Lost Lands Campaign (Inactive)

Game Master brvheart

This will be a sandbox campaign in the Frog God Games Lost Land Setting.


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Male Human Rogue6/Clr1 Current Map

I presume that you would attack the new zombies Lucky as they were within a 5' step. Lower half of init is up.


Male Human Cleric 2
Combat Stats:
| *8/14 HP [AC:13 T:11 FF:12] [Perc +6] [F+4/R+1/W+4] [CMB +1] [CMD 12] [INIT +1]

*using previous rolls*

Cyrus approaches and swings his staff at the creatures, but feels the bile inside him well up as he sees their putrid faces.

~By the gods, they are disgusting!~


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym attacks the zombie directly beside him.

Attak 1d20 + 4 ⇒ (9) + 4 = 13

Damage 1d10 + 3 ⇒ (9) + 3 = 12


Male Human Rogue6/Clr1 Current Map
Hagrym wrote:

Hagrym attacks the zombie directly beside him.

Attak 1d20+4

Damage 1d10+3

Hagrym, you have already attacked this round. Game has slowed down a bit being Friday. Waiting on Naomi, Galario, Jarvis and Shandar.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’
brvheart wrote:
Hagrym wrote:

Hagrym attacks the zombie directly beside him.

Attak 1d20+4

Damage 1d10+3

Hagrym, you have already attacked this round. Game has slowed down a bit being Friday.

My bad...got confused, lol![/ooc]


Male Human Rogue6/Clr1 Current Map

If it helps I have the turn order up in the Roll20 site.


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

Galerio will keep his original actions: unleash the crossbow bolt and then switch to flinging acid splash. Let me know if you would like me to re-roll.


Male Human Rogue6/Clr1 Current Map
Galerio wrote:
Galerio will keep his original actions: unleash the crossbow bolt and then switch to flinging acid splash. Let me know if you would like me to re-roll.

2 points of damage after DR.


Naomi calls out as the zombies approach, when they get near she imbues her sword with a fraction of her power and slashes at the foremost zombie.

hey boys, more dance partners this way.

Dueling Sword attack: 1d20 + 4 ⇒ (6) + 4 = 10 for damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

talk about two left feet

Edit:

Naomi, trying to keep her game-face, after missing the zombie, says to Cyrus

Its all right "Lucky", stay behind me, we'll be fine.


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Im fine with using my 19 to hit and 13 damage on my turn, just was trying to keep things going since I post 1-2 times daily, in the future I will wait if thats what you prefer.
5' step, attack nearest enemy.


Male Human Rogue6/Clr1 Current Map

Jarvis had rolled earlier. As he downed his zombie he can move to the others.
Shandar fires a magic missile at the wounded zombie
magic missile: 1d4 + 2 ⇒ (1) + 2 = 3

Back to top of order
Initiative Round Two
Turvijagal
Hagrym
Ulfgard
Galerio
zombies
Cyrus
Naomi
Jarvis
Shandar


Male Human Rogue6/Clr1 Current Map
Jarvis Ward wrote:

Im fine with using my 19 to hit and 13 damage on my turn, just was trying to keep things going since I post 1-2 times daily, in the future I will wait if thats what you prefer.

5' step, attack nearest enemy.

Seems we cross posted:) That is fine, might just have to kick me and remind me sometimes though!


Male Half-Elf Rogue (inactive)

Turvijagal will charge at the zombie beside both Lucky and Naomi and slash at it with his scimitar

scimitar: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 2 ⇒ (4) + 2 = 6
Charging (+2) and Flanking (+2); I think they're subject to flanking
That should bypass DR 5/slashing!


Male Human Rogue6/Clr1 Current Map

A scimitar is slashing. The two dwarves will have to double move to get up there. Getting rather crowded!


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym will double move up to engage the enemies.


Male Human Rogue6/Clr1 Current Map

Since Ulfgard can only move and I have a game tonight, I am going to take their attacks. One on Jarvis, Naomi and Lucky:
slam on Jarvis: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 4 ⇒ (5) + 4 = 9
slam on Naomi: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 4 ⇒ (3) + 4 = 7
slam on Lucky: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 4 ⇒ (5) + 4 = 9

I will check in off and on.


zombies have attacked 2nd round so we get to return the favor!

Naomi, frustrated that she didn't hit the foremost zombie the first time, re-imbues her sword with a fraction of her power and slashes at the zombie in the front.

attacking the most southerly zombie

Hang on a minute boys and I will get out of the way, this dance partner is moving a little too slow for my liking

Dueling Sword attack: 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

after the attack Naomi steps back into the door way so some of the others can get at the zombies. 5 ft. step

edit: sorry "Lucky" got so excited about killing stuff I didn't pay attention, the good news is daddy gave me enough money for a wand of CLW :) so we'll have you up in a jiffy


Male Human Rogue6/Clr1 Current Map

You dropped that zombie and yours missed you. The other two hit. Jarvis and Lucky are staggered (0 hp)


Male Human Cleric 2
Combat Stats:
| *8/14 HP [AC:13 T:11 FF:12] [Perc +6] [F+4/R+1/W+4] [CMB +1] [CMD 12] [INIT +1]

This is what happens when I try to build a round of char development before going straight into the boring crunch of "turn dead here". :)

As the creature's unearthly strong fist slammed into Cyrus' skull, the staff dropped from his hands and he felt his knees begin to go weak.

~You were a fool Cyrus. Played like a pawn and now spent.~

Even as the thought crossed his mind, he felt a heat radiating from deep inside him, burning through the haze of the zombie's strike.

~And when Zors had cheated Death, he said 'So shall all those who walk be given a chance. For it is better to risk all and fail, than to be to timid to risk anything.~

Even though he felt his strength waning, Cyrus clung to that fire as long as he could and then released it in an explosion of heat around him.

Then his world went black and he felt himself drifting away, but this time there was no fear.

Healing burst: 1d6 ⇒ 2 DC:13


Male Human Rogue6/Clr1 Current Map

You channeling to harm undead or to heal the party Cyrus?


Male Human Rogue6/Clr1 Current Map

Ok, I am going to guess heal as 2 are at 0. That puts Lucky at 1


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Moving over the fallen cleric Ulfgard holds the line with his shield.
"I SAID leave tunnelfighting to dwarves!"


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Reeling from the unholy blow, clearly off balance.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Hit(2H): 1d6 + 7 ⇒ (4) + 7 = 11

Jarvis moves away from the front to have someone tend his wounds.

"Tunnel fighters to the front then!"


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

I think I am up again. If not, please put my action where it should be, DM! Thanks.

Hagrym moves 4' north and Attacks the zombie closest to him.

Attack 1d20 + 4 ⇒ (15) + 4 = 19

Damage 1d10 + 3 ⇒ (2) + 3 = 5


Male Human Rogue6/Clr1 Current Map

Sorry, been fighting with a failing windows all day and backup not working. Will need to get a new laptop soon:( Another zombie down.


Male Human Rogue6/Clr1 Current Map

Still waiting on the arcane casters, Galerio and Shandar.


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

[dice=force missile][/dice]


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

magicmissile: 1d4 + 1 ⇒ (1) + 1 = 2


Male Human Rogue6/Clr1 Current Map

Turvijagal, you might as well take your turn.


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

Given the congested hallway, Galerio will forgo an attack and attempt to pull Cyrus to safety. If that is not feasible then he will go on total defense.


Male Half-Elf Rogue (inactive)

Turvijagal will step up to the remaining zombie and slash at it with his scimitar.
scimitar: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (5) + 2 = 7
slashing damage, etc


Male Human Rogue6/Clr1 Current Map

Six destroyed zombies XP 150 each


Male Human Rogue6/Clr1 Current Map

There are iron doors at H12, to the north are stone doors and further south is another door.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Looking at the halfelf Ulfgard takes a prime position to charge into the room as soon as the door is opened and show his misfavor.


Male Human Rogue6/Clr1 Current Map

which door Ulfgard?


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

Moves in to render first aid to his companions


well that was interesting

Naomi looks around at the party quickly; seeing "Lucky" nearly unconscious and Jarvis pretty banged up, she sheaths her sword and produces a wand, waving it about like a orchestra conductors baton she moves it about in a syncopated rhythm and on the third beat casts cure light wounds on "Lucky" and then Jarvis. As she casts she moves and speaks with the rhythm.

Lucky.. I didn't .. realize.. that was .. sarcasm.. and Jarvis.. we don't ..have to let.. the dwarves.. have all ..the fun

clear light wounds, "Lucky" heal: 1d8 + 1 ⇒ (4) + 1 = 5
clear light wounds, Jarvis heal: 1d8 + 1 ⇒ (4) + 1 = 5

satisfied with her work, for the time being, she puts the wand away and redrawing her sword begins to follow Ulfgard


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

being sure his companions are alive he gathers his thought as and hefts the quarterstaff and follows.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

"Gentlemen, I reckon the purpose is to avoid letting the bad guys hit you," Hagrym says with a laugh, smacking Lucky on the back. "Good thing the lady over here as one of those fancy wands!"

He steps forward and looks around. "Are you two well enough to proceed? If so, let me hold down the front and you injured lot fall back some.".

Once the group was ready, he stepped forward into the next area.

Perception 1d20 + 1 ⇒ (6) + 1 = 7


Male Half-Elf Rogue (inactive)

Turvijagal will check the door Ulfgard is at (H12) to see if he can spot any traps.
perception: 1d20 + 6 ⇒ (16) + 6 = 22

@brvheart:

disable device roll 1: 1d20 + 9 ⇒ (14) + 9 = 23
disable device roll 2: 1d20 + 9 ⇒ (4) + 9 = 13

If there's a mechanical trap, roll 1 is to disable that. If not, roll 1 will be to pick the lock, if it's there.

If there's a lock AND a trap, roll 1 is to disable the trap, and roll 2 will be to pick the lock after disabling the trap.

It's generally considered a good idea to disarm trap and then unlock the door! Don't want to break with that tradition! :D


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Jarvis examines himself...

"Yes I appear well enough to proceed, I guess I will just use my bow from the back..."

Jarvis says with a smirk, however he does pull out his longbow.


Male Human Rogue6/Clr1 Current Map

These iron doors bear many scratches and dents, but haven’t budged. You don't notice any traps and they are not locked.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Assuming Turv gives the all clear, Hagrym will open the door and move inside.


Male Human Rogue6/Clr1 Current Map

You step into the corridor, make a Fort save Hagrym, a cloud just appeared as you stepped on a pressure plate.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Fort save 1d20 + 6 ⇒ (14) + 6 = 20 (plus 5 against a spell or SLA)(+3 against poison)


Male Human Rogue6/Clr1 Current Map

It stinks and you can't see a thing, but you are ok.


Male Human Rogue6/Clr1 Current Map

Another 100 XP each for the trap


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

"Everyone, watch out for that gas clud. Smells like a wet auroch!". He waves his hand in an attempt to disperse the cloud.


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Jarvis begins casting a spell *Detect Magic* in the direction of the trap, if no aura *Prestidigitation* to disperse the fog.


Male Half-Elf Rogue (inactive)

Turvijagal holds his nose and follows Hagrym. Scimitar at the ready, of course.

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