GM Volandis' Emerald Spire 2 (Inactive)

Game Master Luthor Volandis

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Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir moves up to the southern door and checks for traps. perception: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 note: if the door or a trap is made of stone add +2 to result.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Helpless in such darkness, Hallbjorn follows after Romulus, mumbling to himself.

Hallit:
"These cowardly butchers fight in the dark. They fear a battle on equal footing because they are small and frail. They would die horribly."

Double Move

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus glances back at the collapse, even as he starts to squeeze into the small passage, "You okay?"

His attention very quickly returns to the goblin, though, as he glares at it. "You had your chance." Gripping his axe, he says, "Apsu, guide my hand."

His great-axe glows momentarily - though not enough to see by - as he swings it towards the goblin.

Smite (not Merciful) while squeezing: 1d20 + 3 ⇒ (7) + 3 = 10 -3 if commando is not evil

Damage: 1d12 + 5 ⇒ (6) + 5 = 11 -1 if commando is not evil

If the goblin is evil, AC becomes 19 versus the commando's attacks, 15 while squeezing


Round 6 (cont)

The dust starts to settle after collapse. Heccuba, Romulus and Hallbjorn move up to see what happened.

Belmiir checks the double doorway to see if it's safe, which it does appear to be. He can see a little more of the room now, including a single door, a goblin sized hole in the north wall and a passage leading off to the south. The double doors are both wide open.

Dasus tries to give the goblin commando the smiting he deserves, but the small space makes it hard for him to swing his weapon properly.

Romulus
Sanite <- UP NEXT
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba
Belmiir
Dasus (5 damage)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

The witch will direct her dancing lights to help illumine, if she can, the situation.


Heccuba moves the dancing lights around to make seeing things much easier.

I've added some light area zones around the light sources. Remember that anything beyond 5ft of a light source is complete darkness.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite looks behind him and then in front at the Goblin and the Half Orc sized obstacle in his way.

He attempts to aid his comrade in his attacks.

Aid another next attack?: 1d20 + 4 ⇒ (4) + 4 = 8

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

I hope that this light will help she says as Book eats from the carcass of one of the goblins.


Round 6 (cont)

Sanite tries to distract the goblin to give Dasus a chance to finish him off, but the combination of the small goblin and the tight tunnel are too much for him.

The goblin is quite disappointed that his cunning trap didn't kill any longshanks. He decides to runs away as fast as he can. He runs off down the small corridor and appears in the next room in clear sight of Belmiir. Withdraw.

Romulus
Sanite
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba <- UP NEXT
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 7

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Commando (11 damage)
Heccuba
Belmiir
Dasus (5 damage)

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

As the goblin disappears down the tunnel, Dasus looks back, and says, "He's too fast. But, I think our only way out is to follow, anyway."

Turning back, he starts to wriggle his way down the tunnel, half crawling.

Double move while squeezing.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite sighs, it was hard work being a large stone skinned lifeform in a goblin sized world. He follows along.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

The witch follows along with the oread.


The rubble is completely blocking the door to the tower. Heccuba can't follow Sanite without doing a lot of heavy lifting.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn retrieves his shield as he moves next to Belmiir, and takes a moment to don the shield.

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Round 6
Belmir yells to the others hey one of them Gobs just showed up in this room! But don't go chasing him yet let me check the floors and ceilings for traps! Belimir does just that; he inspects the 10x10' area of ceiling in front of him (going in to the new room) and then the 10x10' floor area. use 2 move actions 1 to inspect ceiling one floor for traps. remember +2 to all results if trap is made of stone or has stone components.

find traps ceiling: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
find traps floor: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She will follow the rest of the group then.


Heccuba moves up and moves her lights forwards with the group.

Dasus and Sanite crawl and scrape their way through the goblin sized tunnels trying to catch up with their prey.

Dasus checks all around the area, suddenly paranoid of other traps. He doesn't find anything suspicious. Hallbjorn joins him and stand at his side ready to fight.

Romulus aims his bow in to the darkness and readies an attack for is he sees the goblin that Belmiir told him about.

Round 7 (cont)

The goblin runs striaght to the door across from Belmiir and flings it open. The sound of two goblin's arguing can be heard comming fromt he room, but it quickly stops at the sound of the door slamming.

Commando yelling in goblin:
"Longshanks invaders! Stop arguing and start fighting or Boss Grulk will punish us all!"

GM stuff:

goblins RED and GREEN initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Romulus
Sanite
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba <- UP NEXT
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 8

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Commando (11 damage)
Heccuba
Goblin RED
Goblin GREEN
Belmiir
Dasus (5 damage)

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus continues through the tunnel, finally straightening up as he reaches the other side.

Speaking in Goblin:
"You should be more concerned with us than this Boss Grulk."

Double move. I don't have enough actions left to actually try to demoralize, unfortunately.

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir steps forward 5ft and drops his staff. Then, Belmir gets his sling back out and loads it with a sling bullet. (move action to both draw and load a sling)

Grand Lodge

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Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite simply continues on along following the giant green butt in front of him.

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus pulls back his bow, prepared to assist his comrades against any attacks made by the dangerous commando.

Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (11) + 3 = 14
On success, 1 Teammate + all people who share this feat gain +4 to AC.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She follows along making sure that her dancing lights move to help her companions to see.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn moves up to the edge of the light, and readies to attack anything that comes near his axe.

Readied attack:

Readied PAttack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


The strange magic darkness means that neither Hallbjorn or Romulus gets their readied actions as they don't see any enemies.

Round 8 (cont)

Dasus and Sanite squueze through the tunnel. Belmiir prepares to fire a sling bullet. Romulus readies another defensive arrow shot. Hallbjorn gets ready to strike any goblins that come his way.

The commando moves up to the passageway near Hallbjorn and stabs at longshanks with his horsechopper from the safety of the darkness. In his excitement he doesn't allow for the human's heavy armour.

horsechopper attack, FA bonus, opponent flat footed: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

To make things move a little faster i'll do the goblin actions now as they shouldn't make much difference.

The goblins fumble about and finally pick up their weapons and then move to support the commando.

Romulus
Sanite
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba <- UP NEXT
Goblin RED
Goblin GREEN
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 9

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Commando (11 damage)
Heccuba
Goblin RED
Goblin GREEN
Belmiir
Dasus (5 damage)

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir moves in front of Hallbjorn near the table and fires his sling at the goblin skulking down the hallway (light green; goblin commando?) sling: 1d20 + 2 ⇒ (5) + 2 = 7dmg: 1d4 + 1 ⇒ (3) + 1 = 4

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus moves up to behind Hallbjorn and readies his arrow... the poor guy still looks pretty woozy, and he doesn't want a lucky hit to take him down.

Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (5) + 3 = 8
On success, 1 Teammate + all people who share this feat gain +4 to AC.

The changes in darkness and light mucks with his eyes and aim though.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite steps into the room and around his comrade before squaring off and swinging his hammer once more.

Earthhammer to Green: 1d20 + 3 ⇒ (8) + 3 = 11

Damage if hit: 2d6 + 7 ⇒ (4, 6) + 7 = 17

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

For just a moment, a split second, really, Dasus hesitates. His eyes flick between the commando - who he believes he has his deity's blessing to smite - and the door leading to the new goblins.

Sanite, though, solves the dilemma as he steps in to block the doorway and contain the goblins momentarily, and Dasus runs the other direction, right up to the commando to take a powerful swing with his giant axe. Even as he swings, he says to the others, "There's more, Sanite's holding them off but he'll need help."

Attack (Smite still in effect): 1d20 + 4 + 3 ⇒ (7) + 4 + 3 = 14

Damage: 1d12 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Belmiir Romulus, Sanite and Dasus try their best to strike their respective enemy, but the long fight seems to be tiring them out.

Botting to keep things moving along.

Heccuba moves closer to the action while moving the dancing lights to try to see as much of the action as possible.

Hallbjorn steps next to Dasus and tries to finish off the goblin commando.

battleaxe attack: 1d20 + 4 ⇒ (9) + 4 = 13
battleaxe damage: 1d8 + 3 ⇒ (5) + 3 = 8

The goblin commando steps back and tries once again to hit a longshanks.

horsechopper attack, FE bonus: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
horsechopper damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10

Round 9 (cont)

Romulus
Sanite
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba <- UP NEXT
Goblin RED
Goblin GREEN
Belmiir
Dasus (5 damage)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She moves behind the well armed and armored warriors and tries to put the goblin to sleep
DC 14 WILL


As the goblin is back in the dark that won't work that way. If Heccuba takes a 5ft step she can guide the lights with a move action and then can sleep the goblin. I'll assume as that does most of what you want to do in your turn that you'll be Ok with this so i'll post the next actions.

Heccuba moves the dancing lights and steps in to the room behind the mass of armed adventurers. She does some witchy arcane magics and the goblin yawns but stays awake and on his feet.

will save (DC14): 1d20 + 1 ⇒ (15) + 1 = 16

Round 9 (cont)

The two goblins try their best to both attack Sanite through the door but end up getting in each others way.

Goblin GREEN dogslicer attack: 1d20 + 2 ⇒ (4) + 2 = 6
Goblin RED dogslicer attack: 1d20 + 2 ⇒ (4) + 2 = 6

Romulus
Sanite
Hallbjorn (7 damage)
Commando (11 damage)
Heccuba
Goblin RED
Goblin GREEN
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 10

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Commando (11 damage)
Heccuba <- UP NEXT
Goblin RED
Goblin GREEN
Belmiir
Dasus (5 damage)

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite tilts his head at the goblin's capabilities. He sighs, something about this was not sitting well in his conscience.

Earth breaker to the Green again: 1d20 + 3 ⇒ (15) + 3 = 18

If hit: 2d6 + 7 ⇒ (2, 6) + 7 = 15

Still, it did little to sway him from striking down an opponent who meant him or his comrades harm. He swung low and hard at one of the goblins once more.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus growls, as the goblin continues to dance out of his reach, moving closer to even more doors with possibly more reinforcements behind them. He steps forward again, and this time goes for a more aggressive attack, calling on his Orcish instincts. He swing the axe, as before, but then follows through by diving his head forward, using his sharp tusks as an additional weapon.

5 foot step, followed by full attack on Commando to use both axe and Toothy bite attack.

Weapon attack (with Smite): 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18

Damage: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Secondary Bite attack (with Smite): 1d20 - 1 + 3 ⇒ (13) - 1 + 3 = 15

Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Confused in the stifling darkness, Hallborn moves to assist Sanite, swinging his axe to raise the stone giants chance to strike.

Aid Another attack: 1d20 + 4 ⇒ (11) + 4 = 15

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus holds his attack, ready to fire to protect any of his comrades that he can see if blades come out of the darkness at them.

Covering Fire!
Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (19) + 3 = 22
On success, 1 Teammate + all people who share this feat gain +4 to AC.

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Seeing the fight is well in the hands of the warriors for now, Belmir puts away his sling and picks up his staff. turn done will stay where I'm at.


Round 10 (cont)

Sanite strikes down one goblin as Dasus finally gets a telling blow with his axe on the troublesome commando. He finally falls and won't be dancing away anymore.

The remaining goblin tries to get revenge for his fallen ally but can't get past Sanite's defences.

Goblin RED dogslicer attack: 1d20 + 2 ⇒ (12) + 2 = 14

Romulus
Sanite
Hallbjorn (7 damage)
Heccuba <- UP NEXT
Goblin RED
Belmiir
Dasus (5 damage)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She will move the lights over so that people can see and Book will rush out to snack on the commando.


[ooc]I did the goblin's action out of sequence so everyone is up again.

Round 10 (cont)

Romulus
Sanite
Hallbjorn (7 damage)
Heccuba
Goblin RED
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 11

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Heccuba <- UP NEXT
Goblin RED
Belmiir
Dasus (5 damage)

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir knowing 'the Sanite' as he's taken to thinking of him...has got the combat with the remaining goblin well in hand. Decides to squeeze in front of Dasus and check the double doors on his left or south for traps perception: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 add+2 to result if trap has stone componets Excuse me Dasus, let me get through here and check these doors for traps before we continue on shall we?

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Earthbreakrr to the loneliest goblin: 1d20 + 4 ⇒ (10) + 4 = 14

If hit: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Salute swung once again, feeling no urgency or need to overwhelming force, aiming a bit more clearly.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn takes a swing at the loneliest goblin himself.

Axe: 1d20 + 4 ⇒ (3) + 4 = 7
If hit: 1d8 + 3 ⇒ (5) + 3 = 8

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus steps aside to let Belmiir by, and says, "Good idea." he looks back, towards the door where the fight is still going on. Seeing as there is no room for him, and given he completely lacks any ranged weaponry, he instead takes a moment to check his injury and then swaps his giant axe for the shield on his back, which he straps on to his arm, and picks up the smaller axe on his belt.

"Everything okay over there?"

I think it takes me a full round to swap weapons around. But, if we're not resting after this fight, I need that AC boost. :-)


Dasus switches his weapons around while Belmiir checks one of the doors, which appears to be safe. That door is East. I've added a North arrow at the top right of the map to clarify.

Hallbjorn and Sanite swing their weapons at the goblin but it's a little faster than they were expecting and avoids any serious injury.

Round 11 (cont)

Romulus <- UP NEXT
Sanite
Hallbjorn (7 damage)
Heccuba <- UP NEXT
Goblin RED
Belmiir
Dasus (5 damage)

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus moves into the light and readies his bow to protect Sanite from the goblin's next attack. While it's just the one, a lucky hit could take any warrior down. He'd seen it to many times on the battlefield.

Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (6) + 3 = 9
On success, 1 Teammate + all people who share this feat gain +4 to AC.


Botting Heccuba to keep things moving.

Heccuba gives the goblin the evil eye to distract it and make it easier to hit. Just to upset it even more she also cackles at it.

will save (DC14): 1d20 - 1 ⇒ (2) - 1 = 1

The goblin tries to hit Sanite but has even more trouble now that it has been cursed by a witch.

Goblin RED dogslivcer attack: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8

Round 11 (cont)

Romulus
Sanite
Hallbjorn (7 damage)
Heccuba
Goblin RED
Belmiir <- UP NEXT
Dasus (5 damage) <- UP NEXT

Round 12

Romulus <- UP NEXT
Sanite <- UP NEXT
Hallbjorn (7 damage) <- UP NEXT
Heccuba <- UP NEXT
Goblin RED
Belmiir
Dasus (5 damage)

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite Smash: 1d20 + 4 ⇒ (17) + 4 = 21

If hit: 2d6 + 4 ⇒ (2, 3) + 4 = 9

Sanite stares for a moment at the Goblin, watching him before he swings like he was gonna hit the goblin from the side only to arc up and come down overhead once the goblin's feet moved to dodge.

He pulls the hammer off the poor creature and looks around once more to see if there was any others to worry about.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus moves over to the doorway where the others are fighting. If the goblin is still alive, he growls in goblin.

Goblin:
"You are all alone, all the other goblins are dead, and there's still more of us."

Demoralize with intimidate: 1d20 + 10 ⇒ (4) + 10 = 14

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

The witch really is a great debuffer

She will cackle to keep up the hex.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn will strike at the goblin. (if necessary)

BAxe PAttack: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 5 ⇒ (2) + 5 = 7

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