'23-'24 Round Robin w/ S01-06 Lost on the Spirit Road (Inactive)

Game Master Frozen Frost

Round Robin Calendar:

□) #1-01 "The Absalom Initiation" w/ GM rainzax @ June/July/Aug '23
□) #4-01 "Year of Boundless Wonder" w/ GM Kwinten Aug/Sept/Oct '23
□) #3-01 "Year of Shattered Sanctuaries" w/ GM Frost @ Oct/Nov/Dec '23
□) #1-10 "Tarnbreaker's Trail" w/ TechnoDM @ Nov/Dec/Jan '23/'24
□) #1-14 "Lions of Katapesh" w/ GM J.G @ Jan/Feb/Mar '24
□) #1-06 "Lost on Spirit Road" w/ GM Aeshuura @ Mar/Apr/May '24


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Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Dang, forgot to mention that I default to nonlethal for my unarmed attacks, unless they are outsiders or undead. We will leave Blue dead, but for here on out I will try to remember to make that note.

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Continue puppeteering (Courageous Anthem)

Telekinetic Projectile vs. Teal (I don't actually know what 'teal' is, but, I'm assuming it is the one south of me.)

Spell attack with Anthem: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Damage: 2d6 ⇒ (3, 6) = 9

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Teal is kind of a blue-green color... ^_^ I only know because when I order polo shirts for work, it is one of the options...


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Seelah draws out her longsword and Steel shield and raises her shield.


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Ramona sent magically a stone towards the teal one, killing him with one shot. with Anthem

Seeing his blue comrade dropped by Haohji, the red one draws his shortsword and moves to flank him to strike him.

Shortsword vs FF: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, sneak: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8

But he misses him hissing in despair.
★★★
Ambush! Round 2
──────────
Conditions in effect:

Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-14 HP) DEAD
➤ Ramona (24/26 HP)
➤ Bandit red (-0 HP)
Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-10 HP) DEAD
➤ Seelah (20/20 HP)

➤ wagon 1 (9 damage) (on fire)

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Not again!" Veiled lady groans under her breath and tries to put off the flames with more sand and/or soil from the ground.
DC 14 Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19 Success

Having successfully quenched the fire of wagon 1 again, Veiled Lady focuses on sending a mental jolt at Red this time.

◆ Interact to put out fire
◆◆ Daze, DC 18 basic Will save of Blue vs Daze, CA: 1d6 + 1 ⇒ (5) + 1 = 6 mental damage (and Stunned 1 on Crit Fail)


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Once again the Veiled Lady extinguish the fire on the wagon.

Will: 1d20 + 5 ⇒ (18) + 5 = 23

But the red bandit resists to her spell.

The green bandit pulls out a new alchemist's fire and throw it towards the wagon.

Alchemist's fire, range: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

And the wagon begins to burn again.

Then he draws a shortsword.

★★★
Ambush! Round 2
──────────
Conditions in effect:

Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-14 HP) DEAD
➤ Ramona (24/26 HP)
➤ Bandit red (-3 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-10 HP) DEAD
➤ Seelah (20/20 HP)

➤ wagon 1 (14 damage) (on fire)

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Hold up, that is a ranged attack in my face, so I believe I get a Reactive Strike?

Reactive Strike, Unarmed: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Nice! If that hits and drops him, does that interrupt, so the wagon is not on fire? Don't have my Revised Core in front of me...


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The green bandit is surprised by Haohji's reaction. But he's not surprised a lot of time because the strike kills him instantly.

★★★
Ambush! Round 2
──────────
Conditions in effect:

Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-14 HP) DEAD
➤ Ramona (25/26 HP)
➤ Bandit red (-3 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP) DEAD
Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-10 HP) DEAD
➤ Seelah (20/20 HP)

➤ wagon 1 (9 damage)

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

On Haohji's turn... Going for KO.

Snagging Strike, unarmed: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

If he is still up... Still going for KO

Snagging Strike, unarmed: 1d20 + 10 + 1 - 4 ⇒ (18) + 10 + 1 - 4 = 25
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

If he drops, Haohji will charge at Yellow.


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The red bandit falls under the first strike.

I let you move your token.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Like a nightmare, the brawler just breaks into a full run to chase down the remaining bandit!


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The remaining bandit isn't fool. Seeing the most of his comrades killed by one shots he moves away quickly when he sees Haohji rushing towards him.

COMBAT OVER

Status
➤ Ramona (25/26 HP)
➤ Veiled Lady (28/28 HP)
➤ Haohji (50/50 HP)
➤ Seelah (20/20 HP)

➤ wagon 1 (9 damage)

The silence falls on the battlefield. Suddenly, the goblins move out of their hiding places and come to see what occurred.

Mucmuck says to the other goblins: I told you we will die. Look at the wagon. It burnt. Fortunately we moved quickly to not die this time but the next time?

What do you want to do?

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Yes, it is burned but not fully destroyed, I think," the Veiled Lady remarks as she begins inspecting the wagon to assess the extent of the damage.

"Maybe we can look around to see where these ambushers came from. It seems like they knew we were coming, as they were attempting to destroy the wagons."

The Veiled Lady proceeded to search the area for clues about the ambushers' origin, her keen perception aiding her in the task. Perception +8 to Search


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The Veiled Lady finds a cache near the sphinx containing bolas, a khopesh and a fighting fan.

If you want to do something else, feel free to tell and I retcon as I move us forward.

During the time you search for a cache the goblins prepare to continue after having consolidate the burnt wagon.

When you finally arrive at the camp, you find it bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point.

As the wagons are unloaded, Muckmuck shows you to Zig, leader of the bridge camp. While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking.

It is good to see you. They call me Zig. I’m glad my father asked you to come here to help. We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation. Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built. These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.

He continues after a short pause.

About a dozen goblins have been killed by these creatures, and I need you to put an end to the slaughter. Pearlybones, our doctor, has to mach work. And he can't bring back alive the dead ones.

Zig asks you to patrol the camp’s perimeter during the night and stop the felines from killing the goblin workers.

The camp is mostly filled with goblin workers, most of whom do not speak Common and are too busy to talk to you.

The areas of note in the camp are the supply depot (where tools and materials are kept for building the bridge), the mess hall (where Zig works and food is stored), the infirmary (where sick or injured goblins are cared for), and the tents where each goblin sleeps.

Slide 5

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

"I suggest we rest today, so that we will be refreshed during the night. Can we consolidate all of the goblins into a smaller set of tents? That way, the 'cats' will only have a single target, where we can set an ambush."


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Stroking his chin Zig concludes: It might be possible if you use the command post. But you should try first.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji would see if he can use his Repair Kit to fix the wagons a bit. Do they have extra wood to replace the burnt panels?

EDIT: Dragging back the unconscious bandit, Haohji asks his group, What do you want to do with him?


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The wagon is still standing enough to reach the site.

The goblins are happy to get Haohji's help to fix the wagon for the end of the day.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

That evening...

Craft: 1d20 + 6 ⇒ (13) + 6 = 19 If Specialty Crafting (Carpentry) applies, that is a 20.

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Then...

Dragging back the unconscious bandit, Haohji asks his group, What do you want to do with him?
"Let's interrogate him if he knows something." Veiled Lady suggests, though she is no good at interrogating.

Veiled Lady picks up the loot she found an hands them to her allies to keep for later.

Now...

"Let's rest indeed, so that we can easily patrol in the night." she agrees with Ramona. "If big cats are targeting goblins as their prey, we must keep them safe somewhere. Fences might be useful, though I wonder if it will be helpful. No harm in trying anyway."

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Then...

I am not much good at that either... Ramona? Care to take a stab at it? Haohji grins at the though of the puppet interrogating the bandit...

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

"Ummm. Interrogation??" she whispers to Haohji.

Then to the bandit, Ramona will speak to him to try to get more information out of him.

Underworld Lore: 1d20 + 5 ⇒ (17) + 5 = 22


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The bandit simply declares: I swear we are only subordinates. I don't know who commanded that we attacked your caravan. We should burn your wagons and stop you to reinforce the goblins camp. I don't know anything more. I'm simply an honest bandit you know. Not a chief.

__________

So you can use the wood from the wagons to build fences. But it takes time. You can already patrol during the day. You can take a nap before the evening. Or do something else.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji will help with building fences, as he is a carpenter / woodworker. Then he will nap until evening...

Craft: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Woo! Finally rolling well! After last adventure... >.<


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Seelah helps in splitting the wagons into pieces of woods for making the fences, though she wonders what will the goblins use if they want to return...
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Veiled Lady helps in healing some wounded goblins with their medic before she takes her rest for the night patrolling.
Medicine: 1d20 + 8 ⇒ (5) + 8 = 13


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So most of you are fortifying the camp with some goblins.

So you can place/draw on the map 15 segments of fence. Each segment is 5 ft long and 6 ft high.

During this time the Veiled Lady helps to treat the wounds of the workers.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

How high is the fence surrounding the camp? Or is that what we are laying down?


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The existing fence on the map is 7 ft high. You may add new fences segments on the map. I've have placed the one you've brought on the map to show you an example.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Okay, I made fifteen lengths. Anyone want to chime in on where we should place them? I think having extra reinforcement around the tents might be good, leaving openings that lead to the central fire, so that those at watch will likely encounter any assailants first, assuming they don't jump the fences...

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

"Should we isolate all the goblins in the Command Tent, and use the fencing to isolate the Command Tent? Give us enough room to move around, but, let the cats come to us?"

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Putting them all in the Command Post is not a bad idea," Veiled Lady chimes in, and starts to move the fences around the Command Post.


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Seelah helps the leshy cleric in moving the fences around it as well.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji looks at the foreman, Will everyone fit in the command tent comfortably?


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Zig strokes his chin.

Well, I guess you can try it. With the disappeared workers we don't have so many of them now.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Let's do it then!


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In the evening all the goblins enter under the command tent and prepare for the night. Muckmuck doesn't miss the chance to frighten everybody: That's stupid! The beasts will come here and find us all together. It will be a slaughter. We will all die!

But the tent fits for everybody. And the night begins...

Please place yourself before something happens.

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ready

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Veiled Lady prepares herself as the night approaches for them to patrol the area.


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Seelah draws out her weapon and raises her shield while keeping her eyes peeled, looking beyond the fenced area for any signs of unusual movement that she can see.


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The night begins. Everything is silent. Too silent. The goblins are dreaming about having finished the construction of the bridge. And the Pathfinders are hoping nothing will occur during this night. They hope, but it won't be the case...

Two beasts with a fawn coat spotted with rosettes arrived climbing the fence around the camp and move in both tent's quarters. They notice now that there aren't any goblins here.

LEOPARDS OR LIONS

Initiative:

Ramona : 1d20 + 6 ⇒ (3) + 6 = 9
Haohji : 1d20 + 7 ⇒ (10) + 7 = 17
Veiled Lady : 1d20 + 8 ⇒ (11) + 8 = 19
Seelah : 1d20 + 3 ⇒ (20) + 3 = 23
Beast red : 1d20 + 8 ⇒ (6) + 8 = 14
Beast green : 1d20 + 8 ⇒ (11) + 8 = 19
?: 1d20 + 8 ⇒ (7) + 8 = 15

★★★
Camp Attack! Round 1

──────────
BEFORE YOUR TURN:
──────────
Name :
──────────
BOLD IS UP!:
──────────
Seelah (20/20 HP)
➤ Beast green
➤ Veiled Lady (28/28 HP)
➤ Haohji (50/50 HP)
➤ ?
➤ Beast red
➤ Ramona (26/26)


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Stop right there, you goblin eater!" Seelah exclaims. She then charges forward the tents and hacks the hostile animal with her longsword.
Longsword Attack vs Beast Green: 1d20 + 6 ⇒ (7) + 6 = 13
Weapon Damage: 1d8 + 3 ⇒ (3) + 3 = 6 slashing damage

◆ Stride
◆ Stride
◆ Longsword


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Seelah rushes towards the green beast to strike them but he misses.

The animal is a bit surprised to be attacked but defends itself and tries to bite Seelah.

Jaws: 1d20 + 10 ⇒ (3) + 10 = 13

Damage: 1d10 + 3 ⇒ (7) + 3 = 10

But it also misses the Champion. Then it moves on to the infirmary jumping through the window without glass.

LEOPARDS OR LIONS

★★★
Camp Attack! Round 1

──────────
BEFORE YOUR TURN:
──────────
Name :
──────────
BOLD IS UP!:
──────────
➤ Seelah (20/20 HP)
➤ Beast green
Veiled Lady (28/28 HP)
Haohji (50/50 HP)
➤ ?
➤ Beast red
➤ Ramona (26/26)

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji surges forward and comes in with a one-two combination!

◆ Stride
◆ Snagging Strike
◆ Snagging Strike

Snagging Strike:
Requirements You have one hand free, and your target is within reach of that hand.

You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.

Unarmed @ Red: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Unarmed @ Red: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Q7 RPG chronicles Q7 Slides 1-14 Slides

Haohji rushes towards the red beast and slaps its head once.

I've replaced Seelah where they were after their turn.

LEOPARDS OR LIONS

★★★
Camp Attack! Round 1

──────────
BEFORE YOUR TURN:
──────────
Name :
──────────
BOLD IS UP!:
──────────
➤ Seelah (20/20 HP)
➤ Beast green
Veiled Lady (28/28 HP)
➤ Haohji (50/50 HP)
➤ ?
➤ Beast red (-9 HP)
➤ Ramona (26/26)

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Red is Off-guard if it matters to anyone!

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Veiled Lady follows the fighter and sends mental jolt at Red

◆ Stride
◆◆ Daze, DC 18 basic Will save of Red vs 1d6 ⇒ 2 mental damage


Q7 RPG chronicles Q7 Slides 1-14 Slides

Will red: 1d20 + 5 ⇒ (20) + 5 = 25

The Veiled Lady tries to concentrate to make pain to the red one with her mind without success.

Suddenly a new beast appears moving inside the camp through the entrance. And it goes directly into a tents quartier. Finding no goblins but Seelah, a human (pouah), it runs up the fence to find the commander tent.

The red beast defends itself against Haohji.

Jaws: 1d20 + 10 ⇒ (18) + 10 = 28

Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Claw: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17

Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Then he moves away.

LEOPARDS OR LIONS

★★★
Camp Attack! Round 1

──────────
BEFORE YOUR TURN:
──────────
Name :
──────────
BOLD IS UP!:
──────────
➤ Seelah (20/20 HP)
➤ Beast green
➤ Veiled Lady (28/28 HP)
➤ Haohji (40/50 HP)
➤ Beast blue
➤ Beast red (-9 HP)
Ramona (26/26)


Q7 RPG chronicles Q7 Slides 1-14 Slides

LEOPARDS OR LIONS

★★★
Camp Attack! Round 1/2

──────────
BEFORE YOUR TURN:
──────────
Name :
──────────
BOLD IS UP!:
──────────
Seelah (20/20 HP)
➤ Beast green
➤ Veiled Lady (28/28 HP)
➤ Haohji (40/50 HP)
➤ Beast blue
➤ Beast red (-9 HP)
Ramona (26/26)

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