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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Sovereign Court

Jean-Pierre's first arrow slams into its right wing, rocking it, but his second pierces it straight through the heart, causing it to fall to the ground with a great crash!

Combat over.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9.

Searching around the room, you find enough paper and ink to make six Writing Sets.


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))

"Well, maybe that will be useful..."

With a shrug, Jean-Pierre goes through the Eastern door.

Sovereign Court

Although many of the circular tables and heavy wooden writing desks here are tipped over or otherwise ransacked, the bookshelves against the wall and the nature of furniture suggest this was once a room where significant legal research took place.

There is nothing of value in here.


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 heads North!

Sovereign Court

This long row of mostly empty bookshelves is remarkably untouched, though a thick layer of dust and the smell of mildew permeate the air. A door deeper in the citadel to the east hangs conspicuously open.

Nothing of value in here, either.


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))

Frowning as he regards the open door, Jean-Pierre heads East.

Sovereign Court

This grim administrative office’s heavy wooden desk, armchairs, and filing cabinets are still largely intact, though most of the furniture drawers have been pulled out and ransacked.

A large male wolf looks up from where it has been gnawing on a leg bone, and chuckles.

"Ah, I do so like it when fresh meat comes to me..."

The puppies, meanwhile, whine, and hang back.

W: 1d20 + 8 ⇒ (11) + 8 = 19.
Jean-Pierre: 1d20 + 7 ⇒ (9) + 7 = 16.

The Warg charges forward, and tries to bite Archibald!

Bite: 1d20 + 11 ⇒ (1) + 11 = 12, for 1d8 + 4 ⇒ (2) + 4 = 6 damage.
Bite: 1d20 + 6 ⇒ (4) + 6 = 10, for 1d8 + 4 ⇒ (8) + 4 = 12 damage.

Unfortunately for it, its aim is *way* off.

Welcome To My Parlour..., Round 1:

W (-)
Jean-Pierre (-)
Archibald (-8)


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))

"I think not..."

Grimacing, Jean-Pierre declares the Warg to be his prey, directs Archibald to harry it, and opens fire!

Hunted Shot: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d8 + 1d8 + 1d8 ⇒ (1) + (8) + (3) = 12 damage.
Hunted Shot: 1d20 + 2 ⇒ (14) + 2 = 16, for 1d8 + 1d8 ⇒ (8) + (3) = 11 damage.

He then tosses an Electric Arc at it...

Electric Arc: 1d4 + 2 ⇒ (1) + 2 = 3 Electricity damage, DC 14 Reflex for half.

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

Sovereign Court

Reflex: 1d20 + 9 ⇒ (13) + 9 = 22.

Jean-Pierre's first arrow strikes true, but the second is easily dodged, and avoids the worst of the electricity blast.

The Warg snarls:

"I need no more than my flesh and bone to defeat you! You need a pet, weapons, and spells to even make this sporting!"

It then tries to rip Archibald apart...

Jaws: 1d20 + 11 ⇒ (1) + 11 = 12, for 1d8 + 4 ⇒ (1) + 4 = 5 damage.
Jaws: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d8 + 4 ⇒ (8) + 4 = 12 damage.
Jaws: 1d20 + 1 ⇒ (11) + 1 = 12, for 1d8 + 4 ⇒ (6) + 4 = 10 damage.

...but its bark seems to be far worse than its bite!

Welcome To My Parlour..., Round 2:

W (-13)
Jean-Pierre (-)
Archibald (-8)


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 snorts.

"I, on the other hand, don't eat Prey that can talk back at me..."

He drives his point home with several arrows, and a blast of electricity.

Hunted Shot: 1d20 + 7 ⇒ (3) + 7 = 10, for 1d8 + 1d8 + 1d8 ⇒ (2) + (2) + (4) = 8 damage.
Hunted Shot: 1d20 + 2 ⇒ (3) + 2 = 5, for 1d8 + 1d8 ⇒ (2) + (2) = 4 damage.
Iterative: 1d20 - 3 ⇒ (3) - 3 = 0, for 1d8 + 1d8 ⇒ (3) + (7) = 10 damage.

Electric Arc: 1d4 + 2 ⇒ (1) + 2 = 3 Electricity damage, DC 14 Reflex for half.

Damn!

Sovereign Court

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18.

The Warg chuckles.

"You were saying...?"

Jaws: 1d20 + 11 ⇒ (13) + 11 = 24, for 1d8 + 4 ⇒ (5) + 4 = 9 damage.
Jaws: 1d20 + 6 ⇒ (17) + 6 = 23, for 1d8 + 4 ⇒ (2) + 4 = 6 damage.
Jaws: 1d20 + 1 ⇒ (12) + 1 = 13, for 1d8 + 4 ⇒ (7) + 4 = 11 damage.

With a pair of savage blows, it tears into Archibald's flank!

Welcome To My Parlour..., Round 3:

W (-14)
Jean-Pierre (-)
Archibald (-23)


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

"Scheisse!"

Jean-Pierre backs off, and goes for broke!

Hunted Shot: 1d20 + 7 ⇒ (19) + 7 = 26, for 1d8 + 1d8 + 1d8 ⇒ (4) + (1) + (7) = 12 damage.
Hunted Shot: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d8 + 1d8 ⇒ (7) + (4) = 11 damage.
Iterative: 1d20 - 3 ⇒ (4) - 3 = 1, for 1d8 + 1d8 ⇒ (6) + (6) = 12 damage.

He then tosses an Electric Arc...

Electric Arc: 1d4 + 2 ⇒ (2) + 2 = 4 Electricity damage, DC 14 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, dropping the Warg.

Combat over!

The puppies bark happily, and nuzzle Jean-Pierre's legs.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22.

Searching the room, Jean-Pierre finds a single undamaged book, tucked into the back of a drawer. This book is a treatise on Order of the Nail protocols as they relate to both Chelish and Isgeri laws, and explanations of various interpretations of them as they apply to past cases against local criminals. At the beginning of the book is a personalized dedication that reads: “To Lictor Acillmar, with thanks for your interest in my work. Together we shall quell savagery.
—Hellknight T. Stagram, Esq.”
.


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 shaky breath, Jean-Pierre pats Archibald's flank.

"Thanks, old friend!"

He then sets about binding his companions wounds...

Medicine: 1d20 + 5 ⇒ (18) + 5 = 23, for 2d8 ⇒ (8, 2) = 10.

...and lets him take a short rest (spending 1 RP).

After that, he heads for the remaining chamber on this side of the complex.

Sovereign Court

A prisoner intake area with long benches, rings on the walls for shackles, and an administrative area occupies this room’s western end. To the east, behind a raised iron gate, several prisoner holding cells stand with their doors hanging open. Storage lockers line the walls to the south.

As you move to explore the room, the cell doors clang open, and the skeletons rise to their feet, unholy light burning in their empty eye sockets!

SG: 1d20 + 2 ⇒ (3) + 2 = 5.
Jean-Pierre: 1d20 + 7 ⇒ (17) + 7 = 24.

The Unquiet Dead, Round 1:

Jean-Pierre (-)
Archibald (-)

SG (-, -, -, -)


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

Jean-Pierre groans.

"Great. Just what I needed."

Nevertheless, he designates Red to be his Prey, coaxes Archibald forward, and starts firing!

Hunted Shot: 1d20 + 7 ⇒ (2) + 7 = 9, for 1d8 + 1d8 + 1d8 ⇒ (6) + (6) + (6) = 18 damage.
Hunted Shot: 1d20 + 2 ⇒ (12) + 2 = 14, for 1d8 + 1d8 ⇒ (4) + (4) = 8 damage.

He then tosses an Electric Arc at the front two...

Electric Arc: 1d4 + 2 ⇒ (3) + 2 = 5 Electricity damage, DC 14 Reflex for half.

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

Sovereign Court

Both of Jean-Pierre's arrow miss wildly...

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27.
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12.

...and both are completely unaffected by his electricity burst!

The skeletons then mindlessly mob forwards...

Claw: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Claw: 1d20 + 2 ⇒ (4) + 2 = 6, for 1d6 + 2 ⇒ (5) + 2 = 7 damage.

Claw: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.
Claw: 1d20 + 2 ⇒ (16) + 2 = 18, for 1d6 + 2 ⇒ (5) + 2 = 7 damage.

Claw: 1d20 + 6 ⇒ (3) + 6 = 9, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.

Claw: 1d20 + 6 ⇒ (15) + 6 = 21, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.

...ripping into Archibald like starving piranha!

The Unquiet Dead, Round 2:

Jean-Pierre (-)
Archibald (-26)
SG (-, -, -, -)


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

"Scheisse!"

Jean-Pierre frantically pulls Archibald out of the combat, then retreats himself, slamming the door shut behind him!

Sovereign Court

The mindlessly undead claw at the closed door for several minutes, before going quiet.

Combat over... for 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 pats his friend consolingly.

"Sorry about that. Let's heal up, and take another crack at them!"

Medicine: 1d20 + 5 ⇒ (8) + 5 = 13.

When his first attempt doesn't work, he starts feeding Archibald potions...

Minor Healing Potion: 1d8 ⇒ 2.
Minor Healing Potion: 1d8 ⇒ 6.
Minor Healing Potion: 1d8 ⇒ 7.

...and lets his friend rest (1RP).

Double-fisting the Holy Water that he found, he then opens the door (again).

Sovereign Court

SG: 1d20 + 2 ⇒ (17) + 2 = 19.
Jean-Pierre: 1d20 + 7 ⇒ (6) + 7 = 13.

Clustered around the doorway, the skeletons try to rip into Archibald!

Claw: 1d20 + 6 ⇒ (19) + 6 = 25, for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage
Claw: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d6 + 2 ⇒ (3) + 2 = 5 damage
Claw: 1d20 - 2 ⇒ (8) - 2 = 6, for 1d6 + 2 ⇒ (3) + 2 = 5 damage

Claw: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d6 + 2 ⇒ (5) + 2 = 7 damage
Claw: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d6 + 2 ⇒ (4) + 2 = 6 damage
Claw: 1d20 - 2 ⇒ (10) - 2 = 8, for 1d6 + 2 ⇒ (4) + 2 = 6 damage

Claw: 1d20 + 6 ⇒ (12) + 6 = 18, for 1d6 + 2 ⇒ (2) + 2 = 4 damage
Claw: 1d20 + 2 ⇒ (7) + 2 = 9, for 1d6 + 2 ⇒ (6) + 2 = 8 damage
Claw: 1d20 - 2 ⇒ (14) - 2 = 12, for 1d6 + 2 ⇒ (5) + 2 = 7 damage

Luckily, only the one with unobstructed access manages to hit, but it is a doozy!

The Unquiet Dead (Redux), Round 1:

SG (-, -, -, -)
Jean-Pierre (-)
Archibald (-16)


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

Jean-Pierre starts tossing vials!

Holy Water: 1d20 + 7 ⇒ (16) + 7 = 23, for 1d6 ⇒ 5 Good damage, +1 Good Splash.

He then directs Archibald to attack...

Jaws: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 1 ⇒ (16) + 1 = 17, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

...before channelling some electricity!

Electric Arc: 1d4 + 2 ⇒ (1) + 2 = 3 Electricity damage, DC 14 Reflex for half.

Sovereign Court

The holy water sizzles like acid, dissolving the foremost skeleton, and slightly burning the other three.

Archibald, incensed, steps forward, and rips one of the injured skeletons apart (on his second attempt)!

Reflex: 1d20 + 8 ⇒ (14) + 8 = 22.
Reflex: 1d20 + 8 ⇒ (2) + 8 = 10.

Neither of the remaining skeletons is particularly harmed by Jean-Pierre's channelled electricity, however.

They both claw at Archibald...

Claws: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.
Claws: 1d20 + 2 ⇒ (1) + 2 = 3, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.
Claws: 1d20 - 2 ⇒ (12) - 2 = 10, for 1d6 + 2 ⇒ (5) + 2 = 7 damage.

Claws: 1d20 + 6 ⇒ (11) + 6 = 17, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.
Claws: 1d20 + 2 ⇒ (16) + 2 = 18, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.
Claws: 1d20 - 2 ⇒ (9) - 2 = 7, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.

...almost dragging him to the ground!

The Unquiet Dead (Redux), Round 2:

SG (-1, -1)
Jean-Pierre (-)
Archibald (-31)


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

Grimacing, Jean-Pierre throws his last vial of Holy Water...

Holy Water: 1d20 + 7 ⇒ (18) + 7 = 25, for 1d6 ⇒ 5 Good damage, + 1 Good Splash.

...and then directs Archibald to keep swinging!

Jaws: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 2 ⇒ (1) + 2 = 3, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.

Sovereign Court

Jean-Pierre's throw strikes true, dissolving his primary target to small chunks of thready bone, and blistering the other...

...which is shattered by Archibald's mighty swings!

Combat over.

A search of the room reveals four locked storage cabinets...


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.

"That was painful! I should stock up on Holy Water the next time I am in town..."

He then tries his luck on the storage cabinets...

Thievery: 1d20 + 7 ⇒ (10) + 7 = 17.
Thievery: 1d20 + 7 ⇒ (19) + 7 = 26.
Thievery: 1d20 + 7 ⇒ (8) + 7 = 15.
Thievery: 1d20 + 7 ⇒ (3) + 7 = 10.
Thievery: 1d20 + 7 ⇒ (17) + 7 = 24.
Thievery: 1d20 + 7 ⇒ (14) + 7 = 21.
Thievery: 1d20 + 7 ⇒ (6) + 7 = 13.
Thievery: 1d20 + 7 ⇒ (19) + 7 = 26.

After much back and forth, he finally gets them all open, and, remembering storage chest he has been lugging around, tries to open that, as well!

Thievery: 1d20 + 7 ⇒ (5) + 7 = 12.
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12.
Thievery: 1d20 + 7 ⇒ (4) + 7 = 11.
Thievery: 1d20 + 7 ⇒ (18) + 7 = 25.

Sovereign Court

The lockers contain a total of: A low-grade silver fail, a low-grade silver light hammer, a low-grade silver mace, a low-grade silver morningstar, four Lesser Darvision Elixirs, a Jade Cat, a Lesser Cheetah's Elixir, a Potency Crystal, and a Scroll of Magic Missile.

The lockbox contains 31sp, and a mummified Elf hand (Hand of the Mage).


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 glances at Archibald, then decides to go back and rejoin the Goblins, to rest for the night.

I don't think we could face another group.

Sovereign Court

The Goblins are pleased to see Jean-Pierre and Archibald again; they have the Halfling trussed up like a Thanksgiving Turkey, and under constant guard, just in case.

The night passes uneventfully; Archibald heals a bit, but he is still quite injured in the morning...


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))

Feeling reasonably refreshed (although quite hungry), Jean-Pierre fusses over Archibald.

Medicine: 1d20 + 5 ⇒ (13) + 5 = 18, for 2d8 ⇒ (2, 4) = 6.
Medicine: 1d20 + 5 ⇒ (6) + 5 = 11, for 2d8 ⇒ (1, 1) = 2.
Medicine: 1d20 + 5 ⇒ (19) + 5 = 24, for 2d8 ⇒ (5, 6) = 11.

Three hours later, Archibald is as good as new!

Jean-Pierre then turns to the Goblins.

"I only have a few rooms left; I'll come back for the Hafling around lunchtime."

He then heads back to explore the room that he abandoned searching when he heard the courtyard argument.

Sovereign Court

Perception: 1d20 + 7 ⇒ (4) + 7 = 11.
Society: 1d20 + 4 ⇒ (19) + 4 = 23.

After about a quarter of an hour of searching, Jean-Pierre turns up several crumbled Order of the Nail cloth insignias that seemingly were lost or discarded when the Hellknights departed.

Jean-Pierre realises the Hellknights considered these insignias sacred symbols of their order, and that they’d be valuable to anyone with any ties to the knights, or any current or former member of any Hellknight order.


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 insignias, then heads through the door to the West.

Sovereign Court

Rows of long, slender dining tables sit in skewed rows throughout this room. Broken chairs are scattered throughout the chamber, and the entire room has an air of disuse and disarray.

There is nothing of value in this room.


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 go West!

Sovereign Court

Floor-to-wall shelves here still hold a few rotted provisions and cooking utensils, though the room is disastrously filthy and has clearly been ransacked.

After 10 minutes of searching, Jean-Pierre turns up enough edible food for 8 rations, and a silver dagger.


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 hungrily wolfs down some food, sharing it with Archibald and the pups.

He then heads through the door to the West.

Sovereign Court

Its flagstones painted entirely black, this sprawling and irregularly shaped room contains a circular, sunken arena in its middle. The arena’s edges are painted deep crimson, and an ominous crimson pentagram fills the center.

Just as you enter, you see a handsome, dark-haired man in matte black armor wielding an heirloom greatsword, moving with confident and assured technique while engaged in combat against a snickering imp! As you step forward, he bisects the creature with a powerful swing, then, upon seeing you, he nods curtly.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11.

As he does so, two more imps drop from the ceiling, hissing angrily.

“Great. More bloody hell monkeys...”

He then motions for you to join the fight!

Imp: 1d20 + 7 ⇒ (15) + 7 = 22.
Man: 1d20 + 7 ⇒ (3) + 7 = 10.
Jean-Pierre: 1d20 + 7 ⇒ (19) + 7 = 26.

Cleaning House, Round 1:

Jean-Pierre (-)
Archibald (-)

Imp (-, -)
Man (-)


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 designates his Prey, urges Archibald forward, and starts shooting!

Hunted Shot: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d8 + 1d8 + 1d8 ⇒ (4) + (6) + (2) = 12 damage.
Hunted Shot: 1d20 + 2 ⇒ (17) + 2 = 19, for 1d8 + 1d8 ⇒ (4) + (4) = 8 damage.

He then channels electricity between the imps...

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

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

Sovereign Court

Both of Jean-Pierre's arrows strike true, but they are not quite as effective as would have hoped.

Reflex: 1d20 + 9 ⇒ (14) + 9 = 23.
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10.

The injured imp dodges the worst of the electricity, but the other catches it right across its tiny head, leaving it shaking!

The one Jean-Pierre has been targeting angrily flies over, and tries to sting him...

Sting: 1d20 + 9 ⇒ (4) + 9 = 13, for 1d4 - 1 ⇒ (4) - 1 = 3 damage, +1d4 ⇒ 1 Evil damage, and a Fort save.
Sting: 1d20 + 5 ⇒ (18) + 5 = 23, for 1d4 - 1 ⇒ (3) - 1 = 2 damage, +1d4 ⇒ 3 Evil damage, and a Fort save.

...managing a lucky hit.

The other goes for the man in black armour...

Sting: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d4 - 1 ⇒ (4) - 1 = 3 damage, +1d4 ⇒ 3 Evil damage, and a Fort save.
Sting: 1d20 + 5 ⇒ (9) + 5 = 14, for 1d4 - 1 ⇒ (4) - 1 = 3 damage, +1d4 ⇒ 2 Evil damage, and a Fort save.

...but can't find a chink in his defenses.

The man responds, with several over-hand chops!

Greatsword: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d12 + 4 ⇒ (5) + 4 = 9 damage.
Greatsword: 1d20 + 5 ⇒ (4) + 5 = 9, for 1d12 + 4 ⇒ (10) + 4 = 14 damage.
Greatsword: 1d20 + 0 ⇒ (3) + 0 = 3, for 1d12 + 4 ⇒ (4) + 4 = 8 damage.

Only his first strike lands, and it is partially resisted. Nevertheless, the Imp is badly damaged.

Cleaning House, Round 2:

Jean-Pierre (-5; Fort save)
Archibald (-)
Imp (-11, -14)
Man (-)


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 + 7 ⇒ (20) + 7 = 27.

Grunting in annoyance, Jean-Pierre Steps away from his foe, calls Archibald over, and fire upon it!

Hunted Shot: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d8 + 1d8 + 1d8 ⇒ (4) + (1) + (4) = 9 damage.
Hunted Shot: 1d20 + 2 ⇒ (17) + 2 = 19, for 1d8 + 1d8 ⇒ (3) + (5) = 8 damage.

Once more, he then channels electricity...

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

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

Sovereign Court

Jean-Pierre and Archibald combine to double-tap the injured Imp between them.

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18.

The other imp then drops when electricity courses through its tiny body.

Combat over.

The man in black armour makes a point of going over to each imp, and chopping it in half.

“One must always be sure these nasty things are really finished off,” he says. “It seems my predecessors here perhaps lost sight of that.” Once done, he pulls out a length of black cloth from a pouch on his belt and wipes the gore from his sword. “I thank you for your assistance, by the way. I suspect you’re not looters—who are you then, if you please? I'm Armiger Alak Stagram of the Order of the Nail. Formerly of Citadel Altaerein, currently of Citadel Vraid in Varisia.” He gives a formal bow. “How nice to meet you in this beautiful and well-kept estate,”[/b] he says, with an ironic smile.


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 to the man.

"I am Jean-Pierre de Suis. I was hired by the town to track down an arsonist, and see what had happened to some Goblins who laired here. Turns out, the Goblins used to live in the basement, but some sort of Cult came up from down below, and forced them out - they want me to investigate, but I insisted on doing a clean sweep of this level, and reporting back to town, before doing so. Why are you here?"

Sovereign Court

“I’ve taken a short leave of absence from the Order of the Nail to attend to some personal business. This place is a ruin, a relic of the past. Most of its valuables were taken to Varisia, after all, and what’s left behind—with some few exceptions—is of little value... but there might still be some few hidden things of less obvious import to casual looters...”


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))

Realisation dawns!

Jean-Pierre looks thoughtful.

"I think I might have found a few things that you might be interested in, then..."

So saying, he pulls out the insignia, and the signed book that he found, and hands them to Alak.

Sovereign Court

Alak gently takes the insignias, smooths their edges, and pockets them, thanking you for showing respect to his Order when the citadel’s previous looters did not.

He is equally interested in the book, raising his eyebrows in disbelief.

"I didn't know that this even existed! Still, it means that what I really seek may still be here. You see, what I am *really* after is my family's signet ring. My late parents, who were also Hellknights of the Nail, never indicated the location of this treasured family heirloom, but I recently found out that it was stored “in a safe place” somewhere in Citadel Altaerein. I checked the Hellknight test area, since my mother had previously administered the test during her later years and might have locked it away with other hidden valuables, without any luck. I next plan to check the crypts below the citadel, as respected order members sometimes kept valuables or keepsakes in the vault. Perhaps we could join forces?"


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 slowly.

"I think we have an accord. I should warn you: I intend to head back to town now, to drop off my prisoner, sell some gear, and make a few discrete purchases. Tomorrow morning, however, I will be happy to tackle the Crypts."

Sovereign Court

Alak nods.

"That is acceptable."

Casually resting his greatsword over his shoulder, he then follows Jean-Pierre.

After retrieving the Halfling prisoner, it is a quick run back to town, where the party is met by the town guard, who quickly escort you to see the Town Council.

They listen gravely to what you have to say, occasionally asking for clarifications. Finally, the Mayor speaks up:

"Thank-you for retrieving the arsonist. It sounds like there is something going on below the Castle, and I worry what that might portend... I urge you to investigate further! In the interim, here is the 20gp promised to you."

Alright, It is at this point, that you can level up to 2 :-)

Feel free to note any purchases that you wish to make - the town 'cap' is level 4 items.

You are also now known as a 'Hero of Breachill', entitling you to a 5% discount on all purchases made in town.


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))

Purchases:
Piton x10 (0.1)
10' Pole (0.01) (1)
Belt Pouch (0.04)
Flint and Steel (0.05)
Waterskin x2 (0.1) (Lx2)
Backpack (0.1)
Bandolier x2 (0.2)
Grappling Hook (0.1) (L)
Hammer (0.1) (L)
Replacement Picks x10 (3)
Crowbar (0.5) (L)
Rope (0.5) (L)
Pup Tent (0.8) (L)
Compass (1) (L)
Mirror (1)
Repair Kit (2) (1)

At 5% off, that is 9.12gp

Upgrade Longbow to +1 Striking (100)
Healer's Gloves (80gp)

At 5% off, that is 171gp

Holy Water x5 (15)

At 5% off, that is 14.25gp

That leaves 0.23gp!

After spending the day going shopping, the following morning, Jean-Pierre is ready to go deal with whatever might be hidden in the Crypts!

Sovereign Court

Following the goblins' directions, you easily find a secret door on the slope of a steep hill just west of the Citadel. It leads to a long, low hallway that delves deep back under the Citadel, ending at another 'secret' door. Opening it reveals a large chamber.

This wide, empty stone hallway is oppressive and dark. To the east, the hall ends at three separate open doorways, while six additional corridors branch off to the north and south. A mass of rubble spills out of a clogged archway in the northeastern portion of the room.

Two human-sized birds, with long, multi-coloured tail feathers strut about this room, but bristle angrily when the party enters!

Feel free to make a 'Wild Empathy' check.


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))

Sighing, Jean-Pierre casts Light, so that he has some idea of what is going on downstairs.

Upon seeing the birds, he sings calmly to them...

Wild Empathy - 1d20 + 5 ⇒ (7) + 5 = 12.

Hero Point: Wild Empathy - 1d20 + 5 ⇒ (18) + 5 = 23.

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