Jade Regent

Game Master Finkmilkana

current encounter map


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Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

"No... not very 'sneaky-like,' I suppose..."


Island Elf

Sunny begins to wander along the wall.....Looking for any places where the stone work is just as 'old and dodgy' looking as the doors...


You don't find any, though you do find a few places where not perfectly fitting, different colored stones betray the fact that the walls seem to be somewhat maintained. You also think that it would be slighty easier to climb up at those rough places.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

No problem, I can give you some of my flasks, I use normaly for my potions.

At the castles walls:

Hm, I think, that I can climb up these walls and attack an rope at the battlements.

Climb: 1d20 + 10 ⇒ (18) + 10 = 28
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11


Island Elf

Sunny comes back, relays what little she's found and then nods at Gorag's words.

"Aye, quietly goin' over t'would seem better than loudly goin' through..." She opines, then tilts her head.

"Here...if some one be maintinin' tha walls..." Her voice trails off.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria was about to make a suggestion when she watches as Gorag scramble up the side of the wall with ease and decides to answer with an, "Very well."

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless, bless, bless, longstrider(d)
(2nd level, DC 15) aid(d), bull's strength, grace©.
Channel Energy (2d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round)


Gorag manages to attach a rope for you to climb up on with no problem.

Do you want to clim up in the fron (so you would first have access to the gatehouse + inner yard or the back to directly enter the main building from the 2. floor?)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Regardless of where the rope is:

Cerana climbs up the rope and thanks Gorag for sticking his neck out a bit. She then casts a mage armour spell ready for the worst in such a strange place. She whispers under her breath to Gorag.

"Well... I ain't liking this place much at all. Though curious nonetheless, let's just hope that it doesn't kill this cat in the process."

Cerana has a look around wherever she was pulled up to.

perception: 1d20 + 11 ⇒ (18) + 11 = 29

Sorry for little posting over the weekend, I had little to contribute to the discussion.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Cat? Curious? Cerana's a cat?

Not being familiar with this common turn of phrase, Zeema simply goes along with Cerana, climbing the rope after the Elven wizard.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

I think the front to back would be better.


Island Elf

Sunny seems quite happy to bring up the rear...allowing others to climb the rope before herself.

Climb Skill:1d20 + 4 ⇒ (14) + 4 = 18(+bonus for climbing a rope for when the role is needed)


You climb up near the gate and once on the wall you have a better overview of the interior. You see a big, but practically empty yard whose ground does show since of regular usage, the two story main building, which takes up more than half of the castle and one smaller building which you would guess once served as stables. Then there is also the gatehouse on whoms ceiling you now stand.
The main building seems to have a big entrance through the yard and a few smaller doors leading to the ceiling and walls.

Perception DC 15 (the ones most already rolled will serve fine):
Through the half open inner gates you hear voices inside the gatehouse, speaking in a language non of you seem to understand.

If you want to move anto/through the yard, make a stealth check.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

The gnomish woman joins the others, taking her time climbing the rope up... Landing down by her companions she looks about for dangers and pulls out her weapons, just in case commenting, "You never know... Shall we continue to investigate?"

(take 10 -4 = 6)
Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Island Elf

"Why can't we, y'know, just stay up here on'a battlements?" Sunny asks quietly, as the others seem to begin lowering a rope into the inner courtyard.

"If'n we scrunch down. Nonce will get a gander at us as we keep lookin' around." She adds, beginning to lean over the inner wall to spy what her friends are doing.

Upon seeming to hear something, the young Elf draws her great sword.

Perception:1d20 + 4 ⇒ (7) + 4 = 11

Stealth:1d20 + 4 ⇒ (17) + 4 = 21

So yeah?Why not stay up here on the wall tops and sneak around?


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

I just saw that my sentence made no sense. I meant that the back would be more interesting than the front.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12[/ooc]

You're right, we should begin our exploration from here. The gate house or the main building, what do you think.
The gate house would give us a better escape route if things go wrong.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

"Hold on, there seems to be beings just through those gates. Before we do anything, shouldn't we probably see if they're... you know, hostile?"


Island Elf

Sunny nods in agreement with both Gorag's idea of where to go first and Zeema's idea of who to check out first. She looks around on the battlements to see it there's a way from 'Up here' to 'Down there'.

Perception:1d20 + 4 ⇒ (5) + 4 = 9

So...looking for a trap door or stair well or something of that nature where people go from within the gate house to up onto the battlements.)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

"If need be I'll ready myself if they turn hostile though I am up for at least finding out if they are indeed our enemies. They might just be defending their home if we suddenly attack them." Cerana takes out her staff preparing for the worst though is hoping this will just be a general conversation.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Stealth: 1d20 - 2 ⇒ (15) - 2 = 13

Besneakybesneakybesneakybesneakybesneaky...

Zeema follows Cerana in the path that she takes.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Alright let's see if I can do this

Cerana taps Zeema on the shoulder when she gets a bit closer, then points at the ground. Then whispers to Zeema.

"Stay here for but a moment, I will make my presence unknown and move in. When I come back I will tap you again. Don't be alarmed it should be me." Cerana then casts an invisibility spell on herself and approaches the gates to see if she can get a better look of what they are up against.

She approaches as slowly as she can so as not to make a noise. Once she can see what is there she will stand still to survey the creatures/people. She will take time to study them.

Stealth when moving: 1d20 + 23 ⇒ (20) + 23 = 43

Her stealth when stationary will be 50 taking ten.

Then taking 10 for perception since I shouldn't be that rushed unless I've been spotted for perception 19.

After assessing the situation she will return to Zeema and touch her on the shoulder again.

I will make knowledge checks if need be while I was watching them.


Island Elf

Sunny waits with Zeema, Aloria and Gorag.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria stays low and tries to remain silent.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless, bless, bless, longstrider(d)
(2nd level, DC 15) aid(d), bull's strength, grace©.
Channel Energy (2d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round)


Inside you see two strange, tall humanoids sitting in a corner and discussing in an unknown language.
They look like giant, humanoid crows with clawed hands at the end of muscular arms instead of wings.

Your knowledge:Nature: 1d20 + 10 ⇒ (19) + 10 = 29

[url=http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/corby-dread]Dread Corbies[/dice]
You know practically everything about them, having once read an extensive book about them.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana whispers the information to her comrades.

"I am guessing they won't be too friendly, should we try to get the drop on them then?"


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

"Sounds fine by me."

Zeema will follow any offensive against the creatures.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

The gnome merely nods. She holds her morningstar at the ready and awaits the start of the others to start forward.

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless, bless, bless, longstrider(d)
(2nd level, DC 15) aid(d), bull's strength, grace©.
Channel Energy (2d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round)


Island Elf

Seeing people tense up Suny nods that she is ready indicating her sword, which she's unsheathed.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Ok, then let's move silently forward.

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23


You climb down the wall and next to the door, ready to kick it in, literally.

Suprise round! (for you)
Init:
Cerana
Aloria
Zeema
Corbies
Gorag
Sunny


[corbi 1, HP 19, AC 14(ff)]
[corbi 2, HP 19, AC 14(ff)]

Spoiler:

Sunny: 1d20 + 4 ⇒ (7) + 4 = 11
Cerana: 1d20 + 5 ⇒ (13) + 5 = 18
Gorag: 1d20 + 1 ⇒ (13) + 1 = 14
Aloria: 1d20 + 2 ⇒ (14) + 2 = 16
Zeema: 1d20 + 1 ⇒ (14) + 1 = 15
corbi: 1d20 + 1 ⇒ (14) + 1 = 15


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria whispers an incantation, "Lady Luck's blessings be upon us."Her holy symbol gives off a brief almost unnoticeable glow and everyone feels infused with holy power.

Aloria casts Bless.

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless©, bless, bless, longstrider(d)
(2nd level, DC 15) aid(d), bull's strength, grace©.
Channel Energy (2d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana still within her veil of invisibility sings a small lullaby to herself. With her words she conjures a small spell in her hands and casts sleep on one of the corbies hopefully knocking it out.

Luck be with me!

Will save DC 16


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema similarly casts Shillelagh, mumuring her Druidic incantation while her hands grasp her now-empowered staff.

Zeema casts Shillelagh, using her place magic ability to increase it's duration to four minutes.


As Cerana casts the spell both corbies suddenly look very tired. While one manages to stay awake the other just falls down.

Spoiler:

1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (6) + 5 = 11


Island Elf

Sunny hangs back and lets the others prepare themselves (And the enemy) for the coming combat.

I do believe the sleep spell would go off effectively 'last' in the round? Being a spell? So Sunny is quite happy to 'wait' until said spell effects are demonstrated/resolved)


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Gorag charges the awake Corbie

Charge 1d20 + 7 ⇒ (1) + 7 = 8 1d6 + 7 ⇒ (5) + 7 = 12 + 1d6 ⇒ 5 if still flat footed


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Since next round will have likely started, my turn is to do nothing as stated in the discussion thread.


Yes, next round


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema also moves to attack the awake Corby, flanking if she can. Her quarterstaff suddenly doubles in size and girth as it whistles through the air towards her target.

Quarterstaff Power Attack: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 17 if flanking
Large Shillelagh Quarterstaff Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20

The quarterstaff lands with a sickening crack upon the Corby's skull.

Zeema uses her growth special ability in tandem with her melee attack. Since it hadn't acted yet, I assumed it's still FF, but if I'm wrong the attack doesn't hit.


And the crow-thing slumps down, skull split open while the other one still sleeps peacefully.

Looking around the room doesn't have much to it, 2 chairs, a table and some mechanism to open the front gate is all you see.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema returns to her normal size and begins to look for other foes around the area, peering out of the room in various directions.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

The gnome points to the sleeping creature, "Someone of strength and a bigger weapon then mine, put that creature out of our misery. Please." She flashes a smile, "Unless you do not have the stomach for it, that is."

Once the deed is done, "Let us not rouse any attention just yet, with these things," Aloria points to the dead corbies, "about, I will assume that this castle is not in good hands."

Someone else's coup-de-grace would be more effective then Aloria's, all she could do is 14 damage in this situation)


Island Elf

Ahhhh...Sunny would be squeamish about herself doing a coup-de-grace. (>_>) Sowwie...

Sunny gives her fiends a brief 'Thumbs up' in regards to finishing the fight so well and quickly, before quickly moving to check the rest of the room.

Perception:1d20 + 4 ⇒ (6) + 4 = 10

What exactly sort f room is it? Just the space inside the gate house?


Well, it's the gatepost in the gatehouse. Practically there is the gateway with a small alcove at the side where table, chairs etc. are found.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

"*sigh* Alright, I've got this."

Zeema brings the full weight of her staff down upon the sleeping Corby.

Shillelagh quarterstaff damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15 x2 is 30


Island Elf

Okay. *nods*

" ♫ ♪ Loot an' pillage,♪ ♫ Loot an' pillage ♫ ♪" Sunny hums as she searches through everything for anything of value.

Not sure if I can get a second Perception Roll:1d20 + 4 ⇒ (18) + 4 = 22 with any penalties etc


Sure, you can retry perception as a move action as long as you want, but I can tell you that you wont find anything :)


Island Elf

:P


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

"You're probably right Aloria, what with whatever affected Ameiko and these creatures there is something worse afoot here. Though I wonder, there is usually more than two of the creatures about. There might be a nest or someone has control over them at worst. Shall we move on then I doubt there is much to glean from these bodies?" Cerana points towards the castle.

I'm guessing the yard still looks empty even after the signs of battle and there is still the large entrance to the castle?

If no-one is in disagreement:

Cerana starts to walk across the yard cautiously dreading the worst but hoping that nothing else will spring out before they get inside. If she reaches the door she starts to inspect it. Is the entrance open or does it look bolted shut/locked shut?


Island Elf

Having found nothing of interest, Sunny moves along behind Cerana.

Preferably staying close to the walls. Stealth:1d20 + 4 ⇒ (17) + 4 = 21


After you leave the Gatehouse and properly step. From the top of one of the small tower-like balcony on top of the main building you suddenly hear loud screeching. After a moment you see a white corby standing on top of it, seemingly raising alarm.

Knowledge:Nature 17:
You dimly remember that those albino corbies are called Ghost Corbies, but you don't remember why.If someone rolls high enough there might be more information

Go into round mode. As no enemy is currently in range, initiative isn't that important (lets say you keep it from last fight), but please declare your actions in rounds.

A map can be found here. You have left U1 and the door is at the lower end of b (the red line). Note that the map shows the top of the buildings, not the interior.

Spoiler:

1d20 + 16 ⇒ (15) + 16 = 31
1d20 + 10 ⇒ (19) + 10 = 29

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