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 Yomuchan's thread 
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Post Re: Yomuchan's thread
no capitals where the portal to sigil is but if you need to do something there thats fine we can wait.

with that you follow the clerics to there cart

however instead of horses you find empty reigns

the 3 clerics proceed to strap themselves into the reigns ready to pull the cart. for most people this would be odd but it makes perfect sense for a cleric of kord. "get up on the seat and we will get going"

you sit up on the seat of the cart and the cart starts to move as the clerics pull it.

the trip is uneventful for a while but you eventually come across a group of people walking along the road however as you approach they step out in front of the cart and call "this is a robbery give us all your possessions and you can go free"

once i work out this program i will have the combat up for now just wait

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Mon Apr 06, 2015 5:54 am
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Post Re: Yomuchan's thread
heres the map so far but its not ready yet

http://beta.ditzie.com/76973/55227666b7ebe

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Mon Apr 06, 2015 6:05 am
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Post Re: Yomuchan's thread
ok heres a link to the battlemap

http://beta.ditzie.com/76973/553201ad76ab9

the black circles are the clerics of kord
the red circles are the enemy
the green circle is you

the muggers each have wield a shortsword and wear no armor clothed in simple peasants clothing

the clerics of kord of course wield greatswords and are wearing light leather armor

you are currently sitting atop the cart

dont do anything yet as i need to roll inititive and whatnot but for now heres how to make your move

simply click and hold on your icon and drag it somewhere then hit enter to save and it will change your url copy and paste that url into this thread and tell me your actions

or if you cant manage it i can move your icon for you

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Sat Apr 18, 2015 1:10 am
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Post Re: Yomuchan's thread
yoms init 5+1=6
cleric 1 10
cleric 2 13
cleric 3 4

bandit 1 5
bandit 2 14
bandit 3 17
bandit 4 9

the clerics imediently drop there reigns and prepare for battle

bandit 3 (the one on the road at the front) surges forward towards your group and strikes at cleric 2 (the one in front of you) and hits him for 3 damage bandit 2 (the one to your left) steps forward and strikes but misses the cleric to your left.

cleric 2 retaliates and slashes at the bandit in front of him and gets a solid hit striking the bandit down he is still alive but he is dying.

then cleric 1 (to your left) also strikes back at his attacker but misses massively, bandit 4 to your right is next he charges forward at the cleric to your right and swings his sword but although he hits it is deflected by the clerics armor

your turn yom the tiny red circle is the bandit that is dying.

be aware the saving of the board can be a bit fiddly sometimes.

http://beta.ditzie.com/76973/5532085c8420c

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Sat Apr 18, 2015 1:32 am
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Post Re: Yomuchan's thread
and because these guys are nice fleshy humans your dagger will work just fine

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Sat Apr 18, 2015 1:39 am
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Post Re: Yomuchan's thread
As his calling is not in danger, Yomuchan remains calm and steady, ready to back up the rest of the party with his healing spells. He also keeps a sharp eye to the forest, in case the battle may attract other enemies.

He moves northwest, towards the cleric who managed to barely deflect the blows.

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Sat Apr 18, 2015 9:17 pm
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Post Re: Yomuchan's thread
he is to the northeast i think you will find but ok

you ready an action to heal if somebody is injured and drop down onto the ground from the cart

the bandit at the back bandit 1 moves forward to plug the gap made by his fallen comrade

he then strikes at the cleric that felled him he rolls a 19 which threaten a crit but luckily he fails to confirm only getting a normal hit for 3 damage thats 2 hits that man has taken he looks badly injured will you cast a healing spell on him as you prepared to to?

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Sat Apr 18, 2015 11:45 pm
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Post Re: Yomuchan's thread
oh and heres the new map

http://beta.ditzie.com/76973/55334123ac3cd

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Sat Apr 18, 2015 11:46 pm
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Post Re: Yomuchan's thread
Casting the healing spell on the injured cleric, he keeps a sharp eye on the bandits and their surroundings.

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Mon Apr 20, 2015 5:27 am
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Post Re: Yomuchan's thread
you cast cure light wounds on the cleric converting the detect undead spell you prepared earlier into healing energy and healing the cleric for 3 damage (2 on 1d8+1)

your position in the initiative has moved down to acting after bandit 1

the cleric to your right then makes an attack on the bandit in front of him leaving him on the ground dying

round 2

bandit 3 is to busy laying unconscious dying to do anything

bandit 3 takes a swing slashing into cleric 1 for 3 damage

cleric 2 then swings at bandit 2 and hits him dealing a massive cut across his body he will be dead well before the others

cleric 1 then strikes at the last remaining bandit but just misses

bandit 4 is also busy dying

bandit 1 takes another swing at the enemy in front of him and hits him for another 3 points of damage

its your turn again yom

map

http://beta.ditzie.com/76973/5534eb2c42b89

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Mon Apr 20, 2015 6:04 am
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Post Re: Yomuchan's thread
Guess I can toadstick the last guy.

Attack with dagger, style [STAB], target bandit 1

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Mon Apr 20, 2015 6:05 am
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Post Re: Yomuchan's thread
knowing if you try and get to him by going through the clerics in front of you the enemy will have a perfect opportunity to get an attack in on you you go around and come in from the side and come in to the north east of him so he is flanked by cleric 1

you rolled a 20 on your attack which threatens a critical on your roll to confirm you did not roll high enough to confirm normally but because you were flanking you get a +2 on the attack roll which allows you to confirm the crit

as such you roll your damage dice twice your first roll got 2 and your second 1 for a total of 3 damage

you stab at the bandit and hit right near his lungs but fail to penetrate much but he is injured he is almost ready to die (he only has 2 hp left until he starts dying)

cleric 3 then swings at him but misses massivly (it was a roll of a 1 even if his attack modifier was high enough that 1+mod would met the ac a 1 always misses)

cleric 2 takes a mighty swing and connects dealing an absolutly massive gash across his chest he will be dead within the minuite

as the last man drops the clerics in front of you move quickly to save the lives of there enemies

they only cast very minor healing spells on them just enough that they stop dying but no more they tell you not to waste your spells as you had already used some

each cleric heals an ememy in front of them with cleric 2 healing the one closest to death first then the other one.

with the bandits all unconscious you help load them into the back of the wagon to be taken to the authoritys in the city

normally you would just kill the bandits but your all heading to the city anyway so why not take them with you.

all the loot they had was a shortsword each 1 for each member of the party you dont take there clothes they need those.

everybody heals themselves up and continues the trip to the city, the rest of the journy is uneventful and you reach the city. the clerics take the bandits and tell you to get ready to leave and to meet them at the temple of kord in a half hour

now may be a good time to go and grab that ring you found before you leave.

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Mon Apr 20, 2015 6:25 am
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Post Re: Yomuchan's thread
How much bounty do we get for hauling them in?

-

After collecting his ceremonial whip, tying it around his lower arm and hiding it under his robes, Yomuchan fishes out the mystery ring he found on his hunt, and puts it in a rat leather pouch for safekeeping, and drops it into his rucksack.

After purchasing some food for the road, Yomuchan proceeds to meet his traveling companions.

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Mon Apr 20, 2015 5:48 pm
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Post Re: Yomuchan's thread
no bounty in this region sorry

after preparing for the journey you meet up with the clerics they take you around the back of the church to a door in the side. one of them reaches back and smashes his fist into the door tearing a hole in the wood, he then pulls his fist out and opens the door by the handle and you all head in.

you come out in what is unmistakably sigil unless theres some other inside of a torus city somewhere on the planes you dont know about a result of 6 on a knowledge (the planes) check tells you you are somewhere in the ladys ward.

one of the clerics upon arriving remarks "wow so this is sigil its incredible" all the other clerics seem equally dumbstruck your education however has prepared you for this although it is your fist time in the city.

"ok so we need to find a place called the great gymnasium we need to find a guide i suppose" you roll a 17 on another knowledge check for a total of 18 so you can manage to get them there yourself i will assume you tell them that but if you dont want to just tell me and i will retcon this

you lead the group through the streets of sigil out of the temples and mansions of the ladys ward and into the bustling streets of the market ward where everything is on sale and as you enter the guildhall ward you are now close enough to be able to work out exactly where the great gymnasium is and lead the group there.

a cleric then takes out his holy symbol and inserts it into the keyhole of a door on the side of the building and opens the door "ysgard awaits"

as you enter you see the minor positive dominant energy trait of the plane start to heal all the remaining wounds.

you step through into an open field you dont recognise the location at all but it is presumably somewhere on ysgard the top layer of ysgard as most portals to the outer planes lead to top layers and open fields are not something you are likely to see on the other layers. behind you however is a small shack whos door you just came out of however without the portal key opening that door will just lead you inside the shack presumebly the key is the same as that to get here from sigil a holy symbol of kord but it could be something completely different.

you all head inside the shack inside it appears to be a small temple to kord a cleric hands to the cleric maintaining the temple a piece of paper which the man reads and then hands the clerics another paper and ushers them on there way they quickly turn and leave.

the man gestures you over to him and motions for you to sit down, he starts to speak.

'You have been sent here because a friend of yours wants you to learn to control your emotions on the battlefield and what better place to do that then here" the man continues "however you dont have to jump straight into battle you may want to explore a new plane a little first, you have 4 options about what you want to do first"

"you can go to the hall of the valiant domain of the god kord thats more of a place you go so you can see it once you are there for a few hours you will most likely want to leave, the second option is to explore the city of Himinborg (dont choose this option i dont have the city ready yet im just putting it here for flavour) your 3rd option is to go to the plane of ida and take part in the festivities there this is my recommendation for new visitors and its where i sent your traveling companions, finaly you can jump straight into one of the local armys and get fighting so which will it be"?

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Mon Apr 20, 2015 7:02 pm
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