To The Nine Worlds (Inactive)

Game Master Signore di Fortuna

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


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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 attacks the darkness.

Stab?: 1d20 + 9 ⇒ (4) + 9 = 13


Round 2: Jerrica, Sig, Frostine, Drider, Thorgr, Dagmarr


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

Frostine shifts her vision to perceive the magical spectrum as she tries to see if the creature attacking them is magical, or has anything magical on them that would allow her to "see" them.

Peek a Boo!: 1d20 + 5 ⇒ (2) + 5 = 7


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

That sucked.


Frostine sees no additional magical auras besides what the party exudes.


♀ 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

Holding a defensive position, Sig's singing takes on a fevered pitch, building in the emotional intensity.

Moment of Greatness 1 minute/level. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll.


Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 4 ⇒ (15) + 4 = 19; Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 3 ⇒ (1) + 3 = 4

Jerrica feels the hard stinging blow of a mace slamming down on her shoulder.

Round 2: Jerrica, Sig, Frostine, Drider, Thorgr, Dagmarr


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 swings against the darkness again, hearing Jerrica being attacked.

Attack: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23; Miss on <50: 1d100 ⇒ 92; Damage: 2d6 + 9 + 2 ⇒ (1, 2) + 9 + 2 = 14

Thorgr's blade finds its target this time.


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

Hearing her friend attacked she curses her inability to get rid of the darkness and casts a spell on her loaded crossbow.

As she casts her spell she calls out into the darkness, "Are you so afraid of a fair fight that you have to hide in the darkness? What kind of monster are you? That's just pathetic! When we kill you, I'm gonna use one of your legs for a back scratcher after I beat you to death with it!" She says in an attempt to intimidate the creature. She didn't even know if it could understand her, but she thought it was worth a shot.

Intimidate: 1d20 + 9 ⇒ (20) + 9 = 29

Cast Gravity Bow. Would "Daylight" cancel out the darkness, or no?


Yes, Daylight cancels Darkness and vice versa. Your intimidate check will be handled after Dagmarr, Jerrica and Sig go.


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

Yes dear, I get that. I just wanted to post it while the thought was fresh in my mind so I didn't forget. I'm not trying to skip anyone. SHeesh. So, if someone has the "Daylight" spell, we can get rid of the darkness.


♀ 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

3rd level cleric, sorceror or bard spell so we'll need to level before any of us can cast it. :(

Trying to focus on the sound, Dagmarr finds her now enhanced senses still unable to pierce the gloom as she swings at the drider, missing.

1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Miss chance<50: 1d100 ⇒ 25 Grrr

Swamped at work tonight


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

Damn....and sorry you're having a rough night. Hope it gets better.


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 lashes out at the thing that hit her.

Attack: 1d20 + 9 ⇒ (5) + 9 = 14

But doesn't succeed.


Round 2: Jerrica, Sig, Frostine (actions declared), Drider, Thorgr, Dagmarr

GM Notes:
D hp: 62


♀ 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

Skilled in the interpretation of sound, Sig listens even as she sings, following the sounds of battle to strike the drider with shocking force

1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Miss chance<50: 1d100 ⇒ 66

Confirm
1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
2d8 + 6 ⇒ (5, 4) + 6 = 15


Frostine doesn't know if her words have any effect on the drider as it attacks Sig.

Attack: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Attack: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Bite: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Sig feels the breeze of a weapon swinging toward her and missing.

Round 2: Jerrica, Sig, Frostine, Drider, Thorgr, Dagmarr

GM Notes:
D hp: 47
Shaken for 1 additional round: –2 penalty on attack rolls, saving throws, skill checks, and ability checks


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 attempts to attack the drider again, the noise of his companions making it a little more difficult.

Attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21; Miss<50: 1d100 ⇒ 17


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

Okay....so at some point we are gonna need to invest in some darkvision goggles cuz this $hit ain't working out and if we're having this much trouble with ONE of these things....I'd hate to think what might happen if we come across a whole nest of them...which is more than likely to happen given the circumstances.


Dagmarr?


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

Testing....testing. Is this thing on?


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♀ 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

Hearing sounds of pain coming after Dog's apparently solid hit, Dagmarr redirects her attack to land a particularly painful blow.

1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
<50 misses: 1d100 ⇒ 88

Confirm: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


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 attempts another attack.

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Miss <50: 1d100 ⇒ 43

But fails to connect again.


Round 3: Jerrica, Sig, Frostine, Drider, Thorgr, Dagmarr

GM Notes:
D hp: 30
Shaken for 1 additional round: –2 penalty on attack rolls, saving throws, skill checks, and ability checks


♀ 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

Exulting in her battlesong, Sig presses the attack, letting the might infused in her magic to drive her fury.

1d20 + 5 + 1 + 2 ⇒ (18) + 5 + 1 + 2 = 26
1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


♀ 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

OOps forgot percentage: 1d100 ⇒ 71 Yess!! take that bi+<#


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

Frostine fires a bolt off in the direction of the all the noise.

Mama said Knock You Out!!: 1d20 + 8 ⇒ (11) + 8 = 19

Does it really hit?: 1d100 ⇒ 15

Oh well. Next?


The drider redirects its attention to Dagmarr.

Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22; Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
Bite: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Round 3: Jerrica, Sig, Frostine, Drider, Thorgr, Dagmarr

GM Notes:
D hp: 17


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 continues swinging in the darkness.

Attack: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31; Hit?: 1d100 ⇒ 86
Confirm: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21; Damage: 4d6 + 18 ⇒ (5, 3, 3, 5) + 18 = 34

He grins as he connects with a vicious blow.


As the drider is slain, the darkness lifts from the room.

Combat Over.


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

"Glad that's over with," Jerrica says, looking around.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


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 her head, "Yeah...if that happens too much more it might not go too well for us. I wish there was a way we could see in that kind of darkness. At some point we may have to look into it. Should we continue on?" She asks before looking around as well.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Frostine sees several wiggling shapes on the ceiling.


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

Pointing up she says, "There's something up there and I'm not sure what it is."


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

"Could it be the missing people?" Jerrica asks.


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

"I don't know if I can cut them down from here."


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

"I'm not sure how we would get up there unless we find a ladder or something. I don't think I could get you up high enough using my ice magic....it's not that strong." She says, the tone of frustration clear in her voice.


♀ 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

"Probably. They tend to web their victims up." Sig says looking up. "Now to find a safe way to get them down."


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 goes to the yucky things body and searches it to see what it had on it.

perception: 1d20 + 5 ⇒ (16) + 5 = 21


Rolls:
3d6 ⇒ (6, 5, 4) = 15
2d4 ⇒ (1, 2) = 3
1d100 ⇒ 19
1d100 ⇒ 92
1d100 ⇒ 40; 1d100 ⇒ 59; 1d100 ⇒ 37
1d100 ⇒ 86; 1d100 ⇒ 73; 1d100 ⇒ 96
1d100 ⇒ 32; 1d100 ⇒ 38; 1d100 ⇒ 87
1d100 ⇒ 3; 1d100 ⇒ 26; 1d100 ⇒ 100
1d100 ⇒ 39; 2d4 ⇒ (2, 1) = 3

Loot:
Masterwork heavy mace, masterwork composite longbow (+2 Str), 20 arrows, 150 silver pieces, 3 gold pieces, masterwork chain shirt, masterwork whip, potion of cure moderate wounds (CL 3rd), potion of water breathing, scroll of silent image, scroll of unwitting ally, a moonstone worth 40 gold pieces

Frostine finds the drider's weapons easily and the rest of its wealth hidden in the webbing.


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

"If those webs were sturdy enough, I might be able to do something," Thorgr says.


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 at the webbing she says, "If that webbing is sturdy enough to hold full grown people.....couldn't you use it to climb? I don't know....we just have to be careful." She says with a worried expression on her face.


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 tests the webbing to see if it'll hold.

STR check: 1d20 + 4 ⇒ (8) + 4 = 12


Thorgr thinks it'll hold him.


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 kinda covers her eyes with one hand while peeking through her fingers, "Oooohhhh be careful honey."


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

"Help me get this armor off first," Thorgr says. "It'd probably be easier without it."


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

Taking a breath she nods, "Alright honey." She says while uncovering her eyes and moving over to him she starts helping him undo the straps on his armor and slips it and his helm off, "Would you like a pair of those climbing gloves?"


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

"I'm not sure they'd help since it's webbing," Thorgr says, rubbing his hands together.


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...okay...just please be careful." She says before stretching up on her toes to give him a kiss.


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 grips the webs and starts climbing.

Climb: 1d20 + 12 ⇒ (12) + 12 = 24

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