Sentinels of the Woodlands

Game Master Matt Adams 259


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Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

Did Caireann's Fiddle affect anybody?
Caireann will continue flying on top of the humans attacking Hrrm, trying to keep 10' up, away from them, and keeps using her legs to create a melody that compels the humans to dance and shuffle their feet.
Fiddle ability, 20' spread range, Will DC 14 or become staggered as long as the grig continues to fiddle, round 3/10

Grand Lodge

Male Half Orc Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

With a roar, Hrrm once again pulls against one of the Bandits. Bandit 5

Opposed strength check: 1d20 + 9 ⇒ (8) + 9 = 17 I presume that if he fails, I have pulled the rope out of his hands and I am only constrained by the other bandit.


Bandit 5 Will: 1d20 - 1 ⇒ (18) - 1 = 17
Bandit 6 Will: 1d20 - 1 ⇒ (1) - 1 = 0

Bandit 6 continues his unwilling jig while Hrrm pulls the ropes out of the other's hands.


Male Tawny owl Witch 2

Highfeather's eyes begin to glow, this time directed at one of the bandits next to Hrrm, He then begins to hoot and screech wildly, a mad look in his still dark purple eyes.

Evil eye and cackle hex


What is your evil eye targeting?


Sykk attempts to free the captured fey from the human's nets, trying to drag it off of them, or bite through the string with small fangs.


Sykk make a Disable Device or Dexterity check


Dex: 1d20 + 4 ⇒ (16) + 4 = 20


Male Tawny owl Witch 2

One of the bandits threatening Hrrm.


I meant AC, Attack, Saves, what?


Male Tawny owl Witch 2

Oh, sorry about that. I'm gonna go with AC.


Bandit 5 Will: 1d20 - 1 ⇒ (6) - 1 = 5
Bandit 5 is unnerved by the owl's piercing gaze and wild hooting.

Sykk manages to untie the net around the pixies. He gets them to run for a safe hiding place.

The first archer again shoots at High Feather.
Bandit 2 Attack: 1d20 + 2 ⇒ (14) + 2 = 16

The second archer fires at Caireann.
Bandit 2 Attack: 1d20 + 4 ⇒ (13) + 4 = 17

The Bandit who lost his net draws his longsword and attacks Hrrm.
Bandit 5 Attack: 1d20 + 3 ⇒ (11) + 3 = 14

The last Bandit who still has a net around Hrrm tries to use it to pull him down.
Bandit 6 Attack: 1d20 + 3 ⇒ (12) + 3 = 15

Bandit 2 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Bandit 5 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

High Feather takes a grazing shot along his wing.
Hrrm takes a rather deep cut along his upper arm.

Grand Lodge

Male Half Orc Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

Hrrm roars as the sword bites deep and lashes out at his attacker assuming he has lost his weapons

-2 to attacks because of entanglement

Slam: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26

damage if hits: 1d4 + 11 ⇒ (2) + 11 = 13


Hrrm smashes the bandit in the chest, knocking him over.


Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

Caireann fiddle is not affecting anyone?


Your fiddle is affecting people. It doesn't reduce attack or anything, it just keeps them from moving and attacking or making full attacks.


Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

Caireann uses her Innate ability to try an entangle all the humans.
Reflex DC 14 or gain the Entagled Condition.
"Hey, humans! Can you hit a small target like me?"
She flies around them while signing a silly song.
"Half a dozen humans,
came looking for troubles,
Half a dozen humans,
We will exchange them with doubles!"


Bandit 5 Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
Bandit 6 Reflex: 1d20 + 2 ⇒ (7) + 2 = 9

They're both entangled.


Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

It has a 40' radius area of effect... only gets 2 of them?


Once he freed his pixie friends, Sykk jumps into the air and casting Jolt, the electricity crackling towards the nearest bandit.

Touch Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Electrical Damage: 1d3 ⇒ 2


male Leprechaun

Ludvig looks down at the unconscious and (soon to be blind) bandit, then turns toward the net-wielder restraining Hrrm and charges.

Club Attack @ Bandit 6: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male Half Orc Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

Who're we waiting for?


Me. I got sidelined by the big storm.

Sykk hits the wounded bandit with his electricity and burns him. The bandit restraining Hrrm dodges the leprechaun's club.

The first archer continues to try and bring down the owl.
Bandit 2 Attack: 1d20 + 2 ⇒ (4) + 2 = 6

The second archer tries to hit Caireann and put an end to her disruptions.
Bandit 4 Attack: 1d20 + 4 ⇒ (1) + 4 = 5

The bandit with the sword tries to hit the Hrrm again.
Bandit 5 Attack: 1d20 + 1 ⇒ (18) + 1 = 19

The bandit with the net drops it, draws his sword, and attacks Ludvig.
Bandit 6 Attack: 1d20 + 1 ⇒ (8) + 1 = 9

Only Hrrm is hit.
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
He makes another gash along Hrrm's chest.


Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

Goldmyr: any enemies (and allies) in the entanglement area (60' radius) need to make a Reflex Save DC 14 or they will become entangled.
Can I know which enemies are entangled?

Grand Lodge

Male Half Orc Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

Roaring in pain, Hrrm lashes out at his tormentor

slam: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17

damage if hits: 1d4 + 11 ⇒ (4) + 11 = 15


male Leprechaun

Ludvig easily dodges the bandit's flailing attack. As he ducks away, he uses his recovery momentum to bring a vicious swing into the side of the bandit, shattering his ribs.

Club Attack @ Bandit 6: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
damage: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8


The archers are out of the area effect. The two bandits near Hrrm are already entangled.

Hrrm smashes the bandit hard in the head. He falls unconscious. Ludwig wounds the bandit he hits.


Female Grig Fey 1 Rogue (Scout, Sniper) 1 | HP 14/14 | AC 19 T 18 FF 13 CMD 13 (21 vs Trip) | F +2 R +10 W +5 | Init +6 | Perc +7 (Low Light) | Status: Normal

Caireann uses her Innate ability to try an entangle the archers, after having entangled the melee fighters.
400' range. Reflex DC 14 or gain the Entagled Condition.
"Hey, did you thought you were safe?"
She starts flying towards them.
"I am going to get you!"


Bandit 2 Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Bandit 2 Reflex: 1d20 + 2 ⇒ (16) + 2 = 18

One of the archers is entangled.

Grand Lodge

Male Half Orc Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

Who's up next?


Woops, might be mine? I'm a little confused about the turn order.

"Just go away!" Sykk squeaks from in mid air, as he casts another Jolt at the un-entangled archer.

Ranged Touch Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d20 + 8 ⇒ (7) + 8 = 15
Electricity Damage: 1d3 ⇒ 3 -> 6 if crit

I should tell people to go away more often!

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