CONFIRMATION CORE #1 (Inactive)

Game Master JASON RODARTE

Map I

mAP 2

Chronicles

Minotaur
Map III


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Jelly find nothing else.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"If no one plans on using that longsword I'd like to hold on to it, but I'll be last in line. Emma, could you take a look at these vials I found?" He says pilfering through the items and holding up the liquids.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6
Terevalis Unctio of House Mysti wrote:

The Halfling discerns that there is an

Amulet of Natural Armor +1 and a long sword +1

Ohhh. Nice!" Emma says joyfully. Telling the party ehat the items are.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini will pick up the flail that she dropped and stow it along with her scythe. She re-equips her guisarme before proceeding any further.

"If there's nothing else that we can find in this room, then we should move on."
___________
Carini rolled a 29 for Perception above, that you never commented on. Was there anything else to be found from that attempt?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

A know arcana check would be necessary to figure out what Jelly found.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma Knowledge Arcana: 1d20 + 5 ⇒ (5) + 5 = 10 Pfft.

Grand Lodge

Male Half-Elf DEAD

"Right then. Now that that is sorted out, shall we go back and try the other path...?"

Kent puts away his dagger, retrieves his bow, before heading back to the central chamber.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The sorcerer has no idea what the instruments mean (maybe something a wizard would know :)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Next Room

ROOM DESCRIPTION:
The river through this part of the cavern ranges from 10 to 15 feet wide but is only 1 foot deep, and it flows languidly at an almost imperceptibly slow speed

Shallow Bog:
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Please put your figures coming into the cave


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

DM Rolls 1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (16) + 5 = 21


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Low lighting here guys, 20% miss chance to those without special vision, or a steady source of light.
Passing through the shallow river takes 2x movement, as it is considered difficult terrain.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Would it be possible for Jelly to Stealth before a combat begins?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

How can he see?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

He can try

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly creeps along the cave trying to go unnoticed, unfortunately the lack of light makes it difficult for him to stay quiet.

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

I know he has penalty for low light, I just wanted him to get closer before any combat began. (He can still barely see in low light correct?) That way he was in position if combat started. Also, his stealth was terrible so I'm guessing he gets caught as soon as he walks.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Perception #1 1d20 + 5 ⇒ (12) + 5 = 17
#2 1d20 + 5 ⇒ (2) + 5 = 7


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Iniative
Kent 1d20 + 4 ⇒ (6) + 4 = 10
Emma 1d20 + 3 ⇒ (17) + 3 = 20
Jelly 1d20 + 6 ⇒ (12) + 6 = 18
Jared 1d20 + 2 ⇒ (2) + 2 = 4
Carini 1d20 + 2 ⇒ (17) + 2 = 19

Kobold 1d20 + 1 ⇒ (1) + 1 = 2
bottom 1d20 + 1 ⇒ (7) + 1 = 8

Order
Emma
Carini
Jelly
Kent

Kobold #2

Jared

Kobold #1

One of the kobolds begins to screech when Jelly enters into the cavern.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Since it's obvious we've been seen Emma will throw a Dancing lights spell 40 feet ahead of her. Lighting up the cavern.

Grand Lodge

Male Half-Elf DEAD

Kent calmly steps forward, and takes two shots in rapid succession.

MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 ⇒ (12) + 5 = 17, for1d8 + 2 ⇒ (2) + 2 = 4 damage.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini approached the edge of the water, drawing her shortbow as she approaches.

Actions:

Move: 30'
Standard: attack closest

Shortbow: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 ⇒ 2

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly fires a shot at the screaming kobold. Trying to shoot him in the mouth.

Longbow: 1d20 + 5 ⇒ (20) + 5 = 251d8 ⇒ 4

Longbow Confirm: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 1d8 ⇒ (8) + (5) = 13


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The kobolds are taken down by the archers.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

END COMBAT

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly begins searching the cavern after lighting his torch. First with the kobolds, then the rest of the room.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

can you show me how you get across?

I need to see where everyone is going/searching


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma will move in to the cavern, keeping it well lit with her Dancing lights for the searchers. perception as she looks around carefully: 1d20 + 6 ⇒ (7) + 6 = 13

Looking at the water she remarks. "Someone is going to have to play horsie for me."

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

He doesn't need a swim check does he? He takes the most direct route. Taking his time so he doesn't lost his footing.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

If you take your time you wouldn't need a swim check but I think perhaps an Acrobatics or two because it is slippy.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly makes his away across the small stream slowly to not lose his footing.

Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Based on the description of the river in this post (slow moving, 1 foot deep, treated like a shallow bog), there are no Acrobatics checks necessary as long you can move through it at half speed. If one were to take an action while in the river that would require an Acrobatics check, the DC of the check would be higher by 2.
____________

Carini makes her way across the river, taking her time and picking her steps carefully. She helps investigate the scene and the kobolds.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I still need to know people's paths to the opposite side.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini's path is marked on the map.

Grand Lodge

Male Half-Elf DEAD

Kent follows Carini.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Emma follows as well.

the reason I needed to know what course you were taking is that there was a trap laid by the kobolds


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you approach the tunnel you hears a familiar voice shouting in the distance.
“As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”

From the sounds of it Janir is engaged in combat!
Following the tunnel toward her voice you eventually emerge into a moonlit field. As your eyes adjust you see Janira almost a hundred feet away, still fighting the Minotaur you had escaped earlier today.

Will add map and ini. after I get home


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Kent 1d20 + 4 ⇒ (6) + 4 = 10
Emma 1d20 + 3 ⇒ (7) + 3 = 10
Jelly 1d20 + 6 ⇒ (19) + 6 = 25
Jared 1d20 + 2 ⇒ (1) + 2 = 3
Carini 1d20 + 2 ⇒ (3) + 2 = 5

Janira 1d20 + 7 ⇒ (4) + 7 = 11

Minotaut 1d20 - 1 ⇒ (12) - 1 = 11

Jelly

Janira
Minotuary

Kent
Emma
Jared
Carini


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

please place characters at the mouth of the cave

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

_________
Carini is in position. So, in initiative, Jelly acts first, then Janira and the Minotaur?


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Done.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Carini wrote:

_________

Carini is in position. So, in initiative, Jelly acts first, then Janira and the Minotaur?

Si

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Jelly exits the cave to see the battle raging. He moves forward checking the surroundings to ensure there are no other enemies hiding before taking a shot at the minotaur.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Longbow: 1d20 + 5 ⇒ (7) + 5 = 121d8 ⇒ 8

If he notices anything else he shoots at that instead.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

He noticed nothing else as his arrow misses the minotaur


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira pulls out her whip and attempts to disarm the minotary's ax
1d20 + 4 ⇒ (13) + 4 = 17 missing

The minotaur attempts to slice and dice her with his ax and then gore her
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 4 ⇒ (10) + 4 = 14

missing both times.

Kent
Emma
Jared
Carini

Grand Lodge

Male Half-Elf DEAD

Kent steps forward, then sends a pair of arrows coursing towards the minotaur.

MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 + 2 ⇒ (7) + 2 = 9 damage.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma moves a little closer to the fight and sends a Magic missile into the Manbull.
Magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

2nd use of a 1st lvl spell.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini moves in a straight line to the riverbank, drawing her guisarme as she moves, ready to attempt a leap over. "Hang on there Janira; we're coming to help!"

Actions:

Double Move


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Kent how are you getting two attacks without penalty?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Jared does a little dance to show his athletic skills.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Jelly
Janira
Minotuary

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