S10: Ved, without moving into the room, prays to Asmodeus to grant him his senses within the room. As he does his eyes roll back in his head and his hands move about as if trying to feel around for something.There is a podium in the center of the room.

S7: Sensing danger and that Imogen wasn't quite aware, Kyr hops in front of his mother, looks north, and caws."WTF is that?!"
End Surprise Round, Begin Round One ...

R1T21: Kel rushes in and makes a front snap kick with her left foot to impact that which is there to do 5 mod NL. "Some kinda' floaty dark cloud-thing! Leonidas is bleeding!"

R1T20: Leonidas, you are no longer flat-footed, and you suffer 2 bleed. What do you do?

Scathe on deck, Saiden in the hole ...


Kel: 21.
Leonidas: 20. BLEED 1d6!!!
Scathe: 16. Bastard sword in 1H.
Saiden: 13.
Vampiric Mist: 12. (43:44). Blood overload: +2 dodge AC & +2 Ref saves.
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-01-31, 10:59 PM
R1T20: Leonidas will retreat from his attacker, clutching his bleeding arm and moving back into the corridor. “Some kinda ghosty just wrecked my arm! Anybody good with bandages?”

R1T16: "It's no ghost, you fool!" shouts Scathe after the fleeing pirate. "Vampiric mist, and it is quite corporeal, I assure you. But it is a sapient mist that siphons your blood and gets faster and hardier in doing so! Need magic, and it has no 'sweet spots' to hit. Fire's good, though."

Scathe steps into the far northern corner and hits it for 1 mod, as there is a little bit of blood spatter on the ground now. "Not that brute force doesn't hurt."

R1T13: Saiden, what do you do?

Mist on deck, Ved in the hole ...


Kel: 21.
Leonidas: 20. BLEED 1d6!!!
Scathe: 16. Bastard sword in 1H.
Saiden: 13.
Vampiric Mist: 12. (42:44). Blood overload: +2 dodge AC & +2 Ref saves.
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-02-01, 03:22 PM
R1T13: Ignoring the bleeding man, Saiden's eyes narrowed as she steps into the room and espies the corporeal mist of the vampiric cloud drifting there, now within her reach. Narrowing her eyes and gritting her teeth, Saiden brought her weapon about in a glittering arc as she struck at the creature (11 mod) and puts her weapon back in its sheath.

Leonidas makes a rude gesture with his good hand in the direction of Scathe's voice, suggesting that his birth was not legitimate.

R1T12: The vampire mist lashes out to hit Saiden in her left shoulder, siphoning 2 CON worth of blood (and doing bleed) before moving back against the north wall by Scathe. It also gained 8 healing from the siphon. Though healing some from that, the damage Saiden and Scathe means it no longer enjoys the speed of blood overload.

R1T10: Ved, well, one healer ran away from stopping a party member's bleeding. How about you? Do you ignore Leonidas? What do you do?


Kel: 21.
Leonidas: 20. BLEED 1d6!!!
Scathe: 16. Bastard sword in 1H.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (39:44).
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-02-01, 05:20 PM
R1T10: Ved calls out to noone in particular "There is a podium of some kind in the center of the room, my guess is that we need to smash it or something on it, to 'Shatter all that Blinds.'"

He then turns to Leonidas "Let me see that arm." He casts a spell on Leonidas that stops and heals the wound where the bleeding was, but sadly does nothing for Leonidas' blood loss.

R1T7: Imogen, FINALLY, you are no longer flat-footed as a flurry of things have happened all around you in a few seconds. What do you do? Do you ask Kyr to do anything?

Kel on deck, Leonidas in the hole ...


Kel: 21.
Leonidas: 20.
Scathe: 16. Bastard sword in 1H.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (39:44).
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-02-01, 07:10 PM
R1T7: "I've got it!" Imogen slips into an almost dance-like combat stance, weaving through the doorway and attempting not to be hit by the unseen enemies as she moves toward the podium Ved mentioned. As she does, she sends a mental command to Kyr to swing around to the north and rake any enemy he sees with his claws as he goes. Meanwhile, she gets to the podium. She sees something small and particularly black against the muted colors of the podium. What does she do with her remaining action?


Kel: 21.
Leonidas: 20.
Scathe: 16. Bastard sword in 1H.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (39:44).
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-02-01, 09:35 PM
Making a split second judgement, Imogen rams one of her daggers into the darker section of the podium. She sends a silent prayer to Asmodeus that the podium is what breaks and not the dagger. With her own lack of light source, her eyes are getting buggy trying to focus on the darkness, but she stabs and it sounds like a hard glass cracking, but not breaking.

Meanwhile Kyr flies but doesn't go for altitude as it flanks with Scathe and attacks and seems to have pecked successfully, but doesn't seem to have done anything as it then circles back to where it was before.

End Round One, Begin Round 2 ...

R2T21: Kel takes out a spiked chain as she steps up to the podium and brings it down hard, this time shattering what later will be revealed to have been a piece of obsidian - volcanic glass. As soon as she does this, the darkness goes away.

R2T20: Leonidas, what do you do? The magical darkness in the other room goes away.

Scathe on deck, Saiden in the hole ...


Kel: 21.
Leonidas: 20.
Scathe: 16. Bastard sword in 1H.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (39:44).
Ved: 10.
Imogen: 7. FF
* Kyr (7).

lostsole31
2021-02-01, 11:04 PM
R2T20: Leonidas smiles and pats Ved on the shoulder in appreciation before dashing back into the fray, getting right up to the creepy floating mass and striking it as hard as he can with his falcata for 4 mod.

R2T16: Scathe smiles, dropping his bastard sword to the ground in a clatter. He thrusts his hand into the cloudy mass, as dark energies roll out of him into it to corrupt it for 3 NE (negative energy).

R2T13: Saiden, you take 2 bleed. What do you do?

Vampiric mist on deck, Ved in the hole ...


Kel: 21.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (32:44).
Ved: 10.
Imogen: 7.
* Kyr (7).

lostsole31
2021-02-02, 11:51 PM
R2T13: Saiden gritted her teeth against the amorphous leech that drew from her a bodily humor that ran most strong in her ancestry - blood.

"Wretched fiend!" the Aasimir hissed under her breath as she stepped forward, withdrew her blade from its sheath, and struck at the creature once more, hitting it for 4 mod before sheathing her blade again.

R2T12: Deprived of its beautiful darkness, the vampiric mist recoils in unknown emotions/ thought processes to move forward and siphon blood out of Kel's rump (she was facing the podium) for 1 CON (and 1d6 bleed).

R2T10: Ved, what do you do? You actually partly see the vampiric mist now.

Imogen/ Kyr on deck, Kel in the hole ...


Kel: 21. BLEED 1d6!!!
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (28:44). Flee at 13 hp or less.
Ved: 10.
Imogen: 7.
* Kyr (7).

lostsole31
2021-02-03, 07:27 PM
R2T10: "There is no way that I can keep up with this thing just healing everyone. We need to put it down, quickly, then I'll do what I can to patch everyone back together." Ved says, moving into the room to where he can get a clear line of sight/fire to the Mist. He then drops the illuminated arrow at his feet and nocks another standard arrow. As Ved draws back his bow it is engulfed in an unholy divine light which pulses into the arrow as he fires, glomming right into the thing for 5, and blood spattering on the deck.

R2T7: Imogen, what do you do?

Kyr on deck, Kel in the hole ...


Kel: 21. BLEED 1d6!!!
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (23:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical).
* Light on arrow lying on ground by doorway.
Imogen: 7.
* Kyr (7).

lostsole31
2021-02-05, 02:45 AM
R2T7: Imogen dashes past the podium to the right of the mist, reaching out with her limited magical ability to form a connection between her and it. "If anybody has a way to set this thing on fire, now's the time. I'm not sure we can hurt it otherwise."

She puts her guard up and lashes out with a dagger, expecting to distract the mist more than anything.

Meanwhile, Kyr flies past the vampiric mist, slashing it for 1 mod, but the mist strikes it back in response for 2 CON (+1d6 Bleed) and in doing so regained 7 blood siphon healing.

End Round 2, Begin Round 3 ...

R3T21: Kel takes 1 bleed. She uses full power in the spiked chain for 8 mod before stepping back.

R3T20: Leonidas, you are set to use dodging panache if attacked. What do you do?

Scathe on deck, Saiden (bleeding) in the hole ...


Kel: 21. BLEED 1d6!!! Risky strike.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (20:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical).
* Light on arrow lying on ground by doorway.
Imogen: 7. Dark claim til R3T7 on vampiric mist. -1 on attacks (dark authority), and +3 dodge bonus AC (stance + defensive stance).
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-05, 09:18 PM
R3T20: Leonidas slashes with his sword and then steps to his right. Luckily, Imogen is there on the other side to distract it and the heavy falcata cuts through the mist for 7 mod. “Don’t box me in, you lot! I need room to move.”

R3T16: Scathe steps into the void created by Leonidas, likewise taking advantage of Imogen's distraction to reach into the mist and cause corrupting damage for 2 NE.

R3T13: Saiden, you take 3 bleed. What do you do?

Vampiric mist on deck, Ved in the hole ...


Kel: 21. BLEED 1d6!!! Risky strike.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical).
* Light on arrow lying on ground by doorway.
Imogen: 7. Dark claim til R3T7 on vampiric mist. -1 on attacks (dark authority), and +3 dodge bonus AC (stance + defensive stance).
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-08, 03:30 AM
R3T13: Glaring at this wicked cloud that refused to die, Saiden pointed her blade in its direction and spoke to the souls of her fellows. "Come'on and at it, lads!" she encouraged her sonorous voice taking on an assuring quality when raised in a fight. "Not going to let a cloud beat us will ye?"

R3T12: The vampiric mist withdraws ..... down. Down through many tiny holes in the floor.

R3T10: Ved, what do you do? Kel, Saiden, and Kyr (the crow) are all bleeding.

Imogen on deck, Kyr in the hole ...


Kel: 21. BLEED 1d6!!! Risky strike.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
* SwA: Boost: Encouraging Roar (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/encouraging-roar/). All allies within 30 feet get +2 to Hit and Damage as a Morale bonus.
* SA: Casting Moment of Greatness (https://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness/), which doubles all Morale bonuses for one roll, so they can turn the +2 to Hit into +4 or +2 to damage into +4 damage.
* IA: If Saiden gets attacked by the Mist, she will roll Flowing Creek: (1d20+11)[17] vs Mists Attack Roll.
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical).
* Light on arrow lying on ground by doorway.
Imogen: 7. Dark claim til R3T7 on vampiric mist. -1 on attacks (dark authority), and +3 dodge bonus AC (stance + defensive stance).
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-09, 01:17 AM
R3T10: "Its gone, let's get out of here before it comes back. " Ved says, before making some arcane gestures. As the door opens on the far side of the room, Ved breaks for the door and gets just into the hallway there while drawing a wand on the way.Drawing a "weapon-like object" .... which includes a wand, can be done on the move. However, drawing a wand cannot be performed with Quick Draw, in case anyone reading the spoiler is curious.

R3T7: Imogen, you realize that the mist is just beneath the floor where it went down when your claim ends. Also, Kyr is bleeding. What do you do?

Kyr on deck, Kel in the hole ....


Kel: 21. BLEED 1d6!!! Risky strike.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
* SwA: Boost: Encouraging Roar (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/encouraging-roar/). All allies within 30 feet get +2 to Hit and Damage as a Morale bonus.
* SA: Casting Moment of Greatness (https://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness/), which doubles all Morale bonuses for one roll, so they can turn the +2 to Hit into +4 or +2 to damage into +4 damage.
* IA: If Saiden gets attacked by the Mist, she will roll Flowing Creek: (1d20+11)[17] vs Mists Attack Roll.
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7.
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-09, 01:58 AM
R3T7: Imogen commands Kyr to get behind Ved, and she herself makes a break for the door on the other side of the room, staying in her combat stance just in case the mist re-emerges. She barks to the rest of the party over her shoulder, "It's still under the floor. This is our chance to get out of here. Come on!"

Kyr takes 5 bleed, and then flies out to be near Imogen.

End Round 3, Begin Round 4 ...

R4T21: Kel takes 2 bleed before sailing past the crowd at the door, and heads north a little before stopping and trying to tend to her wound. "I can't stop the blood loss!" she calls frantically.

R4T20: Leonidas, what do you do?

Scathe on deck, Saiden in the hole ...


Kel: 21. BLEED 1d6!!!
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
* SwA: Boost: Encouraging Roar (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/encouraging-roar/). All allies within 30 feet get +2 to Hit and Damage as a Morale bonus.
* SA: Casting Moment of Greatness (https://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness/), which doubles all Morale bonuses for one roll, so they can turn the +2 to Hit into +4 or +2 to damage into +4 damage.
* IA: If Saiden gets attacked by the Mist, she will roll Flowing Creek: (1d20+11)[17] vs Mists Attack Roll.
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance.
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-09, 10:57 PM
Ved yells out in response to Kel, "I Can!"

R4T20: Leonidas moves quickly to follow the group.

R4T16: Scathe picks up his bastard sword and follows as well.

R4T13: Saiden takes 2 bleed. Saiden hisses under her breath and glowers at the vent through which the wretched cloud escaped. Next time, she thought to herself, as she moved with the group, making sure to hang near the back and with her eye upon the vaporous menace to ensure it did not get the jump on anyone else.

R4T10: Ved, what do you do? Bow in one hand, wand lf CLW in the other. Your light arrow left behind, so no longer an effective source of light for you, and Ved's voice several feet to the north out of your ability to see.

Imogen on deck, Kyr in the hole ...


Kel: 21. BLEED 1d6!!!
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance.
* Kyr (7). BLEED 1d6!!!

lostsole31
2021-02-11, 12:24 AM
R4T10: Ved senses the supernatural bond that the raven has with its master, in a way that hopes to someday have. He activates the wand and touches Kyr with it for 4 healing, which also stops the bleeding.

R4T7: Imogen, despite two humanoid allies bleeding out, it is interesting to note that Ved healed your bleeding raven first. It could be as simple as convenience of location. Anyway, what do you do?

Kyr on deck, Kel in the hole (Kel and Saiden are still bleeding) ...


Kel: 21. BLEED 1d6!!!
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword dropped.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance.
* Kyr (7).

lostsole31
2021-02-11, 12:47 AM
R4T7: "Kel!" Imogen says. "Get back over here so Ved can staunch you!" Imogen stays in her combat stance, prepared to fight in case the mist re-appears. Kyr settles to ground by Imogen, but is very wary (like its mistress).

End Round 4, Begin Round 5 ...

R5T21: Kel takes 1 bleed, but a second later calls out, "No, I'm good. I just stopped it. Protecting us from the dark. Passage goes north and turns east. Somebody shut the door to the dark-room!"

R5T20: Leonidas, what do you do? Saiden is still bleeding, and you have the party's only currently active light source (as Ved's light arrow is on the western floor of the room).

Scathe on deck, Saiden in the hole ...


Kel: 21.
Leonidas: 20. Use dodging panache if attacked.
Scathe: 16. Bastard sword in hand, shield readied.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance. Will use half-gone counter if attacked. TD.
* Kyr (7). TD.

lostsole31
2021-02-11, 07:31 PM
R5T20: Not having any larnin' in the ways of fixing ouches or magic vampire cloud bites, Leonidas instead readies to close the door to the dark room once everyone is out.

R5T16: Scathe thinks for a second, sheathes his bastard sword, and then walks over to the lit arrow. "No need for blue bird to waste a perfectly good arrow."

R5T13: Saiden, you take 4 bleed. What do you do?

Ved on deck, Imogen in the hole ...


Kel: 21.
Leonidas: 20. READIED to close door once everyone is out.
Scathe: 16. Bastard sword in hand, shield readied.
Saiden: 13. BLEED 1d6!!!
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance. Will use half-gone counter if attacked. TD.
* Kyr (7). TD.

lostsole31
2021-02-12, 01:39 AM
R5T13: Saiden is the last one out of the room, her front facing it and walking backwards to ensure everyone gets out - which they do. Stepping through the portal, the Aasimir turns about and brings her spare left hand up before her. The appendage glows with an inner light as she presses to herself to relieve the annoying wound. The bleeding has stopped, much of her wounding is gone, and the pain she felt from before (i.e. NL damage) is completely mitigated. She is still hurt ... but only a little now.

R510: Ved, nobody is bleeding now. What do you do?

Imogen on deck, Kyr in the hole ...


Kel: 21.
Leonidas: 20. READIED to close door once everyone is out.
Scathe: 16. Bastard sword in hand, shield readied.
Saiden: 13.
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance. Will use half-gone counter if attacked. TD.
* Kyr (7). TD.

lostsole31
2021-02-12, 07:05 PM
R5T10: Ved weaves the wand back into the leather lacing on his right hip, and checks to see that it is secure. Then drawing another arrow from his quiver and illuminating its tip, he moves carefully further into the hallway. Of course, as soon as that arrow is lit, the one in the room goes out. Luckily, Scathe seems to be comfortable in the dark and Leonidas is by the door so other than a dark room where the creepy vampiric mist is hiding under the floor somewhere, it is just a sudden sensory jolt, is all.

R5T7: Imogen, what do you do? What do you have Kyr do?


Kel: 21.
Leonidas: 20. READIED to close door once everyone is out.
Scathe: 16. Bastard sword in hand, shield readied.
Saiden: 13.
Vampiric Mist: 12. (11:44). Flee at 13 hp or less.
Ved: 10. Smite judgment on vampiric mist (weapons are magical). Bow and wand of CLW in hand.
* Light on arrow lying on ground by W doorway.
Imogen: 7. Leaping spirit dance. Will use half-gone counter if attacked. TD.
* Kyr (7). TD.

lostsole31
2021-02-19, 01:28 PM
Surprise Round ...

S20: Just as Ved goes strolling on in, something zips down from the northwest corner. Ved actually just barely noticed it, but didn't have time to react before it charges him and he feels a stabbing pain in his foot for 5. It bit him right on the top of the foot where the lesser return vein feeds from the foot back to the rest of his body. A body that is now starting to feel sluggish.

S14: Ved was just about to react, but is a little more sluggish than expected, when another one of the things zoom at him. Oddly, his sluggish step is what throws off the bite of the second assailant.

S12: Ved, you are feeling sluggish. Worse, you know that sometime of poison is doing it. Roll a Fort save vs. poison. Regardless of the save, what does Ved do?


Leonidas: 28. Perception 8.
Imogen: 24.
Mithral Cobra (Red): 20. (20:20). Stealth 11. Charged.
Scathe: 21.
Saiden: 20.
Mithral Cobra (Blue): 14. (20:20). Stealth 26. Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: A character rendered sluggish by Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-) poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison) has dulled reactions. He takes a –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-19, 02:31 PM
S12: Ved fights through the pain of the poison, his surprise at the arrival fading with the pain. Instinctively, Ved's free hand swirls in an arcane gesture, and with a bold statement, a wave of color washes over his attackers.

End Surprise Round, Begin Round One ...

R1T28: Leonidas, you see ... two somethings and Ved casting color spray. What do you do?


Leonidas: 28. Perception 8.
Imogen: 24.
Mithral Cobra (Red): 20. (20:20). Stealth 11. Charged.
Scathe: 21.
Saiden: 20.
Mithral Cobra (Blue): 14. (20:20). Stealth 26. Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: A character rendered sluggish by Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-) poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison) has dulled reactions. He takes a –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-20, 02:14 PM
R1T28: Leonidas sheathes his Falcata and readies his bow. “Move in ya lot!”

R1T24: Imogen, what do you do?


Leonidas: 28. Bow in hand.
Imogen: 24.
Mithral Cobra (Red): 20. (20:20). Charged.
Scathe: 21.
Saiden: 20.
Mithral Cobra (Blue): 14. (20:20). Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-24, 04:28 AM
R1T24: Imogen draws her second dagger again, leaping over the closest snake while it's distracted with Ved. She drives the blade down into it (10 mod) as she lands in a combat stance. In midair, she instructs Kyr strafe the same snake with cursed talons. As Kyr does so, the one attacked snaps at him even as Kyr's talons slam hard against it with a metal clang but don't penetrate. As Kyr continues, the other one snaps at Kyr to hit him in the outer tip of the right wing for 2."The tip of my wing tingles. Poison, but it is too far out to really effect me."Even though Kyr missed, despite what appeared to be a good attack that was rebuffed by what seem to be metallic scales, there is a strange .... something, almost shadow-like, but not actually affecting lighting .... surrounding Imogen.

R1T22: Lit by one of those ceiling lanterns, the snakes appear to be some type of hooded snake whose scales glint and shimmer brightly as from the finest polished steel or silver. It was a little off-balance from when it attacked Ved but recovers. It spins around and bites Imogen in her left forearm with an incredibly powerful bite (6). The bite threatens to numb her arm, but she was warned of the poison and Imogen quickly sucks blood at the wound and spits it out. Strangely, even though any simple animal would know when it is surrounded and would likely have moved a little, this is truly a dumb animal that doesn't even respond to being flanked.

R1T21: "What kind of snake is this?!" Scathe mutters with equal parts admiration and annoyance. He makes a calculated and dangerous decision and moves past Ved, to which the snakes do not respond much to his movement, and gets into position with Imogen. Seeing how the scales gave Kyr's talons trouble, he goes for precision over power with his bastard sword, but then ends up missing wildly.

R1T20: Saiden, what do you do?


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20.
Mithral Cobra (Blue): 14. (20:20). Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-26, 02:11 PM
R1T20: Glaring suspiciously at the metallic snakes, Saiden stays in position and withdraws her blade, the weapon flashing out with a hiss of silver as it strikes the metallic serpent, bouncing off with a noticeable clanging sound (it was the red that was closest .... 10' from her).

R1T14: The metal snake rights itself post-charge to spin and bite at Scathe.

R1T12: Ved, what do you do in your sluggish state with bow in hand but threatened by two of these unknown metal snakes?

Kel on deck, Leonidas in the hole ...


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek.
Mithral Cobra (Blue): 14. (20:20). Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-27, 08:07 AM
R1T12: Ved disappears from the point adjacent to the pair of snakes, reappearing immediately behind Saiden. Ved pauses for a moment to consider the snakes, before drawing his bow he fires past Saiden at the Red snake, with his arrow skipping on the stones of the floor to go to the other side of the room. "Variant on a steel cobra!" he calls out. "Mithral, maybe. But it's a construct, which is why it is too stupid to realize it is in danger being flanked."

R1T7: Kel shakes her head. "Great. Can't stun it. Then hit it hard, people!" she says as she springs into position carefully and winds for a powerful axe kick that misses (red).

End Round One, Begin Round 2 ...

R2T28: Leonidas, you have your bow in hand. What do you do?

Imogen/Kyr on deck, red mithral cobra in the hole ....


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek.
Mithral Cobra (Blue): 14. (20:20). Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-02-28, 10:59 AM
R2T28: Leonidas acrobatically moves through friendly and threatened squares to enter the room and end up SE of Kel and 10’ from the metal snakes. He points a finger at a snake and a blue bolt of energy shoots toward the creature, but learns that these things are shockingly fast as well as small as it just ducks out of the way.

R2T24: Imogen, your gloom goes away. What do you do/ have Kyr do?

Red cobra on deck, Scathe in the hole ...


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek.
Mithral Cobra (Blue): 14. (20:20). Charged.
Ved: 12. Perception 18. Poisoned from Red Cobra til R6T20.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-03-01, 02:13 PM
R2T24: Imogen casts a dark pall over one of the cobras as she instructs Kyr to attack again. As the bird swoops in, she exhales and thrusts both her daggers into the other cobra, attempting to slide the blades in between the scales of the snake. Kyr's attack doesn't penetrate the metal hide, and as he veers off blue bites him in his left talon for 4. Painful, but not a great place to insert poison. Imogen, likewise, has no ability to penetrate the hardened scales as the pall once again appears around her.

R2T22: The red cobra snaps at Imogen while she uses a counter to mute the attack on the cursed construct. It "hits" her, and yet it seem to go right through her with no effect.Please don't "go from memory" when updating. You didn't have spilled salt readied. "R" = Readied, "E" = Expended, and "***" means known and not readied (maneuvers), or known and not active (stances). Since you did want a counter, though, I used half-gone instead.
R2T21: Scathe throws power into an attack that hits the blue cobra for 14.

R2T20: Saiden, what do you do?

Blue cobra on deck, Ved in the hole ...


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Claim on red cobra til R3T24.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek.
Mithral Cobra (Blue): 14. (6:20).
Ved: 12. Perception 18.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-03-04, 02:06 AM
R2T20: Seeing that her attack had glanced off the steely scale of the cobra, Saiden attempted to be more precise with her next attack. She "hits," but the scales still repel the blade.

R2T14: The blue cobra snaps at the bird, this time nipping Kyr in the belly for 2.

R2T12: Ved, what do you do?

Kel on deck, Leonidas in the hole ...


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Claim on red cobra til R3T24.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (10:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek.
Mithral Cobra (Blue): 14. (6:20).
Ved: 12. Perception 18.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7.

lostsole31
2021-03-04, 07:04 PM
R2T12: Ved casts a spellon Saiden. "When next you need guidance from our Infernal Fire, call on the glimmer of insight this guidance provides, Baroness."

R2T7: Kel focuses her ki and releases a triple-burst of power kicks. The first strike against blue nails it with a crit for 7 mod, enough to destroy it. The second kick is against the remaining one to do 6 mod, though her third kick is deflected.

End Round 2, Begin Round 3 ...

R3T28: Leonidas, you have bow in hand. What do you do?

Imogen/ Kyr on deck and in the hole ...


Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Claim on red cobra til R3T24.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (4:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek. Guidance til R12T12.
Ved: 12. Perception 18.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7. RS.

lostsole31
2021-03-05, 08:04 PM
R3T28: Leonidas will move to right and around Scathe until he has a straight line of sight on the remaining snake. He calls out a spell in a guttural language and there in a barely noticeable drop in the temperature of the room as a glowing ball of ice crystals appears in his hand. He chucks it at the snake. “Suck on this, ya' greasy metal worm!”

As for the snowball, it whallops the snake it destroys it!

Combat Ends ...

What does the party (and individuals do now)? Remember that nothing is taken for granted, assumed, or "automatic."



Leonidas: 28. Bow in hand.
Imogen: 24. Touch of the Witch stance active. Both daggers drawn. Gloom til next round.
* Claim on red cobra til R3T24.
* Kyr: 24. 5' altitude.
Mithral Cobra (Red): 22. (4:20). Cursed til R6T24.
Scathe: 21.
Saiden: 20. Reaching blade stance. If attacked this round, she will use Flowing Creek. Guidance til R12T12.
Ved: 12. Perception 18.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Kel: 7. RS.

lostsole31
2021-03-27, 09:36 PM
Begin Round One ...

R1T27: Leonidas, what do you do? You have a lit gold piece in your hand, that's it (because you had one hand on coin, one hand to cast light).


Leonidas: 27. Light on coin in hand.
Scathe: 21.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow w/ light arrow nocked.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-28, 03:38 AM
R1T27: “Fudge!” ... only Leonidas doesn’t say fudge. He grabs the ioun stone to deactivate it and drops the coin back in his belt pouch, instantly darkening the room beyond (but not the hallway, courtesy of Ved's arrow). He whispers something, but considering the loud noise, what he whispered is unknown.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T21: Scathe disappears into the darkness of the room. There's a sickening wet crunching sound followed by some type of thick, heavy plop.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T13: Imogen, you do see light from the doorway lighting up Leonidas, but not in this room. You are in blackness in the NW corner of the room (you think), and you can barely hear yourself think (literally). What do you do?


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow w/ light arrow nocked.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-28, 04:25 AM
[QUOTE=lostsole31;24986555]R1T27: “Fudge!” ... only Leonidas doesn’t say fudge. He grabs the ioun stone to deactivate it and drops the coin back in his belt pouch, instantly darkening the room beyond (but not the hallway, courtesy of Ved's arrow). He whispers something, but considering the loud noise, what he whispered is unknown.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T21: Scathe disappears into the darkness of the room. There's a sickening wet crunching sound followed by some type of thick, heavy plop.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T13: "Leo!" Imogen rasps over the screeching. She feels her way along the wall, heading in the direction she thinks is south. "I think it can still see you! Get out of the light!"

As she feels her way along, she gets to (and slightly past, but inclusive in the square where she stops after a double-move) a door to the west.



EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T9: Saiden, what do you do? You have nothing in hand right now.


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow w/ light arrow nocked.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-28, 08:25 PM
R1T9: Saidens grits her teeth as the screech claws at her skull. From what she has observed and given the lesson of the room mural, she believed that their detection was causing the ultra-sonic reaction.

She moves forwardReaching one strong arm out, she grabbed Leonidas by the scruff of his collar and yanked him out of the doorway. He was still somewhat "in line" with the doorway, but no longer right AT the doorway. He is also still lit up by Ved as well.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T8: Kel surprises Ved as she brings her spiked chain down to snap the light arrow, destroying it and extinguishing the light, which in turn douses all light in the hallway and that can be seen from inside the chamber as well.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T7: Ved, with Kel breaking your light -arrow, you are now in darkness, with the ear-piercing noise going. It's impossible to do anything more than shout loudly if you want to communicate. What do you do?


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-29, 12:01 AM
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R1T7: Ved stumbles back down the hallway, out of sight as he moves north along the previous hallway, drawing an arrow as he goes. It is pitch black, so he can't see anyone with whom to communicate.

End Round One, Begin Round 2 ...


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!


R2T27: Leonidas, it is now pitch black. You have your light coin in the pouch, and ioun torch extinguished in hand. Saiden had moved you directly back from the doorway. What do you do?

Scathe on deck, Imogen in the hole ...


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-29, 08:05 PM
R2T27: Leonidas feels his way down the corridor until he turns the corner, but that took more trouble and time than expected to fumble past Saiden, then Kel, to the corner and around the corner for him to have time to take out the light. He hisses something, but nobody hears quite what.


EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE**

And finally the loud piercing sound is heard no more.

R2T21: Scathe calls out for everyone to hear, "It's okay. I killed some plant thing that was making the noise. It just took a few extra seconds to finally stop!"

R2T13: Imogen, you and Kyr are now plunged into truly pitch black darkness. You are currently adjacent to a thick wooden door on the western wall of the chamber you found yourself in. What do you do?

Saiden on deck, Kel in the hole ....


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-29, 09:45 PM
R2T13: Imogen doesn't move. She raises her voice, just shy of a shout but loud enough to be heard by Scathe, at the very least. "I found a door on the west wall. About thirty feet south or so. Can you see me, Scathe? Anything creeping toward me I should know about?"

R2T12: Kyr gives out a desperate warning "CAW-CAW-CAW!"

Scathe yells out, "Bogey to west!"

R2T9: Saiden, what do you do?

Kel on deck, Ved in the hole ...


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. Shrieker will stop shrieking on his next round.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (33:33).
Saiden: 9.
Kel: 8.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33).
Draugr (Brown): 5. (33:33).

lostsole31
2021-03-31, 06:00 AM
R2T9: As Saiden was able to see in the dark, when she heard Scathe call out the warning she turned and moved towards the new enemy on a path of interception. Her hand on the hilt of her weapon and ready to draw it at a moments notice, she moved west towards the direction indicated by Scathe. Seeing a man in leather with a greataxe looming over Imogen, she closes and brings forth her iron wake against it but the man blocks solidly with his axe, apparently able to see in the dark as well as she. Saiden maintained her close position, using her sword and profiling her body to protect herself.In scarlet einhander stance (which requires the sword to be out when started, and stops when sword is sheathed. I figure she is more wary until the nature of the threat is better understood. She used the named maneuver.
R2T8: Kel moves in acrobatically past Saiden and Imogen. She calls out, "Drowned dead, or undead, and all that implies. Tough and powerful." She spins her spiked chain and rips a chunk out of its belly (10 mod). "Resisted some of the blow from my spiked chain, too!"

R2T7: The loud noise stopping and, hopefully, hearing Scathe yell out, Ved stops in the hall and considers his options for a moment. He then illuminates another arrow, keeping the light partially hidden in his clothes. With just enough light to move confidently through the hall Ved moves back to the doorway and peaks around the corner, trying to stay as concealed as possible. He doesn't see anything with his tiny bit of light, but hears the sounds of battle several feet away.You have to have some categorical LIGHT though, to move quicky to the doorway (30'), which alone will put a huge hurting on your stealth check. I use a little brighter than a candle ... 5' bright light, 5' dim light (which is 10' for you).
R2T6-5: Two more spooky dudes with big axes come down the hallway. The frist (red) puts power behind its swing to a dodging Kel. The second attacker (brown) does far better as its massive axe comes down on her right shoulder for 13 mod, bringing a loud cry of pain from Kel.

End Round 2, Begin Round 3 ...

R3T27: Leonidas, your light coin is in your pouch, and ioun torch is in hand. You see some light escaping from Ved in front of the doorway, though you are still in darkness where you are. You think you heard Kel mention drowned dead, but didn't get all of what she said because of distance. You DID hear her cry out in pain. What do you do?

Scathe on deck ....


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21.
Draugr (Green): 7. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (23:33).
Saiden: 9.
Kel: 8. RS.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-01, 01:06 AM
R3T27: Leonidas moves up to Ved and activates his ioun torch. He surveys the room looking for advantages in the fight, but doesn't see anything from this vantage ... he only hears the fight.

R3T21: Scathe calls out, "Ladies, pull back!"

R3T17: Yet a fourth one of these drowned dead enter the hallway.

R3T13: Imogen, what do you do? What do you have Kyr do?

Blue on deck ....


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Scathe: 21. DELAYING!!!
Draugr (Green): 17. (33:33).
Imogen: 13.
* Kyr: 12.9.
Draugr (Blue): 12. (23:33).
Saiden: 9.
Kel: 8. RS.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-03, 10:53 AM
R3T13-12.9: Imogen scrambles toward the light source with Kyr hot on her trail, abandoning all hope of stealth. She can only hope she doesn't take a hit from one of her unseen foes, and she gets back into the hallway with Ved and Leonidas. Kyr doesn't go past her to get into the corner, but stops in front of her (still in the room), turns around and caws protectively.

R3T12.5: Scathe comes out of delay and goes right to where Imogen had been. He attempts a power strike against blue but is blocked by its axe.

R3T12: Blue then comes in with a power strike of its own that Scathe deflects with his sword.

R3T9: Saiden, what do you do?

Kel on deck, Ved in the hole ...


Leonidas: 27. Light on coin in pouch, ioun torch in hand.
Draugr (Green): 17. (33:33).
Imogen: 13.
* Kyr: 12.9.
Scathe: 12.5. RS.
Draugr (Blue): 12. (23:33). RS.
Saiden: 9.
Kel: 8. RS.
Ved: 7. Bow in hand.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-06, 01:25 AM
R3T9: Saiden narrowed her eyes at the - undead? - things that lumbered forward, their grim hoods obscuring whatever ghastly visage the wretched things called faces. Clasped in their hands, however, was something far less subtle, and the weapons were brought about in arcs. One caught Kel upon her shoulder, bringing from her a screech.

"Get back!" Saiden commanded towards Kel, moving herself in a way as to put herself between the incoming beasts and her retreating team-mates as they fell back to the more defensible position of Leonidas' ioun stone and the valuable light it provided. Saiden fancied her chances against a foe of this calibre. But four of them? Alone, while her compatriots were blinded by the absence of light? She was confident, not stupid.

"Stand fast!" the knight called over her shoulder towards the group, as she backed up to them, blade in hand parrying blows from her assailants. Her blade fails to parry blue, but her armor is true as its axe swing is deflected. Saiden gets right to a spot bathed in the light of Leonidas' ioun torch. She then calls upon Asmodeus in an unknown tongue, and everyone feels something stirring within, but aren't sure what.So, if you want to double the effects of Saiden's encouraging roar if you make any kind of check, let me know. You are the only one that recognized the spell she cast (moment of greatness) and that while it might last a couple of minutes, it is discharged when used. You also know that most of the group probably won't have any idea what Saiden gave them and she didn't say, so it's up to you if you offer some supporting information.
R3T8: Where she had gone for power, now Kel definitely fights for defense. She smacks blue in the groin with her spiked chain for 13, and then just barely manages to get acrobatically away.

R3T7: Ved, neither you nor Leonidas are yet providing a good enough area of light for those in the room. Also, read the above spoiler. What do you do?

Enemies on deck and in the hole ...

Allies w/in 30' of Saiden get +2 morale attack & damage til R4T9!!!
Leonidas: 27. Light on coin in pouch, ioun torch in hand. Moment of Greatness til R33T9.
Draugr (Green): 17. (33:33).
Imogen: 13. Moment of Greatness til R33T9.
* Kyr: 12.9. Moment of Greatness til R33T9.
Scathe: 12.5. RS. Moment of Greatness til R33T9.
Draugr (Blue): 12. (10:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-06, 11:17 PM
R3T7: Ved moves close to the doorway and throws the partially hidden, illuminated arrow into the room. You are throwing an object at a target, even if that target is a square that you try to get it to accurately. That said, from your angle you don't see any enemies, anyway, to have shot at.
R3T6-5: Red moves forward into the space that Kel had just vacated. He crits scathe with a heavy blo to the chest for 19. Brown then moves past its drowned dead allies and in doing so, Scathe tries to attack it but misses. Brown continues around to flanking and its axe takes a bite out of Scathe's right shoulder for 9, this time with a loud cry of suppressed pain from Scathe.

End Round 3, Begin Round 4 ...

R4T27: Leonidas, ioun torch is in hand, light coin is in pouch, though where you are is dimly light as the only light source is the lit arrow in the room now. You heard Scathe cry out in pain, and you only see a line of allies against the eastern part of the chamber beyond. What do you do?

Green on deck, Imogen/Kyr in the hole ...

Allies w/in 30' of Saiden get +2 morale attack & damage til R4T9!!!
Leonidas: 27. Light on coin in pouch. Moment of Greatness til R33T9.
Draugr (Green): 17. (33:33).
Imogen: 13. Moment of Greatness til R33T9.
* Kyr: 12.9. Moment of Greatness til R33T9.
Scathe: 12.5. RS. Moment of Greatness til R33T9.
Draugr (Blue): 12. (10:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-08, 11:18 PM
R4T27: Leonidas is effectively blocked in so he grunts, “Here ya great black turkey!” and tosses a glowing coin into Kyr’s square, but it hits the square and bounces and rolls to the eastern corner before the wall stops the roll and it falls over.

R4T17: Saiden then sees green move up and past the others - Scathe having already tried to get an AOO previously - and attack, with Scathe just barely ducking and using his bastard sword to guide away the blade.

R4T13/12.9: Imogen, what do you do? What do you ask Kyr to do? You actually saw the one that just moved and attacked (green), and see a faint bit of another (red), as well as Scathe. Also, Saiden's shout charged you with some vigor.

Scathe on deck, Blue in the hole ...

Allies w/in 30' of Saiden get +2 morale attack & damage til R4T9!!!
Leonidas: 27. Moment of Greatness til R33T9.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9.
* Kyr: 12.9. Moment of Greatness til R33T9.
Scathe: 12.5. RS. Moment of Greatness til R33T9.
Draugr (Blue): 12. (10:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-12, 05:39 AM
R4T13/12.9: Imogen gesture to Kyr and herself and says to Ved, "Healing?" but otherwise delays.

R4T12.5: Scathe fails to fake out blue with blade control and then sends a defensive attack at it and with Saiden's encouragement does 9. Still not enough to bring it down, and Scathe sidesteps to the south.

R4T12: Blue steps right after him but Scathe's defensive stance keeps him protected.

R4T9: Saiden, your encouragement has ended (and nobody had a clue that you cast moment of greatness or even what it gave them [save Ved, but you don't know that]), though MoG has three minutes total. What do you do?

Kel on deck, Ved in the hole, Imogen/Kyr delaying ...

Allies w/in 30' of Saiden get +2 morale attack & damage til R4T9!!!
Leonidas: 27. Moment of Greatness til R33T9.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
Draugr (Brown): 5. (33:33). RS.

lostsole31
2021-04-15, 05:29 AM
R4T9: Blade in hand, Saiden strdes forward against the closest foe to support her team-mate, her weapon coming about in a glittering arc that slashes the monster across the belly for 15.

R4T8: Kel steps a few feet south, sends three shuriken speeding out that hit brown with power for 3 mod, no damage (but seemingly having penetrated its skin), and 2 mod. She harrumphs and calls out, "They're resistant to piercing!"

R4T7: Ved, what do you do? Imogen was asking for healing.

Enemies on deck and in the hole ...


Leonidas: 27. Moment of Greatness til R33T9.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. RS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (33:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
Draugr (Brown): 5. (13:33). RS.

lostsole31
2021-04-15, 09:17 PM
R4T7: "Well, then I guess my bow is likely not going to be terribly effective," Ved replies to Kel while moving toward Imogen. Placing his hands on her Ved will intone a prayer (5 healing), then move into the room. Meanwhile, there is a large, overall purple stalk that was severed by something sharp, and a semi-squashed cap on the ground that caved in where it fell. This mushroom would have been nearly as large as a man before its destruction. Ved realizes from seeing it and the noise before that this must have been a "shrieker," a type of purple fungus that emits a high-pitched alarum when disturbed by light or nearby movement.

R4T6-5: Red moves in to try to get to Scathe, as it passes by blue, hacks it in the chest for 13. Then Saiden also attacks it but it ducks out of the way of her blow, but its complex movement in trying to do that has it fumble its swing at Scathe. Brown notices the problem Red is in, but seeing his position, steps five feet to flank Scathe and brings its axe down but Scathe does something like a volte but as a defense .... which for a bastard sword and shield is much more impressive seeing it done ... rather than with small sword, which is more common.

End Round 4, Begin Round 5 ...

R5T27: Leonidas, okay, so your bow isn't going to be much help. What do you do?

Green on deck, Scathe in the hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. RS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (20:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.
Draugr (Brown): 5. (13:33). RS.

lostsole31
2021-04-15, 10:07 PM
R5T27: Leonidas stows his bow and draws his falcata.

R5T17: Green steps north of Saiden and overcompensates with a power-swing against her.

R5T12.5: Scathe steps into the corner where he can no longer be flanked, and maintaining a defensive stance, grazes Red's upper right arm for 5.

R5T12: Blue steps into flank with green and does a power strike against Saiden's breastplate.

R5T9: Saiden, you are being flanked. What do you do?

Kel on deck, Ved in the hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. RS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (15:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.
Draugr (Brown): 5. (13:33). RS.

lostsole31
2021-04-16, 07:54 PM
R5T9: Saiden's instincts as a fighter were already moving her into a withdrawing step to rescind out of her predicament. As she withdrew, her weapon came about and slashed at the nearest goon, the tip barely scratching its old armor, and her face a controlled image of discipline. She'd helped her team-mate get out of the hairy situation, now it was time to fall back into a more defensive position.

R5T8: Realizing her shuriken just won't cut it (literally), she takes a juking step to face off against brown in a defensive stance and slams her spiked chain against its right foot for 6 mod .... still the wrong "kind" of weapon, but backed up by a lot of momentum.

R5T7: Ved, what do you do?

Enemies on deck/ in hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9. IF ATTACKED, use Flowing Creek!!!
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (15:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.
Draugr (Brown): 5. (7:33). RS.

lostsole31
2021-04-17, 06:31 AM
R5T7: Ved moves up behind Kel and pulls a wand from his belt. With a swish of the wand it's begins to tip glow slightly. He then taps her on the shoulder for 4 healing.

R5T6-5: Red still seems to be dealing with some type of self-inflicted mild confusion (funny, being undead and all), and swings wildly at Scathe. Brown actually disengages from Kel and steps to Scathe and swings with power, unable to get through the man's solid breastplate.

End Round 5, Begin Round 6 ...

R6T27: Leonidas, falcata in hand, what do you do?

Green on deck, Scathe in the hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9.
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9. IF ATTACKED, use Flowing Creek!!!
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (15:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.
Draugr (Brown): 5. (7:33). RS.

lostsole31
2021-04-19, 08:32 AM
R6T27: Leonidas will move up to stand next to Saiden. If there is a foe in range of his move, he will position himself to best advantage and attack with his Falcata, ready to parry if an attack comes his way. His falcat is thrown up too quickly as he sees one of these things as soon as he steps into the room, but at least he recovers quickly enough to parry an incoming attack.

R6T17: Despite Leonidas' stumbling entrance, Green was already focused on the baroness, but she counters with what appears to be a dance maneuver.

R6T12.5: Scathe uses defensive footwork to attempt to cover for a risky attack. His war sword sinks itself into the chest of brown, who falls in upon itself and is destroyed, leaving behind its greataxe and leather armor. Scathe's sword continues on an arc towards Red, hacking into the draugr's left shoulder for 7.

R6T12: Blue steps down to attack Scathe with the axe grazing off the blonde man's armor.

R6T9: Saiden, you used your defense (flowing creek) last round. As of yet, nobody is aware of how to use the spell you gave them. (Well, Ved does, but you don't know that.) Are you going to say anything? What do you do?

Kel on deck, Ved in the hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand. Block attack w/ opportune parry & riposte.
* Light on coin in NE corner of room.
Draugr (Green): 17. (33:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9. Cleave (-2 AC).
Draugr (Blue): 12. (1:33). RS.
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (8:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.

lostsole31
2021-04-21, 10:07 PM
R6T9: With her shoulder near that of Leonidas so that the two formed a protective barrier against the undead monsters, Saiden stabbed out with her weapon while yelling to the group: "Greatness is within you if only you use it!"

Her outward stab met with no success, but once she decided to slash with the slashing weapon, she hit the creature in a blow along the temple for 11.

R6T8: Kel steps forth, and continuing to fight defensively, her spiked chain hitting the monster's lower right arm for 8 mod ... enough to destroy it!

R6T7: Ved, you feel that bit of greatness inspired in you by Saiden (moment of greatness (https://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness/)). What do you do?

Red on deck, Leonidas in the hole ....


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand. Block attack w/ opportune parry & riposte.
* Light on coin in NE corner of room.
Draugr (Green): 17. (22:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9. Cleave (-2 AC).
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (8:33). RS. All critical effects against Scathe gain +3 severity rolls til R6T6.
* All of is enemies have concealment against him til R6T6, but he can make a Will DC 20 save each round to remove effect.

lostsole31
2021-04-23, 05:22 AM
R6T7: Ved stores his wand on his belt. Raising his bow above his head while chanting arcane syllabi, arcane power pulses into his bow.

R6T6: Red attacks Scathe, but is blocked.

End Round 6, Begin Round 7 ...

R7T27: Leonidas, what do you do?

Green on deck, Scathe in the hole, Imogen/ Kyr delaying ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand. Block attack w/ opportune parry & riposte.
* Light on coin in NE corner of room.
Draugr (Green): 17. (22:33). RS.
Imogen: 13. Moment of Greatness til R33T9. DELAYING!!!
* Kyr: 12.9. Moment of Greatness til R33T9. DELAYING!!!
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9. Cleave (-2 AC).
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9. Gravity bow til R36T7.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (8:33). RS.

lostsole31
2021-04-24, 09:59 AM
R7T27: Leonidas steps five feet to his right and slashes at the undead, his falcata cutting into rusted chain link and deep into its chest for 13. “Ha! Avast ye’ water logged corpse!”

R7T26: Imogen (you wanted to come out of delay), what do you do? What do you have Kyr do? You sense something within you that could guide you to victory if used (moment of greatness (https://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness/)).

Green on deck, Scathe in the hole ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand. Block attack w/ opportune parry & riposte.
* Light on coin in NE corner of room.
Imogen: 26. Moment of Greatness til R33T9.
* Kyr: 25.9. Moment of Greatness til R33T9.
Draugr (Green): 17. (5:33). RS.
Scathe: 12.5. DS (+1 AC). Moment of Greatness til R33T9. Cleave (-2 AC).
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9. Gravity bow til R36T7.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Draugr (Red): 6. (8:33). RS.

lostsole31
2021-04-25, 07:09 AM
R7T26-25.9: Imogen takes a quick step to the southwest, leaning into the feeling of greatness that's come over her while she extends her dark power over her opponent. Kyr swoops in from the far side to deliver a blow to its exposed flank for 6, as Endrak then takes a quick step to the southwest, leaning into the feeling of greatness that's come over her while she extend her dark power over her opponent. She jabs her knife into the creature's lower leg. The monster is hobbled and falls, and in doing so it is finally destroyed. Only one draugr remains.

R7T12.5: A split second later, Scathe's sword smashes through red's chest, destroying the last enemy.

Combat Ends ...


Leonidas: 27. Moment of Greatness til R33T9. Falcata in hand. Block attack w/ opportune parry & riposte.
* Light on coin in NE corner of room.
Imogen: 26.
* Kyr: 25.9. Moment of Greatness til R33T9.
Scathe: 12.5. DS (+1 AC).
Saiden: 9. Scarlet einhander stance. Moment of Greatness til R33T9.
Kel: 8. DS.
Ved: 7. Bow in hand. Moment of Greatness til R33T9. Gravity bow til R36T7.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.

lostsole31
2021-05-06, 10:37 PM
Interim ...


Leonidas: 27. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 26.
* Kyr: 25.9.
Scathe: 12.5.
Saiden: 9.
Kel: 8. DS.
Ved: 7. Bow in hand. Gravity bow for 3 minutes.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.

lostsole31
2021-05-10, 01:31 AM
Round One ...

R1T23: Leonidas, the man is a significant distance away, against the far western wall. You have your falcata in hand and your buckler readied on the other arm. What do you do?


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-11, 12:22 AM
R1T23: Leonidas dashes through his fellow villains to enter the room before moving 10 ft. North (or as able) to allow room for all to enter. He makes a threatening series of hard slashes with his blade before grinning evilly at the knight. “Goin’ to help ya’ meet your sun God right now, I reckon!”

R1T22: Imogen, what do you do?


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-13, 10:48 PM
R1T22: Imogen takes up a position to the left of the door, opposite Leonidas, and draws both her daggers. "Get above the door!"
She appears confused by the presence of a normal man in what has thus far been a trial of riddles and strange gimmicks. "Who in the Hells are you?"

Kyr flies in, but can't move simply over the lintel quite so easily so has to fly into the room and create a circuit around to get above the lintel as directed.

R1T12: Scathe says, "I don't know who he is, but I know what. That's a Knight of Alerion! And with my last breath, I shall smite thee with Asmodeus' might!"

Scathe charges the knight, his sword and shield having already been readied. Scathe's sword rings loud and true against the man's armor, but it does not penetrate.

R1T11: Kel rushes in, assuming Scathe will hold the big guy. She tosses out a shuriken, more for annoyance than anything, and as expected it clanks off of his armor.

R1T8: Kel, it's you and your gravity bow. You think you hear a familiar voice, and it very nearly takes your breath away if it belongs to the one you think it does (but you can't quite see him well from your position). What do you do?


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-14, 12:01 AM
R1T8: Ved, shaken slightly by the voice, enters the room and slides South along the wall to get a clear line of sight to the man. As soon as he is reasonably clear, Ved looses an arrow. He had a clear shot at a weak point of the knight's bevor, but as soon as he sees the man himself .... the arrow goes completely wide. For this man is none other than Sir Balin of Karfeld, Member of the Knights of Alerion ..... and then one who was there to condemn Ved Taruush himself to death for the crime of Heresy!

R1T7: The knight sidesteps to get cover from Leonidas and Kel. He seems unconcerned from the antipaladin seeking to lay him low in front of him. He instead looks around the room and sees the woman with knives directly across from him. "Imogen Wynne, guilty of attempted murder, I am Sir Balin Karfeld of the Knights of Alerion!"

He stares intently at her, enough that Scathe senses an opening and attacks, hitting Sir Balin with a crit that damages the man's armor while doing 23 to the man himself, instantly drawing Sir Balin's attention back on Scathe.

R1T2: Saiden, what do you do?

Leonidas on deck, Imogen in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-16, 06:19 PM
R1T2: Saiden spots the armored figure and feels a rush of excitement run through her body. An actual knight! One of her ilk. She wouldn't be surprised if she even knew him by name. Drawing her weapon, Saiden advances into the room and moves to support Scathe by moving into a supporting position against the knight.

"A knight of Mitra falls today!" she announces, her voice firm and baritone. "You have earned yourself a warriors death at least."
You spent a SwA to get into stance. You had to double-move to get into position. Scathe's position never allowed a flank.
End Round One, Begin Round 2 ....

R2T23: Leonidas, what do you do?

Imogen/ Kyr on deck/ in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-17, 12:32 PM
R2T23: “Ya bloody idiots! Don’t give ‘im the protection of havin’ ’is backside covered! Draw ‘im to us so we can attack all at once from all sides."

R2T22: Imogen, what do you do?

Kyr on deck, Scathe in the hole ...


Leonidas: 23. Falcata in hand. READIED to drops sword & cast snowball (12 RTA, 16 cold) if Balin is no longer engaged in melee!!!
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-19, 12:04 AM
R2T22-21.9: "What he said!" Imogen calls out as she circles around the fight to get a better angle. She instructs Kyr to circle around the other way. Her knives are out, one poised to throw. Meanwhile, Kyr circles around and snaps at Sir Balin."Wait, crap. Sorry! I didn't know you wanted me to circle and not engage. At least I'm not blocking LOS for a dagger toss!"
R2T12: Scathe is going all in with an attack, but the more senior knight blocks the clumsy spell. Scathe then backs up.

R2T11: Kel tosses two shuriken at Sir Balin - one missing and one bouncing off of his armor.

R2T8: Ved, what do you do?

Balin on deck, Saiden in the hole ...


Leonidas: 23. Falcata in hand. READIED to drops sword & cast snowball (12 RTA, 16 cold) if Balin is no longer engaged in melee!!!
* Light on coin in NE corner of room to east.
Imogen: 22. READIED to throw dagger as soon as Saiden and Scathe are out of melee range.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7.
Saiden: 2.

lostsole31
2021-05-20, 09:29 AM
R2T8: Ved maneuvers along the wall trying to get a clear shot at the knight, eventually firing, but the arrow glances off of his armor.

R2T7: Before Saiden has a chance to open up for the shooters, Balin pursues Scathe, keeping in melee. He throws his weight into his attack, seemingly making himself more vulnerable in doing so. His sword cuts across Scathe's chest for 17, but the attack then continues to Saiden, hitting her right hand for 13.

R2T2: Saiden, what do you do?

Leonidas on deck, Imogen in the hole ...


Leonidas: 23. Falcata in hand. READIED to drops sword & cast snowball (12 RTA, 16 cold) if Balin is no longer engaged in melee!!!
* Light on coin in NE corner of room to east.
Imogen: 22. READIED to throw dagger as soon as Saiden and Scathe are out of melee range.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). Charged. RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7. Cleave. RS.
Saiden: 2.

lostsole31
2021-05-23, 05:59 AM
R2T2: Saiden hisses under her breath as the knight's return strikes hits her. As part of the dance, her own weapon comes around to return the favor, cutting into Sir Balin's left shoulder for 18.

End Round 2, Begin Round 3 ...

R3T23: Leonidas picks up his Falcata and moves to flank the knight from the North. He attacks with a quick spin cut but it is easily deflected by the expert knight's shield.

R3T22: Imogen, your readied action never went off, and you even surprised Kyr some because he didn't realize not to engage, anyway (at least, that's my impression if you wanted Balin clear of melee). What do you do? You have a dagger in hand.

Kyr on deck, Scathe in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22.
* Kyr: 21.9.
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). RS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7. Cleave. RS.
Saiden: 2. Reaction: Flowing creek (result 20).

lostsole31
2021-05-26, 06:41 AM
R3T22: Imogen sees that the timing of the battle is impossible to get things to line up with so skilled a combatant as this knight. She goes into a darker type of stance than most have seen her yet go into. She dares herself into action, calling on Kyr to fly down slightly between Scathe and Saiden. She then steps down as Kyr gets into position. She strikes at the knight, hoping to curse him, but fails. Kyr likewise misses, but a gloom surrounds him that might make it easier for everyone else to strike the armored monster of virtue.

R3T12: Scathe stands far more defensively now, but his sword is deflected by armor.

R3T11: Kel strikes at the knight with her feet, giving more push on the second, but hits armor on the first and complete misses on the second. She even gets a third kick out, but clips the shield.

R3T8: Ved, what do you do?

Balin on deck, Saiden in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22. Touch of the witch stance.
* Kyr: 21.9. Gloom til next round (-2 AC & Ref saves, concealment).
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). DS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7. Cleave. RS.
Saiden: 2. Reaction: Flowing creek (result 20).

lostsole31
2021-05-28, 08:05 AM
R3T8: Ved maneuvers, looking for an open shot (which he can't get), and fires again, his arrow bouncing off the steel armor.

R3T7: Sir Balin does as he did before, putting all of his power into a large, arcing swing. This time, he targets the small bird that emanates creepiness. He strikes Kyr for 18, dropping the raven ... and the Gloom effect. Scathe is able to deflect the continuance of Sir Balin's cleave, however.

R3T2: Saiden, what do you do?

Leonidas on deck, Imogen in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22. Touch of the witch stance.
* Kyr: 21.9. DYING!!!
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). DS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7. Cleave. RS.
Saiden: 2. Reaction: Flowing creek (result 20).

lostsole31
2021-05-31, 10:44 AM
R3T2: Saiden could see that it was imperative that she retained Balins attention, as her compatriots drew up behind him. She knew that he would have to focus upon her and give his back to her team-mates...otherwise he would turn to face them, and she would have the advantage. Either way it worked. "You fight with valor, Balin! I will ensure you receive a warrior's death!"

Sir Balin had opened himself in trying to cleave across multiple opponents. It was not a faulty tactic, but there was a price to be paid - one which Saiden is able to meet as she hits his left knee for 9.

End Round 3, Begin Round 4 ...

R4T23: Leonidas slashes at the armored knight with the Falcata, keeping up a stream of taunting comments with the intent of demoralizing his opponent every time he strikes him.
“Ya like that?” ... “That must have stung!” ... ”Oooh wicked strike!” ... “Give up now! Ya got no chance!”

He must be doing something right - the flanking at least - as his strange sword hits Sir Balin in the left shoulder for 8.

R4T22: Imogen, what do you do?

Kyr on deck (dying), Scathe in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22. Touch of the witch stance.
* Kyr: 21.9. DYING!!!
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). DS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Balin: 7. Cleave. RS.
Saiden: 2. Reaction: Flowing creek (result 20).

lostsole31
2021-06-03, 10:29 AM
R4T22: Imogen sidesteps to the left into a more advantageous position. Trying to push the thought of Kyr dying out of her mind so as not to be distracted, she taps a well of power within to guide her strikes. Bolstered, she thrusts both daggers at the night's back. Her first dagger strikes at Sir Balin's far lower back by the hip for 15, with the next dagger strike coming in at his upper back for 21, killing him instantly as the dagger goes through his heart!

R4T12: Scathe then cleaves Sir Balin's head from his shoulders.

R4T11: Kel goes to the fallen bird. She shrugs. "I have no idea. Can an actual healer check out Imogen's bird to see if it is dead or not?"

R4T8: Ved, what do you do?

Saiden on deck, Leonidas in the hole ...


Leonidas: 23. Falcata in hand.
* Light on coin in NE corner of room to east.
Imogen: 22. Touch of the witch stance.
* Kyr: 21.9. DYING!!!
Scathe: 12. SMITE vs. Balin (+3 attk/ dmg, & deflection bonus to AC). DS.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Saiden: 2. Reaction: Flowing creek (result 20).

lostsole31
2021-06-04, 08:35 AM
R4T8: Ved look around for a moment, then feeling Kel and Imogen's eyes on him he scoffs and says, "What, it's a <Expletive Deleted>ing bird."

A moment later, not seeing any immediate targets, he looks at Imogen again. Saying "fine", Ved places his hands on the dying Kyr and intones a prayer to Asmodeus to save it, granting 8 healing. It was more effort than Ved realized, as his head is now pounding.

Combat Ends ...


Leonidas: 23. Falcata in hand.
Imogen: 22. Touch of the witch stance.
* Kyr: 21.9.
Scathe: 12.
Kel: 11.
Ved: 8. Bow in hand. Gravity bow til R8T8.
* Sluggish: –2 penalty on Reflex (https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex) saves and all Dexterity (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-)-based attack rolls (https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll), ability checks, and skill checks, as well as to AC.
Saiden: 2.

lostsole31
2021-08-18, 02:07 AM
Surprise Round ...

S19.1: Fail.
S18.1: Succeed 5'.
S14.1: Succeed, knocking a sailor into the water.
S11.1: Fail vs. Kel.
S9.1: Fail.

Begin Round One ...

R1T20: The sound of frantic shouting above on the deck wakes everyone. "Man overboard, port side! Repel boarders!"

R1T19.9: Imogen and Kyr groggily awaken. Imogen, what do you do?


Imogen (& Kyr): 25.
Leonidas: 24.
Ved: 23.
Saiden: 22.
Scathe: 21.
Sailors: 20.
Elem-Purple: 19.1. (22:22).
Purple-T (m): 19. (33:33).
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 13.9. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

lostsole31
2021-08-18, 03:39 PM
R1T19.9: Imogen hops out of her hammock and makes way towards the commotion to get a read on the situation and help if she can. "Time to look alive everyone!" she calls out to anyone around. "Stay above and out of reach, let me know who/what is threatening the ship."
Imogen, you clamber up on the forward side of the deck. There is the single lantern by the helmsman. Two four-foot-tall creatures seem to have pushed the helmsman away from the wheel. On the forward part of the ship, Kel is likewise facing off against two four-foot-tall creatures. You don't know where whoever it was that went overboard went overboard, and something smaller than a sailor is in the shadows in the very forward part of the ship where the forward nighttime lookout stands. Kyri now up there with you.

R1T19.7: Leonidas, you are awakened. What do you do?


Ved: 23.
Saiden: 22.
Scathe: 21.
Sailors: 20.
Imogen (& Kyr): 19.9.
Leonidas: 19.7.
Elem-Purple: 19.1. (22:22).
Purple-T (m): 19. (33:33).
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 13.9. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

lostsole31
2021-08-18, 06:23 PM
R1T19.7: A disturbance wakens our intrepid pirate from dreams of naked maidens frolicking on huge piles of stolen treasure. However it is Fat merchant Leonidas who spins out of his hammock and lands on the deck. He gathers his weapon and draws his Falcata with a loud metallic Shing! The cold iron blade rasping against the sheath as he pulls it free.

“What’s going on?” he shouts.

R1T19.5: Ved, what do you do?


Saiden: 22.
Scathe: 21.
Sailors: 20.
Imogen (& Kyr): 19.9.
Leonidas: 19.7. Falcata in hand.
Ved: 19.5.
Elem-Purple: 19.1. (22:22).
Purple-T (m): 19. (33:33).
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 13.9. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

lostsole31
2021-08-21, 08:25 PM
R1T19.5: Ved hops off his hammock and grabs his bow.

R19T19.4: Saiden, what do you do?


Saiden: 22.
Scathe: 21.
Sailors: 20.
Imogen (& Kyr): 19.9.
Leonidas: 19.7. Falcata in hand.
Ved: 19.5. Bow in hand.
Elem-Purple: 19.1. (22:22).
Purple-T (m): 19. (33:33).
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 13.9. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

lostsole31
2021-08-22, 06:27 PM
R19T19.4: The redhead's eyes flick open as the sounds of commotion stir her from her slumber. "What in the Nine Hells was that racket?!?"

Rolling out of her hammock and landing dexterously on her booted-feet, Saiden grabs her longsword.You don't have more than a light weapon when sleeping, especially in a hammock. So she had to pick up her longsword from next to her.
R19T19.3: Scathe, what do you do?


Scathe: 21.
Sailors: 20.
Imogen (& Kyr): 19.9.
Leonidas: 19.7. Falcata in hand.
Ved: 19.5. Bow in hand.
Saiden: 19.4. Longsword in hand.
Elem-Purple: 19.1. (22:22).
Purple-T (m): 19. (33:33).
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 13.9. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

lostsole31
2021-08-22, 07:49 PM
R1T19.3: Scathe's eyes pop wide open through all the noise. He rolls out of his hammock, and grabs his sword.

R1T19.2: The remainder of sailors get out of their hammocks and grab shortbows. Up on deck, a sailor draws a short sword and calls for alarm while stabbing at one of the small creatures that attacked him.

R1T19.1-18: A creature tries to push Kel back. Imogen gets hit in the head by some projectile for 8. The sailor on the stern deck gets pushed back by one of the creatures. Imogen gets hit in the back by another projectile for 3.

R1T17: Kel calls out while stepping a little closer, "Imogen! What the hell are these things?!"

She gives a kick to one of the creatures for 17 NL, and then knees it for 20 NL to knock it unconscious.

R1T16-14: Imogen hears a lot of water and a man screaming in the water off the forward port quarter.

R1T12: Captain Odenkirk is heard shouting from the after belowdecks part of the boat, exhorting the men to action.

R1T11.1-9: The pink-dot creature moves aft along the starboard gunwale and then cuts inwards to push at Kel ineffectually. Aft, one of the creatures moves up to try to push the sailor overboard.

End Round One, Begin Round 2...

R2T19.9: Imogen (& Kyr), what do you do?

Leonidas on deck, Ved in the hole ...


Imogen (& Kyr): 19.9.
Leonidas: 19.7. Falcata in hand.
Ved: 19.5. Bow in hand.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3.
Sailors: 19.2.
* Sailors belowdecks grab shortbows.
* Sailor in water has (18:28). Short sword in hand, treading water.
Purple-T (m): 19. (33:33). Unloaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 16. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-22, 10:08 PM
R2T19.9: Imogen winces from the projectiles that hit her as she hears Kel call out. In reply she yells, "Good question!"

She moves alongside Kel to counterattack the creature that tried to push her, drawing a dagger and attacking. The tip of her dagger skims across the surface of the creature as if going through water, and the creature seems unharmed."Help that sailor on the aft starboard quarter! See if you can distract those creatures"Kyr flies down to the deck by the helm and pecks at Yellow with mockery, but like his mistress, the beak only clips to the surface of what seems to be a watery body protecting the creature. An area of Gloom appears around Imogen.

R2T19.7: Leonidas, your falcata is in hand. What do you do?

Ved on deck, Saiden in the hole ...


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata in hand.
Ved: 19.5. Bow in hand.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3.
Sailors: 19.2.
* Sailors belowdecks grab shortbows.
* Sailor in water has (18:28). Short sword in hand, treading water.
Purple-T (m): 19. (33:33). Unloaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 16. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-23, 03:42 PM
R2T19.7: Leonidas grabs his spell component pouch, and then taking the cured bit of leather that is the focus for the spell, he casts a spell. A blue nimbus surrounds him briefly before disappearing. “Make some light!”
Mage armor requires you to grab your spell component pouch. Even though you have Eschew Materials, that is material components ... not a focus, like what is required for this spell, and one of the reasons you even have a component pouch. MA to grab pouch (in hand, not secured to side), SA to cast spell.
R2T19.5: Ved slings his quiver and grabs his spell component pouch.

R2T19.4: Saiden, longsword in hand. What do you do?

Scathe on deck, Sailors in the hole ...


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata and spell component pouch in hand. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3.
Sailors: 19.2.
* Sailors belowdecks grab shortbows.
* Sailor in water has (18:28). Short sword in hand, treading water.
Purple-T (m): 19. (33:33). Unloaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 16. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-26, 02:28 AM
R2T19.4: Hearing the fighting from above, Siaden moves swiftly to take herself above-deck where she can be of use.

R2T19.3: Scathe, you have your sword in hand. What do you do?

Sailors on deck and in the hole ...


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata and spell component pouch in hand. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors belowdecks grab shortbows.
* Sailor in water has (18:28). Short sword in hand, treading water.
Purple-T (m): 19. (33:33). Unloaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33).
Kel: 17.
Dolphin-Red: 16. (18:18). CHARGED!!!
Dolphin-Blue: 15. (18:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-28, 02:42 AM
R2T19.3: Scathe shakes his sword in his hand to feel the weight, then picks up his shield. He takes a breath and advances towards the ladder as quietly as possible. He gets to the ladder, but doesn't go up it yet. He only sees Scathe directly above, but hears footfalls forward (where your ladder is) and aft.

R2T19.2: Many of the sailors belowdecks grab and put on their quivers.

R2T18.1: Aft, one of the small folk tries to push a sailor over the gunwale, but fails.

R2T17: Kel goes into another flurry to punch Pink in what might be a ... face(?) ... for 23 NL. The second blow seems to strike it, but too much energy is absorbed by its aqueous mass.

R2T16-14: Splashing off the port forward quarter. One of the small creatures on deck charges Kel, but she blocks his advance.

R2T12: Captain Odenkirk makes his way onto the aft deck, shouting imprecations in Norspik and firing up his men.

R2T11.1-9: Pink steps into flank against Kel, but instead of attacking her gives a mighty heave to Imogen knocking her back 10' ... enough to throw her over the gunwale and into the water! A voice is heard casting a spell somewhere off the forward starboard quarter. One of the little guys on the after section of the ship pushes a sailor overboard.

End Round 2, Beginning Round 3 ...

R3T19.9: Imogen, you have found yourself in the icy waters, fully submerged, and it is relatively dark though a choppy sense of the weak light from the night lanterns on the boat are seen, refracted oddly. What do you do? What do you have Kyr do?

Leonidas on deck, Ved in the hole ...


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata and spell component pouch in hand. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Sailor in water has (13:28). Short sword in hand, 5' under surface.
Purple-T (m): 19. (33:33). Loaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (15:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22, 16 NL).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-29, 01:09 AM
R3T19.9: Imogen curses "BLRGHGH!!!" Being underwater the sound is distorted as a burst of bubbles roil towards the surface. The nice thing is, bubbles help give direction to that upwards way she must swim. So she flails around for a bit to right herself

She flails around for a bit trying to figure our which way is up and does her best to swim to the surface. She gets to rope haulers for the ship, but can't get up them yet. A second later she hears in her mind ..."Mother, there is something right near you, in aft-of-ship direction, just under the water! I am above you now."
R3T19.7: Leonidas secures his spell pouch and concentrates briefly on casting a spell before his falcata begins to glow like a torch. He does a fine job of lighting up this lower section of belowdecks, but it still doesn't illuminate the issue above on the main deck.

R13T19.5: Ved casts a spell on himself and goes over to the ladder.

R13T19.4: Saiden, you are currently flanking something about 4' tall. What do you do?

Scathe on deck, Frosthamar sailors in the hole ...


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Sailor in water has (13:28). Short sword in hand, 5' under surface.
Purple-T (m): 19. (33:33). Loaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (15:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Elem-Pink: 11.1. (22:22, 16 NL).
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-29, 10:25 PM
R3T19.4: Saiden didn't have to think twice about her actions. She lashes out and slashes that midget in the side with a loud splash that does 10 and it falls to the deck. Saiden is pretty sure that she should have really torn open some extra internal damage with that. While the strike was effective and felled the opponent, still it wasn't as effective as she had hoped for some reason.

R3T19.3: Scathe, your sword is in hand, and you are hiding at the bottom of the ladder, so you only see Saiden on deck from your vantage. What do you do?

Frosthamar sailors on deck, several enemies in the hole ....


Imogen: 19.9. Touch of the witch stance. RS. Gloom til R3T19.9 (-2 skill/ Ref).
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Sailor in water has (13:28). Short sword in hand, 5' under surface.
Purple-T (m): 19. (33:33). Loaded, 9 bolts.
Elem-Brown: 18.1. (22:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (15:18).
Elem-Green: 14.1. (22:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand.
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!
Elem-Pink: 11.1. (12:22, 16 NL).

lostsole31
2021-08-30, 12:25 AM
R3T19.3: Scathe continues his stealthy advancement to get to the top of the ladder, but only the top while he hunkers behind the woman - as he stands awkwardly at the top of the ladder. Looking around, and seeing that there are battles on both sides of the ship (forward and aft), he realizes that he is exposed to those that can't easily get to him, and hopefully hidden from those on the forward portion of the ship.

R3T19.2: The sailors belowdecks take and gird their short swords while having bows in hand as the weapon they intend to use. Off the forward port quarter, a sailor's voice is heard. "Help! Help me!" but to his credit he had climbed up the side and simply tumbles over the side of the gunwale to end up prone on the deck near the anchor's line. Aft, the sailor that had just gone over is climbing over the gunwale, but had to drop their short sword to make the climb.

R3T19-18: Imogen, something just swam quickly at you from underwater and smacks something against your leaf armor. You make out a man-sized humanoid shape in the water next to you (5' below the surface, wielding a trident). One of the little creatures aft pushes the sailor right back into the water.

R3T17: Without enveloping her feet in the same energy most of her unarmed strikes have had to create a powerful punch, Kel focuses on an axe-kick to the head. So powerful is that axe kick that what passes for its head completely caves in and the entire body of it discorporates into a wash of water rather than a body before even the body disappears. Her momentum is such that she lets out a quick kick to the back of Green for 6.

R3T16-14: Two fish of some sort speed through the water to then ram Imogen with its snout. The first is successful for 2, knocking Imogen offsides against the second attack.

R3T12: "Damnable water spirits! I'll chop the lot of you into rainwater!" Captain Odenkirk shouts as he then utters a snarl and moves up, cutting into brown for 21, a grievous blow.

R3T11-9: Imogen sees yet another humanoid in the water swim up, cast a spell underwater, and touch the warrior that to which she is adjacent. One of the small creatures tries to push against the captain.

End Round 3, Begin Round 4 ...

R4T19.9: Imogen, you are surrounded by a whole lot of things ... two fish of some typ and an undersea warrior, and another warrior behind him casting magic on the one fighting you! Imogen is right next to the some rope she can use to climb up ... but she is threatened by several. She never did get a dagger in her hand, so at least she doesn't have to drop one if she is going to climb. What do you do?

Leonidas on deck, Ved in teh hole ..


Imogen: 19.9. Touch of the witch stance.
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (28:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Charged w/ trident in one hand, crossbow in off-hand.
Elem-Brown: 18.1. (1:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (15:18).
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-30, 02:15 PM
R4T19.9: "I COULD USE A HAND OVER HERE!" Imogen yells. She holds onto the rope next to her and pauses for a moment."Kyr, Weigh this fish thing down with a Woeful Burden!"Kyr flies over to attack one of the fish things, interpreting that to be that which looks more like fish than not (so not the target Imogen was hoping it would be). Since that fish-thing was just under the surface of the water anyway (and the humanoid was not), it is a viable target, and despite everything going against him, he manages to dart down to peck at Blue fish-thing. The gloom appears, and Imogen tries to begin climbing. She has trouble getting purchase at first, but then on her second attempt is successful and begins climbing up the ship, but not before she is attacked in this very vulnerable position. The red fish-thing slams her in the right arm for 4. Blue fish-thing slams the bottom of her foot for 3. The humanoid's trident is held in check by her leather armor.

R4T19.7: Leonidas, what do you do?

Ved on deck, Saiden in the hole ...


Imogen: 19.9. Touch of the witch stance. Gloom til R5T19.9.
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (28:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Charged w/ trident in one hand, crossbow in off-hand.
Elem-Brown: 18.1. (1:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (1:18). Cursed til R9T19.9 w/ 10' penalty to all movement.
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-08-31, 06:25 AM
R4T19.7: Leonidas moves to get up onto the main deck, but has to use the aft ladder and get up to the aft side to do so because Scathe is on the ladder facing the bow. Once there, he and his glowing sword move to a central location; looking dramatic and threatening as he surveils the situation. He stands aside Captain Odenkirk while looking at two small creatures made of water that likewise stand shoulder-to-shoulder against the two seaman.

R4T19.5: Ved follows Leonidas up the ladder and hunkers down by the helm.

R4T19.4: Saiden, Imogen is calling for help off the forward starboard quarter, and you even see her arms hanging onto the gunwale over there, and maybe her face pop up. What do you do?

Scathe on deck, Frosthamar sailors in the hole ...


Imogen: 19.9. Touch of the witch stance. Gloom til R5T19.9.
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (28:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Charged w/ trident in one hand, crossbow in off-hand.
Elem-Brown: 18.1. (1:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (1:18). Cursed til R9T19.9 w/ 10' penalty to all movement.
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-03, 07:07 AM
R4T19.4: Saiden moves over to the gunwale, looks over, and seeing trouble below gets into reaching blade stance, letting loose with an iron wake at a fish-creature that she sees. But Saiden so grossly overestimates that her sword pongs against the ship and comes back to hit her in the left shoulder for 13.

R4T19.3: Scathe, you have nobody to hide behind, so you are exposed now, standing on the top of the ladder, sword in hand. What do you do?

Frosthamar sailors on deck, enemies in the hole ...


Imogen: 19.9. Touch of the witch stance. Gloom til R5T19.9.
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (28:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Charged w/ trident in one hand, crossbow in off-hand.
Elem-Brown: 18.1. (1:22).
Brown-T (f): 18. (33:33). Loaded, 9 bolts.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (1:18). Cursed til R9T19.9 w/ 10' penalty to all movement.
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary.
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-04, 07:14 AM
R4T19.3: "Aw, hell." he mutters under his breath. As he looks out and sees things approaching from down in the sea, Scathe considers going back to get his crossbow. He's without his armor and feeling a bit naked. Everything ahead of him looks a bit dire, and the lanterns on deck ably light up the deck of the ship, providing little cover for him to sneak around. He takes his chances to check out the commotion to his south, climbs down the ladder, goes aft, goes up that ladder, and gets into position to help the captain.

R4T19.2: Red sailor takes a belaying pin from the inboard gunwale, prompting little Green to swing at home. Red sailor then stands and steps into flank with Kel. Combat continues off the starboard aft quarter. A sailor (Green) comes up on deck, looks around, and shoots his bow at little Yellow (aft), missing.

R4T19-18: A trident catches Imogen in her lower back for 7, and her world goes dark as she then looses her grasp in front of Saiden's eyes ... and slips down into the sea. Meanwhile, the little one (Brown) fighting Leonidas gives a mighty heave and a push and sends Leonidas sprawling back 10' .. enough to throw him over the gunwale into the sea. Now that Leonidas is in the water, his shining blade sees something speeding towards him. He just manages to deflect a trident from a charging/swimming fish-man who has a trident in one hand, and a loaded crossbow in the other.

R4T17: Kel kicks at the littl guy she flanks, more as a distraction, and then deftly moves past it to go over the side and into the water near where Imogen last was.

R4T16-14: The fish creatures turn on Kel. Little Guy Green sees an opportunity and steps away from the sailor with a belaying pin. It gets up to Saiden and .... pushes her over the side. Saiden falls right onto the water, but Imogen's body keeps her from going too deep under. Strangely, that may have worked out, as Saiden can now grab Imogen if she wanted to. Of course, she is in the water, disoriented, and surrounded by creatures who thrive in this environment.

R4T12: Captain Odenkirk attacks his focused foe with all of his power. His axe goes clean through Little Guy Brown (that pushed Leonidas overboard) ... and the creature completely discorporates, its water running everywhere with a splash on deck before its remains disappear.

R4T11: Saiden sees two fish-creatures, and two fish-men. One of them seems older and is out of reach. He casts a spell underwater on himself, to unkonwn effect.

R4T9.1-9: One of the little guys (Yellow) sidesteps by the helm and then pushes Scathe overboard into the water. He hears underwater combat several feet to his south.

End Round 4, Begin Round 5 ...

R5T19.9: Kyr is desperate now, hovering and biting down at a fish-creature (Blue) for 8, this is enough for that fish-creature to go limp.

R5T19.7: Leonidas, you are "disoriented", 5' underneath the surface, and the shock and cold means that you only managed to get half a gulp of air and not a full breath. You are being threatened by a fish-man with a trident. What do you do?This is the underwater version of "prone" .... which has all of the benefits, penalties, and effects should you try to come out of disoriented (meaning, provoking an AOO.
Ved on deck, Saiden in the hole ...

Imogen, in Discord, roll a stabilization check.


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (1st round complete)!!!
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours. 5' underwater. PRONE!!!
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5.
Saiden: 19.4. Longsword in hand.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (18:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!!
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-04, 09:33 PM
R5T19.7: Not panicking at his current predicament, Leonidas rights himself. In doing so, the fish-man tries to stab him but Leonidas puts the big sword in the way and even sends out a clumsy counterattack. He then swims to the surface next to the dark bulk of the ship, getting a big gulp of air, continuing to keep an eye on the fish-man the whole time, and keeping his sword pointed at him to ward off attacks. Unfortunately, the one thing Leonidas realizes is that the only way he is getting up the ship is climbing with both hands. When he hurried to get what few things he could, he got his sword, but didn't have time to take and put on his sword baldric with sheath. Course, a well-placed lob might send his sword over the gunwale.

R5T19.5: Ved goes all out, shouting. "I call upon the Dark Prince! I beseech you, Father, to purge our vessel of the taint of the small water elementals that infest it, and to grant me the ability to resist the purile magic of those who summoned them!"

He then steps to the gunwale, looking down, and Leonidas senses arcane power from Ved actually boosting his own arcane power somehow. "Leonidas, I've boosted the raw power of your magic, if you want. Or, swim to me..." and here he lower an arm over the gunwale.

R15T19.4: Saiden, you have a longsword in hand. You are "disoriented" but on the surface of the water ... Imogen's limp form directly below you keeping you from having sunk further. What do you do?For all intents and purposes, this is "prone" ... but when in water. All normal bonuses and penalties for being prone apply to being disorented, including needing a MA (provokes AOOs) to right yourself. Also, note if you want to climb back on the ship, you need two hands, and you got your sword but didn't take time to put on your baldric with sheath.
Scathe on deck, Frosthamar sailors in the hole ...


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (1st round complete)!!!
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours. 5' underwater.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL)>
Saiden: 19.4. Longsword in hand. PRONE!!!
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (18:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!!
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-05, 12:08 PM
R15T19.4: Saiden grits her teeth as pride burns through her face, having injured herself and allowed herself to get taken off her feet and sent into the water by some...thing. Worse yet, there were other things down here, and Imogen was almost done for.

Though she need not utter a word for her most basic magic borne from her heritage, yet she does need to focus. She tries to get it and the fish-creature slams its nose into her left hand for 2, which Saiden ignores as she continues her wordless magic as she ducks aside from the fish-man's trdent. Finished her thought, Saiden's feet and legs seemed to melt together and form a fin that begins at the upper part of her hip, while some webbing appears between her fingers. Otherwise, she is completely naked - but as herself, yet with gills at the neck - from the waist up to her red hair. She notes that in this form, she is still a different type of fish-person than the ones that are part of this attack.

Her form now far better suited to the aquatic environments, Saiden reaches out and grabs hold of Imogen. Still, even in this form Saiden is disoriented and will need to right herself next round before she can move. Also, she and Imogen both sink 5' deeper, though that is to her benefit, and she did manage to get a full breath of air going down. She might have most of the form of a merfolk to swim ... but her gills are only vestigial.

R15T19.3: Scathe, you are 5' underwater and are disoriented - which is the aquatic version of prone (and all that implies). You have your sword in hand, and you see Saiden (topless) some distance to the north with a finned bottom like a fish, holding onto a limp Imogen, with other figures around her. To your south, a sailor in the water is being attacked by a fish-man.

Frosthamar sailors on deck and in the hole ...


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (1st round complete)!!!
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours. 5' underwater.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. PRONE!!!
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 28. LLV and strength boost.
Scathe: 19.3. Sword in hand.
Sailors: 19.2.
* Sailors have bow in hand and quivers secured.
* Red-Sailor in water has (10:28). Short sword lost to the depths.
* Blue-Sailor in water (18:28). Short sword lost to depths.
Purple-T (m): 19. (33:33, THP: 1). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!!
Elem-Green: 14.1. (14:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Brown. RAGING! Powerful stance & superstition.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
Elem-Yellow: 9.1. (22:22).
Yellow-T (m): 9. (33:33).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-06, 01:16 AM
R5T19.3: Scathe reorients himself and swims up to the surface, next to the ship, regaining a breath of air.

R5T19.2: Red sailor makes a large circuit to try to protect the archer and swings the belaying pin at the small water elemental, hitting it in what passes as a left shoulder(ish) for a whopping 9. Blue sailor rights himself, but not before getting stabbed in his left elbow by a trident for 4. He flops around underwater, sinking some as he tried to move too quickly. Green sailor repositions and shoots the water elemental center of mass with his shortbow for 3. Sailor brown gets up on deck and shoots at the water elemental, missing. Meanwhile the various sailors all about - on deck and in the water (those that can) - are calling out positions of themselves and of what enemies they can see.

R5T19-18: Purple fish-man stabs at Saiden and amazingly misses. Brown fish-man stabs Leonidas in the groin for 8, keeping his whole body underswater just under Leonidas and to the side.

R5T17: Kel takes a breath and sinks underwater, hitting Red fish-creature with her spiked chain for 14 NL, then again for 11 NL and it goes limp and begins to sink.

R5T14.1-14: Green elemental tries to get away from Sailor red, who whumps against its watery mass ineffectually with his belaying pin. It circles around, moving past the archers, and then tries to push Red sailor back into the water. Meanwhile, a figure speeds aft along the port waterline to charge Leonidas, just catching his left hand for 3. Leonidas now has fish-men on each side of him, though not quite flanking due to depth separation.

R5T12: Captain Odenkirk steps over to Little Yellow, eyeing him warily, and then descending his axe on it with a battle cry, and instantly discorporating it. He calls sailors up to make ready some lines for men overboard.

R5T11: The spellcaster casts a spell underwater.

End Round 5, Begin Round 6 ...

R6T19.9: Kyr flutters over and attacks the fish-man, hitting him with his beak for 5.

R6T19.7: Leonidas, you have a fish-man on the north side of you at your level on the surface that had just charged at you (Green), and one just underwater to your south. Meanwhile, Ved is acting like an arcane beacon to enhance your sorcery, should you need or want it. What do you do?

Ved on deck, Saiden in the hole ...


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (2nd round complete)!!!
* Kyr:
Leonidas: 19.7. Falcata has light and spell component pouch worn. Mage armor for 4 hours. 5' underwater.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. PRONE!!!
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 28. LLV and strength boost.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor in water has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (14:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (29:33). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! Beginning to suffocate (Round One).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round One).
Elem-Green: 14.1. (2:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Yellow. RAGING! Powerful stance & superstition. RS.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-06, 10:42 PM
R6T19.7: Leonidas tries to toss his falcata up on deck, but not before both fish-men attack him. The one to the south slams hard against Leo's magical protection, but the one to the north that just charged in manages to catch Leonidas in his left foot for 3. Worse, the falcata bounces against the outer part of the gunwale and drops in the water just out of Leonidas' reach, leaving Leonidas in darkness except for the indirect glow of the main deck's lanterns above, and the diminishing glow of the rapidly sinking sword below. Stunned, Leonidas rapidly ascends the side of the ship and gets over the gunwale onto the stern deck.

R6T19.5: Ved keeps his arcane beacon running for himself and Leonidas. He steps over to Leonidas and casts a spell on the pirate, providing 10 healing.

R6T19.4: Saiden, you are disoriented, holding Imogen. Before you will be able to move, you would have to right yourself (MA, provokes AOOs). What do you do?

Scathe on deck, Sailors in the hole ...


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (2nd round complete)!!!
* Kyr:
Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. PRONE!!!
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 28. LLV and strength boost.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor in water has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (14:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (29:33). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! Beginning to suffocate (Round One).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round One).
Elem-Green: 14.1. (2:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Yellow. RAGING! Powerful stance & superstition. RS.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-07, 08:08 AM
R6T19.4: Saiden reorients herself to both her aquatic environment and her new form, the fish-man missing her with his trident as she makes artistic twirls in the water with her precious cargo. Letting out a loud hiss (which lets out an unnecessary 4 extra rounds of her air), she brings her sword about the blue man threatening her, trying to re-enter scarlet einhander's stance from when she lost stance after the fall. Unfortunately, holding Imogen in her off-hand keeps her from properly activating that stance. She tries to use iron wake on the fish-man. While her strike hits the fish-man in the upper left thigh, but the aquatic medium and her choice of weapon do not properly activate the maneuver, so she only does 3 damage. With her new form, she is at least able to freely maintain depth without an action, even with Imogen's weight

R6T19.3: Scathe, what do you do? You are on the surface of the water.

Sailors on deck (ha!), Enemies in the hole ...


Imogen: 19.9. Touch of the witch stance. DYING!!! DROWNING (2nd round complete)!!!
* Kyr:
Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor in water has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (14:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (26:33). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (33:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! Beginning to suffocate (Round One).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round One).
Elem-Green: 14.1. (2:22).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. ST on Yellow. RAGING! Powerful stance & superstition. RS.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

lostsole31
2021-09-12, 01:33 PM
R6T19.3: Scathe launches his bastard sword up and over the gunwale and onto the deck of the ship. He then puts his shield on his back.

R6T19.2: Red-sailor hits the elemental in the arm hard enough for it to discorporate, splash all over the deck, and then disappear. Green moves over, drops his bow, and picks up a bitter end to a rope. Brown moves over to then also take hold of the other side of the rope. They call down to the water, hoping that some friendlies (none seen on surface) are still alive. Another sailor appears aft and goes to the starboard gunwale as the captain points. Scathe sees a sailor looking down at him from above.

R6T19-18: Purple fish-man pokes Saiden in the belly with a trident for 2.

R6T17: Kel swims past a slowly-sinking fish-creature to engage Purple fish-man, hitting him in the right shoulder with her spiked chain and a small burst of energy for 16 NL.

R6T14: Scathe gets hits by a trident for 7 as a fish-man just below the waves stabs him in the leg.

R6T12: Captain Odenkirk doesn't even hesitate, jumping out 10' and splashing in the water.

R6T11: The underwater spellcaster casts a spell, giving Purple fish-man 8 healing and 9 NL healing.

End Round 6, Begin Round 7 ...

R7T19.9: Kyr gives a piteous cry that everyone on the deck can see as the raven explodes in a bloody red flash of light, its blood raining down on the sea underneath which there is great thrashing.

R7T19.7: Leonidas, what do you do?

Ved on deck, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword on deck of ship, shield at back.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (12:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (23:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! DYING (Round TWO).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round TWO).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 37.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

DEAD
Imogen/ Kyr.

lostsole31
2021-09-13, 12:10 PM
R7T19.7: Leonidas looks for a discarded melee weapon. While he saw Scathe's bastard sword fly over the gunwale and back on the deck of the ship, Leo realizes that all enemies have been chased off the ship at this time. He goes to the starboard side and sees a mixed melee in the water, but thinks he sees a fish-man and blasts him the enemy combatant with a freezing ray for 3 cold.

R7T19.5: Ved hisses at Leonidas. "My arcane beacon is not there for your to indulge in conservative cowardice, Leonidas! Use something that matters, dammit!"

He maintains his arcane beacon and heads to the starboard side, then reaches over to get a hand on Scathe.

R7T19.4: Saiden, you are holding a longsword in one hand, and Imogen tucked under your arm and holding her with the other. This foils any stance you would try. You are also still holding your breath underwater. What do you do?

Scathe on deck, Sailors in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Longsword in hand. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword on deck of ship, shield at back.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (12:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (23:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! DYING (Round TWO).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round TWO).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 37.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).
Elem-Yellow: 9.1. (19:22).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

DEAD
Imogen/ Kyr.

lostsole31
2021-09-16, 12:05 AM
R7T19.4: Saiden narrowed her eyes as she understood that this was getting her nowhere. Beating at the water with her powerful fin, Saiden drew herself up to the surface with Imogen tucked under one arm, occupying that arm and hand. Realizing that she cannot cast a spell with her one free hand, she lets the sword go .... sinking into the depths. She casts her spell, but the fish-man threatening her stabs her in the lower arm that holds Imogen for 8. Her concentration isn't enough, and she loses the spell, doesn't heal Imogen, and now has no sword.

R7T19.3: Scathe, your sword was tossed on deck, and your shield is at your back. Also, you have Ved holding down his hand, as well as a sailor holding down rope. What do you do?

Frosthamar sailors on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword on deck of ship, shield at back.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (12:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (23:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17.
Dolphin-Red: 16. (18:18, 25 NL). UNCONSCIOUS!!! DYING (Round TWO).
Dolphin-Blue: 15. (-9:18). Cursed til R9T19.9 w/ 10' penalty to all movement. DYING!!! Suffocating (Round TWO).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 37.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage).
* Slipstream for 40 min (+20' swim speed).
Elem-Yellow: 9.1. (19:22).

OOC
Elem-Purple: 19.1. (22:22, 37 NL). UNCONSCIOUS!!!

DEAD
Imogen/ Kyr.

lostsole31
2021-09-16, 11:56 AM
R7T19.3: Scathe reaches for the rope tossed down by one of the sailors and begins to climb, attempting to grab Ved's hand once it's within reach. He easily climbs up and onto the deck of the Frosthamar.

R7T19.2: Red sailor steps up and smashes Purple elemental with the belaying pin, discorporating it. Green sailor calls down to Saiden, "Here take the rope!"

Brown sailor shoots at Purple fish-man. Purple sailor picks up Scathe's sword and puts it in his hands. Blue sailor gets nicked by a trident (2), but swims to the surface and climbs up and over the gunwale onto the deck. Pink sailor comes up from below and goes to the forward section and shoots at Purple with his bow.

R7T19-18: Purple fish-man gets Saiden in the thigh for 4. Brown fish-man repositions and stabs at the captain.

R7T17: Kel concentrates, and then her features are suddenly hard to discern as her entire body seems to shake super-rapidly. She pops up to the surface and says, with a strange quality to her voice (as if someone were speaking right into a modern fan), "Saiden, take the rope. You aren't trained for aquatic combat. Kyr exploded, and that was a signal that Imogen died. Just let her go. We can't help her."

R7T16: Red fish no longer is sinking, but floats to the surface of the water on its side, as does Blue fish.

R7T14: Green fish-man adjusts to the surface of the water to flank the captain with the fish-man on the opposite side and 10' below. He still misses.

R7T12: Captain Odenkirk ... under the surface of the water, swims just to the surface to take a breath and ruin the flank against him as he flails at a fish-man with his greataxe.

R7T11-9: The fishman spellcaster begins to sing a song that is eerily beautiful, higher-pitched, and easily heard above and below the waves on the starboard side of the ship. He then swims to the mid-point of the two fighting groups in water. Yellow fish-man swims along the side to engage the captain, but misses.

End Round 7, Begin Round 8 ...

R8T19.7: Leonidas, what do you do? Ved chastised you (see above) if you do anything with that.

Ved on hand, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Guidance til R23T19.5. Arcane Beacon (+1 CL).
Saiden: 19.4. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword in hand, shield not readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (23:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (33:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-17, 01:41 AM
R8T19.7: “Shut ya’ frakkin pie hole, Ved!” sneers Leonidas. Leonidas’s fat merchant fingers form complex sigils as he chants in an archaic language. Blue flames flash down his arms as he splays his fingers wide. Arcing sprays of cold blue fire splash onto the merfolk below him in the sea. The smell of icy cold frost drifts on the sea. Brown takes 10 cold, and Green takes 4 cold. Leonidas does see, whether he would admit it or not, the power that Ved had given Leonidas' spell (+1 CL).

R8T19.5: "Oh, Father of Lies," intones Ved, "grant me the power to destroy my enemies." He takes aim at Green, calling on some insight he gave himself previously. But the father does not hear with so many Mitran servants around, for this must be holy waters, as the unsettling movement of the ship has Ved slip back and shoot himself in the foot for 10.

R8T19.4: Saiden, Kel just told you something upsetting. You look over and see a pool of dark blood and black feathers. Your sword is gone to the depths, and Imogen's limp form is in your off-hand. What do you do?

Scathe on deck, Frosthamar sailors in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Arcane Beacon (+1 CL). Destruction judgment (+2 damage rolls).
Saiden: 19.4. Holding Imogen with off-hand.
* Alter self into merfolk gives her swim speed, but she still has to hold her breath. Breath remaining: 20. LLV and strength boost.
Scathe: 19.3. Sword in hand, shield not readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (13:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (29:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-18, 05:06 PM
R8T19.4: The Knight within Saiden did not want to abandon Imogen. Instead, that instinct and spirit wanted to slap away the advice and press on through injury and adversity, but her head knew better: the stupid warrior did not last long.

Already disarmed, with no armor and in an environment to which she was unaccustomed and burdened by a corpse, Saiden knew she would not last much longer if she continued down this path. Though it pained her pride to do it, the red-head grit her teeth and slumped her left shoulder, allowing Imogen to float away on the surface of the ocean. With any luck, the fishmen would ignore her in favour of more pertinent threats.

With that done, Saiden reached up and grabbed onto the rope. Her legs returning as she willed away the spell, Saiden moved up the rope and back onto the deck above, as she manages to just get out of the way of an incoming jab from a trident. Meanwhile, the sailors above grab her and help put her on deck.

R8T19.3: Scathe, your sword is on deck right near you. Meanwhile, what do you do?

Sailors on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Arcane Beacon (+1 CL). Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield not readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor in water (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (33:33, 7 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (13:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (29:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-19, 06:47 PM
R8T19.3: Scathe picks up his sword and brings his shield from his back, readying it to continue combat.

R8T19.2: Red and blue sailors delay, nursing significant wounds. Sailors green, pink, and brown all get bows ready again and shoot at Purple fish-man. A lucky shot grazes the fish-man for 1. Purple sailor shoots at Green fish-man. Two other sailors come up from each side, both going to port and looking over and calling back and forth with the other sailors to figure what's happening, including learning their captain is overboard off starboard aft.

R8T19-18: Purple fish-man goes underwater to make it nigh impossible to shoot, pushing the floating fish creature out of the way. it looks iike it might have hit Kel to Saiden, but no blood means she is fine after all. Brown fish-man misses his flanking low attack against the captain.

R8T17: Kel hits purple fish-man with her spiked chain for 9 NL before fulling submerging herself.

R8T14: Green, who is more fish-woman than fish-man, misses her flank against the captain.

R8T12: The captain continues to thrash in the water. He nails the fish-woman with his greataxe for 18.

R8T11: The spellcaster underwater continues his haunting song, and casts a spell on himself.

R8T9: Yellow fish-man stabs the captain with a trident for 4. The captain just shrugs that off.

End Round 8, Begin Round 9 ...

R9T19.7: Leonidas, what do you do? Ved is still using his arcane beacon (+1 CL).

Ved on deck, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Arcane Beacon (+1 CL). Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand. DELAYING!!!
* Blue-Sailor (11:28). Short sword lost to depths. DELAYING!!!
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (32:33, 16 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (13:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (11:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-22, 04:16 PM
R9T19.7: Leonidas lashes out again with frosty fury at the attacking merfolk below. Green manages to duck aside partly and only takes 9 cold, and then the arc travels underwater to fully hit Brown for 6 cold.

R9T19.5: Ved looks to Leonidas. "That's more like it."

Ved shimmies on the thinner gunwale above the voidd to the middle hold to be more in line with the enemy spellcaster. Ved casts a spell on himself while looking angriliy at that spellcaster.

R9T19.4: Saiden, what do you do?

Scathe on deck, Sailors in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand. DELAYING!!!
* Blue-Sailor (11:28). Short sword lost to depths. DELAYING!!!
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (32:33, 16 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (7:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (2:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-24, 12:52 AM
R9T19.4: Disarmed and with no weapon about her to use, Saiden fell into a supporting role. Reaching out with her mystical bent, the Warlord reaches out to Leonaidas. In doing so, reaches her hip, and realizes that her spell component pouch is hanging next to her hammock .... and she has no ability to cast spells without it now.

R9T19.3: Scathe, your sword is in hand and your shield is readied, but all enemies are in the water. What do you do?

Sailors on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand. DELAYING!!!
* Blue-Sailor (11:28). Short sword lost to depths. DELAYING!!!
* Sailors have bow in hand and quivers secured.
Purple-T (m): 19. (32:33, 16 NL). Loaded, 9 bolts. Trident in one hand, crossbow in off-hand.
Brown-T (f): 18. (7:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (2:33).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 38.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage!
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-24, 09:54 PM
R9T19.3: Scathe holds his ground and readies his sword and shield.

R9T19.2: Red sailor, badly wounded, goes below, as does blue sailor. The three forward sailors can't really attack effectively with a Purple fish-man underwater, but they keep that area covered just in case. Red-green returns to starboard, and he and Purple sailor shoot at Green fish-man. Another two sailors come to the gunwale with bows - one forward and one aft.

R9T19-18: Purple soft crits Kel in the neck for 4 mod.

R9T17: Kel hits Purple fish-man in the chest with a soft, glowing ding for 23 NL, knocking him unconscious as he drops trident and crossbow. She then swims past his slowly sinking form to confront the spellcaster.

R9T14-9: The fight to the south continues. The captain smites green with a mighty blow, and green begins to sink, but Yellow gets into the place his friend was in to continue to flank the captain.

End Round 9, Begin Round 10 ...

R10T19.7: Leonidas, what do you do? You can only see one well enough to target (yellow), as the light that drifts over the ship from lanterns isn't direct, and the waters are black and reflect light.

Ved on deck, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied. READIED action to attack when an enemy comes over gunwale.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (7:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-10:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-25, 08:19 PM
R10T19.7: Snarling with cold fury, Leonidas gathers arcane power with gestures and word before cold blue light coalesces into a frozen ball in his hand. With a powerful throw, he launches the icy ball at his enemy, missing.

R10T19.5: "Glad I didn't waste another round of my powers for your incompetence," snarls Ved to Leonidas.. He inches his way forward to the Baroness, casts a spell, and touches her for 10 healing.

R10T19.4: Saiden, what do you do?

Scathe on deck, Sailors in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied. READIED action to attack when an enemy comes over gunwale.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (7:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-10:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-26, 03:23 PM
R10T19.4: Saiden gave a nod to Ved, heading down the ladder past other sailors ready to come up, and makes her way to her hammock.Just getting there was a double-move.
R10T19.3: Scathe, nothing has come over the gunwale. What do you do?

Sailors on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4.
Scathe: 19.3. Sword in hand, shield readied.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Belaying pin in hand.
* Blue-Sailor (11:28). Short sword lost to depths.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (7:33). Loaded, 9 bolts. Trident in hand, charged.
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-10:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (30:33).

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-26, 08:27 PM
R10T19.3: Worrying he might be waiting forever, Scathe makes way to his hammock to retrieve his crossbow. He is now at his hammock with sword in one hand and shield in another.

R10T19.2: Red sailor in hold area grabs his bow, drops the belaying pin, and takes his quiver. Blue, whose bunk is on the aft end, does the same. Sailor Brown hits Yellow fish-man for 2. All of the blood gets to Green, who fouls his shot and steps back from the gunwale. Red-Brown just manages to hit Yellow for 5. Purple hits him for 4. Even another arrow hits Yellow for 5 as the sailors are getting some really lucky shots. More sailors will come up on deck (not shown, but with bows ready to move in if needed).

R10T18: Underwater combat off the starboard bow.

R1017-9: Disturbance of water off starboard beam as a battle is fought underneath, though the haunting music under the waves is still heard, muffled by air-to-water coupling of sound. Quite a bit of blood comes up from underwater to the starboard aft battle. Yellow, despite having been pelted by several sailors' arrows, keeps his position on the surface and stabs downward, some blood drifting up from where the captain was last seen.

End Round 10, Begin Round 11 ...

R11T19.7: Leonidas, what do you do? Stil just one target visible (Yellow).

Ved on deck, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Belaying pin in hand.
Scathe: 19.3. Sword in hand, shield readied. At hammock.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-1:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-11:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (15:33).

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-28, 05:12 AM
R11T19.7: “Ved, Some more light would help, ya igit!” Leonidas again gathers arcane power and throws a snowball at a merfolk, Nailing Yellow for 21 cold. Yellow goes limp and sinks underneath the water.

R11T19.5: "It would just reflect off the water, making it even brighter in your eyes, you sophist simpleton," Ved replies. "Besides, it looks like Kel and the captain have things well in hand."

R11T19.4: Saiden, you have a belaying pin in hand, standing at your hammock, your spell component pouch nearby? What do you do?

Scathe on deck, Sailors in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Belaying pin in hand.
Scathe: 19.3. Sword in hand, shield readied. At hammock.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-1:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-11:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (-6:33). DYING!!!

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-28, 11:04 PM
R11T19.4: Saiden drops the pin. She takes her sword with baldric, and puts sheathe and baldric on.

R11T19.3: Scathe, you are at your hammock ... sword in one hand, shield readied in the other. What do you do?

Frosthamar sailors on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Short sword sheathed and belted.
Scathe: 19.3. Sword in hand, shield readied. At hammock.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-1:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-11:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 30.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (-6:33). DYING!!!

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-30, 12:32 AM
R11T19.3: Scathe sheaths his sword and grabs his crossbow.

R11T19.2: Some more sailors (not shown) file on deck. Red and Blue stay belowdecks from wounds, but are ready with bows if needed.

R11T17-11: Flash of pale light off starboard beam underwater, and more watery disturbance.

End Round 11, Begin Round 12 ...

R12T19.7: Leonidas, no visible enemies, and only one watery disturbance off the starboard beam. You still hear the faint sounds of singing from underwater. What do you do?

Ved on deck, Saiden in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR).
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Short sword sheathed and belted.
Scathe: 19.3. Sword sheathed. Shield readied, unloaded crossbow in other hand. Case of bolts not picked up or attached. At hammock.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-2:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-11:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 28.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (-6:33). DYING!!!

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-09-30, 05:56 AM
R12T19.7: Leonidas jumps for joy over the successful attack. “Wahoo! Did you see that, ya’crusty barnacle Ved!?! Take that, fish face!”

He then moves starboard closer to the disturbance.

R12T19.5: Ved delays ...

R12T19.4: Saiden grabs her spell component pouch and belts it.

R12T19.3: Scathe, you have shield readied in one hand and an unloaded crossbow in another. Sword is sheathed. What do you do?

Frosthamar sailors delaying ... Waterborne combatants on deck and in the hole ...


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR). DELAYING!!!
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Short sword sheathed and belted.
Scathe: 19.3. Sword sheathed. Shield readied, unloaded crossbow in other hand. Case of bolts not picked up or attached. At hammock.
Sailors: 19.2.
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-2:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Green-T (f): 14. (-11:33). DYING!!!
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 28.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (-6:33). DYING!!!

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2).

lostsole31
2021-10-01, 02:32 PM
R12T19.3: Scathe heads back above deck and moves back to the gunwale.

R12T17-11: Combat off the starboard beam.

Combat Ends in a round or two ....

The captain has his sailors lower rope so they can pull up the leader of the attack. Then the captain comes aboard. Kel shows up about a minute later. and has Imogen's body to be hauled up. She disappears again, and about three minutes comes up with Saiden's sword.


Leonidas: 19.7. Spell component pouch worn. Mage armor for 4 hours.
Ved: 19.5. Bow in hand. SCP and quiver worn. Wrath vs. enemy spellcaster til R19T19.5 (+1 morale attk/ dmg rolls & CL checks vs. SR). DELAYING!!!
* Destruction judgment (+2 damage rolls).
Saiden: 19.4. At hammock. Short sword sheathed and belted.
Scathe: 19.3. Sword sheathed. Shield readied, unloaded crossbow in other hand. Case of bolts not picked up or attached. At hammock.
Sailors: 19.2. DELAYING!!!
* Red-Sailor has (10:28). Short sword lost to the depths. Bow and quiver.
* Blue-Sailor (11:28). Short sword lost to depths. Bow and quiver.
* Sailors have bow in hand and quivers secured.
Brown-T (f): 18. (-3:33). Loaded, 9 bolts. DYING!!!
Kel: 17. Blur til R47T17 (20% miss chance).
Captain Odenkirk: 12. Greataxe in hand. RAGING! Powerful stance & superstition. RS. Rounds of breath: 28.
Nerianus: 11. Sanctuary. Divine favor til R14T11 (+1 luck attack/ damage). Inspire courage! Wintry touch on hand.
* Slipstream for 40 min (+20' swim speed). Heroism (+2 attack rolls, saving throws, & skill checks).
Yellow-T: 9. (-6:33). DYING!!!

OOC
Purple-T (m): 19. (32:33, 39 NL). KO'D!!!

DEAD
Imogen/ Kyr. Dolphins (2). Triton (1).

lostsole31
2021-10-06, 12:48 AM
The only thing that the spellcaster had on him were two spell component pouches (not useful for resale or reuse, so tossed) .... seashell armor that was beyond the help of a mending spell post battle, it was so fragile ... a sea shell and pearl holy symbol of Mithra (valued at 100 gp), and a masterwork trident. The latter two items get put into party treasury, and the dead spellcaster is tossed overboard.

Ved will bind those sailors and party members that need binding, paying particular attention to Saiden, Captain Odenkirk, and Leonidas.

The Ninth Knot ... not being sailors ... get to sleep in to fully recover.

The next day, is there any empathy/ emotion/ eu-googly regarding Imogen's body, or do you just let the captain do a perfunctory burial-at-sea?

lostsole31
2021-11-19, 06:47 PM
Surprise....

There is a sound of laughter coming from the top of the mast where there is no light. This is followed up by several weird little creatures clambering over the sides of the boat to stand on deck.

Begin Round One ...

R1T25: Leonidas, what do you do?


Leonidas: 25.
Kel: 22.
Ved: 19.
Saiden: 18.
Blue Icee: 14. (22:22).
Frosthamar Sailors: 13.
Brown Icee: 12. (22:22).
Killiketz: 11. (33:33). Expended chill metal.
Scathe: 10.
Captain Odenkirk: 9.
Red Icee: 6. (22:22).
Green Icee: 4. (22:22).

lostsole31
2021-11-20, 08:20 AM
R1T25: Leonidas examines the weird creatures that he can see, especially the one closest to him, and actually realizes a lot about their nature. At the same time he shouts, “We are being Boarded!”

He casts a spell and a blue glow surrounds him as he touches a scrap of leather in his pouch.

R1T22: Kel calls out, "What am I looking at?" while she takes out a little vial of something and downs the contents, a momentary shimmering appearing around her before disappearing. She then moves along deck, fishhooking around to threaten the one forward from the bowside and to protect a sailor.

R1T19: Ved, what do you do?


Leonidas: 25. Mage armor.
Kel: 22. Shield.
Ved: 19.
Saiden: 18.
Blue Icee: 14. (22:22).
Frosthamar Sailors: 13.
Brown Icee: 12. (22:22).
Killiketz: 11. (33:33). Expended chill metal.
Scathe: 10.
Captain Odenkirk: 9.
Red Icee: 6. (22:22).
Green Icee: 4. (22:22).

lostsole31
2021-11-20, 06:10 PM
R1T19: Ved takes a step away from the creature adjacent to him and draws his bow. "Asmodeus lend me your power!"

He fires at shot at the creature that was next to him, but the arrow bounces off of the creature's hardened, icy shell.

R1T18: Saiden quickly draws her sword too quickly, yeeting her sword over by Leonidas! So she quickly draws her shortsword instead, getting into a fencer's pose, and closes.

R1T14: Blue Icee closes on Scathe.

R1T13: "ICE DEMONS!" cry all the Frosthamar sailors in terror and scramble away as best they can, with the exception of one sailor in the back who takes out his shortsword and begins total defense, in hopes his captain will save him.

R1T12: Brown Icee tries to push the sailor in the very stern overboard.

R1T11: Three bolts of arcane energy zip down from the darkened upper mast area to hit Saiden for 10 force.

R1T10: Scathe sidesteps to the edge of the hold, draws his bastard sword, and then cuts as hard as he can, his sword clacking against the creature's icy body.

R1T9: Captain Odenkirk sees his sailors scramble and immediately goes into a rage. He cuts into Green deeply (24), and it drops, water seeping out of where it was cut.

R1T6: Red Icee steps away from Saiden to Kel and swings at her.

End Round One, Begin Round 2 ...

R2T25: Leonidas, what do you do?

Kel on deck, Ved in the hole ...


Leonidas: 25. Mage armor.
Kel: 22. Shield.
Ved: 19.
Saiden: 18.
Blue Icee: 14. (22:22).
Frosthamar Sailors: 13.
Brown Icee: 12. (22:22).
Killiketz: 11. (33:33). Expended chill metal & magic missile.
Scathe: 10.
Captain Odenkirk: 9.
Red Icee: 6. (22:22).
Green Icee: 4. (-2:22). DYING!!!

lostsole31
2021-11-21, 01:29 AM
R2T25: The pirate performs arcane gestures and chants a spell while his arm tattoos glow with icy blue iridescent light Cold energy coalesces in his hand as he winds up and delivers a fastball at the ice elemental to his south. The fastball hits the creature squarely in the lower left arm, but doesn't seem have hurt it at all.

”'ware the spell caster up the mast! These lil’ blue beastie be ice elementals. Stay towards the center of the boat!” ​yells Leonidas.

R2T22: Kel concentrates, but then looks angry, so something didn't happen she had hoped to happen. She then easily tumbles aft next to Leonidas.

R2T19: Ved, what do you do?

Saiden on deck, Blue Icee in the hole ...


Leonidas: 25. Mage armor.
Kel: 22. Shield.
Ved: 19.
Saiden: 18.
Blue Icee: 14. (22:22).
Frosthamar Sailors: 13.
Brown Icee: 12. (22:22).
Killiketz: 11. (33:33). Expended chill metal & magic missile.
Scathe: 10.
Captain Odenkirk: 9.
Red Icee: 6. (22:22).
Green Icee: 4. (-2:22). DYING!!!

H8teradio
2021-11-23, 04:01 PM
Ved will heed Leonidas' plea, and raising a hand off his bow cast a spell at the creature atop the mast.

"Yield to our power!"

Ved shouts ar the creature.

Non: 5ft step east
Standard: Cast Cacophonous Call at black aka the creature up the mast (I think its color dot is hidden by veds info spheres)

lostsole31
2021-11-24, 01:01 AM
R2T19: "They're just ice elementals!" shouts Ved. "I can't see the laughing one on the top of the mast. Hit them with fire, but brute force works best."

He then holds his holy symbol, "Dark Father, protect me from Winter's Bite!"

Then he ignores the closer ice elemental to the aft, focusing on the one on Scathe, and casts an unholy spell. Instantly, the ice elemental finding the blond uber-mensch appears to be in some distress.

R2T18: Saiden gets into her long stance and draws her sword from where she is, hitting Red for 12, and then scooting up next to it.

R2T14: Blue icee seems woozy and tries to get away from Scathe. The latter's sword clacks against its icy hide as it runs from him and dives overboard.

R2T13: The last sailor at the stern withdraws from the "ice demon" near him and then goes into the hold.

R2T12: Brown Icee comes around the stern to face the captain, winds up, and punches the brawny man for 5 + 3 cold.

R2T11: Some weird, winged, ice-like creature flaps down just barely in the good light - 20' off the deck - breathing directly down at Scathe. The blond man holds his shield up, taking only 1 cold.

R2T10: Scathe, there is a creature flying 20' above and to the side of you (so, 15' distance). What do you do?

Captain Odenkirk on deck, Red Icee in the hole ...


Leonidas: 25. Mage armor.
Kel: 22. Shield.
Ved: 19. Resistance Judgment!
Saiden: 18. Reaching blade stance.
Brown Icee: 12. (22:22).
Killiketz: 11. (33:33). Expended chill metal & magic missile.
Scathe: 10.
Captain Odenkirk: 9.
Red Icee: 6. (10:22).
Green Icee: 4. (-2:22). DYING!!!