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))

Cursing loudly, Jean-Pierre keeps firing...

Hunted Shot: 1d20 + 26 ⇒ (8) + 26 = 34, for 3d8 + 4 ⇒ (8, 1, 3) + 4 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (2) + 23 = 25, for 3d8 + 4 ⇒ (8, 8, 8) + 4 = 28 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 20 ⇒ (10) + 20 = 30, for 3d8 + 4 ⇒ (4, 2, 8) + 4 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 20 ⇒ (10) + 20 = 30, for 3d8 + 4 ⇒ (6, 5, 5) + 4 = 20 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.

...and then reactivates his Cloak.

Sovereign Court

Jean-Pierre only lands one hit...

Fist: 1d20 + 26 ⇒ (19) + 26 = 45, for 2d10 + 11 ⇒ (5, 5) + 11 = 21 damage, +2d6 ⇒ (2, 1) = 3 Negative damage.
1d20 ⇒ 8
Fist: 1d20 + 21 ⇒ (9) + 21 = 30, for 2d10 + 11 ⇒ (8, 8) + 11 = 27 damage, +2d6 ⇒ (6, 5) = 11 Negative damage.
1d20 ⇒ 11
Fist: 1d20 + 16 ⇒ (1) + 16 = 17, for 2d10 + 11 ⇒ (7, 6) + 11 = 24 damage, +2d6 ⇒ (5, 1) = 6 Negative damage.
1d20 ⇒ 14

...but the golem lands none, instead fracturing the cave wall just to the right of Jean-Pierre's head.

Ending Hunger, Round 10:

Jean-Pierre (-260)
LISG (-41, -)


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))

Gulping, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 26 ⇒ (12) + 26 = 38, for 3d8 + 4 ⇒ (3, 2, 8) + 4 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (18) + 23 = 41, for 6d8 + 8 + 1d10 ⇒ (8, 2, 7, 7, 2, 6) + 8 + (6) = 46 damage, +2d6 ⇒ (3, 3) = 6 Sonic damage, +2d6 ⇒ (1, 4) = 5 Good damage.
Iterative: 1d20 + 20 ⇒ (11) + 20 = 31, for 3d8 + 4 ⇒ (6, 1, 7) + 4 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 20 ⇒ (2) + 20 = 22, for 3d8 + 4 ⇒ (4, 3, 3) + 4 = 14 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.

Sovereign Court

This time, Jean-Pierre lands a trio of solid blows, sending cracks running through the golem!

Unemotional as ever, it follows the last command of its master...

Fist: 1d20 + 26 ⇒ (11) + 26 = 37, for 2d10 + 11 ⇒ (5, 10) + 11 = 26 damage, +2d6 ⇒ (3, 2) = 5 Negative damage.
1d20 ⇒ 19
Fist: 1d20 + 21 ⇒ (16) + 21 = 37, for 2d10 + 11 ⇒ (8, 9) + 11 = 28 damage, +2d6 ⇒ (1, 6) = 7 Negative damage.
1d20 ⇒ 18
Fist: 1d20 + 16 ⇒ (14) + 16 = 30, for 2d10 + 11 ⇒ (9, 9) + 11 = 29 damage, +2d6 ⇒ (1, 3) = 4 Negative damage.
1d20 ⇒ 3

...walloping Jean-Pierre twice.

Ending Hunger, Round 11:

Jean-Pierre (-326)
LISG (-138, -)


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))

Starting to get quite worried, Jean-Pierre keeps up the pressure...

Hunted Shot: 1d20 + 26 ⇒ (3) + 26 = 29, for 3d8 + 4 ⇒ (8, 7, 8) + 4 = 27 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (1) + 23 = 24, for 3d8 + 4 ⇒ (1, 4, 5) + 4 = 14 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 20 ⇒ (15) + 20 = 35, for 3d8 + 4 ⇒ (4, 6, 6) + 4 = 20 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.

...then draws and downs two potions.

3d8 + 10 ⇒ (4, 3, 4) + 10 = 21
3d8 + 10 ⇒ (4, 6, 2) + 10 = 22

Sovereign Court

Jean-Pierre lands a single blow...

Fist: 1d20 + 26 ⇒ (14) + 26 = 40, for 2d10 + 11 ⇒ (4, 9) + 11 = 24 damage, +2d6 ⇒ (4, 5) = 9 Negative damage.
1d20 ⇒ 16
Fist: 1d20 + 21 ⇒ (14) + 21 = 35, for 2d10 + 11 ⇒ (5, 1) + 11 = 17 damage, +2d6 ⇒ (2, 2) = 4 Negative damage.
1d20 ⇒ 3
Fist: 1d20 + 16 ⇒ (17) + 16 = 33, for 2d10 + 11 ⇒ (7, 3) + 11 = 21 damage, +2d6 ⇒ (3, 4) = 7 Negative damage.
1d20 ⇒ 2

...as does his opponent, almost, but not quite, undoing the healing that he just did.

Ending Hunger, Round 12:

Jean-Pierre (-316)
LISG (-161, -)


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 + 26 ⇒ (7) + 26 = 33, for 3d8 + 4 ⇒ (4, 2, 3) + 4 = 13 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (7) + 23 = 30, for 3d8 + 4 ⇒ (5, 3, 3) + 4 = 15 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 20 ⇒ (6) + 20 = 26, for 3d8 + 4 ⇒ (5, 7, 8) + 4 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 20 ⇒ (14) + 20 = 34, for 3d8 + 4 ⇒ (6, 3, 2) + 4 = 15 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.

Sovereign Court

Jean-Pierre's first and fourth arrows combine to destroy his opponent.

The final one steps up over the rubble of its compatriots, and starts swinging...

Fist: 1d20 + 26 ⇒ (3) + 26 = 29, for 2d10 + 11 ⇒ (3, 3) + 11 = 17 damage, +2d6 ⇒ (4, 5) = 9 Negative damage.
1d20 ⇒ 8
Fist: 1d20 + 21 ⇒ (19) + 21 = 40, for 2d10 + 11 ⇒ (10, 10) + 11 = 31 damage, +2d6 ⇒ (1, 3) = 4 Negative damage.
1d20 ⇒ 7

...missing twice.

Ending Hunger, Round 13:

Jean-Pierre (-316)
LISG (-)


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))

"Two down, one to go..."

Jean-Pierre shifts his focus, and redoubles his efforts!

Hunted Shot: 1d20 + 26 ⇒ (7) + 26 = 33, for 3d8 + 4 ⇒ (5, 7, 7) + 4 = 23 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (18) + 23 = 41, for 6d8 + 8 + 1d10 ⇒ (8, 1, 1, 8, 2, 7) + 8 + (7) = 42 damage, +2d6 ⇒ (4, 4) = 8 Sonic damage, +2d6 ⇒ (2, 3) = 5 Good damage.
Iterative: 1d20 + 20 ⇒ (7) + 20 = 27, for 3d8 + 4 ⇒ (7, 3, 7) + 4 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.

Sovereign Court

Jean-Pierre sends arrows hammering into the golem, which remains unmoved by the archery display.

Fist: 1d20 + 26 ⇒ (4) + 26 = 30, for 2d10 + 11 ⇒ (3, 10) + 11 = 24 damage, +2d6 ⇒ (5, 6) = 11 Negative damage.
1d20 ⇒ 7
Fist: 1d20 + 21 ⇒ (4) + 21 = 25, for 2d10 + 11 ⇒ (5, 5) + 11 = 21 damage, +2d6 ⇒ (3, 2) = 5 Negative damage.
1d20 ⇒ 8
Fist: 1d20 + 16 ⇒ (14) + 16 = 30, for 2d10 + 11 ⇒ (2, 2) + 11 = 15 damage, +2d6 ⇒ (4, 4) = 8 Negative damage.
1d20 ⇒ 11

However, its martial arts display is woefully sub-par.

Ending Hunger, Round 14:

Jean-Pierre (-316)
LISG (-76)


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 long now! You can do it!

Jean-Pierre grits his teeth, and keeps firing.

Hunted Shot: 1d20 + 26 ⇒ (19) + 26 = 45, for 6d8 + 8 + 1d10 ⇒ (7, 8, 3, 8, 2, 4) + 8 + (4) = 44 damage, +2d6 ⇒ (2, 5) = 7 Sonic damage, +2d6 ⇒ (4, 5) = 9 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (11) + 23 = 34, for 3d8 + 4 ⇒ (5, 3, 1) + 4 = 13 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 20 ⇒ (16) + 20 = 36, for 3d8 + 4 ⇒ (8, 4, 1) + 4 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 20 ⇒ (17) + 20 = 37, for 3d8 + 4 ⇒ (1, 8, 4) + 4 = 17 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.

Sovereign Court

All four of Jean-Pierre's arrows hit, lodging in joints and other weak points, causing the golem to crack, and keep cracking with every movement...

...nevertheless, it remains standing!

Fist: 1d20 + 26 ⇒ (1) + 26 = 27, for 2d10 + 11 ⇒ (8, 4) + 11 = 23 damage, +2d6 ⇒ (3, 4) = 7 Negative damage.
1d20 ⇒ 14
Fist: 1d20 + 21 ⇒ (19) + 21 = 40, for 2d10 + 11 ⇒ (5, 1) + 11 = 17 damage, +2d6 ⇒ (5, 3) = 8 Negative damage.
1d20 ⇒ 4
Fist: 1d20 + 16 ⇒ (12) + 16 = 28, for 2d10 + 11 ⇒ (1, 1) + 11 = 13 damage, +2d6 ⇒ (4, 3) = 7 Negative damage.
1d20 ⇒ 16

However, the damage throws its aim off enough, that it misses.

Ending Hunger, Round 15:

Jean-Pierre (-316)
LISG (-186)


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 takes a deep, centering breath, and keeps firing!

Hunted Shot: 1d20 + 26 ⇒ (11) + 26 = 37, for 3d8 + 4 ⇒ (2, 2, 3) + 4 = 11 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (5) + 23 = 28, for 3d8 + 4 ⇒ (8, 6, 7) + 4 = 25 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 20 ⇒ (8) + 20 = 28, for 3d8 + 4 ⇒ (4, 6, 7) + 4 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 20 ⇒ (6) + 20 = 26, for 3d8 + 4 ⇒ (8, 4, 2) + 4 = 18 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.

Sovereign Court

Jean-Pierre's first arrow shatters the golem!

Combat over.

Searching the area:

Jean-Pierre finds a high-grade Adamantine Pick in G2...

Jean-Pierre: 1d20 + 25 ⇒ (2) + 25 = 27.

...and nothing else.

The dwarven shade pops back up again.

"Falrok's death will have sent ripples throughout the entire Starved faction; they will no longer be a threat. Your mortal form appears to be damaged - perhaps you should rest before approaching the Temple?"

Incidentally, you also level to 14 at this point :-)


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.

"Agreed. It would be suicide to approach at anything less than full strength."

He then retreats to a place of safety in order to rest.

Sovereign Court

The following morning...

Give me a 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))

Fort: 1d20 + 26 ⇒ (15) + 26 = 41.

Jean-Pierre wakes up feeling fine!

Sovereign Court

Indeed!

The Shade leads Jean-Pierre to his next destination...

The looming facade of this towering stone cathedral is decorated with carvings that show a powerful dwarven hero in various acts of defeating all manner of strange monsters, single-handedly building huge stone structures, and forging powerful weapons. A pair of curving stone stairs rise up to meet a looming iron double door in the middle of the building, and a nest of some sort crafted of rubble and bones lies sprawled between the two stone stairwells...


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 hurriedly pulls back, and sends in a Prying Eye.

Sovereign Court

H1:

In the nest is a gargantuan, three-headed centipede!

Jean-Pierre: 1d20 + 20 ⇒ (6) + 20 = 26.

Jean-Pierre has no idea what this is, beyond some kind of Beast.

H2:

The stone floor of this otherwise bare hallway is polished to a reflective sheen. Stone doors open in the north, west, and east walls, while iron doors stand to the south.

Two tough-looking, grey-skinned dwarves patrol this corridor.

H3:

A pair of rows of stone benches line the north and south sections of this chapel, facing a pulpit to the west overlooked by a kind-looking dwarven woman holding a mace in one hand. The statue is crusted with dust, and in places is badly chipped—broken arrows littering the floor around the statue suggest the source of the chipping.

Jean-Pierre: 1d20 + 22 ⇒ (10) + 22 = 32.

Jean-Pierre realises that this chapel is devoted to the dwarven goddess of marriage, Bolka.

H4:

The walls of this hallway are depicted with what may have once been beautiful carvings of dwarven children and mothers, but the damage done to the walls has ruined any aesthetic value they may have once had. To the north, the hall widens out into a small chapel.

Three more of the tough-looking, grey-skinned dwarves are resting here.

H5:

Two large statues of an imposing dwarven man preside over this room. In the north, a ramp slopes upward, leading toward a majestic iron double door, while matching stairways lead up to the east and west.

H6:

Two sets of stairs lead down from the entrances into this hall. A pair of circular altars surrounded by stone chairs sit in the middle of the room. Several pieces of parchment lie on the stone altars, while the walls have been inscribed with hundreds, if not thousands of words.

Two huge fiends, with powerful arms that end in pincers, stand guard in this room.

Jean-Pierre: 1d20 + 22 ⇒ (14) + 22 = 36.

Jean-Pierre recognises these as Glabrezus, otherwise known as Treachery Demons - they are vulnerable to Cold Iron and Good effects, but have constant True Seeing...

H7:

The remnants of candles still cover a squat stone altar decorated with images of skulls crawling with moles. A serene-faced statue of a dwarven man holding a hammer in one hand and a mole in the other stands nearby.

Jean-Pierre: 1d20 + 22 ⇒ (13) + 22 = 35.

Jean-Pierre realises that this chamber was devoted to Magrim, the dwarven god of the afterlife.

H8:

The walls of this large room consist of narrow shelves that hold hundreds upon hundreds of small stone or metal urns.

A large pile of dwarven bodies lies in the center of this room.

H9:

This cramped chapel is infused with a sense of menace by a massive statue of a furious dwarf in the north, his hand extended forward to clutch a stone offering bowl over an altar stone. The altar is carved with the image of hounds chasing dwarves holding sacks of coins.

Jean-Pierre: 1d20 + 22 ⇒ (19) + 22 = 41.

Jean-Pierre realises that this shrine is dedicated to Drangvitt, the dwarven god of debt, pursuit, and vengeance.

H10:

A total of nine jail cells made of iron bars line the walls of this room. Within each cell lie crumbled tangles of dry dwarven bones.

H11:

A set of three forges with matching anvils are positioned against the northern wall of this cramped room, the ceiling a mere six feet high. The walls are decorated with images of a stern dwarf with one arm wrapped in chains, which he uses to whip enslaved dwarven smiths. The three anvils before the forges are themselves likewise decorated with imagery of wrapped chains.

Four Scarlet Triad operatives are playing cards in here.

H12:

This room combines elements of a smithy and a temple, its three massive stone forges each accompanied by metal anvils that seem to double as altars. Carvings of a towering dwarven smith adorn the walls, particularly to the south, where they frame an iron double door that seems to have been partially melted shut.

Jean-Pierre: 1d20 + 17 ⇒ (20) + 17 = 37.

Clearly Torag's shrine, Jean-Pierre notices that the carving style of each of Torag’s faces is different from the style of the rest of the relief.

Jean-Pierre: 1d20 + 22 ⇒ (10) + 22 = 32.

In fact, these faces look like depictions of Droskar, rather than Torag...

A dwarf is kneeling here in prayer, watched over by two large, iron statues.

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

Jean-Pierre knows that they are Golems of some kind, but can't remember any details...

The wide tunnel beyond this chamber goes to a spiral staircase that seems to wind down deep into the rock below the temple...

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 is reasonably comfortable with his scouting, until he gets to the Golem room.

"Nope. Nope. Nope! I need to prepare..."

He then heads back to the Dwarven settlement, to stock up on Adamantine arrows.

I would like another 50, please.

Sovereign Court

Jean-Pierre is able to dig up the required arrows, then heads back to the temple.

After scouting again, he finds that everything is as it was before (various defenders remain in position, albeit in different squares).

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))

Not being foolish enough to engage the gargantuan centipede on the ground, Jean-Pierre pulls his hood up, spends a point of Focus to grow wings, then takes to the air.

Stealth: 1d20 + 27 ⇒ (8) + 27 = 35.
Stealth - Hero Point: 1d20 + 27 ⇒ (10) + 27 = 37.

Sovereign Court

The vast centipede doesn't suspect a thing...

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 nukes it from orbit!

Hunted Shot: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 4 ⇒ (2, 2, 8) + 4 = 16 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (13) + 24 = 37, for 3d8 + 4 ⇒ (6, 1, 8) + 4 = 19 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (8) + 21 = 29, for 3d8 + 4 ⇒ (1, 3, 6) + 4 = 14 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 21 ⇒ (1) + 21 = 22, for 3d8 + 4 ⇒ (4, 6, 7) + 4 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (15) + 21 = 36, for 7d4 + 10 ⇒ (1, 3, 3, 1, 1, 2, 4) + 10 = 25 Cold damage.

Sovereign Court

Jean-Pierre's first two arrows hits...

EM: 1d20 + 26 ⇒ (2) + 26 = 28.
Jean-Pierre: 1d20 + 28 ⇒ (4) + 28 = 32.

Facing Cerberus, Round 1:

Jean-Pierre (-)
EM (-38)


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))

Swallowing hard, Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 26 ⇒ (3) + 26 = 29, for 3d8 + 4 ⇒ (5, 3, 4) + 4 = 16 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 23 ⇒ (20) + 23 = 43, for 6d8 + 8 + 1d10 ⇒ (2, 8, 4, 6, 4, 1) + 8 + (5) = 38 damage, +2d6 ⇒ (5, 1) = 6 Sonic damage, +2d6 ⇒ (5, 6) = 11 Good damage.
Iterative: 1d20 + 20 ⇒ (6) + 20 = 26, for 3d8 + 4 ⇒ (1, 3, 3) + 4 = 11 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 20 ⇒ (12) + 20 = 32, for 3d8 + 4 ⇒ (4, 5, 3) + 4 = 16 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (7) + 21 = 28, for 7d4 + 10 ⇒ (3, 3, 2, 2, 2, 2, 2) + 10 = 26 Cold damage.

Sovereign Court

This time, Jean-Pierre lands only a single hit, but it is a good one, causing the centipede to thrash in pain!

It Seeks him...

Perception: 1d20 + 26 ⇒ (9) + 26 = 35.
Perception: 1d20 + 26 ⇒ (5) + 26 = 31.
Perception: 1d20 + 26 ⇒ (1) + 26 = 27.

...chittering angrily when it cannot spot its tormentor!

Facing Cerberus, Round 2:

Jean-Pierre (-)
EM (-82)


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 sigh of relief, Jean-Pierre keeps up the steady stream of arrows!

Hunted Shot: 1d20 + 27 ⇒ (8) + 27 = 35, for 3d8 + 4 ⇒ (3, 5, 1) + 4 = 13 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (6) + 24 = 30, for 3d8 + 4 ⇒ (4, 7, 3) + 4 = 18 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 21 ⇒ (14) + 21 = 35, for 3d8 + 4 ⇒ (1, 7, 5) + 4 = 17 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (7) + 21 = 28, for 3d8 + 4 ⇒ (7, 4, 3) + 4 = 18 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (20) + 21 = 41, for 14d4 + 20 ⇒ (2, 2, 2, 1, 3, 2, 4, 3, 1, 1, 3, 3, 3, 1) + 20 = 51 Cold damage.

Sovereign Court

This time, none of his arrows hit...

...but the Ray of Frost cracks chitin (although not to quite the extent that Jean-Pierre would have expected)!

Perception: 1d20 + 26 ⇒ (3) + 26 = 29.
Perception: 1d20 + 26 ⇒ (8) + 26 = 34.
Perception: 1d20 + 26 ⇒ (14) + 26 = 40.

Working itself up into a frenzy, the centipede finally spots Jean-Pierre!

Facing Cerberus, Round 3:

Jean-Pierre (-)
EM (-113)


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))

This is going surprisingly well...

Jean-Pierre keeps up with his barrage...

Hunted Shot: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 4 ⇒ (5, 1, 6) + 4 = 16 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (4) + 24 = 28, for 3d8 + 4 ⇒ (5, 7, 7) + 4 = 23 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (9) + 21 = 30, for 3d8 + 4 ⇒ (6, 5, 8) + 4 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (10) + 21 = 31, for 3d8 + 4 ⇒ (7, 8, 8) + 4 = 27 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (9) + 21 = 30, for 7d4 + 10 ⇒ (3, 4, 1, 2, 3, 4, 3) + 10 = 30 Cold damage.

...then tries to Hide again.

Stealth: 1d20 + 26 ⇒ (20) + 26 = 46.

Sovereign Court

Only a single arrow hits, further enraging the centipede...

...especially when Jean-Pierre disappears like a wraith.

Perception: 1d20 + 26 ⇒ (16) + 26 = 42.

Still, it manages to track him...

...and unleashes a crackling blast of electricity from one of its maws!

Breath Weapon: 16d6 ⇒ (3, 5, 4, 5, 4, 5, 4, 2, 1, 5, 3, 4, 1, 1, 2, 3) = 52 Electricity damage. DC 36 Reflex.

1d4 ⇒ 3

Facing Cerberus, Round 4:

Jean-Pierre (-)
EM (-131)


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 + 27 ⇒ (11) + 27 = 38.

Despite being caught off-guard, Jean-Pierre dodges the blast.

I was not expecting that!

He then keeps firing...

Hunted Shot: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 8 + 1d10 ⇒ (7, 1, 1, 5, 5, 6) + 8 + (1) = 34 damage, +2d6 ⇒ (2, 2) = 4 Sonic damage, +2d6 ⇒ (5, 1) = 6 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (9) + 24 = 33, for 3d8 + 4 ⇒ (2, 4, 6) + 4 = 16 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 21 ⇒ (18) + 21 = 39, for 3d8 + 4 ⇒ (7, 6, 2) + 4 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 21 ⇒ (11) + 21 = 32, for 3d8 + 4 ⇒ (6, 2, 3) + 4 = 15 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (15) + 21 = 36, for 7d4 + 10 ⇒ (4, 1, 2, 2, 1, 4, 1) + 10 = 25 Cold damage.

...before trying to Hide.

Stealth: 1d20 + 26 ⇒ (13) + 26 = 39.

Sovereign Court

This time, two arrows strike true, but they just seem to be irritating the beast.

Gnashing its jaws angrily, it tries to spot him again...

Perception: 1d20 + 26 ⇒ (4) + 26 = 30.
Perception: 1d20 + 26 ⇒ (2) + 26 = 28.
Perception: 1d20 + 26 ⇒ (8) + 26 = 34.

...but fails.

Facing Cerberus, Round 5:

Jean-Pierre (-)
EM (-193)


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))

Good.

Sighing in relief, Jean-Pierre keeps up the pressure!

Hunted Shot: 1d20 + 27 ⇒ (18) + 27 = 45, for 3d8 + 4 ⇒ (4, 7, 8) + 4 = 23 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (8) + 24 = 32, for 3d8 + 4 ⇒ (2, 4, 3) + 4 = 13 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (13) + 21 = 34, for 3d8 + 4 ⇒ (5, 6, 8) + 4 = 23 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 21 ⇒ (3) + 21 = 24, for 3d8 + 4 ⇒ (6, 8, 7) + 4 = 25 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (6) + 21 = 27, for 7d4 + 10 ⇒ (2, 4, 1, 2, 4, 1, 3) + 10 = 27 Cold damage.

Sovereign Court

A single arrow hits...

Perception: 1d20 + 26 ⇒ (14) + 26 = 40.

...and the beast spots him again!

Luckily, it can't reach him (for now).

Facing Cerberus, Round 6:

Jean-Pierre (-)
EM (-217)


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 unleash a hail of arrows!

Hunted Shot: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 8 + 1d10 ⇒ (1, 1, 7, 8, 1, 5) + 8 + (9) = 40 damage, +2d6 ⇒ (1, 2) = 3 Sonic damage, +2d6 ⇒ (4, 3) = 7 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (3) + 24 = 27, for 3d8 + 4 ⇒ (3, 6, 4) + 4 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 21 ⇒ (12) + 21 = 33, for 3d8 + 4 ⇒ (8, 3, 2) + 4 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 21 ⇒ (7) + 21 = 28, for 3d8 + 4 ⇒ (1, 1, 2) + 4 = 8 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (7) + 21 = 28, for 7d4 + 10 ⇒ (1, 4, 1, 3, 4, 3, 1) + 10 = 27 Cold damage.

He then tries to Hide.

Stealth: 1d20 + 26 ⇒ (17) + 26 = 43.

Sovereign Court

Once again, only a single arrow hits, but it causes significant damage.

The beast, having lost track of him again, thrashes around in agitation...

Perception: 1d20 + 26 ⇒ (8) + 26 = 34.
Perception: 1d20 + 26 ⇒ (18) + 26 = 44.

...eventually spotting him.

Facing Cerberus, Round 7:

Jean-Pierre (-)
EM (-260)


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))

Knowing that his spells are close to running out, Jean-Pierre keeps up the pressure!

Hunted Shot: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 8 + 1d10 ⇒ (8, 7, 3, 6, 1, 1) + 8 + (10) = 44 damage, +2d6 ⇒ (4, 4) = 8 Sonic damage, +2d6 ⇒ (6, 2) = 8 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (2) + 24 = 26, for 3d8 + 4 ⇒ (3, 2, 8) + 4 = 17 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 21 ⇒ (13) + 21 = 34, for 3d8 + 4 ⇒ (3, 1, 1) + 4 = 9 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 21 ⇒ (12) + 21 = 33, for 3d8 + 4 ⇒ (2, 3, 4) + 4 = 13 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (19) + 21 = 40, for 7d4 + 10 ⇒ (4, 4, 3, 2, 4, 1, 1) + 10 = 29 Cold damage.

He then tries to Hide again.

Stealth: 1d20 + 26 ⇒ (10) + 26 = 36.

Sovereign Court

Jean-Pierre's first arrow hits something major, causing spasms to propagate throughout the centipede's body.

Horrifically injured, it stubbornly refuses to collapse!

Jean-Pierre's subsequent frost ray, however, is *just* enough to tip it over the edge, and it collapses to the ground, dead.

Combat over!

FYI, the front door to the building is locked (Thievery DC 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))

Jean-Pierre flaps back down to ground level, just as his enhancements expire.

He careful moves up to the doors, and picks the lock...

Thievery: 1d20 + 27 ⇒ (4) + 27 = 31.
Thievery: 1d20 + 27 ⇒ (1) + 27 = 28.
Thievery: 1d20 + 27 ⇒ (18) + 27 = 45.

...getting it on the third attempt.

He then pulls up his hood, and cracks open the door, trying to get the drop on the grey-dwarves.

Stealth: 1d20 + 27 ⇒ (20) + 27 = 47.

Sovereign Court

Jean-Pierre eases the door open, with the grey-dwarves 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))

Jean-Pierre decides to test the waters...

Hunted Shot: 1d20 + 27 ⇒ (6) + 27 = 33, for 3d8 + 4 ⇒ (6, 8, 2) + 4 = 20 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (8) + 24 = 32, for 3d8 + 4 ⇒ (7, 3, 1) + 4 = 15 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (9) + 21 = 30, for 3d8 + 4 ⇒ (8, 7, 6) + 4 = 25 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 21 ⇒ (9) + 21 = 30, for 3d8 + 4 ⇒ (2, 6, 7) + 4 = 19 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (13) + 21 = 34, for 7d4 + 10 ⇒ (3, 4, 3, 3, 1, 1, 4) + 10 = 29 Cold damage.

Sovereign Court

One arrow hits, as does his frost blast!

DSL: 1d20 + 26 ⇒ (3) + 26 = 29.
Jean-Pierre: 1d20 + 28 ⇒ (11) + 28 = 39.

Interrupting Patrol, Round 1:

Jean-Pierre (-)
Archibald (-)
DSL (-52, -)


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 + 27 ⇒ (6) + 27 = 33, for 3d8 + 4 ⇒ (3, 1, 2) + 4 = 10 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (11) + 24 = 35, for 3d8 + 4 ⇒ (4, 6, 5) + 4 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 21 ⇒ (3) + 21 = 24, for 3d8 + 4 ⇒ (5, 2, 6) + 4 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (5) + 21 = 26, for 3d8 + 4 ⇒ (1, 3, 1) + 4 = 9 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (1) + 21 = 22, for 7d4 + 10 ⇒ (2, 1, 2, 1, 2, 3, 2) + 10 = 23 Cold damage.

Sovereign Court

This time, two arrows land.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35.
Perception: 1d20 + 26 ⇒ (9) + 26 = 35.

Perception: 1d20 + 26 ⇒ (1) + 26 = 27.
Perception: 1d20 + 26 ⇒ (8) + 26 = 34.

Perception: 1d20 + 26 ⇒ (20) + 26 = 46.
Perception: 1d20 + 26 ⇒ (15) + 26 = 41.

Both dwarves look around frantically, eventually pin-pointing Jean-Pierre's location.

Interrupting Patrol, Round 2:

Jean-Pierre (-)
Archibald (-)
DSL (-95, -)


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 + 27 ⇒ (1) + 27 = 28, for 3d8 + 4 ⇒ (5, 7, 7) + 4 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (3) + 24 = 27, for 3d8 + 4 ⇒ (6, 3, 4) + 4 = 17 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 21 ⇒ (9) + 21 = 30, for 3d8 + 4 ⇒ (2, 2, 2) + 4 = 10 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 21 ⇒ (9) + 21 = 30, for 3d8 + 4 ⇒ (3, 3, 2) + 4 = 12 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (9) + 21 = 30, for 7d4 + 10 ⇒ (3, 3, 1, 2, 1, 3, 1) + 10 = 24 Cold damage.

...then tries to Hide.

Stealth: 1d20 + 26 ⇒ (8) + 26 = 34.

Sovereign Court

None of his attacks hit this round, but he *does* manage to Hide.

Cursing, the dwarves Seek...

Perception: 1d20 + 26 ⇒ (2) + 26 = 28.
Perception: 1d20 + 26 ⇒ (3) + 26 = 29.

Perception: 1d20 + 26 ⇒ (12) + 26 = 38.
Perception: 1d20 + 26 ⇒ (12) + 26 = 38.

...both spotting him!

They both stare long and hard in his general direction...

Almost as if *they* designated *him* as Prey ;-)

Interrupting Patrol, Round 3:

Jean-Pierre (-)
Archibald (-)
DSL (-95, -)


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 + 27 ⇒ (13) + 27 = 40, for 3d8 + 4 ⇒ (3, 7, 1) + 4 = 15 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 24 ⇒ (6) + 24 = 30, for 3d8 + 4 ⇒ (1, 7, 1) + 4 = 13 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 21 ⇒ (11) + 21 = 32, for 3d8 + 4 ⇒ (6, 2, 1) + 4 = 13 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 21 ⇒ (7) + 21 = 28, for 3d8 + 4 ⇒ (6, 6, 7) + 4 = 23 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.

Ray of Frost: 1d20 + 21 ⇒ (17) + 21 = 38, for 7d4 + 10 ⇒ (2, 3, 2, 4, 2, 1, 3) + 10 = 27 Cold damage.

...and then Hides.

Stealth: 1d20 + 27 ⇒ (12) + 27 = 39.

Sovereign Court

One arrow, and his icy blast, both hit...

...before he fades away.

The Dwarves Seek him again...

Perception: 1d20 + 28 ⇒ (3) + 28 = 31.
Perception: 1d20 + 28 ⇒ (5) + 28 = 33.

Perception: 1d20 + 28 ⇒ (6) + 28 = 34.
Perception: 1d20 + 28 ⇒ (7) + 28 = 35.

Perception: 1d20 + 28 ⇒ (16) + 28 = 44.
Perception: 1d20 + 28 ⇒ (10) + 28 = 38.

...failing to find him, until it is too late to act.

Interrupting Patrol, Round 4:

Jean-Pierre (-)
Archibald (-)
DSL (-144, -)

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