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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After a few minutes, one of the villagers walks up to the shelter. "I thought you lot were going to get rid of the bandits. They came again last night."


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 groans, "What? We took turns waiting up all night for them and didn't see anything."


"That's apparent," the villager says before turning and walking away.


♀ 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

"How did we not even hear anything? I think we have to go to them." Sig says in frustration.


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 sighs as she nods her head, "Apparently so if they're that sneaky. We better hurry up and eat so we can get going before more angry people come to complain." She says sounding a bit frustrated as she picks up their things and changes into her warmer traveling outfit.


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 takes out the rations. "I guess so."


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 sighs and gets his own rations out.


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

Once their things are picked up she sits down next to Thorgr and takes out some rations for herself as well. Sitting quietly she eats as she tries to think about how to fight something, or stop bandits that they can neither see nor hear.


♀ 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

Getting her own rations out, Dagmarr sits and begins to eat, mentally preparing herself for another foray into the darkness.


♀ 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 sits beside Jerrica as they eat, focused.


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

Upset that they failed so miserably at their task she has little appetite and mostly picks at her dried meats, fruit, and nuts.


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

"Hopefully, this foray will be a little more successful," Thorgr says as he eats.


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 but looks up into his face, "Yeah...but try to stay behind me since you can't see anything in there this time. That way I don't have to yank you back to get to them....I don't know what the best solution is...we'll just take it a step at a time okay?" She says trying to reassure the both of them.


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

"Yeah."


♀ 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'll be able to see as well this time so I'll be up front with her. " Dagmarr says, hoping to alleviate a bit of Thorgr's worry.


After you finish eating, you head to the dark valley once more. It looks the same as yesterday.


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 sighs as she once again shifts her vision to perceive auras of magic as she peers into the darkness.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18


Once again, Frostine sees several shapes moving in the darkness.


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, "Yup...like before and there's several of them. It's hard to get an exact count like this."


♀ 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

Doing the same as Frostine, Dagmarr peers through the darkness with magical sight.

Perception (Detect Magic): 1d20 + 4 ⇒ (4) + 4 = 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

Sig draws a torch, and lights it holding it aloft in one hand.

Aaand I'm pretty sure it's time to roll init


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

Henry is kinda sleepy now. He's playing wrestling and trying to relax and I'm trying to not go to sleep super early so that I don't wake up at 4 in the morning, though I can't seem to win no matter what I do.


1d20 + 6 ⇒ (20) + 6 = 26

Sig finds that her torch at least lets her see five feet ahead of her. The beasts manage to confound Frostine and Dagmarr as to their true numbers, but they do not yet approach.


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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

We actually saw a Walmart employee with the name 'Jerrica' yesterday.

"Is the torch helping?" Jerrica asks 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

Frostine looks at Sig, curious as well to whether or not the torches were useful.


♀ 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 can see about 5ft out so once we're in melee it will but as of now I can't see them yet. That and they didn't immediately swarm the light source." the skald replies.


♀ 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

"Whatever do you all think, should we advance and engage them?" Dagmarr asks.


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

"Maybe if we move in a little further I can get a better look?"


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'll lose a bit of efficiency here, but it's better than losing a leg," Thorgr says, taking out a torch.


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

"A one-handed weapon comes in handy at times like these," Jerrica says, getting her own torch.


♀ 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

"Then let's move forward." Dagmarr says leading the way closer to the creatures.


Carefully navigating around the rocky terrain of the valley, the beasts begin to scatter and find their way around you. A quick glance lets you know that you are surrounded by eight of them, slowly approaching.

Initiative:

Dagmarr: 1d20 ⇒ 8
Sig: 1d20 + 2 ⇒ (5) + 2 = 7
Frostine: 1d20 + 2 ⇒ (19) + 2 = 21
Thorgr: 1d20 + 1 ⇒ (3) + 1 = 4
Jerrica: 1d20 + 4 ⇒ (20) + 4 = 24
Beasts: 1d20 + 2 ⇒ (11) + 2 = 13

Round 1: Jerrica, Frostine, Beasts, Dagmarr, Sig, 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

Sensing something nearby, Jerrica readies her weapon for when one of the beasts gets close enough.

Ready an attack.


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'll have to wait till later to post. I don't have the time right now.


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 stretches out her hand and sends forth a blast of icy air at the beast directly in front of her.

RTA Please: 1d20 + 6 ⇒ (12) + 6 = 18

Bbbrrr: 1d3 ⇒ 2

Ray of Frost on B2


♀ 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

"They are closing in, I'll shout when the are within range of a physical attack." Dagmarr says drawing her sword as she intones a prayer to Freya, granting them her blessing in battle.

Cast Bless:+1 morale bonus on attack rolls and on saving throws against fear effects. Ready action to shout a warning when the creatures are within melee range.


Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Frostine's spell slows her target down, so it only approaches. The rest, however, charge towards the group. As they enter the area illuminated by torchlight, the beasts appear to be some sort of warped wolf.

Vs Dagmarr: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19; Damage: 1d6 + 1 ⇒ (1) + 1 = 2; Trip: 1d20 + 2 ⇒ (8) + 2 = 10

Vs Frostine: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Vs Frostine: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23; Damage: 1d6 + 1 ⇒ (3) + 1 = 4; Trip: 1d20 + 2 ⇒ (19) + 2 = 21

Vs Sig: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19; Damage: 1d6 + 1 ⇒ (5) + 1 = 6; Trip: 1d20 + 2 ⇒ (17) + 2 = 19

Vs Thorgr: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14; Damage: 1d6 + 1 ⇒ (4) + 1 = 5; Trip: 1d20 + 2 ⇒ (16) + 2 = 18

Vs Jerrica: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Vs Jerrica: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

The wolves drag Frostine, Sig and Thorgr to the ground as they sink their fangs into them.

Want to alter your action, Dagmarr?

Round 1: Jerrica, Frostine (prone), Beasts, Dagmarr, Sig (prone), Thorgr (prone)


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 takes her retributive strike against one of the wolves that charged her.

Attack vs B6: 1d20 + 9 ⇒ (15) + 9 = 24; Damage: 1d6 + 5 ⇒ (3) + 5 = 8


GM Notes:
B6 hp: 5
B2 hp: 11


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 clambers to his feet. "Try that again, you bastards!"

He drops his torch on the ground and swings at one near Frostine.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19; Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12

Forgot a +2 to damage for power attack.


AoO vs Thorgr: 1d20 + 2 ⇒ (9) + 2 = 11

Thorgr cuts down one of the wolves while another snaps its jaws at him. It fails to hit the warrior.


♀ 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

Yeah.


♀ 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

Fending off the attempt of the wolf that bit her, Dagmarr slashes at the other wolf attacking Frostine, using her shield to occupy her own opponent.

1d20 + 5 ⇒ (16) + 5 = 21
1d8 + 1 ⇒ (5) + 1 = 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

Rolling onto her back and holding the torch out in front of her, Sig begins a raging battlechant, her fury flooding into her companions as she draws her axe with the other hand.

Raging song (round 1/16): +2 Str/Con, Guarded stance +1 to AC vs Melee (2 rounds) like Thorgr needs to be any angrier!


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 continues to attack her opponent.

Attack: 1d20 + 9 ⇒ (18) + 9 = 27; Confirm?: 1d20 + 9 ⇒ (11) + 9 = 20; C. Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15


Jerrica puts down another of the monsters.

Round 2: Jerrica, Frostine (prone), Beasts, Dagmarr, Sig (prone), Thorgr

GM Notes:
B2 hp: 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

Staying on the ground she says, "Kill that son of a bi+<h that's behind you love so I can move back and try to do something."

Delay until after Thorgr's turn.


The wolves go for those who are prone as well as Thorgr and Jerrica.

Vs Sig: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Vs Sig: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15

Vs Frostine: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21; Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Vs Frostine: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7

Vs Jerrica: 1d20 + 2 ⇒ (8) + 2 = 10

Vs Thorgr: 1d20 + 2 ⇒ (13) + 2 = 15

Round 2: Jerrica, Beasts, Dagmarr, Sig (prone), Thorgr, Frostine (prone)


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 wolf which tried to bite him.

Attack: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25; Damage: 2d6 + 7 + 1 + 2 ⇒ (2, 1) + 7 + 1 + 2 = 13


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'll let Dagmarr and Sig go first before I do my thing in case what they do changes what I'm gonna do.

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