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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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

"If we get the guide and the sword, we don't need any further information from him. He is superfluous... I don't think we need to concern ourselves with him if we get what we came for."


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

I suppose we could do what you suggest, personally though I prefer to clean up any loose ends from a job simply so that they don't come back to bite me when I least expect them... Call me paranoid but you don't grow to be an old diabolist if you aren't a cautious being.


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

"Without knowing more about what we face inside, it's hard to say what we will be required to do, but why make our task harder from the outset, eh? Let's see what happens when we get that door open."


Shot Putter Funkmeister

Are you going in through the woolery or not?


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

Yes.


Shot Putter Funkmeister

After Morthar and Ahiko stop bickering, your group makes your way to the woolery, wherein you see that bundles of raw wool
are piled along the walls next to buckets of water and
urine for scouring. A bench holding combs for carding the
wool sits next to the door to the main hall.


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

Vemundr gestures towards the door and then takes up the rear as the party moves in.


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 nods and stays at the front.


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 takes up a position in the rear with Vermundr, ready to cast spells or hexes as needed.


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Morthar positions himself near Kalistrine, he is ready to turn any foe into a willing slave...


Shot Putter Funkmeister

Morthar opens the door and you can see that the walls of the main house are constructed of courses of sod laid atop stone and average 3 feet thick. Floors are bare dirt covered with fresh grasses or sweet hay and are dug down below ground level to a depth of 3 feet. The roof is
thatch above heavy wooden beams and rises to 12 feet at the
center (8 feet near the walls), with narrow smoke holes above
the fire pits.

The long chamber has a sunken floor
with 3-foot-high raised platforms along the sides for
sleeping and sitting. The platforms are currently crowded
with trestle tables and chests used for extra seating. A fire
pit dominates the center of the floor.

You see 14 Ulfen warriors of which 6 are asleep. In addition, five thralls are serving food and being generally manhandled.

map

The S's are sleeping warriors. The Jorland pics are the warriors and the kids are Thralls... Please give me a surprise round action and this time roll your own initiative. Thanks!


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

init: 1d20 + 1 ⇒ (19) + 1 = 20

Ahiko's initial action if she goes first of the party, is to reach forward between Kali and Morthar and shut the door, but as quietly as she can.

If that option is gone already (due to other people's actions), she pulls out a scroll of obscuring mist and hides the party from the hopefully surprised warriors.

She whispers to the others, "Perhaps this wasn't the wisest way in after all."


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Init1d20 + 4 ⇒ (14) + 4 = 18

Morthar speaks in a barely perceptible whisper...

My allies follow my lead if you will, see the ones who slumber? If we can kill them all quickly then the rest will be easy enough to sort out. Do not give me any nonsense about that being dishonorable, honor is a luxury only rich fools can afford.

Morthar will hold his actions for the moment.


Shot Putter Funkmeister

Ahiko is successful in closing the door.


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

"Shall we try one of the other entrances? Perhaps if we are lucky they were too busy drinking to notice the door open."


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

"This is the other entrance. They're asleep and unprepared. We may not get a better chance. There's another entrance on the northwest side. We can check it out first."


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

"Yes, let's check out the northwest entrance first.. perhaps it will be tactically wiser than entering directly into a room full of foes, ready or not. They may be drunk and unready, but I doubt they are unwilling to put up a vigorous defense if challenged."


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Another solution is available now that I consider it, if one of our number were to make a racket somewhere nearby the enemy would be distracted and pursue that noise. If we position it right we can slaughter them all at range and I have more then a few ways of keeping a foe busy instead of closing in on us.


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)

Initiative 1d20 ⇒ 4

"You mean nobody has any magic to take the awake warriors out of the equation?" Kalistrine asks. Her nostrils flare and she looks anxious to get to grips with the enemy. She considers Morthar's words. "Or even if we just get them out of the building long enough to search..."


Shot Putter Funkmeister

Two Ulfen warriors walk through the door while you are talking in
Skald

Spoiler:
"What do you mean the chamber pot is full, well Snyle and I are going outside. so mah!!!!"

Initiative: Morthar 1d20 + 4 ⇒ (9) + 4 = 13, Ahiko 1d20 + 1 ⇒ (14) + 1 = 15, Vermundr 1d20 + 5 ⇒ (20) + 5 = 25, Kalistrine 1d20 ⇒ 8 Shalelu 1d20 + 3 ⇒ (6) + 3 = 9, Ulfen 1d20 ⇒ 3

Round 1

Vermundr, Ahiko, Morthar, Shalelu, Kalistrine, 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

Silently cursing at the patrol's appearance, Vermundr levels his bow and fires a pair of shots at the nearest guard.

Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (6) + 8 - 2 + 1 = 13
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (14) + 8 - 2 + 1 = 21
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Morthar cracks his whip at one of the Ulfen and speaks in the harsh Tongue of Hell...

using Whip of the Slaver, command is to remain silent and kill his comrade. Will save would be 16.


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)

Letting her Ranseur fall, Kalistrine leaps upon the nearest Ulfen with her claws.

Claw 1 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Claw 2 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14

Claw 1 damage 1d4 + 8 ⇒ (2) + 8 = 10
Claw 2 damage 1d4 + 8 ⇒ (2) + 8 = 10


Shot Putter Funkmeister

Vermundr is successful in hitting one of the Warriors with one of his arrows.

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 sighs, and waits for her healing powers to be needed...

in delay


Shot Putter Funkmeister

give me a melee attack morthar


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Morthar withdraws and cracks the whip, as he does this he aims deliberately for the feet and allows his more infernal aspects to take hold...

move action to withdraw 15 feet, standard action to demoralize via intimidate

intimidate1d20 + 12 ⇒ (7) + 12 = 19


Shot Putter Funkmeister

Morthar moves 15 feet back in a withdraw action in order to avoid an A.o.o

All you needed to do was roll a melee touch attack but fine,

Shalelu fires an arrow into one of the Ulfen 1d20 + 11 ⇒ (5) + 11 = 16 hit 1d8 + 1 ⇒ (7) + 1 = 8 bringing him down.

One of Kalistrine's claws connect.

Ulfen Warrior screams "Help!!!! and withdraws into the house.

Round 2

Vermundr


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Damn it, it will take a while for the drunks to get out of the house... I'll have something "suitable" waiting for them.

Morthar begins speaking in infernal, his incantation is brutal and droning almost like a commander berating his troops...

Morthar's next action will be repurpose foe incantation, let the mini apocalypse begin...


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

"Well so much for going around to the northwestern door... I guess we're stuck with an assault from here..." She sighs softly, and reaches down, touching the fallen warrior.

Coming out of delay and casting 'Death Knell'. Fallen warrior gets a will save dc 16. If he fails, he dies, and she gains 1d8 ⇒ 8 temporary hit points, +2 to strength and +1 caster level. If he passes the will save, no effect..


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 ejects his wand from its sheath and activates it. "Don't let them surround us", he warns.

Gravity bow. Stow the wand afterward.


Shot Putter Funkmeister

Will Save 1d20 - 1 ⇒ (1) - 1 = 0 fail... Ahiko gets extra hit points.

Kalistrine


Shot Putter Funkmeister

Kalistrine marches into the door looking for a target to attack she power attacks the first warrior she sees, doing 1d4 + 8 ⇒ (2) + 8 = 10 damage.

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, not wanting to become a pincushion, delays, staying in the woollery.

don't forget Kali is still +2 to her ac and saves due to the ward hex I put on her previously (lasts until she is actually struck by an attack.


Shot Putter Funkmeister

Ulfen A moves to throw his axe at Kalistrine 1d20 + 2 ⇒ (8) + 2 = 10 miss
Ulfen B moves to throw his axe at Kalistrine 1d20 + 2 ⇒ (9) + 2 = 11 miss
Ulfen C moves to throw his axe at Kalistrine 1d20 + 2 ⇒ (5) + 2 = 7 miss

Ulfen D, E, F move out the door to the west.

Ulfen 1 regains his composure and throws his axe at Kalistrine 1d20 + 2 ⇒ (20) + 2 = 22, confirm 1d20 + 2 ⇒ (12) + 2 = 14 no damage 1d6 + 2 ⇒ (6) + 2 = 8 making a loud thud in her shoulder.

Round 3

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 comes out of delay and replaces the Ward hex on Kali, returning the +2 to her AC and saves. She then steps to the side to allow others freer access to the room to go to Kali's aid.

(does not require touch so she's not entering the room yet)


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 steps into the doorway and fire on the approaching ulfen.

Single Shot: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 2d6 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13


Shot Putter Funkmeister

You didn't look at the map did you?


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

Sorry. Got used to not having a map. I moved my token and edited my post.


Shot Putter Funkmeister

Vermundr hits one of the Ulfen.

Ahiko


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

has the zombie arisen?


Shot Putter Funkmeister

What zombie?


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

in my profile I put up Repurpose Foe one of my chosen incantations


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 waits for an opportune need to call her to action.

delay


Shot Putter Funkmeister

You have to command it to stand up. these things don't work on their own. You can command it to stand up this round because zombies have the staggered condition. You can also do something else.

A pink ray of energy engulfs the dead body on the ground and starts to twitch.


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Speaking in the infernal tongue Morthar commands the zombie to arise...

reading map, will post my standard and move actions shortly...


Shot Putter Funkmeister

nope, should consult the map


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

Can I move through the square Vermundr is occupying? I can't find the ruling on whether or not you can through a friendly creature's space.


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

moving through an occupied square:


hp 8, ac 14/10/14, F 2+, R 2+, W 2 (4+ against Charm, Compulsion and Fear effects)+, Init 4+

thank you Ahiko, gm if the square where I am moving Morthar is already occupied (by the zombie) please do tell me and I'll move Morthar behind the zombie...

As Morthar shuffles to the right of the Ulfen he speaks. Don't shoot at the zombie, I will go in to support our clawed friend in a moment...

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