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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    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 takes another swing at the Trog attacking Tribble, moving slightly for better positioning.

5-ft step towards a flanking position (not included in attack)
Attack Defensively w/ Bless & Sickness: 1d20 + 5 + 1 - 2 ⇒ (10) + 5 + 1 - 2 = 14


Shot Putter Funkmeister

Takeshi there is no more sickened left and if you add the flank and lack of sickened, it is a hit, so please give me your damage


    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

Ahh, ok. Missed that. Thanks.

Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Shot Putter Funkmeister

Takeshi cuts him again.

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 bleed


Shot Putter Funkmeister

I thought Jorland "aint got time to bleed" sorry just had to quote the former governor from minnesota, anyway what do you do?


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

Actually, after doing the match, I would have dropped the second time the brute hit me unless I missed a healing somewhere between the first trog fight and the second.

If I went down on the second hit, I'd be at -3 Hp

If I was fully healed by someone before this bout began, then I am now at -6

Either way, I bleed.

Con Check:1d20 + 1 - 3 ⇒ (1) + 1 - 3 = -1 -3 more if I was fully healed at battle's start.

Yeah I bleed some more and lose another HP


Shot Putter Funkmeister

ahiko once and tribble twice have healed you in this combat


Shot Putter Funkmeister

Jorland your character was at full hp at the beginning of this fight, the big trog hit you three times, Ahiko helped you once and tribble has helped out through his channel energy to bring your character to +15. He is still prone because I took your turn last time and he crawled 5 feet and is prone with Kelda, however you due to my rolling a 1 dropped your axe on the ground, so please make an attack.


Shot Putter Funkmeister

Jorland draws his morning star 1d20 + 5 + 2 - 4 ⇒ (3) + 5 + 2 - 4 = 6 miss

Round 6

Kalistrine moves to flank with the eagle,, Rage 9/10
Claw 1 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Claw 2 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Gore 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

Gore Damage 1d8 + 6 ⇒ (4) + 6 = 10

Kelda attacks with her longsword, flanking 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18, miss

Vermundr


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr fires on the trog Tribble pointed out to him.

Rapid Shot: 1d20 + 7 - 2 + 1 + 1 ⇒ (2) + 7 - 2 + 1 + 1 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Rapid Shot: 1d20 + 7 - 2 + 1 + 1 ⇒ (11) + 7 - 2 + 1 + 1 = 18
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Shot Putter Funkmeister

Vermundr kills the troglodyte on Tribble with an arrow.

Big trog attacks Kalistrine 1d20 + 10 ⇒ (3) + 10 = 13, hit, 1d8 + 9 ⇒ (4) + 9 = 13

Tribble, Ahiko, Takeshi, Jorland


Male Halfling Level 3 Life Oracle of Desna (Seeker) - hp 24/24 , AC 19, Touch 14, FF 16, CMD 12, Fort +4, Ref +5, Will +5, Init +3, Perception +10 (+11 vs traps)

The celestial eagle disapears in a puff of smoke.

With no more enemies threatening Tribble, he begins to summon another eagle.


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 fires a crossbow bolt at the big trog...

to hit: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8

dmg if hits: 1d8 ⇒ 4


Shot Putter Funkmeister

Ahiko's bolt slams into the wall.

Takeshi


    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 to the nearest troglodyte and slashes at it with his katana.

Move to nearest trog. Flank if possible.
Attack Defensively w/ Bless: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Add 2 if flanking
Miss!

Status:

HP: 24/24
AC: 20

Bless (+1 attack)
Crane Stance
Arcane Pool: 3/4


Shot Putter Funkmeister

Takeshi misses.

Jorland attacks with his morning star 1d20 + 5 + 2 - 4 ⇒ (3) + 5 + 2 - 4 = 6, miss

Round 7

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, looking significantly wounded, continues to tear at the big Troglodyte, flanking with Takeshi.

Rage 10/10, Power Attack, Flank, Bless
Claw 1 1d20 + 3 + 3 + 2 + 2 + 1 - 1 ⇒ (13) + 3 + 3 + 2 + 2 + 1 - 1 = 23
Claw 2 1d20 + 3 + 3 + 2 + 2 + 1 - 1 ⇒ (7) + 3 + 3 + 2 + 2 + 1 - 1 = 17
Gore 1d20 + 3 + 3 + 2 + 2 + 1 - 1 ⇒ (11) + 3 + 3 + 2 + 2 + 1 - 1 = 21

Claw 1 Damage 1d4 + 8 ⇒ (1) + 8 = 9
Claw 2 Damage 1d4 + 8 ⇒ (4) + 8 = 12
Gore Damage 1d8 + 8 ⇒ (1) + 8 = 9


Shot Putter Funkmeister

Kalistrine slashes open the troglodytes bowels and it falls on the floor dead.

Combat Over Everyone gets 600 xp


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, that was one nasty troglodyte. Does anyone need healing?" Ahiko stands ready to dole out some cure spells to whoever might need them...


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"I didn't know they got that big", Vermundr says as he kicks over the dead trogs in search of loot.

"What were they guarding in here?"


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 don't know... perhaps a look around magically might reveal something hidden to ordinary sight."

Ahiko casts 'detect magic' and scans the bodies and the room for auras other than those on the party.


"Hmmm, they are here guarding something I guess, you should probably heal Kalistrine, she took some nasty swings" says Kelda.

You find two potions and a really nice morning star among the bodies which include mostly broken clubs and three javelins.

Knowledge Dungeoneering/Craft Weapons DC 12

Spoiler:
You can tell the morning star is made from Cold Iron


Shot Putter Funkmeister

Ahiko

Spoiler:
There is a magic aura around the morningstar and the potions


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 potions are magical, as is the morningstar... Perhaps if you let me examine it I can determine it's properties."

spellcraft to ID the morningstar: 1d20 + 10 ⇒ (14) + 10 = 24


Shot Putter Funkmeister

Spoiler:
It is a +1 Cold Iron morning star


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr takes a whiff of the potions.

Perception to identify: 1d20 + 7 ⇒ (9) + 7 = 16
Perception to identify: 1d20 + 7 ⇒ (13) + 7 = 20


Shot Putter Funkmeister

Spoiler:
They are both Cure light wounds


Kelda holds her nose and says, Man, I thought they stunk bad when they were alive but boy they bring a whole new definition to the word funk...


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"Curatives", Vermundr explains while offering the flasks up to the hagspawn.

What exits are there from here?


Shot Putter Funkmeister

Just the way you came in, when left was chosen there was another door to the right


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"Let's head that other direction. This way's a dead end."


Shot Putter Funkmeister

You retrace your steps the way you came and continue past where you turned left originally and you see a door left wide open. You walk into the doorway and this room appears to be an armory, yet the majority of the
armor stands, weapons racks, and shelves stand empty.

However you do see a somewhat dusty set of half-plate armor, a large steel shield with the picture of the castle on it, 4 heavy crossbows and 40 bolts, and a case with a large AF written on it.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"Any of this magical?" Vermundr asks as he pokes around the few remaining pieces of equipment.

"Who is AF?"


Male Halfling Level 3 Life Oracle of Desna (Seeker) - hp 24/24 , AC 19, Touch 14, FF 16, CMD 12, Fort +4, Ref +5, Will +5, Init +3, Perception +10 (+11 vs traps)

Detect magic on the room.


Male Halfling Level 3 Life Oracle of Desna (Seeker) - hp 24/24 , AC 19, Touch 14, FF 16, CMD 12, Fort +4, Ref +5, Will +5, Init +3, Perception +10 (+11 vs traps)

After scanning the room, Tribble will check to see who is wounded and start healing people.


Male Halfling Level 3 Life Oracle of Desna (Seeker) - hp 24/24 , AC 19, Touch 14, FF 16, CMD 12, Fort +4, Ref +5, Will +5, Init +3, Perception +10 (+11 vs traps)

"Maybe AF was the trog? Does it matter who AF is? Why don't you open the case and see what it is?"


Shot Putter Funkmeister

Tribble is unable to discern any magic in this room.

Vermundr opens the box labelled AF and sees 10 flasks within.

Perception 5

Spoiler:
The crate couldn't belong to the troglodytes because of the layer of dust atop of the crate. Perception 15, You reason due to past experience with military folks that marking weaponry is commonplace and that the flasks are most likely Alchemist's Fire


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 collapses against the wall, her skin paling as the fury washed down from her face. Her eyes take on a hollow look as she sees the carnage she caused in clarity. She takes the potion offered by Vermundr and downs it. 1d8 + 1 ⇒ (6) + 1 = 7 Her wounds improve but her pallor remains. She follows the others listlessly, the butt of her Ranseur dragging on the floor.

Still 8hp down.
Did we find anything on the sneaky Trog or any of the other Trogs?


Shot Putter Funkmeister

@Kalistrine, the trogs carried clubs and nothing else.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

There was two potions Kalestrine.


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

sorry for being absent for 11 posts - I had a class this morning... Ahiko is still there, and did offer healing to whoever needed it.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr stows the alchemical weaponry, "I'm sure these will be of use."

Where else is there to go?


There is two more rooms to check before going upstairs

Kelda turns to Vermundr and says "We should probably check out those two rooms in that dusty hallway but make our way back to the caravan, it is getting dark and both You and Tribble know that there is a lot of noise at night time."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermudnr nods in agreement with the warrioress.

"Let's check out those two rooms."


    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 looks around. "You have a good sense. I can't tell what time it is down here in the dark. I'd rather not leave until we discover what ails my sister, but a full rest in the safety of the caravan may be better than hanging out down here. Yes, let's check out the rest of this area before leaving, in case what we are looking for is here, and hope noone from the upper levels visits this place too often."


Shot Putter Funkmeister

You guys taking the gear from the room I presume

You make your way back through the location of the first trog battle and out through the and move to the first unused door to the left. You are able to open the door to a 15 foot hallway where there is another to open. The same person who attempted the first door tries the latch but in spite of the latch being unlocked the door doesn't seem to give way.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr studies the door in confusion.

"Barred from the other side maybe?"


Shot Putter Funkmeister

Perception 5

Spoiler:
It looks like due to the moistness in the air and the lack of use for many years this door is swollen shut


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

"It looks like it's swollen shut", the young northman explains.

What are our options for opening it?

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