Granta's Evergreen Arc #3 (Inactive)

Game Master Granta

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Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe does his best to scare the frogs off the diorama while swatting at them with his hands and barking orders for them to leave.

intimidate: 1d20 + 7 ⇒ (19) + 7 = 26

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

"I suppose I could bring Aroden's light to this little city. Or at least, a Light cantrip."

And he does just that, casting Light on the most impressive looking building in the model city.

Sovereign Court

Uori watches your rituals with mild interest before returning to his own prayers. Several times during your obeisances, a warm glow fills each of the Pathfinders.

Congratulations! 3 rituals completed. Check the spoiler on the Campaign Info tab for your rewards.

Which tunnel would you like to explore?

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

1=east, 2=west: 1d2 ⇒ 2

"Let's head down the western tunnel."

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

"West sounds good."

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"okay, west."

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

"Sounds good to me"

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

The gnome happily skips along, following the others and singing quietly, "West is best. East is a beast."

Sovereign Court

GM Rolls:
Enemy Selection: 1d6 ⇒ 1

Initiative (Crowe): 1d20 + 1 ⇒ (9) + 1 = 10
Initiative (Daffy): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Kyun): 1d20 + 4 ⇒ (13) + 4 = 17
Initiative (Salagadoola): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Suna): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Suna): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (GM): 1d20 + 1 ⇒ (20) + 1 = 21


DC 11+ Knowledge (local):
Kobolds are really good at sneaking around and crafting traps.

DC 16+ Knowledge (local):
They have trouble seeing in bright light.

If you roll 21 or higher, you may ask for more information.

Maps

Round 1
Effects none
Terrain/Hazards dim light, shallow bog (river)

  • Salagadoola -
  • Daffy -
  • Red -
  • Gren -
  • Suna -
  • Kyun -
  • Crowe -

The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.

Before you get more than a few feet into the cavern, two small, scaly humanoids shout and start whirling their slings.

Salagadoola and Daffy are up.

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

dice:
knowledge local: 1d20 + 8 ⇒ (15) + 8 = 23

"Well, they don't look friendly. But then, kobolds rarely are. Sneaky guys, known for traps. I wish I had a daylight spell. That would blind them."

The little gnome wanders into the area, watching the kobolds and the river as he goes.

Double move, and my skunk doesn't get his normal readied action, because we moved 40 ft, so he had to double move to stay with me.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

Knowing things:
knowledge(local): 1d20 + 6 ⇒ (15) + 6 = 21
I would like to know any immunities they may have, and will share the answer with my party
Seeing things:
perception: 1d20 + 3 ⇒ (18) + 3 = 21

Actions:
Move action to my current position on the map
Standard action to begin bardic performance

Daffy will move up keeping an eye out for the traps that kobolds are known for, and begin playing an inspiring tune, while saying "Would a water bridge be easier for anyone to cross?"

Inspire courage is going: +1 attack/+1 damage/+1 saves vs charm and fear effects

Sovereign Court

@Daffy: Searching for something hidden is a move action, and you would have to designate which 10-ft. square you are checking.

GM Rolls:
Sling (red): 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Sling (green): 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Daffy:
They have no immunities, but their AC isn't bad.

Maps

Round 1-2
Effects inspire courage +1
Terrain/Hazards dim light, shallow bog (river)

  • Red -
  • Green -
  • Suna -
  • Kyun -
  • Crowe -
  • -----Round 2-----
  • Salagadoola -
  • Daffy -

Salagadoola and his skunk amble into harm's way, while Daffy tries to cheer up everybody. Two sling bullets bounce harmlessly off the air in front of Salagadoola, then the reptiles reload their weapons.

Everybody is up. Please use arrows to show which squares you pass through.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7
GM Granta wrote:

@Daffy: Searching for something hidden is a move action, and you would have to designate which 10-ft. square you are checking.

Yup. My bad, sorry.

"Hey you there, why don't you take a moment to contemplate that song I just played?" Daffy will stop playing, allowing the lingering echoes of his song to provide inspiration as he moves out into the water and attempts to daze the nearer foe.

Actions:

Move Action: move straight ahead into current position in the middle of the stream.

Standard Action: cast Daze (DC 13 Will negates) on the one outlined in green.

Lingering performance maintains inspire courage for two more rounds.

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

"Bring the fight to them!"

Kyun moves forward and clears the stream with a majestic leap.

Actions:
Double move. Jumping over the stream with a running start.
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

Too bad. We could have perhaps been allies. But, if they're going to attack, I had better be ready.

Suna moves into the cave and draws a cold iron javelin.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe moves forward and tries to walk through the stream...

not too good with maps, accidentally erased Kyun's yellow line, sorry

not sure if I need a roll to walk through the stream or what that roll would be, let me know if I need to roll one, or feel free to roll it for me if that would speed things up

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

The illusionist steps closer to the stream, and yells to the kobolds:

Draconic:
"That's not nice! Stop throwing things at me!"

He then fires a ray of magic at the kobold highlighted in red.

ray attack vs touch AC: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13

If that hits, and he has 1 HD or less, then he's blinded for 1 round. If it hits and he has more than 1 HD, then he's only dazzled.

Core Rulebook wrote:
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Rosey readies the usual stink attack, in case any enemies come within 10 feet of us.

Sovereign Court

@Daffy: The target was 30 ft. away, but there was a legal move that would bring him in range, so I retconned your movement.

GM Rolls:
Trap: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 1d3 ⇒ 2
Will: 1d20 - 1 ⇒ (16) - 1 = 15
Spear (green): 1d20 + 1 ⇒ (10) + 1 = 11 Damage: 1d6 - 1 ⇒ (4) - 1 = 3

Maps

Round 2-3
Effects inspire courage +1 (1/2)
Terrain/Hazards dim light, shallow bog (river)

  • Red - blind (1/1), total defense
  • Green -
  • Suna -
  • Kyun - 2 damage, 1 Con Damage? (1/?)
  • Crowe -
  • -----Round 3-----
  • Salagadoola -
  • Daffy -

Suna rushes toward the danger, spear in hand, and Kyun easily jumps the stream, despite a hidden trap piercing his thigh. Crowe trudges through the water more slowly, but safely. Salagadoola's lights overwhelm the kobold's vision, blinding it. Daffy tries a similar spell on the other creature, but can't quite pull it off.

Both enemies switch to their spears, one just trying to defend himself.

@Kyun: Fort vs. poison.

Everybody is up.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe moves up on the closest foe, bringing his earthbreaker to bear.

to hit: 1d20 + 5 ⇒ (2) + 5 = 7
dmg if hits: 2d6 + 6 ⇒ (6, 3) + 6 = 15

the dice roller has been so mean to me lately... every thread, every time... great damage, can't hit the broad side of a barn... grrrr arrrgh

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7
GM Granta wrote:

@Daffy: The target was 30 ft. away, but there was a legal move that would bring him in range, so I retconned your movement.

Damn, gotta quit posting late at night, my brain doesn't work right. Sorry, and thanks.

Frustrated at the ineffectiveness of his spell, Daffy moves up to try and Daze the other one. "What about you, buddy? What did you think? Take your time and really think it through." You can just hear the last echoes of his earlier song.

Actions:
Move action: Move up to get within 25ft of the kobold outlined in red
Standard action: Daze (DC 13 Will negates)
Lingering performance maintains Inspire Courage for one more round.

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

Kyun, the one in red will technically be blind until my next turn, and you go before me. So you'll get a sneak attack if you attack him, even if I fail to blind him for another round this time.

"That worked well. I'll do that again. YOU'RE WELCOME, CROWE!!!"

DICE:
Blinding Ray vs touch AC: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
-4 if Kyun or someone else ahead of me in initiative moves into melee with him, since I don't have Precise Shot.

Rosey, as usual, stands at the gnome's feet, facing away from the kobolds, ready to fire his stink gland if they come within 10 feet. [ooc]Readied action

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Fortitude: 1d20 + 1 ⇒ (9) + 1 = 10

Wincing from the dull pain in his thigh, Kyun draws his weapons, steps forward and attacks the green-scaled kobold.

Rolls:
Attack v green: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

Suna moves up next to Salagadoola, hefts her javelin and tosses it at the red kobold. She swears in Nagaji as the weapon wobbles leaving her hand.

Actions:

Cold Iron Javelin: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Sovereign Court

@Salagadoola: Kyun doesn't have enough actions to attack that enemy this round.

GM Rolls:
Will: 1d20 - 1 ⇒ (7) - 1 = 6
Spear (green): 1d20 + 1 ⇒ (10) + 1 = 11 Damage: 1d6 - 1 ⇒ (3) - 1 = 2

Maps

Round 3-4
Effects inspire courage +1 (2/2)
Terrain shallow bog (river)

  • Red - dazed
  • Green - 2 damage
  • Suna -
  • Kyun - 2 damage, 1 Con Damage (2/?)
  • Crowe -
  • -----Round 4-----
  • Salagadoola -
  • Daffy -

Suna's javelin falls far short of the mark, but Kyun draws first blood for the Pathfinders. Crowe tries to kill the kobold and all his ancestors with one swing, and ends up missing entirely.

Salagadoola attempts the same attack again, only with less accuracy. Daffy manages to distract the second kobold, though.

Everybody is up.

@Kyun: 3 more Fort saves vs. poison, please.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe seems to be having trouble concentrating on the battle at hand, but he rages and tries again to strike down the foe.

to hit: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
dmg if hits: 2d6 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

"Oh, you liked that one? Good, good! Now open your ears to this!", Daffy says, grinding out another power chord.

Actions:
Standard: Restart bardic performance
Move: none

By my figuring, restarting bardic performance right as the lingering performance ends on my turn should prevent any lapse in inspire courage for my allies, meaning it should have been active for JAFO's attack this round.

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

Nalinivati, guide my shot!

Suna pulls out a second javelin, takes careful aim, and hurls it at the red kobold.

Actions:

Cold iron javelin, bardic performance: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Cold iron javelin damage, bardic performance: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

with bardic inspiration, that should be 16 to hit and 12 dmg, if it makes a difference

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

"Well, if they're not going to come closer, then I guess I should just stick to the blinding ray. It's getting boring, though. Maybe I could move closer and Color Spray them if this lasts too much longer," Salagadoola muses.

Blinding Ray vs red: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Feeling the full effect of the poison now, Kyun engages both kobolds in melee.

Rolls:

Fortitude: 1d20 + 1 ⇒ (3) + 1 = 4

Attack v green: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Attack v red: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sovereign Court

@Kyun: Please include the types of damage your weapon deals.

@Daffy: Correct, there's no lapse.

GM Rolls:
Spear (red): 1d20 + 1 ⇒ (7) + 1 = 8 Damage: 1d6 - 1 ⇒ (6) - 1 = 5

Maps

Round 4-5
Effects inspire courage +1
Terrain shallow bog (river)

  • Red - 5 damage
  • Suna -
  • Kyun - 2 damage, 2 Con Damage (3/?)
  • Crowe -
  • -----Round 5-----
  • Salagadoola -
  • Daffy -

Suna's nerves continue giving her trouble, as another javelin flies wide of its target. Kyun grievously wounds the one of the kobolds, and Crowe finishes the other with bloody excess.

Salagadoola keeps trying to blind the kobold, and Daffy restarts his performance.

Everybody is up.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

Daffy stops performing as he pulls out a shortbow and takes aim at the remaining kobold. "Here goes nothing" he mutters as he looses an arrow, trying to avoid Kyun. Once again, the lingering echo of his song continues to inspire those around him after he ceases performing.

Actions:

Lingering performance continues inspiration for 2 rounds
Move: Draws bow
Standard: Ranged attack (shortbow), inspire courage, firing into melee: 1d20 + 3 + 1 - 4 ⇒ (12) + 3 + 1 - 4 = 12
Damage, Inspire courage: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

He/Him

Botting for Suna:

Suna draws her bardiche and advances into the stream, toward the Kobold.

Actions:
Standard: Draw bardiche
Move: Advance 10ft through water (difficult terrain)

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Kyun steps ever northward and strikes the kobold twice.

Rolls:
Fortitude: 1d20 ⇒ 10
Folio re-roll, 4 stars: 1d20 + 4 ⇒ (9) + 4 = 13

Attack: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Attack: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe takes another swing...

rolls:

to hit: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27 <-- awww, so close to a crit threat!
dmg if hits: 2d6 + 6 + 2 + 1 ⇒ (2, 6) + 6 + 2 + 1 = 17

Sovereign Court

Status:
Kyun - 2 damage, 2 Con Damage

Kyun finally resists the poison and takes down the enemy. A quick search doesn't turn up anything valuable or interesting.

Heal up, then let me know whether you want to continue on this path or backtrack and explore the tunnel you skipped earlier.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

Daffy will draw Janira's wand of Cure Light Wounds and say "How are you feeling, Kyun? That poke looked pretty nasty. Would you like a bop with this?" then look around and say "Anyone else hurting?"

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Kyun rubs his sore leg.

"I'm afraid that wont fix everything. Judging by how I feel, the kobolds have good taste in poison... I'll take any help I can get, though."

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

"Poison? I wonder what that feels like..." the gnome wonders aloud.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

Daffy will tap Kyun with Jamir's's wand:

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Kyun gives Daffy an appreciative nod.

Rolls:
1=continue, 2=backtrack: 1d2 ⇒ 1

"Let's continue onwards"

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

"On we go, then."

Sovereign Court

GM Rolls:
Initiative (Crowe): 1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Daffy): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Kyun): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Salagadoola): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Suna): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Suna): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (GM): 1d20 ⇒ 19

Maps

Round 1
Effects none

  • Suna -
  • Minotaur -
  • Janira -
  • Kyun - 2 Con Damage
  • Daffy -
  • Salagadoola -
  • Crowe -

The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and the light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

Janira and the minotaur suddenly appear again, obviously exhausted and still fighting each other.

Suna is up.

Sovereign Court

Please remember to bot characters who don't post in a timely manner.

GM Rolls:
Greataxe 1: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Greataxe 2: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Gore: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Janira: 1d20 + 1 ⇒ (4) + 1 = 5

Maps

Round 1-2
Effects none

  • Minotaur -
  • Janira - 8 damage, 1 nonlethal, disarmed
  • Kyun - 2 Con Damage
  • Daffy -
  • Salagadoola -
  • Crowe -
  • -----Round 2-----
  • Suna -

Whether Suna is overcome by fear at seeing the minotaur again or relief at seeing Janira, only she knows, but the well of emotion costs her vital seconds. Janira dodges the minotaur's axe, but not its horns; then she backs up and tries to disarm the beast with her whip, but ends up dropping her own weapon instead.

Everybody is up.

Dark Archive

Gnome Wizard 1
Stats:
HP 9/9 | AC 13 (17), T 13, FF 11 (15), CMD 9 | F +4, R +2, W +2 | Init +4 | Perc +0, SM +0, Darkvision 60ft | Speed 20ft | Blinding Ray (4/7)

"OUCH! That looked painful!" the little gnome cringes when he sees Janira get hurt.

"DON'T WORRY, JANIRA! I'LL SUMMON A TROLL TO PROTECT YOU!" he calls out at the top of his lungs.

With that, he "summons" an illusion of a troll, slightly taller than the minotaur, between the beast and Janira. (standard action to cast Silent Image, long range, Will DC 16 to disbelieve after interaction) The troll swings a big hammer at the minotaur silently, but its swing goes wide and misses.

Then, the little gnome and his familiar approach the battle as quickly as his little gnome legs will take him. (move action for both the gnome and skunk)

Rosey once again readies a stink attack, in case an enemy comes within 10 feet. (standard action ready for the skunk)

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Crowe tries to charge the minotaur, but lacks the movement speed to arrive in one move... double move to get to the 'bridge'

Grand Lodge

N Human Ninja 1 - HP: 7/9 - AC: 17, FF: 13: T: 14 - Fort/Ref/Will: +1/+6/+0 (+2 Will vs charm and compulsion effects) - CMD: 14 - Perception: +5 - Initiative: +4

Kyun stays on Crowe's heels and follows him towards the creek.

Scarab Sages

Male CG Undine Bard (Watersinger) 5 | HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15 | Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7

"Oh crap! We're coming Janira, hold on!"

Daffy moves quickly toward the river and begins an inspiring song for his allies.

"Suna, move straight toward the monster. I'll make a bridge for you!" he shouts, between notes.

Actions:
Move: move 30 ft
Standard: Begin bardic performance to inspire courage

Sovereign Court

Female LN Nagaji Battle Oracle 2 | HP: 16/19 | AC: 21 (14 Tch, 19 Fl) | CMB: +4, CMD: 16 | F: +2, R: +2, W: +2 (+4 vs. charms and compulsions, +2 vs. mind-affecting and poisons, -4 vs. cold) | Init: +2 (Roll twice and choose) | Perc: +6, SM: -1 | Speed 20ft | Nodachi +4 (1d10+4); Naginata +4 (1d8+4) | Spells: 1st 3/5 | Active conditions: Shield of Faith.

"Janira, we will protect you!"

Suna hurries onto the battlefield, slowed by the weight of her armor.

Sovereign Court

@Salagadoola: For future reference, don't have your illusions attack. Let the enemy initiate the first interaction, so that it delays their Will save.

GM Rolls:
Will: 1d20 + 5 ⇒ (7) + 5 = 12
Greataxe 1: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Greataxe 2: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Gore: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
[dice=Janira]1d20-1

Maps

Round 2-3
Effects inspire courage +1

  • Minotaur -
  • Janira - 8 damage, 1 nonlethal, disarmed
  • Kyun - 2 Con Damage
  • Daffy -
  • Salagadoola -
  • Crowe -
  • -----Round 3-----
  • Suna -

Kyun, Crowe and Suna all rush toward the stream. Daffy moves a little slower, but begins an inspiring song, while Salagadoola summons a large beast to fight for him.

The minotaur's axe flies right through the troll, then he steps right into the illusion and goes after Janira again. Afraid to pick up her whip, the halfling flees toward Crowe and Kyun.

Everybody is up.

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