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))

Scenting victory, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 22 ⇒ (9) + 22 = 31, for 3d8 + 2 ⇒ (6, 3, 3) + 2 = 14 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (15) + 19 = 34, for 3d8 + 2 ⇒ (1, 1, 4) + 2 = 8 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (3) + 16 = 19, for 3d8 + 2 ⇒ (1, 3, 5) + 2 = 11 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (13) + 16 = 29, for 3d8 + 2 ⇒ (2, 4, 7) + 2 = 15 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.

He then tosses an Electric Arc...

Electric Arc: 5d4 + 7 ⇒ (3, 2, 3, 4, 4) + 7 = 23 Electricity damage, DC 27 Reflex for half.

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

Sovereign Court

Reflex: 1d20 + 24 ⇒ (17) + 24 = 41.
Perception: 1d20 + 22 ⇒ (2) + 22 = 24.

"There you are!", it says in a cultured voice.

With an irritated wave of its hand, it Dispels Jean-Pierre's Invisibility (Using a 5th level spell slot).

Dispel: 1d20 + 4 ⇒ (17) + 4 = 21.

This causes Jean-Pierre to shimmer back into view.

"I will not forgive such rude behavior... I think someone needs to teach you some manners."

It then knocks over the board, causing two pieces to shatter, releasing shapes that expand into inky black, humanoid silhouettes.

A Logic Puzzle, Round 3:

Jean-Pierre (-)
RR (-184)
GS (-, -)


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))

With a groan, Jean-Pierre tries to finish-off the Rakshasa with a brace of
force missiles...

Magic Missile: 6d4 + 9 ⇒ (3, 1, 3, 3, 1, 4) + 9 = 24 Force damage.

...before turning his attention to one of the new arrivals.

Hunted Shot: 1d20 + 22 ⇒ (8) + 22 = 30, for 3d8 + 2 ⇒ (5, 1, 3) + 2 = 11 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (4) + 19 = 23, for 3d8 + 2 ⇒ (8, 4, 6) + 2 = 20 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (10) + 16 = 26, for 3d8 + 2 ⇒ (2, 2, 8) + 2 = 14 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.

Sovereign Court

Jean-Pierre's force missiles slam into the Rakshasa, causing it to fall over backwards.

The inky black shadows writhe forward, hungry for life...

Shadow hand: 1d20 + 18 ⇒ (16) + 18 = 34, for 2d10 + 6 ⇒ (10, 10) + 6 = 26 Negative damage.
Shadow hand: 1d20 + 18 ⇒ (18) + 18 = 36, for 2d10 + 6 ⇒ (5, 1) + 6 = 12 Negative damage.

...ripping Jean-Pierre's shadow from his body, leaving him suddenly extremely weak!

Enfeebled 4, to be precise...

A Logic Puzzle, Round 4:

Jean-Pierre (-38)
GS (-19, -)
SS (-)


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))

"What the Hell!?"

Quite surprised, Jean-Pierre tries to up his game!

Hunted Shot: 1d20 + 22 ⇒ (11) + 22 = 33, for 3d8 + 2 ⇒ (5, 4, 6) + 2 = 17 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (10) + 19 = 29, for 3d8 + 2 ⇒ (3, 2, 5) + 2 = 12 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (10) + 16 = 26, for 3d8 + 2 ⇒ (6, 4, 1) + 2 = 13 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (1) + 16 = 17, for 3d8 + 2 ⇒ (8, 1, 5) + 2 = 16 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.

He then tosses another brace of force missiles.

Magic Missile: 6d4 + 9 ⇒ (3, 2, 1, 1, 4, 3) + 9 = 23 Force damage.

Sovereign Court

Jean-Pierre's attacks combine to take down the injured shadow-creature.

The remaining two (including his *own* shadow!) try to drain his life-force...

Shadow hand: 1d20 + 18 ⇒ (3) + 18 = 21, for 2d10 + 6 ⇒ (8, 9) + 6 = 23 Negative damage.
Shadow hand: 1d20 + 14 ⇒ (10) + 14 = 24, for 2d10 + 6 ⇒ (7, 5) + 6 = 18 Negative damage.
Shadow hand: 1d20 + 10 ⇒ (9) + 10 = 19, for 2d10 + 6 ⇒ (1, 6) + 6 = 13 Negative damage.

Shadow hand: 1d20 + 15 ⇒ (4) + 15 = 19, for 2d6 + 3 ⇒ (3, 3) + 3 = 9 Negative damage.
Shadow hand: 1d20 + 11 ⇒ (11) + 11 = 22, for 2d6 + 3 ⇒ (6, 5) + 3 = 14 Negative damage.
Shadow hand: 1d20 + 7 ⇒ (5) + 7 = 12, for 2d6 + 3 ⇒ (2, 5) + 3 = 10 Negative damage.

However, Jean-Pierre manages to jink and weave between them.

A Logic Puzzle, Round 5:

Jean-Pierre (-38)
GS (-)
SS (-)


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))

Decidedly unhappy, Jean-Pierre tries to take out the other 'big' shadow beast!

Hunted Shot: 1d20 + 22 ⇒ (11) + 22 = 33, for 3d8 + 2 ⇒ (7, 1, 8) + 2 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (14) + 19 = 33, for 3d8 + 2 ⇒ (8, 6, 3) + 2 = 19 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 16 ⇒ (19) + 16 = 35, for 3d8 + 2 ⇒ (4, 7, 5) + 2 = 18 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.

He then follows it up with a force missile chaser!

Magic Missile: 6d4 + 9 ⇒ (4, 3, 3, 2, 3, 3) + 9 = 27 Force damage.

Sovereign Court

Jean-Pierre's attacks tear through the shadow-stuff of the bigger shadow, leaving it a pale wisp of what it was before.

Shadow hand: 1d20 + 18 ⇒ (4) + 18 = 22, for 2d10 + 6 ⇒ (9, 5) + 6 = 20 Negative damage.
Shadow hand: 1d20 + 14 ⇒ (16) + 14 = 30, for 2d10 + 6 ⇒ (6, 8) + 6 = 20 Negative damage.
Shadow hand: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d10 + 6 ⇒ (2, 1) + 6 = 9 Negative damage.

Shadow hand: 1d20 + 15 ⇒ (17) + 15 = 32, for 2d6 + 3 ⇒ (1, 1) + 3 = 5 Negative damage.
Shadow hand: 1d20 + 11 ⇒ (3) + 11 = 14, for 2d6 + 3 ⇒ (6, 3) + 3 = 12 Negative damage.
Shadow hand: 1d20 + 7 ⇒ (8) + 7 = 15, for 2d6 + 3 ⇒ (1, 2) + 3 = 6 Negative damage.

This time, his own shadow lands a glancing blow, which still sears his skin.

A Logic Puzzle, Round 6:

Jean-Pierre (-43)
GS (-73)
SS (-)


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))

Groaning, Jean-Pierre tries to finish-off the injured shadow...

Hunted Shot: 1d20 + 22 ⇒ (14) + 22 = 36, for 3d8 + 2 ⇒ (2, 1, 2) + 2 = 7 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (3) + 19 = 22, for 3d8 + 2 ⇒ (3, 3, 3) + 2 = 11 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (17) + 16 = 33, for 3d8 + 2 ⇒ (8, 5, 8) + 2 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (6) + 16 = 22, for 3d8 + 2 ⇒ (3, 7, 3) + 2 = 15 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.

He then tosses another force missile barrage, this time at his own shadow.

Magic Missile: 6d4 + 9 ⇒ (1, 4, 3, 1, 1, 2) + 9 = 21 Force damage.

Sovereign Court

Jean-Pierre's arrows and force missiles combine to obliterate both remaining shadows...

...although distressingly, he remains shadowless.

Combat over.

Searching the room...

Wand of Vampiric Exsanguination, a finely crafted Imperial Conquest game worth 500 gp. Five exquisite throw rugs (worth 150 gp apiece). Four bottles of fine Chelaxian wine (worth 50 gp each) and one bottle of plum sake imported from Minkai (worth 100 gp). Finally, what appears to be a stone paperweight used to hold down a “shopping list” of foodstuffs is in fact a Keen Weapon Rune.


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 breathes a ragged sigh of relief, then harvests the fiend's head,carrying both it and Laslunn's head in one hand by their hair, recasting Invisibility(4th), and then heading into the next room to deal with the alchemists...

Stealth: 1d20 + 22 ⇒ (9) + 22 = 31.

Sovereign Court

Entering the next chamber, Jean-Pierre sees the four alchemists standing in a line, behind the Alchemical Golem, warily watching the hallway...

...but none of them spot him.

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))

Jean-Pierre tosses the heads upon the ground.

"Your leaders are dead. Give it up!"

Intimidate: 1d20 + 16 ⇒ (5) + 16 = 21.
Intimidate - Hero Point: 1d20 + 16 ⇒ (7) + 16 = 23.

He then draws and tosses a Greater Alchemist's Fire at the Golem.

GAF: 1d20 + 20 ⇒ (14) + 20 = 34, for 3d8 ⇒ (8, 8, 2) = 18 Fire damage, +3 Persistent Fire damage.

Sovereign Court

Literally throwing their bosses' heads at them has quite an impressive effect!

"S%#@! Laslunn's dead! We're f&!!ed!"
"Do you think they will blame us?"
"Who cares? Look at what that bastard did! If we stick around, we'll end up the same, or worse! We need to GTFO!"

One of them then turns to the golem, and intones:

"Order - Seek: Destroy Invisible targets."

+++I Obey+++

Alchemical Golem: 1d20 + 16 ⇒ (12) + 16 = 28.
Alchemists: 1d20 + 16 ⇒ (15) + 16 = 31.
Jean-Pierre: 1d20 + 25 ⇒ (16) + 25 = 41.

A Fighting Retreat, Round 1:

Jean-Pierre (-43, Enfeebled 4)
Alchemists (-, -, -, -)
Alchemical Golem (-18; Persistent 3 Fire)


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 shrugs.

Well, that more or less worked...

He then continues to draw and throw bombs at the Golem...

GBL: 1d20 + 20 ⇒ (11) + 20 = 31, for 3d6 ⇒ (5, 2, 3) = 10 Electricity damage.
GBL: 1d20 + 15 ⇒ (11) + 15 = 26, for 3d6 ⇒ (3, 2, 6) = 11 Electricity damage.

...and casts Shield.

Sovereign Court

Both of Jean-Pierre's vials slam into the Golem, which sizzles and pops.

The Alchemists leg it for the exit, shouting at the top of their lungs that Laslunn is dead...

Meanwhile, the Golem Seeks...

Perception: 1d20 + 15 ⇒ (4) + 15 = 19.
Perception: 1d20 + 15 ⇒ (10) + 15 = 25.
Perception: 1d20 + 15 ⇒ (3) + 15 = 18.

...but does not Find.

1d20 ⇒ 4

A Fighting Retreat, Round 2:

Jean-Pierre (-43, Enfeebled 4)
Alchemists (-, -, -, -)
Alchemical Golem (-42; Persistent 3 Fire)


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 continues to draw and throw vials...

GBL: 1d20 + 20 ⇒ (3) + 20 = 23, for 3d6 ⇒ (4, 2, 6) = 12 Electricity damage.
GBL: 1d20 + 20 ⇒ (20) + 20 = 40, for 6d6 ⇒ (6, 2, 5, 6, 2, 5) = 26 Electricity damage.

...and recasts Shield.

Sovereign Court

Jean-Pierre's first flask misses, but the second one hits something vital...

The voices of the alchemists become slightly fainter, but are joined by other shouts of alarm, including a deep, gravely voice...

Perception: 1d20 + 15 ⇒ (14) + 15 = 29.
Perception: 1d20 + 15 ⇒ (3) + 15 = 18.
Perception: 1d20 + 15 ⇒ (20) + 15 = 35.

+++Target Lock Initiated+++

Finally, after much searching, the Golem locks onto Jean-Pierre.

1d20 ⇒ 7

A Fighting Retreat, Round 3:

Jean-Pierre (-43, Enfeebled 4)
Alchemical Golem (-74; Persistent 3 Fire)


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, regretfully, reaches into his bag of tricks for his last to alchemical bombs...

GAF: 1d20 + 20 ⇒ (14) + 20 = 34, for 3d8 ⇒ (5, 2, 8) = 15 Fire damage.
GTS: 1d20 + 15 ⇒ (5) + 15 = 20, for 3d4 ⇒ (3, 1, 1) = 5 Sonic damage.

...before trying to Hide again.

Stealth: 1d20 + 22 ⇒ (6) + 22 = 28.

Sovereign Court

The Greater Alchemist Fire hits, but his Thunderstone is off-target.

However, the Golem appears to have lost track of him.

+++Recalibrating+++

Perception: 1d20 + 15 ⇒ (11) + 15 = 26.
Perception: 1d20 + 15 ⇒ (12) + 15 = 27.
Perception: 1d20 + 15 ⇒ (13) + 15 = 28.

However, it doesn't locate him again.

1d20 ⇒ 11

A Fighting Retreat, Round 4:

Jean-Pierre (-43, Enfeebled 4)
Alchemical Golem (-95; Persistent 3 Fire)


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))

With a regretful sigh, Jean-Pierre shifts to using his bow...

Hunted Shot: 1d20 + 22 ⇒ (12) + 22 = 34, for 3d8 + 2 ⇒ (3, 5, 6) + 2 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (5) + 19 = 24, for 3d8 + 2 ⇒ (2, 8, 4) + 2 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (14) + 16 = 30, for 3d8 + 2 ⇒ (3, 6, 6) + 2 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.

Sovereign Court

Two of Jean-Pierre's arrows hit, but they are not particularly effective.

The golem follows its last command...

Perception: 1d20 + 15 ⇒ (16) + 15 = 31.
Perception: 1d20 + 15 ⇒ (12) + 15 = 27.
Perception: 1d20 + 15 ⇒ (12) + 15 = 27.

...but just can't find the stealthy half-elf!

1d20 ⇒ 6

A Fighting Retreat, Round 5:

Jean-Pierre (-43, Enfeebled 4)
Alchemical Golem (-116; Persistent 3 Fire)


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))

With a groan, Jean-Pierre keeps up the pressure.

Hunted Shot: 1d20 + 22 ⇒ (4) + 22 = 26, for 3d8 + 2 ⇒ (6, 7, 8) + 2 = 23 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (3) + 19 = 22, for 3d8 + 2 ⇒ (8, 3, 3) + 2 = 16 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (12) + 16 = 28, for 3d8 + 2 ⇒ (4, 8, 5) + 2 = 19 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 16 ⇒ (5) + 16 = 21, for 3d8 + 2 ⇒ (5, 6, 7) + 2 = 20 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.

Sovereign Court

Another two arrows hit...

Perception: 1d20 + 15 ⇒ (8) + 15 = 23.
Perception: 1d20 + 15 ⇒ (12) + 15 = 27.
Perception: 1d20 + 15 ⇒ (4) + 15 = 19.

1d20 ⇒ 17

...and the Golem finally stops burning!

A Fighting Retreat, Round 6:

Jean-Pierre (-43, Enfeebled 4)
Alchemical Golem (-141; Persistent 3 Fire)


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 in annoyance, Jean-Pierre tries to put the Golem down!

Hunted Shot: 1d20 + 22 ⇒ (1) + 22 = 23, for 3d8 + 2 ⇒ (5, 7, 1) + 2 = 15 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (10) + 19 = 29, for 3d8 + 2 ⇒ (6, 2, 1) + 2 = 11 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (4) + 16 = 20, for 3d8 + 2 ⇒ (4, 1, 1) + 2 = 8 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (13) + 16 = 29, for 3d8 + 2 ⇒ (6, 4, 2) + 2 = 14 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.

Sovereign Court

Jean-Pierre's 2nd and 4th arrows combine to shatter the globe containing the Golem's preserved brain, causing it to short-circuit, and collapse to the ground in a pile of slowly smouldering gears. and wooden frames.

Combat over.

Searching the room reveals the following:

2 doses of addlebrain, 4 doses of giant wasp venom, 2 doses of wyvern poison, and 3 doses of lich dust.

Peering quickly out of the cave mouth, it would appear that the Cloud Giant guarding the central courtyard has fled, as have all of the human Triad members. However, at the very least, the death-obsessed Stone Giants have not, for a pair of them can be seen taking up a defensive position at the mouth of the cave leading into 'their' wing, so it is a good bet that the other creatures in that section are still present...

What would you like to 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 recasts Invisibility (4th), and Negate Aroma, before sneaking up on the Giants!

Stealth: 1d20 + 22 ⇒ (17) + 22 = 39.

Sovereign Court

Jean-Pierre easily gets into position...

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))

Jean-Pierre unleashes!

Hunted Shot: 1d20 + 22 ⇒ (8) + 22 = 30, for 3d8 + 2 ⇒ (8, 8, 8) + 2 = 26 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (1) + 19 = 20, for 3d8 + 2 ⇒ (1, 8, 5) + 2 = 16 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (3, 5, 1) + 2 = 11 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (12) + 16 = 28, for 3d8 + 2 ⇒ (4, 2, 6) + 2 = 14 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.

He then tosses a Chain Lightning at them.

Chain Lightning: 8d12 ⇒ (3, 9, 10, 9, 2, 10, 12, 9) = 64. Reflex DC 28.

Sovereign Court

Two of Jean-Pierre's arrows hit...

Reflex: 1d20 + 16 ⇒ (3) + 16 = 19.
Reflex: 1d20 + 16 ⇒ (13) + 16 = 29.
Reflex: 1d20 + 16 ⇒ (2) + 16 = 18.
Reflex: 1d20 + 16 ⇒ (15) + 16 = 31.

...and then his electricity blast does a number on them!

Elite Stone Giant: 1d20 + 18 ⇒ (8) + 18 = 26.
Jean-Pierre: 1d20 + 25 ⇒ (19) + 25 = 44.

Dealing With The Doormen, Round 1:

Jean-Pierre (-)
Elite Stone Giants (-110, -32, -128, -32)


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))

When onto a good thing, Jean-Pierre doesn't hold back!

Hunted Shot: 1d20 + 22 ⇒ (11) + 22 = 33, for 3d8 + 2 ⇒ (4, 6, 4) + 2 = 16 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (6) + 19 = 25, for 3d8 + 2 ⇒ (8, 2, 8) + 2 = 20 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 16 ⇒ (2) + 16 = 18, for 3d8 + 2 ⇒ (2, 1, 7) + 2 = 12 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (4, 7, 5) + 2 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.

He then tosses a Cone of Cold(6th) at them.

Cone of Cold(6th): 14d6 ⇒ (2, 3, 4, 5, 4, 4, 4, 1, 2, 6, 6, 3, 4, 3) = 51. Reflex DC 28.

Sovereign Court

This time, only one of Jean-Pierre's arrows finds its mark, slightly wounding its stony target.

Reflex: 1d20 + 16 ⇒ (10) + 16 = 26.
Reflex: 1d20 + 16 ⇒ (7) + 16 = 23.
Reflex: 1d20 + 16 ⇒ (18) + 16 = 34.
Reflex: 1d20 + 16 ⇒ (6) + 16 = 22.

However, its is enough that when his arctic blast dissipates, his chosen target is no more than a frozen meat-popsicle, and the others are left distinctly frost-bitten.

Still trying to process what is going on, they look around...

Perception: 1d20 + 18 ⇒ (17) + 18 = 35.

...and after one spots him, they immediately charge forward, clubs swinging!

Greatclub: 1d20 + 23 ⇒ (8) + 23 = 31, for 2d10 + 14 ⇒ (5, 4) + 14 = 23 damage.
1d20 ⇒ 17
Greatclub: 1d20 + 23 ⇒ (9) + 23 = 32, for 2d10 + 14 ⇒ (5, 6) + 14 = 25 damage.
1d20 ⇒ 15

..and one manages to land a lucky blow!

Dealing With The Doormen, Round 2:

Jean-Pierre (-23)
Elite Stone Giants (-83, -153, -83)


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, Jean-Pierre shifts his focus, and starts firing...

Hunted Shot: 1d20 + 22 ⇒ (7) + 22 = 29, for 3d8 + 2 ⇒ (5, 1, 1) + 2 = 9 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (15) + 19 = 34, for 3d8 + 2 ⇒ (1, 7, 2) + 2 = 12 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 16 ⇒ (8) + 16 = 24, for 3d8 + 2 ⇒ (2, 5, 3) + 2 = 12 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.

Then unleashes his new Wand!

Vampiric Exsanguination: 12d6 ⇒ (4, 5, 2, 4, 6, 3, 2, 2, 5, 5, 4, 3) = 45 Negative damage. DC 28 Fort save.


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's arrows continue to mildly irritate his foes, with two managing to land this time.

Fort: 1d20 + 20 ⇒ (3) + 20 = 23.
Fort: 1d20 + 20 ⇒ (5) + 20 = 25.
Fort: 1d20 + 20 ⇒ (5) + 20 = 25.

...However, the wand's power is frighteningly effective, drawing forth the Giant's vitality, and enriching Jean-Pierre's own!

This causes the most heavily-injured giant to collapse to the ground, bloodless.

The remaining two giants, exhibiting suicidal fanaticism, continue to try and strike him...

Greatclub: 1d20 + 23 ⇒ (4) + 23 = 27, for 2d10 + 14 ⇒ (7, 6) + 14 = 27 damage.
1d20 ⇒ 7
Greatclub: 1d20 + 18 ⇒ (2) + 18 = 20, for 2d10 + 14 ⇒ (7, 4) + 14 = 25 damage.
1d20 ⇒ 11
Greatclub: 1d20 + 13 ⇒ (16) + 13 = 29, for 2d10 + 14 ⇒ (2, 9) + 14 = 25 damage.
1d20 ⇒ 14

Greatclub: 1d20 + 23 ⇒ (11) + 23 = 34, for 2d10 + 14 ⇒ (4, 9) + 14 = 27 damage.
1d20 ⇒ 15
Greatclub: 1d20 + 18 ⇒ (3) + 18 = 21, for 2d10 + 14 ⇒ (9, 10) + 14 = 33 damage.
1d20 ⇒ 17
Greatclub: 1d20 + 13 ⇒ (1) + 13 = 14, for 2d10 + 14 ⇒ (9, 2) + 14 = 25 damage.
1d20 ⇒ 12

...with one once again landing a single solid blow.

Dealing With The Doormen, Round 3:

Jean-Pierre (-28)
Elite Stone Giants (-155, -128)


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 keeps up a steady stream of arrows!

Hunted Shot: 1d20 + 22 ⇒ (4) + 22 = 26, for 3d8 + 2 ⇒ (8, 6, 4) + 2 = 20 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (13) + 19 = 32, for 3d8 + 2 ⇒ (5, 8, 5) + 2 = 20 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 16 ⇒ (8) + 16 = 24, for 3d8 + 2 ⇒ (2, 2, 4) + 2 = 10 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 16 ⇒ (13) + 16 = 29, for 3d8 + 2 ⇒ (2, 2, 8) + 2 = 14 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.

He then tosses an Electric Arc...

Electric Arc: 6d4 + 9 ⇒ (4, 3, 3, 2, 3, 3) + 9 = 27 Electricity damage, DC 28 Reflex for half.

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

Sovereign Court

Jean-Pierre's second arrow takes the giant through its left eye, killing it.

Reflex: 1d20 + 18 ⇒ (12) + 18 = 30.

The remaining one partially dodges the electrical discharge, much to its own surprise.

"For the immortal Jaggki!"

In a frenzy, it keeps swinging...

Greatclub: 1d20 + 23 ⇒ (15) + 23 = 38, for 2d10 + 14 ⇒ (4, 5) + 14 = 23 damage.
1d20 ⇒ 20
Greatclub: 1d20 + 18 ⇒ (8) + 18 = 26, for 2d10 + 14 ⇒ (5, 3) + 14 = 22 damage.
1d20 ⇒ 4
Greatclub: 1d20 + 13 ⇒ (3) + 13 = 16, for 2d10 + 14 ⇒ (8, 5) + 14 = 27 damage.
1d20 ⇒ 14

...landing another solid blow.

Dealing With The Doormen, Round 4:

Jean-Pierre (-51)
Elite Stone Giants (-141)


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 tries to finish it off!

Hunted Shot: 1d20 + 22 ⇒ (11) + 22 = 33, for 3d8 + 2 ⇒ (1, 3, 7) + 2 = 13 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (15) + 19 = 34, for 3d8 + 2 ⇒ (2, 1, 6) + 2 = 11 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 16 ⇒ (9) + 16 = 25, for 3d8 + 2 ⇒ (4, 6, 8) + 2 = 20 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (4, 6, 2) + 2 = 14 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.

He then tosses an Electric Arc...

Electric Arc: 6d4 + 9 ⇒ (1, 2, 1, 1, 3, 4) + 9 = 21 Electricity damage, DC 28 Reflex for half.

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

Sovereign Court

Jean-Pierre's first two arrows strike true, killing the giant.

Combat over?


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 willing to leave well enough alone, Jean-Pierre moves forward with his remaining actions, spending a focus point to cast Dragon Wings, and Stealth into the next chamber.

Stealth: 1d20 + 22 ⇒ (19) + 22 = 41.

Sovereign Court

The Ghastly Bears are none the wiser...

Dealing With The Doormen, Round 5 (Surprise Round):

Jean-Pierre (-51)
Ghastly Bears (-, -, -, -)


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 unleashes!

He tosses a blast of electricity...

Chain Lightning: 8d12 + 6 ⇒ (12, 4, 8, 8, 5, 6, 3, 7) + 6 = 59 Electricity damage. DC 28 Reflex.

...then mops up whatever is left.

Hunted Shot: 1d20 + 22 ⇒ (9) + 22 = 31, for 3d8 + 2 ⇒ (6, 6, 5) + 2 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (9) + 19 = 28, for 3d8 + 2 ⇒ (6, 2, 2) + 2 = 12 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 16 ⇒ (7) + 16 = 23, for 3d8 + 2 ⇒ (4, 7, 6) + 2 = 19 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 16 ⇒ (13) + 16 = 29, for 3d8 + 2 ⇒ (6, 1, 7) + 2 = 16 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.

Sovereign Court

Reflex: 1d20 + 14 ⇒ (4) + 14 = 18.
Reflex: 1d20 + 14 ⇒ (3) + 14 = 17.
Reflex: 1d20 + 14 ⇒ (4) + 14 = 18.
Reflex: 1d20 + 14 ⇒ (13) + 14 = 27.

Three of the bears basically cook, great gobbets of steaming flesh exploding off them; if they had been alive, they would be *very* dead. As it is, they are merely very inconvenienced.

Three well-placed golden arrows then obliterate the three heavily injured ones.

Ghastly Bear: 1d20 + 16 ⇒ (10) + 16 = 26.

Dealing With The Doormen, Round 6:

Jean-Pierre (-51)
Ghastly Bears (-59)


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 is slightly caught off-guard by how effective his spell was, but capitalises upon it, trying to finish-off the last 'bear'.

Hunted Shot: 1d20 + 22 ⇒ (7) + 22 = 29, for 3d8 + 2 ⇒ (6, 8, 7) + 2 = 23 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 19 ⇒ (2) + 19 = 21, for 3d8 + 2 ⇒ (3, 1, 7) + 2 = 13 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (1) + 16 = 17, for 3d8 + 2 ⇒ (6, 5, 1) + 2 = 14 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 16 ⇒ (19) + 16 = 35, for 6d8 + 4 + 1d10 ⇒ (1, 5, 5, 2, 4, 8) + 4 + (7) = 36 damage, +2d6 ⇒ (5, 3) = 8 Sonic damage, +2d6 ⇒ (3, 5) = 8 Good damage.

He then tosses an Electric Arc...

Electric Arc: 6d4 + 9 ⇒ (3, 4, 1, 1, 4, 4) + 9 = 26 Electricity damage, DC 28 Reflex for half.

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

Sovereign Court

Jean-Pierre's fourth arrow destroys the last undead bear!

Combat over?


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 quickly peers into the next room...

Sovereign Court

The two *living* giants are holding their greatclubs nervously, clearly unnerved by the carnage they have heard (and partially seen) over the last minute, but the lich remains absorbed in his research.

Jean-Pierre also notices that in the room he is currently in, the bear carvings have sizable emeralds for eyes, which could be harvested...


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))

Deciding that he just doesn't have the reserves to take on a lich today, Jean-Pierre harvests the emeralds, then goes back to loot the giants' bodies, before heading out to free the captives...

Sovereign Court

Jean-Pierre is able to retrieve four +1 Striking Greatclubs.

The keys he got off Laslunn's corpse easily open the pits that the prisoners are in, and then it is only a matter of time before they start spilling out into the free air.

They are extremely grateful to Jean-Pierre, but nervous about what has happened, and how they are expected to get home...


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 ushers them out of the Mine, to a safe distance, picking up Archibald on the way.

"Right then. I need to take a brief rest, and then go back to deal with an over-sized Lich. After that, I can take you home."

He then curls up next to his Dreamstone, and has a nap.

Once he has 'recharged' he will take a crack at the 'Lich-nut' ;-)

Recasting Prying Eye to re-scout the area.

Sovereign Court

Jean-Pierre discovers that the area is as abandoned as it was before...

...but disturbingly, the four giants that he killed before have been raised as skeletal undead, unholy fire burning in their eye-sockets, and are now standing guard in the room where the Ghastly Bears were!

Apart from that, the only other creatures in the entire complex are the Lich and its two living servants...

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