K01 (Kingdoms of the Seven Continents) (Inactive)

Game Master stardust

The Continent of Flangrica
Kingdoms of Flangrica


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Male Elf Cavalier (2) Summoner (1)

I roll gauno... GAHHHH!!!!!!

After finding absolutely nothing, Torcan will spend his day fishing.

Prof:Fishing: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15

YAY!


Those who attend the performance,

The Silver Harpists are a group of seven beautiful elven women who play, most reasonably, harps, and sometimes singing in harmony. At least one must be a mage, for she plays a four-hand harp with the aid of an invisible servant.

Since it seems like very few people from the group came to the performance, we'll say nothing unusual happened, and the show was a success. Moving on.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Then on the morning we will resume traveling


Male Elf Cavalier (2) Summoner (1)

Agreed.


RETIRED Spitespawn Tiefling Antipaladin (Lord of Darkness) 3

Sanar's ready to continue.


Male Elf Cavalier (2) Summoner (1)

Do we get really cool send-off music?


Indifferent Half-Elf Oracle of Bones 3

Yes.


Nice Ellis. Sorry, I was sick today, I'll have the next post up tomorrow.


The safest route to the High Forest of Mirgilaura passes by the Citadel of Eresorgould, a 16 day journey. Costs are normal in Amgilaura and the surrounding hexes, so restocking for supplies should be easier now.

GM Screen:

1d6 ⇒ 1

The roads along the river are lowly populated, lower than is normal, and the smoke from the northern forests continues to indicate that something is out of the ordinary in this part of Lin~Sharel. The further east one travels, the more signs of the Verdigris Resistance are present. Silverhelm knights are seen in more than one occasion, most of them bearing the white and blue banners of Eresorgould.

The path towards the Citadel that breaks from the main road is thinner than expected, but it is likely that the cavalry moves through the forest in single file formation. It will take 6 days to travel through the forests to the Vale of Eresor.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Here is to hoping we don't get into any trouble !


Male Elf Cavalier (2) Summoner (1)

I'll agree to that!


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

"Are there usually troubles along these routes?"


RETIRED Spitespawn Tiefling Antipaladin (Lord of Darkness) 3

"I imagine any foe willing to attack us would either be formidable in their own right, or some kind of threatened beast."


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3
Sanar "Sawtooth" Orchraul wrote:
"I imagine any foe willing to attack us would either be formidable in their own right, or some kind of threatened beast."

"Let's not threaten them then! Better to make friends than enemies."


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

the only things we are likely to encounter while traveling toward the coast are either rebels or bandits.


Active spells:
Barkskin (30 mins)
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

"In either case I wouldn't be all that concerened." Lyraesel says with with a tone hinting towards amusement.


Male Elf Cavalier (2) Summoner (1)

and both are welcome to fall by my blade.


Male Elf Cavalier (2) Summoner (1)

Then again...

His expression is worried as he looks over at Quee, and scoots a little closer to the young Elf.


RETIRED Spitespawn Tiefling Antipaladin (Lord of Darkness) 3

"Well, my glaive's always thirsty. Let's move."


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

well i would, i like peace and quiet..


The journey is mostly uneventful; however, on the last day after the forest lightens a little, you hear a terrible screeching from the woods to the east.

Perceptions
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 6 ⇒ (6) + 6 = 12
1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (9) - 1 = 8
1d20 + 0 ⇒ (8) + 0 = 8

William and Quee notice a sudden movement in the trees as five wild boars set upon the group with squeals. (They can act in the surprise round.) The boars are about 20 feet away, once they are in plain view. This will be a description-based combat, since I still don't have good map software. I might try to use Roll20 in the future if I can understand it.

Initiative
Quee 1d20 + 3 ⇒ (20) + 3 = 23
William 1d20 + 0 ⇒ (11) + 0 = 11
Boars 1d20 + 0 ⇒ (16) + 0 = 16
----------
Torcan 1d20 + 2 ⇒ (17) + 2 = 19
Ellis 1d20 + 2 ⇒ (19) + 2 = 21
Starmauler 1d20 + 3 ⇒ (2) + 3 = 5
Lyraesel 1d20 + 1 ⇒ (2) + 1 = 3
Sanar 1d20 + 1 ⇒ (20) + 1 = 21

Post your actions please. It might be possible to outrun the boars on horseback, but I'm not sure that the dog would be able to keep up.


RETIRED Spitespawn Tiefling Antipaladin (Lord of Darkness) 3

"If these things get close to my horse, I'm sticking them."


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

since the boars act 2nd in the surprise round they will have charged before we can run away...

therefore is it very likely that the party will have to defeat them in melee combat. so depending who they are charging and what happends william will react (he is after them anyway)


Indifferent Half-Elf Oracle of Bones 3

Ellis, hearing the screeching, raises his hands while a black nimbus seems to seep form beneath the bandages on his hands, crackling with a red light.

I'm holding my move and standard actions. If a enemy charges at me, I'm preparing to use my standard action to use Inflict Light Wounds (1d8+3 negative energy damage, plus 1 bleed per round thanks to Bleeding Touch revelation), use my move to hop off my horse, and then make the touch attack.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

"We're being attacked by pigs!"

Quee's horse is pulled to a halt. He has his hand held high, hoping hasty harm is unnecessary.

However, an Arcane Ray is readied if they charge.

Arcane Ray: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d6 + 1 ⇒ (3) + 1 = 4


RETIRED Spitespawn Tiefling Antipaladin (Lord of Darkness) 3

Sanar will dismount and ready an attack should a pig approach him or his horse. (he also has reach so if a pig gets close it will likely take two attacks)


Male Elf Cavalier (2) Summoner (1)

Torcan gets off of Cirrus and readies himself, in a more defensive position, keeping his eyes on the closest one.


Male Elf Cavalier (2) Summoner (1)

I'll roll attack and damage now, I might not be here when it's my turn,

Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d8 + 4 ⇒ (2) + 4 = 6

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