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

GM Rolls
1d100 ⇒ 15
1d100 ⇒ 41
1d100 ⇒ 95

Your caravan follows the the river out of the Grungir forest for the next three days without much incident.

At the end of the third day, the caravan camps for the night
at Skalsbridge, an ancient bridge that crosses the Thundering River where it joins with the Rimeflow River. The night is cold, and a frozen mist clings low to the ground, making the light dim, even within the range of the campfire light.

Perception DC 28

Spoiler:
you spot the blood-feather raven
perched atop one of the lintel posts of the bridge above
the campsite.


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 pulls his furs tighter and peers out into the fog.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27


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

perception: 1d20 + 10 ⇒ (12) + 10 = 22

Ahiko, as usual, spots nothing out of the ordinary, though the strangeness of the surroundings seems to have her on edge slightly. Especially so since the almost-encounter with the women that Kali spotted - they might have been a coven of witches, after all.


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 frowns at the fog. "Is it always like this up here, Vermundr?" she asks testily, keeping her weapons to hand as they set up. She pauses from time to time to listen and strain to look out into the fog.


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

”Often enough”, Vermundr explains with grimace. ”Just keep an eye on the ground at your feet and you’ll be okay.”


Shot Putter Funkmeister

DC 18 Perception

Spoiler:
hear the
sound of a muffled oar in an oarlock out on the darkened
river.


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 + 8 ⇒ (9) + 8 = 17

LOL.


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

perc: 1d20 + 10 ⇒ (12) + 10 = 22


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 speaks softly to Kali and Vermundr, and anyone else who is nearby. "Someone is near... on the water. I heard the sound of an oar, but someone is trying to hide the sounds. They are muffled and distant. Be wary, my friends."


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 swears under her breath and moves to warn Sandru, Shalelu, and Takeshi first, asking them to pass on the warning. "Get the non-fighters away from the river." she whispers to them.


Shot Putter Funkmeister

The sounds of night are muted amid the freezing fog that
clings to blankets, cloaks, and Varisian mustachios alike. The
dull silence is suddenly broken by the scrape of wood upon the
gravel bank of the river—a boat has beached just beneath the
bridge—quickly followed by the splash of feet in the shallows
and the oath-cries and battle-songs of Ulfen raiders!

As the the boat beaches, a swarm of throwing axes are tossed in your direction.

Warrior 1 against Ahiko(not flat footed) 1d20 + 2 ⇒ (5) + 2 = 7 miss
Warrior 2 against Vermundr (flat footed) 1d20 + 2 ⇒ (5) + 2 = 7 miss
Warrior 3 against Takeshi (flat footed) 1d20 + 2 ⇒ (1) + 2 = 3 miss
Warrior 4 against Kalistrine(flat footed) 1d20 + 2 ⇒ (3) + 2 = 5 miss
Warrior 5 against Ahiko(not flat footed) 1d20 + 2 ⇒ (9) + 2 = 11 hit 1d6 + 2 ⇒ (2) + 2 = 4
Warrior 6 against Vermundr (flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 2 ⇒ (3) + 2 = 5
Warrior 7 against Takeshi (flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 2 ⇒ (1) + 2 = 3
Warrior 8 against Kalistrine(flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit hit 1d6 + 2 ⇒ (3) + 2 = 5
Warrior 9 against Ahiko(not flat footed) 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (17) + 2 = 19 confirmed 2d6 + 4 ⇒ (1, 6) + 4 = 11
Warrior 10 against Vermundr(flat footed) 1d20 + 2 ⇒ (12) + 2 = 14 miss
Warrior 11 against Takeshi(flat footed) 1d20 + 2 ⇒ (8) + 2 = 10 miss
Warrior 12 against Kalistrine (flat footed) 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (7) + 2 = 9 no 1d6 + 2 ⇒ (3) + 2 = 5

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 screams in pain, as two axes hit her and she almost crumbles to the ground. Instead she backs away into the fog and darkness (hopefully taking cover among the wagons as well), casting mage armor on herself, hoping to keep herself from being hit again.


Shot Putter Funkmeister

Kalistrine 1d20 ⇒ 15, Ahiko 1d20 + 1 ⇒ (3) + 1 = 4, Vermundr 1d20 + 5 ⇒ (20) + 5 = 25, Takeshi 1d20 + 2 ⇒ (17) + 2 = 19, Ulfen 1d20 ⇒ 2

[b]Round 1[/dice]

Vermundr, Takeshi, Kalistrine, Ahiko, Ulfen


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 grunts in pain as one of the axe grazes him. He moves back to take cover and triggers his wand. Gravity Bow.

Not sure if there’s a map but Vermundr is moving back to put the melee between himself and the attackers.


Shot Putter Funkmeister

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 away from the shoreline just into the darkness on the edge of the light, the campfire placed between himself and the approaching enemy.

Draw javelin with movement. If movement is 30' or less then ready to throw when the Ulfen appear in full illumination (for no miss chance).


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 draws a Chakram and moves into cover, readying to hurl the weapon at the first enemy that comes within a good distance.

Ready to throw Chakram at first enemy that comes within 30ft.
1d20 + 4 ⇒ (10) + 4 = 14 1d8 + 3 ⇒ (7) + 3 = 10


Shot Putter Funkmeister

Ahiko


Shot Putter Funkmeister

Just a quicken mention that simultaneously the rest of the caravan are also in combat and there isn't any cover.


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 taps herself with her wand of cure light.

clw: 1d8 + 1 ⇒ (8) + 1 = 9


Shot Putter Funkmeister

The Ulfen swarm into melee range with all of the PCs and attack.
Kali's chakram misses
Takeeshi throws a javelin at Warrior 3 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d6 + 3 ⇒ (6) + 3 = 9

Warrior 1 battleaxe against Ahiko 1d20 + 5 ⇒ (9) + 5 = 14 hit 1d8 + 2 ⇒ (1) + 2 = 3
Warrior 2 battleaxe against Vermundr 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 3 battleaxe against Takeshi 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 4 battleaxe against Kalistrine 1d20 + 5 ⇒ (4) + 5 = 9 miss
Warrior 5 battleaxe against Ahiko 1d20 + 5 ⇒ (13) + 5 = 18 hit 1d1d8 + 2 ⇒ (3) + 2 = 5
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (10) + 5 = 15 miss
Warrior 7 battleaxe against Takeshi (1d20 + 5 ⇒ (15) + 5 = 20 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 8 battleaxe against Kalistrine1d20 + 5 ⇒ (2) + 5 = 7 miss
Warrior 9 battleaxe againtst Ahiko1d20 + 5 ⇒ (9) + 5 = 14 hit 1d8 + 2 ⇒ (6) + 2 = 8
Warrior 10 battleaxe against Vermundr1d20 + 5 ⇒ (2) + 5 = 7 miss
Warrior 11 battleaxe against Takeshi1d20 + 5 ⇒ (12) + 5 = 17 miss
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (7) + 5 = 12 miss

Caravan Battle

Ulfen attack caravan 1d20 + 8 ⇒ (8) + 8 = 16 miss
Caravan attack 1d20 + 7 ⇒ (11) + 7 = 18 hit 2d6 + 5 ⇒ (4, 4) + 5 = 13
Sandru is able to take down a good deal of the party attacking his wagons.
Round 2

Vermundr


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 cast mage armor last round so her ac should bbe15, so the two 14s should miss her. Only the 18 should hit.


Shot Putter Funkmeister

Duly noted ;)


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

How are they formed around Vermundr? How many AoOs would he suffer if he stepped back to fire his bow?


Shot Putter Funkmeister

Definitely 2


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

What about if I withdraw? Can Vermundr get up onto of wagon or something?


Shot Putter Funkmeister

The wagons are being attacked by other enemies right now


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

Is there anywhere Vermundr can get to to fire his bow safely?

If not that first turn would have been lead blades instead of gravity bow:

Vermundr switches to his axe and takes a mighty swing.

Axe: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10


Shot Putter Funkmeister

Not right now...

Vermundr takes a hefty swing and connects against Warrior 2.

Takeshi


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 grins and with a shriek of fury combined with excitement, foregoes any weaponry in favor of that which her heritage has given her. She tears into the attacking Ulfen Warriors with abandon.

Rage, Power Attack, 2 claws and a Gore
1d20 + 4 + 3 + 2 - 2 ⇒ (17) + 4 + 3 + 2 - 2 = 24
1d20 + 4 + 3 + 2 - 2 ⇒ (7) + 4 + 3 + 2 - 2 = 14
1d20 + 4 + 3 + 2 - 2 ⇒ (13) + 4 + 3 + 2 - 2 = 20

1d4 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12
1d4 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14
1d8 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14


Shot Putter Funkmeister

Takeshi attacks warrior 31d20 + 8 ⇒ (15) + 8 = 23 hit 1d8 + 3 ⇒ (4) + 3 = 7 slicing the warrior deeply.

Kalistrine mauls warrior four with a claw and finishes him off with her gore attack.

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 will cast levitate defensively.

concentration, DC19: 1d20 + 8 ⇒ (18) + 8 = 26

Once her levitate spell is cast, she will rise out of reach of her attackers, pulling out her crossbow as she moves, getting ready to shoot at them next round.

If necessary, she will try to avoid incoming attacks while rising out of their reach.

acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19


Shot Putter Funkmeister

Ahiko you missed the other two acrobatics rolls against the three warriors on you, one roll per foe.

Against W5 acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Against W9 acrobatics: 1d20 + 1 ⇒ (3) + 1 = 4

While floating into the air Ahiko is able to out maneuver W1 and 5 but W9 attacks 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (5) + 2 = 7

Warrior 1 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (15) + 2 = 17 hit 1d6 + 2 ⇒ (4) + 2 = 6
Warrior 2 battleaxe against Vermundr 1d20 + 5 ⇒ (5) + 5 = 10 miss
Warrior 3 battleaxe against Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 5 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (16) + 2 = 18 confirmed 2d6 + 4 ⇒ (5, 6) + 4 = 15 Ahiko is unconscious and falls to the ground.
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (1) + 5 = 6 miss
Warrior 8 battleaxe against Kalistrine 1d20 + 5 ⇒ (17) + 5 = 22 hit 1d8 + 2 ⇒ (4) + 2 = 6
Warrior 9 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (10) + 2 = 12 miss
Warrior 10 battleaxe against Vermundr1d20 + 5 ⇒ (16) + 5 = 21 hit 1d8 + 2 ⇒ (1) + 2 = 3
Warrior 11 battleaxe against Takeshi1d20 + 5 ⇒ (17) + 5 = 22 hit 1d8 + 2 ⇒ (6) + 2 = 8
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (13) + 5 = 18 hit 1d8 + 2 ⇒ (2) + 2 = 4

Ulfen attack caravan 1d20 + 8 ⇒ (12) + 8 = 20 doing 2d6 + 5 ⇒ (4, 1) + 5 = 10
Caravan attack 1d20 + 7 ⇒ (2) + 7 = 9 miss The Ulfen counterattack against the caravan and one of the wagons take some damage.

Round 3

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

Upon being wounded Vermundr flies into a rage and attacks his wounded opponent.

Axe: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10


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

darn, was hoping they'd turn to other foes... oh well...


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

They're persistent!


Shot Putter Funkmeister

If you mean the third one who attacked, well its all simultaneous so, it made sense... however if you mean them attacking when you levitated, having them attack someone else is counterintuitive, I know in PF, enemies move on to the next PC when a PC goes down, even though they can be brought back to health.

Vermundr kills warrior 2.

Takeshi


Shot Putter Funkmeister

Takeshi attacks warrior 3 1d20 + 8 ⇒ (14) + 8 = 22 hit 1d8 + 3 ⇒ (7) + 3 = 10 killing him.

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 howls in exultant bloodlust and hurls herself at the next raider, her head lowered to make use of her horns.

Charge, Power Attack, Rage 2/12, Gore
1d20 + 3 + 2 + 4 - 2 + 2 ⇒ (19) + 3 + 2 + 4 - 2 + 2 = 28

1d8 + 3 + 2 + 1 + 4 ⇒ (6) + 3 + 2 + 1 + 4 = 16


Shot Putter Funkmeister

Kalistrine cannot charge because she is in melee combat with two foes. So a full attack with the claws

Claw 11d20 + 4 + 3 + 2 - 2 ⇒ (3) + 4 + 3 + 2 - 2 = 10 miss

Claw 2 1d20 + 4 + 3 + 2 - 2 ⇒ (7) + 4 + 3 + 2 - 2 = 14 miss

Kalistrine connects with her gore attack however her claws miss the mark.

Ahiko to stabilize,

Warrior 1 moves to Vermundr 1d20 + 5 ⇒ (12) + 5 = 17 miss
Warrior 5 moves to attack Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (8) + 2 = 10
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (9) + 5 = 14 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (7) + 5 = 12 miss
Warrior 8 battleaxe against Kalistrine 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 9 moves to attack Kalistrine 1d20 + 5 ⇒ (14) + 5 = 19 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 10 battleaxe against Vermundr 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (11) + 5 = 16 miss
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (2) + 5 = 7 miss

Ulfen attack caravan 1d20 + 8 ⇒ (6) + 8 = 14 miss
Caravan attack 1d20 + 7 ⇒ (3) + 7 = 10 miss

The caravans seem to be in a stalemate.

Round 4

Vermundr


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

stabilize, dc10: 1d20 + 1 + 2 - 8 ⇒ (11) + 1 + 2 - 8 = 6

Ahiko fails to stabilize and continues to bleed out.


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 whips his weapon around and takes another big swing at the opponents arrayed against him.

Axe: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


Shot Putter Funkmeister

Vermundr hits Warrior 6 with his axe.

Takeshi


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

ouch, we are SO outnumbered here... sorry to give you guys more foes to fight, but this was SO not Ahiko's battle, surrounded by 3 big strong guys


Shot Putter Funkmeister

Takeshi attacks warrior 5 1d20 + 8 ⇒ (8) + 8 = 16 hit 1d8 + 3 ⇒ (1) + 3 = 4

Kalistrine


Shot Putter Funkmeister

Rage, Power Attack, 2 claws and a Gore
1d20 + 4 + 3 + 2 - 2 ⇒ (12) + 4 + 3 + 2 - 2 = 19 hit
1d20 + 4 + 3 + 2 - 2 ⇒ (20) + 4 + 3 + 2 - 2 = 27, critical 1d20 + 4 + 3 + 2 - 2 ⇒ (15) + 4 + 3 + 2 - 2 = 22 yes
1d20 + 4 + 3 + 2 - 2 ⇒ (16) + 4 + 3 + 2 - 2 = 23 hit

1d4 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12
1d4 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14 and 1d4 + 3 + 2 + 4 + 1 ⇒ (1) + 3 + 2 + 4 + 1 = 11
1d8 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14

Kalistrine kills warrior 8 and warrior 12

Ahiko to stabilize

Warrior 1 attacks Vermundr 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 5 attacks Takeshi 1d20 + 5 ⇒ (1) + 5 = 6 miss
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (5) + 5 = 10 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (1) + 2 = 3

Warrior 9 attacks Kalistrine1d20 + 5 ⇒ (19) + 5 = 24 hit 1d8 + 2 ⇒ (7) + 2 = 9
Warrior 10 battleaxe against Vermundr 1d20 + 5 ⇒ (7) + 5 = 12 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (8) + 5 = 13 miss

Ulfen attack caravan 1d20 + 8 ⇒ (3) + 8 = 11 miss
Caravan attack 1d20 + 7 ⇒ (4) + 7 = 11 miss

Stalemate ensues with the caravan.

Round 5 Vermundr


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

stabilize, dc 10: 1d20 + 2 + 1 - 9 ⇒ (14) + 2 + 1 - 9 = 8

Ahiko continues to bleed.


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 presses his advantage on his wounded opponent.

Axe: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10


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

hope at least one of you gets free of your opponents quickly - just so you know, Ahiko can only lose one more hp before expiring, sigh.

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