Age of Ashes - A Grand Tour of the Inner Sea (Inactive)

Game Master Luke_Parry

MAPS

Loot Sheet

Hero of Breachill - 5% Discount
Friend of the Ekujae
Hero of Kintargo
Honorary Citizen of Kovlar - Free training with a Guild for 10 years
Favored by the Pactmasters of Katapesh


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Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Grimacing in annoyance, Jean-Pierre does his best to take-down the ape-men!

Hunted Shot: 1d20 + 16 ⇒ (11) + 16 = 27, for 2d8 + 2 ⇒ (1, 8) + 2 = 11 damage, +1d6 ⇒ 6 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (18) + 13 = 31, for 4d8 + 4 + 1d10 ⇒ (8, 6, 7, 3) + 4 + (8) = 36 damage, +2d6 ⇒ (3, 5) = 8 Sonic damage.
Iterative: 1d20 + 10 ⇒ (3) + 10 = 13, for 2d8 + 2 ⇒ (1, 3) + 2 = 6 damage, +1d6 ⇒ 6 Sonic damage.
Iterative: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 + 2 ⇒ (5, 5) + 2 = 12 damage, +1d6 ⇒ 5 Sonic damage.

He follows that up with an Electric Arc chaser...

Electric Arc: 4d4 + 6 ⇒ (1, 2, 3, 1) + 6 = 13 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre scores two solid hits, slamming into his Prey's torso, just over its heart.

It collapses to the ground, quite dead.

One of his follow-up shots then grazes another one.

Reflex: 1d20 + 11 ⇒ (14) + 11 = 25.
Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.

Both remaining ones are only gently 'buzzed' by the electricity.

Chattering angrily, they sniff the air, and start flailing at the square that he is in...

Trident: 1d20 + 20 ⇒ (10) + 20 = 30, for 2d8 + 8 ⇒ (3, 8) + 8 = 19 damage.
1d20 ⇒ 10.
Trident: 1d20 + 15 ⇒ (10) + 15 = 25, for 2d8 + 8 ⇒ (1, 4) + 8 = 13 damage.
1d20 ⇒ 11.
Trident: 1d20 + 20 ⇒ (1) + 20 = 21, for 2d8 + 8 ⇒ (5, 4) + 8 = 17 damage.
1d20 ⇒ 5.

...but their attacks either miss, or bounce off his armour.

Meanwhile, the frog-men lumber forward...

Rumble In The Jungle, Round 23:

Jean-Pierre (-35)
Archibald (-72)
CB (-23, -6)
BW (-, -, -, -, -, -)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Grimacing in surprise, Jean-Pierre focuses on a new target, and keeps firing.

Hunted Shot: 1d20 + 16 ⇒ (16) + 16 = 32, for 4d8 + 4 + 1d10 ⇒ (2, 4, 5, 4) + 4 + (6) = 25 damage, +2d6 ⇒ (3, 6) = 9 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d8 + 2 ⇒ (7, 7) + 2 = 16 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d8 + 2 ⇒ (1, 6) + 2 = 9 damage, +1d6 ⇒ 6 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 2, 4, 1) + 6 = 14 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 11 ⇒ (1) + 11 = 12.
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27.

The heavily injured ape-men collapses to the ground, shedding burnt hair.

The other has its hair standing on end!

Hissing, it furiously attacks Jean-Pierre...

Trident: 1d20 + 20 ⇒ (15) + 20 = 35, for 2d8 + 8 ⇒ (4, 5) + 8 = 17 damage.
1d20 ⇒ 15.
Trident: 1d20 + 15 ⇒ (5) + 15 = 20, for 2d8 + 8 ⇒ (3, 5) + 8 = 16 damage.
1d20 ⇒ 12.

...roaring in triumph when it scores a single blow!

The frog-men mob Archibald...

Club: 1d20 + 10 ⇒ (18) + 10 = 28, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Club: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d6 + 6 ⇒ (3) + 6 = 9 damage.
Club: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Club: 1d20 + 10 ⇒ (6) + 10 = 16, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Club: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Club: 1d20 + 10 ⇒ (18) + 10 = 28, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 10 ⇒ (4) + 10 = 14, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Club: 1d20 + 10 ⇒ (3) + 10 = 13, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.

...scoring two lucky blows.

Rumble In The Jungle, Round 24:

Jean-Pierre (-39)
Archibald (-89)
CB (-13)
BW (-, -, -, -, -, -)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Scheisse!"

Jean-Pierre shifts focus to the frog-men, and starts firing!

Hunted Shot: 1d20 + 16 ⇒ (10) + 16 = 26, for 4d8 + 4 + 1d10 ⇒ (2, 8, 8, 7) + 4 + (5) = 34 damage, +2d6 ⇒ (5, 3) = 8 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (20) + 13 = 33, for 4d8 + 4 + 1d10 ⇒ (2, 8, 3, 3) + 4 + (5) = 25 damage, +2d6 ⇒ (2, 5) = 7 Sonic damage.
Iterative: 1d20 + 10 ⇒ (7) + 10 = 17, for 2d8 + 2 ⇒ (2, 8) + 2 = 12 damage, +1d6 ⇒ 4 Sonic damage.

Archibald roars in defiance, and bites...

Jaws: 1d20 + 13 ⇒ (14) + 13 = 27, for 4d8 + 8 ⇒ (6, 1, 2, 7) + 8 = 24 damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 4, 2, 3) + 6 = 16 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first shot takes his Prey through the back of the head, and it falls to the ground, quite dead.

His follow-up shot then badly wings another.

Meanwhile, Archibald, quite angry by now, takes a nasty bite out of another frog-man!

Reflex: 1d20 + 5 ⇒ (9) + 5 = 14.
Reflex: 1d20 + 5 ⇒ (9) + 5 = 14.

...both injured frog-men then promptly dies when the electrical discharge stops their hearts.

The ape-man continues to sniff, and strike...

Trident: 1d20 + 20 ⇒ (17) + 20 = 37, for 2d8 + 8 ⇒ (1, 5) + 8 = 14 damage.
1d20 ⇒ 8.
Trident: 1d20 + 15 ⇒ (1) + 15 = 16, for 2d8 + 8 ⇒ (7, 8) + 8 = 23 damage.
1d20 ⇒ 10.

...but targets the wrong area.

The three remaining frog-men flail at Archibald...

Club: 1d20 + 10 ⇒ (19) + 10 = 29, for 1d6 + 6 ⇒ (3) + 6 = 9 damage.
Club: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 0 ⇒ (16) + 0 = 16, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Club: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Club: 1d20 + 0 ⇒ (10) + 0 = 10, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 10 ⇒ (18) + 10 = 28, for 1d6 + 6 ⇒ (3) + 6 = 9 damage.
Club: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Club: 1d20 + 0 ⇒ (18) + 0 = 18, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.

Croaking happily when they club him a few times.

Rumble In The Jungle, Round 25:

Jean-Pierre (-39)
Archibald (-114)
CB (-13)
BW (-, -, -)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Gritting his teeth, Jean-Pierre shifts focus again, and keeps firing at frogs!

Hunted Shot: 1d20 + 16 ⇒ (1) + 16 = 17, for 2d8 + 2 ⇒ (7, 5) + 2 = 14 damage, +1d6 ⇒ 1 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (13) + 13 = 26, for 4d8 + 4 + 1d10 ⇒ (3, 3, 7, 5) + 4 + (5) = 27 damage, +2d6 ⇒ (1, 6) = 7 Sonic damage.
Iterative: 1d20 + 10 ⇒ (12) + 10 = 22, for 2d8 + 2 ⇒ (2, 3) + 2 = 7 damage, +1d6 ⇒ 5 Sonic damage.

Archibald roars in defiance, and bites...

Jaws: 1d20 + 13 ⇒ (3) + 13 = 16, for 4d8 + 8 ⇒ (8, 2, 2, 5) + 8 = 25 damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (4, 2, 3, 1) + 6 = 16 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first shot goes wide, but his next two combine to take down his Prey.

Maddened by pain, Archibald misses.

Reflex: 1d20 + 5 ⇒ (18) + 5 = 23.
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16.

One frog-man dodges the worst of the electrical blast, but the other takes the full effect.

Trident-boy keeps swinging at Jean-Pierre...

Trident: 1d20 + 20 ⇒ (9) + 20 = 29, for 2d8 + 8 ⇒ (1, 5) + 8 = 14 damage.
1d20 ⇒ 14.
Trident: 1d20 + 15 ⇒ (1) + 15 = 16, for 2d8 + 8 ⇒ (3, 7) + 8 = 18 damage.
1d20 ⇒ 2.

...and manages a glancing blow!

The two remaining frog-men keep clubbing Archibald...

Club: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Club: 1d20 + 5 ⇒ (17) + 5 = 22, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Club: 1d20 + 0 ⇒ (14) + 0 = 14, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Club: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Club: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Club: 1d20 + 0 ⇒ (2) + 0 = 2, for 1d6 + 6 ⇒ (6) + 6 = 12 damage.

...but are unable to land a blow.

Rumble In The Jungle, Round 26:

Jean-Pierre (-53)
Archibald (-114)
CB (-13)
BW (-8, -16)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre shifts focus again, and keeps firing at frogs!

Hunted Shot: 1d20 + 16 ⇒ (16) + 16 = 32, for 4d8 + 4 + 1d10 ⇒ (1, 2, 6, 6) + 4 + (10) = 29 damage, +2d6 ⇒ (2, 1) = 3 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (8) + 13 = 21, for 2d8 + 2 ⇒ (4, 6) + 2 = 12 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 10 ⇒ (12) + 10 = 22, for 2d8 + 2 ⇒ (7, 7) + 2 = 16 damage, +1d6 ⇒ 4 Sonic damage.

Archibald roars in defiance, and bites...

Jaws: 1d20 + 13 ⇒ (12) + 13 = 25, for 4d8 + 8 ⇒ (4, 1, 3, 4) + 8 = 20 damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 1, 4, 2) + 6 = 14 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow takes his Prey through the heart.

His two follow-up shots annihilate its colleague.

Reflex: 1d20 + 11 ⇒ (10) + 11 = 21.

Trident boy hisses in alarm when he is electrocuted!

Trident: 1d20 + 20 ⇒ (2) + 20 = 22, for 2d8 + 8 ⇒ (8, 2) + 8 = 18 damage.
1d20 ⇒ 3.
Trident: 1d20 + 15 ⇒ (11) + 15 = 26, for 2d8 + 8 ⇒ (2, 6) + 8 = 16 damage.
1d20 ⇒ 5.

Distracted by the pain, he is unable to land a blow.

Rumble In The Jungle, Round 27:

Jean-Pierre (-53)
Archibald (-114)
CB (-27)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Shifting focus to the final ape-man, Jean-Pierre goes all-in!

Hunted Shot: 1d20 + 16 ⇒ (18) + 16 = 34, for 4d8 + 4 + 1d10 ⇒ (3, 6, 5, 6) + 4 + (8) = 32 damage, +2d6 ⇒ (1, 4) = 5 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (3) + 13 = 16, for 2d8 + 2 ⇒ (2, 1) + 2 = 5 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 10 ⇒ (13) + 10 = 23, for 2d8 + 2 ⇒ (1, 3) + 2 = 6 damage, +1d6 ⇒ 1 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (2, 3, 4, 2) + 6 = 17 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre manages two hits, which badly injure the ape-man, but it stays standing...

Reflex: 1d20 + 11 ⇒ (9) + 11 = 20.

...even after all of its fur stands on end!

It flails madly at Jean-Pierre...

Trident: 1d20 + 20 ⇒ (1) + 20 = 21, for 2d8 + 8 ⇒ (6, 2) + 8 = 16 damage.
1d20 ⇒ 5.
Trident: 1d20 + 15 ⇒ (11) + 15 = 26, for 2d8 + 8 ⇒ (4, 6) + 8 = 18 damage.
1d20 ⇒ 15.

...beating its chest in a show of bravado, when its trident comes away bloody!

Rumble In The Jungle, Round 28:

Jean-Pierre (-71)
Archibald (-114)
CB (-88)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Gritting his teeth, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 16 ⇒ (16) + 16 = 32, for 4d8 + 4 + 1d10 ⇒ (1, 4, 7, 4) + 4 + (1) = 21 damage, +2d6 ⇒ (6, 1) = 7 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (13) + 13 = 26, for 2d8 + 2 ⇒ (1, 6) + 2 = 9 damage, +1d6 ⇒ 2 Sonic damage.
Iterative: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 + 2 ⇒ (5, 5) + 2 = 12 damage, +1d6 ⇒ 2 Sonic damage.
Iterative: 1d20 + 10 ⇒ (16) + 10 = 26, for 2d8 + 2 ⇒ (1, 8) + 2 = 11 damage, +1d6 ⇒ 4 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 2, 1, 1) + 6 = 11 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow drills through the ape-man's forehead, and it falls to the ground, quite dead.

Combat over... unless you want to take a crack at the Pillar today...?

Searching the bodies reveals:

Spear, Staff x6, Dagger x11, Hatchet x11, Hide Armor x17, +1 Striking Trident x6, Greater Antidote, +1 Crossbow, +1 Dagger, Moderate Healing Potion x2, Leather Armor, Greater Staff of Fire, Club x6, Javelin x18, Studded Leather Armor x6.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Wisely deciding to leave the Pillar alone in its mine for the moment, Jean-Pierre loots the bodies, and searches the outlying buildings.

Sovereign Court

The only building that contains anything of interest is the one the kobold came out of, so...

Jean-Pierre: 1d20 + 16 ⇒ (12) + 16 = 28.

The sorting table out the front of the kobold's building contains several samples of gold, all with the same strange sheen that Jean-Pierre noticed earlier.

Inside the building...

This cozy hut contains a table filled with bottles and glass distillers, a small chair, and a dry linen bed. Potions bubble over magical flames, and a chemical smell lingers in the air.

Jean-Pierre: 1d20 + 16 ⇒ (12) + 16 = 28.

Searching the area turns up four greater antidotes, two young white dragon’s breath potions, three lesser elixirs of life, a grim trophy, a striking snare, and a traveler’s any-tool.

In addition, Jean-Pierre turns up a sack containing a large quantity of the same, contaminated gold, and a map of the surrounding area, identifying where the Cinderclaws' main base is, and the locations of the 8 Dragon Pillars that they have erected...

Map updated.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre looks at the map thoughtfully.

If that is accurate, it will be quite a boon to me...

He then carefully rolls it up, and puts it in his pack.

After that, he barricades himself and Archibald into the cottage for the night.

Sovereign Court

Fair enough :-)

Day 10:

The cottage proves to be surprisingly hospitable, and Jean-Pierre and Archibald have a good night's rest.

What next?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre approaches things carefully. He casts Spider Climb on himself and Archibald, leaving Archibald tucked just out of view above the top of the mine. He then casts Invisibility (4th) upon himself, and stealths forward to try and disable the Pillar.

Stealth: 1d20 + 13 ⇒ (12) + 13 = 25.

Thievery: 1d20 + 18 ⇒ (10) + 18 = 28.

Sovereign Court

As Jean-Pierre moves closer, the eyes of the Pillar start to glow with bright violet light!

1d20 ⇒ 7

However, whatever that was meant to do, has no effect.

DP: 1d20 + 16 ⇒ (4) + 16 = 20.
Jean-Pierre: 1d20 + 16 ⇒ (18) + 16 = 34.

With practiced ease, Jean-Pierre closes with the statue, and eliminates the runes on the Pillar, causing it to go dark.

As soon as that happens, the 'snakes', which had been writhing sedately through the air around the Pillar, dart if to all the points of the compass in alarm, as great waves sweep forth from the lake, as two great shapes (weird hybrids of salamander and octopus) erupt from the water, screaming something in a language that Jean-Pierre does not understand!

N: 1d20 + 14 ⇒ (14) + 14 = 28.

The Violet Pillar, Round 1:

Jean-Pierre (-)
Archibald (-)
N (-,-)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre groans.

I hate it when I am right...

He designates one as his Prey, then unleashes!

Hunted Shot: 1d20 + 16 ⇒ (16) + 16 = 32, for 2d8 + 2 ⇒ (1, 5) + 2 = 8 damage, +1d6 ⇒ 4 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (7) + 13 = 20, for 2d8 + 2 ⇒ (7, 3) + 2 = 12 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (11) + 10 = 21, for 2d8 + 2 ⇒ (2, 4) + 2 = 8 damage, +1d6 ⇒ 6 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 2, 1, 1) + 6 = 11 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Meanwhile, Archibald starts hurrying closer, skidding down the mine wall!

Sovereign Court

Only one of Jean-Pierre's arrows gets through...

Reflex: 1d20 + 14 ⇒ (6) + 14 = 20.
Reflex: 1d20 + 14 ⇒ (13) + 14 = 27.

...which acts as a conduction point for his electrical arc.

Both creatures charge forward, sniffing the air as they go...

Jaws: 1d20 + 18 ⇒ (4) + 18 = 22, for 2d10 + 8 ⇒ (6, 7) + 8 = 21 damage, +1d6 ⇒ 6 Chaotic damage.
1d20 ⇒ 10
Jaws: 1d20 + 18 ⇒ (1) + 18 = 19, for 2d10 + 8 ⇒ (5, 9) + 8 = 22 damage, +1d6 ⇒ 1 Chaotic damage.
1d20 ⇒ 10

...but neither manages to latch on.

The Violet Pillar, Round 2:

Jean-Pierre (-)
Archibald (-)
N (-23,-5)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Trusting his magic to keep him safe, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 16 ⇒ (20) + 16 = 36, for 4d8 + 4 + 1d10 ⇒ (8, 4, 2, 7) + 4 + (2) = 27 damage, +2d6 ⇒ (1, 6) = 7 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (20) + 13 = 33, for 4d8 + 4 + 1d10 ⇒ (1, 7, 2, 1) + 4 + (1) = 16 damage, +2d6 ⇒ (3, 2) = 5 Sonic damage.
Iterative: 1d20 + 10 ⇒ (1) + 10 = 11, for 2d8 + 2 ⇒ (7, 5) + 2 = 14 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 10 ⇒ (8) + 10 = 18, for 2d8 + 2 ⇒ (2, 3) + 2 = 7 damage, +1d6 ⇒ 5 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (4, 4, 4, 1) + 6 = 19 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Archibald, roaring, gets to the bottom!

Sovereign Court

Jean-Pierre manages to stick his Prey twice, doing a significant chunk of damage... but to his surprise, on the second strike, the creature does not react to the Sonic damage!

Reflex: 1d20 + 14 ⇒ (10) + 14 = 24.
Reflex: 1d20 + 14 ⇒ (3) + 14 = 17.

Likewise, although both are electrocuted, the one he has *not* been shooting at doesn't take quite as much damage as he had expected it to...

Screaming in anger, both creatures continue to flail at Jean-Pierre...

Jaws: 1d20 + 18 ⇒ (3) + 18 = 21, for 2d10 + 8 ⇒ (5, 10) + 8 = 23 damage, +1d6 ⇒ 5 Chaotic damage.
1d20 ⇒ 3
Jaws: 1d20 + 18 ⇒ (15) + 18 = 33, for 4d10 + 16 ⇒ (1, 4, 5, 5) + 16 = 31 damage, +2d6 ⇒ (4, 4) = 8 Chaotic damage.
1d20 ⇒ 15
Jaws: 1d20 + 18 ⇒ (20) + 18 = 38, for 4d10 + 16 ⇒ (7, 8, 3, 5) + 16 = 39 damage, +2d6 ⇒ (1, 3) = 4 Chaotic damage.
1d20 ⇒ 16
Jaws: 1d20 + 18 ⇒ (18) + 18 = 36, for 2d10 + 8 ⇒ (4, 3) + 8 = 15 damage, +1d6 ⇒ 2 Chaotic damage.
1d20 ⇒ 5

...landing a pair of nasty bites, with preternatural ease!

The Violet Pillar, Round 3:

Jean-Pierre (-82)
Archibald (-)
N (-78, -10)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Ouch!"

Now decidedly annoyed, Jean-Pierre focuses on taking down the injured one.

Hunted Shot: 1d20 + 16 ⇒ (9) + 16 = 25, for 2d8 + 2 ⇒ (2, 2) + 2 = 6 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (11) + 13 = 24, for 2d8 + 2 ⇒ (4, 5) + 2 = 11 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (7) + 10 = 17, for 2d8 + 2 ⇒ (5, 4) + 2 = 11 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (17) + 10 = 27, for 2d8 + 2 ⇒ (5, 6) + 2 = 13 damage, +1d6 ⇒ 1 Sonic damage.

Archibald rushes over!

Jean-Pierre then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 1, 4, 2) + 6 = 14 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre puts a trio of arrows into his Prey, but it stubbornly refuses to drop...

Reflex: 1d20 + 14 ⇒ (20) + 14 = 34.
Reflex: 1d20 + 14 ⇒ (4) + 14 = 18.

...then has the temerity to completely dodge his electrical discharge!

The other is not so lucky, but resists the blast.

Jaws: 1d20 + 18 ⇒ (8) + 18 = 26, for 2d10 + 8 ⇒ (5, 6) + 8 = 19 damage, +1d6 ⇒ 4 Chaotic damage.
1d20 ⇒ 8
Jaws: 1d20 + 18 ⇒ (1) + 18 = 19, for 2d10 + 8 ⇒ (10, 9) + 8 = 27 damage, +1d6 ⇒ 6 Chaotic damage.
1d20 ⇒ 5
Jaws: 1d20 + 18 ⇒ (4) + 18 = 22, for 2d10 + 8 ⇒ (7, 1) + 8 = 16 damage, +1d6 ⇒ 1 Chaotic damage.
1d20 ⇒ 6
Jaws: 1d20 + 18 ⇒ (1) + 18 = 19, for 2d10 + 8 ⇒ (9, 9) + 8 = 26 damage, +1d6 ⇒ 4 Chaotic damage.
1d20 ⇒ 12

The respond with frenzied attacks, but none find purchase upon him... this time...

The Violet Pillar, Round 4:

Jean-Pierre (-82)
Archibald (-)
N (-108, -12)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Cursing, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 16 ⇒ (6) + 16 = 22, for 2d8 + 2 ⇒ (7, 4) + 2 = 13 damage, +1d6 ⇒ 6 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (5) + 13 = 18, for 2d8 + 2 ⇒ (2, 8) + 2 = 12 damage, +1d6 ⇒ 4 Sonic damage.
Iterative: 1d20 + 10 ⇒ (11) + 10 = 21, for 2d8 + 2 ⇒ (4, 6) + 2 = 12 damage, +1d6 ⇒ 6 Sonic damage.
Iterative: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d8 + 2 ⇒ (5, 1) + 2 = 8 damage, +1d6 ⇒ 4 Sonic damage.

Archibald, bereft of his first choice of target, closes with the other one.

Jean-Pierre then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (4, 1, 4, 2) + 6 = 17 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow takes out his initial target, but it is not until he fires his fourth, that he manages to hit the second creature.

Reflex: 1d20 + 14 ⇒ (3) + 14 = 17.

Surprisingly, this time, it does not resist the electricity...

Lashing its tail in frustration, it tries once more to bite Jean-Pierre...

Jaws: 1d20 + 18 ⇒ (17) + 18 = 35, for 2d10 + 8 ⇒ (7, 6) + 8 = 21 damage, +1d6 ⇒ 5 Chaotic damage.
1d20 ⇒ 19
Jaws: 1d20 + 18 ⇒ (16) + 18 = 34, for 2d10 + 8 ⇒ (7, 7) + 8 = 22 damage, +1d6 ⇒ 6 Chaotic damage.
1d20 ⇒ 7

...biting deep!

The Violet Pillar, Round 5:

Jean-Pierre (-108)
Archibald (-)
N (-39)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Damn it!"

Not able to enjoy the fall of one target, Jean-Pierre shifts his focus to the other, and keeps firing...

Hunted Shot: 1d20 + 16 ⇒ (20) + 16 = 36, for 4d8 + 4 + 1d10 ⇒ (7, 1, 5, 1) + 4 + (6) = 24 damage, +2d6 ⇒ (6, 1) = 7 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (3) + 13 = 16, for 2d8 + 2 ⇒ (5, 7) + 2 = 14 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d8 + 2 ⇒ (8, 8) + 2 = 18 damage, +1d6 ⇒ 1 Sonic damage.

Archibald, finally in position, tries to bite it!

Jaws: 1d20 + 13 ⇒ (11) + 13 = 24, for 2d8 + 4 ⇒ (1, 2) + 4 = 7 damage.

Jean-Pierre then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (4, 3, 2, 3) + 6 = 18 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 14 ⇒ (18) + 14 = 32.

Shot, bitten, and electrocuted, the thing stubbornly clings to life, and takes another crack at Jean-Pierre!

Jaws: 1d20 + 18 ⇒ (2) + 18 = 20, for 2d10 + 8 ⇒ (3, 4) + 8 = 15 damage, +1d6 ⇒ 2 Chaotic damage.
1d20 ⇒ 1
Jaws: 1d20 + 18 ⇒ (19) + 18 = 37, for 2d10 + 8 ⇒ (5, 1) + 8 = 14 damage, +1d6 ⇒ 6 Chaotic damage.
1d20 ⇒ 4

However, distracted by pain, it doesn't manage to land a bite.

The Violet Pillar, Round 6:

Jean-Pierre (-108)
Archibald (-)
N (-102)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Sensing the end is near, Jean-Pierre keeps up the pressure!

Hunted Shot: 1d20 + 16 ⇒ (12) + 16 = 28, for 2d8 + 2 ⇒ (5, 2) + 2 = 9 damage, +1d6 ⇒ 3 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (8) + 13 = 21, for 2d8 + 2 ⇒ (4, 5) + 2 = 11 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 10 ⇒ (12) + 10 = 22, for 2d8 + 2 ⇒ (1, 8) + 2 = 11 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d8 + 2 ⇒ (8, 6) + 2 = 16 damage, +1d6 ⇒ 3 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (3, 1, 4, 2) + 6 = 16 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow rocks it backwards, his second bounces off it hide... but his 3rd pierces its heart.

Combat over.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33.

Jean-Pierre notices that the water in the pool has the same greenish tinge to it that the gold he discovered earlier did...

This time, when Jean-Pierre destroys the pillar, a cloud of violet particles floats up into the air, before dissipating.

What now?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre rests to get his breath back, and to do some much-needed healing!

2d8 + 10 ⇒ (4, 8) + 10 = 22.

Sovereign Court

Fair enough!

Just as Jean-Pierre is finishing his rest, there are cries of alarm from the entrance to the mine clearing, and he sees another patrol of four frog-men, and ape-man!

CDP: 1d20 + 15 ⇒ (15) + 15 = 30.
BW: 1d20 + 8 ⇒ (9) + 8 = 17.
Jean-Pierre: 1d20 + 18 ⇒ (8) + 18 = 26.

The ape-man chatters excitedly, and throws a ball of fire at Archibald and Jean-Pierre!

Fireball: 6d6 ⇒ (1, 2, 3, 4, 1, 6) = 17 Fire damage. DC 25 Reflex.

The Second Patrol, Round 1:

CDP (-)
Jean-Pierre (-)
Archibald (-)
BW (-,-,-,-)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Reflex: 1d20 + 17 ⇒ (15) + 17 = 32.
Reflex: 1d20 + 14 ⇒ (6) + 14 = 20.

Jean-Pierre casually dodges the flames, but Archibald is singed.

Groaning in annoyance, he designates one of the frog-men as his Prey, and lets loose!

Hunted Shot: 1d20 + 16 ⇒ (11) + 16 = 27, for 2d8 + 2 ⇒ (2, 5) + 2 = 9 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (2) + 13 = 15, for 2d8 + 2 ⇒ (6, 6) + 2 = 14 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d8 + 2 ⇒ (4, 1) + 2 = 7 damage, +1d6 ⇒ 3 Sonic damage.

He then tosses a ball of flame of his own!

Fireball: 6d6 + 3 ⇒ (6, 5, 6, 4, 3, 1) + 3 = 28 Fire damage. DC 23 Reflex.

Sovereign Court

Jean-Pierre lodges two arrows into one of the frog-men.

Reflex: 1d20 + 5 ⇒ (9) + 5 = 14.
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20.
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19.

All four frog-men burn (the one Jean-Pierre having shot collapsing to the ground in a cooked heap), but as expected, the ape-man ignores the flames.

The frog-men then charge forward!

Stride x3.

The Ape-man, likewise, charges forward.

Stride x3.

The Second Patrol, Round 2:

CDP (-)
Jean-Pierre (-)
Archibald (-)
BW (-28,-28,-28)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Nodding in satisfaction, Jean-Pierre keeps shooting at frog-men!

Hunted Shot: 1d20 + 16 ⇒ (3) + 16 = 19, for 2d8 + 2 ⇒ (6, 8) + 2 = 16 damage, +1d6 ⇒ 3 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (17) + 11 = 28, for 2d8 + 2 ⇒ (3, 3) + 2 = 8 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 6 ⇒ (10) + 6 = 16, for 2d8 + 2 ⇒ (8, 1) + 2 = 11 damage, +1d6 ⇒ 2 Sonic damage.
Iterative: 1d20 + 6 ⇒ (6) + 6 = 12, for 2d8 + 2 ⇒ (6, 6) + 2 = 14 damage, +1d6 ⇒ 2 Sonic damage.

Archibald, also, tries to get in on the action...

Jaws: 1d20 + 13 ⇒ (20) + 13 = 33, for 4d8 + 8 ⇒ (7, 6, 4, 5) + 8 = 30 damage.

Jean-Pierre then tries to electrocute whatever is left...

Electric Arc: 4d4 + 6 ⇒ (3, 2, 1, 4) + 6 = 16 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre drops two of the angry frog-men with a pair of well-placed arrows, but can't quite manage to hit the third...

...although he distracts it enough, that Archibald manages to bite its head off.

Reflex: 1d20 + 12 ⇒ (8) + 12 = 20.

The remaining ape-man then has its hair stand on end.

Screeching in anger, it breathes upon the intrepid duo!

Breath Weapon: 7d6 ⇒ (5, 1, 6, 1, 3, 5, 4) = 25 fire damage. DC 23 Reflex.

The Second Patrol, Round 3:

CDP (-16)
Jean-Pierre (-)
Archibald (-17)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Reflex: 1d20 + 17 ⇒ (12) + 17 = 29.
Reflex: 1d20 + 14 ⇒ (1) + 14 = 15.

Jean-Pierre dodges the gout of flame, but Archibald is very badly burned.

With the herd thinned, Jean-Pierre is able to direct all of his attention towards the ape-man...

Hunted Shot: 1d20 + 16 ⇒ (8) + 16 = 24, for 2d8 + 2 ⇒ (6, 2) + 2 = 10 damage, +1d6 ⇒ 4 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (12) + 13 = 25, for 2d8 + 2 ⇒ (5, 7) + 2 = 14 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 10 ⇒ (13) + 10 = 23, for 2d8 + 2 ⇒ (8, 7) + 2 = 17 damage, +1d6 ⇒ 6 Sonic damage.

...whilst Archibald moves in!

Jean-Pierre then channels electricity...

Electric Arc: 4d4 + 6 ⇒ (3, 3, 2, 1) + 6 = 15 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre pits three arrows into the ape-man...

Reflex: 1d20 + 12 ⇒ (14) + 12 = 26.

...who then dodges the worst of the electricity.

Frowning, it channels black energy into its hand, and tries to slap Archibald with it...

Vampiric Touch: 1d20 + 17 ⇒ (7) + 17 = 24, for 6d6 ⇒ (5, 2, 5, 4, 4, 4) = 24 Negative damage.

...siphoning off some of the poor bear's life-force.

The Second Patrol, Round 4:

CDP (-70+12)
Jean-Pierre (-)
Archibald (-91)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Stop that!"

Quite angry, Jean-Pierre tries to finish-off the ape-man.

Hunted Shot: 1d20 + 16 ⇒ (8) + 16 = 24, for 2d8 + 2 ⇒ (2, 1) + 2 = 5 damage, +1d6 ⇒ 3 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d8 + 2 ⇒ (7, 8) + 2 = 17 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 10 ⇒ (4) + 10 = 14, for 2d8 + 2 ⇒ (4, 3) + 2 = 9 damage, +1d6 ⇒ 4 Sonic damage.
Iterative: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d8 + 2 ⇒ (1, 4) + 2 = 7 damage, +1d6 ⇒ 1 Sonic damage.

He then tosses an Electric Arc...

Electric Arc: 4d4 + 6 ⇒ (1, 1, 1, 3) + 6 = 12 Electricity damage, DC 23 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

It takes four arrows, but Jean-Pierre eventually drops the irate ape-man!

Combat over.

Searching the bodies reveals Club x4, Javelin x12, Studded Leather x4, Leather Armor, and a +1 Striking Longsword.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre patches-up Archibald...

Medicine: 2d8 + 10 ⇒ (5, 2) + 10 = 17.

...and lets him have a rest.

He then pulls out the map he found, and heads straight for the nearest Pillar.

I should be able to get there today, since it is two hexes away, and I know where I am going.

Sovereign Court

As Jean-Pierre is getting ready to leave the area, another Animal Messenger approaches, to let him know that another Hex south of the Ekujae settlement is clear.

Moving on...

Jean-Pierre and Archibald hustle to the next Pillar; what they find at the designated location is... unusual...

The rain, nearly constant within the jungle, comes down in sheets between the broken gaps of the forest canopy here, the clouds above almost black and flashing with lightning. Several of the trees in the area are split open, with jagged wounds along their bark, their insides smoldering red as they burn from the inside out.

What do you do?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre casts Invisibility upon himself, then sneaks forward, trying to find, and disable, the next Pillar.

Stealth: 1d20 + 13 ⇒ (20) + 13 = 33.
Thievery: 1d20 + 18 ⇒ (6) + 18 = 24.
Thievery - Hero Point: 1d20 + 18 ⇒ (18) + 18 = 36.

Sovereign Court

Jean-Pierre glides forward like a wraith, and discovers a dragon-pillar with glowing Yellow eyes.

He quickly turns off the runes, instantly causing the storm overhead to abate.

As he does so, there are guttural cries of alarm from the trees around the clearing, and three Sabosans take to the air!

Sabosan: 1d20 + 10 ⇒ (8) + 10 = 18.
Jean-Pierre: 1d20 + 10 ⇒ (11) + 10 = 21.

The Yellow Pillar, Round 1:

Jean-Pierre (-)
Archibald (-)
Sabosan (-, -, -)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Great. More of them."

Sighing, Jean-Pierre designates one as his Prey, and starts firing!

Hunted Shot: 1d20 + 16 ⇒ (19) + 16 = 35, for 4d8 + 4 + 1d10 ⇒ (2, 3, 8, 4) + 4 + (8) = 29 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (17) + 13 = 30, for 2d8 + 2 ⇒ (5, 8) + 2 = 15 damage, +1d6 ⇒ 6 Sonic damage.
Iterative: 1d20 + 10 ⇒ (7) + 10 = 17, for 2d8 + 2 ⇒ (2, 8) + 2 = 12 damage, +1d6 ⇒ 5 Sonic damage.

He then fireballs the two nearest each other on the other side of the clearing.

Fireball: 6d6 + 3 ⇒ (4, 6, 5, 6, 4, 3) + 3 = 31 Fire damage. DC 23 Reflex.

Sovereign Court

Jean-Pierre pin-cushions one...

Reflex: 1d20 + 14 ⇒ (9) + 14 = 23.
Reflex: 1d20 + 14 ⇒ (15) + 14 = 29.

...and lightly singes the other two.

All three then converge upon Jean-Pierre!

Jaws: 1d20 + 14 ⇒ (1) + 14 = 15, for 2d8 + 4 ⇒ (6, 8) + 4 = 18 damage, +1 Persistent Bleed.
Jaws: 1d20 + 14 ⇒ (14) + 14 = 28, for 2d8 + 4 ⇒ (2, 7) + 4 = 13 damage, +1 Persistent Bleed.
Jaws: 1d20 + 14 ⇒ (14) + 14 = 28, for 2d8 + 4 ⇒ (4, 8) + 4 = 16 damage, +1 Persistent Bleed.

Two manage to latch on, lamprey-like mouths coming away covered in blood.

The Yellow Pillar, Round 2:

Jean-Pierre (-29; 1 Persistent Bleed)
Archibald (-)
Sabosan (-52, -15, -15)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Hissing, Jean-Pierre works through the pain, and keeps firing.

Hunted Shot: 1d20 + 16 ⇒ (4) + 16 = 20, for 2d8 + 2 ⇒ (7, 2) + 2 = 11 damage, +1d6 ⇒ 6 Sonic damage.
Hunted Shot: 1d20 + 13 ⇒ (15) + 13 = 28, for 2d8 + 2 ⇒ (3, 5) + 2 = 10 damage, +1d6 ⇒ 2 Sonic damage.
Iterative: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d8 + 2 ⇒ (5, 8) + 2 = 15 damage, +1d6 ⇒ 6 Sonic damage.
Iterative: 1d20 + 10 ⇒ (16) + 10 = 26, for 2d8 + 2 ⇒ (3, 7) + 2 = 12 damage, +1d6 ⇒ 6 Sonic damage.

He then does something quite risky, and drops a Fireball on top of himself...

Fireball: 6d6 + 3 ⇒ (6, 3, 6, 6, 3, 3) + 3 = 30 Fire damage. DC 23 Reflex.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

1d20 ⇒ 20

Sovereign Court

Jean-Pierre's second and third arrows drop his initial target, with his final arrow winging another one.

Reflex: 1d20 + 14 ⇒ (11) + 14 = 25.
Reflex: 1d20 + 14 ⇒ (2) + 14 = 16.

The creatures are caught somewhat by surprise by the seemingly suicidal tactic of dropping a Fireball on top of them!

Consequently, both opt to reach out, and try to Grab Jean-Pierre!

Claw: 1d20 + 15 ⇒ (7) + 15 = 22, for 2d6 + 4 ⇒ (5, 3) + 4 = 12 damage.
Claw: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d6 + 4 ⇒ (2, 1) + 4 = 7 damage + Grab.
Claw: 1d20 + 15 ⇒ (15) + 15 = 30, for 2d6 + 4 ⇒ (3, 1) + 4 = 8 damage + Grab.

The first one just manages to hold on, but the other grabs tight, and forces it lamprey mouth down upon one of Jean-Pierre's wounds, and starts sucking!

Fort save, please.

The Yellow Pillar, Round 3:

Jean-Pierre (-45; Grabbed)
Archibald (-)
Sabosan (-48, -45)

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