GM CariMac's Jade Regent Campaign (Inactive)

Game Master CariMac

A group of brave adventurers are attempting to help Ameiko Kaijitsu find a legacy.

Tactical Map

Loot Sheet


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Map Female Aasimar Inactive

Kazariah and Drake walk around the side of the lagoon to inspect the drake, seeming to confirm Daichi's theory of what happened. Kaz shares the information with the party.

She also keeps an eye out for anything else out of place.

Perception K: 1d20 + 17 ⇒ (7) + 17 = 24 (using aspect of the falcon).


Dragonskull |PBP Singnup

Kazariah sees two swift moving shadows in the water. Two red creatures with the claws of a lobster move toward her out of the water swiftly.

Initiative:

Daichi Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Derric Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Leo Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Kazariah Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Jayna Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Kiko Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Reefclaw 1: 1d20 + 5 ⇒ (16) + 5 = 21
Reefclaw 2: 1d20 + 5 ⇒ (4) + 5 = 9

Initiative Bold May Act

Kazariah Surprise Round

Round 1
Derric: 22
Reffclaw 2: 21
Reefclaw 1: 13
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5


Map Female Aasimar Inactive

Kazariah casts entangle, hoping to catch the creatures before they can get into range of the party.

Putting a circle on the map to indicate where the spell is. DC 14 save.

Text of Spell:

Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no

DESCRIPTION

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.


Dragonskull |PBP Singnup

GM Rolls:

Reflex Reefclaw: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex Reefclaw: 1d20 + 1 ⇒ (1) + 1 = 2

Kazariah casts a spell that causes the overgrown grass and weeds to grow even more. The reefclaws find themselves entangled in the weeds as they try to swim toward her. They manage to move closer, but cannot attack.

Initiative Bold May Act

Round 1
Derric: 22
Reffclaw 2: 21
Reefclaw 1: 13
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5


INACTIVE - GAME DIED

Leo's armor jangles as he jogs around the bend, hustling as fast as he can to reach the edge of the entangle area.

Double move.


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Daichi runs forward to the edge of the water to get close enough to strike, then fires a spear of rock at the nearest reefclaw.

Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Map Female Aasimar Inactive

Kazariah steps back and shoots the nearest reefclaw. Drake steps in front of her, guarding.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

Janya moves up and casts Magic Missile at the reefclaws.

MM: 1d4 + 1 ⇒ (3) + 1 = 4


Dragonskull |PBP Singnup

Drake's bite sinks deep into the reefclaw (red) in front of him, and Jayna's Missile hits the one in the back (blue). Daichi misses, and Leo moves as fast as he can clanking as he moves in armor.

The red tinted reefclaw claws at Drake. The first claw connects. It does some slight damage 2 DMG, but Drake avoids getting grabbed. The blue tinted reefclaw doesn't manage to get out of the entangling weeds.

GM Dice:

Claw: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 2
Claw: 1d20 + 2 ⇒ (11) + 2 = 13
Grab: 1d20 + 8 ⇒ (1) + 8 = 9
Reflex Blue: 1d20 + 1 ⇒ (6) + 1 = 7

DC 13 Constitution Save or:

Take Strength Dmage: 1d2 ⇒ 1 frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Round 2/3
Derric: 22
Reffclaw 2: 21Red 7 DMG
Reefclaw 1: 13 Blue 4 DMG
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5


Male Tiger Inactive

That was actually Kazariah's attack, with Drake guarding because they weren't up to them yet. (Sorry for the confusing wording.) I'll roll Drake's attack below.

Constitution Save: 1d20 + 1 ⇒ (12) + 1 = 13

Claw 1: 1d20 + 3 ⇒ (7) + 3 = 10
Claw 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 (just in case that last one hit)


Dragonskull |PBP Singnup

Drakes second claw just hits the reefclaw, and he does some damage.

Round 2/3
Party Up
Derric: 22
Reffclaw 2: 21Red 11 DMG
Reefclaw 1: 13 Blue 4 DMG
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Daichi shifts into his next strike, sending another spike at the more injured monster.

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


Map Female Aasimar Inactive

Kazariah attacks again:

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


INACTIVE - GAME DIED

Leo finishes his lumbering advance and gets into striking distance.

Longsword attack: 1d20 + 5 ⇒ (18) + 5 = 23
Longsword damage: 1d8 + 3 ⇒ (7) + 3 = 10


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

Jaynay sends another magic missile to the blue reefclaw.

MM: 1d4 + 1 ⇒ (2) + 1 = 3


Dragonskull |PBP Singnup

Red falls to Leo's attack. Blue manages to tear itself away from the grasping vines, and moves up to attack. Drake. It tears into the wolf's flesh doing some good damage. 5 DMG It fails to grapple the animal companion.

DC 13 Constitution Save or:

Take Strength Damage: 1d2 ⇒ 1 frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.[/dice]

GM Screen:

Reeflaw Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
Claw: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 ⇒ 2
Claw Crit Confirm: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 ⇒ 3
Grapple: 1d20 + 8 ⇒ (1) + 8 = 9

Round 3/4
Party Up.
Derric: 22
Reefclaw 1: 13 Red Dead Blue 7 DMG
Kazariah: 13 Drake 5 DMG
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5


INACTIVE - GAME DIED

With one fallen, Leo moves to step up to the next...

Reflex save: 1d20 + 4 ⇒ (3) + 4 = 7

... and finds himself entangled.


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Daichi switches his strike to the remaining creature and continuing to fire stone missiles into the melee.

Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Male Tiger Inactive

Constitution Save: 1d20 + 1 ⇒ (10) + 1 = 11

Fails, takes 1 strength damage.

Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Crit confirm: 1d20 + 3 ⇒ (4) + 3 = 7 Fails to confirm

Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Map Female Aasimar Inactive

Kazariah dismisses the entangle since it isn't doing any good anymore.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4

yikes.


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

Jayna hurries up closer to the fight. She sees the reefclaw fall under Drake's claws, and Daichi's stone.


Dragonskull |PBP Singnup

Out of Comabt

Examining the body the group sees several violent strikes with an edged weapon was the cause of the sea drake's death. You look up the hill and get a good look at Brinewall Castle.

Brinewall Castle

Brinewall Castle is a large and intimidating structure. Although only two stories tall (with the exception of one three-story tower and the dungeons beneath it), the squat castle looks all the larger for its position atop the bluff west of the village, looming over the surrounding region with a commanding presence. The castle is built of gray stone, though close inspection reveals numerous different types of stone were used in its construction (as parts of the castle were rebuilt several times).

Congratulations: Level up to level 3

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