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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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, "Okay Sig, we'll be careful." She says as she keeps an eye out for trouble.

perception: 1d20 + 3 ⇒ (13) + 3 = 16


♀ 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

Perception: 1d20 ⇒ 5


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 likewise scans for anything untoward.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Perception: 1d20 + 3 ⇒ (13) + 3 = 16


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

Again with the seeing: 1d20 + 2 ⇒ (11) + 2 = 13


GM Rolls:
1d20 + 12 ⇒ (5) + 12 = 17

You push on a little further after the screaming goblins. Moments later, the screaming subsides. You come to a sparse part of the woods, but only Jerrica sees the two goblins lying in wait behind a couple of trees.

Initiative:

Sig: 1d20 + 2 ⇒ (5) + 2 = 7
Frostine: 1d20 + 2 ⇒ (18) + 2 = 20
Thorgr: 1d20 + 1 ⇒ (19) + 1 = 20
Dan: 1d20 ⇒ 1
Jerrica: 1d20 + 4 ⇒ (12) + 4 = 16
Sneaks: 1d20 + 4 ⇒ (10) + 4 = 14

Surprise Round: Frostine, Thorgr, Jerrica, Sneaks, Sig, Dan


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 the two goblins out to the group and readies her weapons. "Two more!"


The goblins fire at Thorgr and Sig, as they are still unaware.

Vs Sig: 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d4 ⇒ 1; Sneak Attack: 1d6 ⇒ 6

Vs Thorgr: 1d20 + 6 ⇒ (17) + 6 = 23; Damage: 1d4 ⇒ 1; Sneak Attack: 1d6 ⇒ 2

Round 1: Frostine, Thorgr, Jerrica, Sneaks, Sig, Dan


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 moves up and blasts a multicolored rainbow right into their faces.

Cast Color Spray on the little buggers. DC 14 will save


S1: 1d20 + 1 ⇒ (17) + 1 = 18
S2: 1d20 + 1 ⇒ (10) + 1 = 11

The second sneak falls victim to Frostine's spell.

2d4 ⇒ (3, 4) = 7; 1d4 ⇒ 1

Sneak is blinded, unconscious and stunned for 7 rounds, blinded and stunned for 1 round and then stunned for 1 round.

Round 1: Frostine, Thorgr, Jerrica, Sneaks, Sig, Dan


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 goes after the conscious goblin.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19; Damage: 2d6 + 6 + 2 ⇒ (2, 4) + 6 + 2 = 14


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 follows behind Thorgr to finish the sneak off.

Attack: 1d20 + 7 ⇒ (10) + 7 = 17


The bloodied goblin drops its bow, draws two vicious looking blades and moves to attack Thorgr while evading Jerrica.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17; Damage: 1d4 ⇒ 3
Attack: 1d20 + 4 ⇒ (5) + 4 = 9

The other goblin dozes.

Round 1: Frostine, Thorgr, Jerrica, Sneaks, Sig, Dan


♀ 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

"Little @#$%ers!" Sig snarls in pain and anger, before giving true voice to her emotions, her own anger flowing out to her friends, filling them with the need to destroy the goblins.

Inspire rage round 3/10. For 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.


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan steps forward to heal his wounded allies.

CPE: 1d6 ⇒ 2


Round 2: Frostine, Thorgr, Jerrica, Sneaks, Sig, Dan

GM Notes:
S1 hp: 2
S2 U/B/S 6 rounds, B/S 1 round, S 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

Frostine holds out her hand and tries again to direct a ray of frost at the Goblin that's still awake.

Ranged touch Attack: 1d20 + 6 ⇒ (18) + 6 = 24

What's colder than cold?: 1d3 ⇒ 3


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

With the first goblin down, Thorgr moves to finish the other off.

Coup De Grace: 4d6 + 12 ⇒ (3, 2, 2, 4) + 12 = 23


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

"That's that," Jerrica says. "Now, where'd that little bastard get off to?"


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

"Should we bother searching them to see if they actually had anything useful on them?" She asks as she looks around to see if she can pick up the tracks of the fleeing goblin.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11


♀ 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

"It can't hurt to take a moment to check them. Sig says, removing the small crude arrow from her side.


The goblins seemed to have a good amount of gear and, oddly enough, gold.

Loot:
2 potions of CLW, 2 potions of jump, 2 potions of feather fall, 8 alchemist's fire, 4 smokesticks, 8 thunderstones, 2 small shortbows, 2 small masterwork dogslicers, 2 small dogslicers, 2 small studded leathers, 38 small arrows, 36 gp


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

Nodding she goes through the stuff, "Alright, we should probably leave this small stuff. We can't use it anyways and it'll just weigh us down. So...how do we find that little bastard?" She says as she keeps what they can.


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

"It might have left some tracks if it was just running," Thorgr answers.


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 honey." Frostine says as she looks at the ground more closely to try and pick up it's trail.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Survival: 1d20 + 6 ⇒ (4) + 6 = 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

She shrugs, "I really don't know where that critter got off to."


♀ 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

[ooc]The weapons and armor yeah. Anything magical we can use, even if it's just so that Corrie can consume the magic in it if needed."[/b] Sig says looking around.

Perception: 1d20 ⇒ 11


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 as well. "Does alchemy count as magic?"

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


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 looks at the ground, trying to find tracks.

Survival: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan channels energy again, trying to heal the frontliners.

CPE: 1d6 ⇒ 6
CPE: 1d6 ⇒ 5


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

"Thanks, Dan," Thorgr says as most of his wounds are healed. "Find anything, Jerrica?"


Jerrica finds a haphazard trail through the woods, leading farther in.


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 shrugs. "Looks like he went that way."

She points in the general direction of the trail.


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 reloads her crossbow as they follow the tracks to try and find where he went.


♀ 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
Jerrica DeLamis wrote:

Jerrica looks around as well. "Does alchemy count as magic?"

[dice=Perception]1d20+6

"It's sort of a weird grey area. Soetimes it does and sometimes it doesn't"Sig replies turning to follow the direction Jerrica indicates.


You follow the trail to its end, a small camp with a few burnt logs in the middle. You see five goblins, one of whom seems to be the leader of the band. There are a few sacks behind him. He looks up to see your approach and yells at the others, who draw their weapons.

Sig: 1d20 + 2 ⇒ (5) + 2 = 7
Frostine: 1d20 + 2 ⇒ (11) + 2 = 13
Thorgr: 1d20 + 1 ⇒ (14) + 1 = 15
Jerrica: 1d20 + 4 ⇒ (9) + 4 = 13
Dan: 1d20 ⇒ 9
Goblins: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin Commando: 1d20 + 8 ⇒ (1) + 8 = 9

Two of the goblins charge at Jerrica and Thorgr, while the others follow behind.

Vs Jerrica: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23; Confirm: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Regular Damage: 1d4 ⇒ 3

Vs Thorgr: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22; Damage: 1d4 ⇒ 4

Round 1: Goblins, Thorgr, Jerrica, Frostine, Commando, Dan, Sig


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 between the two goblins and swings the one who injured him.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23; Damage: 2d6 + 6 + 2 ⇒ (6, 2) + 6 + 2 = 16

After decapitating the first goblin, he follows through with a second strike on the other.

Cleave: 1d20 + 8 ⇒ (8) + 8 = 16; Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15


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 goblin who charged her with both of rapiers. "I hate you little bastards!"

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 3 ⇒ (18) + 3 = 21; Crit?: 1d20 + 3 ⇒ (18) + 3 = 21; Critical Hit!: 2d6 ⇒ (1, 1) = 2

For the love of dice...


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 aims her readied crossbow at the gobblin a little behind and to the left of the one that Jerrica is fighting, "I don't know why she hates you, but I hate you too!!" She says before firing on it.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22

Damage: 1d8 ⇒ 3


The commander draws his crossbow and fires at the savage who killed two of his warriors.

Attack: 1d20 + 9 ⇒ (9) + 9 = 18; Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Round 1: Goblins, Thorgr, Jerrica, Frostine, Commando, Dan, Sig

GM Notes:
G2 hp: 1


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan touches Thorgr's shoulder. "You're making a name for yourself among the goblins, Thorgr."

CLW: 1d8 + 2 ⇒ (3) + 2 = 5


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 looks at the commander before screaming, "Hey you jerk, leave my boyfriend alone!!"


♀ 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

Once again beginning her battlechant, Sig lets her inner fury fill Thorg and Jerrica, violent rage fueling their actions.

You know the drill


The two goblins attack Sig and Jerrica.

Vs. Sig: 1d20 + 2 ⇒ (19) + 2 = 21; Confirm: 1d20 + 2 ⇒ (19) + 2 = 21; Damage: 2d4 ⇒ (1, 4) = 5

Vs. Jerrica: 1d20 + 2 ⇒ (6) + 2 = 8

Round 2: Goblins, Thorgr, Jerrica, Frostine, Commando, Dan, Sig


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 rushes forward to attack the leader.

Attack: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29; Damage: 2d6 + 6 + 2 + 1 ⇒ (2, 4) + 6 + 2 + 1 = 15


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 strikes at the wounded goblin first.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20; Damage: 1d6 ⇒ 3

With her other rapier, she attacks the other.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15


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 attacks the goblin by Jerrica again after reloading her crossbow.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12

She curses in a very unlady like manner as her shot completely misses her target.


The commando draws a jagged blade on a long pole and swings it at Thorgr.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22; Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Round 2: Goblin, Thorgr, Jerrica, Frostine, Commando, Dan, Sig


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan moves up to the goblin and swings his mace.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6


♀ 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

Still singing her song of rage and fury Sig charges forward, her axe falling wide of the goblin chief.

Charge: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
1d8 + 3 ⇒ (1) + 3 = 4

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