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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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 Frostine in his arms. "You were great."


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

Feeling better after the healing she almost squeals as he picks her up and gives him a kiss, "We all were...I love you." She says as she gives him another kiss and wraps her own arms around him. Sighing she pulls her head back to look into his eyes, "So...what do you and everyone think? Should we rest for a bit, or keep going? No telling what else is in this place or how many tunnels are down here."


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. We could press on, I think," Thorgr suggests.


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

"I'd rather get this over with," Jerrica says.


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 shrugs. "I was only making the suggestion."


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 looks at Sig, "What do you think?"


♀ 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

"Better to get it all done in one go if we can." the skald chimes in. "I say we press on.


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, let's go then." She says as she heads back to the intersection once Thorgr puts her down, "Should we go the other direction now?" She asks as all these tunnels seem to look the same to her.


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 nods. "So do we go back to that other room or continue this way?"


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'm not too sure, we can go back to that other room before we get too far ahead if you want. Kind of clear things out as we go?"


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

"Sounds like a plan," Jerrica says, leading the way back to the room with the tables.


♀ 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

"Better that than leave things to come at us from behind." Sig agrees.


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, "Yup yup, let's go." She says heading back to the other area.


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 the group to the other door and opens it.


The door opens to a short hallway and another door, similar to the others.


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 checks it for locks and traps.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


The door is unlock and not trapped.


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 opens the door to face whatever threat lie beyond.


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

Before going in this door, Frostine reloads her crossbow and prepares to fire if need be.


As the door opens into a large living area, you notice six kobolds lying in wait for you. The two with crossbows fire off their bolts at Jerrica.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Initiative:

Sig: 1d20 + 2 ⇒ (11) + 2 = 13
Frostine: 1d20 + 2 ⇒ (11) + 2 = 13
Thorgr: 1d20 + 1 ⇒ (5) + 1 = 6
Dan: 1d20 ⇒ 4
Jerrica: 1d20 + 4 ⇒ (10) + 4 = 14
Kobolds: 1d20 + 1 ⇒ (19) + 1 = 20
Snipers: 1d20 + 3 ⇒ (7) + 3 = 10

Roll-off:

Sig: 1d20 + 2 ⇒ (4) + 2 = 6
Frostine: 1d20 + 2 ⇒ (14) + 2 = 16

The kobolds move in to keep the rest of you from entering the room as they stab at Jerrica with their spears.

Attack: 1d20 + 1 ⇒ (15) + 1 = 16; Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1: Kobolds, Jerrica, Frostine, Sig, Snipers, Thorgr, 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

Despite the hard hit, she attacks the one in front of her with both rapiers.

Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 3 ⇒ (3) + 3 = 6

I need to rethink this two-weapon fighting...


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

Needing to slow things down a bit, or at least try to, Frostine holds out her hand and aims a ray of frost at the Kobold in front of Jerrica.

Ranged Touch Attack: 1d20 + 6 ⇒ (9) + 6 = 15

Cold Damage: 1d3 ⇒ 2

Make that fort save or be affected by the effects of the cold slowing thingy.


♀ 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 begins her chant, sending waves of fury washing over her companions as she steps back clear of the door to allow Jerrica space to fall back.

Inspired Rage round 7/10


Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

The kobold shakes off the chill from Frostine's spell while the two kobolds in the rear of the room fire at Jerrica.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25; Confirm: 1d20 + 6 ⇒ (15) + 6 = 21; Crit. Damage: 2d6 ⇒ (1, 4) = 5

Attack: 1d20 + 6 ⇒ (18) + 6 = 24; Damage: 1d6 ⇒ 4

They cackle as the rogue hits the ground.

Round 1: Kobolds, Jerrica, Frostine, Sig, Snipers, Thorgr, Dan

GM Notes:
K2 hp: 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

"Get her out of there, Dan," Thorgr says.

Delay until after Dan.


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 forward and drags Jerrica back into the room. "Give me a minute and I'll heal her."


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 nods and moves forward to attack the kobolds.

Vs K2: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

But, in his anger, fails to connect.


The kobolds stab at Thorgr with their spears.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17; Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Attack: 1d20 + 1 ⇒ (14) + 1 = 15; Damage: 1d6 - 1 ⇒ (2) - 1 = 1
Attack: 1d20 + 1 ⇒ (12) + 1 = 13

Two of them hit the fighter.

Round 2: Kobolds, Jerrica (stabilize), Frostine, Sig, Snipers, Thorgr, Dan

GM Notes:
K2 hp: 3


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

Stabilize: 1d20 - 1 ⇒ (1) - 1 = 0

That's a fail.


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

Seeing the Kobold drop Jerrica and laugh about it just sets her off. "You sons of Bit<hes!! DIE!!" She screams as she fires the crossbow off at the Kobold in front of Thorgr.

Attack!: 1d20 + 6 ⇒ (14) + 6 = 20

It better HURT!: 1d8 ⇒ 7


♀ 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

Seeing her love fall the rage in Sig's voice intensifies, her eyes blazing with anger as her music washes over her companions with increased fury.

Cast Moment of Greatness. Each creature affected by this spell is given the potential for greater success and glory. 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. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.

Move to N22


The snipers fire at Thorgr.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26; Confirm: 1d20 + 6 ⇒ (5) + 6 = 11; Damage: 1d6 ⇒ 6

Attack: 1d20 + 6 ⇒ (1) + 6 = 7

One arrow hits Thorgr.

Round 2: Kobolds, Jerrica (stabilize), Frostine, Sig, Snipers, Dan, Thorgr


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 heals Jerrica with a touch.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4


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 at the kobold on his right first.

Attack: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16; Damage: 2d6 + 6 + 1 + 2 ⇒ (5, 1) + 6 + 1 + 2 = 15

He then follows through against the one on his left.

Attack: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17; Damage: 2d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16


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Thorgr cuts through the kobolds like warm butter. The remaining spear-wielding kobold decides to flee.

Round 3: Kobolds, Jerrica, Frostine, Sig, Snipers, Dan, Thorgr


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 stands up. "Thanks, Dan. I think I better stay back."


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 and fires at the bolt wielding Kobold directly ahead of her.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

She curses loudly as she completely misses her target.


♀ 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

Sigrdrífa angrily stalks past Thorg into the room, the venom in her chanting almost palpable as she sings with unbridled fury, her eyes locked upon one of the kobolds, her voice hammering it's will, promising certain agonizing death.

Move to K,23
Intimidate to demoralize S2: 1d20 + 7 ⇒ (13) + 7 = 20

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.


The kobolds fire at the skald now, though the one intimidated by Sig is shaking.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15; Damage: 1d6 ⇒ 6

However, it still manages to hit her.

Round 3: Kobolds, Jerrica, Frostine, Sig, Snipers, Dan, Thorgr


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 heals Jerrica again.

CLW: 1d8 + 2 ⇒ (6) + 2 = 8


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 and slashes at the kobold directly in front of him.

Attack: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21; Damage: 2d6 + 6 + 1 ⇒ (4, 4) + 6 + 1 = 15


Witnessing another brutal fatality, the remaining kobold flees through the upper door.

Round 3: Kobold, Jerrica, Frostine, Sig, Sniper (shaken), Dan, Thorgr


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 heads back into the room after Dan healed the worst of her wounds.


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 into the room and stands beside Sig as she reloads her crossbow.


♀ 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 singing culminating in a rage filled battlecry Sig charges the sniper, her axe falling with a vengeful fury.

1d20 + 3 + 2 + 2 ⇒ (20) + 3 + 2 + 2 = 27
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Confirm: 1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14
1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Though she delivers a harsh blow, the kobold still lives. It attacks the skald despite all odds.

Attack: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10

Round 3: Kobold, Jerrica, Frostine, Sig, Sniper, Dan, Thorgr


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 enters the room to stand next to Frostine and Jerrica.


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 his blade again.

Attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21; Damage: 2d6 + 6 + 2 + 1 ⇒ (6, 3) + 6 + 2 + 1 = 18


Thorgr finishes the last of the kobolds in this room.

Combat (mostly) over.


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 raises his holy symbol and channels energy.

CPE: 1d6 ⇒ 2
CPE: 1d6 ⇒ 6

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