Journey to the East - Jade Regent (Inactive)

Game Master Severed Ronin

When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.


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Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Mukluk promises to take Koya over to the shrine if Ameiko recovers.

"Now...about that shrine, there was no bell..." Mukluk talks with Koya about matters mundane and magical for as long as she feels like gabbing. Gabbin' is how Mukluk learns stuff.

* * *
Mukluk nods along with Jean, allowing him to plan the return and infiltration of Brinewall.

"You just tell me where you want me, Jean. I'll be there with my pick, ready to go."

Jean/Treygan, feel free to push us along.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4
GM Beazy wrote:

Ramsay also prepares a strong broth for Ameiko as she sleeps. Corvus (since you're sitting with her) takes care to feed the broth to her as she speaks to her old friend. It's during this conversation, Corvus, that Ameiko again speaks. "Beware the cuckolded cuckoo... It is in his shattered silent love you should seek aid..."

Corvus shares this news with the rest as soon as she can. "I just hope it means more to you than it did to me."


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

About an hour before dawn, Jean will gather everyone. He will lead them down past the lighthouse, around the lagoon and through the ruined structures to approach S2 as secretly as possible.

Re-entering the cave system to return to the grotto to show everyone the paintings. "Anyone have a clue about these?"

Knowledges anyone?

If there are no further passageways or exits from the grotto, Jean will lead everyone through the surf, around towards S1 to seek further entrance.


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

The night before

Treygan finds Shalelu before they head into the castle. "Shalelu, this whole thing with Ameiko falling unconscious and the visions, I'm not sure what to think about it. Hopefully we'll find out what the connection is between them and the castle when we go in tomorrow. I know you'll keep everyone here safe."

GM:

Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16

Roll for relationship. If it could be the 3rd level one, I'd prefer that. If not, please add 1 to the roll.

The next day

"Not certain what they mean, Jean." Treygan examines the pictures, seeing if he's seen anything like them.

Knowlege: 1d20 + 4 ⇒ (8) + 4 = 12 Religion or Nobility only


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus shakes her head as Jean asks about the paintings. Her feelings of inadequacy are mounting - as every task is either beyond her or can just as easily be done by another in the group.

She's also noticed that she's become less observant in the dark - or perhaps that she's more observant in daylight - she's not sure which.

This is reflecting the impact of the hawk familiar

Aware that she was unable to help with the paintings, she makes a mental note to focus on every room they come across to see if she can make any sense of Ameiko's clues. The birdmen may be obvious, but the other clues aren't. 'I'll make an impression on this lot if it's the last thing I do. Perhaps that was a poor use of words. And didn't I decide last night not to worry what others think? Right - I'll help Ameiko in the best way I can, starting now.'

Corvus will take 10 or 20 if she can and once in normal light has her Perception raised to +5


"I'm sorry Jean, I don't have any idea what they are either. I'm afraid we'll have to keep going to get to the bottom of these mysteries. At least we know the motes of light aren't dangerous."


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Mukluk looks at the paintings and tries to recall things that he and Koya spake of.

1d20 + 9 ⇒ (18) + 9 = 27 Know (Arcana,Geography,History,Local)
1d20 + 8 ⇒ (7) + 8 = 15 Know (Dungeoneering, Nature)
1d20 + 10 ⇒ (11) + 10 = 21 Know (Religion)

"Hey Gyorgy? Remember those paintings we were trying to sell in Magnimar? They were of...uh...you know, elves, uh, doing stuff with orcs...and you were talkin' to the half-elf shopkeep. I was busting up, I tells ya. I don't think there were enough ways that the shopkeep could tell you no."


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Sir Gavin studies the paintings as well.
Knowledge:Nobility: 1d20 + 6 ⇒ (2) + 6 = 8


Mukluk recognizes the cave paintings as rough depictions of Pazuzu, one of many demon lords. Your group is unable to notice any change in the environment since the day before.


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Mukluk mutters to himself while looking at the paintings.

"Papoopoo? No. Pazooka? No. Patootie? No, that's not it," Mukluk shakes his head, trying to knock the piece of information he knows he has out of his mind.

"Pazuzu! THAT'S IT! PAZUZU!!" Mukluk exclaims, forgetting any calls for quiet for a moment.

"Oh, sorry, sorry!" Mukluk returns to a more hushed voice."Pazuzu, I think...and I can check with Koya later, is the called the 'King of the Wind Demons'. He's an oldie, I tells yeah. An old demon power. His name might tell us a bit about the birdmen above."

Mukluk scratches his short traveling beard while he thinks, taking in every aspect of the drawings.

"Yeah, so we should be careful. Jean...?" Mukluk nods to Jean to continue the exploration.

Which ways of egress/exploration are there, GM Beazy?


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Second that Beazy. Off to S1 or is there further passages that i'd noticed down here?


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"Corvus, I'd appreciate if you would continue to scout ahead with me. It does get dark down here and having someone stealthy with magic at their finger tips can't hurt. The rest of you please follow at a safe distance, starting in about thirty minutes if we haven't yet returned. I will mark the safe passages and any turns on the right side with this..." presses the ring of arcane signets to the wall to show his impression if Jean can alter it his will be a skull with a vertical bone to either side, otherwise it is a heart as originally described "that way you can keep close as you will be moving more quickly than we shall be."

Continuing forward down the ___ passageway [ooc]once it is revealed to us characters[\ooc].

Moving half speed for stealth and perception purposes. Jean is armed with dagger in left hand and rapier drawn in right for poking and prodding purposes if need be.

Stealth 1d20 + 10 ⇒ (11) + 10 = 21
Perception 1d20 + 12 ⇒ (16) + 12 = 28
Survival for tracks + 2 vs human 1d20 + 6 ⇒ (6) + 6 = 12

After leaving the party Jean will whisper to Corvus, "I appreciate you coming. You're quiet and I know you can be handy if we come into a tight spot and I'd rather not be all alone in this place, not with so much at stake. The others are depending on us to get them through here safe, so keep your eyes peeled and try to not make much noise."


György tries to quickly clap his hand over Mukluk's mouth, then looks around, "Three times. Thank Desna. It must be an old wives' tale."

He listens to Jean's plan, "Thirty minutes. Are you sure it wouldn't be better to try one or two?"


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Sir Gavin, feeling glum at having to park Sovereign outside the tower said; "We already know the bird creatures are here somewhere. It would be safer to move together."


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"If you wait 30, you will actually only be 10-15 minutes behind us. Plenty of time for us to come running back if there's trouble...or for you to swoop in for the rescue." Jean smiles at the last and winks at Mukluk.

"At this time we don't think they, whoever 'they' may be, know we are here. I'd like to keep it that way as long as possible. Let us see what we are up against. Birds frequently have very good hearing and eyesight..." Jean looks at Treygan and Sir Gavin "I'd rather not chance them setting an ambush for us."


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Treygan's eyes narrow at the mention of Pazuzu. "Be careful, you two. If evil has claimed this castle, we must do what is necessary to liberate it, and to help Ameiko. It also makes me far more on edge about what's happening to her. Don't take any unecessary risks either." Treygan recalls his soldier training and the embarassment at being told similar words.


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Mukluk looks as Jean describes his plan to go off. He hesitates in saying anything.

"Uh...maybe...uh...together..." Mukluk mumbles.

Would prefer to stick together and push together (that is, everyone makes an effort to keep things going forward), however, fine with a bit of scouting.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Ok hang back 10 min and be 5 min behind us


Map

For the night before and your level-up, I've adjusted scores accordingly with your respective NPCs. You will be coming into the area from the north. Map Compass is standard for this map.

As you continue deeper back into the cavern you hear voices. Some are human voices, usually crying or begging for mercy. Others are children's voices. Some are your own. Following the glowing skull and crossbones marks left behind by Jean leads you to the cavern's edge as well where you watch as a Ray of energy barrels down on Corvus.

Meanwhile in the cavern, it's hard for either Jean or Corvus to miss. A large shadowy figure notes their arrival and darts upward towards the ceiling - almost as if it were flying. He is a massive, terrible cross between a demon and a squid, with a huge mouth holding row after row of dagger-like teeth, and two long tentacles that end in blades the size of scimitars. Numerous smaller tentacles - eight in total - hang below these , and bat wings that seem more a deformity than anything used for flying adorn its back. He does not appear to be friendly towards you as he fires a ray down at Corvus, but narrowly misses.

Knowledge Dungeoneering or Planes (DC 21):

The creature appears to be some sort of fiendish variation of a decapus.

There are bones where the creature sat a moment ago. Some human, some appear elven. Others are from a variety of other creatures. As you and Corvus take cover, you disturb the bone pile where you can make out a half-open box gripped tightly in the hands of an elven skeleton. Scattered on the ground are six strange-looking crystals. There appear to have been more at one point, but the six are all that remain. are other baubles, but you're forced to dodge another attack as the beast attacks again.

Knowledge: Nature/Dungeoneering (DC 16):

The other bones you identify as a mixture of troglodyte bones and those of the bird-like corbies.

Knowledge Arcana DC 17:

These crystals are rumored to be exotic enhancement crystals that, once attached to the weapon of your choice, magically increase the power of your chosen weapon. These particular crystals are weak, granting only a +1 bonus, but there are rumors that more powerful crystals exist.

To the others watching on as the creature bombards Jean and Corvus, it does not appear to have seen you. (Everyone but the Beastie is in the surprise round. However, the creature is not considered flat-footed in this instance.)

Round One

Initiative:

Mukluk - 1d20 + 1 ⇒ (20) + 1 = 21
Jean - 1d20 + 6 ⇒ (6) + 6 = 12
Gyorgy - 1d20 + 6 ⇒ (6) + 6 = 12
Sir Gavin - 1d20 + 2 ⇒ (10) + 2 = 12
Treygan - 1d20 + 0 ⇒ (8) + 0 = 8
Corvus - 1d20 + 2 ⇒ (10) + 2 = 12
Beastie - 1d20 + 7 ⇒ (18) + 7 = 25


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Surprise____________

Sir Gavin grasps that this is a monster to be destroyed. He pulls his throwing axe and throws.
throwing axe: 1d20 + 6 ⇒ (11) + 6 = 17 for a possible 1d6 + 3 ⇒ (6) + 3 = 9 slashing damage.

Round 1_____________
"Flee creature! Flee for your life! For you face a Knight of the Sword!" Declaimed Sir Gavin loudly as he strode forward drawing his sword.

If he makes contact with enough time for a standard action, he will attack.
Longsword attack: 1d20 + 7 ⇒ (8) + 7 = 15 for a possible 1d8 + 3 ⇒ (7) + 3 = 10 slashing damage.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

When my initiative comes up

Surprise round: Throwing a dagger at the creature on the ceiling.

Dagger 1d20 + 7 ⇒ (12) + 7 = 19
Damage 1d4 + 1 ⇒ (1) + 1 = 2

Shouting to the others as they come in..."Spears, harpoons, a trident...anything to keep this kraken at bay! Watch out for it's reach!"

Round 1: Tumbling away to get his back to a wall, drawing another dagger along the way.
Acrobatics 1d20 + 14 ⇒ (5) + 14 = 19

Throwing a dagger at the creature on the ceiling.

Dagger 1d20 + 7 ⇒ (2) + 7 = 9
Damage 1d4 + 1 ⇒ (3) + 1 = 4


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Surprise Round

Stats:

HP 36/36
AC 16 T8 FF14 CMD 17
F/R/W 9/4/7
Smite Evil 2/2
Lay on Hands 7/7
-> 2d6 for LOH, 2d6 for Channel
Spells
1st - Bless Weapon
Effects

Treygan focuses his sight upon the creature, attempting to discern it's nature.

Use my surprise standard down to a move to use Detect Evil on it for the full version. If it's evil, Treygan will let everyone know.

Round 1

Treygan moves forward, pulling out his bow as he goes and unleashes an arrow at the creature. "Does anyone know what this thing is?"

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 ⇒ 1


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Surprise Round

Mukluk looks on at the creature.

"Ugh...that ain't good," Mukluk says, unable to figure out what it is. Mukluk moves 20' closer.

Round 1, Init 21

Mukluk puts away his pick, draws his light crossbow as he moves 20' closer and under cover (if any). Not sure how far ahead Jean/Corvus are. Do whatever makes sense, knowing that Mukluk wouldn't plant himself in the middle of combat.


Surprise Round, Initiative 12

Hearing trouble ahead, György brings a hand to his Desnan tattoo and calls out, "Lady, light the way ahead of us and lend strength to my friends in this battle!"
Standard Action: Use sermonic performance to inspire courage: +1 to attack and damage rolls; +1 morale bonus on saves against fear and charm effects.
10/11 rounds remain.

Since I act before Sir Gavin, that gives him a 18 on the attack roll and 10 on the damage roll in the surprise round.

Jean and I are tied, so technically you should reroll us. If you rule that I'm ahead of him and that I'm close enough to inspire, he gets a 20 on his attack roll and 3 on his damage roll.

No effect in surprise round for Mukluk or Treygan.

Corvus, when you go, remember to include the inspire if you're within range. I do act before you.

Round 1, Initiative 12

György rushes forward to help with the battle.
Free Action: Continue to inspire courage. 9/11 rounds remain.
Move Action: Move 40' closer to battle. Hopefully that is close enough.

GM Beazy: I need a clarification on how high this thing is before I can give you my Standard for Round 1. Is it too high for melee even with a reach weapon?


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Apologies for being so late...

Knowledge (planes): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (dungeoneering): 1d20 + 11 ⇒ (12) + 11 = 23

Corvus stares at the creature. "Decapus, decapus, what do I know about a decapus?" Other than its tentacles - which she can clearly see - she can't think of anything helpful, other than trying to keep out of its range.

Knowledge (arcana): 1d20 + 11 ⇒ (18) + 11 = 29

Corvus notes the crystals but has more pressing matters in hand.

Surprise Round

Corvus looks to keep as much distance between herself and the creature as she can and lets loose an arrow.

Longbow: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 171d8 + 1 ⇒ (7) + 1 = 8

Round One

Corvus lets loose another arrow.

Longbow: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d8 + 1 ⇒ (3) + 1 = 4


Wow, that is a lot of twelves. I didn’t notice that before. For the purpose of teamwork, I’ll rule that Gyorgy is before Jean so that Jean and the rest of the party can benefit from Gyorgy’s bonuses. I’ll also place Corvus after Sir Gavin for flavor purposes. Corvus seems to be extremely analytical to me, so I picture her sizing up the situation and reacting half a second later than everyone else does. For this situation only, I attribute that to her Knowledge check.

Also, the cavern ceiling is 50’ high. This is due to the western edge of the area having two cliffs – each one 20’ in height and scaling one atop the next.

Initiative:

Beastie – 25
Mukluk – 21
Gyorgy – 12.1
Jean – 12.2
Sir Gavin – 12.3
Corvus – 12.4
Treygan – 8

The beast breaks from its perch and swoops down within melee range of the group, swiping at it’s enemies, but unable to connect. It appears to become enraged when it does miss and continues to lash out wildly. Mukluk seeing this, stows his pick, draws his crossbow, and cautiously moves to take cover behind a rock formation, keeping as best he can out of range of the beast’s rays, tentacles, and ire. ”This ain’t good,” the dwarven wanderer mutters.

Mukluk - Spellcraft (DC 17):

You recognize the rays that the strange beast is firing to be fiery rays – specifically Scorching Ray.

Hearing trouble ahead, Gyorgy heads forward, ducking behind a rocky outcropping in between Mukluk’s and Corvus and Jean’s. Bringing a hand to his holy tattoo and calling forth blessings from Desna to aid them, Desna works her will through Gyorgy’s voice, granting her righteous his answer, and empowering his allies with strength and resolve. (I’ll insert your Round 1 action here and retcon where necessary. If you didn’t catch it up top, the ceiling is 50’ high, but the beast is now currently within melee range.)

Jean tosses a dagger at the creature above and buries the blade deep into the beast’s flesh (applying bonuses and penalties where necessary) causing it to cry out in rage. ”Spears, harpoons, a trident… Anything to keep this kraken at bay!” Jean shouts to the others, leaping backward to get a good position against a wall, simultaneously drawing another dagger as he does.

Sir Gavin grasps the handle of a throwing axe and flings the weapon up and outward. It barely misses the creature, clanging against the ceiling and falling back to the floor mere feet from Gavin’s foot. ”Flee creature for you face a Knight of the Sword!” he cries out, striding forth with his sword valiantly as the beast nears his allies. His longsword clashes against the rock formation near Gyorgy and bounces off, missing the beast by inches.

Taking a moment to recall where she’d heard a creature looking similar, a look of realization dawns on Corvus’ face before she’s forced to duck another tentacle. As she does, she falls close to the strange crystals on the ground before pulling herself back up. Like Jean, she backs away from the area, unleashing the fury of her longbow as she does – a pair of arrows colliding not once but twice as she does.

Pulling out his bow as well, Treygan first engages his holy powers, detecting the vileness that surrounds this creature and determining it to be evil. Calling out so that everyone knows, Treygan lets fly an arrow that pierces into the strange floating monstrosity in much the same way as his compatriot’s arrows.

All those looking to be within melee range at the end of Round 1 are. Mukluk, you and Corvus are 30' away from the beast (just enough to be within Gyorgy's performance bubble). Jean, you're 15' away and also within Gyorgy's range.


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Round 2, Init 21

Mukluk curses that his crossbow is out now that the beast is on the ground. Stowing his crossbow (move), Mukuk moves another 20' closer to the action drawing his pick as he moves.

1d20 + 8 ⇒ (10) + 8 = 18 Spellcraft

"Watch for its heat rays!"


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Since it is ground level and in melee range.

Jean will tumble up to it (half speed) into a flanking position with Sir Gavin.

Acrobatics 1d20 + 14 ⇒ (7) + 14 = 21

Then stab the beast with his rapier.

Rapier 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22 Attack Bonus+Flanking+Gyorgi
Damage 1d6 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + (2, 6) = 13 Rapier+Str+Gyorgi+Sneak Attack


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Effects: Inspire Courage +1

Round 2____________

Sir Gavin steps forward and attacks as the creature comes into range.
Longsword attack: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 for a possible 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5 slashing damage.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Round two

Corvus keeps it simple, if it works - keep doing it. With that philosophy in mind she fires off another arrow.

Longbow: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 91d8 + 1 ⇒ (8) + 1 = 9


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Round 2

Stats:

HP 36/36
AC 16 T8 FF14 CMD 17
F/R/W 9/4/7
Smite Evil 2/2
Lay on Hands 7/7
-> 2d6 for LOH, 2d6 for Channel
Spells
1st - Bless Weapon
Effects
Inspire Courage

The creature close to the ground now, Treygan drops the bow and pulls out his falchion as he moves to engage in melee.

Free action to drop bow, move to move to the monster (drawing falchion as moving), standard to attack.

Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 2d4 + 10 + 1 ⇒ (4, 4) + 10 + 1 = 19


Pressing on. Gyorgy, I'll add your actions in if you post.

After suffering a small bit of damage, the beast retaliates with it's mass of writhing tentacles. Lashing out at Jean, the bringer of its pain, only two of its tentacles connect (12 damage, Jean).

The party cycles through another range of motion as Mukluk identifies the beasts' Scorching Ray but is unable to pinpoint the beasts' ability to manifest such power. Jean's nimble moves again overpower the beast as the elf dodges a slew of tentacles and retaliates with his rapier, piercing the beast yet again. Unfortunately, he is the only one who succeeds in his attack this round.

End Round Two


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Effects: Inspire Courage +1

Round 3____________

Sir Gavin steps forward and attacks as the creature comes into range again.
Longsword attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 for a possible 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 slashing damage.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Glad she has kept out of his range, Corvus is also a little guilty when Jean is hit by the tentacles, Corvus continues with her ranged attack.

Round three

Corvus put out of her mind the missed shot as she calmly fires off another arrow.

Longbow: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d8 + 1 ⇒ (2) + 1 = 3


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Stab the beast with his rapier again.

Rapier 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25 Attack Bonus+Flanking+Gyorgi
Damage 1d6 + 1 + 1 + 2d6 ⇒ (1) + 1 + 1 + (1, 1) = 5 Rapier+Str+Gyorgi+Sneak Attack

Wow, what horrible damage...


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Round 3

Stats:

HP 36/36
AC 16 T8 FF14 CMD 17
F/R/W 9/4/7
Smite Evil 2/2
Lay on Hands 7/7
-> 2d6 for LOH, 2d6 for Channel
Spells
1st - Bless Weapon
Effects
Inspire Courage

Treygan brings his blade about for another attempt at the creature.

Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 2d4 + 10 + 1 ⇒ (1, 4) + 10 + 1 = 16


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Round 3, Init 21

Mukluk moves forward to see his team murderizing the squidface.

"That's good work, it is. You're doing it like dwarves would do it! That's a fine hit now, Gavin. We'll make a knight of you yet."

Mukluk moves to behind Gavin and gives him a bit more inspiration.

Gavin: +2 to Strength for the next 2 rounds.

Corvus, do not forget firing-into-combat penalties.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Honestly can't see the map, so don't know what I'm firing into. GM, I'm relying on you to modify my rolls if you know I don't have a clear line of sight. In my head it's a big creature we're tackling and I'm not anticipating people getting in the way - but let me know.


If there are penalties, I'll calculate them as needed. I'm still struggling with trying to find a good way to output the map and tokens, so I apologize to everyone for that. Right now the beast is large enough, as Corvus said, to be able to be attacked without penalties or moving her. I could always just say she's standing on one of the rocks too. =P

After another round of blows, the beast is looking a bit worse for the wear though not wholly defeated. A few of the beast's tentacles appear to have fallen limp under the weight of the party's might. Gyorgy maintains his inspiring sermon and in doing so empowers his allies with Desnan strength. With this strength and that encouragement provided from Mukluk, Sir Gavin strikes the telling blow this round, matched almost as much in honor as Treygan. Corvus shifts her position slightly behind the rock to better improve her aim (no movement involved) and let's fly another barrage of arrows. While her onslaught finds it's mark, it appears to do little good against the beast. Jean manages to find a chink in the beast's tough hide, but doesn't manage to give his blade enough oomph to do any lasting damage.

End Round Three

The beast raises it's remaining tentacles to attack shifts focus to Sir Gavin at this time. Bringing it's full wrath down upon the Knight on the Sword. Of the six remaining tentacles, half find their mark, but only one really seems to do any significant damage to Sir Gavin (8, 1, 2 = 11 damage).


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Stab the beast with his rapier again. Hopefully a final time...

Rapier 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26 Attack Bonus+Flanking+Gyorgi
Damage 1d6 + 1 + 1 + 2d6 ⇒ (2) + 1 + 1 + (6, 2) = 12 Rapier+Str+Gyorgi+Sneak Attack


Sorry to disappear folks. Had a rough week at work.
Round 1 Standard Action: Cast bull's strength on himself.
Round 2 Free Action: Continue to inspire courage. 8/11 rounds remain.
Round 2 Standard Action: Attack 1d20 + 10 ⇒ (1) + 10 = 11
Damage 1d8 + 8 ⇒ (4) + 8 = 12
Round 3 Free Action: Continue to inspire courage. 7/11 rounds remain.
Round 3 Standard Action: Attack 1d20 + 10 ⇒ (10) + 10 = 20
Damage 1d8 + 8 ⇒ (4) + 8 = 12


No worries. Hope everything's better for now.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus hopes the slight shift of position has lasting consequences as once more she fires off an arrow.

Longbow: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 141d8 + 1 ⇒ (1) + 1 = 2


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Round 4, Init 21

Mukluk steps into combat with the squidface, giving it a whack of his cold iron heavy pick. Stepping into flank if he can get it.

1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 to hit; (flank, bard)
1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 damage. (bard)

Gavin: 1 more round of +2 to Strength. (1/6)


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Effects: Inspire Courage +1, +2 to ST

Round 4____________Init 12

Sir Gavin again attacks as the creature comes into range.
Longsword attack: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15 for a possible 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7 slashing damage.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Again Stab the beast with his rapier.

Rapier 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22 Attack Bonus+Flanking+Gyorgi
Damage 1d6 + 1 + 1 + 2d6 ⇒ (1) + 1 + 1 + (4, 2) = 9 Rapier+Str+Gyorgi+Sneak Attack


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Round 2

Stats:

HP 36/36
AC 16 T8 FF14 CMD 17
F/R/W 9/4/7
Smite Evil 2/2
Lay on Hands 7/7
-> 2d6 for LOH, 2d6 for Channel
Spells
1st - Bless Weapon
Effects
Inspire Courage

Treygan keeps up his attack on the creature.

Attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 2d4 + 10 + 1 ⇒ (2, 1) + 10 + 1 = 14

Attack CC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage CD: 2d4 + 10 + 1 ⇒ (2, 3) + 10 + 1 = 16


With a dedicated push, The rest of the party provides ample distraction towards this strange entity while Jean and Treygan release a final onslaught that overwhelms the enemy. Jean's rapier finds several critical points to slip in between the beast's defensive skin and touch soft flesh, coating it in an ebon fluid likely to be the beast's blood. The ease at which his blade pierces the beastie is a sigh of relief for Jean as it also gives Treygan a chance to plan his attack. Taking an extra second to relax and focus his aim, Treygan's blade tastes the flesh surrounding Jean's rapier which Jean removes the moment his allies' blade connects. The falchion digs deep, rending the skin and flaying flesh. Connecting with some sort of fell magic inside, Treygan provides the last push needed to kill the beast, coating his blade not only in blood but also in same strange ebon ichor that courses over Jean's blade.

As the beast falls, it uses it's last breath to scream in agony. "Father! Help! Faaaathhhherrrr! Pazuzu!". Then all is silent in the cavern.

Upon investigation of the creature's body, you find an intricate gold headband decorated with several small blue and deep purple gemstones and the Wand of Scorching Ray (identified by Mukluk earlier). Further investigation around the cavern reveals the remnants of an egg - leathery, moist, and strangely still pulsing. A small hoard of treasure sits on a flat rock at the far end of the room. This hoard consists of a tower shield bearing the artwork of Castle Brinewall drawn in Far Eastern style. Valiantly keeping watch over the castle is an image of a samurai sitting astride his steed, an ornate starknife with Desnan runes along the four blades, a ring of Dwarven forge, a necklace with a single white pearl dangling from its chain, a canvas bag with a starry sky portrayed upon it, and an assortment of gems, jewels, and coins worth a total of 2460 gold (Gems & Jewels = 840, Coins = 1620). All items appear magical when viewed with Detect Magic.

Beyond the loot there are two additional items of interest. The first of these is a darkwood-and-silver disc decorated with an intricate etching of Brinewall under the midnight moon. This disc radiates faint transmutation magic when observed using the appropriate magic. The second item is a stone statuette of Pazuzu depicting the demon lord as a bird-headed, four winged humanoid with his right arm raised. This item also radiates magic.

Finally there are the crystals from before though two must've been destroyed during the fight as now there are only four.

All those seeking to identify the magic items, copy/paste me a whopping five Spellcraft checks.


Male Dwarf
Moose:
Arc +7, Heal +6, Geog +5, Local/Nat +8, Perc +10

Mukluk grunts as the squidbeast falls.

"Yeah, there we go. Yer fightin' like dwarves now!" Mukluk says as he plunges his cold iron pick into the beast's skull.

4d6 + 8 ⇒ (4, 4, 2, 1) + 8 = 19 damage - coup de squide

"Sometimes they get back up," Mukluk says while putting his boot on the beast's head and using that leverage to inch out his stuck pick. "I don't like it when they get back up."

When his pick is free, he will clean it and begin the fun process of Detecting Magic and sorting through the creature's sizable load of goodies.

1d20 + 9 ⇒ (15) + 9 = 24 Know (Arcana) - the crystals (vs. DC 17)

Mukluk gathers up the items of magic and begins to sort through them...

1d20 + 11 ⇒ (5) + 11 = 16 Spellcraft #1
1d20 + 11 ⇒ (4) + 11 = 15 Spellcraft #2
1d20 + 11 ⇒ (20) + 11 = 31 Spellcraft #3
1d20 + 11 ⇒ (7) + 11 = 18 Spellcraft #4
1d20 + 11 ⇒ (14) + 11 = 25 Spellcraft #5

"Hmmm...uh huh...oh yeah...uh huh...this makes sense...not it doesn't..." Mukluk mumbles to himself, trying to talk himself through what he sees.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"Heya uh Muk, don't forget that egg over there..."

Glancing at Treygan and around at everyone, "Well that was fun...I uhm suppose I'll just uhm ahh peek a-round the room...a bit..." Jean staggers to the wall, using it to support himself...looks down at his wounds, a kind of shocked look on his face. He looks up at the rest of the group, "Oww...? And that is why I don't eat kalamari."

Spoiler:
Jean isn't that bad, injured but not grievously, he's just not used to getting hurt...at least in a fight for a good reason or in defense of others.

Status: HP 20/32

Jean will wipe off his blade and then begin checking around the room and glancing down the exits.

Perception 1d20 + 12 ⇒ (9) + 12 = 21

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