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Rise of the Runelords
Game Master Bpa144

An ancient evil is awakening, and they have their sights set on the cozy town of Sandpoint. Will Sandpoint's new group of heroes be able to stand against this evil or will the be overwhelmed?



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F Aasimar Medium Outsider (Native) Cleric 1, HP 4/9, Int 0, AC 14, T 10, FF 14 , F +3, R +0, W +6, P +6

Jiesi aims her light crossbow at the boar that is threatening the group and fires a bolt.

bolt: 1d20 ⇒ 5;Damage: 1d8 ⇒ 8

Guiding her horse with her knees.


Rd1:
Jerome: Barely Misses

Prophet:Misses

Jito: Barely Misses and so does his pet

Jiessi: Also misses

Boar: The boar goes after the nearest creature, which happens to be Bala.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Aldrean:

I'm going ot just not use a map for this fight since it shouldn't be that hard.


Aldrean will pull out his Light crossbow and fire.
Attack: 1d20 ⇒ 1
Dex: 1d20 ⇒ 11
And almost loses his crossbow.


M Human Fighter 1

Jerome will drop his bow, draw his greatsword and attack!

Greatsword: 1d20 + 4 ⇒ (6) + 4 = 102d6 + 3 ⇒ (5, 4) + 3 = 12


F Aasimar Medium Outsider (Native) Cleric 1, HP 4/9, Int 0, AC 14, T 10, FF 14 , F +3, R +0, W +6, P +6

RD 2:

Guiding her horse with her knees.

Ride Check DC5: 1d20 ⇒ 13

Jiessi reloads her crossbow and shoots,

CB: 1d20 + 0 ⇒ (16) + 0 = 16;Damage: 1d8 ⇒ 8


HP 9, Init +6, AC 12, touch 12, flat-footed 10, Fort +2, Ref +3, Will +2

RND 2 if Prophet doesn't kill it on his turn.

Jito watches as the boar bears down on Bala. Luckily the tiny dino is sturdier than he may look. Nonetheless the attack is distressing and Jito rushes to his companion's aid.

dismount ride check: 1d20 + 2 ⇒ (15) + 2 = 17

The bow twangs softly once again and this time strikes true.

attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 ⇒ 5

Bala now realizing the threat outweighs his hunger attempts to defend himself and bites for the boar.

Bala attack: 1d20 + 1 ⇒ (10) + 1 = 11
Bala damage: 1d3 - 1 ⇒ (3) - 1 = 2

But he misses yet again and decides retreat may be the best option.
Moves back to Jito for protection.


F Aasimar Medium Outsider (Native) Cleric 1, HP 4/9, Int 0, AC 14, T 10, FF 14 , F +3, R +0, W +6, P +6
Vrajitoare "Jito" Diavol wrote:

RND 2

But he misses yet again and decides retreat may be the best option.
Moves back to Jito for protection.

Your companion may want to take a 5 ft step, since he is in a threatened square. Otherwise, he will provoke an AOO. Before his attack he could have used the withdraw action, which is a full round action, to retreat.


HP 9, Init +6, AC 12, touch 12, flat-footed 10, Fort +2, Ref +3, Will +2
Jiessi Denisse wrote:
Vrajitoare "Jito" Diavol wrote:

RND 2

But he misses yet again and decides retreat may be the best option.
Moves back to Jito for protection.

Your companion may want to take a 5 ft step, since he is in a threatened square. Otherwise, he will provoke an AOO. Before his attack he could have used the withdraw action, which is a full round action, to retreat.

Crap! You're right. But I've already posted so I suppose I'll risk it. Prophet might do enough damage before me, so that my attack finishes the boar. I hope!


F Aasimar Medium Outsider (Native) Cleric 1, HP 4/9, Int 0, AC 14, T 10, FF 14 , F +3, R +0, W +6, P +6

What is the current status of the boar? Is he still alive?


The boar is still up at this moment. Remeber that Jerome entered meele with the boar so both Jito and Jiessi take a -4 to their attacks. That causes only Jito to hit.


M Human Fighter 1

Jerome kills the board and hefts the beast high!

We will certainly be eating well tonight!


F Aasimar Medium Outsider (Native) Cleric 1, HP 4/9, Int 0, AC 14, T 10, FF 14 , F +3, R +0, W +6, P +6

RD 3:

Continuing to guide her horse with her knees.

Ride Check DC5: 1d20 ⇒ 17

Jiessi reloads her crossbow and shoots,

CB: 1d20 + 0 - 4 ⇒ (3) + 0 - 4 = -1;Damage: 1d8 ⇒ 4

shooting in melee -4

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