Jade Regent, presented by DM Hamied - Campaign Thread

Game Master Hamied


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

Alazandaru continues to work with Sandru, plunging both daggers into the skeleton's ribcage and utterly shattering it with forceful twists while Sandru distracts it, felling his third skeleton. Alazandaru gives Sandru a cocky grin as he throws both his daggers into the air, the blades twirling freely as he catches them both easily by the hilt when they descend. He steps forward confidently to K13, assuming an easy fighting stance in readiness for the next wave.

1d20 + 6 ⇒ (18) + 6 = 24 Hit
1d4 + 2 + 1d8 ⇒ (2) + 2 + (3) = 7

1d20 + 6 ⇒ (20) + 6 = 26 Crit threat
1d4 + 1 + 1d8 ⇒ (1) + 1 + (5) = 7

1d20 + 6 ⇒ (18) + 6 = 24 Crit confirm
1d4 + 1 ⇒ (2) + 1 = 3


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

I need a confirmation: If Sorin moves to Q14, because of his reach, he'll flank with Raziel and the skeleton will not get partial cover by my looking at it. Does that look right to everyone else?


Flanking with reach often confounds me. The text on page 197 of the Core Rulebook states:

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attacker's centers. if the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

The line between you would pass through the lower left corner and the upper middle border of the skeleton's square. Since the wording above says to include the corners of the borders, I think the answer is yes, you do have flanking.

The skeleton doesn't have cover.


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

Move to Q14 and attack.

Attack 1d20 + 2 + 5 ⇒ (6) + 2 + 5 = 13
Damage 1d10 + 4 ⇒ (10) + 4 = 14

Sorin hopes to finish off one of the last remaining skeletons but makes the mistake of trying to keep his eye on his target and the oncoming reinforcements at the same time.


Skeleton 1 has been destroyed.

Skeleton 2 has been destroyed.

Skeleton 3 has been destroyed.

Skeleton 4 slashes at Raziel with its sword. 1d20 + 0 ⇒ (18) + 0 = 18
If it hits, it deals 1d8 + 2 ⇒ (8) + 2 = 10 points of damage.
Crit confirm: 1d20 + 0 ⇒ (12) + 0 = 12
No crit, but big damage.

Skeleton 5 has been destroyed.

Skeleton 6 has been destroyed.

Skeleton 7 remains in C12, continuing to bang its staff against the ground.

Skeleton 8 remains in A12, continuing to bang its staff against the ground.

Skeleton 9 moves to B13, banging its staff against the ground as it shift position.

Skeleton 10 moves to B11, banging its staff against the ground as it shift position.

Brinestump Cavern

Raziel is up next.


Desperatly, Raziel swings his club at the skeleton, hoping to finish it with Soren's help before it attacks him again.

Round 4
AC 17, HP 6/16 (Found I made a mistake on what my HP were)
Attack with club: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Crit Confim: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crit Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Finally, a big hit!


Raziel's blow utterly shatters the skeleton.

Round 5:
Tsutama
Sandru
Lisabett
Almar
Alazandaru
Sorin
Skeletons (1-10)
Raziel

The four skeletons at the back of the cavern continue to beat their staffs on the cave floor. From behind them emerges a fifth skeleton (it moves to B12), arrayed in much finer armor. It beats on a small drum, hard and fast, and then suddenly stops. The other skeletons cease banging their staffs, and set them down as gently as they can. The champion in the middle of them draws a curved blade from its sheath. Its empty eyes seem to survey you and your allies, but its attention appears to rest on Sorin.

Sandru moves forward to K15

Brinestump Cavern

Lisabett is up next.


Lisabett untrained Acrobatics 1d20 + 1 ⇒ (6) + 1 = 7

Lisabett moves to N11 and readies an action to toss a javelin at any enemy that approaches Alazandaru before it can engage in melee.


Not to be too nitpicky, but in difficult terrain, a diagonal move always costs 3 squares of movement, so I don't think you can get farther than O11 on a single move action. You still have a good opportunity to get a cover-free shot from one square back.

Brinestump Cavern

Almar is up next.


Male Human Gunslinger 03

Almar moves forward so to have a better shot at the opponents hoping his companions follow him

Move to H12 and then he opens fire on the nearest skeletron, as he fears missing it he spends a point of grit and actrivates his deadeye deed making the shot able to bypass armor

Acrobatics check: 1d20 + 7 ⇒ (7) + 7 = 14

Attack roll (using deadeye) : 1d20 + 4 ⇒ (10) + 4 = 14

Damage roll (if hits): 1d8 ⇒ 6


The skeleton's ribcage explodes into splintered bone. It falls to the cave floor.

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 steps up beside Almar and hurls his left hand dagger at one of the skeletons, drawing a freshly sharpened blade from one of his wrist sheaths. The knife hits the skeleton but glances off harmlessly.

1d20 + 8 ⇒ (3) + 8 = 11 Acro

1d20 + 3 ⇒ (15) + 3 = 18 (Modified for distance)
1d4 + 2 ⇒ (1) + 2 = 3


Are you okay with me sticking you in H13, Alazandaru?

Brinestump Cavern

Sorin is up next.


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

Yup, thats where I meant when I said moved up beside him :).


Just making sure! :)


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

What strange undead withcraft is this?

Sorin glares back at the blank stare of the undead and double moves to I14.


Skeleton 1 has been destroyed.

Skeleton 2 has been destroyed.

Skeleton 3 has been destroyed.

Skeleton 4 has been destroyed.

Skeleton 5 has been destroyed.

Skeleton 6 has been destroyed.

Skeleton 7 has been destroyed.

Skeleton 8 moves to G13.

Skeleton 9 moves to G12.

Skeleton 10 moves to F13.

Brinestump Cavern

Raziel is up next.


Acrobatics Roll: 1d20 - 4 ⇒ (1) - 4 = -3

Raziel moves up slowly, watching his footing an the floor.

Full move to N11.


Unfortunately, if you fail the roll by 5 or more (it's DC 10), you fall prone. You can use a move action to get up and then another to move forward 2 squares. I'll stick you in P11 for now, and we can change that if needed. Does that work?

Initiative:
Skeletons (11-13) - 1d20 + 6 ⇒ (15) + 6 = 21

Round 6:
Tsutama
Sandru
Skeletons (11-13)
Lisabett
Almar
Alazandaru
Sorin
Skeletons (1-10)
Raziel

Tsutama moves forward to F15, pointing at Sorin. He issues a challenge, as per the cavalier/samurai ability. He deals an additional 2 points of damage with his attacks against Sorin, but suffers a -2 penalty to AC against any attacker besides Sorin.

Sandru slashes at the skeleton in front of him with his scimitar. 1d20 + 8 ⇒ (7) + 8 = 15
If it hits, it deals 1d6 + 4 ⇒ (1) + 4 = 5 points of damage.

Perception DC 20:
You hear the sound of bone scraping against stone coming from the closer tunnel. More undead are on their way.

Brinestump Cavern

Lisabett is up next.


Lisabett Perception 1d20 + 6 ⇒ (8) + 6 = 14 bum... oh well.
Lisabett untrained Acrobatics 1d20 + 1 ⇒ (6) + 1 = 7 *sigh* 0/2

Lisabett's feet and legs are unstable on the loose rocky terrain, and it inhibits her movement. She double moves to M12.


Male Human Gunslinger 03

Perception check: 1d20 + 7 ⇒ (4) + 7 = 11

Almar thinks of moving back to recharge his pistol once again and since the skeletrons don't seem that dangerous and Alazandru seems a pretty resourcefull fellow he doesn't think it will be a problem for him to keep them at bay untill he can fire again.

Withdraw to P12


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

Noting the uselessness of his daggers without a distraction to work with, Alazandaru stands his ground and flexes the pair of cestus he wears over his hands, launching two quick blows, one with each thick leather glove and using the bulk of the glove rather than the spikes, holding his knives with his clenched fists. The young Rake manages to strike both his undead targets with solid blows to the head, taking a step back to retreat a little from the oncoming horde.

Bludgeoning damage.

1d20 + 3 ⇒ (15) + 3 = 18
1d4 + 1 ⇒ (4) + 1 = 5

1d20 + 3 ⇒ (19) + 3 = 22 Crit threat
1d4 + 1 ⇒ (2) + 1 = 3

1d20 + 3 ⇒ (1) + 3 = 4 Crit confirm fail
1d4 + 1 ⇒ (2) + 1 = 3


The first one is destroyed, the second one damaged. Is that four skeletons for Alazandaru?

Brinestump Cavern

Sorin is up next.


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

The first one is destroyed, the second one damaged. Is that four skeletons for Alazandaru?

Yup. And 2 crits so far in this combat I believe.


I started a policy on my other game of taking over characters after 24 hours, but I haven't floated that idea here as of yet. As such, I'm reluctant to take control of Sorin, but I will before the end of the round, as this encounter could get dicey soon. For now, he delays.

We can figure out how to handle this moving forward by having a conversation in the discussion thread.

Also, Almar, I need an Acrobatics check for you to move that far.

Skeleton 1 has been destroyed.

Skeleton 2 has been destroyed.

Skeleton 3 has been destroyed.

Skeleton 4 has been destroyed.

Skeleton 5 has been destroyed.

Skeleton 6 has been destroyed.

Skeleton 7 has been destroyed.

Skeleton 8 has been destroyed.

Skeleton 9 remains in G12 and slashes at Alazandaru. 1d20 ⇒ 10
If it hits, it deals 1d8 + 2 ⇒ (8) + 2 = 10 points of damage.

Skeleton 10 moves to G13 and attacks Alazandaru. 1d20 ⇒ 4
If it hits, it deals 1d8 + 2 ⇒ (4) + 2 = 6 points of damage.

Brinestump Cavern

Raziel is up next.


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

Sorin will 5' step to H14 and attack Tsutamu. His face is a mask of concentration as he is uncertain what manner of undead he is facing and doesn't know the meaning of the opening riddle he witnessed.

Attack 1d20 + 5 ⇒ (13) + 5 = 18
Damage 1d10 + 4 ⇒ (10) + 4 = 14


Sorin's glaive strikes Tsutama solidly, though the sharp blade slides off of hard bone and fails to cut as deeply as it might another foe.

Brinestump Marsh

Raziel is up next.


Raziel hasn't weighed in on the proposed change to initiative policy, but we're definitely heading in that direction with at least 5/6 (myself included) in favor of it, so I'll go ahead and take over his action for now.

Raziel double-moves to L11.

Initiative:
Skeletons (14-16) - 1d20 + 6 ⇒ (13) + 6 = 19

Round 7:
Tsutamu
Sandru
Skeletons (11-13)
Lisabett
Almar
Alazandaru
Sorin
Skeletons (1-10)
Raziel

Tsutamu moves to I15. This provokes an Attack of Opportunity from Sorin. Tsutamu then slashes at Sorin with his blade. 1d20 + 10 ⇒ (6) + 10 = 16
If it hits, it deals 1d6 + 7 ⇒ (1) + 7 = 8 points of damage.

Sorin moves in a wide arc to I16 in order to avoid Tsutamu's slashes.

Acrobatics check - 1d20 + 9 ⇒ (14) + 9 = 23

Skeleton 11 double-moves to L7.

Skeleton 12 double-moves to M7.

Skeleton 13 double-moves to M6.

You all see three additional skeletons coming from the nearby tunnel.

Brinestump Cavern

Lisabett is up next, but Sorin is due an AoO.


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

Was Tsutamu attacking Sorin or Sandru? A 16 is enough to hit Sorin.

AoO 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d10 + 4 ⇒ (3) + 4 = 7


Tsutama was attacking Sorin.

Sorin's glaive finds its foe once again, but does little more than scrape bone.


Lisabett untrained Acrobatics 1d20 + 1 ⇒ (1) + 1 = 2 oh c'mon... what the heck is this, Serpent Skull?

Lisabett moves to J12 and will take the -4 penalty to her attack to fire a Ray of Frost at Sorin and Sandru's foe.

Lisabett Ranged Touch Attack w/penalty for Melee 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17 if it hits it will deal 1d3 ⇒ 1 damage.


Male Human Gunslinger 03

Almar deftly recharges his pistol and moves toward what appears to be the skeletron's general.

recharge and move to M15


Unfortunately, an Acrobatics check with a result of 5 or lower results in you falling prone. You can spend a move to stand up and can keep your attack roll (Tsutamu is in range from M12).

Almar, you need to make a DC 10 Acrobatics check to be able to treat the terrain as normal. I need two from you (one each from your last two movements).

I know the terrain in here is frustrating, but it's just the nature of this cavern. Not every encounter is designed in the same manner, so have patience. :)

Lisabett's ray hits Tsutama squarely, but the skeleton seems unaffected by it.

Three more skeletons rise from the water:

Skeleton 14 is in B19

Skeleton 15 is in I20

Skeleton 16 is in R19

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 continues to easily evade the skeleton's strikes and steps away towards the one cutting Sorin to bits, flanking it with Sandru. Still using the thick leather gloves, he begins to slam both fists into the more powerful undead.

1d20 + 8 ⇒ (12) + 8 = 20 (Acro)

1d20 + 5 ⇒ (15) + 5 = 20
1d4 + 1d4 + 1 ⇒ (3) + (1) + 1 = 5

1d20 + 5 ⇒ (15) + 5 = 20
1d4 + 1d4 + 1 ⇒ (3) + (4) + 1 = 8

As per Knife Master, sneak attack dice reduced to D4.


Male Human Gunslinger 03

Acrobatics check: 1d20 + 7 ⇒ (12) + 7 = 19

Acrobatics check: 1d20 + 7 ⇒ (18) + 7 = 25

done & done! :D, Also... Alazandru, did you sell your soul to Asmodeus??? You are godrolling (or devilrolling?)! :D


Tsutamu's ribs crack and snap under the force of Alazandaru's blows. A few bones fall to the cavern floor, but your foe still stands.

Perception 15:
Though Tsutamu does not acknowledge him, the other skeletons in the cavern simultaneously turn their attention to Alazandaru.

Brinestump Cavern

Sorin is up next.


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

Sorin will 5' step to G15 and strike at Tsutamu.

Attack 1d20 + 5 ⇒ (7) + 5 = 12
Damage 1d10 + 4 ⇒ (6) + 4 = 10

AC: 15, HP: 20/28

By my count, I still have 4 more rounds left getting the benefit of Lisabett's Feather Step spell.


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

1d20 + 7 ⇒ (14) + 7 = 21

Alazandaru notes the skeletons turn their attention to him and calls out to the others-

Raziel! Get over here and let the skeletons gather to me, I think I just got their attention...

Raziel might want to delay/ready until after the skeletons have acted next round (so just before Lisbett) to pull off a good channel to harm them; I don't think any of us except Sorin have taken wounds yet so channeling to heal would be a waste.

Edit: Oops, didn't see Raziel got slashed sorry.


Lisabett Perception 1d20 + 6 ⇒ (4) + 6 = 10 Nope. No body tells me nutin' 'round 'ere.


Raziel lost a big chunk of HP a few rounds ago, so Sorin is not the only one wounded.

Skeleton 1 has been destroyed.

Skeleton 2 has been destroyed.

Skeleton 3 has been destroyed.

Skeleton 4 has been destroyed.

Skeleton 5 has been destroyed.

Skeleton 6 has been destroyed.

Skeleton 7 has been destroyed.

Skeleton 8 has been destroyed.

Skeleton 9 moves to I13 and slashes at Alazandaru. 1d20 + 2 ⇒ (3) + 2 = 5
If it hits, it deals 1d8 + 2 ⇒ (3) + 2 = 5 points of damage.

Skeleton 10 moves to H14 and slashes at Alazandaru. 1d20 + 0 ⇒ (12) + 0 = 12
If it hits, it deals 1d8 + 2 ⇒ (7) + 2 = 9 points of damage.

Brinestump Cavern

Raziel is up next.


Acrobatics Roll: 1d20 - 4 ⇒ (17) - 4 = 13

Raziel cautiously moves towards the fight, and channels Sarenrae's power to heal.

Move to K14.
Healing Channel: 1d6 ⇒ 2
That should reach everyone.
AC 16, HP 8/16
3/5 Channels


Male Human Gunslinger 03

I passed my checks... shouldn't I be in M15?


Yes, Almar, sorry. I've got you there now.

Round 8:
Tsutamu
Sandru
Skeletons (11-13)
Lisabett
Almar
Skeletons (14-16)
Alazandaru
Sorin
Skeletons (1-10)
Raziel

Tsutamu's empty eye-sockets remain trained on Sorin as he steps away, but with a deft twist, the skeleton attacks Alazandaru instead. 1d20 + 10 ⇒ (16) + 10 = 26
If it hits, it deals 1d6 + 5 ⇒ (5) + 5 = 10 points of damage.

Right on cue, Sandru swings his scimitar at Tsutamu. 1d20 + 10 ⇒ (3) + 10 = 13
If it hits, it deals 1d6 + 4 + 2d6 ⇒ (3) + 4 + (2, 6) = 15 points of damage.

Sandru's slash fails to penetrate the skeleton's armor.

Skeleton 11 double-moves to J12.

Skeleton 12 double-moves to K11.

Skeleton 13 double-moves to J10.

Brinestump Cavern

Lisabett is up next.


Lisabett untrained Acrobatics 1d20 + 1 ⇒ (6) + 1 = 7 well, that's better than 2...

Lisabett remains standing in her current location, raises her arms and begins speaking in strange tongues as she unleashes the fury of her Storm Burst on the creature threatening the Captain and Alezandaru.

Lisabett Ranged Touch Attack w/ -4 Penalty for melee 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12 if the attack succeeds it deals 1d6 + 1 ⇒ (3) + 1 = 4 non-lethal damage and the target takes a -2 penalty to attack rolls for 1 round.


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

Alazandaru yelps in pain as Sorin backs away from the fight to properly wield his large weapon, exposing him to further attack. The skeleton's sword threatens to disembowel him, the Rake leaping back enough from the blow so that it leaves a horrible gash but doesn't quite spill his guts with the blow.

8/18HP


Male Human Gunslinger 03

Does Almar notice the skeletrons coming out of the water or do I need a check to do that? Anyway Almar will move near Tatsumu to have a better chance at hitting him (pistol eange hurts and I need to stay near to get rid of AC bonus! :D). So move to K15 and shoot on Tatsumu

Acrobatics check:1d20 + 7 ⇒ (7) + 7 = 14

Attack roll:1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12

Damage if hits:1d8 ⇒ 3

Question: can you clarify when one needs to take an acrobatics check? Every turn regardless of if he moves or not? Or only if he moves? Or when he takes a full turn ov movement? Thanks


The entire cavern is treated as difficult terrain unless you make a successful DC 10 Acrobatics check as a free action. Because failure by 5 or more results in you falling prone, there is some risk involved in making the check, but you never have to make it; you can ignore Acrobatics and just deal with the difficult terrain (as the skeletons do automatically).

You all see the skeletons that have come up out of the water. No check needed.

Lisabett's burst of magic and Almar's bullet both slam into Tsutama. The skeleton is harried, but he fights on.

Skeleton 14 double-moves to F15. This provokes an Attack of Opportunity from Sorin.

Skeleton 15 moves to I17 and slashes at Sandru. 1d20 + 2 ⇒ (14) + 2 = 16
If it hits, it deals 1d8 + 2 ⇒ (2) + 2 = 4 points of damage.

Skeleton 16 double-moves to N15.

Brinestump Cavern

Alazandaru is up next, but Sorin may take an AoO against Skeleton 14 if he wishes.


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

1d20 + 8 ⇒ (5) + 8 = 13 Acro if needed

Alazandaru ignores the pain of the skeleton's sword and with Sandru providing a necessary distraction and forcing the leader to turn and face him, the rake slams his fist into the back of the skeleton's skull forcefully with his right glove and shatters its ribcage with the left.

1d20 + 5 ⇒ (20) + 5 = 25 Crit threat
1d4 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7

1d20 + 5 ⇒ (19) + 5 = 24 Crit confirmed
1d4 + 1 ⇒ (2) + 1 = 3

1d20 + 5 ⇒ (14) + 5 = 19 Hit (I think)
1d4 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6

16 damage, all bludgeoning (as was last rounds). Alazandaru is crittastic.


Can I borrow Alezandaru's luck with the dice? This is ridiculous...


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

Its like this for a lot of my player characters. I make my regular donation to the dice gods a.k.a bribe the Paizo moderation team to fiddle my rolls to include lots of 20's. ;).

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