Jotunheimr
(Inactive)
Game Master
Torvald Torvaldson
Can our heroes defeat the coming giant menace?
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
If you think it's possible, I guess. Wouldn't be my first choice though.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
"What choice do we have? Even though the dwarf attacked us, I do not believe she is truly an enemy, she is just in need of proper care. I will not leave her to die in the wilderness if I have to haul her back to civilization myself."
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Ghûn laughs: "That would be interesting sight. But leave hauling to me."
Ghûn will bind dwarf's hands/arms behind her back, with a 10' leash of sorts so dwarf can walk but Ghûn will hold the other end, will also have a gag ready if she screams.
The dwarf is securely bound, but the party does have to gag her as she struggles and screams to be released from her orc captors once she regains consciousness.
The party continues it search I presume?
Perception rolls please.
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
perception: 1d20 + 10 ⇒ (7) + 10 = 17
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
come on paizo
show my rolls
perception: 1d20 + 10 ⇒ (3) + 10 = 13
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
perception: 1d20 + 6 ⇒ (10) + 6 = 16
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
perception: 1d20 + 14 ⇒ (2) + 14 = 16
Maybe it's just bad luck or maybe it's dragging a recalcitrant dwarf along, but the party meanders about the marsh relatively ineffectively the rest of the day looking for signs of either wisps or the druidic circle.
With neither being found the party sets up camp for the night on a semi-dry hillock and tries to make the best of the soggy conditions.
More perception rolls please and give me a watch order.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Posting order for watch order.
perception: 1d20 + 6 ⇒ (5) + 6 = 11
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
must stay awake
perception: 1d20 + 14 ⇒ (2) + 14 = 16
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
unh, my turn huh?
Rubs his eyes, get some sleep Ghun, I got it.
perception: 1d20 + 10 ⇒ (19) + 10 = 29
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
Sweet dreams, boys.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
The system came back on line, and there was much rejoicing!
During watch....
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
will: 1d20 + 5 ⇒ (4) + 5 = 9
Uh..Uh, guys...I I I think that may be it...gulp..guys? Orett wakes the party with his snivelling.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
“You okay, Orett? Lets get the wisp!”
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Slaps Orett.
“Orett! Ready fight.”
Advance on wisp.
Does the party spend time donning armor or just immediately chase after the Wisp?
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Don’t think Orett and Daardra wear armor.
Eng and Ghûn wear light armor so they sleep in it, no penalties for doing so.
The party peers out into the darkness of the marsh and can just make out the faintly glowing sphere of light that resembles a skull. You head in that direction as quickly as the treacherous terrain will let you. As you get closer the air grows chill and you begin to feel some pressure on your minds.
Orett DC 13 Will save or become
All others DC 17 Will save or become shaken.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
will: 1d20 + 6 ⇒ (20) + 6 = 26
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
will: 1d20 + 5 ⇒ (1) + 5 = 6
Second Chance:
will: 1d20 + 5 ⇒ (13) + 5 = 18
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
will: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
will: 1d20 + 7 ⇒ (3) + 7 = 10
p: 1d20 ⇒ 3
m: 1d20 ⇒ 16
1d4 ⇒ 3
As the party moves in the wisp lashes out with a tendril of electrical energy at Ghun touch attack: 1d20 + 16 ⇒ (7) + 16 = 232d8 ⇒ (5, 8) = 13
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Eng will cast bless on the party.
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Rage!
PA: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
dam: 3d6 + 17 ⇒ (3, 3, 4) + 17 = 27
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
no power attack
Flurry of Blows: 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20
damage: 1d10 + 6 ⇒ (4) + 6 = 10
Flurry of Blows 2: 1d20 + 10 - 2 + 1 ⇒ (20) + 10 - 2 + 1 = 29
crit damage: 2d10 + 12 ⇒ (6, 7) + 12 = 25
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
Cast Slumber Hex on the wisp.
1d20 ⇒ 2
Ghun smashes the glowy thing and Orett lands a wicked kick; Eng blesses; Daardra stuns it with her hex.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
CLW on Ghun: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
pa: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
dam: 3d6 + 17 ⇒ (3, 3, 6) + 17 = 29
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
Cast Evil Eye Hex on Wisp, -2 to AC.
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
Attack! Flurry of Blows: 1d20 + 10 - 2 + 1 ⇒ (5) + 10 - 2 + 1 = 14
Flurry of Blows 2: 1d20 + 10 - 2 + 1 ⇒ (14) + 10 - 2 + 1 = 23
damage: 1d10 + 6 ⇒ (7) + 6 = 13
1d20 ⇒ 7
The wisp takes another massive shot from Ghun but eludes Orett before disappearing from sight.
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
know nature: 1d20 + 13 ⇒ (10) + 13 = 23
It's gone invisible!
Cast Glitterdust in the area where the wisp was.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Eng and Ghun will wait to see if Daardra's spell reveals the wisp.
Ghun and Orett make Will saves to avoid being blinded.
1d20 + 9 ⇒ (6) + 9 = 15
A small ball of something is outlined by the glittering dust. It lashes out at 1d2 ⇒ 2 Orett.
touch: 1d20 + 16 ⇒ (2) + 16 = 182d8 ⇒ (7, 3) = 10
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
will: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
You stupid ghit, you almost blinded me!
Flurry of Blows: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
damage: 1d10 + 6 ⇒ (4) + 6 = 10
Flurry of Blows 2: 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20
Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)
Sorry boys.
Cast Fortune hex on Orett and Cackle TEE, HEE-HEE!
Eng and Ghun have 2 rounds of action.
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
will: 1d20 + 10 ⇒ (8) + 10 = 18
PA: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
dam: 3d6 + 17 ⇒ (4, 6, 2) + 17 = 29
Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
PA: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Dam: 3d6 + 17 ⇒ (3, 1, 1) + 17 = 22
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Eng is just going to stand back and keep an eye out.
perception: 1d20 + 6 ⇒ (11) + 6 = 17
perception: 1d20 + 6 ⇒ (16) + 6 = 22
Ghun and Orett are able to bludgeon the wisp into final death.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Put the body of the wisp in the lantern.
Any wisp treasure?
No treasure.
As Eng places the shattered remains of the wisp into the lantern a sickly pale light emits from it in a beam towards the NW. Clearly the Vault of Thorns must lie in that direction.
Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
Should we rest or push on? Looks like we head to the northwest.
Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)
Does the party elect to rest again or pursue the 'path' presented by the sickly lantern light?
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