1.) GM Edwin's Jade Regent (Inactive)

Game Master Insnare

Sandpoint and its Sandpointlers cannot get any rest from their neighbors.


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Shot Putter Funkmeister

Oh yeah, a magical shimmer on it, oops


Shot Putter Funkmeister

You guys can climb the cliff where Takeshi was, take the southwest or go back to town... Do you take the statue or destroy it?


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"The statue disturbs me, and I'd rather see it destroyed than carry it with us. Unfortunately, it's not so easy to destroy some magic items. Does anyone have some way of safely conveying such an item? Or of trying to destroy it?"


Female Changeling Barbarian 4 (Scarred Rager) (AC 15, ff 19, t 10. HP 56/56 (Rage HP 64/64). Init +0, Perception +6, DV 60ft. F +6, R +1, W +1 (+3 vs Charm, Compulsion)

Kalistrine steps forward and with a howl of hatred brings her axe down on the statue, and continues to hammer away at it until it or her axe are completely destroyed.


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I yawn. "This is borin. Lets go an check the other passage we looked at when we were debatin on fightin dis ting. Gettin real tired uv Kali flippin out on everthin in here too. She needs te put a lid on dat. Now lets go." If theres nothing further in this room I shoulder the new shield and lead the party onward to any passage we have yet to explore in this room or back to the other passage we choose not to go down earlier.


Shot Putter Funkmeister

Kali is able to destroy the statuette and you hear a squawk as it implodes.

Jorland leads the party to the earlier fork in the tunnel and brings the party after about 100 feet of twisted passage in a circle back into the room where the decapus was slain.

Continuing to explore without climbing up Takeshi's rope you continue into the southeasterly tunnel for about 200 feet and see another 20 ft cliff which in stark contrast to the one in the other room is completely dark.

So you can either climb Takeshi's rope, scale this new cliff or go back to town?


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"hmmm... the rope or the cliff into darkness? I'd rather try the rope, though I may need help with the climb, I'm not much of an athlete."


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I walk over to the rope. "Not a difficult climb to do a rope. If your steady, you can make it."


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"I'll try, of course" And she does, using the rope and all her strength.

climb: 1d20 ⇒ 13

hope that makes it with the rope


Shot Putter Funkmeister

The DC of this obstacle is 5, before the rope was 15. I am pushing it forward

Upon the last of the group scaling the cliff on the rope you are able to see beyond that the room stretches
dozens of feet to the west, supported by
stone pillars and with deep funerary
alcoves to the north and south.
The nearest end of the room seems
to have partially collapsed into
a large cavern in which faintly
glowing motes of light swirl
and dance in the air.


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"Ohhhh, it's beautiful." Ahiko casts detect magic and takes her time, scanning the area ahead, especially curious about the glowing motes in the air and the alcoves.


Shot Putter Funkmeister

Ahiko

Spoiler:
There is no magic in the room.

Continuing forward you see the room strewn with sarcophagi that seem to have been broken open and are sans bones.

Reading the various crypts you can tell this was the resting place of the former commanders of Brinewall Castle where name, date of service and aristocratic and military rank are noted in stone albeit a bit defiled.

There is an old wooden door in the eastern end of the room.

What would you like to do?


Shot Putter Funkmeister

Painted on the back of the door is a blue woman
Knowledge Religion DC 10

Spoiler:
The picture is of the Pharasma "The Lady of Graves" the goddess who shepherds Golarion's recently-departed souls to their final reward. Upon death, souls migrate to Pharasma's Boneyard in the Outer Sphere, which sits atop an impossibly tall spire that pierces the Astral Plane. Pharasma makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion.

The door is locked.


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"SHe's beautiful," says one blue skinned woman about the painting of another. *snicker*. "Who is she?"


Female Changeling Barbarian 4 (Scarred Rager) (AC 15, ff 19, t 10. HP 56/56 (Rage HP 64/64). Init +0, Perception +6, DV 60ft. F +6, R +1, W +1 (+3 vs Charm, Compulsion)

Kalistrine is still quiet and sullen as she ranges ahead of the others as they perform their investigations. She stands by the door, guarding against any threats. She listens at the door as well, slouching to press her ear against it.

Perception 1d20 + 5 ⇒ (19) + 5 = 24


Shot Putter Funkmeister

Kalistrine is unable to hear any threats beyond the door.

Liu takes the key found in the lighthouse and tries to open the door

GM Rolls

Spoiler:
1d8 ⇒ 4

Perception DC 12

Spoiler:
The rusted old key has seemed to deteriorate more with its use.

The door swings open and on either side of the is an iron curtain surrounding the door and on the opposite side of the door the blue woman wears a shroud on her body in paint.

The path continues southeast for 20 feet and there is a door on the left or due south with the path continuing due east then bending north as far as you can see.


Shot Putter Funkmeister

Do you want to open the door or continue forward?


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

Ahiko pauses to listen at the door.

perception: 1d20 + 9 ⇒ (1) + 9 = 10

She whispers to the others. "I don't hear anything... " then stands back to let another open the door if that is the decision of the group.


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I hunt around for a moment before taking the lead and moving through the door. "Alright lets do dis.


Shot Putter Funkmeister

Upon opening the door, you can see what looks to be not quite a torture chamber. This dungeon features three cells made of iron bars—one to the north and two to the south. A filthy, nestlike bed lies in the middle of the room, heaped around a central stone pillar next to what can only be a half-eaten giant centipede the size of a horse. Upon that mat sits an Ogre singing to himself in Giant taking leisurely bites of the centipede.

Giant

Spoiler:
" Me a likes this centamapede, with its legs all amackamamede, te mahe a he hehehe!"


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

How far away from the ogre am I?


Shot Putter Funkmeister

15 feet


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I will attack him.
Surprise round I huck a javelin at him
Attack:1d20 + 6 ⇒ (15) + 6 = 21 For:1d6 + 1d6 + 4 ⇒ (1) + (4) + 4 = 9

If in round one the ogre has the initiative and moves to attack me. I quick draw my battle axe and attack 1d20 + 5 ⇒ (4) + 5 = 9 For:1d8 + 3 ⇒ (6) + 3 = 9

If I have the initiative
Then in round one I full attack with javelins
Attack 1:1d20 + 4 ⇒ (19) + 4 = 23 For:1d6 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
Attack 2 1d20 + 4 ⇒ (2) + 4 = 6 For:1d6 + 1d6 + 4 ⇒ (1) + (4) + 4 = 9


Shot Putter Funkmeister

Jorland rushes into the room and tosses a javelin and strikes the Ogre squarely.

Initiative: Jorland 1d20 + 3 ⇒ (11) + 3 = 14, Ahiko 1d20 + 1 ⇒ (15) + 1 = 16, Kalistrine 1d20 ⇒ 18, Takeshi 1d20 + 2 ⇒ (20) + 2 = 22, Ogre 1d20 + 1 ⇒ (16) + 1 = 17

Round 1
Takeshi, Kalistrine, Ogre, Ahiko, Jorland


    Male human (Tien) Magus (Kensai) 4
HP 5/26 {effects: none} | AC 20 Tch 20 FF 10 | F +5, R +2, W +4 | Init +2 | Perc +2
Dailies:
Arcane Pool 6/6

Do we all get a surprise action? Or do we just begin at round 1?


Shot Putter Funkmeister

It seems to me that the surprise is both on the ogre and the group, you could have talked to him, oh well yes round 1


    Male human (Tien) Magus (Kensai) 4
HP 5/26 {effects: none} | AC 20 Tch 20 FF 10 | F +5, R +2, W +4 | Init +2 | Perc +2
Dailies:
Arcane Pool 6/6

Takeshi moves in to attack with his katana, shifting his stance.

Move action: Move to ogre, since it's still flat-footed, no AoO.
Swift action: Crane stance.
Standard action: Attack defensively.

Attack defensively: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Status:

HP: 24/24
AC: 20

Arcane Pool: 3/4


Shot Putter Funkmeister

Takeshi attacks the monster misses his aim just slightly and strikes the pillar instead.

Kalistrine


Female Changeling Barbarian 4 (Scarred Rager) (AC 15, ff 19, t 10. HP 56/56 (Rage HP 64/64). Init +0, Perception +6, DV 60ft. F +6, R +1, W +1 (+3 vs Charm, Compulsion)

"Haha! No sense talking, eh?" Kalistrine says, hefting her Ranseur and advancing, aiming a vicious stab at the Ogre.

MW Ranseur vs Ogre from reach 1d20 + 7 ⇒ (9) + 7 = 16
Damage 2d4 + 5 ⇒ (2, 4) + 5 = 11


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

Ahiko just shakes her head a little, as the creature had seemed at least semi-coherent and might have spoken a common language with someone in the party... And gaining an ally is always preferable to gaining an enemy.

She waits for an opportunity to provide healing as needed, since her crossbow is unlikely to hit anything already in combat.

delay action


Shot Putter Funkmeister

Kalistrine's ranseur prods at the beast but is deflected by its extremely muscular arm.

The ogre chuckles and says, "You’s not allowed
in here. ’Cept if you’re here for to be going in a cage? You
want in cage?”

Ahiko delays.

Jorland


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I'll post in a little over an hour


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

I drop my shield and whip out the lucrene hammer. I move into range and attack.
Lucrene hammer is a reach weapon so the ogre gets no AoO.
Attack w/power attack:1d20 + 4 ⇒ (20) + 4 = 24 For:1d12 + 7 ⇒ (11) + 7 = 18
SWEET!
Crit Confirm:1d20 + 4 ⇒ (19) + 4 = 23 1d12 + 7 ⇒ (2) + 7 = 9

I let out a mighty cry. "WOOOO!!!"


Shot Putter Funkmeister

Jorland is able do some serious damage to the extremely large Ogre but

Me Angry!!! says the burly beast.

Round 2

Takeshi, Kalistrine, Ogre, Ahiko, Jorland


    Male human (Tien) Magus (Kensai) 4
HP 5/26 {effects: none} | AC 20 Tch 20 FF 10 | F +5, R +2, W +4 | Init +2 | Perc +2
Dailies:
Arcane Pool 6/6

Takeshi slowly sidles around the ogre, before swinging his katana at it with one hand, the other, empty hand, weaving figures in the air as he mutters a mystical phrase.

5-ft free move around the ogre. Hoping to get into flanking position in a round or two.
Full-round action Spell Combat w/ full penalty for Defensive Casting of Shocking Grasp.

Attack Defensively: 1d20 + 5 - 2 - 3 ⇒ (4) + 5 - 2 - 3 = 4
Concentration DC 17: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Attack Defensively (Spellstrike): 1d20 + 5 - 2 - 3 ⇒ (2) + 5 - 2 - 3 = 2

Blue crackling energy flickers along the edge of his blade, but his swings were wide. This isn't as easy as they taught us in the Academy.

Status:

HP: 24/24
AC: 22

Shocking Grasp (3d6) next hit with katana
Crane Stance
Ward: +2 AC (included) & Saves
Arcane Pool: 3/4


Edited Status to include Ward


Shot Putter Funkmeister

Ahiko


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

Ahiko puts another ward hex on Takeshi (never took it off him and no duration is listed for the warding hex, but stating to put it back in case it does wear off, otherwise, just maintaining it) +2 to ac and saves for Takeshi


Shot Putter Funkmeister

Kalistrine


Female Changeling Barbarian 4 (Scarred Rager) (AC 15, ff 19, t 10. HP 56/56 (Rage HP 64/64). Init +0, Perception +6, DV 60ft. F +6, R +1, W +1 (+3 vs Charm, Compulsion)

Kalistrine drops her Ranseur and steps forward. A growl emits from her throat and a gruesome cracking sound emits from her forehead as a pair of curling horns sprout from her brow, which she drives into the Ogre as she tears at it with her claws.

Rage 1/10, full attack.
Claw 1
1d20 + 8 ⇒ (9) + 8 = 17
Claw 2 1d20 + 8 ⇒ (1) + 8 = 9
Gore 1d20 + 8 ⇒ (11) + 8 = 19

Damage Claw 1 1d4 + 6 ⇒ (3) + 6 = 9
Don't think claw 2 hits
Damage Gore 1d8 + 6 ⇒ (5) + 6 = 11


Shot Putter Funkmeister

Kalistrine's attacks miss the ogre.

The Ogre goes from his seated position to standing and you see that ogre is much bigger than any ogre you may have seen or heard of and swings his great club at Kalistrine 1d20 + 11 ⇒ (9) + 11 = 20 hit for 2d8 + 10 ⇒ (5, 3) + 10 = 18.

Ahiko, Jorland


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

"Oh my, he's big... " Having already used her healing hex on Kalistrine, she can't do it again today... so she steps forward, just within reach of Kalistrine and taps her with the wand of cure light wounds.

clw on Kali: 1d8 + 1 ⇒ (8) + 1 = 9


Shot Putter Funkmeister

Sorry Ahiko, I made a mistake,

Jorland


Shot Putter Funkmeister

I was referring to yesterday not today.... your CLW is in effect


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

What is everyone's position. Would a five foot allow me to flank with any one or could I move around to flank?


Shot Putter Funkmeister

I would say if you move now you won't be able to flank but Takeshi will be able on his turn with a move by him. The ogre has 10 ft reach so if you move directly into flanking he gets an AOO.


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

hmm. I am still wounded from the last battle and I dropped my shield. I am not going to risk an AoO. I am going to five foot in that direction so no AoO. I am going to strike again with power attack.
Attack:1d20 + 4 ⇒ (20) + 4 = 24 For:1d12 + 7 ⇒ (12) + 7 = 19


hp 11/31 AC 15, 11, 14 (11, 11, 10), saves F 2 ref 4 will 6, bab 2, cmb 2, cmd 13, init 1, perc 10 wand 10/50 samsaran witch(hedge witch)/4
skills:
appraise 4, craft: carpentry 8, fly 5, heal 7, intimidate 5, know arcana 12, know history 9, know nature 8, know planes 12, perception 10, sense motive 2, spellcraft 11, UMD 7

Jorland, don't forget to try to confirm that crit


Male Human (Ulfen) Ranger(BeastMaster and Infiltrator) 2 Ninja 1 HP 24/24 AC 21 Touch 13 Flat 18 F +4 R +8 W +0 Int + 3 Per + 6

A crit again?!?! Wow Jorland is on fire!

Confirm crit:1d20 + 4 ⇒ (7) + 4 = 11 For an additional:1d12 + 7 ⇒ (12) + 7 = 19

Wow if only that had hit confirmed it would have been a ton of damage


Shot Putter Funkmeister

Jorland thumps the Ogre with a mighty swing of his hammer

Round 3

Takeshi takes a 5ft step and attacks with his Katana, 1d20 + 7 ⇒ (8) + 7 = 15, miss

Kalistrine


Female Changeling Barbarian 4 (Scarred Rager) (AC 15, ff 19, t 10. HP 56/56 (Rage HP 64/64). Init +0, Perception +6, DV 60ft. F +6, R +1, W +1 (+3 vs Charm, Compulsion)

Getting in close, hopefully under the Ogre's reach, she aims to tear into his armpits and belly with a brutal ferocity.

Am I able to flank with a 5' step? If so, add 2 more to each.
Claw 1 1d20 + 8 ⇒ (10) + 8 = 18
Claw 2 1d20 + 8 ⇒ (19) + 8 = 27
Horns 1d20 + 8 ⇒ (8) + 8 = 16

Claw 2 is still the only hit I believe. Damage:
1d8 + 6 ⇒ (6) + 6 = 12

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