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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Vhillish's bolt is nearly enough to finish off the orc.

The orc is at -13 and has a Con score of 14. It is staggered and will die on it's turn.


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Gnome Gunslinger (Bolt Ace archetype) 4 | HP 33/39 | Init +3 | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 1/2

Damn durable orcs! I was hoping to get that grit back.


Yup, 8hp 14 Con.


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 saves his magic for the coming fights. Jerrid casts a small spell, detect magic and shrugs at the busy fighting space he can hear. He murmurs under his breath, "let's see what Barelli had."

He opens the scrolls and quickly scans them for clues to what they contain.


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 looks to Leo, watch that door, If something bad comes through blast it. or something.

Janna then goes to check on the rest, you guys need any help? I managed to find a way to stop the entire undead horde, well at least some of them.


Once in the crowded little room Janna can see that the conflict is raging in the spiral stairwell.

Kevezyat has a halfdead orc still standing between her and the as yet un-injured foe.

Jerrid: The scroll pouch has Acid Arrow x2, Ghoul Touch x2, Summon Monster III, and Protection from Arrows, but it will take some rounds and spell craft checks to decipher 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

Okay - I'll assume that Jerrid spends this round looking at one. random scroll roll: 1d6 ⇒ 3 and see how the fight goes. They are all above Jerrid's pay grade though so I doubt he will spend much time on them.

Spellcraft roll (ghoul touch): 1d20 + 5 ⇒ (9) + 5 = 14

Unable to comprehend the magical writings on the scroll, Jerrid begins to smile. So she is a better witch than I am a mage. Need to watch this one alot.


Round 2 Firean

Firean sees the staggered Orc blocking Kevezyat's way. She thrusts past Kev with her spear.

longspear: 1d20 + 4 ⇒ (8) + 4 = 12

But she does not connect.


HP 30/30 | AC 19; Tch 15; FF 14 | CMB +6 | CMD 21 | Fort +5; Ref +8; Will +2 | Init +2 | Perc +9

Round 2

Herl maneuvers to get a line of sight into the stairwell and slips an arrow past Kev to bring down the assailant obstructing her path.

.Longbow: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Even with the awkward angle and the chaos of melee, Herl's arrow finds it's mark. The wounded orc slumps down, leaving room for Kevezyat to face the other down.


Round 2 Orc and Cultist

Kevezyat hears the cultist below speaking commands to the orc in the orcish tongue.

Orcish:
"Withdraw down the stair. Draw them out to the courtyard!"

The orc snarls at Kevezyat and carefully backs away down the stairwell.

Kevezyat catches a flash of magical energy below as the cultist intones magical speech to activate unholy magic.

Spellcraft DC 17:
Bull's Strength

Orc: Withdraw
Acolyte: Cast spell.


Round 3 Go

Sam gets two turns.


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 3

Kevezyat pauses as the orc withdraws, hearing voices below.

"They are talking down there, withdrawing...a spell was cast, I saw a flash" she calls back quietly, "Someone, take a look out one of those arrow slits..."

She then turns back to the retreating orc, beckoning to it "Come, face your fate!"

Challenge Evil, DC 15 Will save negates, failure: target must attack Kevezyat or become sickened. Kevezyat will get +2 bonus to melee attacks.


Will Save: 1d20 - 1 ⇒ (2) - 1 = 1 Ha!


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

Round 2

Sparing a last grimace in Berelli's direction, Damien exits the kitchen and makes his way past to others to back up Kev on the stairs, pulling the hammer from his back as he moves.

Descending the tight spiral, he quickly encounters Freya's faithful servant locked in combat with the remaining orc. "On your right.", he calls before thrusting his hammer hard past Kev's right shoulder.

Move and draw, arcane strike, attack orc.

Hammer: 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18
Damage: 1d12 + 6 + 1 ⇒ (5) + 6 + 1 = 12

On my phone so I can't edit the map, please put Damien behind Kev on the stairs. Should be within 30ft by my count. If I'm reading the map wrong and Kev isn't next to the orc, make my attack a readied action for when/if he closes. Thanks :)


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

"Someone must clear the wall of skeletons. Well Barelli, who's side you on?"

Jerrid delays watching Barelli to see if she does anything.


The orc will close with Kev on it's turn due to the taunt, but until then he is not in melee range from behind Kev.

Barelli looks alarmed. "Someone.. you don't mean me? Well if I must fight, I will need my charms and instruments. I hid them in a hidey-hole so they wouldn't get wet when I got in the stew pot."

Barelli leans towards Jerrid, pointing past him to the cubby hole he had spotted behind the clay jars.

"May I?

Suddenly Jerrid hears a voice in the room speaking to him.

"Go ahead Jerrid, let Barelli fetch her things,and don't mention it to anyone. You wouldn't want to upset them. Barelli's being very co-operative and Damien didn't even bother to tie her up, so he must want her to help. She won't be any help without her charms and trinkets. Be a good gnome and step aside now. Hush hush. This is the best way for you to help your friends"

Jerrid Will Save: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

vs SR: 1d20 + 6 ⇒ (14) + 6 = 20


The voice is coming from near the cubby hole. The air shimmers and Barelli's mouse appears. It winks at Jerrid.

Jerrid's thoughts feel muddled. He decides he should listen to the mouse.


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

Round Two

Jerrid rejoins the round. Barelli just made a career decision.

The deep gnome realises that he must do as he is told. He opens up his backpack for her, and steps to one side, pulling out his sickle.

Can Jerrid attack the imp/mouse? Nothing in the charm says he can't exactly and by attacking it he is stepping aside in a manner of speaking? If not, he will simply wait.


Ha! I suppose you can attack the mouse. Remember all the while though Jerrid will be believing the mouse's suggestion was perfectly reasonable. But I guess that doesn't mean he has to like the mouse! LOL.

We're in round 3. Go ahead take a swing. I'd love to see some RP of Jerrid's conflicting behavior too (if you're up for it.)

The SLA that hit Jerrid is Suggestion.


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

Lots of latitude there and Jerrid is a pretty conflicted kind of gnome at the best of times. Which this isn't. I'm going to make a confusion roll to add to the mix, confused by giving up new treasure to someone he dislikes: 1d100 ⇒ 50

Jerrid gets his sickle out then puts it back away and watches the mouse like a hawk about to pounce. Then he notices Barelli with the scrolls again and he smiles to her to show how much he has pleased her.

He nods also.


Barelli hops in place and claps her hands with glee. Then she creeps over to the clay jars and reaches behind them to fetch her pouch and satchel from the hidey-hole crook in the wall.

Round 3 Barelli

The mouses eyes go wide, sensing Jerrid's murderous intent.


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

Had weekend guests Move action - 20' and draw crossbow std shoot

Sam moves to the best place to get in a surprise shot at the orc or cleric as he draws his crossbow.

xbow shot if available: 1d20 + 8 ⇒ (15) + 8 = 23
damage/precision damage: 1d6 ⇒ 52d6 ⇒ (4, 1) = 5

Edit, since I have two rounds, sounds like I need another 40' of movement to get a shot anyway. I have nothing to affect skeletons of worth, so I will not be engaging them.


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

You've got two turns this round Sam, we just pushed your round 2 back a bit. And 20ft will put you behind Damien with no available shots unfortunately (The orc and cultist are still a ways down the stairs). Maybe you'd be best used helping Jerrid and the others deal with the skeletons to clear our rear?


Sam finds no good position for a shot without placing himself in between Kevezyat and the orc and opening himself up to nasty jabs from a long spear!

Still posted by the door to the rampart, Cullen turns to Janna and Leoven with panic barely hidden in his voice. "Should we just leave those skeletons out there? Or do we have to fight them? If we leave them up there, they'll be peppering us with arrows if we get stuck out in the courtyard."


Priest 4; AC: 14 (or 16 with shield); Hp: 22; CMD: 12; Fort: +7 Ref : +3 Will: +9; Perception +4; ; Initiative +1; Concentration +7; Channel energy 3/3

Leoven muses over the cowardly bandit's question.

"If this well in the basement connects to the well in the donjon, we may have a chance to pass underground beneath the courtyard. Their arrows can't reach us there. I want to see all these undeads destroyed so I can re-consecrate the chapel to Thyr... but we must remember the skeletons and zombies are mindless servants. Our real enemy is the cultists who raised them. The cultists can direct them, and give them a purpose. If we deal with the cultists, the undead will become much less of a threat."


Janna is up, then the baddies.


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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

Don't forget Vhillish! He said life would be returning to normal today so I didn't post for him yet. Maybe tonight if he hasn't checked in.


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

Vhillish's seasoned ear recognises the crush of combat within the stairwell and he does not follow.

The gnome loads his crossbow (Move Action) eyes and ears sharp for further dangers (Vigilant Loading).

At Leo's words he nods in agreement as he readies his trusty arbalest for the next volley;

"That's the ticket Master Leoven. Cut off the head off the snake whot!'


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

Round 3

Janna looks back at leo, Yeah your right, we need to get down there.

Not much Janna can do here, with the door locked the skeletons can't get in.

come-on lets move

spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26

By the way, who cast that bull's strength spell?


Round 3 Orcs

The orc snarl's and charges up the stairs towards Kev, thrusting with it's longspear.

Longspear: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14

The creature seems stronger now, bolstered by the cultists magic.

Below the cultist curses at loosing control of it's minion.

He chants and casts another spell.

Spellcraft DC 17:
Protection from Good


Round 4 Go


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

DM-G - any arrow slits or murder holes in this tower that Vhillish could snipe at the cultists below from?


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

I'll do something with Jerrid if you don't give me specific instructions DMG.


Indeed there is arrow slits from this room that overlook the courtyard, but there are no cultists out there, just shambling undead. The cultist is on the ground floor of the watchtower, at the foot of the stairs, with an orc between him and Kevezyat.

From the arrow slit Vhillish can see the sprawl of the courtyard, overrun with grim shambling undead. He counts 8 or 9 zombies and 8 skeletons on the ground alone. More on the parapet and the donjon roof. The donjon roof is also manned by orc archers, and a glimpse of scarlet robe moving behind them reveals there is a cultist up there giving orders.

@Jerrid: Jerrid is free to act according to his own free will, as long as he follows the suggestion, namely: don't bother mentioning to the group that he let Barelli retrieved some magic doodads from a cubby in the kitchen.


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 slashes down at the mouse after taking his sickle out again. He tries to cut the creature at the neck. Then he grins viciously at Barelli.

Sickle attack: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d4 + 5 ⇒ (2) + 5 = 7

"Bad mouse," he mutters under his breath.


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 4

Growing tired of the cultist below complicating things, Kevezyat attempts to clear the offending orc out of the way, so she can deal with the apostate personally. She grimaces slightly as the orc manages to poke his way past her armor.

Attack: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7

However, the awkwardness of fighting on the stairs sends her blow awry.


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

Round 4

Cramped in the narrow staircase, Damien advances behind Kevezyat and thrusts his hammer past the well armored drow, catching their orc adversary hard in the throat.

(5ft Step, Arcane Strike, Attack)

Lucern Hammer: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d12 + 6 + 1 ⇒ (8) + 6 + 1 = 15


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

Of the targets he can see - undead and orcan - are they possible shots? Do the orcs have cover etc??

Vhillish casts a beady eye over the range of targets and their potential for sniping. He gauges the wind direction as it tickles his 'tache and other factors such as the sound of combat around him.

The veteran mutters as he scrutinizes:

"Clash of battle! Music to sooth the soul and stir the heart whot-whot!"

... before shouting to his former commander;

"Everything all right down there sah!? Need reinforcements just sound the horn sah! Be there in a jiffy whot-whot!"


When Jerrid's sickle hits the mouse, it feels like he struck a rock rather than a soft furry mammal. This is no ordinary talking invisible mouse! But Jerrid does manage to hurt it. It blinks out of sight again, and judging by Barelli's face, she is very concerned about it's welfare.

Down the stairs, the cultist is enraged that the Orc has charged back up the stairs in defiance of his instructions... The Orc didn't have the will power to resist Kevezyat"s challenge. It managed to wound the paladin, but paid dearly with a hammer to the throat. Now it stands staggered and dying but still brandishing the spear.

I'm going to roll the bad guys now, I think it will work out fine.

Longspear: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Damien feels the spear head glance against his ribs, gouging out a chunk of leather.
The chanting below continues as the cultist casts another spell.

Spellcraft DC 17:
ghoul touch

Scanning the courtyard, Vhillish is satisfied that his vantage point is adequate for firing on nearly any of the combatants below and across from the watchtower.

Some of the ground undead at the periphery of the courtyard are out of view, but the majority are within line of sight.

As for the donjon roof, it never had it's crenellations built, so the orcs and skeletons on the south and east edge of the roof are easy targets.

The cultist himself is keeping to the center of the donjon roof. Hitting him would be a trick shot. -8


Round 4
Vhillish
Janna
Sam

Round 5
Everyone

so anyone can post now


Round 4 Sam

Samduc Dawnbringer wrote:

Sam looks around for hidden valuables.

[dice=search]1d20+10


Priest 4; AC: 14 (or 16 with shield); Hp: 22; CMD: 12; Fort: +7 Ref : +3 Will: +9; Perception +4; ; Initiative +1; Concentration +7; Channel energy 3/3

Round 4 + 5

Leoven follows Vhillish to the arrow slits. He watches the deputy, and seeing him focusing on the donjon roof, the priest nods, and enters into prayer, chanting to call upon his Eagles.

Before long the birds appear in the sky above the squat building and begin harassing the orcs.

eagles: 1d3 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 ⇒ (16) + 3 = 19
bite: 1d20 + 3 ⇒ (14) + 3 = 17
bite: 1d20 + 3 ⇒ (4) + 3 = 7

damage: 1d4 + 2 ⇒ (2) + 2 = 4
damage: 1d4 + 2 ⇒ (1) + 2 = 3

Edit: I guess they can full attack. Dang, Leo is powerful.

talon: 1d20 + 3 ⇒ (12) + 3 = 15
talon: 1d20 + 3 ⇒ (8) + 3 = 11

talon: 1d20 + 3 ⇒ (19) + 3 = 22
talon: 1d20 + 3 ⇒ (13) + 3 = 16

talon: 1d20 + 3 ⇒ (4) + 3 = 7
talon: 1d20 + 3 ⇒ (3) + 3 = 6

damage: 1d4 + 3 ⇒ (3) + 3 = 6


Eagles stats:

Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Animals‎ > ‎Eagle‎ > ‎
Summoned Creature: Eagle
Eagle CR 1/2
XP --
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks Smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.


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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

Vhillish shoulders his arbalest and draws a bead on the cultist. Charging his weapon with an smidge of arcane power (Arcane Strike) he lets fly at his evil target;

Ranged (Trick Shot @ -8) - MW Arbalest: 1d20 + 9 - 8 ⇒ (8) + 9 - 8 = 9

But sees his shot fly no-where near the intended target;

"Balderdash! Blighter must be enchanted with magical defences whot!"

Round 5

Undeterred the diminutive veteran loads his crossbow once again (Move Action) and levels its sights against the protected cultist;

Ranged (Trick Shot @ -8) - MW Arbalest: 1d20 + 9 - 8 ⇒ (4) + 9 - 8 = 5

Only to see this bolt fly even more wayward! Vhillish' twitches in barely contained frustration and disbelief;

"Bounder! Craven cad! How am I supposed to pepper the blaggard if he's using the wind against me! And where did those bloody eagles come from whot-whot! How's a chap supposed to concentrate on shooting with all that flapping and such!"


had a good laugh at that!


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

round 4

With the bottleneck at the stairs, there is little for Janna to do to help.

She keeps an eye on the door to the west hoping the skeletons don'y break down the door.


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

Hey, welcome back Leo!!!!

Round 5

Kevezyat more feels than sees Damien's hammer pass by her and strike the orc, "Ah, well struck , Lieutenant!" she cries, then executes a strike of her own to finish off the unfortunate orc.

Attack: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damgage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

But, her admiration of Damien's skill served as a distracting influence on her own attack, her sword ringing off the stone wall, sparks flying.

Round number edited...doh! Ah you fooled me Grimmy! :)


That Leoven alias is me Kev. Nicos is still missing. And that's your round 5, you posted in round 4 yesterday ;)

Round 5
Leoven
Vhillish
Kev
Damien <<<<<
Samduc <<<<<
Janna
Jerrid <<<<<


Barelli gives Jerrid an icy stare, but composes herself.

"Well, I have my things. Let's go destroy some skeletons as I promised."

Barelli walks out of the kitchen and through the room with the spiral stair, passing Vhillish and Leoven. "I'm supposed to help with the skeleton problem," she explains flatly. She goes on into the barracks room where Janna is watching the door and Samduc is looking for valuables. Cullen is trying to keep an eye on Samduc but his gaze returns nervously to the door at every sound from outside on the parapet. Firean is at the window looking down impassively at Knotty who is walking around on the ground like a dog on a leash, with the knotted rope stile tied about his trunk.

"Well, everything under control here?" Barelli asks, looking Janna up and down.

Cullen gulps loudly when Barelli enters.

Firean's head whips about at the appearance of her former cook, who's powers of enchantment had been revealed when she ensorcelled an ogre before Firean's eyes. "Don't try anything Barelli. Janna here knows magic too, and her magic is greater than yours!"

Barelli squints at Janna. "Is that so...."


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

Damn, Freya must be displeased or something, no luck for our paladin friend...

Round 5

Damien grunts, "Aye, not well enough. Stubborn bastards!"

Adjusting his footing, Damien thrusts again with his hammer. But the orc's glancing blow fouls his strike.

Lucern Hammer: 1d20 + 7 + 1 - 4 ⇒ (7) + 7 + 1 - 4 = 11
Damage: 1d12 + 6 + 1 ⇒ (9) + 6 + 1 = 16

No luck to be found anywhere it seems...

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