The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


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HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Astor was packing up his part of camp when all the action happened. Shaking off the surprise, he grabs for his new bow and arrows and makes for the side of the gate opposite of Damien.

"How bad is it man? Did you see them?" Astor asks with genuine concern for his comrade. He notches and arrow and waits for the next command, still not ready to be a leader.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien grunts sharply as the arrow is drawn from him. Spiting the blood from his mouth he nods to Jerrid, "Good! These fools are used to playing on small defenseless parties. I'd wager some will surrender or flee if the rest of us charge them."


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

"Wait until they all shoot me and I have checked there are no surprises then they are all yours. I will call out."


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Guys am tied up (not literally) this evening and into tomorrow morning so if combat progresses please DMPC me if necessary


Sure, Jerrid can scale the broken platform with a climb check or someone can try to repair it.


Round 1 cont'd:
Brigand Leader - 24
Sam - 23
Astor - 21
Jerrid - 20
Kev - 19
Damien - 17
Bandits - 15
Vhillish - 11 <<<<
Janna - 10 <<<<
Leoven - 6 <<<<


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Round 1 Vhillish:

Vhillish repairs the platform.

Knowledge Engineering: 1d20 + 5 ⇒ (14) + 5 = 19

Success!

It will be fully operational on Vhillish's turn in Round 2.


Ready for Janna, Leo.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

What was wrong with the platform that could be fixed in six seconds? The Sheriff is lazy as all hell :P

Are there any sounds from the bandits outside? Shouting, ect?

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Sigh...


I thought the immersion break was worth it ;)

Cool skill and all...


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

I am not sure about the scale og the battlemap

If Leoven can reach Damien in a single movement then he heals him with leoven´s domain spell

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

If not, Leoven double moves to be close to the gate.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Considering we were free to choose our starting position, I'd say you're good. Thank you kindly!


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

What we do now guys?


Ok Damien fixed the map it has grid now.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna goes to help with the platform, she reallyis of no use inside the walls with no enemies readily in her line of fire.


Round 2
Brigand Leader - 24
Sam - 23 <<<<
Astor - 21 <<<<
Jerrid - 20 <<<<
Kev - 19 <<<<
Damien - 17 <<<<
Bandits - 15
Vhillish - 11
Janna - 10
Leoven - 6

"<<<<" go!


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid climbs the wall then pops his head over the top. Just to make sure the archers notice him. Then he jumps over and drops to the ground. Prone. Unfortunately the deep gnome doesn't notice his left finger claws cannot twist out of the top posts of the stockade, so he tumbles down in a heap, his shoulder bearing the brunt of the impact.

Acrobatics over wall and down to the ground 1d20 + 7 ⇒ (2) + 7 = 9. Lethal damage for a deliberate 10ft bad fall (1d6 ⇒ 1). Non lethal damage for bad first two feet (1d6 ⇒ 3). Prone AC 24


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Astor also goes to help with the platform if needed, planning to look over the top of the wall and pick off any bandits he can see.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Straightening from Leovan's healing, Damien unbars the door once more, "Right you lot, hold till we get the go ahead then Leo kicks the door open and the rest of us charge the f%+@ers! Aim for their right side if they have one, give our archers a clear shot at the left. Send these chicken s!~+s packing, you hear me!"

Move Action : Unlock door
Standard Action : Begin Inspire Courage

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam whispers from the shadow.
"I wouldn't charge from a fortified position. Why don't we fix the platform and fire from cover."


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Leoven Pales at Damien´s command

Oh, thyr...


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

"I concur, Damien, the last thing these brigands will be expecting is a sortie." Kevezyat says with a grim smile on her face. Turning her head to Sam "It would appear that our industrious deputy has mended the platform, Sam, those of us to bring the fight to the brigands could do with all of the ranged assistance you could bear."

With that , Kevezyat bring her sword down from its harness and nods to Leoven "When you are ready.".


Jerrid Kinslarn wrote:

Jerrid climbs the wall then pops his head over the top. Just to make sure the archers notice him. Then he jumps over and drops to the ground. Prone. Unfortunately the deep gnome doesn't notice his left finger claws cannot twist out of the top posts of the stockade, so he tumbles down in a heap, his shoulder bearing the brunt of the impact.

Acrobatics over wall and down to the ground 1d20+7. Lethal damage for a deliberate 10ft bad fall (1d6). Non lethal damage for bad first two feet (1d6). Prone AC 24

Jerrid needs a climb check as well since he acts before the platform is repaired.

Climb: 1d20 + 4 ⇒ (12) + 4 = 16

Success!


Round 1 Brigand Leader:
Readied Action
Shortbow: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

The brigand leader fires a magic arrow as Jerrid tumbles over the wall. The arrow is intercepted by the aura of the mage armor and plinks off harmlessly.


Round 1 Brigands:
Delayed Turn

The brigand leader holds up three fingers and points to Jerrid.

Three of their number advance to the fallen gnome, drawing rapiers as they cross the road.

Brigand 2
Aid+Flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Brigand 3
Rapier+Aid+Flanking: 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13

Brigand 4
Rapier+Aid+Flanking: 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13

They all fail to connect with the wily deep gnome.


Round 2 cont'd

Brigand Leader - 24
Jerrid - 23
Bandits - 22
Sam - 21 <<<<
Astor - 20 <<<<
Kev - 19 <<<<
Damien - 17
Vhillish - 11
Janna - 10 <<<<
Leoven - 6 <<<<

"<<<<" go!

Edit: Fixed


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam delays, but will move outside as soon as the doors are opened.
Delay until after door opened. Reset Sam's initiative to just before the triggering action (opening door).

When door is opened:

Sam moves to flank with the downed gnome and help him out.
Move two squares left and one up std=attack with flank--I assume moving around a hard corner does not provoke.
A single, small dagger stabs at the bandit between Sam and Jerrid, but Sam is unable to connect.
flank/damage: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 121d3 + 1d6 ⇒ (2) + (1) = 3


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

"Now, I got three here!"


Round 2 cont'd

Brigand Leader - 24
Bandits - 22
Sam - 21 <<delay
Astor - 20 <<<<
Kev - 19 <<<<
Damien - 17
Vhillish - 11
Janna - 10 <<<<
Leoven - 6 <<<<
Jerrid - 23 <<<<

"<<<<" go!


Ready for Janna, Leo, Astor, Kev, Jerrid


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Holy Thyr, holy Thyr, holy Thyr... Say leoven while he waits prepares his spell. Then he overcome his fear and start reciting the verses to deliver the holy power of his deity (bless. Everyone have a +1 to attk and damage)

Then he kick the door leaving the road free for her fellow party members...and the brigands.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

It's actually only a +1 to attack rolls not damage but we appreciate the assistance none the less Leo :)

Can you open the door any further than that? Though it does beg the question of what happens to the bandit?


Also +1 to saves vs fear.

I put the door like that, that's the best Leo can do with a swift kick.

Actually if Leo wants to do a strength check to set the DC I will give that bandit a reflex save or fall over.


Also if someone like Astor or Kev wants to push with him they can of course.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Save bonus doesn't stack with inspire courage.

Knock him on his ass Leo!


Ok yeah.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

I have a bad feeling about this

str check : 1d20 - 1 ⇒ (7) - 1 = 6


Reflex-Leverage: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5


Bandit is toppled, falls prone.


Round 2 Sam:
Sam moves out around the gate to flank with Jerrid.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

after helping to finish making the battle platform usable, the whole time Janna wishing she had her flight ability back like she did at the Academy. Janna scurries up the ladder to the platform.

taking stock of the situation. Janna takes notice of the bandit leader. she figures taking him out just might cause the others to flee or surrender.

Her voice echos in the wind. like an approaching storm, surrender, your efforts are futile. the storms fury is upon you.

and a bolt of lightning is unleashed at the leader

ranged touch: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11
damage if that hits: 1d6 + 2 ⇒ (3) + 2 = 5

burn the Action point to take a second shot

and a second bolt is also unleashed

ranged touch: 1d20 + 1 + 3 ⇒ (9) + 1 + 3 = 13
damage if that hit: 1d6 + 2 ⇒ (4) + 2 = 6


Second one hit!


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
DM Grimmy wrote:
Second one hit!

first hit in all of my games combined today


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 1

Move Action: Kevezyat advances to confront the brigand leader

Standard Action: Attack!

As the bandit leader cringes from the impact of Jenna's lightning, Kevezyat brings her greatsword to bear!

Attack 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26 Crit Threat!
Crit Confirm 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20 Confirmed....I think

Damage 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10 + If Crit Confirmed 2d6 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11

Current Enhancements
Inspire courage +1 Att, +1 Damage
Bless +1 Att


Holy crap!


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 2

Vhillish follows Janna up to the platform (Move Action), then picks out a target (furthermost Bandit) and lets fly with his arbalest;

Arbalest: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Buffs: Inspire Courage & Bless


Ready for Astor and Jerrid.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

EDITED for SNEAK ATTACK DM Brigand 2 hit Jerrid (if he flanks). I didn't expect melee attacks. AC16 from those rapiers, AC24 from arrers! Not sure how they are flanking from their current positions but maybe they have something tricksy?

Jerrid feels it go shady from danger above and his eyes widen at the three men's approach. The left shoulder throbs with the dull pain his poor attempt to tumble down caused. In fact he burns with the embarrassment of his fall. Then the rapier strikes into his leg, the thigh screams with pain.

Poor excuse for a burglar, I am. Well let's get it done. Who are these people?

Then the decision is made. He attempts to cast his favourite new spell, hoping that his laboured rolling, dodging and flicking fingers will put off the obvious casting. Jerrid takes care to concentrate harder despite the agony, rather than get hit - he will sacrifice the illusion.

Concentration check 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21, vanish spell cast!

The little gray gnome disappears. Jerrid wants to get up but he just can't, however no one can see the terrible smile playing on his lips.

"Surrender or die without your kidneys!" he whispers out loud.


Why AC 16 Jerrid? Prone is -4 vs melee. You still have Dex, Dodge, and Size bonus, +Mage Armor, for total of AC 20 by my count.

Brigand 2 was flanking when he attacked you, he has since been moved by the opening gate.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

AC20 - 4(prone) equals 16. Brigand 2 hit Jerrid with a 17. Am I missing something obvious? But he will rue the day he did that.

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