Jade Regent, presented by DM Hamied - Campaign Thread

Game Master Hamied


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Lisabett shakes her head. "I know not the particular variety, but these vines are toxic," she says to the group. "I... would prefer not to, but it would likely be best if we cut them down. If you do, make sure every bit of exposed skin is covered, and shield your eyes as best as you can."

Lisabett looks to Brother Holheim. "If we should have to carry two persons out of this cave, or... worse, it is better that we cut them, no?"


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Alazandaru glances at the two short bladed weapons he carries and then looks atSorin's glaive, gesturing to the nettles.

Cut through, Sorin.


"Yes, cutting them down will help us if we have to aid people in leaving the cave," Raziel agrees. "But keep a sharp eye out for any that lurk in the cover of these plants."

Raziel grips his makeshift club in one hand, his other free to cast if needed.


Male Human Gunslinger 03

Do I need to roll to hit against these nettles? I'll provide the roll, ignore it if it's not needed

Almar takes his rapier from his scabbard and starts hacking through the nettles

Attack roll: 1d20 + 6 ⇒ (19) + 6 = 25
Critical confirmation roll:1d20 + 6 ⇒ (15) + 6 = 21 confirmed?

Damage roll: 1d6 + 1 ⇒ (3) + 1 = 4

Critical dmg (if confirmed): 1d6 + 1 ⇒ (1) + 1 = 2 (6 dmg total)


Busy day. Back now.

Rapiers are known for their points, not their edges. That makes Almar's deft swordwork all the more impressive. In moments, the entrance is clear of hanging vines.

You look into the gaping cavern. You can tell that it turns to the left at the edge of your vision, but there is a smaller tunnel in the right wall as well.


Saying nothing, Lisabett crouches and slings her quiver down under her arm to target the source of light on the ground while she searches for any sign of which way the tracker might have gone, to spare the party and their objective a costly error.

Lisabett Survival 1d20 + 9 ⇒ (16) + 9 = 25


Lisabett:
The footprints of the humanoid with slender boots are present in front of the cave, but they turn back into the swamp. The trail of the undead goes into the cave and to the left.


Male Human Gunslinger 03

I'm not sure if I need to check for survival too to notice the footprints. I'll do it since Almar is likely to check for tracks himself

Survival check: 1d20 + 8 ⇒ (12) + 8 = 20

Perception check: 1d20 + 7 ⇒ (9) + 7 = 16


Whoa, totally missed that post last night, sorry guys.

Lisabett frowns as she studies. "The tracker did not enter here," she informs the party. "The dead men go to the left."

After shaking her head, Lisabett rises. "Is there no other 'cavern'?" Lisabett inquires. Entered the cavern in light, "... and suddenly dark without. A spell?"

"The dead men are within, to the left, but I am uncertain about... Mother Koya and the other."


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

If she was taken they could have carried her, not left her tracks. Lets make sure she's not here. Alazandaru says, continuing to march briskly further into the cave.


'The dream was of Koya in a cavern, but... the tracks lead back out? What does this mean?' Raziel thinks.

Raziel shows the fan's map to Master Proudfoot.
"Does this place seem to be the one idicated on this map?" he asks. "If so, then I say we enter and deal with the undead. Best to face a known danger rather than leave it behind us to fester."

'Koya, you wrote that you would be fine. I'll trust Desna to guide your steps, but should you be harmed, Sarenrae's anger will be upon those who would do you injury.'


I'll assume you're all going to the left, as that is where the tracks lead.

The residual sediment does not go far into the cavern, and rather quickly, any mud that might be on the cave floor disappears in favor of dark, slick stone. You have some difficulty traversing it, but stepping carefully, you are able to proceed with due haste.

Around the bend in the tunnel, you see that water has pooled along your path. You will need to cross it or go around. DC 14 Acrobatics check to wade through the water without slipping and falling prone. You can take 10, but not 20.


You know, when I played Serpent Skull at the table, I never wanted to run in another jungle campaign ever. Now I believe that swamp is displacing my enmity for jungle, big time.

Lisabett untrained Acrobatics 1d20 + 1 ⇒ (6) + 1 = 7 oh boy, bring on the yakety sax, this should be amusing


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Take 10.

Alazandaru asks for a light to be placed on him in a flat tone. If someone complies he crosses smoothly and continues on until he reaches a junction or a sentient creature.

Not trying to be disruptive but Alazandaru genuinelly feels he has no time to lose if the group is to save Koya; he already has enough guilt on his plate and its affecting his judgement...


That's okay, that's why the Sorc/Druid who nobody likes is there to state the obvious and annoy everyone :) And yeah, you'll not be getting Light from Lisabett.


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Alazandaru hasn't formed a strong opinion on Lisbett at all at the moment but hes tired of debating every decision. Hes going to move as fast as possible to rescue her (if shes even there :P) and damned be the consequences. I imagine party cohesion comes later when we've not known each other a single, action packed day.


Raziel reaches forward to cast Light on Alazandaru, canceling the Light spell he had on himself.

"Don't get too far ahead, Alazandaru. We do better together."

Looking at the water and slick stones, Raziel pauses to cast Guidance upon himself.

And that is why I also have a Light spell. ^_~

Acrobatics Check (in Armor)1d20 - 4 + 1 ⇒ (19) - 4 + 1 = 16
Miracles do happen!


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Thanks Raziel. Sorry but no time! Alazandaru says, moving as fast as he can further into the cave.

This often ends with the party coming across an unconcious Rogue about to be eaten when they catch up, I know :).


Alazandaru Viorec wrote:

Thanks Raziel. Sorry but no time! Alazandaru says, moving as fast as he can further into the cave.

This often ends with the party coming across an unconcious Rogue about to be eaten when they catch up, I know :).

And that, in addition to slipping in a pool of water, is why Lisabett did not cast Light on the squishy.


Male Human Gunslinger 03

Taking 10 on acrobatics check (17 total)

Shaking hi head at the rougue imprudence Almar adresses his remaining companions: "He's right about the us having no time left... but we'll also accomplish nothing if we go our own way instead of fighting togheter. Please let me and Sorin stay on the frontline and buy you time to cast your magics."

Then nodding towards the rapidly disappearing light from Alazandru's clothes he adds: "Shall we go now?"


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Acrobatics 1d20 - 4 ⇒ (3) - 4 = -1 Oh, grand

Sorin takes one step into the water and immediately slips. He pulls himself up to his hands and knees and fumbles around till he finds his glaive in the water.

If something's going to eat Alazandaru I hope it chews really slowly; this could take awhile. Sorin doesn't dislike Lisabett, he's simply struggling with frustrations that he's never had to deal with before.


Alazandaru finds his feet once again on solid rock and he rushes into a larger chamber. Several skeletons lie strewn about, as if forgotten. Their tattered arms and armor are strange; though you would not be able to place their origin, you do recognize their similarity to the

A large pool of water covers much of the cave floor. Along the wall to your right, there are two openings, one mere feet from where you stand and the other at the back of the cavern.

Raziel and Almar catch up rather quickly. Sorin and Lisabett are still behind as they try to move over the slippery rocks.


Lisabett bites her tongue, holding in several loud curses in Skald as she flounders in the pool with Sorin. She recognizes that the position is hardly dignified, and if she were not already running threadbare, this embarrassing incident threatens to push her over the brink.

For the Mother she reminds herself, scrambling to her knees. She pauses at the edge of the pool to catch her breath and checks for further sign.

Lisabett Survival 1d20 + 9 ⇒ (18) + 9 = 27 C'mon now... this just... *sigh*


Male Human Gunslinger 03

As he sees the piles of bones strewn accross the room Almar stops:"The undeads we tracked were skeletrons... I'll find itsensible if we crushed these piles of bones... just i case they will get reanimated later by whatever is hiding in these caves"

So saying Almar proceeds to cave in the skull of the nearest skeletron uring his companions to do the same.


As Almar shatters the skull of a nearby skeleton, an ominous thrum sounds and echoes through the cavern. The other skeletons rise all at once and advance.

Just a heads up, Sandru will be joining you for this combat. Since this is the first time one of the NPCs has fought alongside you, I want to quickly comment on it. I am not a DM that likes to run one or more "DM NPCs" as my own characters alongside the party. As I see it, the story is all about you guys, and I don't want to distract from that by having some flashy NPC around kicking monster tail.

With that said, Jade Regent centers on the four major NPCs, and occasionally, they will fight beside you as your cause will often be mutual. Usually, I will find some other way for them to contribute to the adventure, but other times, they'll be a part of initiative.

They are currently higher level than you, and as such they will pull off some cool stuff. You will advance much faster than they do, however; that is part of the structure of the campaign, as intended by its creators.

I hope everybody is cool with that. As always, I will make adjustments as needed.

Also, Sandru has the staggered condition currently, as he is still feeling the aftereffects of whatever was afflicting him last night.

One more important note! The part of the cavern floor not submerged in water is still slippery, and is considered difficult terrain. As a free action, any character can make a DC 10 Acrobatics check to negate this penalty. Failing this check means you continue to treat the ground as difficult terrain. Failure by 5 or more will cause you to fall prone. Any character can choose not to make the check (and thus simply treat squares as difficult terrain).

Initiative:

Alazandaru - 1d20 + 4 ⇒ (10) + 4 = 14
Almar - 1d20 + 4 ⇒ (16) + 4 = 20
Lisabett - 1d20 + 1 ⇒ (20) + 1 = 21
Raziel - 1d20 + 1 ⇒ (6) + 1 = 7
Sorin - 1d20 + 4 ⇒ (10) + 4 = 14

Sandru - 1d20 + 6 ⇒ (18) + 6 = 24
Skeletons (1-6) 1d20 + 6 ⇒ (6) + 6 = 12

Alazandaru and Sorin are exactly tied, with the same initiative total. Whichever of them posts first when that point in the initiative comes up will act before the other for the duration of the encounter.

Round 1:
Sandru
Lisabett
Almar
Alazandaru/Sorin
Skeletons (1-6)
Raziel

Sandru moves forward, drawing his scimitar as he does.
Acrobatics check - 1d20 + 9 ⇒ (5) + 9 = 14
He ends his movement in M11.

Brinestump Cavern

Lisabett is up next.


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

My actions unlikely to be affected by Lisbett or Almar so i'll post now as they are likely to post while i'm asleep.

Alazandaru smoothly charges across the slippery flooring, the daggers in his hands twirling menacingly and the magical light placed upon him lighting his way and the western half of the chamber. Still in motion as he strikes, his dagger is placed perfectly through the skeleton's central rib, and with a firm yank Alazandaru displaces many of them.

Charge action to C14.

1d20 + 8 ⇒ (13) + 8 = 21 Acro vs DC10

1d20 + 8 ⇒ (17) + 8 = 25 Charge
1d4 + 2 + 1d8 ⇒ (3) + 2 + (6) = 11 Damage


Lisabett untrained Acrobatics 1d20 + 1 ⇒ (19) + 1 = 20

Lisabett will move to R9 and ready an action to cast Acid Splash on any enemy that moves within range to threaten Alamar or Brother Holheim.

In that event - The Crunch:

Lisabett ranged touch attack 1d20 + 1 ⇒ (16) + 1 = 17 if it hits the splash will deal 1d3 ⇒ 2 damage


Male Human Gunslinger 03

Acrobatics Check: 1d20 + 7 ⇒ (16) + 7 = 23

Almar moves to N13 (he was whielding his pistol so he doesn't need to draw it) and shoots the skeletron in K15

Attack roll:1d20 + 6 ⇒ (18) + 6 = 24

Damage Roll:1d8 ⇒ 4

Well... at least I hit it... -__-''


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Acrobatics 1d20 - 4 ⇒ (3) - 4 = -1 Oh, come on...

Sorin continues to flail in the water like a drunken monkey.


I will post the actions of the skeletons in a few hours (on my way out the door), but I wanted to say: I have you clear of the water, Sorin, that just slowed you down (and would affect you heavily on a tactical retreat), but combat started with you on the correct side of the water. You do fall down because of the failed Acrobatics check on the difficult terrain, but you can spend another move action to stand up.


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Ah, I see. In that case Sorin will have stood up for his second action.

It's just as well that Sandru is here, Sorin is going to be a spectator in this fight. He needs a roll of 18+ to make his Acrobatics check. He's giving some really strong moral support though.


I know it's slow going, but the ground isn't impassable for you; it's difficult terrain if you choose to forgo the Acrobatics check.

If the thundering boom of Almar's gun was loud outside, it is doubly so in the relatively tight confines of the cavern. It is hard to deny the effectiveness, however, as the skeleton falls in a clattering heap, its skull shattering.

Alazandaru darts forward with impressive grace, and in a heartbeat, he is on his opponent, driving his blade home. As hard is it is to slice through bone, his attack appears effective. The skeleton falls.

Note: The skeletons will not attempt Acrobatics checks. They will treat the ground as difficult terrain.

Skeleton 1 is dead.

Skeleton 2 is dead.

Skeleton 3 moves out of the water and up next to Almar (O14), its blade drawn. An acidic orb flies from Lisabett's hand in response. The caustic liquid has some effect, but the foe stands still.

Skeleton 4 moves out of the water and up to Raziel (R12), sword in hand.

Skeleton 5 moves up to Sandru (L12), wielding its sword menacingly.

Skeleton 6 shifts its position (not provoking an AoO because of cover), moving to (L11) and slicing at Sandru. 1d20 + 0 ⇒ (10) + 0 = 10
If it hits, it deals 1d8 + 2 ⇒ (8) + 2 = 10 points of damage.

Brinestump Cavern

Raziel is up next.


Raziel holds forth his holy symbol and invokes the holy power of Sarenrae. A surge of energy flows outward, affecting the skeletons.

Round 1
AC 16, HP 16/16
Channel Energy to harm Undead (does not provoke an AoO)
All the undead should be in range of this.
Damage: 1d6 ⇒ 2 DC13 will save to 1/2 damage
Wow, such small damage.


Skeleton 3 Will Save - 1d20 + 2 ⇒ (18) + 2 = 20

Skeleton 4 Will Save - 1d20 + 2 ⇒ (5) + 2 = 7

Skeleton 5 Will Save - 1d20 + 2 ⇒ (5) + 2 = 7

Skeleton 6 Will Save - 1d20 + 2 ⇒ (9) + 2 = 11

The ominous thrum sounds again, and a repeating clacking noise comes from the passage at the back of the cavern.

Initiative:
Skeletons (7-10) - 1d20 + 6 ⇒ (7) + 6 = 13
Tsutamu - 1d20 + 6 ⇒ (20) + 6 = 26

Round 2:
Tsutama
Sandru
Lisabett
Almar
Alazandaru
Sorin
Skeletons (7-10)
Skeletons (1-6)
Raziel

The clacking continues. A the sound of a drum joins in.

Sandru swings his scimitar at Skeleton 6. 1d20 + 8 ⇒ (8) + 8 = 16
If it hits, it deals 1d6 + 4 ⇒ (4) + 4 = 8 points of damage.

He then moves to take its place in L11.
Acrobatics check - 1d20 + 9 ⇒ (1) + 9 = 10

Seared by the holy energy issuing from Raziel, the skeleton is finished as Sandru slices cleanly through its shoulder, leaving it in pieces on the cave floor.

Brinestump Cavern

Lisabett is up next.


First things first - untrained Acro DC 10 to move normally 1d20 + 1 ⇒ (16) + 1 = 17 That is fortunate.

Provided she can hear the sound...
Lisabett Kn. Arcana (thrumming) 1d20 + 6 ⇒ (18) + 6 = 24
Lisabett Spellcraft (thrumming) 1d20 + 6 ⇒ (15) + 6 = 21

Lisabett, unarmored, with only paltry offensive capabilities doubles back to S5 and casts Feather Step on Sorin, negating all penalties imposed by difficult terrain for him for the next minute.

"Go and help them," she says. "I will return shortly."


Lisabett:
It's some kind of a magical alarm, but you don't know the precise nature of it.

Brinestump Cavern

Almar is up next.


Male Human Gunslinger 03

Almar draws his rapier and attacks the skeletron who approached him

Attack roll: 1d20 + 6 ⇒ (6) + 6 = 12

1d6 + 1 ⇒ (3) + 1 = 4


The blade of Almar's rapier bounces harmlessly off the skeleton in front of him.

Brinestump Cavern

Alazandaru is up next.


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Alazandaru rushes to L13, using the flank with Sandru to perform a similar maneuver to the one he just pulled off with his other dagger. This time however, the damage he deals to the skeleton is superficial.

1d20 + 8 ⇒ (15) + 8 = 23 Acro success
1d20 + 10 ⇒ (16) + 10 = 26 (Charge, flank)
1d4 + 2 + 1d8 ⇒ (1) + 2 + (2) = 5


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Sorin will double move to P11.


The skeleton between Alazandaru and Sandru falters at the blow, but does not fall.

Skeletons 7, 8, 9, and 10 begin to advance down the hallway. They end their movement in A7, A6, A5, and B5 respectively. The clacking continues.

Skeleton 1 is dead.

Skeleton 2 is dead.

Skeleton 3 swings its blade at Almar. 1d20 + 0 ⇒ (9) + 0 = 9
If it hits, it deals 1d8 + 2 ⇒ (7) + 2 = 9 points of damage.

Skeleton 4 attacks Raziel. 1d20 + 0 ⇒ (15) + 0 = 15
If it hits, it deals 1d8 + 2 ⇒ (2) + 2 = 4 points of damage.

Skeleton 5 slices at Alazandaru. 1d20 + 0 ⇒ (9) + 0 = 9
If it hits, it deals 1d8 + 2 ⇒ (1) + 2 = 3 points of damage.

Skeleton 6 is dead.

Brinestump Cavern

Raziel is up next.


Raziel brings his bucker into play after ducking the skeleton's near miss, and swings his club at the undead.

Round 2
AC 17 HP 12/12
4/5 Channels
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Whiff, a clean miss.


Round 3:
Tsutama
Sandru
Lisabett
Almar
Alazandaru
Sorin
Skeletons (7-10)
Skeletons (1-6)
Raziel

The drumming intensifies.

Sandru swings his scimitar at Skeleton 5. 1d20 + 10 ⇒ (1) + 10 = 11
If it hits, it deals 1d6 + 4 + 2d6 ⇒ (6) + 4 + (3, 5) = 18 points of damage.

Lisabett (who is traveling right now and unable to post) casts mage armor and moves to S8.

Brinestump Cavern

Almar is up next.


Male Human Gunslinger 03

Seeing how his rapier seems to be woefully inadequate to deal with a skeletal opponent Almar retreats behind Sorin in order to recharge his pistol, a much more effective weapon against skeletrons.

Whithdraw to P10 as a full round action


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Alazandaru attacks once more with both daggers.

Sorry about to go out for the day DM can make a nice description.

1d20 + 6 ⇒ (2) + 6 = 8
1d4 + 2 + 1d8 ⇒ (1) + 2 + (1) = 4

1d20 + 6 ⇒ (20) + 6 = 26 Crit threat off hand
1d4 + 1 + 1d8 ⇒ (2) + 1 + (4) = 7

1d20 + 6 ⇒ (16) + 6 = 22 Crit confirmed
1d4 + 1 ⇒ (3) + 1 = 4


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Sorin will swing with his glaive at the skeleton currently engaged with Raziel.

Attack 1d20 + 5 ⇒ (2) + 5 = 7
Damage 1d10 + 4 ⇒ (9) + 4 = 13 Waste of a good damage roll


Since the two groups of skeletons incidentally fell next to one another in initiative, I'm going to run them as one unit.

Skeleton 1 is destroyed.

Skeleton 2 is destroyed.

Skeleton 3 moves to M14 and slices at Alazandaru. 1d20 + 0 ⇒ (7) + 0 = 7
If it hits, it deals 1d8 + 2 ⇒ (4) + 2 = 6 of damage.

Skeleton 4 remains in R12 and attacks Raziel. 1d20 + 0 ⇒ (8) + 0 = 8
If it hits, it deals 1d8 + 2 ⇒ (8) + 2 = 10 of damage.

Skeleton 5 is destroyed.

Skeleton 6 is destroyed.

Skeleton 7 moves to C12.

Skeleton 8 moves to A12.

Skeleton 9 moves to A11.

Skeleton 10 moves to A10.

The other four skeletons appear at the back of the cavern. Each carries a long, wooden staff in one hand and a curved sword in the other. They bang their staffs against the cave floor in unison. Clack! Clack! Clack!

Brinestump Cavern

Raziel is up next.


Raziel swings again at the skeleton attacking him.

Round 3
AC 17, HP 12/12
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Another whiff! Not my day to hit skeletons.


Male Human Gunslinger 03

Since it will be my turn after DMhamied and I won't be able to post for a while I'll post Almar's actions in advance

Almar moves to N12 while drawing his pistol, then he reloads it (move action+standard action).


Sorry, forgot to post a description of Alazandaru's crit in my last post.

It is a wonder that so small a dagger can so easily cut bone. Alazandaru lodges his blade in the skeleton's vertebrae, and with and upward twist, he all be breaks his foe in half. Its bones fall with a clatter at his feet.

Round 4:
Tsutama
Sandru
Lisabett
Almar
Alazandaru
Sorin
Skeletons (1-10)
Raziel

The drumming continues at a frenzied pace. The other skeletons continue to hammer their staffs against the cave floor, keeping rhythm with the drum.

Sandru moves to N15, sweeping clear of the skeleton's blade.
Acrobatics check - 1d20 + 9 ⇒ (8) + 9 = 17

Lisabett moves to Q10 and casts acid splash at Skeleton 4. 1d20 + 1 ⇒ (11) + 1 = 12
If it hits, it deals 1d3 ⇒ 2 points of acid damage.
I didn't calculate the penalty for melee/cover into the attack roll, but it does apply, so the spell misses.

Brinestump Cavern

Almar posted his action earlier, so Alazandaru is up next.

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