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 and heads towards the left passage.


You come to another junction, one path leading to your right and another straight ahead towards another right turn.


♀ 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 proceed, Sig pays attention to the environment, trying to recall everything she'd ever heard or read about mazes.

Knowledge Dungeoneering: 1d20 + 6 ⇒ (12) + 6 = 18


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Typically, Sig recalls, the center of the maze is where the prisoner would be housed.


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 wonder if this is where they're keeping Hel...." She thinks out loud.


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

"Maybe," Jerrica says.


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

"So which right turn should we make?"


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, "Straight and then to the right?"


Following the winding path and avoiding a quite visible dead-end, you come to another chamber in the maze. The path forward is blocked by three of the living dead.

Initiative:

Frostine: 1d20 + 2 ⇒ (3) + 2 = 5
Sig: 1d20 + 2 ⇒ (14) + 2 = 16
Dagmarr: 1d20 ⇒ 1
Jerrica: 1d20 + 4 ⇒ (2) + 4 = 6
Thorgr: 1d20 + 1 ⇒ (16) + 1 = 17
Zombies: 1d20 ⇒ 19

The zombies lurch forward, two of them attacking Thorgr.

Slam: 1d20 + 4 ⇒ (2) + 4 = 6

Slam: 1d20 + 4 ⇒ (13) + 4 = 17; Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Round 1: Zombies, Thorgr, Sig, Jerrica, Frostine, 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 his greatsword with ferocity.

Attack: 1d20 + 10 ⇒ (1) + 10 = 11

And misses...


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 casts a spell on her bow, making her bolts more deadly.

Cast Gravity bow on my bow. Lol


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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 attempts to leapfrog off Thorgr's back and land in a flanking position with him.

Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24

She finishes with an attack on the zombie.

Attack: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13; Good enough: 1d6 + 5 ⇒ (6) + 5 = 11; Sneak Attack: 2d6 ⇒ (2, 6) = 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

Grinning wildly at Jerrica's bravado, Sig begins a battlesong, empowering those who accept with power and defense.

+2 morale bonus to Strength and Constitution and a +1 morale bonus onWill saving throws, but also take a –1 penalty to AC Guarded stance +1 to AC vs Melee (2 rounds)


♀ 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

Unable to see the enemy to channel, Dagmarr calls forth the blessing of Freaya to her friends, further enhancing them in battle.

Cast Bless. +1 bonus on attack rolls and on saving throws against fear effects. I'm pretty sure I can't channel around corners.


One zombie emerges from behind the corner and attacks Thorgr while the other goes after Jerrica.

Vs Thorgr: 1d20 + 4 ⇒ (5) + 4 = 9

Vs Jerrica: 1d20 + 4 ⇒ (16) + 4 = 20; Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Round 2: Zombies, Thorgr, Sig, Jerrica, Frostine, 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 his blade once more, praying for a bit more luck.

Attack: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33; Confirm: 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21; Damage!: 4d6 + 14 + 4 ⇒ (6, 6, 1, 2) + 14 + 4 = 33

Decimating his foe, Thorgr uses the momentum of his swing to attack the remaining zombie.

Cleave: 1d20 + 10 + 1 - 1 ⇒ (10) + 10 + 1 - 1 = 20; Damage: 2d6 + 7 + 2 ⇒ (2, 6) + 7 + 2 = 17


Thorgr finishes the fight.

Combat Over.


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 puts away her bow before reaching up and giving him a kiss, "You guys were amazing. You really didn't need me at all." She says with a small chuckle.


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

"We always need you," Thorgr says, holding his side.


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 holds her arm. "They got some lucky hits."


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 from him to Jerrica, "You're both hurt...Dagmarr...help please." She looks up into his eyes, "I always need you too."


♀ 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

Taking in Jerica's wound and noting that Thorgr had taken a sold blow as well, Dagmarr channels her goddess' healing power, a flow of comforting warmth washing over her companions.

Channel positive energy: 2d6 + 1 ⇒ (5, 6) + 1 = 12


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, Dagmarr," Thorgr says.


Once healed and regrouped, you proceed forward, quickly coming to another intersection. This time, one path leads straight and another to the right.


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 searches for clues as to which way they should go next.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Once again, the rogue sees tracks coming from the right passage.


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

"Right."


You follow the passage and come to a large chamber filled with water. The other side is fifteen feet away and you cannot see the floor through the murky liquid.


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 water she shakes her head, "I really don't like the looks of that and I really really don't want to find out what might be in that water. Is there a way we can avoid getting wet?" She asks as she starts looking through her stuff for a way to avoid getting in the water.


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. "I dunno."


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

"Unless we want to try a different path, then I guess we swim," Thorgr says. "Any idea what those tracks we keep following belong to?"


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

Knowledge (Nature): 1d20 + 5 ⇒ (10) + 5 = 15


Jerrica is pretty sure they are humanoid in nature, larger than goblins.


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 be an elf or human," Jerrica 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

"Sometimes the road less traveled is the right one to take..or something like that?" She suggests as they try to figure out what they should do next.


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, 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

"We're likely to have to deal with something nasty in this water, and it might be a difficult time for those of us wearing armor, though removing it makes us vulnerable, and we have no idea how deep this is." the ska;d says thinking aloud. "But whatever it is we're following went this way for a reason, and it's our only lead so far, so since none of us can fly it looks like swimming might be our best option. Maybe a rope tied around each of out waists so if any one person is in trouble the others can help.....just an idea though."


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 a little leery at the water, "I don't know....."


♀ 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

"Or we could not."


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 think we should backtrack and explore our other options," Thorgr suggests.


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...let's see what the other ways hold and then if we have to we can come back here and figure out a way across."


♀ 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

Dagmarr just nods at the assessment, turning to go back the other way.


♀ 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 follows with a shrug.


You retrace your steps and go up first unexplored passage. After a few twists and turns, you find yourselves in front of two doors, one marked with a horned skull and the other marked with an axe. An inscription above both doors reads: "Choose your fate."


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 pleasant and completely straightforward..." Jerrica huffs.


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 what that skull is supposed to mean," 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

She gives a slight shrug, "Maybe we should check them for traps?"


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'll look them over," Jerrica says, inspecting the doors.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Jerrica doesn't see any traps, a doorknob or a keyhole.


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

"Well...They don't appear trapped, but I can't find a way to open them either," the rogue says.

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