GM Endless Forms' Jade Regent (Inactive)

Game Master Mike Tuholski

Forest of Spirits (Book 4)

Combat Map

Hongal and the Forest of Spirits

LOOT!


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Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack attempts to maneuver the provided kayak to the funeral ship.
Wisdom 1d20 + 2 ⇒ (15) + 2 = 17


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Wisdom check: 1d20 + 2 ⇒ (20) + 2 = 22


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@Terflynn: I think you're fine, assuming you went with Miso's suggestion to let himself and Zach steer them.

The party slowly and quietly paddles their kayaks up to the deck of the longship, which has been built up with planks over the old rowing benches, creating a space belowdecks. It appears that the funerary treasures have been placed in this hold, as the deck is empty save for a silent, shrouded form resting atop a bier in front of the mast, surrounded by stacked wood. A leather sack sits atop small pile of sand at the base of the bier, the glow of flame and wisps of smoke escaping from it.

DC 20 Perception:
You can hear the faint rattle of chains coming from below.


Male

Perception: 1d20 + 8 ⇒ (19) + 8 = 27
"It seems we may not be alone. I hear chains below."


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"Shall we take a look?" Zack asks the others quietly while readying his bow for any surprises.


Male

Terflynn draws some alchemist's fire, then thinks better of it and draws a bottle of lightning. "Who's going first?" I assume there is an obvious way below deck.


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The party drops to the hold of the ship, finding many goods stacked below. You also see a chain tied to the mast that leads to the stern behind a pile of boxes and goods, where a slight mist has crept through the boat to obscure vision at that far end.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso peers into the mist, concentrating with detect magic up.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix peers down toward the far end. "Is that our man back there." He whispers.


Male

"I sense that something is... amist." Terflynn says as he attempts to detect poison in the area.
why? I don't know.

-Posted with Wayfinder


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Miso and Terflynn detect neither poison nor magic but as they work their spells a pile of boxes suddenly tumbles over to reveal a barnacle-encrusted walking corpse that looks like a zombie but is dripping with water and gives off a nauseating stench!

gm rolls:

draugr: 1d20 + 0 ⇒ (19) + 0 = 19
Jennix: 1d20 + 3 ⇒ (2) + 3 = 5
Terflynn: 1d20 + 3 ⇒ (9) + 3 = 12
Miso: 1d20 + 2 ⇒ (12) + 2 = 14
Zachary: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative:

1. Zachary
2. Undead
3. Miso, Terflynn, and Jennix

Zachary is up!

DC 14 KN (religion):
This is a draugr captain, an undead with DR/ bludgeoning or slashing and resistance to fire. They can drain energy from their foes.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

KN: religion: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"I really hope that is not our guy."
Zack says before loosing a pair of arrows at the creature.
Attack 1 1d20 + 5 ⇒ (19) + 5 = 24 (PBS)
Damage 1 1d8 + 8 ⇒ (7) + 8 = 15 (PBS)

Attack 2 1d20 + 5 ⇒ (4) + 5 = 9 (PBS)
Damage 2 1d8 + 8 ⇒ (3) + 8 = 11 (PBS)


Male

"I fear the worst. Well, something unfortunate regardless."
Knowledge (religion): 1d20 + 6 ⇒ (10) + 6 = 16
"Clubs or edged swords, no fire! Watch for it's drain attack!"
No fire... damn.
Terflynn casts Mage Armor upon himself and then moves into a better position. I'm assuming the benches are difficult terrain.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Just checked the map, he is way out of PBS range. Any way I can 5 foot southeast or is that square totally blocked?


The Flaxseed Pathfinder Lodge

You'd probably have to squeeze into those squares with the boxes.

Also, this guy does not match the description of Ulf you were given. You can reason that it is Snorri Stone-Eye, whose funeral boat this is.

Zach puts an arrow into the approaching undead warrior but his arrow seems less effective.

The undead Snorri lumbers across the bilge, pulling out a greataxe and dripping water as he makes his way towards Miso.

Initiative:

1. Zachary
2. Undead
3. Miso, Terflynn, and Jennix

10 dmg

You guys are up!


Male

Terflynn casts Web in an attempt to ensnare the zombie.
DC 17 Reflex or grappled


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso would've cast mage armor before boarding the boat (assuming EF is okay with that), so I would think Terflynn would have too.

Miso will activate Arcane Strike and flurry on the monster.

flurry 1: 1d20 + 1 + 3 ⇒ (1) + 1 + 3 = 5
damage 1: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

flurry 2: 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18
damage 2: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

He will then five-foot to the side to let Jennix through.


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Ref: 1d20 + 5 ⇒ (6) + 5 = 11 Terflynn grapples the undead in a web and Miso punches him in the head.

Initiative:

1. Zachary
2. Undead
3. Miso, Terflynn, and Jennix

19 dmg, grappled

Jennix and Zachary are up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Drawing his morningstar and handaxe, Jennix steps up and attacks the creature.

Morningstar: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack begins firing through the melee at the undead creature.

Attack 1 1d20 + 1 ⇒ (4) + 1 = 5 (PBS, Cover)
Damage 1 1d8 + 8 ⇒ (1) + 8 = 9 (PBS)

Attack 2 1d20 + 1 ⇒ (2) + 1 = 3 (PBS, Cover)
Damage 2 1d8 + 8 ⇒ (5) + 8 = 13 (PBS)
Or the floor...


The Flaxseed Pathfinder Lodge

Jennix swings but misses while Zachary's arrows fly wide.

Unable to swing his axe, Snorri tries to slam Jennix!

slam: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
damage: 1d12 + 10 ⇒ (4) + 10 = 14
plus one temporary negative level

Initiative:

1. Zachary
2. Undead
3. Miso, Terflynn, and Jennix

19 dmg, grappled

You guys are up!


Male

Terflynn draws his dagger and moves in towards the zombie, trying to touch it with a hexing hand.
heal hex: 1d20 + 2 ⇒ (11) + 2 = 13, damage: 1d8 + 4 ⇒ (7) + 4 = 11 vs touch

-Posted with Wayfinder


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix swings twice, trying for a one, two strike of bludgeoning and slashing!

Morningstar: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Handaxe: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso will activate Arcane Strike again and flurry! Rolls do not account for foe being grappled nor for any cover.

flurry 1: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11
damage 1: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

flurry 2: 1d20 + 1 + 3 ⇒ (19) + 1 + 3 = 23
damage 2: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7


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Terflynn blasts the undead with positive energy while Miso punches the undead, his magical fists popping the head right off!

Out of combat!

A quick search reveals that neither Ulf Gormundr nor the sword Suisen is present on the ship. The funerary goods stacked in the hold are worth several thousand gold pieces, but many are bulky and nearly impossible to carry off the ship quickly and stow away in kayaks.

As you look about the treasure, one stands out: a beautiful Ulfen helmet with gold inlays and backswept wings mounted to its sides-a true viking treasure. As you take in this and the other sights, however, you suddenly hear a loud "whump" on the deck above, followed by the familiar crackling of wood as the boat begins to catch fire.

As you run up to the top deck you can make an Appraise check to grab the most valuable yet portable item and take it with you. 10 x the result of the check is how much gp it is worth.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix scrambles to get off the flaming ship, he eys darting over the goods as he goes. Counting on luck, he grabs a few choice items.

Appraise: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26


Male

appraise: 1d20 + 6 ⇒ (7) + 6 = 13
Terflynn grabs something close and keeps moving.

-Posted with Wayfinder


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Okay, now I'll admit that's a clever mechanic.

With some distaste, Miso looks around and takes the least Ulfen thing he sees.
Appraise: 1d20 ⇒ 12

He then moves deliberately to the top deck.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Appraise 1d20 + 2 ⇒ (5) + 2 = 7
Zack grabs an item and heads for the top deck as well.


The Flaxseed Pathfinder Lodge

Yeah, I wish several skills had more application. Appraise is certainly one of them; it's mostly useless unless the GM is strict about not telling you how much the pile of gems is worth without an Appraise check. I've never met a GM who does that and I'm too lazy to force the issue every time it comes up. But this was a clever use of the skill.

The party clambers back up top to find that the wooden bier has become fully alight and burns brightly at midship. Beyond it in the water you can see the kayaks that brought you here cut loose and drifting out of reach. Tied off at the stern of the ship are two canoes, into which a group of black-clad, masked figures are quickly clambering until they spot you emerging from below!

gm rolls:

ninjas!: 1d20 + 7 ⇒ (10) + 7 = 17
Jennix: 1d20 + 3 ⇒ (10) + 3 = 13
Terflynn: 1d20 + 3 ⇒ (14) + 3 = 17
Miso: 1d20 + 2 ⇒ (7) + 2 = 9
Zachary: 1d20 + 2 ⇒ (16) + 2 = 18

Initiative:

1. Zachary
2. Ninjas!
3. Terflynn, Jennix, and Miso

Zachary is up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Unable to see the map, if Zack does not have line of sight on the enemies I will hold until he does then take the following shots.

Dropping the item he just picked up, Zack takes a couple of shots at the enemies in the canoes below.
Attack 1 1d20 + 5 ⇒ (15) + 5 = 20 (PBS)
Damage 1 1d8 + 8 ⇒ (7) + 8 = 15 (PBS)

Attack 2 1d20 + 5 ⇒ (13) + 5 = 18 (PBS)
Damage 2 1d8 + 8 ⇒ (7) + 8 = 15 (PBS)


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Only a ninja can sneak up on another ninja! (best line of the song, although the whole thing is brilliant; about 6:10)

Zachary quickly puts two arrows into one of the black-masked men; he lets out a yell and falls back into the water, sinking fast.

The other ninjas move up, drawing shortbows, and fire back at the party!

mwk shortbow on Miso: 1d20 + 6 ⇒ (6) + 6 = 12
damage with sneak: 1d6 + 2d6 ⇒ (2) + (2, 1) = 5

mwk shortbow on Jennix: 1d20 + 6 ⇒ (7) + 6 = 13
damage with sneak: 1d6 + 2d6 ⇒ (3) + (1, 3) = 7

mwk shortbow on Terflynn: 1d20 + 6 ⇒ (19) + 6 = 25
damage with sneak: 1d6 + 2d6 ⇒ (6) + (5, 3) = 14

Initiative:

1. Zachary
2. Ninjas!
3. Terflynn, Jennix, and Miso

You guys are up!


Male

Terflynn takes an arrow, but responds by summoning a burning ball where a ninja stands.
Flaming Sphere: 3d6 ⇒ (3, 6, 1) = 10 DC 17 Reflex negates; Ninja 4, just for kicks.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Calling on his luck, Jennix steps north and fires an arrow at the northernmost ninja!

Attack, Luck: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage, Luck: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack takes a step to the side and sends another two arrows at the closest threat.

Attack 1 1d20 + 4 ⇒ (5) + 4 = 9
Damage 1 1d8 + 7 ⇒ (5) + 7 = 12

Attack 2 1d20 + 4 ⇒ (4) + 4 = 8
Damage 2 1d8 + 7 ⇒ (1) + 7 = 8


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso five-foots, draws his wand of scorching ray, and discharges one at N4.

ranged touch: 1d20 + 4 ⇒ (9) + 4 = 13
FIE-ARR!: 4d6 ⇒ (5, 3, 2, 4) = 14


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Ref: 1d20 + 6 ⇒ (9) + 6 = 15

Terflynn slams a ball of flame into one of the ninjas, who clearly didn't pay attention during evasion training. Jennix puts an arrow into one of them while Zachary's arrows hit the water beyond. Miso sends a scorching ray at the already-burned ninja and finishes burning him up!

mwk shortbow on Jennix: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 ⇒ 2

mwk shortbow on Terflynn: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 ⇒ 6

The ninjas fire off two more shots before dropping their bows and advancing on the party from opposite sides, drawing sianghams along the way.

I confess ignorance on many of the less common Eastern weapons, something I will probably have to remedy as this AP goes on.

Initiative:

1. Zachary
2. Ninjas!
3. Terflynn, Jennix, and Miso

N1: 7 dmg

You guys are up!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso will five-foot to stand in front of the elf, then let fly with another scorching ray, this time at N3.

ranged touch: 1d20 + 4 ⇒ (2) + 4 = 6
flame ON!: 4d6 ⇒ (2, 5, 4, 1) = 12
His unfamiliarity with the way a boat moves on water causes him to miss, however. With a steely glare, he activates Arcane Strike on his unarmed strike and prepares to fight.


Male

They are tough to remember. A lot of d6 and d4 with special qualities (often disarm).
Terflynn directs his flaming sphere towards a ninja before trying to put him to sleep. Should be able to reach N3 right?
Sphere: 3d6 ⇒ (4, 1, 6) = 11 DC 17 Reflex negates
Slumber DC 17 negates


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack looses two more arrows at the northern enemy.

Attack 1 1d20 + 5 ⇒ (10) + 5 = 15 (PBS)
Damage 1 1d8 + 8 ⇒ (5) + 8 = 13 (PBS)

Attack 2 1d20 + 5 ⇒ (13) + 5 = 18 (PBS)
Damage 2 1d8 + 8 ⇒ (8) + 8 = 16 (PBS)


The Flaxseed Pathfinder Lodge

The special qualities and what they actually look like are what I tend to forget/get mixed up. Especially confusing because I've been told by a friend who does know a lot about Eastern weapons that several of the Pathfinder versions are either misnamed or the description does not match the real-life version.

Ref: 1d20 + 6 ⇒ (15) + 6 = 21
Will: 1d20 + 0 ⇒ (15) + 0 = 15

Miso's jet of flame fizzles against the water, adding to the fog of the area. This time the ninja is prepared for the flaming sphere but less prepared for the absolute exhaustion caused by leaping out of the way. With two arrows to the chest, Zach brings the other ninja to his doom.

If you quickly loot them, they each carry: fugitive's granades, potions of vanish (2), tindertwigs (2), leather armor, dagger, masterwork shortbow with 20 arrows, masterwork siagham, shinobi shozoku, jade raven statuettes (worth 50 gp), masterwork thieves' tools

Removing their masks reveals that they are Tien men and one woman, though there is nothing else to further identify them.

It's probably easy enough to throw everything on their kayaks except for stripping their armor; the boat is starting to burn after all.

Fugitive's Grenade:

Aura faint conjuration and transmutation; CL 3rd
Slot none; Price 75- gp; Weight -

These small grenades are made from hollowed eggshells filled with assorted powders and reagents and inscribed with magical glyphs. When broken, a fugitive's grenade creates a 10-foot-radius cloud that lasts for 2 rounds. This cloud is otherwise identical to a fog cloud. A single smoke tendril in the center of the cloud forms a solid-feeling rope, 20 feet long, that functions as a rope trick spell. When the smoke cloud dissipates, so does the smoke rope, though the rope trick's extradimensional space remains for its full duration. Once the smoke rope disperses, any creatures inside the extradimensional space must jump or climb out by other means. A fugitive's grenade may be thrown as a ranged touch attack with a range increment of 10 feet.

DC 20 KN (local):
The jade raven statuettes carried by each of the ninja is a symbol of the Frozen Shadows, a guild of thieves and assassins in Kalsgard.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

KN:local: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Jennix helps loot the bodies and readies to get back in the kayak.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Yeah, as I understand it they're like an amalgam of several items called one thing. An essential element of game mechanics, though likely annoying to a scholar of any sort.

And those fugitive grenades are pretty cool!

Miso joins in looting the bodies quickly, then makes sure everyone else gets into the kayaks before he does.


Male

knowledge local: 1d20 + 6 ⇒ (12) + 6 = 18
Terflynn picks up his treasure, loots the bodies, and goes for the boats.

-Posted with Wayfinder


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack scoops up the remaining treasure and follows the others to the boats.


Male

I'd also like to snatch a mask if that's alright.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The fugitive grenades are worth 750 gp, that was a typo. Agreed, they are a pretty cool item.

Also, I forgot earlier but I made specific mention of a winged helm below decks. I'll assume that someone grabbed it.

While identifying the gear afterwords, the party notes a faint aura of divination and a moderate good aura on the helm.

DC 12 KN (planes):
You recognize that this is actually a living creature known as a cassisian angel.


Male

knowledge planes: 1d20 + 9 ⇒ (6) + 9 = 15
knowledge religion?: 1d20 + 6 ⇒ (9) + 6 = 15
"This helmet lives. It is an angel of a sort."

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Although Terflynn confirms that the helmet is indeed a living creature, it seems unresponsive for the moment and the party is left with no choice except to stick to the original plan and head to the shrine of Shelyn where they are to meet Uksahkka.

The sounds of screams and the crashing of tumbling masonry roll down the street over the normal noises of the crowd. Ahead, above the press, the shrine of Shelyn slowly sways and then collapses into the street, dumping its facade of stone and mortared brick on those unfortunates below, resulting in another wave of screams of pain and fear.

As you draw nearer, you see a large figure made of earth and stone pounding away at the building and quickly reducing it to rubble.

DC 18 Perception:
There is a raven perched atop the building across the street, watching the situation unfold.

Lying in the rubble is an old priest, who looks slightly wounded but nonetheless unconscious.

gm rolls:

ee: 1d20 - 1 ⇒ (15) - 1 = 14
Jennix: 1d20 + 3 ⇒ (10) + 3 = 13
Terflynn: 1d20 + 3 ⇒ (6) + 3 = 9
Miso: 1d20 + 2 ⇒ (1) + 2 = 3
Zachary: 1d20 + 2 ⇒ (17) + 2 = 19

Initiative:

1. Zachary
2. Earth Elemental
3. Jennix, Terflynn, and Miso

Zachary is up!

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