Mothman's Jade Regent

Game Master Mothman

Jade Regent Adventure Path
Licktoad village map


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Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn will start at K8 near Marc.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


Initiative:

Yumiko: 16 – W5 (hidden)
Jasminder: 15+ (surprised) – L8
Tannithil: 15 (surprised) – N8
Marc: 14 (surprised) – L9
Haelynn: 11 (surprised) – K8
Grendel: 8 (surprised) – W4
Creature: 6
Xargin: 5 (surprised) – M9

Map updated.


Yumiko.


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

Yumiko 5-foot steps onto the path at V6, and fires at the creature while everyone else is making confounded-faces.

Ranged Touch vs. Flat-Footed: 1d20 + 3 ⇒ (18) + 3 = 211d10 ⇒ 3

BLAM! The crack of a musket interrupts the creature's lunge.

"Nonesuch, tha fetid, acrasial whoreson!"


The ~BANG~ of Yumiko’s weapon causes birds to fly up from the canopy, calling loudly. The creature half turns at the sound, then a second later a red flower blossoms at its shoulder and it lets out a keening cry of mixed pain and rage. It glances back and seems to notice Yumiko standing on the path, but then looks back to focus its ire on the nearest threat – Tannithil. Working its awful three part jaw, the creature jabbers something at the elven warrior in an unintelligible language, slashing at the air with its ransuer in an unmistakable show of menace.

Intimidate attempt to demoralise towards Tannithil: 1d20 + 8 ⇒ (9) + 8 = 17 vs DC 12.

Tannithil is shaken for 2 rounds.


That's it for the surprise round, so it is Yumiko again in Round 1.


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

Move action to reload and standard action to fire again.

Ranged Touch: 1d20 + 3 ⇒ (2) + 3 = 51d10 ⇒ 1

Yumiko' weapon fizzes ineffectually and the musket ball drops to her feet with a weak "plop".


Jasminder, Tannithil, then Marc.


Male Human Fighter / 3

I've been jumping in for Jasminder and Tannithil so far but certainly feel free to do so. Haven't played either class before so not sure if I'm using them particularly well! They both posted attacks on page 6

Jasminder rushes forward, pushing past Tannithil to attack the creature.

Move to 07 and attack with claw.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Fighter / 3

It takes all of Tannithil's nerve not to turn and run, but his strict discipline takes over, and despite his fear he steps forward and attacks the creature with his Katana.

Move to 08 and attack. Can 5ft step to P8 next turn to make room for someone else if needed
Attack: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


As Jasminder moves forward to attack, the monster attempts to spear her with the barbed polearm it wields. AoO: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 2d4 + 1 ⇒ (3, 1) + 1 = 5


Jasminder's claws do not penetrate the creature's patchwork armour or thick hide. Unnerved by the monster, Tannithil's strike is clumsy and easily avoided.

Marc.


Marc rushes forward hot on Jasminder's heels to help Tannithil against the creature. When he finds his way blocked, he bustles through the undergrowth, moving into position to get a clearer view of it.

Marc will move to O5.


Haelynn.


Haelynn and/or Grendel.


Male Halfling Rogue (Scout)/1

Grendel continues to creep forward, to the edge of the path, before taking a shot at the creature with his sling.

attack: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d3 ⇒ 1
sneak attack: 1d6 ⇒ 1

Grendel moves to V5. Assuming I was hidden, but if not ignore the sneak attack damage. I applied a -4 for shooting into combat.


I'll put Grendel in U5, which keeps him in cover but puts him more comfortably within 30 feet for a ranged sneak attack.

Grendel's sling stone catches the creature in the back of the head, but appears to do little damage.


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Gripping her longspear, the white's of her knuckles standing out against her tan skin, Haelynn stabs at the creature.

Attack: 1d20 + 1 ⇒ (5) + 1 = 6


I’ll put Haelynn in N8 to attack with her longspear.

Haelynn thrusts her spear at the horror, but Jasminder and Tannithil crowd in front of her and she cannot get a clear hit in.


The monster opens its tri-part jaw and roars as it assailed from multiple sides. It draws itself up to its full height, and the bunched muscles below its pale skin bulge. It suddenly thrusts its head forward in an attempt to bite Jasminder, then takes a step back to stab at her with its barbed spear.

Free action: rage. Full attack with five foot step in the middle to . Bite: 1d20 + 1 ⇒ (17) + 1 = 18 damage: 1d6 + 1 ⇒ (1) + 1 = 2 If the bite hits, Jasminder must make a DC 12 Will save or be sickened for 1d6 ⇒ 1 minutes.
Ranseur: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11


Xargin.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin starts to sing, a martial war chant written to inspire people to acts of bravery.

Inspire Courage is up. +1 to saving throws against fear and charm effects, and to attack and damage rolls for all. I'd also like to see if I can figure out what this thing is, what knowledge should I roll Mothman?


Try dungeoneering and/or local.


Xargin's martial tune fills the air.

And Yumiko is up.


Male Musetouched (Azata-blooded Aasimar) Bard 1

As he sings, Xargin tries to recall if he's ever seen mention or heard anyone speak of this type of bizarre creature before...

Knowledge (Local): 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge (Dungeoneering): 1d20 + 3 ⇒ (20) + 3 = 23


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

READY! FIRE! AIM! SING!!

Ranged Touch: 1d20 + 3 + 1 - 4 ⇒ (12) + 3 + 1 - 4 = 121d10 + 1 ⇒ (6) + 1 = 7

Includes -4 penalty for firing into melee.


Male Human Fighter / 3

Jasminder:
Will Save: 1d20 + 2 ⇒ (5) + 2 = 7 She gets +1 v poison, not sure if that applies to the bite, though with that roll it doesn't matter. Sickened for 1 minute, though half the penalties cancelled by Inspire courage

Jasminder screams in shock as the things teeth tear through her protective gear. She still has enough presence of mind to side step the next attack, despite the wave of nausea that causes her head to spin.

She feels her own rage starting to build, and gives her anger full reign. She slashes out with her claws, her scream turned to a battle cry.

Free Action: Enter Blood Rage and 5ft Step to P7
Attack: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20
Damage: 1d6 + 3 - 1 ⇒ (3) + 3 - 1 = 5

Attack: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Damage: 1d6 + 3 - 1 ⇒ (1) + 3 - 1 = 3


Male Human Fighter / 3

Still shaken, but determined to make a better showing of himself, Tannithil moves forward again, bracing for an attack even as he launches his own.

Move to P8, attack

Attack: 1d20 + 4 - 2 + 1 ⇒ (8) + 4 - 2 + 1 = 11
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Male Human Fighter / 3

It doesn't look like Jasminder was healed after the last fight, so with one nights rest (+1 hp right Moth?) she is currently on 7 (5 not including the bonus due to rage)


Yumiko’s bullet hits the creature in the back. The thing staggers for a moment as blood begins to ooze, but it otherwise ignores the wound. From the front, Jasminder tears into the monster with her claws.

Seeing Tannithil somewhat bogged down as he moves through the undergrowth beside the path, the creature stabs at him with its polearm. AoO: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11


Brashen Trell wrote:
It doesn't look like Jasminder was healed after the last fight, so with one nights rest (+1 hp right Moth?) she is currently on 7 (5 not including the bonus due to rage)

Not sure if she was healed, but everyone got back 1 hit point from sleeping.


Xargin:
You wonder if this might be the infamous Soggy River Monster? Either way, you recognise it (from stories) as the same sort of creature that some local adventurers fought in an ancient ruin near Sandpoint several years ago. The adventurers called the creature a ‘sinspawn’, a monstrous relic of a bygone age; according to their tale, the creature seemed resistant to magic, especially of the type that affected the mind.


Marc.


Marc! (Haelynn and Grendel can post too).


Male Halfling Rogue (Scout)/1

Grendel curses at the press of combatants around the creature, realising he will be hard pressed to land any meaningful shots in these conditions. He drops his sling and moves towards the creature, drawing his rapier as he goes.

Move to R7, flank attack
Attack: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
Damage: 1d4 + 1d6 ⇒ (4) + (1) = 5


Buoyed by Xargin's inspiring song, Marc grips the Lucerne Hammer at the end of it's shaft and swings in at the creature from the left side, the weapon reaching out across the water between them.

Lucerne Hammer: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 211d12 + 2 + 1 ⇒ (12) + 2 + 1 = 15


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn stabs at the creature again with her longspear.

Attack: 1d20 + 1 ⇒ (14) + 1 = 15


Haelynn Kita wrote:

Haelynn stabs at the creature again with her longspear.

[dice=Attack]1d20+1

Hit! To speed things up, roll for damage along with your hit roll.


The creature staggers under the momentum of Marc’s swing. The mighty blow would have felled most men, but this monster is made of tougher stuff. It remains standing despite having half its chest staved in by Marc’s hammer. It has barely recovered when Grendel sneaks up behind it and stabs it in the back.


Someone want to roll damage for Haelynn?


Male Human Fighter / 3

Longspear Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


The creature is now bleeding profusely from multiple wounds – it seems amazing its still standing, but somehow it is. Froth and blood spraying from its mouth, it now casts aside its weapon and attempts to tear Jasminder apart with claws and teeth.

Bite: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d6 + 3 ⇒ (1) + 3 = 4
Claw 1: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d4 + 3 ⇒ (2) + 3 = 5
Claw 2: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d4 + 3 ⇒ (3) + 3 = 6


Xargin is up.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Seeing the damage inflicted on Jasminder Xargin raises his bow and, working a brief prayer to Chucaro into his song, lets loose an arrow at the creature...

it's -4 for shooting into Melee right? I'm assuming it is, if not please adjust the result accordingly

Short Bow: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 201d6 ⇒ 6

Uh... that's a natural 20. Can someone please remind me how crits work in Pathfinder, it's been a long time


Male Human Fighter / 3

Jasminder screams as the creature bites her, but it is quickly cut off as the claws tear her armour to shreds, and she drops to the path, bleeding.

She is on -3 if rage hp still applies, -5 if not. To confirm a crit you need to roll another attack and damage, which will be added if the second attack hits as well


Xargin Kaijitsu wrote:

Seeing the damage inflicted on Jasminder Xargin raises his bow and, working a brief prayer to Chucaro into his song, lets loose an arrow at the creature...

it's -4 for shooting into Melee right? I'm assuming it is, if not please adjust the result accordingly

[Dice=Short Bow]1d20 + 3 + 1 - 4; 1d6

Uh... that's a natural 20. Can someone please remind me how crits work in Pathfinder, it's been a long time

A roll of 20 is an automatic hit and also a critical threat. Some weapons, feats, spells etc. also allow a critical threat on a 19, 18 etc. (for example, a longsword gives a critical threat on a roll of 19 or 20, but only 20 is an automatic hit), but for your bow it’s just 20.

To confirm the critical, roll the attack again with exactly the same modifiers as your original roll (so in this case they add up to 0); if this second roll is also a hit you have achieved a critical hit. Typically a critical hit gives x2 damage (so roll damage again with all the same modifiers except precision damage such as sneak attacks etc – generally you don’t add things that give an additional dice roll to damage on a critical) – this becomes your total damage for the hit. In this case your bow actually does x3 damage on a critical (bows, axes etc. typically do), so if your critical is confirmed you would roll an additional 2d6 and add them to your original damage roll (for total damage of 3d6); actually, doesn’t inspire courage add a +1 to damage as well as to hit? If so, your total damage on a critical hit would be 3d6+3.


Male Musetouched (Azata-blooded Aasimar) Bard 1

rolling my crit confirm and additional 2d6 of damage (bows are x3 apparently)

Crit Confirm: 1d20 + 3 + 1 - 4 ⇒ (13) + 3 + 1 - 4 = 132d6 ⇒ (6, 2) = 8

I completely forgot about bonus damage from Inspire Courage, so yeah, it'll either be 7 total or 17 depending on if that crit confirmed


The monster tears into Jasminder, and the tough Vishkanya drops in a gout of blood. Her attacker looks skyward, blood running from its jaws and howls in victory – and that’s when Xargin’s arrow whistles through the melee and catches it in the throat. The monster staggers backwards, tripping over Grendel, then crashes to the ground, quite obviously dead.

Crit confirmed, combat over. 114 experience points to each character.


As the creature and Jasminder almost simultaneously fall, Marc drops his hammer, drags his pack off his back. Rummaging around he finds the potion bottle within given to him by Koya prior to setting out.

He rushes to Jasminder's side, kneeling down and lifting her head as gently as possible. raising the vial to her bloodied lips, he attempts to pour the potion down her throat, careful not to spill it.

'Drink!' he implores her.

potion of cure light wounds CL4: 1d8 + 4 ⇒ (3) + 4 = 7


Marc forces Jasminder’s mouth open and, heedless of her toxic saliva, tries to pour the potion down her throat. She swallows, coughs, swallows again. Her eyes flicker, she groans and sits up as some of her wounds rapidly close or shrink. “I feel like hell,” she rasps.

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