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))

Grunting in annoyance, Jean-Pierre tosses an Electric Arc...

Electric Arc: 5d4 + 7 ⇒ (1, 4, 1, 2, 4) + 7 = 19 Electricity damage, DC 27 Reflex for half.

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

He then shifts his focus to an uninjured one, and keeps firing!

Hunted Shot: 1d20 + 21 ⇒ (15) + 21 = 36, for 6d8 + 4 + 1d10 ⇒ (1, 8, 6, 4, 2, 6) + 4 + (9) = 40 damage, +2d6 ⇒ (5, 4) = 9 Sonic damage, +2d6 ⇒ (4, 5) = 9 Good damage.
Hunted Shot: 1d20 + 18 ⇒ (11) + 18 = 29, for 3d8 + 2 ⇒ (4, 4, 2) + 2 = 12 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 15 ⇒ (1) + 15 = 16, for 3d8 + 2 ⇒ (5, 6, 5) + 2 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.

Will: 1d20 + 19 ⇒ (10) + 19 = 29.
Will: 1d20 + 19 ⇒ (4) + 19 = 23.
Will: 1d20 + 19 ⇒ (4) + 19 = 23.

Meanwhile, Archibald continues to block.

Sovereign Court

Reflex: 1d20 + 15 ⇒ (14) + 15 = 29.
Reflex: 1d20 + 15 ⇒ (11) + 15 = 26.

The electrical discharge is enough to polish-off the injured one, allowing Jean-Pierre to focus upon a new target...

...which immediately drop, thanks to a well-placed arrow to the forehead!

His secondary arrow then slams into the final one, which giggles ecstatically...

The two dwarves, with the stoicism typical of their race, start trying to whack Archibald...

Flail: 1d20 + 18 ⇒ (17) + 18 = 35, for 2d6 + 10 ⇒ (4, 6) + 10 = 20 damage.
1d20 ⇒ 6
Flail: 1d20 + 13 ⇒ (16) + 13 = 29, for 2d6 + 10 ⇒ (1, 6) + 10 = 17 damage.
1d20 ⇒ 2
Flail: 1d20 + 8 ⇒ (16) + 8 = 24, for 2d6 + 10 ⇒ (1, 4) + 10 = 15 damage.
1d20 ⇒ 8

Flail: 1d20 + 18 ⇒ (4) + 18 = 22, for 2d6 + 10 ⇒ (2, 6) + 10 = 18 damage.
1d20 ⇒ 8
Flail: 1d20 + 13 ⇒ (20) + 13 = 33, for 4d6 + 20 ⇒ (2, 1, 5, 5) + 20 = 33 damage.
1d20 ⇒ 16
Flail: 1d20 + 8 ⇒ (16) + 8 = 24, for 2d6 + 10 ⇒ (1, 6) + 10 = 17 damage.
1d20 ⇒ 14

...with one managing to land a lucky, bone-crunching hit!

Enjoying Some Quiet Reading, Round 4:

Evangelists (-39)
Jean-Pierre (-15)
Archibald (-33)
STT (-, -)


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 his focus yet again, and keeps firing...

Hunted Shot: 1d20 + 21 ⇒ (19) + 21 = 40, for 6d8 + 4 + 1d10 ⇒ (5, 3, 8, 6, 6, 3) + 4 + (6) = 41 damage, +2d6 ⇒ (5, 5) = 10 Sonic damage, +2d6 ⇒ (1, 6) = 7 Good damage.
Hunted Shot: 1d20 + 18 ⇒ (7) + 18 = 25, for 3d8 + 2 ⇒ (8, 8, 1) + 2 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 15 ⇒ (19) + 15 = 34, for 6d8 + 4 + 1d10 ⇒ (7, 8, 8, 8, 6, 7) + 4 + (7) = 55 damage, +2d6 ⇒ (1, 5) = 6 Sonic damage, +2d6 ⇒ (2, 4) = 6 Good damage.

Archibald roars in pain, and attacks the dwarf in front of him, cancelling his Invisibility.

Jaws: 1d20 + 17 ⇒ (6) + 17 = 23, for 2d8 + 7 ⇒ (2, 4) + 7 = 13 damage.

"Damn it!"

Jean-Pierre then moves to open the door, in order to support Archibald.

Sovereign Court

Jean-Pierre's first arrow catches the velstrac through its black heart, causing it to collapse to the ground.

The dwarves redouble their efforts to drop Archibald...

Flail: 1d20 + 18 ⇒ (18) + 18 = 36, for 2d6 + 10 ⇒ (5, 2) + 10 = 17 damage.
Flail: 1d20 + 13 ⇒ (17) + 13 = 30, for 2d6 + 10 ⇒ (4, 5) + 10 = 19 damage.
Flail: 1d20 + 8 ⇒ (10) + 8 = 18, for 2d6 + 10 ⇒ (1, 4) + 10 = 15 damage.

Flail: 1d20 + 18 ⇒ (5) + 18 = 23, for 2d6 + 10 ⇒ (3, 1) + 10 = 14 damage.
Flail: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d6 + 10 ⇒ (4, 1) + 10 = 15 damage.
Flail: 1d20 + 8 ⇒ (7) + 8 = 15, for 2d6 + 10 ⇒ (1, 3) + 10 = 14 damage.

...however, after their first two blows, the rest bounce off the bear's thick hide.

Enjoying Some Quiet Reading, Round 5:

Jean-Pierre (-15)
Archibald (-69)
STT (-, -)


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 his focus to the front dwarf, and starts firing!

Hunted Shot: 1d20 + 21 ⇒ (17) + 21 = 38, for 6d8 + 4 + 1d10 ⇒ (7, 1, 6, 4, 7, 6) + 4 + (7) = 42 damage, +2d6 ⇒ (2, 3) = 5 Sonic damage, +2d6 ⇒ (1, 3) = 4 Good damage.
Hunted Shot: 1d20 + 18 ⇒ (13) + 18 = 31, for 3d8 + 2 ⇒ (5, 2, 7) + 2 = 16 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 15 ⇒ (6) + 15 = 21, for 3d8 + 2 ⇒ (7, 6, 2) + 2 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.

...whilst Archibald tries to bite it...

Jaws: 1d20 + 17 ⇒ (8) + 17 = 25, for 2d8 + 7 ⇒ (1, 4) + 7 = 12 damage.

Jean-Pierre then tosses an Electric Arc...

Electric Arc: 5d4 + 7 ⇒ (4, 4, 1, 2, 2) + 7 = 20 Electricity damage, DC 27 Reflex for half.

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

Sovereign Court

Two of Jean-Pierre's arrows strike true, but the dwarf is made of stern stuff, and doesn't fall.

Reflex: 1d20 + 12 ⇒ (19) + 12 = 31.
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21.

Steaming, hair standing on end, the dwarves snarl, and redouble their efforts!

Flail: 1d20 + 18 ⇒ (5) + 18 = 23, for 2d6 + 10 ⇒ (2, 2) + 10 = 14 damage.
Flail: 1d20 + 13 ⇒ (8) + 13 = 21, for 2d6 + 10 ⇒ (1, 1) + 10 = 12 damage.
Flail: 1d20 + 8 ⇒ (3) + 8 = 11, for 2d6 + 10 ⇒ (1, 2) + 10 = 13 damage.

Flail: 1d20 + 18 ⇒ (2) + 18 = 20, for 2d6 + 10 ⇒ (6, 1) + 10 = 17 damage.
Flail: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d6 + 10 ⇒ (6, 2) + 10 = 18 damage.
Flail: 1d20 + 8 ⇒ (15) + 8 = 23, for 2d6 + 10 ⇒ (6, 6) + 10 = 22 damage.

However, their flail continue to bounce off uselessly.

Enjoying Some Quiet Reading, Round 6:

Jean-Pierre (-15)
Archibald (-69)
STT (-99, -20)


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))

Grinning mirthlessly, Jean-Pierre continues to try and act as the dwarves' own personal Angel of Death...

Hunted Shot: 1d20 + 21 ⇒ (11) + 21 = 32, for 3d8 + 2 ⇒ (4, 7, 7) + 2 = 20 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 18 ⇒ (12) + 18 = 30, for 3d8 + 2 ⇒ (4, 7, 8) + 2 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 15 ⇒ (11) + 15 = 26, for 3d8 + 2 ⇒ (3, 7, 3) + 2 = 15 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 15 ⇒ (8) + 15 = 23, for 3d8 + 2 ⇒ (4, 2, 3) + 2 = 11 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.

...whilst Archibald tries to bite it...

Jaws: 1d20 + 17 ⇒ (18) + 17 = 35, for 4d8 + 14 ⇒ (5, 8, 3, 8) + 14 = 38 damage.

Jean-Pierre then tosses an Electric Arc...

Electric Arc: 5d4 + 7 ⇒ (2, 2, 3, 4, 4) + 7 = 22 Electricity damage, DC 27 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 drops the injured dwarf, allowing him to shift his Focus to the other one, peppering it with arrows.

Archibald then delivers a really nasty bite, rending flesh...

Reflex: 1d20 + 12 ⇒ (5) + 12 = 17.

...which proves to be a fatal distraction, since it allows Jean-Pierre's electrical discharge to hit right over his heart, killing him.

Combat over.

The stevedores in this room immediately start (weakly) begging to be freed!

Searching the bodies:

Chain mail x2, +1 flail x2, javelin x6, average manacles (marked with the symbol of the Scarlet Triad) x2, dagger, +1 explorer’s clothing, The Extraplanar Registry (a book written in Infernal, that contains the Rituals Commune, Imprisonment, and Planar Ally), keys to each dormitory door and slave manacles, good manacles (marked with the symbol of the Scarlet Triad), +1 striking morningstar, greater skeleton key, moderate thurible of revelation.


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 methodically goes around and frees all of the captives, after collecting the loot.

Sovereign Court

Each captive is able to describe how they were first held in a large warehouse and then recently transported here under cover of darkness. Most also have family or friends who were taken out of town to someplace the Scarlet Triad called “the quarry,” and they beg you to follow up on this lead.

One of the halflings, who introduces herself as Laria Longroad, has more details on this, for she overhead that “the quarry” in question is Summershade Granite Quarry.

Jean-Pierre: 1d20 + 13 ⇒ (2) + 13 = 15.

Jean-Pierre has never heard of it, but Laria explains that Summershade Granite Quarry is one of several quarries in the Menador Mountains in southern Ravounel owned by the Jhaltero family, and that the Jhalteros administer a town called Whiterock about 45 miles south of Kintargo along the banks of the Yolubilis River.

Laria offers to pen a letter of introduction to meet with Canton Jhaltero, the Baron of Whiterock, and suggests heading off without too much delay; she confirms that she will... 'handle' any Triad operatives that remain loose in Kintargo.


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 nods seriously.

"I am more than happy to do that, but I think I will rest first, and try to restock some consumables..."

Basically intending to spend a day selling loot, and re-equipping, before heading over to Whiterock.

Sovereign Court

Laria nods.

"Of course - there is no point going off half-cocked; the idea is to defeat the Slavers, not end up refreshing their inventory!", she says, with a wry smile.

Also, please level up to 11 :-)

Re: Purchases, Ravounel is a level 7 settlement, so you can find anything level 7 or less; anything 14 or less can be acquired with 1 week's notice.


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 sells off some loot, and buys another 100 arrows.

He then heads off to Whiterock...

Sovereign Court

Whiterock is 40 miles south of Kintargo along the Yolubilis River, and is easy to reach via riverboat.

Whiterock is the only settlement of any consequence on the Silver Road south of Kintargo. The town is small, with a population of only about 1,500 people, and the town’s center boasts little more than a general store, a farrier, a newly renovated shrine to Desna, a small civic building, and two taverns.

Basically, it is small enough that everyone is still vaguely familiar with everyone else, but big enough to be of some consequence (i.e. A level 4 Settlement).

An old man outside the general store readily points the way to the Jhaltero residence, a sprawling manor resembling an opulent hunting lodge on the northwest side of town.

Canton Jhaltero, a middle-aged human, is working on minor repairs to the building as you approach. Dusting his hands off, he nods companionably.

"Howdy! Welcome to Whiterock; you clearly aren't from around these parts. What can I be doin' for you?"


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 bows politely, then hands over the letter of introduction that he was given.

"I am afraid that there is reason to believe that a group of slavers known as the Scarlet Triad is using the Summershade Granite Quarry as a base of operations. I was hoping you could tell where it is?"

Diplomacy: 1d20 + 17 ⇒ (12) + 17 = 29.

Sovereign Court

Canton looks concerned.

"My family abandoned that place about a decade ago, as its output had become depleted. There were only a couple of token guards left there; I haven't heard anything untoward from them, which makes me worried about their safety. Please, by all means, take a look and see what you can find!"

He then gives you directions :-)


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 nods.

"Of course."

He then heads out.

When he gets to the general vicinity, he will use a Prying Eye to explore.

Sovereign Court

Alright... This will take a while!

J1:

Around the shoulder of the looming Summershade Mountain, the path widens in a final, steep ascent. At the top of this rise, five armored figures stand tall. To the west of the path, a cave mouth pierces the hill.

On closer inspection, this proves to a gruesome sight: Canton's five guards are standing to attention... but only because they have been impaled upon spikes to give the illusion that they are still guarding...

J2:

Hundreds of feet across, this granite pit has sheer sides. Thorny brush and lichen grow along the walls. The floor of the quarry contains four rectangular pits surrounded by worn paths; each pit is covered with iron mesh lids. Cave openings dot the sides of the quarry walls.

Dozens of slaves are sitting listlessly at the bottoms of these pits, but of more immediate concern is their guardian: A massive giant with smoky gray skin, sharp features, and golden armor decorated with skull and scythe motifs.

Jean-Pierre: 1d20 + 14 ⇒ (5) + 14 = 19.

Jean-Pierre thinks this might be a Cloud Giant!

J3:

Several weapon racks and lockers made from dark wood stand against the north wall. In an alcove to the west, four chairs surround a table that is heaped with coins. Natural passages in the stone lead west and southeast. A canvas curtain hangs in the passage leading west.

Two dwarven thugs, and two over-muscled humans, are playing cards, although it would appear that they are, nominally, supposed to be on guard.

J4:

This cave has four natural alcoves containing bunk beds.

One human male, and five dwarven thugs, are resting here.

J5:

Six nooks have been carved out of the walls of this natural rock chamber. Each is heaped with furs and animal pelts to make a large bed. A tunnel leads out to the east, overlooking the quarry pit. A large fire burns in a pit near this opening.

Four large, craggy humanoids, with skin like stone, are resting here, their faces painted with ash and soot to resemble skulls.

Jean-Pierre: 1d20 + 14 ⇒ (20) + 14 = 34.

Jean-Pierre easily recognises these as Elite Stone Giants.

J6:

The walls of this large, crumbling chamber are carved with three images of massive bears wearing slabs of stone as barding. The bear images are arrayed outward from a wide opening to the south, as though protecting it, and green gemstones glitter in each of their eye sockets. Another passage exits to the east, and an opening in the north wall provides a third exit.

Arrayed in front of the southern opening, clearly defending it, are four large, emaciated, and clearly dead bears, with long talons, sharp teeth, and eyes that glow with unholy fire!

Jean-Pierre: 1d20 + 17 ⇒ (17) + 17 = 34.

Jean-Pierre recognises these as Ghastly Bears - essentially, bears that died from Ghoul Fever, and rose as Ghasts.

J7:

The south wall of this crumbling chamber contains a massive depiction of a mountain with an anvil at its peak. A slab of metal the size of a wagon stands in front of the image, apparently a combination of anvil and altar. Carved writing covers the other walls of this chamber, although the writing has crumbled away with the stone in several places. The chamber’s only exit leads north.

This room is occupied by two more Elite Stone Giants, assisting a sinister figure: A large, animated skeleton wielding a staff that crackles with black energy, as it tries to interpret the crumbling runic carvings...

Jean-Pierre: 1d20 + 17 ⇒ (12) + 17 = 29.

Jean-Pierre thinks that this might be a Stone Giant Lich!

(Consequently, it is resistant to cold, and all physical attacks except magical bludgeoning ones.)

J8:

This natural stone chamber is outfitted as an alchemical lab, with several tables holding an array of powders, burners, and open bags of herbs. An empty iron cage hangs from the northwest ceiling. Exits lead out of this room from each direction.

Four Scarlet Triad Alchemists toil here, assisted by an Alchemical Golem.

J9:

Several thick carpets and tapestries have been affixed to the rough rock walls of this chamber, making it seem more like the chambers of a rug merchant than a cave in a quarry. A velvet divan stands in the northwest corner, next to a delicate table with small figurines atop a game board.

Seated upon the divan is a strange figure: A medium humanoid with the head of an orangutan, and six fingers on each backward hand.

Jean-Pierre: 1d20 + 17 ⇒ (13) + 17 = 30.

Jean-Pierre recognises this as a Raja Rakshasa, an evil Vudrani Fiend, resistant to non-piercing attacks, and vulnerable to Good.

J10:

A tattered reed mat stretches across this room from an exit at the west to one at the east. The north side of the room contains three iron cages, each four feet square, while the south side of the room contains a large wooden box filled with hay and a layer of blankets.

1d100 ⇒ 71

An tough-looking Gnoll is currently sleeping here, watched over by a creature that appears to be an unholy hybrid of parts from multiple flayed humanoid bodies, attached to terrifying machine segments!

Jean-Pierre: 1d20 + 17 ⇒ (18) + 17 = 35.

Jean-Pierre recognises this as an Interlocutor Velstrac - which is Vulnerable to Silver and Good.

J11:

The northeast wall of this thirty-foot-high room is smooth and convex. A complicated iron mechanism built against the wall has several plates that sit flush against the smooth wall. Water stains on the wall below these plates indicate that the plates keep back water behind the wall.

Jean-Pierre: 1d20 + 23 ⇒ (14) + 23 = 37.

Jean-Pierre realises that there are six cleverly-hidden sluices here, that form a 'trap' that could be used to flood the room containing the slaves...

J12:

This natural chamber in the quarry wall provides an excellent view of the pit thirty feet below. A small chamber is visible through an opening to the east, and a long passage through the stone leads west.

Two half-elves armed with longbows stand guard here. Unlike the thugs in J3, these two are actually keeping a competent watch over the Quarry.


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 frowns thoughtfully.

That... is some fairly stiff resistance!

He decides for a cautious approach.

Spider Climb and Invisibility, then sneak in past the Giant and Half-Elves to J11. I'll then try to disable the trap.

Stealth: 1d20 + 22 ⇒ (3) + 22 = 25.
Stealth - Hero Point: 1d20 + 22 ⇒ (17) + 22 = 39.

Sovereign Court

Jean-Pierre sneaks in, quiet as a wraith; none of the defenders have any notion of his presence!

Feel free to try to disable it. It takes two successful checks Vs DC 28 to seal a sluice, and there are six.


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 manipulates his ring, causing it to sprout numerous useful tools, and gets to work!

Thievery: 1d20 + 24 ⇒ (20) + 24 = 44.
Thievery: 1d20 + 24 ⇒ (17) + 24 = 41.
Thievery: 1d20 + 24 ⇒ (17) + 24 = 41.
Thievery: 1d20 + 24 ⇒ (6) + 24 = 30.
Thievery: 1d20 + 24 ⇒ (19) + 24 = 43.
Thievery: 1d20 + 24 ⇒ (9) + 24 = 33.
Thievery: 1d20 + 24 ⇒ (14) + 24 = 38.
Thievery: 1d20 + 24 ⇒ (12) + 24 = 36.
Thievery: 1d20 + 24 ⇒ (3) + 24 = 27.
Thievery: 1d20 + 24 ⇒ (9) + 24 = 33.
Thievery: 1d20 + 24 ⇒ (10) + 24 = 34.
Thievery: 1d20 + 24 ⇒ (4) + 24 = 28.

Sovereign Court

Crit successes count as two :-)

On his 7th crack at the device, Jean-Pierre is confident that he has sealed the sluices, in such a way that no-one will realise until they try to activate it.

There is also a small desk in this room covered in maps and correspondence, including notes about Alseta’s Ring in Breachill. These notes reveal that Laslunn suspects other contacts in the Scarlet Triad are trying to magically convert Alseta’s Ring into a weapon somehow, but Laslunn isn’t clear how and has been attempting to gain more information about this from her contacts elsewhere in the organization.

The table also contains a glittering magic gemstone— the Eye of the Wise—which Laslunn acquired from her contacts. She knows it can be used to activate Jewelgate, and her notes indicate, in particular, that she hopes to use the Eye of the Wise to leverage her influence with her direct superior, Ilssrah Embermead, who is currently working to secure the far side of that aiudara under the Five Kings Mountains. Finally, the notes indicate that Laslunn is growing impatient with the Scarlet Triad’s plans to leave Alseta’s Ring untouched. She would rather launch an immediate attack on Breachill to secure the hub and doesn’t agree with her commanders’ fears that “doing so would alert our benefactor,” but for the moment she has been content to bide her time.

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 pockets the next 'port-key', then decides that the sleeping Gnoll is too tempting a target to pass up...

Stealth: 1d20 + 24 ⇒ (13) + 24 = 37.

Sovereign Court

Jean-Pierre stealths into the room with the sleeping Gnoll (presumably Laslunn); her Guardian is none the wiser.

Surprise round!


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))

To be clear: Invisibility(4th) was cast immediately prior to closing with this room.

Jean-Pierre calmly tries to end the Interlocutor!

Hunted Shot: 1d20 + 22 ⇒ (20) + 22 = 42, for 6d8 + 4 + 1d10 ⇒ (7, 3, 8, 3, 5, 5) + 4 + (5) = 40 damage, +2d6 ⇒ (3, 6) = 9 Sonic damage, +2d6 ⇒ (6, 4) = 10 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (18) + 19 = 37, for 3d8 + 2 ⇒ (3, 2, 6) + 2 = 13 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (19) + 16 = 35, for 3d8 + 2 ⇒ (7, 1, 5) + 2 = 15 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (8) + 16 = 24, for 3d8 + 2 ⇒ (8, 2, 2) + 2 = 14 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.

He then tosses a brace of minor force missiles...

Magic Missile: 3d4 + 4 ⇒ (4, 1, 2) + 4 = 11 Force damage.

Sovereign Court

Jean-Pierre's arrows and missiles and slam into the unsuspecting Interloctor, causing it rock back on its mechanical heels!

Laslunn: 1d20 + 24 ⇒ (20) + 24 = 44.
Interlocutor: 1d20 + 24 ⇒ (13) + 24 = 37.
Jean-Pierre: 1d20 + 25 ⇒ (20) + 25 = 45.

Not Letting Sleeping Dogs Lie..., Round 1:

Jean-Pierre (-)
Laslunn (-)
Interlocutor (-177)

N.B. Each round you end your turn within 30' of the Interlocutor, you need to make a DC 29 Will save, or become Stunned 1.


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 keeps up his steady stream of arrows!

Hunted Shot: 1d20 + 22 ⇒ (1) + 22 = 23, for 3d8 + 2 ⇒ (8, 3, 4) + 2 = 17 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (17) + 19 = 36, for 3d8 + 2 ⇒ (1, 5, 1) + 2 = 9 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (6) + 16 = 22, for 3d8 + 2 ⇒ (2, 3, 3) + 2 = 10 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (16) + 16 = 32, for 3d8 + 2 ⇒ (5, 8, 4) + 2 = 19 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.

He also throws another brace of minor force missiles.

Magic Missile: 3d4 + 4 ⇒ (4, 1, 3) + 4 = 12 Force damage.

Will: 1d20 + 20 ⇒ (11) + 20 = 31.

Sovereign Court

Jean-Pierre's fourth arrows takes the Interlocutor straight through its black heart, and it collapses to the ground in a tangle of smoking machinery, dribbling black ichor.

His force missiles then slam into Laslunn!

Snarling, she staggers to her feet, picks up her bow, and tries to spot Jean-Pierre...

Perception: 1d20 + 24 ⇒ (9) + 24 = 33.

Hissing in triumph when she spots him.

"I don't know whom you are, little one, but you picked the wrong Gnoll to mess with!"

Not Letting Sleeping Dogs Lie..., Round 2:

Jean-Pierre (-)
Laslunn (-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))

"Scheisse!"

Rather annoyed, Jean-Pierre shifts his focus, and keeps firing!

Hunted Shot: 1d20 + 22 ⇒ (7) + 22 = 29, for 3d8 + 2 ⇒ (1, 7, 7) + 2 = 17 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (18) + 19 = 37, for 3d8 + 2 ⇒ (7, 2, 7) + 2 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 16 ⇒ (1) + 16 = 17, for 3d8 + 2 ⇒ (3, 8, 1) + 2 = 14 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.

Magic Missile: 3d4 + 4 ⇒ (1, 3, 1) + 4 = 9 Force damage.

Sovereign Court

Only one of his arrows manages to hit its target.

In response, the Gnoll chuckles.

"I told you..."

She then unleashes!

Longbow: 1d20 + 27 ⇒ (8) + 27 = 35, for 2d8 + 10 ⇒ (3, 7) + 10 = 20 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 20
Longbow: 1d20 + 27 ⇒ (8) + 27 = 35, for 2d8 + 10 ⇒ (8, 4) + 10 = 22 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 8
Longbow: 1d20 + 22 ⇒ (17) + 22 = 39, for 2d8 + 10 ⇒ (1, 5) + 10 = 16 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 7
Longbow: 1d20 + 17 ⇒ (9) + 17 = 26, for 2d8 + 10 ⇒ (1, 2) + 10 = 13 damage, +1d6 ⇒ 5 Fire damage.
1d20 ⇒ 1

However, her display of archery isn't much more effective.

Not Letting Sleeping Dogs Lie..., Round 3:

Jean-Pierre (-20)
Laslunn (-44)


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 whistles.

"Not bad... not bad at all..."

Hunted Shot: 1d20 + 22 ⇒ (8) + 22 = 30, for 3d8 + 2 ⇒ (2, 4, 5) + 2 = 13 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (2) + 19 = 21, for 3d8 + 2 ⇒ (6, 6, 4) + 2 = 18 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (12) + 16 = 28, for 3d8 + 2 ⇒ (4, 1, 3) + 2 = 10 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (1, 3, 7) + 2 = 13 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.

He then Shields himself, and tries to Hide.

Stealth: 1d20 + 22 ⇒ (20) + 22 = 42.

Sovereign Court

His arms shaking badly, none of Jean-Pierre's arrows hit.

Laslunn snorts.

"Awww... Little baby doesn't know how to deal with a little challenge?"

Perception: 1d20 + 24 ⇒ (1) + 24 = 25.
Perception: 1d20 + 24 ⇒ (7) + 24 = 31.
Perception: 1d20 + 24 ⇒ (10) + 24 = 34.

Nevertheless, it takes all of her actions to spot him again.

Not Letting Sleeping Dogs Lie..., Round 4:

Jean-Pierre (-20)
Laslunn (-44)


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 frantically tries to drop the Gnoll...

Hunted Shot: 1d20 + 22 ⇒ (8) + 22 = 30, for 3d8 + 2 ⇒ (1, 2, 1) + 2 = 6 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (20) + 19 = 39, for 6d8 + 4 + 1d10 ⇒ (1, 3, 7, 1, 3, 6) + 4 + (5) = 30 damage, +2d6 ⇒ (4, 6) = 10 Sonic damage, +2d6 ⇒ (6, 2) = 8 Good damage.
Iterative: 1d20 + 16 ⇒ (9) + 16 = 25, for 3d8 + 2 ⇒ (4, 4, 3) + 2 = 13 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (16) + 16 = 32, for 3d8 + 2 ⇒ (8, 6, 5) + 2 = 21 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.

...re-Shields himself...

...and re-stealths.

Stealth: 1d20 + 22 ⇒ (7) + 22 = 29.

Sovereign Court

Laslunn grunts in annoyance as Jean-Pierre gets another lucky hit in.

"Alright... You may have *some* skill. This is still just going to end with your skin stretched on a rack, though..."

Longbow: 1d20 + 27 ⇒ (5) + 27 = 32, for 2d8 + 10 ⇒ (1, 7) + 10 = 18 damage, +1d6 ⇒ 5 Fire damage.
1d20 ⇒ 15
Longbow: 1d20 + 27 ⇒ (10) + 27 = 37, for 2d8 + 10 ⇒ (3, 1) + 10 = 14 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 16
Longbow: 1d20 + 22 ⇒ (15) + 22 = 37, for 4d8 + 20 ⇒ (1, 7, 7, 2) + 20 = 37 damage, +2d6 ⇒ (6, 4) = 10 Fire damage.
1d20 ⇒ 5
Longbow: 1d20 + 17 ⇒ (18) + 17 = 35, for 2d8 + 10 ⇒ (3, 8) + 10 = 21 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 9

Not Letting Sleeping Dogs Lie..., Round 5:

Jean-Pierre (-34)
Laslunn (-92)
Interlocutor (-)


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))

Taking a deep breath, Jean-Pierre goes for broke!

Hunted Shot: 1d20 + 22 ⇒ (7) + 22 = 29, for 3d8 + 2 ⇒ (5, 5, 6) + 2 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (3) + 19 = 22, for 3d8 + 2 ⇒ (7, 6, 8) + 2 = 23 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (15) + 16 = 31, for 3d8 + 2 ⇒ (7, 7, 3) + 2 = 19 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 16 ⇒ (12) + 16 = 28, for 3d8 + 2 ⇒ (2, 2, 3) + 2 = 9 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.

Shield and Stealth: 1d20 + 22 ⇒ (1) + 22 = 23.

Sovereign Court

None of Jean-Pierre's arrows manage to find their target...

Laslunn snorts in amusement.

"Pitiful, truly pitiful. This is how it's done!"

Longbow: 1d20 + 27 ⇒ (9) + 27 = 36, for 2d8 + 10 ⇒ (2, 1) + 10 = 13 damage, +1d6 ⇒ 3 Fire damage.
1d20 ⇒ 15
Longbow: 1d20 + 27 ⇒ (18) + 27 = 45, for 2d8 + 10 ⇒ (4, 4) + 10 = 18 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 7
Longbow: 1d20 + 22 ⇒ (8) + 22 = 30, for 4d8 + 20 + 1d10 ⇒ (2, 1, 3, 8) + 20 + (9) = 43 damage, +2d6 ⇒ (4, 6) = 10 Fire damage.
1d20 ⇒ 1
Longbow: 1d20 + 17 ⇒ (16) + 17 = 33, for 2d8 + 10 ⇒ (1, 4) + 10 = 15 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 8

She then skewers Jean-Pierre with two well-placed arrows.

Not Letting Sleeping Dogs Lie..., Round 6:

Jean-Pierre (-75)
Laslunn (-92)


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 decides to push his luck a little longer!

Hunted Shot: 1d20 + 22 ⇒ (2) + 22 = 24, for 3d8 + 2 ⇒ (2, 6, 7) + 2 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (1) + 19 = 20, for 3d8 + 2 ⇒ (6, 3, 1) + 2 = 12 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (6, 8, 4) + 2 = 20 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (13) + 16 = 29, for 3d8 + 2 ⇒ (4, 2, 2) + 2 = 10 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.

He then recasts Shield, and desperately tries to Hide.

Stealth: 1d20 + 22 ⇒ (5) + 22 = 27.

Sovereign Court

Once more, none of Jean-Pierre's arrows strike true, and the Gnoll does not lose track of his position.

"Come on! You were off to a good start, but now there is no challenge to this!"

Longbow: 1d20 + 27 ⇒ (15) + 27 = 42, for 2d8 + 10 ⇒ (3, 1) + 10 = 14 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 18
Longbow: 1d20 + 27 ⇒ (10) + 27 = 37, for 2d8 + 10 ⇒ (7, 2) + 10 = 19 damage, +1d6 ⇒ 4 Fire damage.
1d20 ⇒ 19
Longbow: 1d20 + 22 ⇒ (17) + 22 = 39, for 2d8 + 10 ⇒ (2, 6) + 10 = 18 damage, +1d6 ⇒ 2 Fire damage.
1d20 ⇒ 12
Longbow: 1d20 + 17 ⇒ (19) + 17 = 36, for 2d8 + 10 ⇒ (1, 2) + 10 = 13 damage, +1d6 ⇒ 3 Fire damage.
1d20 ⇒ 16

To drive home her point, she pumps four arrows unerringly into Jean-Pierre!

Not Letting Sleeping Dogs Lie..., Round 7:

Jean-Pierre (-139)
Laslunn (-92)


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!"

Now legitimately worried, Jean-Pierre throws caution to the wind!

Hunted Shot: 1d20 + 22 ⇒ (12) + 22 = 34, for 3d8 + 2 ⇒ (8, 5, 2) + 2 = 17 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (16) + 19 = 35, for 3d8 + 2 ⇒ (4, 5, 8) + 2 = 19 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (5) + 16 = 21, for 3d8 + 2 ⇒ (5, 3, 6) + 2 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 16 ⇒ (17) + 16 = 33, for 3d8 + 2 ⇒ (4, 5, 3) + 2 = 14 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.

Magic Missile(5th): 9d4 + 14 ⇒ (4, 1, 4, 4, 3, 2, 2, 2, 1) + 14 = 37 Force damage.

Sovereign Court

Jean-Pierre's sudden frantic volley slams into Laslunn, rocking her back on her heels!

She coughs, and spits blood.

"That's more like it!"

Laslunn then unleashes her own volley!

Longbow: 1d20 + 27 ⇒ (1) + 27 = 28, for 2d8 + 10 + 2d8 ⇒ (5, 6) + 10 + (5, 4) = 30 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 10
Longbow: 1d20 + 27 ⇒ (14) + 27 = 41, for 2d8 + 10 + 2d8 ⇒ (1, 6) + 10 + (5, 1) = 23 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 1
Longbow: 1d20 + 22 ⇒ (7) + 22 = 29, for 2d8 + 10 + 2d8 ⇒ (6, 3) + 10 + (6, 6) = 31 damage, +1d6 ⇒ 3 Fire damage.
1d20 ⇒ 10
Longbow: 1d20 + 17 ⇒ (12) + 17 = 29, for 2d8 + 10 + 2d8 ⇒ (2, 6) + 10 + (2, 7) = 27 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 3

However, rattled by Jean-Pierre's sudden effectiveness, this time, all of *her* attacks are off-target.

Not Letting Sleeping Dogs Lie..., Round 8:

Jean-Pierre (-139)
Laslunn (-194)


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))

Breathing a ragged sigh of relief, Jean-Pierre tries another volley...

Hunted Shot: 1d20 + 22 ⇒ (9) + 22 = 31, for 3d8 + 2 ⇒ (5, 2, 2) + 2 = 11 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (4) + 19 = 23, for 3d8 + 2 ⇒ (8, 6, 2) + 2 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 16 ⇒ (6) + 16 = 22, for 3d8 + 2 ⇒ (4, 6, 6) + 2 = 18 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 16 ⇒ (2) + 16 = 18, for 3d8 + 2 ⇒ (3, 4, 8) + 2 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.

...then casts Shield, and tries to Hide.

Stealth: 1d20 + 22 ⇒ (1) + 22 = 23.

Sovereign Court

All of Jean-Pierre's arrows go wide...

Laslunn chuckles.

"I SEE YOU!"

She then keeps firing...

Longbow: 1d20 + 27 ⇒ (6) + 27 = 33, for 2d8 + 10 ⇒ (5, 4) + 10 = 19 damage, +1d6 ⇒ 6 Fire damage.
1d20 ⇒ 6
Longbow: 1d20 + 27 ⇒ (18) + 27 = 45, for 4d8 + 20 + 1d10 ⇒ (7, 7, 2, 7) + 20 + (8) = 51 damage, +2d6 ⇒ (5, 3) = 8 Fire damage.
1d20 ⇒ 16
Longbow: 1d20 + 22 ⇒ (17) + 22 = 39, for 2d8 + 10 ⇒ (8, 5) + 10 = 23 damage, +1d6 ⇒ 1 Fire damage.
1d20 ⇒ 3
Longbow: 1d20 + 17 ⇒ (18) + 17 = 35, for 2d8 + 10 ⇒ (7, 6) + 10 = 23 damage, +1d6 ⇒ 4 Fire damage.
1d20 ⇒ 6

...landing a single, solid blow.

Not Letting Sleeping Dogs Lie..., Round 9:

Jean-Pierre (-193)
Laslunn (-194)


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))

"Gods Damn It!"

Jean-Pierre frantically volley-fires!

Hunted Shot: 1d20 + 22 ⇒ (18) + 22 = 40, for 3d8 + 2 ⇒ (4, 7, 7) + 2 = 20 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (13) + 19 = 32, for 3d8 + 2 ⇒ (2, 5, 1) + 2 = 10 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (15) + 16 = 31, for 3d8 + 2 ⇒ (1, 5, 3) + 2 = 11 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (18) + 16 = 34, for 3d8 + 2 ⇒ (1, 3, 2) + 2 = 8 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.

He then casts Shield.

Sovereign Court

Jean-Pierre's fourth arrow slams into Laslunn's heart, just as his Invisibility fades.

She clutches at her chest, coughs weakly, then collapses to the ground.

Combat over!

Searching the body reveals:

+1 flaming striking composite longbow (16 arrows), key ring (opens locks in Summershade Quarry), +1 resilient leather armor, average manacles
(3), ring of fire resistance, +1 striking scimitar.


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))

Realising that he is in an extremely vulnerable position, Jean-Pierre quickly loots the body, and takes the head.

He then downs some potions...

MHP: 3d8 + 10 ⇒ (4, 3, 3) + 10 = 20.
MHP: 3d8 + 10 ⇒ (2, 8, 8) + 10 = 28.

...before recasting Invisibility and Spider Climb, going up onto the ceiling, and taking a short rest.

Assuming that he isn't interrupted, he then goes down the corridor to deal with the Rakshasa, recasting Invisibility(4th).

Stealth: 1d20 + 22 ⇒ (17) + 22 = 39.

Sovereign Court

When Jean-Pierre enters the room, he sees the Rakshasa calmly engrossed in his game board, even though he *must* have heard the commotion in the neighboring room...

Surprise Round.


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))

Not wasting time, Jean-Pierre unloads!

Hunted Shot: 1d20 + 22 ⇒ (17) + 22 = 39, for 3d8 + 2 ⇒ (3, 3, 7) + 2 = 15 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (9) + 19 = 28, for 3d8 + 2 ⇒ (3, 4, 7) + 2 = 16 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (16) + 16 = 32, for 3d8 + 2 ⇒ (7, 6, 3) + 2 = 18 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 16 ⇒ (11) + 16 = 27, for 3d8 + 2 ⇒ (3, 8, 2) + 2 = 15 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.

Magic Missile(5th): 9d4 + 14 ⇒ (2, 4, 3, 4, 2, 1, 4, 4, 3) + 14 = 41 Force damage.

Sovereign Court

RR: 1d20 + 22 ⇒ (19) + 22 = 41.
Jean-Pierre: 1d20 + 25 ⇒ (20) + 25 = 45.

Jean-Pierre completely gets the drop on the Rakshasa, which roars in pain!

A Logic Puzzle, Round 1:

Jean-Pierre (-)
RR (-105)


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 keeps up the pressure!

Hunted Shot: 1d20 + 22 ⇒ (3) + 22 = 25, for 3d8 + 2 ⇒ (1, 6, 6) + 2 = 15 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (1) + 19 = 20, for 3d8 + 2 ⇒ (5, 3, 5) + 2 = 15 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (4) + 16 = 20, for 3d8 + 2 ⇒ (2, 1, 2) + 2 = 7 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (2, 5, 5) + 2 = 14 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.

Magic Missile(5th): 9d4 + 14 ⇒ (1, 1, 2, 4, 2, 4, 1, 1, 3) + 14 = 33 Force damage.

Sovereign Court

Unfortunately, this time, Jean-Pierre's arrows go wide...

...even if his missiles do not.

Dusting itself off, the Rakshasa looks around...

Perception: 1d20 + 22 ⇒ (8) + 22 = 30.
Perception: 1d20 + 22 ⇒ (8) + 22 = 30.
Perception: 1d20 + 22 ⇒ (1) + 22 = 23.

...but is unable to spot anything!

A Logic Puzzle, Round 2:

Jean-Pierre (-)
RR (-138)

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