GD3 - Shades of Ice (Inactive)

Game Master Magabeus


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Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will also check the injuries.
Heal : 1d20 + 5 ⇒ (7) + 5 = 12
"I cannot make out anything further ."

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Ryskovich will climb down with the others, and look at the carnage.

heal untrained: 1d20 ⇒ 5

Wow, this was a gruesome battle, to be sure. So, let's be on guard in the event all hell breaks loose


Fiend series | Shackles

There is nothing of interest here, besides some javelins, axes and shields.

In other words; your rolls did not beat the DC, waiting some more for the others before moving on

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Heal: 1d20 - 1 ⇒ (20) - 1 = 19
K(local): 1d20 + 6 ⇒ (14) + 6 = 20
Quinray looks around trying to figure out what happened here.


Fiend series | Shackles

Quinray identifies the whitefaced Kellids as members of the Snowmask Clan, a fearsome group of barbarians known for protecting this region of the Realm of the Mammoth Lords from all outsiders.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Assuming Quinray explains his findings

Pandora looks worried at the barbarians face "Mmm... the Snowmask Clan... of course... they are difficult to forget. They are very protective of their lands indeed, you are right. We better watch out. Shall we move now?"

The woman takes the map drawn by Skagni and starts looking for the way, presumably following the tracks from the Shadow Lodge.
Survival: 1d20 - 2 ⇒ (16) - 2 = 14

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida, confident in her companions' abilities had been waiting until later to act. When the wolverine fell, and the soldiers were identified, she also searched to pick up the Shadow Lodge's trail.

Survival: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Maybe the Shadow Lodge got to them..." Cirri frowns.

Aid Survival: 1d20 + 0 ⇒ (4) + 0 = 4

Cirri isn't in the mood to look for tracks, it seems.


Fiend series | Shackles

Roughly an hour after you set out on your route again, you hear the deep, booming sound of a horn to the south of your route. A few moments later, you hear a second horn in answer to the first, coming from the northeast, in the direction you are headed.

Time of day: approximately 14:00

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora tries to recall what those horns mean.
K. local: 1d20 + 6 ⇒ (5) + 6 = 11

"We better start advancing stealthy through the snow, we want to catch as little attention as possible or we will have to fight the whole Snowmask Clan."
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Stealth: 1d20 + 0 ⇒ (1) + 0 = 1

"Stealthy? I can do stealthy! Go ME!"

Cirri's excited scream echoes throughout the snowbound fields.

"Oops!"

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick advances as quietly as he can....or at least less loudly than Cirri

"Shhhh ".

Stealth : 1d20 + 3 ⇒ (12) + 3 = 15

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Sorry!" Cirri is bright red with embarassment.

That stealth roll should be a 2, not a 1. Cirri has 12 Dex.
Meh, it's funnier this way :)

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Seems like we have have company, everyone stay alert

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray makes sure he is ready for anything by grabbing his bow.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida, still clutching her falchion, moves in front of Cirri, ready to take on whatever might have heard her as they progress toward the second horn blast.


Fiend series | Shackles

Several hours later (near dusk) the gradual shift into rockier terrain is now more apparent than ever. Large, round stones evoke cobblestones as they form a layer of ground, although the hard-packed snow is still visible between. Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large,
haphazard drifts.

The map directs you to a small cave that will shelter you from the elements for the night.

Need to get a map up, expect that tomorrow. You can roll a perception check

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

The woman approaches the cave trying to discern if it is a save place to pass the night.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

K. geography/local: 1d20 + 6 ⇒ (17) + 6 = 23
Pandora observes the ring of stones "Oh, yes, this place, my people in thinks this kind of stones rings have some magic within them."

"Have you ever slept in a cold damn cave like this?"

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Perception: 1d20 + 0 ⇒ (19) + 0 = 19
Survival: 1d20 + 0 ⇒ (6) + 0 = 6

"I've been in warm, moist caves before. It gets so sticky while in there. But cold caves...um...none that I can remember."

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

With falcata and buckler at the ready. Ryskovich looks around for any signs of danger or threats coming from behind.

per: 1d20 + 9 ⇒ (9) + 9 = 18

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida heads toward the cave, head on a swivel.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Perc : 1d20 + 5 ⇒ (5) + 5 = 10

Keeping up with the group, deep in thought about events so far...


Fiend series | Shackles

Initiative:
Initiative Cirri: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Merida: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Pandora: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative Quinray: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Roderick: 1d20 + 9 ⇒ (18) + 9 = 27
Initiative Ryskovich: 1d20 + 2 ⇒ (9) + 2 = 11
Enemy: 1d20 ⇒ 2

Some of you pay better attention to their surroundings than others... suddenly three of the snowdrifts start to move! It is clear for Cirri, Pandora and Quinray that some men where crouched down beneath white cloaks.

These men's faces are also partially painted white. You see battleaxes and javelins.

Initiative
Surprise Round
Cirri
Pandora
Quinray
- - -
Enemy
- - -
End of Surprise Round
- - -
Merida
Roderick
Ryskovich

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Ambush!"

Cirri uses Daze to stun the man South of her.
Will DC 13

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora points to the northern man and explains him a joke "Mom, at school they call me White Face! Darling the snowman is talking!" while casting hideous laughter Will CD 14.


Fiend series | Shackles

Will Save vs Laughter: 1d20 ⇒ 9

Although the northern man looks at Pandora as she talks he soon drops on the ground, clutching his belly from laughter.

Initiative
Surprise Round
Quinray
- - -
Enemy
Southeast enemy needs to make DC13 will save vs Daze
- - -
End of Surprise Round
- - -
Cirri
Merida
Pandora
Roderick
Ryskovich

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray gestures at the southwest enemy and tries to daze him.
Will save DC 14


Fiend series | Shackles

SW: 1d20 ⇒ 20
SE: 1d20 ⇒ 15
Charge Mirri, Power Attack: 1d20 + 4 + 2 - 1 ⇒ (17) + 4 + 2 - 1 = 22
Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Charge Mirri, Power Attack: 1d20 + 4 + 2 - 1 ⇒ (16) + 4 + 2 - 1 = 21
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

The two southern warriors don't seem affected by the spells and both charge the easiest target in reach, which happens to be Cirri. They both score ghastly wounds 22 damage, causing Cirri to drop like a stone! The laughing man tries to gather himself from the laughter caused by Pandora's joke.

Initiative
Cirri, Prone, Dying, -7/15 hp
Merida
Pandora
Roderick
Ryskovich
Quinray
- - -
Enemy
- - -

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora steps back and to the side looking for a good aim "You bastards dropped Cirri! You will pay for that!" The wild woman lets two arrows fly from her bow, the first one almost hitting herself due to the stamina of the moment.
mwk Composite Longbow+PB+PS-RS: 1d20 + 8 + 1 - 2 ⇒ (1) + 8 + 1 - 2 = 8 Auto-fail
mwk Composite Longbow+PB+PS-RS: 1d20 + 8 + 1 - 2 ⇒ (18) + 8 + 1 - 2 = 25
Piercing damage+PB: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

The arrow goes towards the one in front of Pandora and next to Merida

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri called an ambush, and it sure did ambush her!

"Ugh...low tide."

Stabilize, DC 17: 1d20 + 1 ⇒ (5) + 1 = 6 Fail

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick sees Cirri fall and not wanting to splash her, draws his wand and moves to tap her.

Clw : 1d8 + 1 ⇒ (6) + 1 = 7

cannot update map on phone .

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

I think I moved Rod and Pandora according to the way it sounded. If wrong please readjust.

if arrow thug is UP:

Ryskovich, weapons at the ready and quite upset that they ambushed him and the others, step up and takes a couple swings with his falcata and shield. Spot 1

+1 falcata: 1d20 + 8 ⇒ (20) + 8 = 28 for damage: 1d6 + 4 ⇒ (5) + 4 = 9
buckler: 1d20 + 6 ⇒ (7) + 6 = 13 for damage: 1d2 + 1 ⇒ (1) + 1 = 2

+1 falcata crit?: 1d20 + 8 ⇒ (10) + 8 = 18 for damage: 2d6 + 8 ⇒ (6, 5) + 8 = 19

if arrow thug is DOWN:

Ryskovich, seeing Cirri drop, does his best to position himself in between her and the ambushers. Spot 2

+1 falcata: 1d20 + 10 ⇒ (9) + 10 = 19 for damage: 1d6 + 4 ⇒ (3) + 4 = 7

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray starts drumming and takes a 5 ft step back. Inspire courage.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida attacks the ambusher before her, careful not to give him an opening. Fighting Defensively.

Mwk Falchion, Defensive, IC: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 probable miss


Fiend series | Shackles

Pandora's arrow hit her target but does not drop him. That is something that Ryskovich takes care of. Merida then steps up towards the next attacker, but she misses. Roderick taps Cirri with her wand and Quinray starts drumming.

The northern man keeps on laughing and the southern one attacks Merida and scores a vicious hit!

Will Save: 1d20 ⇒ 7
Power Attack: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Initiative
Cirri, Prone, -1/15 hp
Merida 2/12 hp
Pandora
Roderick
Ryskovich
Quinray
- - -
Enemy
- - -

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Since Cirri is still in negatives, can I stand over her to get a full attack?

If yes:

Ryskovich, more than happy that one threat was eliminated, hovers over Cirri's body, in hopes to draw the other enemy's attention.

falcata: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (5) + 4 = 9
buckle: 1d20 + 5 ⇒ (18) + 5 = 231d2 + 1 ⇒ (2) + 1 = 3


Fiend series | Shackles
Ryskovich wrote:
Since Cirri is still in negatives, can I stand over her to get a full attack?

Sure (disclaimer: I do not know what RAW thinks of it and I do not have the time nor want to go searching for an answer.)

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora goes around the rock and fires another arrow at the offending White warrior "Stop this madness! We don't want to invade your territory, we are hunting our enemy, we are fighting against the same foes!"

mwk Composite Longbow+PB+PS+IC: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
Piercing damage+PB+IC: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Crit confirm?: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
Piercing damage+PB+IC: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10


Fiend series | Shackles

And another one bites the dust

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri has sweet dreams off swimming through the deep as a mermaid...and a talking boat. It's yelling "Stop this madness!" for some reason.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida was fighting defensively, AC is 19 unless the attack ignores dex or something; therefore the enemy does not hit her.

Her defensive fighting having dodged a vicious attack, Merida flies into a rage and swings hard with her falchion. Rage 4/5

Mwk Falchion, Rage, Power Attack, IC: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 Damage: 2d4 + 12 ⇒ (4, 4) + 12 = 20

Crit confirm: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 Damage: 2d4 + 12 ⇒ (4, 2) + 12 = 18


Fiend series | Shackles

Merida: correct on the defensive fighting. I assumed Pandora targeted the fighting Kellid, the other one is laughing like a madman. Do you want to redirect your attack to the laughing one?

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Yep, Pandora shot the southern one. Provided Merida can easily reach the prone one, and prone gives her an extra +4 to hit... I think we can call the combat as ended :P
With 6 characters the 1-2 tier really seems too short on challenge. Although I understand the higher one is perhaps too risky for the lower levels.

Pandora approaches Cirri and kneels in front of her, "Oh, for all gods! What have they done to you?" she takes out her healing wand and tabs on the fallen woman.
UMD DC 20: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD DC 20: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

+8 hp for Cirri

"Let's move to the Cavern so we can better attend Cirri. How all the rest of you are?" Pandora gives a look too, to the fallen barbarians looking for further identification, hints of what they were doing here, and loot.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

If I took too much and the guy is still standing, please, took my action just as the same healing for Cirri.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

That's a yes on the redirect. And probably the death.

"It takes more than a barbarian to take down another barbarian, you'll find," Merida answers Pandora, and joins her in the search of the dead.

Perc: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri mumbles awake, "I'm not payin you two thousand gold to decipher this map, get outta here!" Cirri flops her legs in sync for a moment, as if they were a tail.

Aware of her allies but not of the battle she asks "Did we get em?" Then she stands up and grabs her staff.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Once Roderick sees Cirri moving again, he will look around for tracks from the brigands. He bends a knee to examine the ground

"This way...or was it that way?"

perception: 1d20 + 4 ⇒ (1) + 4 = 5
survival: 1d20 + 4 ⇒ (6) + 4 = 10


Fiend series | Shackles

GM dice:

Cirri: 1d20 - 1 ⇒ (10) - 1 = 9
Merida: 1d20 + 6 ⇒ (16) + 6 = 22
Pandora: 1d20 - 2 ⇒ (7) - 2 = 5
Quinray: 1d20 - 1 ⇒ (12) - 1 = 11
Roderick: 1d20 + 4 ⇒ (5) + 4 = 9
Ryskovich: 1d20 + 0 ⇒ (4) + 0 = 4

Quinray confirms that these Kellid's have also adorned themselves in the way that members of the Snowmask clan do.

You find 3 potions that Roderick identifies as potions of endure elements,3 masterwork leather armors, 3 heavy wooden shields, 3 battleaxes, 9 javelins and 3 cold-weather outfit.

You find the cave and rest there for the night. The next morning when you are about to start your next day of travel Merida notices that a storm seems to be heading down from the north and could intersect with your route. In order to stay ahead of the storm and reach the next cave where you can rest, you need to minimize breaks for rest and food throughout the day.

You have to do 2 hours of forced march to stay ahead of the storm.
Synopsis what you need to do: 2 Con checks, DC10 + DC12. Fail one: fatigued + 1d6 nonlethal damage, Fail both: exhausted + 2d6 nonlethal damage. If the party does not want to force march: risk exposure to storm

Forced March:
In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"Are you sure of that Merida? Well, in that case I agree we should force our march to the next refuge." Pandora ends he breakfast and starts preparing the trip materials "Have you ever been in such a presing climate? I still remember a storm 15 years ago. My father made me sing at home's door so he can find the way back. It was horrible."

As the group starts walking, Pandora closes her hood around her head and endures her march.
Con: 1d20 + 1 ⇒ (19) + 1 = 20
Con: 1d20 + 1 ⇒ (10) + 1 = 11

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Con: 1d20 + 2 ⇒ (11) + 2 = 13
Con: 1d20 + 2 ⇒ (10) + 2 = 12
Just barely keeping time, Quinray tries to beat his drum in time with the party's footfalls for inspiration. No real effect other than sound.

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