DM Jesse's Jade Regent (Inactive)

Game Master Jesse Heinig

Current map: Snorri Stone-Eye's funeral ship

Our caravan

Our caravan travel log

Swag Bag

Current Party XP Total: 13,084


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Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

"Close the box! We need to get this to Ameiko." Lyraesel says shaking her head.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Kenji says shakily, "I didn't know! I didn't know."

Viv looks over the other two boxes and says, "We need all three of these."


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard slams the box shut and looks to the others.

I assume this will help Ameiko somehow. In any event it's time to move. Here, let's see what's in the others. Might not need to take the other two boxes.

He then goes to look in the other chests.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Both of the other boxes are locked with a quality mechanism that looks like a puzzle mechanism embedded in the case.

Given several minutes, Bernard is finally able to open the two other locks.

The boxes contain an assortment of unusual items, including (all magical):
• A pair of black silk tabi-style boots with firm, flexible soles
• A green headband with a tiny setting in front that bears three small emeralds
• A carefully-folded backpack, with two side pockets and a large central bag; searching that shows that the side pockets contain several potion vials (far more than you would expect to fit in such small pockets, 10 in total)


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

After ensuring that all his gear was properly stowed.

Ok, I know we just have to get things out of here, but if you don't mind me taking a quick look.

spell backpack: 1d20 + 8 ⇒ (5) + 8 = 13
spell headband: 1d20 + 8 ⇒ (10) + 8 = 18
spell boots: 1d20 + 8 ⇒ (11) + 8 = 19
spell Potion 1: 1d20 + 8 ⇒ (2) + 8 = 10
spell Potion 2: 1d20 + 8 ⇒ (15) + 8 = 23
spell Potion 3: 1d20 + 8 ⇒ (12) + 8 = 20
spell Potion 4: 1d20 + 8 ⇒ (10) + 8 = 18
spell Potion 5: 1d20 + 8 ⇒ (14) + 8 = 22
spell Potion 6: 1d20 + 8 ⇒ (12) + 8 = 20
spell Potion 7: 1d20 + 8 ⇒ (10) + 8 = 18
spell Potion 8: 1d20 + 8 ⇒ (5) + 8 = 13
spell Potion 9: 1d20 + 8 ⇒ (7) + 8 = 15
spell Potion 10: 1d20 + 8 ⇒ (4) + 8 = 12

After looking over things, he offers a sack for everything to get put into to allow us to head out.

Looks like I am only ID'ing a couple of potions.
Sorry so long between posts, I got hit with a bug that kept me down for a couple of days.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Morgrym:
The backpack is, obviously, a handy haversack. The headband is a headband of vast wisdom +2. The tabi are boots of elvenkind. You are able to identify six potions: one of cure light wounds, five of endure elements.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

As Morgrym quickly looks things over he passes them off to whoever is beside him, for them to stow things.

Well, this pack will hold more than it lets on,
This headband makes a person wiser,
These boots will make a person quieter of foot, like the elves in the forest,
This potion, is of light healing,
And these 5 are of ensureing that you are unaffected by temperature extremes for 1 hour.

Morgrym passes on what he knows as he figures out what they are.
In other words, everyone can look at the last spoiler to me.


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

We can discuss these things later. Let's get back to the caravan.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Aye, we do need to return, but do you not think quickly looking things over, so we do not make things worse is amiss.

Besides, the 10 minutes or so, to do a quick look over, to ensure it is not going to kill her, or anyone associated with her, I doubt is a bad idea?

Morgrym growls a bit in his response due to being rushed.


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

"True, is there anywhere else we haven't checked before we leave this place? If those demon creatures are going to begin tracking us, better to be far from here before we open that box again" Lyraesel chimes in.


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Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

The only areas you haven't really explored on this level are a laundry room and small cavern exit, neither of which have any inhabitants other than a very slow-moving fungus creature in the laundry room (which can't open doors, so it can't pursue you).

Lugging the small chests as best you can, you exit the castle and return to the caravan just outside the village, to an unexpected sight: Koya and Sandru are eagerly chatting with Ameiko, who is up and awake!

Ameiko waves you over with a large smile. "I saw it! I saw everything! I saw a vision about my family, about our past and how we came here and all of it!" she says excitedly.

Koya notes, [b]"She's been telling us everything she saw since she woke up not too long ago. I think something that happened in the castle must have freed her from the sleeping curse?"

After comparing notes, it becomes clear that Ameiko saw the same vision that you all did. The caravan's members gather around to sit down and figure out what to do next.

~~~~~~~~~~~

Ameiko takes a deep breath and says, "I feel like I need to see this through. My family - the Amatatsus, not the Kaijitsus - were force to flee Minkai because of some kind of demonic force. But we lost a great piece of my legacy, Suishen, along the way. A talking sword! Just think - it was wielded by my grandfather! Imagine what it could tell us about our past and our family. If the vision is right... it may still be in Kalsgard."

Sandru says, "I've been there a couple of times. Not my favorite place - it's all cold and the people there so boisterous - but we could make the trip."

Kenji speaks up and says, "Sis... I agree that our family history is important, especially... especially with dad gone. But um... we need to see to all of our past." He gestures toward Brinewall Castle. "This was part of our history, too. Grandfather lived here - he died here! - we met him! Our family was forced to flee from here again and finally made it to Sandpoint, but now that's gone too. We took all our money to make this caravan and come back here! I feel like... we owe it to grandpa to let him rest."

Spivey pipes up in her squeaky voice and says, "Well, I mean to stay here and take care of the shrine of Desna. I can't fix everything up, but at least I can make sure it isn't ruined if something else comes calling."

Kenji takes a deep breath and says, "What I mean is, I want to stay here. I want to rebuild this place. I want to see if... well, Sandpoint was home, but it wasn't our home. You understand? We came to it and found a way to live there. But this place... we built it. We made it so that we could have a new home. And that deserves something. It means something. So many people gave their lives for it!"

Viv nods slowly and says, "So you want to rebuild Brinewall? Somehow get people to come to the village and live here again?"

Kenji says, "I don't care if nobody else wants to live here again... but I feel like all those soldiers who died, grandfather, everyone who gave their lives for this place... they deserve to have their memories respected. This place deserves better."

Viv says, "I may not be tall, but I'll help you, if that's what you want."

Deborah stands and moves next to Kenji and places a hand on his arm. "You won't be alone. I'll stay too."

Sandru claps his hands and says, "We can see about getting some help at our next stop. Maybe Ameiko can pull from the caravan funds to have some supplies and laborers sent down here, if you are sure you want to stay."

Kelda adds, "I am heading to Kalsgard, myself. It is my home! I will accompany you, if you will have me - my sword is yours."

Kenji nods slowly. "I wanted to find adventure with my sister. Well, I found it."

~~~~~~~~~~

The caravan begins the business of packing supplies and preparing for the next journey... Ameiko's trip to Kalsgard.

THUS CONCLUDES THE FIRST BOOK OF THE JADE REGENT, "THE BRINEWALL LEGACY."

You have unraveled the mystery of Brinewall Castle and banished the ghosts that haunted that place, and defeated the evil that slumbered within after coming from the depths below. Each party member earns an additional 880 experience points for completing this part of the story.


HP 39/40 | AC/T/FF 20/11/19 | F +6 R +2 W +8 Smite 2/2 Solo Tactics 4/4 Aura of Courage 10ft Darkvision 60ft | CL Wand 34/50
skills:
Lore (Demons) +7 Perception +12(14) Perform +11 Sense Motive +9

Dotting so it shows up in the campaign tab


Female Elf Psychic (Rebirth) 4|HP: 18/18|AC: 12/12/10|Saves: Fort +1, Ref +1, Will +3 (+5 vs. mind-affecting, +7 vs. enchantments)|Init: +2|Perc: +9

Feelin' dotty!


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Any idea how long the trip takes yet? Despite how ridiculusly long this will take, Lyrasel is getting started on making Shaleulu a Composite Darkwood longbow

+300 Masterwork
+200 Composite
+30 Darkwood

Total value 530g = 5300s
Cost in materials 176g
Composite longbow +1 Craft DC 17

Week 1 check Craft (Bowyer): 1d20 + 7 ⇒ (16) + 7 = 23
Progress =Check * DC= 23x17=391s in progress


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Are we ready to move?


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

The trip from Brinewall to Kalsgard is about 440 miles - slightly shorter than the journey from Sandpoint to Brinewall. You pass through the Nolands and the Lands of the Linnorm Kings and join a trade route between the dwarven mine at opparberget and the city of Jol before crossing north into the Grungir Forest. The caravan road crosses the eastern neck of the Grungir until it reaches the bridge to Losthome, at which point the route follows the western bank of the Thundering River as it meanders north, connecting the many small settlements and steadings that stand upon the river's banks. At the confluence of the Thundering and Rimeflow rivers, the trade route branches again, with one trail crossing the Skalsbridge and heading northeast toward Trollheim while hte other continues along th Rimeflow to Kalsgard.

Along the way, Kelda proves quite valuable, as she knows the language and customs throughout the Lands of the Linnorm Kings. Shalelu and Lyraesel supplement the caravan's food supplies with hunting; ravens and sea birds are plentiful overhead, and an elk or two taken near the hills and forest edges gives a surfeit of meat to smoke and carry along. At one point a bear even shadows the caravan for about two hours before losing interest and looking for easier prey, but you are not attacked by any goblins, trolls, or other such hazards while you stay on the well-known roads.

At various small towns, as you resupply, Ameiko offers work to laborers and farmers looking for opportunities - paying up front for people willing to travel to Brinewall and help her brother in rebuilding the castle. She also arranges for a cart of additional supplies to head back that way so that the people at the castle can survive the winter.

Behind the DM Screen:

Bernard: Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Lyraesel: Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Morgrym: Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Lyraesel and Morgrym:
After you reach the Nolands, you note each day that you are shadowed not just by various ravens, but by one very large one that comes every couple of days, then disappears before showing up again a day or two later.

Behind the DM Screen:

Bernard: Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Lyraesel: Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Morgrym: Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Lyraesel:
You notice that the extra-large raven has a blood-red wing pinion, which local legend usually counts as an evil omen.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

On the way, and after noticing the bird, Morgrym comments on it.


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

"I noticed it as well. The extra large one has a blood red wing pinion. An evil omen according to legends from this far north." Lyraesel adds. " Maybe we should try taking it out."

So how long did we travel total?


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Well, I guess we will just have to be aware of it, and take it out when it gets close enough.

Morgrym snags one of the apples from a cart as he strolls along beside Lyraesel.

But I have never heard of such, however, I guess I learn something new each day.


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard has been keeping mostly to himself except occasionally dancing around the campfire and chatting with Koya. Upon Morgrym spotting the bird he grabs his bow and starts pulling it and bending it to stretch the wood, not looking at anyone or anything in particular.

I'll shoot it if you think it's a good idea. I don't know much about these sorts of magic and omen-related things.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

This happens over the course of 10 days of travel.

The large raven with the blood-red pinion hurries back some distance as soon as Bernard grabs for his bow. It quickly moves out of range of a bowshot, while other crows wheel away and caw angrily. It's certainly a canny bird.

A good 300 miles from Brinewall you pull up on a cold night near a stone bridge that overlooks a rocky, fast-flowing, cold river. After nightfall, small motes of frost cover the caravan wagons, your cloaks, and Sandru's moustache. Sandru declares that this is a good stopping point for the evening - the river nearby will provide water for boiling and washing, and the road means it's likely to be reasonably safe from monsters.

Behind the DM Screen:

Bernard: Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Lyraesel: Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Morgrym: Perception: 1d20 + 6 ⇒ (4) + 6 = 10

As you're setting up the campsite, a frozen mist clings to the ground. Even with a campfire, lighting is dim.

Lyraesel spots the large blood-pinioned crow again, somehow having circled around and perched on the lintel post of the bridge, but as soon as she spots it, it flies off into the darkness.

Behind the DM Screen:

Bernard: Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Lyraesel: Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Morgrym: Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Over the din of moving boxes and unpacking supplies for dinner, you all hear the sound of a muffled oar in the water of the river.

You have 1 round to act; the sound from the river indicates that someone is beaching a boat there. You can use the round to move, cast a spell, etc. New map is up!

New players, sorry, this encounter happens before Kalsgard, but you will enter the game immediately after we finish it!


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Grabbing up her bow and sharing a glance with the nearby Shalelu, Lyraesel begins moving toward the water in a low running crouch.

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Percption: 1d20 + 13 ⇒ (3) + 13 = 16


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Morgrym moves between the wagons and the beach as he draws his axe.

While moving he calls to the caravan

Ware the river, there is movement.

he then puts a light on the subject down by the beach to allow those without a method of seeing in the dark a chance to see.

Move=move between wagons and river, standard=cast light near beach, free call a warning to caravan.


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard grabs his bow and slips into the shadows and finds a place to hide within shooting distance of Morgrym's position.

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Bernard and Lyraesel easily vanish into the mist. The heavy mist provides concealment for everyone, so you can always use Stealth, but 20% miss chances apply on all attacks and sneak attacking is impossible!

A dozen Ulfen raiders come charging up the sandy banks of the river toward your caravan, waving weapons and moving rapidly toward the wagons.

Bernard: Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Lyraesel: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Morgrym: Initiative: 1d20 + 0 ⇒ (3) + 0 = 3

Raiders: Initiative: 1d20 ⇒ 16

Bernard is up, then the raiders, then the rest of the party & caravaneers.


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard picks off the first raider.

Attack1: 1d20 + 5 ⇒ (4) + 5 = 9
Attack2: 1d20 + 5 ⇒ (4) + 5 = 9
Damage1: 1d6 + 3 ⇒ (1) + 3 = 4
Damage2: 1d6 + 3 ⇒ (3) + 3 = 6

Oh boy.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Bernard opens fire but his arrows go wide in the evening mist. As Lyraesel advances toward the river, the raiders crest the ridge and charge toward her!

Ulfen raider #1: Battleaxe: 1d20 + 5 ⇒ (3) + 5 = 8
Ulfen raider #1: Miss chance (over 20 = hit): 1d100 ⇒ 64

Ulfen raider #2: Battleaxe: 1d20 + 5 ⇒ (19) + 5 = 24
Ulfen raider #2: Miss chance (over 20 = hit): 1d100 ⇒ 81

Ulfen raider #3: Battleaxe: 1d20 + 5 ⇒ (17) + 5 = 22
Ulfen raider #3: Miss chance (over 20 = hit): 1d100 ⇒ 36

Lyraesel finds herself battered by two of the raiders!
Ulfen raider #2: Battleaxe damage: 1d8 + 2 ⇒ (7) + 2 = 9
Ulfen raider #3: Battleaxe damage: 1d8 + 2 ⇒ (8) + 2 = 10

Raider #4 closes with Sandru and swings at the caravan master.
Ulfen raider #4: Battleaxe: 1d20 + 5 ⇒ (20) + 5 = 25
Ulfen raider #4: Miss chance (over 20 = hit): 1d100 ⇒ 99
Ulfen raider #4: Confirm crit: 1d20 + 5 ⇒ (20) + 5 = 25
Ulfen raider #4: Crit damage: 3d8 + 6 ⇒ (6, 2, 1) + 6 = 15
Sandru takes a brutal cut to the head that bleeds freely.

Raider #5 rushes Ameiko, though it is far enough that he isn't able to strike her.

Raider #6 charges Shalelu!
Ulfen raider #6: Battleaxe, charging: 1d20 + 7 ⇒ (16) + 7 = 23
Ulfen raider #6: Miss chance (over 20 = hit): 1d100 ⇒ 10
The concealing mist obscures the ranger just enough for her to evade the attack.

The other half-dozen raiders charge the other wagon.

Ameiko lets out a Tien war chant that uplifts everyone's spirits. Inspire courage for +1 to party's weapon attack rolls and damage.

Koya calls down a bless spell upon the team. Bless for +1 to attack rolls.

Sandru draws his enchanted scimitar and swings back!
Sandru: Scimitar attack, blessed, inspired: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17
Sandru: Miss chance (over 20 = hit): 1d100 ⇒ 75
Sandru: Scimitar damage, inspired: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
He manages to nick his opponent, but if he gets hit again like he did before, things look grim.

Annika and Derek Carver clamber into the supply wagon for cover.

Shalelu draws her shortsword and lashes out at her attacker.
Shalelu: Shortsword attack, blessed, inspired: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
Shalelu: Miss chance (over 20 = hit): 1d100 ⇒ 23
Shalelu: Shortsword damage, inspired: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Bevelek and Vankor look severely demoralized by this development and draw their shortswords to defend themselves.
Bevelek: Shortsword attack, blessed, inspired: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Bevelek: Miss chance (over 20 = hit): 1d100 ⇒ 94

Vankor: Shortsword attack, blessed, inspired: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18
Vankor: Miss chance (over 20 = hit): 1d100 ⇒ 19

GO TEAM! You are blessed (+1 to attack) and inspired (+1 to weapon attacks & damage). Don't forget the 20% miss chance due to concealment.


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Realizing her advance put her in a situation where she is sorely outnumbered Lyraesel backs up, dropping her bow and drawing her dagger as she does. Her yellow eyes shine in the misty gloom, a growl emanating from her as she shifts into a more feral crouch, her teeth extending, hair becoming thicker and wilder as she draws her inner wolf to the surface.

Move back, drawing weapon as part of move action.Totem Transformation (Su): Natural weapons: bite [1d4+ Str plus trip] for a Medium druid, +2 CMB to trip


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard moves around the outside and shoots the raider hassling the young empress.

Attack1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage1: 1d6 + 4 ⇒ (5) + 4 = 9
Attack2: 1d20 + 7 ⇒ (15) + 7 = 22
Damage2: 1d6 + 4 ⇒ (4) + 4 = 8


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Lyraesel backs up as Bernard fires.
Miss chance for concealment (>20 hits): 1d100 ⇒ 22
Miss chance for concealment (>20 hits): 1d100 ⇒ 47

Both of Bernard's arrows hit, one in the thigh, one in the shoulder, spinning the raider but not... quite... sending him to the ground.

Morgrym! Don't forget +1 to hit from bless, +1 to hit and damage from inspire courage, and 20% miss chance.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Morgrym looks at the incoming Raiders.
Torag, grant me strength.

He then lumbers at the nearest of the attackers joining in with the caravaners.

attack: 1d20 + 3 + 2 + 2 + 1 + 1 ⇒ (20) + 3 + 2 + 2 + 1 + 1 = 29
bab,str,bull str,bless,inpured
confirm: 1d20 + 3 + 2 + 2 + 1 + 1 ⇒ (19) + 3 + 2 + 2 + 1 + 1 = 28
as above

damage: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
2h str,bull str,inspired
miss: 1d100 ⇒ 100 Low is bad
extra: 2d8 + 12 ⇒ (5, 3) + 12 = 20
see above

move=into melee,swift=bull strength, standard=attack
my gawd, a crit. i am shocked


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

That was a 300 style hit!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Morgrym turns aside the swing from one of the raiders, then as the man leans to one side while his momentum pulls him, Morgrym brings his weapon up and smashes the man's head. His skull splits open and spatters in a wide radius! Raider #6 is deeeaaaad.

The general melee continues as Lyraesel sheathes her sword and switches to her bow.

Ameiko stabs back at her attacker.
Ameiko: Rapier attack, blessed, inspired: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Ameiko: Miss chance (>20 hits): 1d100 ⇒ 52
Ameiko: Damage, inspired: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Her strike rips through the enemy's guts and he drops with a groan. #5 is down.

Kelda rushes to create a front line so that Lyraesel can retreat. Move and ready.

Sandru stabs at his attacker...
Sandru: Scimitar attack, blessed, inspired: 1d20 + 8 + 1 + 1 ⇒ (9) + 8 + 1 + 1 = 19
Sandru: Miss chance (>20 hits): 1d100 ⇒ 92
Sandru: Damage, inspired: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
... and gives the raider a brutal slash.

Three raiders advance on Kelda. She lashes out at the middle one.
Kelda: Longsword attack, blessed, inspired: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
Kelda: Miss chance (>20 hits): 1d100 ⇒ 6
Kelda: Damage, inspired: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
..and slows, but does not stop, one of the attackers (#2).

The raiders moving in on Kelda take swings at her.
Raider #1: Battleaxe attack: 1d20 + 5 ⇒ (12) + 5 = 17
Raider #2: Battleaxe attack: 1d20 + 5 ⇒ (18) + 5 = 23
Raider #3: Battleaxe attack: 1d20 + 5 ⇒ (16) + 5 = 21
Raider #2: Miss chance (>20 hits): 1d100 ⇒ 11
Raider #3: Miss chance (>20 hits): 1d100 ⇒ 88
Raider #3: Damage: 1d8 + 2 ⇒ (4) + 2 = 6
One misses due to the fog, but another batters her shield.

Some fighting goes on over on the west side of the camp but with the general melee and the mist it's hard to tell what's happening.

Lyraesel & Morgrym! Then it's next round and Bernard!


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

I'd actually fallen back to switch from bow to blade without getting killed by AoO's.

As the attackers converge on Kelda, Lyraesel utters a druidic chant in a gutteral tone, ending in a snarl as her now razor-sharp fangs gleam with power. The primal druidess steps forward to face the oncoming maurauders

Cast Magic Fang. +1 enhancement bonus on attack and damage rolls for bite.


Dagger +4 1d4+1 Bite +5 1d4+2
Full attack Dagger +5 1d4+1 / Bite +0 1d4+2 2 trip attempts (Improved trip/Totem Trasformation


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Morgrym looks around using his darkvision, to find the next Raider, and then goes to help Kelda.

attack: 1d20 + 3 + 2 + 2 + 1 + 1 + 1 + 1 ⇒ (20) + 3 + 2 + 2 + 1 + 1 + 1 + 1 = 31
BAB,STR,Bull Str,Bless,Inspired,Divine Favour,Fates Favoured
Confirm: 1d20 + 3 + 2 + 2 + 1 + 1 + 1 + 1 ⇒ (2) + 3 + 2 + 2 + 1 + 1 + 1 + 1 = 13
damage: 1d8 + 3 + 2 + 1 + 1 + 1 ⇒ (6) + 3 + 2 + 1 + 1 + 1 = 14
2H STR,Bull STR,Inspire,Divine Favour,Fates Favoured
Extra damage: 2d8 + 6 + 4 + 2 + 2 + 2 ⇒ (7, 2) + 6 + 4 + 2 + 2 + 2 = 25

miss: 1d100 ⇒ 89 Low is bad

Swift=Fevour #2 for Divine Favour, Move=move into melee, Standard=attack

Don't know if I can get a flank in there or not, but moving back to help, but I think the world is ending, I hit again. :)


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard moves forward and picks off the one fighting Sandru.

Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
>20 is a hit: 1d100 ⇒ 79


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Morgrym advances and gives a nasty blow to the one fighting Sandru, then Bernard turns and puts an arrow into him and finishes him.

Kelda lets out an angry shout and slashes again at the raider that she previously struck.
Kelda: Longsword attack, blessed, inspired, raging: 1d20 + 8 + 1 + 1 + 1 ⇒ (8) + 8 + 1 + 1 + 1 = 19
Miss chance (>20 hits): 1d100 ⇒ 49
Kelda: Longsword damage, inspired, raging: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Her fierce strike fells him.

Shalelu steps over the body of the fallen raider before her and brings up her bow. She fires three times at the raider to Kelda's right front.
Longbow attack #1, blessed, inspired, rapid shot: 1d20 + 11 + 1 + 1 - 2 ⇒ (8) + 11 + 1 + 1 - 2 = 19
Longbow attack #2, blessed, inspired, rapid shot: 1d20 + 11 + 1 + 1 - 2 ⇒ (3) + 11 + 1 + 1 - 2 = 14
Longbow attack #3, blessed, inspired, rapid shot: 1d20 + 6 + 1 + 1 - 2 ⇒ (3) + 6 + 1 + 1 - 2 = 9
Yuck.
Miss chance #1 (>20 hits): 1d100 ⇒ 71
Arrow #1 damage, inspired: 1d8 + 2 ⇒ (8) + 2 = 10
One arrow hits home.

Koya steps up behind Bernard and taps him to give him guidance for his next attack.

Sandru moves up to slash at the same one that Lyraesel shot.
Sandru: Scimitar attack, blessed, inspired: 1d20 + 8 + 1 + 1 ⇒ (4) + 8 + 1 + 1 = 14
...but the raider takes it on his shield.

Ameiko continues singing and advances toward the front.

The raiders counterattack Lyraesel and Sandru.
Raider #1: Attack Lyraesel: 1d20 + 5 ⇒ (3) + 5 = 8
Raider #3: Attack Sandru: 1d20 + 5 ⇒ (19) + 5 = 24
Raider #3 miss chance (>20 hits): 1d100 ⇒ 74
Raider #3 battleaxe damage to Sandru: 1d8 + 2 ⇒ (6) + 2 = 8
Sandru takes another hit and looks to be in a bad way.

Party again!


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Lyraesel lauches a crouching slash at the raider's knee seeking to take him to the ground with her cut, her fangs snapping shut as she attempts to bite him on the way down.

Dagger: 1d20 + 5 ⇒ (16) + 5 = 21
1d4 + 1 ⇒ (2) + 1 = 3

Trip attempt: 1d20 + 7 ⇒ (11) + 7 = 18

Bite: 1d20 ⇒ 5 +4 if he's prone
1d4 + 2 ⇒ (3) + 2 = 5


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard turns to Koya.

Help Sandru!

He then runs forward and shoots at the one fighting Sandru.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Confirmation: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13
>20 is a hit: 1d100 ⇒ 25


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Lyraesel lunges at one of the raiders and drags him to the ground; at the same time, Bernard plugs an arrow straight into the head of the one fighting Sandru.

Koya rushes up and starts casting a healing spell on Sandru. Spontaneously converting a spell to cure, which I believe is a full-round action, so she moves and then starts casting and will finish next round.

Shalelu moves behind the team and gets to Lyraesel's far side, then launches another arrow at the now-prone raider.
Longbow attack, blessed, inspired, vs. prone: 1d20 + 11 + 1 + 1 - 4 ⇒ (5) + 11 + 1 + 1 - 4 = 14
...but the arrow flies over the attacker.

Ameiko does her best to get behind the attacker, though with the ridge of the river just behind them she can barely slip in without falling. She manages to get to one flank, but not quite right behind the foe.
Rapier attack, blessed, inspired, vs. prone: 1d20 + 5 + 1 + 1 + 4 ⇒ (2) + 5 + 1 + 1 + 4 = 13
The raider's armor manages to snag her rapier and prevent the blow from landing.

The prone raider tries to hack at Lyraesel to get the wolf-woman off of him.
Raider attack, prone: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
...to no avail.

Kelda attempts to bring her sword down on the prone raider...
Longsword attack, blessed, inspired, raging, vs. prone: 1d20 + 8 + 1 + 1 + 1 + 4 ⇒ (13) + 8 + 1 + 1 + 1 + 4 = 28
Miss chance (>20 hits): 1d100 ⇒ 46
Longsword damage, inspired: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
A solid hit, but not quite enough to end him.

Sandru remains where he is so that Koya can heal him.

Fighting continues on the far side of the wagon camp!

Morgrym!


HP 39/40 | AC/T/FF 20/11/19 | F +6 R +2 W +8 Smite 2/2 Solo Tactics 4/4 Aura of Courage 10ft Darkvision 60ft | CL Wand 34/50
skills:
Lore (Demons) +7 Perception +12(14) Perform +11 Sense Motive +9

There’s no action cost on spontaneously converting spells to my knowledge. They’re just spontaneously casting and another spell that’s prepared goes *poof*


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

So yeah, looks like it's only metamagic that causes full round.
Clerics and druids must take more time to spontaneously cast a metamagic version of a cure, inflict, or summon spell. Spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is a full-round action, and spells with longer casting times take an extra full-round action to cast.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Hearing the cry to protect Sandru, Morgrym quickly looks around to find her.

He then lumbers into combat with one of the ones facing the Caravaner.

attack: 1d20 + 3 + 2 + 2 + 1 + 1 + 1 + 1 ⇒ (17) + 3 + 2 + 2 + 1 + 1 + 1 + 1 = 28
BAB,STR,Bull Str,Bless,Inspired,Divine Favour,Fates Favoured
damage: 1d8 + 3 + 2 + 1 + 1 + 1 ⇒ (5) + 3 + 2 + 1 + 1 + 1 = 13
2H STR,Bull STR,Inspire,Divine Favour,Fates Favoured
miss: 1d100 ⇒ 38 low is bad


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Morgrym moves around to Lyraesel's left side and with a heavy-handed swing absolutely crushes the last of the raiders on this end of the caravan.

On the other side you hear disorganized shouting and the grunts of people taking hits, but the mist makes it impossible to see more than shadowed figures.

Take a round to move!


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard runs straight across toward the other wagon.

Double Move


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

"C'mon there's more of them" Lyraesel half growls as she dashes into the mist racing toward the sounds of battle.

Double move


Active spells:
Female Half-Elf Druid 3 (Wolf shaman) HP 29/29 |Current: AC 17 AC/T/FF 15/12/13 | F +6 R +3 W +6 (+8) Totem Transformation 0/3 Low light vision 60ft, CMD 15: Perception +8, Init +2

Morgrym?


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Botting.

Morgrym moves as fast as he can. The others follow as well, Shalelu moving into a firing position and launching an arrow while Koya heals Sandru.

Shalelu: Longbow, blessed, point-blank: 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15
Her arrow sticks in the shield of a raider.

Koya: Cure moderate wounds on Sandru: 2d8 + 5 ⇒ (1, 6) + 5 = 12

Ameiko keeps up her battle song while jogging as well.

At the other wagon, you see Bevelek and Vankor valiantly trying to hold defense, but they are not skilled warriors like the rest of you, and both are bleeding from various wounds. Inside the back of the wagon, Annika and Derek fire crossbows out at the raiders, though their aim is questionable at best. Still, one of the raiders is already felled thanks to the combined efforts of the defenders.

We now resume normal combat order; the raiders and the defenders of the other wagon have been fighting offscreen. Pick yer targets!


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

oops, i missed this updating


Male Human (varisian) Rogue - Acrobat 4
Vitals:
HP:17/27, Fort/Ref/Will: 2/7/1, Perc 7, AC:17, Init: 7

Bernard hoofs it over toward the wagon and shoots the nearest raider.

Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

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