Davian Grallus' "Jade Regent Adventure Path"

Game Master DavianGrallus

Campaign Map!


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M Earth Spirit Eidolon (AC: 20, T: 14, FF: 16, CMD: 17, DR: 1/evil, HP: 12/13, F: +1, R: +7, W: +3

As his powerful jaws crunch down on bone, Kokip catches movement out of the corner of his eye. Releasing his prey, he whirls around to snap at the fleeing goblin.

AoO: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Female Aasimar [Witch (Cartomancer) 2, AC 11, T11, FF10 / HP 12/12, F+1 R+1 W+5 / CMB +1, CMD 12 / Init +1, Perc. +6]

Targeting the goblin's AC. Sorry I forgot!

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Silver Crusade

Male Human (Xian-Min) Samurai 1
Spoiler:
AC 17/T11/FF16 HP 22/22 F+6 R+1 W+0 Init +1 Perception +6

Perc: 1d20 + 6 ⇒ (5) + 6 = 11
Seeing the goblins infront of him fall Ikoma moves purposfully into their village, windspirit in tow.


Hunter 2 | HP 13/13 | AC 17, Touch 14, FF 13 | CMB +2 | CMD 16 | Fort +3, Ref +7, Will +3 | Init +4 | Senses: Low-Light | Perception +9 | Spells: 1st 2/3

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Shalewen barks a command in elvish and Shadow jumps to respond, racing back to her position and laying low, ready for another attack. Shalewen tilts her head this way and that trying to pinpoint the commotion.


M Aasimar Spirit Summoner 2 | AC: 14, touch: 12, FF: 12 | HP: 11/15 | F: +1, R: +2, W: +4 | Init: +2, Perc: +10 | Spells: 1/3

Rokkad loads a glowing stone in his sling and scans the area for another target.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12


M Earth Spirit Eidolon (AC: 20, T: 14, FF: 16, CMD: 17, DR: 1/evil, HP: 12/13, F: +1, R: +7, W: +3

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Party Health:
Ikoma 22 / 22 | Horse 17 / 17 | Arieys 12 / 12 | Shalewen 13 / 13 | Shadow 24 / 24 | Rokkad 11 / 15 | Kokip 10 / 13 | Mitsuko 18 / 18 |

Kokip easily crushes the fleeing goblin in it's mouth as the others scan the area for the ruckus of goblins. Pouring in through the off-shoot alley of the town appears another group of five coming from the direction the other goblin had been fleeing in. They all carry bows and arrows in their hands, strings taught and prepared to fire.

We'll keep the same initiative for all of you for now- Shalewen,
you are up first, then goblins, then the rest!


Hunter 2 | HP 13/13 | AC 17, Touch 14, FF 13 | CMB +2 | CMD 16 | Fort +3, Ref +7, Will +3 | Init +4 | Senses: Low-Light | Perception +9 | Spells: 1st 2/3

"Find cover," Shalewen says loud enough for her companions to here. Goblins might not be a great shot but if you fire enough arrows, one is bound to hit. She and Shadow scramble back to their previous cover. From there she readies her bow against the first one to come within sight.

Readied Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 ⇒ 5

Moving back to the edge of the guard tower for cover. Readied attack against the first goblin that is within range and has no cover.


Female Aasimar [Witch (Cartomancer) 2, AC 11, T11, FF10 / HP 12/12, F+1 R+1 W+5 / CMB +1, CMD 12 / Init +1, Perc. +6]

On my phone at the moment and having trouble seeing the map. Where should I seek cover? I can't wait until we reach the next level and I can finally go all Gambit with my Harrow Deck without risking its destruction.


Party Health:
Ikoma 22 / 22 | Horse 17 / 17 | Arieys 12 / 12 | Shalewen 13 / 13 | Shadow 24 / 24 | Rokkad 11 / 15 | Kokip 10 / 13 | Mitsuko 18 / 18 |

The goblins, having difficulty putting their newfound enemies in range, begin to march up with longbows drawn against the group. They tighten the bows once more as nearly all of you follow into range, but come up just short of being able to fire yet.

Shalewen's arrow flies through the air and just misses a goblin, who taps a few others on the shoulder and points in her direction.

The rest seem focused at those on the gate, and keep their gaze strong on them.

Full move for them to reach you, so, your turn, with Shalewen bringing up the rear before the goblins again!


M Earth Spirit Eidolon (AC: 20, T: 14, FF: 16, CMD: 17, DR: 1/evil, HP: 12/13, F: +1, R: +7, W: +3

Slithering out of the hut and down the ladder, Kokip quickly rushes across the courtyard to sink his fangs into the nearest of the archers!

Charge! AC: 18 for this round.
Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


M Aasimar Spirit Summoner 2 | AC: 14, touch: 12, FF: 12 | HP: 11/15 | F: +1, R: +2, W: +4 | Init: +2, Perc: +10 | Spells: 1/3

Stepping around the edge of the outer wall, Rokkad keeps low as he flings a magical stone at a goblin.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

1 stone left


Female Aasimar [Witch (Cartomancer) 2, AC 11, T11, FF10 / HP 12/12, F+1 R+1 W+5 / CMB +1, CMD 12 / Init +1, Perc. +6]

Seeing an opening, Syeira rushes after Shalewen and Shadow, since her powers were best used at range like Shalewen's arrows.

Legging it to the cover where Shalewen is!

Silver Crusade

Male Human (Xian-Min) Samurai 1
Spoiler:
AC 17/T11/FF16 HP 22/22 F+6 R+1 W+0 Init +1 Perception +6

Ikoma rushes forward and prepares to attack the goblins, with windspirit just behind!


Hunter 2 | HP 13/13 | AC 17, Touch 14, FF 13 | CMB +2 | CMD 16 | Fort +3, Ref +7, Will +3 | Init +4 | Senses: Low-Light | Perception +9 | Spells: 1st 2/3

Shadow whines at her side but Shalewen holds him back until she lets go her shot.

Readied Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Ugh.
Damage: 1d8 ⇒ 8

Shadow nudges her as he races to attack just before the arrow flies and she knew without a doubt it fouled the shot. But it was too late to worry. She just knocked another and took aim.


Animal Companion 2 | HP 24/24 | AC 14, Touch 12, FF 12 | CMB +3 (+5 vs trip) | CMD 15 (21 vs trip) | Fort +5, Ref +5, Will +2 | Init +2 | Senses: Low-Light, Scent| Perception +5

Attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Trip: 1d20 + 6 ⇒ (4) + 6 = 10

And we are back to sucking. Charging 12 AC


Female Aasimar [Witch (Cartomancer) 2, AC 11, T11, FF10 / HP 12/12, F+1 R+1 W+5 / CMB +1, CMD 12 / Init +1, Perc. +6]

Syeira gives her mystical glare to the nearest goblin, sending shivers down his spine and opening him up to attack.

Evil Eye Hex on the nearest Goblin to impact his AC. -2 penalty for 5 rounds, or 1 with a DC 15 Will Save.

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