The Jade Regent (Inactive)

Game Master Vuvu

Jade Regent Combat Map

JR Loot List

NPC Relationships


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Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I took 1 hp of damage from a snake, but I believe your first channel would have patched that up. If not, I'd recover it from resting.

Exiel politely takes a scone, then considering the battles ahead, decides that some substantial nourishment would do them all good.

Thank you Walthus. I think a pie would do us all some good in preparation for the coming battles.
He grins a little cheekily.
Think of it as your way of striking at the licktoad goblins - by having your food fuel our strikes!


Unnamed

Hmmm, plums. Well I have some dried plums, but I bet I could rehydrate them…maybe in some brandy? That could be delightful!.

Tripp also took some Dex damage, but he will heal over night.

Walthus goes to work and quickly recruits Shiori to be his assistant, but he continues to answer any questions you have

someone might want to spell craft that cloak

The pie is finished later that night and is incredible.

if you want to RP more groovy, or if you have questions ask away, or if you have nothing more to add, then just say you are ready to move on to the morning. Let me know if you are going after the gobbos or the monster as well

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel is ready to move on. As for the next step, I'll post my thoughts in the discussion thread.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori is ready to move on, I suggest looking for this monster, because Shiori does not like the feeling of being followed and watched, she would much prefer to be the watcher as opposed to the watched.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I'm also ready to move on to monster hunting. Maybe we could diplomacize Walthus into helping us find its trail. Gorou will also ask him about the mound before morning.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I actually think maybe we were supposed to fight it at or near the mound, and that if we don't we'll end up fighting it as we cross the river. In any case, Exiel is in the 'look for the soggy monster' camp.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

I'm ready to move on, though I will expend one use of channel energy to bring Shiori up enough that she'll be at full HP in the morning. Should only need 2HP, so I'm not even going to roll for it if that's alright.(I've still got 5 uses). And I'll follow either monster hunting or goblins.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

After having a few bites of pie, Narissth looks across the group.

Our goal is to stop these goblins. However, having grown up where you always had to be looking behind yourself, I believe that it would be prudent to investigate this monster so that it is not behind us when we face the goblins.


Unnamed

Ok sounds like river monster it is. Shiori is down 1 con come morning. Last chance to id that cloak! Or I am not going to care:) also feel free to use that google doc marked jr loot

The morning comes after an ubeventful night. The morning finds ham and eggs waiting on the table with piping hot coffee.

Walthus waives off any attempt to get him to join

no no. I need much more rest, and I need to tend to my immediate vicinity as well, but be careful crossing the bridges on the way back to that mound you are going to check out. If something is going to attack that is the most likely place for it.

3d100 ⇒ (16, 8, 73) = 97 wow you are lucky walthus warned you!

The party makes their way back towards the mound and at the second bridge walthus' swarming proves valuable as a large constrictor snake is under the bridge but by stopping for lunch the party waits long enough for the snake to move on. They reach the spot on the path where they first saw the mound.

remember you are at 1/4 movement in the marsh and you suspect it will take you about 3 hours to get to the mound. What do you do? .


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Well Darinius would identify the cloak, but he can't cast detect magic yet.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

Did perhaps Walthus know what the cloak does and was able to tell me? Also, is my Dex damage healed?


Unnamed

yes it is Tripp. All he said was that it had minor magic and had always kept him safe.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Perception: 1d20 + 5 ⇒ (11) + 5 = 16 Shiori will keep her eyes peeled, looking for the creature she caught a glimpse of before. If we have enough time to stand around, I would like to take 20 for 25 perception, but I doubt we have 10 minutes to kill waiting around, then again, if we do spend 10 minutes waiting around, I expect I'll either find it, or it will attack us.

Concerning the cloak, it should work even without being ID'd, we'd eventually figure out what it is so someone should wear it even if we don't ID it, after all he said it kept him safe.


Unnamed

Shiori finds no sign of the creature at the path.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

I'll wear it!

Tripp dons his special new cloak and takes a look around the marshes.

perception: 1d20 + 7 ⇒ (6) + 7 = 13


Unnamed

to be fair to all walthus just handed to Tripp it is not a Tripp only item. I will never tell you who gets what loot, obly for your special items

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I think the real issue is the lack of spellcraft? XD

So just to be clear, Shiori took 20 on perception at the spot where we can see the mound but came up with nothing?

Exiel sizes up the mound, takes a deep breath, then slowly lets it out.
Well then, shall we just head over and search the mound?

Club in right hand, sling in left


Unnamed

You haven't gotten to the mound yet you are on the path atill


Unnamed

The it will take you 3 hours to get there and you can do another percep when you get there


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I have Spellcraft as a class skill not, but I cannot cast spells until next level, so it is sort of useless.

Narissth looks at the mound in the distance.

It is not going to be fun getting there. Anyone here good at navigating through swamps?


Unnamed

Basic survival to get there, nothing to worry about


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Survival: 1d20 + 1 ⇒ (3) + 1 = 4

Well, I am completely useless.


Unnamed

Narissth confidently tells the party that it is, in fact not water but a deadly acid that will instantly kill anyone that even looks at it twice!


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

No, that is a nat-1. He actually thinks that it looks much like his mother's garden back home (of course he fails to mention that he grew up in the sewers beneath Korvosa and you all really would not have wanted to visit his mother's garden.)


Unnamed

The party approaches the mound, it is slow going and mostly uneventful, finally the mound comes into sight.

Map is up, feel free to make perception checks and please move one round at a time, you can move your starting position on the map as well. Remember 1/4 movement through the marsh as the water comes up to mid thigh on the medium creatures and waist high on small creatures.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

Reaching the mound, Tripp wades his way through the water, taking his time to take in his surroundings. He wonders if he has ever come across anything about this part of the marshes in his extensive readings or map gazings.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
K. Geography: 1d20 + 2 ⇒ (8) + 2 = 10


Unnamed

Trip has not come across anything of value.

giving everyone a chance to perceive


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

"Before we all scatter like cats with their tails on fire, lets make a plan this time, please. First, let's have a thorough look around. We should stay within three paces (ten feet) of each other in case someone gets attacked again." Gorou suggests. He draws his sword and joins Tripp in observing the mound.

Perception Aid Another for Tripp: 1d20 + 3 ⇒ (11) + 3 = 14


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Now that we're closer can we get a better description than "mound"? Is it made of earth, stone, plants? Is it actually 20' tall?


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Perception: 1d20 + 5 ⇒ (15) + 5 = 20 Aid Tripp if possible.

"As long as I don't get to become a human wack-a-mole again, that sounds like a good plan." Shiori agrees.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

With his bow out and an arrow nocked, Narissth follows the rest of the group. His beady ratlike eyes scanning the mound and the surrounding area for any sign of enemies.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Hey, look, I see a mound and some stagnant swamp water.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Darinius advances on the mound with the rest of the party, his spear unsheathed and held ready. Right behind you.

Aid Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden walks through the marsh making her way to the mound. She looks around, trying to see if there is any sign of the creature.

Take 10 for 19 on perception

Edit: I didn't think you could aid with perception, can you?


Unnamed

Those of you over perception 15 are certain that the mound is man made, it has been around for a while, and is well over grown.


Unnamed

posted in the discussion about it Thribden, the short answer is it is up to me

2d20 ⇒ (17, 19) = 36


Unnamed

Tripp shouts out a warning at the last second about the hairless humanoid lurching on back-bent, dog-like legs, its hideous mouth f lanked by tiny arms with three-fingered hands.

that rise up out of the muck and attack. what a waste of good stealth rolls!!

2d20 ⇒ (11, 1) = 12
7d20 ⇒ (5, 13, 6, 18, 18, 19, 5) = 84

Heroes get to act first, and this will be a short fight methinks

Knowledge Dungeoneering is your skill


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori moves up to Thribden's side and attacks the creature.

Dagger: 1d20 + 3 ⇒ (6) + 3 = 9 Miss.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Perception: 1d20 - 1 ⇒ (2) - 1 = 1

Exiel also moves up to the creature and swings his club at its head.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Well, Exiel clearly did not see the creature before it surfaced, and maybe not even after it did. XD


Unnamed

]ooc] just another reminder that you are at 1/4 movement [/ooc]


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I like how the player's guide doesn't even mention aberrations as an enemy type that will come up and the first two encounters are with them. -sigh- Watch me take Dungeoneering at level two, and we never encounter an aberration again...

"What in the hells are those!?" Gorou says, moving through the slush towards Narissth.

How much is our movement penalized? I moved two squares, thinking that's 30'. If I can move further I will.

Edit:Nevermind. So one square counts as 20' of movement, right? In that case two squares is 40' and still all I can move.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
MiniGM wrote:
]ooc] just another reminder that you are at 1/4 movement [/ooc]

In that case, Exiel would not have been able to reach, and would have used his sling instead...not that it makes any difference, really, given the crap roll. Have moved him back 5 ft to reflect his corrected movement. Sorry I thought it was half-movement, not 1/4.

So...Gorou effectively has a 5ft movespeed due to heavy armor? O_O


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Yarp.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Round 1
Narissth moves back and fires an arrow at the strange creature near him.

Attack-bow: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 <-- extra +1 from PBS
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Lets get them down quick, before more of whatever these are show up.

I believe I can move 5' (20') and then fire as they should be flatfooted since they have not gone yet.


Unnamed

You are correct. The arrow slams into the creatures shoulder


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Everyone only has 5ft. of movement since I don't think that anyone moves faster than 30ft. Unless we are doing the math that a double move is 15ft. even though a single move is 5ft.

Darinius slogs through the mud towards his foe.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Every square is 20', thus a double move for someone with 30' move speed is three squares/60' (but you can't take any diagonals).


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

You should be able to take one or two diagonals, since one diagonal is just 5ft. and two is 15ft, aka three squares.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I guess one yeah, since the first one is only 5'. But that would be it unless you had 65 or 70' move.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden strikes out with her dagger, trying to kill the creatures quickly. Her dagger lands, slicing a large gash in the creatures side.

Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Crit confirm: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Unnamed

Tripp whips a stone but missed due to the combat.

baddies coming soon

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