To The Nine Worlds (Inactive)

Game Master Signore di Fortuna

Chosen by Woden, our adventurers search for the lost gods. Combat Map


5,801 to 5,850 of 9,728 << first < prev | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | next > last >>

F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Indicating the dark elves she just mentioned she says, "I don't think they're here to make friends."


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr surveys the castle. "No, Woden said they were our enemy."

Perception: 1d20 + 3 ⇒ (9) + 3 = 12

"We need a way in, but I'm not seeing it."


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

"I don't see anything of note either." Dagmarr says, studying the structure.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

"I've got nothing."

Perception: 1d20 ⇒ 9


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica looks around.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Jerrica notices some oddly shaped stones on the left side of the portcullis.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica points out what she noticed. "That might be something."


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

"Worth a look." Sig says looking at the area. "Does it look like we'll have enough cover to approach without being spotted?"


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"The sentries don't seem to be expecting anything, so as long as we keep it relatively quiet, we should be fine," Jerrica says. "Because there's not much in the way of cover..."


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

"Alright, then I suppose we should head over there." Dagmaar says moving forward.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica leads with a stealthy approach.

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

More used to drawing attention than avoiding it, Sig fails miserably in maintaining a stealthy approach.

Stealth: 1d20 + 2 ⇒ (2) + 2 = 4


Perception: 1d20 + 2 ⇒ (17) + 2 = 19

The two dark elves on the wall see the party attempting to sneak into the castle and call out for reinforcements.


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

"So much for that..."


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Cursing to herself she runs up to the wall and fires off a blast of cold at them.

Ray of Frost: 1d20 + 6 ⇒ (17) + 6 = 23

I think it's just a d3 damage right? I was doing it to see if I could slow one of them down.

Bbrrr: 1d3 ⇒ 1


SR: 1d20 + 3 ⇒ (11) + 3 = 14

Fort: 1d20 + 2 ⇒ (2) + 2 = 4

Frostine manages to hit the dark elf and slow it down. The portcullis slowly begins to rise and you see a group of nine dark elves ready to charge through.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Oh $hit


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Knowing they would be slightly outnumbered she goes to the gate and stops just a little before it while she prepares to hit them with a spell once the gate is up.


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

As she sees the Dark Elves ready to strike, Dagmaar intones a blessing, a pulse of divine energy washing through them all as she draws her sword.

Bless. +1 morale bonus on attack rolls and on saving throws against fear effects.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Sig draws her axe, readying for battle.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She loads her crossbow and casts the damaging spell on it again as she waits for the gate to come up fully, leaving one hand free to cast with.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Looking back she says, "Don't just rush in there, let me try to do something first."


The gate finally rises and the dark elves head towards you.

Initiative:

Sig: 1d20 + 2 ⇒ (1) + 2 = 3
Frostine: 1d20 + 2 ⇒ (1) + 2 = 3
Dagmarr: 1d20 ⇒ 7
Thorgr: 1d20 + 1 ⇒ (3) + 1 = 4
Jerrica: 1d20 + 4 ⇒ (16) + 4 = 20
Dark Elves: 1d20 + 2 ⇒ (7) + 2 = 9

Roll Off:
Sig: 1d20 + 2 ⇒ (1) + 2 = 3
Frostine: 1d20 + 2 ⇒ (14) + 2 = 16

Round 1: Jerrica, Dark Elves, Dagamrr, Thorgr, Frostine, Sig

GM Notes:
D10 hp: 3, slowed for 1 round


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica moves against the wall and thrusts her rapier at one of the advancing dark elves.

Attack: 1d20 + 9 ⇒ (1) + 9 = 10

Really?!


The dark elves pour out of the gate and the two along the wall fire their bows.

Vs Frostine: 1d20 + 2 ⇒ (13) + 2 = 15; Damage: 1d6 ⇒ 6
Vs Frostine: 1d20 + 2 ⇒ (6) + 2 = 8
Vs Frostine: 1d20 + 3 ⇒ (5) + 3 = 8

Vs Jerrica: 1d20 + 2 ⇒ (13) + 2 = 15
Vs Jerrica: 1d20 + 2 ⇒ (2) + 2 = 4
Vs Jerrica: 1d20 + 3 ⇒ (8) + 3 = 11

Vs Sig: 1d20 + 2 ⇒ (16) + 2 = 18; Damage: 1d6 ⇒ 5

Round 1: Jerrica, Dark Elves, Dagmarr, Thorgr, Frostine, Sig


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

This is gonna suck. Just do whatever you got to do, because I don't think I'm gonna get a chance to do what I wanted to do. I was gonna do the color spray thing...but they're right on top of me now.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

You still can if you pull off the concentration check. If you do you can hit 5 of them. Or take a 5 ft step back to E9 you can hit 3 of the front row


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

Dagmarr utters a battlecry, calling upon Fraya's blessing as she braces herself to engage.

Cast Bless. +1 morale bonus on attack rolls and on saving throws against fear effects


You already cast Bless before combat started.


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

Dagmarr draws a vial, popping the seal with her thumb and pouring the contents along her blade. For a moment, the viscous oil glows before fading, the blade strengthening and thrumming with power.

ApplY oil of magic weapon
D'oh!


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr steps beside Sig and attacks.

Attack: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27; Damage: 2d6 + 7 - 2 ⇒ (1, 6) + 7 - 2 = 12


Round 1: Jerrica, Dark Elves, Dagmarr, Thorgr, Frostine, Sig


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Not like having them in her face she takes a step back to stand beside Dagmarr and throws her hands up as she shoots out a rainbow colored stream of light in their faces as she attempts to disorient them.

SR: 1d20 + 3 ⇒ (6) + 3 = 9

So, Moving to E9, and casting Color spray at them. *crosses fingers and prays*


1 person marked this as a favorite.

Will 5: 1d20 - 1 ⇒ (10) - 1 = 9
Will 4: 1d20 - 1 ⇒ (4) - 1 = 3
Will 1: 1d20 - 1 ⇒ (12) - 1 = 11
Will 3: 1d20 - 1 ⇒ (19) - 1 = 18

All but one of the dark elves targeted by Frostine falls unconscious.

U/B/S: 2d4 ⇒ (2, 2) = 4, B/S: 1d4 ⇒ 1, stunned for 1 round.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She just smiles and wiggles her fingers at them.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Grinning, Sig begins her roaring battlesong, feeling the power of her music fill her.

Raging song round 3/14 To all who accept: +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Guarded stance +1 to AC vs Melee (2 rounds)


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica stabs at the dark elf directly in front of her.

Attack: 1d20 + 9 ⇒ (5) + 9 = 14

But her aim is slightly off.


Two of the dark elves attack Jerrica, one attacks Sig and the two archers focus on Frostine. The remainder of their number come out of the gate.

Vs Jerrica: 1d20 + 2 ⇒ (13) + 2 = 15
Vs Jerrica: 1d20 + 2 ⇒ (9) + 2 = 11

Vs Sig: 1d20 + 2 ⇒ (3) + 2 = 5

Vs Frostine: 1d20 + 3 ⇒ (19) + 3 = 22; Confirm: 1d20 + 3 ⇒ (11) + 3 = 14; Crit: 2d4 ⇒ (4, 4) = 8; DC 13 Fort Save.
Vs Frostine: 1d20 + 3 ⇒ (12) + 3 = 15; Damage: 1d4 ⇒ 1; Another Fort Save.

Round 2: Jerrica, Dark Elves, Dagmarr, Thorgr, Frostine, Sig

GM Notes:
D10 hp: 3
U/B/S: 3 rounds, B/S: 1 round, stunned for 1 round.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Fort save: 1d20 + 2 ⇒ (14) + 2 = 16

Fort save: 1d20 + 2 ⇒ (13) + 2 = 15

As she shakes off whatever the archers were trying to do she aims a ray of frost at the dark elf in front of Sig.

Aiming at D7

Ray of Frost: 1d20 + 7 ⇒ (1) + 7 = 8


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

*sigh*


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

Resting a hand on Frostine, Dagmarr heals the majority of the damage done to the sorceress. "If you can, take out the archers, otherwise finish the ones your spell dropped. I'll try to keep them off you."

Sacrifice Lesser Restoration for CMW
CMW: 2d8 + 4 ⇒ (1, 3) + 4 = 8


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She nods, "Okay, I'll try."


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr takes a step and attacks one of the dark elves.

Attack: 1d20 + 10 ⇒ (17) + 10 = 27; Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14

He then follows through with a cleave.

Attack: 1d20 + 10 ⇒ (7) + 10 = 17; Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


Round 2: Jerrica, Dark Elves, Dagmarr, Thorgr, Frostine, Sig


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

You should be back up to 16hp now Frostine


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Her voice ringing through the sounds of battle, Sig charges forward, slamming her axe into the last of the dark elves out of the gate.

Charging D2: 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Sorry...I got sleepy and forgot to change it. I'll fix it. Thanks.


Sig's attack is slightly off-target.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica stabs at the dark elf again.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11; Geez, really? These aren't even CR 1s...


The dark elves attack Jerrica, Sig and Frostine. The archers fire at Thorgr this time.

Vs Jerrica: 1d20 + 2 ⇒ (18) + 2 = 20; Confirm: 1d20 + 2 ⇒ (4) + 2 = 6; Damage: 1d6 ⇒ 6

Vs Sig: 1d20 + 2 ⇒ (17) + 2 = 19; Damage: 1d6 ⇒ 5

Vs Frostine: 1d20 + 2 ⇒ (17) + 2 = 19; Damage: 1d6 ⇒ 4

Vs Thorgr: 1d20 + 3 ⇒ (7) + 3 = 10
Vs Thorgr: 1d20 + 3 ⇒ (5) + 3 = 8

Round 3: Jerrica, Dark Elves, Dagmarr, Thorgr, Frostine, Sig

GM Notes:
D10 hp: 3
U/B/S: 2 rounds, B/S: 1 round, stunned for 1 round.

5,801 to 5,850 of 9,728 << first < prev | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Bored Games (Gameplay) All Messageboards

Want to post a reply? Sign in.