To The Nine Worlds (Inactive)

Game Master Signore di Fortuna

Chosen by Woden, our adventurers search for the lost gods. Combat Map


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Round 2: Jerrica, Frostine, Sig, Kobold, Thorgr, Dan

GM Notes:
K hp: 16


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Frostine steps to the side and sprays it in the face with an array of colors to try and confuse it.

Cast color spray


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Without room to engage, Sig continues to chant, her music taking in a darker more ominous tone as she weaves emotional magic into her song, assaulting the kobold's mind with images of it's impending death at their hands.

Cast Cause Fear. The affected creature becomes frightened. If the subject succeeds on a Will save (DC 15), it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect.


Will Save: 1d20 + 1 ⇒ (20) + 1 = 21

The kobold is unaffected by Frostine's spell.


Will Save 2: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13; 1d6 ⇒ 2

The kobold withdraws through the southern door.

Round 2: Jerrica, Frostine, Sig, Kobold, Thorgr, Dan

GM Notes:
K hp: 16; frightened for 1 round.


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr goes up to the open door. "We'd better stick together in case anything else shows up."

Move to R25 and hold an attack in case something shows up.


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan moves into the room, mace at the ready.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She nods and follows as she loads her crossbow again.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Moving forward into the room, Sig keeps her song going until sure the enemy is no longer lying in wait.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica moves to Thorgr's side.


2d8 + 5 ⇒ (4, 5) + 5 = 14

The group hears nothing as the approach the door, the torchlight illuminating the empty hallway beyond.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Moving into the hall she lets out a frustrated sigh, "Come out come out wherever you are you little bastard."


You come to another intersection, the kobold nowhere to be seen.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She sighs, "Well now which way? We could wander these tunnels forever...." She says feeling a little discouraged.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica looks for a trail that the kobold may have left behind.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

"Looks like the little bastard bolted." Sig says ceasing her singing.


Jerrica finds a recent trail and follows it. You come to what appears to be sleeping quarters and you see the kobold with the armor there. Two beds are also turned on their side and you see two small crossbows aimed at the hallway you're in.

Initiative (Again):

Sig: 1d20 + 2 ⇒ (17) + 2 = 19
Frostine: 1d20 + 2 ⇒ (2) + 2 = 4
Jerrica: 1d20 + 4 ⇒ (15) + 4 = 19
Thorgr: 1d20 + 1 ⇒ (4) + 1 = 5
Dan: 1d20 ⇒ 9
Blade: 1d20 + 4 ⇒ (9) + 4 = 13
Snipers: 1d20 + 3 ⇒ (3) + 3 = 6

Round 1: Jerrica, Sig, Blade, Dan, Snipers, Thorgr, Frostine


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica quickly moves up to engage one of the snipers before they can fire.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18; Damage: 1d6 ⇒ 5; Sneak Attack: 1d6 ⇒ 6


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Determined not to leave Jerrica alone against multiple enemies, Sig charges the one in the middle.

1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
1d8 + 2 ⇒ (2) + 2 = 4


Sig fails to hit the kobold who retaliates.

Attack: 1d20 + 11 ⇒ (5) + 11 = 16; Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan moves to inhibit the other kobold's ability to fire its crossbow.


The kobolds drop their crossbows and attack with their shortswords instead.

Vs Dan: 1d20 + 1 ⇒ (2) + 1 = 3
Vs Jerrica: 1d20 + 1 ⇒ (7) + 1 = 8

They prove to be less than proficient in melee.

Round 1: Jerrica, Sig, Blade, Dan, Snipers, Thorgr, Frostine

GM Notes:
S2 hp: 1


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr moves to Sig's side. "Nowhere to run, you little creep."


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Moving inside the room she aims a ray of frost at the Kobold facing off with Jerrica, "Freeze ya bastard!"

Ranged touch attack: 1d20 + 6 ⇒ (11) + 6 = 17

Bbbrrrr...the cold: 1d3 ⇒ 2


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"Thanks, Frostine," Jerrica says as she moves up to fight the armored kobold.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25; Confirm: 1d20 + 7 ⇒ (9) + 7 = 16; Damage: 1d6 ⇒ 6


Jerrica lands a solid blow on the kobold.

Round 2: Jerrica, Sig, Blade, Dan, Sniper, Thorgr, Frostine

GM Notes:
B hp: 24


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She shrugs, "No problem, just doing my part to rid the world of darkness. One foul smelling creep at a time." She says with a smile.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Realizing that there was a greater need for her music than her axe at the moment, Sig shift to provide a flank for both Jerrica and Dangren as she once again begins her battle chant.

5ft step to AB,31, Inspired Rage. +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration


The kobold attacks Sig once again.

Attack: 1d20 + 11 ⇒ (3) + 11 = 14; Damage: 1d4 + 2 ⇒ (2) + 2 = 4 if you are raged.


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan is inspired by Sig's song and he attacks the kobold in front of him with his mace.

Attack: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18; Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5


The sniper turns to face Sig and attacks her as well.

Attack: 1d20 + 1 ⇒ (11) + 1 = 12

Round 2: Jerrica, Sig, Blade, Dan, Sniper, Thorgr, Frostine

GM Notes:
S hp: 7
B hp: 24


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Enraged once more, Thorgr attacks the sniper first.

Attack: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27; Damage: 2d6 + 6 + 2 + 1 ⇒ (5, 2) + 6 + 2 + 1 = 16

He then turns to attack the last kobold.

Attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21...And miss by 1.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Frostine stretches out her hands and fires off a ray of frost at the last one, hoping to slow it down a little.

Ranged Touch Attack: 1d20 + 6 ⇒ (9) + 6 = 15

Cold damage: 1d3 ⇒ 1


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

The slow effect and all that if it doesn't make my pitiful save.


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Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Slow your roll there mutha@#$ka!


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica attacks the slowed kobold with a single rapier.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22; Damage: 1d6 ⇒ 1; Sneak Attack: 1d6 ⇒ 2


Round 3: Jerrica, Sig, Blade, Dan, Thorgr, Frostine

GM Notes:
B hp: 20


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Continuing her angry chant, Sig throws her power behind her attack, her axe crashing down on a weak spot in the kobold's armor.

1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24
1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6


The kobold goes to trade another blow with the skald.

Attack: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23; Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Round 3: Jerrica, Sig, Blade, Dan, Thorgr, Frostine

GM Notes:
B hp: 14


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan moves behind Sig and heals her, trying to keep the skald on her feet.

CLW: 1d8 + 2 ⇒ (8) + 2 = 10


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr brings his blade down, trying to end this fight.

Attack: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24; Damage: 2d6 + 6 + 2 + 1 ⇒ (4, 2) + 6 + 2 + 1 = 15


With a mighty blow, Thorgr ends the conflict.

Combat Over.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She nods, "Well...glad that's over. Let's see if these jerks had anything useful on them." She quips as she starts looking over the bodies and the sleeping quarters.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"You alright?" Jerrica asks Sig before helping Frostine search the room

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

"I am thanks to Dan's healing, but for a while there it was a little close." Sig replies giving Jerrica a reassuring smile, before turning to the cleric. "Nicely done, thank you." she says giving the cleric a friendly punch on the shoulder.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

She lets out a sigh as she looks at the blood from the scratch on her arm, "Stupid jerk faces." She says while trying to wipe the blood off.


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

"Do we want to move on or rest maybe?" Dan asks, giving Sig a slight chuckle.


Searching the room yields nothing but what the kobolds were carrying.

Loot:
2 alchemist's fire, 2 studded leathers (small), 3 mwk light crossbows (small), mwk breastplate (small), 30 bolts (small), mwk rapier (small), elixir of fire breath, 2 short swords (small)


Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3

Dan notices Frostine's wound and channels positive energy to help her and Sig.

CPE: 1d6 ⇒ 5

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