The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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@Jerrid: Brigand 2 performed an Aid-Another action successfully, granting the other two a bonus, but they still missed you. All is as it should be :)


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

Ninja'ed by each other!!! Already changed my last post. Ye Gods. I'd prefer to leave it that way. But I have about 30 mins to change it back if you prefer. But it feels like Brigand 2 would be pulling his punches. And they are going to get mullered by the rest. If Jerrid dies then so be it.


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

So, with all those people on the platform, Astor will take a different route, stepping up to shoot at the one guy he can see. The door is blocking the rest of them from Astor's sight, correct?

Seeing people rushing up on the platform he decided to take a different route. Running out the gate and taking a left he saw another bandit in the background. Easy pickings...

Longbow Attack with Deadly Aim and Inspire Courage
Attack: 1d20 + 4 - 1 + 1 ⇒ (10) + 4 - 1 + 1 = 14
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

meh.


Not a case of pulling punches Jerrid, if you check out the original post, Brigand 2 performed an Aid-Another action. The other 2 received a +2 for his efforts but still failed to hit you.


Round 3 Brigand Leader

The leader drops his bow and draws a rapier, turning on Samduc.

Rapier+Flanking: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10


Round 3 Brigands

Brigand 4 moves towards Samduc's flank, leaving himself vulnerable to the invisible Jerrid.

Jerrid gets AoO

The bandits gang up on Sam.

Rapier+Flanking: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Rapier+Flanking: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Rapier+Flanking: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Miss!
Miss!
Miss!

Bandit 1 returns fire at Astor

Shortbow: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 2


Round 3 Everybody

Go!!


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 moves a step away from the palisade (5' step up) and points to the other side of the bandit.
"Kev, move to the other side of this guy."

Delay until the paladin moves into position:

Full attack with flanking with two daggers.
Sam attacks with two small daggers at the leader.
dagger1: 1d20 + 6 + 1 + 2 - 2 ⇒ (17) + 6 + 1 + 2 - 2 = 241d3 + 1 ⇒ (1) + 1 = 2precision: 1d6 ⇒ 5
dagger2: 1d20 + 6 + 1 + 2 - 2 ⇒ (3) + 6 + 1 + 2 - 2 = 101d3 + 1 ⇒ (1) + 1 = 2precision: 1d6 ⇒ 4
If Kev is not in position -2 to hit and no precision damage

Sam shouts encouragement into the keep.
"We could use some help out here. Engage these bandits."
Sam points to the bandits on the other side of the door.


Sam you can just speak to Kev as a free action and then take your turn if/when she complies. Should go smoother then projecting your actions I think.


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 feel relief when he see that samduc dodge all of the bandit´s attacks.

The young cleric strap his shield and pray again for help for Thyr protection

Deflection aura. For two turns everyone have +2 deflection bonus to AC and CMD.


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 until the paladin. If she brings the baddie down, he will flank another bandit.


Cool cool


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, annoyed with the miss and then the slightly damaging hit that grazes but cuts his shoulder open, takes another shot at the gentleman in front of him

Longbow Attack with Deadly Aim and Inspire Courage
Attack: 1d20 + 4 - 1 + 1 ⇒ (2) + 4 - 1 + 1 = 6
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Arg...

Astor then decides that the bow is a stupid weapon and retreats back into the confines of the waystation, thinking he might change back to his sword and enter the fray in his regular fashion.


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

Attack 1d20 + 5 + 1 + 1 + 2 ⇒ (5) + 5 + 1 + 1 + 2 = 14
Damage 2d6 + 3 + 1 ⇒ (1, 2) + 3 + 1 = 7
Spent Action Point to attack again
Attack 1d20 + 5 + 1 + 1 + 2 ⇒ (16) + 5 + 1 + 1 + 2 = 25

Damage 2d6 + 3 + 1 ⇒ (1, 2) + 3 + 1 = 7

Kevezyat nods at Samduc's suggestion, braving the possibility of attack she makes her way past the bandit leader to a flanking position AoO from bandit leader and bandit beside Sam , I think. AC is currently 20. Once there she whirls and strikes, but misses ?. Gathering up her righteous anger she brings her sword about again strikes once more.

Current Enhancements
Inspire courage +1 Att, +1 Damage
Bless +1 Att
AC +2
flanking bandit leader , +2 att


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 shimmers back into view as he slashes at the back of the man who turns towards Samduc. The sickle slices down the spine.

AoO on Bandit 4, +1 sickle 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24, damage 1d4 + 2 + 1d6 + 1 ⇒ (1) + 2 + (5) + 1 = 9


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

When the bandits swarm around Sam, Jerrid takes a moment or two to wait for the right chance then he steps quietly opposite the halfling and swings that lethal sickle at the back of another one's leg. He twists the blade back out for added fun.

+1 sickle attack 1d20 + 3 + 2 + 2 ⇒ (8) + 3 + 2 + 2 = 15, damage 1d4 + 2 + 1d6 + 1 ⇒ (2) + 2 + (2) + 1 = 7

However these men are quick.


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

Hey Astor, you've been forgetting Bless on your attacks. Does a 15 hit for the first one DMG? Better still, could you mention hits from our attacks when you're posting for the bandits? Help us keep track of things. Like Kev brutalizing their leader :P

Round 3

Damien moves forward to harass the bow wielding bandit while bringing his hammer down on their leader.

Move Action : Move to forward + draw hammer
Free Action : Maintain Inspire Courage
Swift Action : Arcane Strike
Standard Action : Attack on Brigand Leader

Lucern Hammer: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26
Damage: 1d12 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13
Crit. Confirm: 1d20 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13
Crit. Damage: 1d12 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13

If the leader goes down he shouts to Sam, "Draw them back to me!"

Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear
Arcane Strike : +1 Dam, magic
Bless : +1 Atk


Bandit Leader AoO vs Kev:
Rapier: 1d20 + 5 ⇒ (1) + 5 = 6

There is a path you can take to that spot past a bandit with a bow out so just the one AoO.


Jerrid got both hits.


Damien finished off the leader.

Bandit morale looks low. Anyone feel intimidating?


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 pulls his hammer back from their fallen leader shouting at the bandits, "You shit heads picked the wrong marks! I'd drop your weapons and run. Anyone still armed gets a quarrel or a damn lightning bolt in the back!"

Intimidate: 1d20 + 7 ⇒ (1) + 7 = 8 Sigh...payback for the 20 earlier...I felt intimidating, does that count? :P


If Janna scares them off from the platform you will never live it down...


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

Can we just cut them all down and spare me the embarrassment? :P


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

yes


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

Maybe I got all my bad rolls out, we'll see next round!


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 raises her hands and a swirling wind begins to form around the area.
Her voice again echoing in the wind carrying to the ears of all.

You have been warned, the approaching storm will show no mercy. surrender now or feel it's wrath. hoping the combination of the wind and the lightning strikes earlier were enough.

cast breeze to enhance the effect

intimidate: 1d20 + 3 ⇒ (11) + 3 = 14


AHHHAAHAA!!! HIT it ON THE NOSE!!!

EAT YOUR HEART OUT DAMIEN!!


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

I'm suddenly concerned about how stable our DM is... ;)


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

I...I loosened their resolve...


The bandits appear to be cowed. They look at each other, and towards the woods on the other side of the road.

Their facial expressions and body language are easy to read: "Live to steal another day."

Crunch Translation: The bandits now have the shaken condition, and it looks like they will use withdraw actions on their turn.


Of course first they are at the mercy of Samduc and Vhillish.


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

"Stick 'em! Or they'll get us in our sleep!" Jerrid's blood's up and he froths out of his mouth with a little spittle. That dull gray skin mottles at the memory of the shame of his fall.

He slices his sickle to punctuate each word.


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 3

Recognising the resolve of their foes beginning to waver, Vhillish reloads with cool efficiency and lets fly at a remaining bandit;

"Send these bounders to the Hells!"

Arbalest: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Conditions: Bless & Inspire Courage


Vhillish scores a solid hit.


Ready for Samduc


Round 3 Samduc:

Sam steps to the other gate and reaches under the gate to stab the achilles tendon of the prone bandit.

7 Damage (rolls are spoilered in Sam's post above)


The bandit stabbed by Samduc bleeds out and dies.


Round 4 Bandits:

Bandit 1 drops the bow and draws a rapier. 5' step towards Kevezyat.

Bandit 2 moves to the other flank.

Rapier+Flanking-Shaken: 1d20 + 3 + 2 - 2 ⇒ (15) + 3 + 2 - 2 = 18
Damage: 1d6 ⇒ 6
Sneak Attack: 2d6 ⇒ (2, 2) = 4

Rapier+Flanking-Shaken: 1d20 + 3 + 2 - 2 ⇒ (8) + 3 + 2 - 2 = 11
Miss

Bandit 3 Attacks Jerrid:
Rapier-Shaken: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Miss

10 Damage Kevezyat

EDIT: Leoven's deflection aura absorbs the hit. No damage.


Round 4 Everyone go!!


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 grits his teeth when the first strike of the bandit almost pierce the ebony skin of Kevezyat. Fortunately, for now no friendly blood was spilled.

I delay


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 calls out, only a fool would face the storm's fury. as she lets loose another bolt of lightning at bandit 2

range touch attack: 1d20 + 3 + 1 + 1 - 4 ⇒ (1) + 3 + 1 + 1 - 4 = 2 (+1 bless & IC, -4 melee)

Mercy ws shown to you, flee, or burn

bluff: 1d20 + 8 ⇒ (6) + 8 = 14
intimidate if applicable: 1d20 + 3 ⇒ (7) + 3 = 10

I see my streak continues... only 1 roll above 10 all weekend long (in every game)


Janna seems to be able to fool the bandits into thinking that the miss was a warning shot. They remain awed by her arcane prowess, for now.


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 4

With calm efficiency Vhillish, reloads and fire his arbalest once again:

Arbalest: 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Conditions: Bless & Inspire Courage


Sadly, Vhillish's aim is not true this time...


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

The deep gnome keeps up the deadly game of slice and dice with his enemy. now they are on an equal footing, more or less, Jerrid feels a surge of confidence in the way that the battle is turning in his favour. A strange thought pops into his head as he notices Vhillish in action.

"Where is Lannet?"

Then he swings at the man's kneecap, hoping to drive the point in deep. And tear it out with ribbons of flesh attached.

Sickle attack 1d20 + 3 + 1 + 1 ⇒ (20) + 3 + 1 + 1 = 25, damage 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6, to confirm? 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12, damage 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

The evil grin grows as he does just that. This morning just got better! Pretty ribbons them

"Surrender or die!"


Ooh, confirmed crit would have finished him.


Lannet is standing at the base of the platform claiming he is holding it syeady like you do when someone's on a ladder.


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 drops his bow and unsheathes his sword, seeing Kevezyat being flanked he rushes to her aide, hoping that he and his comrades will get there before it get's too ugly.


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

Abandoning herself to the ebb and flow of combat, Kevezyat whirls around fending off feints and ripostes from the two bandits threatening her, waiting for one of them to drop his guard, then striking fast!

Attack 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26 Crit Threat!
Attack 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8 Darn!
Damage 2d6 + 3 + 1 ⇒ (3, 3) + 3 + 1 = 10

Current Enhancements
Inspire courage +1 Att, +1 Damage
Bless +1 Att
AC +2


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 directs the paladin to step around a bandit and avoid being flanked and allow him to do so.

Five foot step diagonally to flank
dagger 1: 1d20 + 7 + 2 - 2 ⇒ (8) + 7 + 2 - 2 = 151d3 ⇒ 21d6 ⇒ 6
dagger 2: 1d20 + 7 + 2 - 2 ⇒ (9) + 7 + 2 - 2 = 161d3 ⇒ 11d6 ⇒ 2

If no flanking ignore +2 to hit and d6s

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