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

Okay...we concentrate on big ugly then and hope for the best. The dice have just been really....not helpful lately.


♀ 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 can say that again!


Will Save: 1d20 ⇒ 16

Fortune smiles upon the iron-willed orc once again. Their morale raised, the two orcs still wielding their weapons attack Jerrica.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Attack: 1d20 + 5 ⇒ (19) + 5 = 24; Confirm: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7

The unarmed orc retreats into one of the tents. The lieutenant takes aim at Sig as the rogue falls.

Attack: 1d20 + 9 ⇒ (14) + 9 = 23; Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 9 ⇒ (4) + 9 = 13

Round 8: Sig, Jerrica, Frostine, Dan, Orcs, Lieutenant, Thorgr

GM Notes:
L hp: 33


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 gets up and moves behind one of the tents. "Use the tents as cover!"


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 ⇒ (8) - 1 = 7

Well...it's been fun...


♀ 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 during round 8. Immediate action Cast Saving Finale

As her lover falls to the enemy, Sig's song rises to an almost ear piercing frantic pitch ending a a scream, followed by silence.

With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw.


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

Uh, nope.


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

*Bangs head on desk* Are you freakin' kidding me. Well...there's only one thing I can do now.

Looking over her shoulder at Thorgr she says in a near whisper, "I love you always." Before turning and moving to stand a little behind and off to the side of Jerrica as she spreads her hands out in front of the enemy to dazzle them with the many colors of her rainbow.

It's the last act of a desperate Sorceress....but hopefully not the last last act. Keep your fingers crossed boys and girls. Moving to F8 and casting Color Spray on 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

Here's the part where everything goes into slow motion. hopefully not our Boromir scene


♀ 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

Letting out a battlecry worthy of the Valkyries themselves Sig races into battle with the orcs, her axe swinging high over Frostine even as the sorceress unleashes a blast of overwhelming light.

Enlarged strengthened charge: 1d20 + 4 + 2 + 2 + 1 - 1 ⇒ (18) + 4 + 2 + 2 + 1 - 1 = 26
2d6 + 4 + 2 + 1 ⇒ (1, 5) + 4 + 2 + 1 = 13


Will Save (O): 1d20 - 1 ⇒ (11) - 1 = 10
Will Save (L): 1d20 ⇒ 15

UBS: 2d4 ⇒ (3, 4) = 7; BS: 1d4 ⇒ 3

The orcs fall to the ground as they are dazzled by the patterns of color. The lieutenant is unfazed by the spell, though Sig's axe certainly gets his attention.

Round 8: Sig, Jerrica (stabilize), Frostine, Dan, Orcs, Lieutenant, Thorgr

GM Notes:
O1/O2/O7 unconscious, blinded, stunned for 7 rounds, blinded/stunned for 3 rounds then stunned 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

1d20 - 2 ⇒ (13) - 2 = 11

That's something, at least.


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 and positions himself to heal everyone.

CPE: 2d6 ⇒ (1, 1) = 2


The lieutenant takes out his frustrations on Sig.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28; Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 9 ⇒ (19) + 9 = 28; Damage: 1d8 + 4 ⇒ (6) + 4 = 10

He doesn't drop the skald, but pushes her near the brink of unconsciousness.

He provokes from Sig.

Round 8: Sig, Jerrica, Frostine, Dan, Orcs, Lieutenant, Thorgr

GM Notes:
O1/O2/O7 unconscious, blinded, stunned for 6 rounds, blinded/stunned for 3 rounds then stunned for 1 round.

L hp: 20


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 moves up behind Frostine. "We can do this..."


Round 10: Sig, Jerrica, Frostine, Dan, Orcs, Lieutenant, 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 simply stands up, lacking the energy to do anything else.


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

"Sarenrae! Don't abandon us in our hour of need!" Dan cries as he channels energy one more time.

CPE: 2d6 ⇒ (5, 3) = 8


♀ 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

As the orc moves forward, Sig swings with all her might feeling herself on the brink of death. Hearing Thorg moving up behind her he gives the leader a defiant grin, as she attacks again. "Even if you drop me, you're not making it out of this alive."

AoO: 1d20 + 4 + 2 + 1 - 1 ⇒ (16) + 4 + 2 + 1 - 1 = 22
2d6 + 4 + 2 + 1 ⇒ (4, 5) + 4 + 2 + 1 = 16

1d20 + 4 + 2 + 1 - 1 ⇒ (2) + 4 + 2 + 1 - 1 = 8
2d6 + 4 + 2 + 1 ⇒ (1, 4) + 4 + 2 + 1 = 12


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 throws out a blast of cold at the orc leader, hoping to at least slow him down a little.

RTA: 1d20 + 6 ⇒ (9) + 6 = 15

If that hits make his stupid save

cold dmg: 1d3 ⇒ 3


♀ 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

Id be surprised if his touch AC's above 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

I'm just trying to keep all of us from getting killed....but the dice aren't cooperating.


Fort Save: 1d20 + 8 ⇒ (16) + 8 = 24

The lieutenant avoids the slowing effect and moves in to attack Sig with his sword.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22; Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Round 10: Sig, Jerrica, Frostine, Dan, Orcs, Lieutenant, Thorgr

GM Notes:
O1/O2/O7 unconscious, blinded, stunned for 5 rounds, blinded/stunned for 3 rounds then stunned for 1 round.

L hp: 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

Thorgr charges forward, his anger at its peak.

Attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (4) + 8 + 2 + 1 - 1 = 14

Unfortunately, he swings wide and misses.


Round 11: Sig (stabilize, I believe), Jerrica, Frostine, Dan, Orcs, Lieutenant, 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 steps into flanking with Thorgr and strikes.

Attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24; Damage: 1d6 + 4 ⇒ (6) + 4 = 10; Sneak Attack: 2d6 ⇒ (2, 4) = 6


Jerrica puts the lieutenant on the verge of death.


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 tries to hit him with another blast of cold air, but just misses him instead as she curses loudly.

RTA: 1d20 + 6 ⇒ (6) + 6 = 12

I swear to God these dice are pissing me off!


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

Sighing at the situation, Dan touches Sig, keeping her from dying.

Rebuke Death: 1d4 + 1 ⇒ (2) + 1 = 3


♀ 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

As the orc lieutenant strikes, Sig feels the icy blackness speading over her consciousness.

Fort (stabilize): 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14

Only to recede in a rush as Dangren's touch takes hold, like a lifeline pulling her head above water.

Now at 2hp and prone


The lieutenant focuses on Thorgr once again.

Attack: 1d20 + 8 ⇒ (19) + 8 = 27; Confirm: 1d20 + 8 ⇒ (19) + 8 = 27; Crit: 4d4 + 8 ⇒ (2, 3, 2, 2) + 8 = 17

With a sigh, the orc's body gives out and the lieutenant collapses, dead.

Round 11: Sig, Jerrica, Frostine, Dan, Orcs, Thorgr


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 leader finally expire she lets out a sigh of relief as her legs start to feel a little weak. Looking at Thorgr she says, "Let's finish off those others and I want his head as a visual aid to discourage any further hostility towards us. Let's finish this." She says as she steps towards one of the unconscious orcs and shoving her ice dagger deep in his throat she rips his throat open, effectively ending his life and relieving some of her stress from the fight that nearly cost them their lives.....again.


After disposing of the last orcs and searching the other tents, you enter the largest tent and find two unconscious women tied up. A foul-smelling cauldron sits in the middle of the room along with two wooden cups.


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

Trying to stay as far away from the cauldron as possible and keep herself from gagging she goes to the unconscious women and unties them first. She tries waking them carefully as she didn't know what their reactions would be if they were suddenly startled. That was if she could get them to wake up. Shaking them slightly she says, "Hey...can you hear me?" She waits to see if she gets a response.


♀ 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

Staggering to her feet and helping to off the sleeping orcs, Sig leans on Jerrica as the head to the tent containing the women.


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 Sig, foregoing a different spell.

CMW: 2d8 + 3 ⇒ (3, 7) + 3 = 13

He then turns his attention to the unconscious women.

Heal: 1d20 + 9 ⇒ (6) + 9 = 15


The women are unharmed, except that they are unresponsive to Frostine's question. They breathe shallowly.


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 whiff of the cauldron. "Maybe it's a sleeping potion or something of the sort?"


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 shakes her head, "I don't know...but if I don't get out of this tent soon I'm gonna puke. Let's look around and see if he had anything useful before we go okay? Then we'll get them back to the town. They have to wake up eventually right?"

She takes a look around the tent before going outside and looking around the camp as well.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Loot:
mwk hide armor, potion of cure moderate wounds, composite longbow (+3 str), 12 arrows, cloak of resistance +1, 127 gp

Aside from the standard equipment of the orcs and the lieutenant's gear, Frostine finds little else of value in the camp.


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

Scratching her head she wonders aloud, "So....how are we supposed to get them back to the town if they're unconscious? Should we try to fashion some kind of litter to drag them back on? Is there any way to wake them up?"


♀ 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

"Thorg and I can probably carry them. It won'd be fun but I think I know a song that will help." Sig says after a moment's thought.


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 gets a look on her face, "But....but you're both hurt still rather badly. I don't like the idea of you guys putting additional strain on yourselves. Maybe if we get that foul smelling thing out of here....a couple of us could stay in here to keep an eye on the women, and there's enough tents that the rest of us could have a quiet place to rest and recover from that. That is if it's okay with the rest of you? Maybe then whatever that was will wear off and then they will be able to get back to town without anyone carrying them?"


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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 the potion and drinks it.

CMW: 2d8 + 3 ⇒ (7, 2) + 3 = 12

"I figured it'd be easier to walk if I wasn't bleeding everywhere."


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

"Sig and Thorgr can manage," Jerrica says. "I just wanna get out of here."


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

"Let's see if I can help some more," Dan says, channeling one last time.

CPE: 2d6 ⇒ (5, 2) = 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

She lets out a worried little sigh, "Okay....I just....it's fine. We can figure out what's wrong with them after we get back. I don't want anyone feeling uncomfortable because of my silly worries." She says even though she's still afraid of them putting such a strain on themselves after such a rough fight.


♀ 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

As they hoist the unconscious women up, Sig begins to sing, a lively invigorating marching chant that picks up everyone's spirits and seems to temporarily fill them all with energy.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.


With Sig's jaunty tune, the group covers much ground on the way back to Bivrost. The women come to as you approach the town.

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