Golem-Breaker

Grimma Fireforge's page

243 posts. Alias of Ilmakis.


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Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes thank you GMEDWIN

Hope to play with you all again :)


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I'm ready to post more and reinvigorate the game.
But it's hard when all we do seems to never works or lead to a more catastrophic end...
I hope Zab's player could be able to post more.

As I am not an English natural speaker it's also more difficult for me to write as well as I want.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Round 1

Grimma casted bless on everyone and took her longspear to be prepared.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma tried to remember how to chase these creatures.

Know. Nature: 1d20 + 4 + 3 ⇒ (9) + 4 + 3 = 16

Then, with her friends she began to organise the hunt

Survival: 1d20 + 7 ⇒ (10) + 7 = 17


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I'm hungry too. Let's go to dinner then !


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Survival (take 10 if I can): 1d20 + 7 ⇒ (1) + 7 = 8


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I'm worried too. Thanks for the heal Finn

Said Grimma, tired by her walk in the heat.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Fort Save: 1d20 + 4 ⇒ (5) + 4 = 9
Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I agree, onward !


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I agree. We need to focus on our comrades

Said Grimma who tried to find another way to pass far away from the predator's lair.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Survival (if I can't take 10): 1d20 + 7 ⇒ (14) + 7 = 21 If I can take 10 I will for a 17


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

So go south !

Grimma with Z. help began to track down the creatures.

Survival (take 10): 10 + 7 = 17


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma seeing Gelik alive run to the gnome, enlacing him.

Alive ! You're alive ! Ylimancha be blessed !

after that she listen to Gelik story and agreed to Finn comment

Yes, this time, we wi... then she looked at Zabivat Are you ok enough ? I fear I don't have the power or the knowledge to help you fight the disease you're under...


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I will be out for the next 4 days with no access to internet.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

NO ! No ! Nooooooo ! cry Grimma at the empty and ransacked place

It can't be true, no !


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

We've already lost too much compagnion. I will not this island take another ! You come with us Zabivat !


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Seeing Zabivat being worse than before Grimma said with a worried face

We must make it to the cave to day or she will die. I hope Jask could help her as I'm no help for her.

after a short silence she added

I will try to go ahead to seek help from the other.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

At Zabivat's call, Grimma stopped and everybody decided to make camp.

She looked around for the better place.

Survival: 1d20 + 7 ⇒ (20) + 7 = 27


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes, Jask :P, sorry.
My character had no way to help Zabivat, and she knows the disease Zabivat suffer is deadly. So she will try anything to save Z.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

It's up to Zabivat, Grimma would prefer to go to the caves, in hope Zack could do something for her.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I can see in the dark, I can lead you to the cave during the night. I fear Z. could'nt survive the night as I was unable to help her fighting the disease in her... With the canibal we have 0 chance I'm for trying to head back to the cave now.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I was just hoping one of them was still alive. I'm already too bad at rolling dice :P

Grimma looked at the broken scimitar, seeing if it can be repeared or had something special about it.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma stabilize the cannibals then search on them any clue or anything they could use to survive on this island.

Perception (take 10): 10 + 8 = 18


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Round 3

Grimma moved near Fijit to protect her from any harm and strike the canibal.

Ylimancha guide my arm !

Battleaxe with power attack: 1d20 + 3 + 1 + 1 - 1 ⇒ (13) + 3 + 1 + 1 - 1 = 171d8 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma went for one of the canibal, Axe high activating her judgment of Justice.

Battleaxe with power attack: 1d20 + 3 + 1 + 1 - 1 ⇒ (5) + 3 + 1 + 1 - 1 = 91d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Try to keep at least one of them alive !

Said Grimma who ask for Ylimancha guidance to fight these canibales and pray for Her blessing

Ylimancha, Please strengthen my spirit and my skin and bless my allies with your Guidance

Then moved to be able to fight the four tanned people

swift action : judgment of resiliency DR1/magic
standard action : cast bless (+1 moral bonus to attack and save against fear)
moved action : take my weapon and move


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma don't have, yet, the power to help Zabivat get better. Only Zack seems to have some heal capacity. We head back to the cave.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma tried to help Zabivat against her sickness by finding herbs and roots. Letting Fijit setting camp

Know. Nature: 1d20 + 4 ⇒ (2) + 4 = 6 +1 if jungle related
Heal DD18: 1d20 + 3 ⇒ (3) + 3 = 6

bad dice :'(


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Swimm: 1d20 + 7 ⇒ (14) + 7 = 21

As usual, Grimma took a rope and swimm through the river. Helping his comrade to go through once on the other river bank


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

The safer route ? I think it's the way we came


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Zabivat ! You're alive ! Ylimancha be bless ! I was so worried .

Said Grimma seeing the woman waking up.

I don't have the skills to cure you from this awful disease- named Demon Fever - you have.
We need to go back to the camp as fast as we can.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma worried looked at Zabivat.

Heal: 1d20 + 3 ⇒ (15) + 3 = 18


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma began - with Zabivat help - covering their tracks and when the light began to shrink she looked for the best spot to shelter for the night.

If we can avoid to sleep in a tree, i would prefer... said Grimma to Fijit

Survival (covering tracks): 1d20 + 7 ⇒ (11) + 7 = 18
Survival (setting up a campsite): 1d20 + 7 ⇒ (8) + 7 = 15

+2 with Zabivat help


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes it seems the best idea.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

The journal talk about a ruined Lighthouse, it seems this island was inhabited ! That's a good thing right ?
But, yes, you're right Zabivat, it could be dangerous to let these feral tribre, as they are described, to be able to track us back to the camp.
We are devinitively not alone on this island and they don't seem friendly...


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Is Chelish different from common ?


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes, and if something could be usefull for our survival.

Grimma search in the hut for something usefull, taking her time, and help Zabivat to know if the hut is long abandoned

Perception (take 20): 20 + 8 = 28
Survival (aid DD10): 1d20 + 7 ⇒ (16) + 7 = 23


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I agree.

Grimma moved in


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma moved and stop in front of the hut

Is someone here ? We want to talk.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Not engaging...

I agree, but it's the first sign of civilisation and of life we saw. May be we could talk to the inhabitant ? so I hope

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I'm ok with that. Go to uphill to have a better look !

Surival (aid DD10 on Zabivat's roll: 1d20 + 7 ⇒ (3) + 7 = 10


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I agree. This abandonned village was strange. It could be a trap or something else...

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 + 7 ⇒ (5) + 7 = 12


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Recovering DD10: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13

After one hour Grimma regain counciousness. She healed herself praying Ylimancha for her blessing.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Then she healed Finn

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Does these energy burst is a Spell like ? If it's the case Grimma has +2 to her save

Stabilize DD11: 1d20 + 2 ⇒ (6) + 2 = 8
Stabilize DD12: 1d20 + 2 ⇒ (19) + 2 = 21


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

As Finn doesn't made his swim check, he's flat-footed, may be it's change his CMD ?


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Come on Finn ! I know you like to take a bath but try to come back here !

Said a smiling Grimma seeing Finn unable to cross the river.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes, but this time I wouldn't be alone ! said Grimma with a smile looking at Zabivat

Swim (if can't take 10): 1d20 + 7 ⇒ (16) + 7 = 23


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

alright go for the south !

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