GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"I foresaw that we could spare them, but they target Ameiko." Unk says confused.


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

"We can also just execute them afterwards." Snowball explains as she Stabilizes the remaining yetis.

The wall ceases to hum and to be shortly after the last of the yetis collapse.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Unk the Conjurer wrote:
"I foresaw that we could spare them, but they target Ameiko."

"Yeah, we tried, but maybe it wasn't the best approach. No sure what we could have done different," Mukluk says as he walks down to see if Ameiko needs anything.

"Big Fur, did you learn anything with your scouting?" he asks the master.


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M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield
"Snowball" wrote:

"We can also just execute them afterwards." Snowball explains as she Stabilizes the remaining yetis.

The wall ceases to hum and to be shortly after the last of the yetis collapse.

"If you have decided to keep them alive, Snowball, then they have become your responsibility. I will have nothing to do with whether they live or die. It is up to you. I will not criticize your decisions either way."

"Come away from the creatures a bit and I can heal everyone."

I think I have placed him where, accounting for height, none of the Yeti are within 30'.

Once the injured PCs are within 30' of Durgan:
Channel #2: 5d6 ⇒ (3, 1, 4, 6, 6) = 20

Spells Remaining:
0 (4): Guidance, Create Water, Mending, Light
1 (5+1): Divine Favor, Shield of Faith, Protection from Evil, Liberating Command, Endure Elements
2 (5+1): Path of Glory, Suppress Charms and Compulsions, Instant Armor, Ghost Whip
3 (4+1): Create Food and Water, Communal Resist Energy, Fly (D)
4 (3+1): Anti-Incorporeal Shell, Dimension Door (D)
5 (1+1): Disrupting Weapon


Roll20 Map - Tracking Sheet

I think everyone is fully healed, save Ameiko who is down just 4, which she's fine with.

She asks, "I don't want to leave the caravan too far behind, but we can't leave these at our backs. They seem to know us, or know of us."

"Kisaiya, may I have an air walk please? Getting over the next crevasse will be tricky without it." she grins.

What is the plan?


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

"I think we should go back to the caravan. If these tunnels loop around and connect, then the Yeti could launch an attack on the caravan while we are negotiating the crevasse.

If the tunnels don't loop around and connect, then they would have to come back this way to reach us."


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk waits for wounds and flight to be attended to, and then will be ready to move forward.

He's mindful of the danger right now, and keeps on alert.


F

Kisaiya nods to Ameiko and holds Suishen up to offer her air walk. ”I will do as you request, no matter what it is, Ame. I do think Durgan has a good point, though, one worth considering.”


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"I foresee an attack from ahead and behind if we go back to the caravan now." Unk announces unprompted.


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

"I think he means we should follow the yetis." Snowball explains.


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

"Can you explain what you mean, Unk? I'm afraid I don't follow you."


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"That they'll attack from behind as you say, but that we'll also face an attack from the front." Unk explains.


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

"He thinks they can coordinate an attack from both sides if it loops around. Or maybe that they can sneak up from behind when something else attacks from the front?" Snowball guesses.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk leans one way, then the next, and shrugs again.

"Eventually we'll have to go one way or the other, and they can always circle around if they can circle around. If Moose was here, we might ask him if he thinks the paths circle, but he's not here, so we'll have to guess or go explore it. Big Fur, did you want to go explore the other side to see if it connects?" Mukluk asks.


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

"With great pleasure." Snowball replies.
"First I better make sure we didn't miss anything." She explains before flying off towards where they just came from.

Stealth: 1d20 + 25 ⇒ (6) + 25 = 31
Perception: 1d20 + 16 ⇒ (2) + 16 = 18


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"Perhaps I could just take a peek with something much less expendable." Unk suggests.


Roll20 Map - Tracking Sheet

Sounds like the plan is to send Snowball back (it's not far, dimension door likely not required) after briefly examining another residential pocket - which is empty.

Then Unk is going to hunker down for ten minutes to prepare a spell. Anyone doing anything else during that time?


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

Durgan will use his second Pearl of Power to recall Shield.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk practices twisting his mustache, if he had one. As he is somewhat and embarrassingly hairless for a dwarf, it's quite impossible for him to imagine it, but after a full 10 minutes, he might have the motion somewhat correct.

"Big Fur? How much longer?" Mukluk wonders how much more time the familiar will need.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

When Snowball returns from the other room, Unk asks her (at great length) to guard the caravan.
"...so that I can feel when it's being attacked." Unk explains at last.

Unk begins conjuring the Arcane Eye without further ado.
(Intending on sending it to the right first, see arrow on the map)


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

Snowball sighs audibly.
"I'll just imagine you in charge of everything and you'll feel all the panic you need." Snowball says before zipping off.

only takes a minute post combat for all that, I'm pretty sure xD


Roll20 Map - Tracking Sheet

Your arcane eye travels high and gets a bird’s eye view of the complex. The structure is much the same as you’ve encountered so far. Lots of difficult terrain, stalactites and stalagmites abound, and small trails through it all. Lots of little altitude changes requiring jumping or climbing - or other magical means to overcome - though of course the eye flies through close to the ceiling I expect.

There are a number of yeti’s yet remaining, gathering themselves into rough combat formations anticipating your arrival. They’re not very well organized, but they’re trying.

The eye does spot a broken passage, guarded by a yeti, leading back into the necropolis proper. (on the map at S10b) Further in, (at S15) you spy what must be the chieftain’s chamber, though it is currently unoccupied. Many skulls of bears, wolves, woolly rhinoceroses, mastodons, and stranger prey—apparently hunting trophies—rest on large stones around the walls of this cavern.

However, the eye does not spy the leader, nor really that many yeti’s. The complex feels like it can hold more from the nests here and there among the living spaces.

I’ve opened up the map, but note that the yeti may change locations by the time you get there.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"I foresee many more yetis, but not much else here. They don't seem to be rallying near a path that surely leads to where our caravan will pass by. Perhaps we can pass by peacefull after all." Unk explains.

"I believe we can post Snowball as a guard here and continue onwards." Unk suggests, standing near the largest crevasse so far.


F

Kisaiya thinks intensely on what Unk might be seeing and how thorough his magical scouting is. This is all rather high-level for her, spells looking around and people looking through spells to look around, and difficult to picture mentally. But she can at least trust he knows what he’s talking about how many yeti and where. He may be silly occasionally about foreseeing things, but he is serious when it counts.

”I can see the virtue of continuing with this information. What say you, Durgan? You were requesting we return and—I’m guessing—rest.”


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

"I don't need to rest. I just wanted to make sure that we weren't plunging ahead so fast that we abandoned the caravan. With Snowball to alert us, and myself having a Dimension Door ready, I am less concerned.

I am good to continue."

A few spells expired at the end of the last fight (Enlarge Person, Instant Weapon, Shield), and if the 10-minute casting time of Arcane Eye counts as another encounter, then Deadly Juggernaut is gone too. But Durgan still has a bunch of spells left including Disrupting Weapon. Whatever you all want to do.


Roll20 Map - Tracking Sheet

Snowball remains behind as an empathetic guard, while the party plunges ahead!

Please move yourselves on the map, and let me know if you're trying to come in from the right or straight up the middle. Also let me know how you want to approach the yeti. From the prior examination, they were ready for combat, spears out, watching for you in the darkness...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk skitters over the chasm, air-waddling for all he's worth. He keeps to the middle, waiting for others to move up so he might follow them.


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

Durgan will re-cast Shield and join Ameiko further down the cavern.

He now has his waraxe in hand, the phantom spear having dissipated.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

Unk casts Levitate on himself again, then makes his way very slowly along the eastern wall.
Unk sidles up to... right below the air-walking Durgan, and reaches up to tap his boot.
"I'll give you a glimpse of the future right when it's time to move forward." Unk explains.

Can we use Diviner's Fortune for initiative? I kinda wanna do that. Though I suppose that either
1) Unk can divine when to use it like a proper fortune teller
or
2) Unk has to use it once per move action past the crevasse as we move slowly closer
Do either of those sound good, @GM?


Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 11

I’m OK using diviner’s fortune at like a door for example. Where you know more or less precisely that something is about to happen. Here you’re walking down a dark hallway waiting for your light to give you away. It’s awfully hard to pick the right 6 seconds to prepare.

You move up until your light gives you away. You hear the guttural shrieks of the yeti and firm commands from the brute, as they prepare to engage you! "Here they come! Stand firm! STAND FIRM!"

- Round 1 -
Mukluk - 21
Kisaiya - 18 (-2lvl)
Unk - 16+
Good Folk - 16-
Durgan - 6

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (5) + 1 = 6
Kisaiya: 1d20 + 2 ⇒ (16) + 2 = 18
Mukluk: 1d20 + 2 ⇒ (19) + 2 = 21
Unk: 1d20 + 11 ⇒ (5) + 11 = 16
Good Folk: 1d20 + 5 ⇒ (11) + 5 = 16

• First up Everyone except Durgan, though you're still a ways from the enemy.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk pauses, not willing to charge in before the others and waits to see if a plan exists.


F

Kisaiya moves up to the corner and enters a protective stance, ready to hold the front while others are free to circle around. ”I’ve got this. Some of you circle around and flank them.”

Move, swift to enter battle stance, standard for total defense

Nutrition Facts:

HP: 74/84 (74)
AC: 28/17/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels

Suishen:
1d20 + 16 ⇒ (10) + 16 = 26 to hit;
1d8 + 7 + 1d6 ⇒ (1) + 7 + (3) = 11 damage.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk nods and double moves around to the right.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

Unk gives Durgan a glimpse of the future with his Diviner's Fortune, though he times it poorly...


Roll20 Map - Tracking Sheet

Mukluk double moves around to the east. Kisaiya prepares herself and awaits the enemy. Unk gives Durgan a brief glimpse of the future.

Blue and green rush in and swipe at Kisaiya!
Yeti Claw: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13 (cold)
Yeti Claw: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 (cold)

Orange closes (double move) as does red.

The brute throws her spear at Kisaiya, and grabs another roughly from red as she moves up.
Yeti Spear: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

None comes close to harming the warrior!

- Round 1 -
Durgan - 6
- Round 2 -
Mukluk - 21
Kisaiya - 18 (-2lvl)
Unk - 16+
Ameiko - 16 (-4hp, -2lvl)
Good Folk - 16-

• Everyone now up.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 2

As ordered, Mukluk hustles to flank. He double air stomps to get into position.


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

Durgan moves around to keep up with Mukluk.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

Unk steps back and then conjures Glitterdust (DC 21) on the yetis before them, coating all but the one that circled around.

all but orange, see the yellow rectangles on roll20 :D


F

Kisaiya begins swinging at the yeti in front of her, focusing more on keeping herself safe than striking with power and speed. She just needs to stall for a few moments until the others are in position.

Primary Attack with Suishen (good hope, fight defensively, negative levels): 1d20 + 16 + 2 - 4 - 2 ⇒ (3) + 16 + 2 - 4 - 2 = 15
Primary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (3) = 15

Secondary Attack with Suishen (good hope, fight defensively, negative levels): 1d20 + 11 + 2 - 4 - 2 ⇒ (6) + 11 + 2 - 4 - 2 = 13
Secondary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (6) = 18

Nutrition Facts:

HP: 74/84 (74)
AC: 26/15/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Roll20 Map - Tracking Sheet

Durgan and Mukluk both move around to flank. Kisaiya misses twice as she focuses more on defense. Unk summons glitterdust - covering most of the enemies. Ameiko holds off on her bardic performance as it’s getting lean and the opponents don’t look so tough. She tumbles up and swings next to Kisaiya.

Will red: 1d20 + 6 ⇒ (14) + 6 = 20 vs DC 21
Will green: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 21 success!
Will blue: 1d20 + 6 ⇒ (14) + 6 = 20 vs DC 21
Will brute: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 21

Ameiko Acrobatics: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 (heroism) vs DC 22
Ameiko rapier: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21 (hope, higher)
damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (hope)

Green presses Kisaiya.
Yeti Claw: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6 (cold)
Yeti Claw: 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 (cold)
critthreat Yeti Claw: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d6 + 4 ⇒ (1) + 4 = 5

Blue does the same - attacking Kisaiya, but with a handicap.
Yeti Claw: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 (cold) Miss: 1d100 ⇒ 80
Yeti Claw: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10 (cold) Miss: 1d100 ⇒ 25

Red shrieks and tries to clear their eyes.

Orange attacks Ameiko.
Yeti Claw: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 (cold)
Yeti Claw: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11 (cold)

The brute throws her spear at Kisaiya again, and is again frustrated.
Yeti Spear: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13 Miss: 1d100 ⇒ 62

Kisaiya is hit once, but not crit, and Ameiko is missed!

Glitterdust end of round…
Will red: 1d20 + 6 ⇒ (7) + 6 = 13 vs DC 21
Will blue: 1d20 + 6 ⇒ (10) + 6 = 16 vs DC 21
Will brute: 1d20 + 10 ⇒ (9) + 10 = 19 vs DC 21

- Round 2 -
Durgan - 6
- Round 3 -
Mukluk - 21
Kisaiya - 18 (-8hp, -2lvl)
Unk - 16+
Ameiko - 16 (-4hp, -2lvl)
Good Folk - 16-
Orange yeti - 16- (-8hp)

• Everyone now up.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 3

Mukluk again air-hussles to get into position. He hopes he arrives before the fighting starts.


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

Durgan flies around, keeping up with Mukluk.
He did not need to do any turns greater than 45 degrees between any two squares of movement (it was all straight-diagonal-straight), so he gets to move his full 60 feet.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

Unk steps to one side, and then he conjures acid and tosses it at the closest yeti.
ranged touch vs orange: 1d20 + 6 ⇒ (15) + 6 = 21
acid: 1d3 ⇒ 1

Since Ameiko is closest to orange but is also ten feet up and ten feet east of Orange's lower left square, he has a piece of him over 10' from Ameiko, right ? 15'? I can aim at that to skip the -4 for firing into melee, yeah? I guess I'd be shooting through his front for soft cover? if you want to bump his AC by 4. Maybe I need to circle around after all?


F

Kisaiya notes that her guarded stance prevented at least one blow already, and with the others still circling around, she decides to keep stalling, focusing on the yeti that can still see.

Primary Attack with Suishen (good hope, fight defensively, negative levels): 1d20 + 16 + 2 - 4 - 2 ⇒ (6) + 16 + 2 - 4 - 2 = 18
Primary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (3) = 20

Secondary Attack with Suishen (good hope, fight defensively, negative levels): 1d20 + 11 + 2 - 4 - 2 ⇒ (7) + 11 + 2 - 4 - 2 = 14
Secondary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (4) + 7 + 2 + (1) = 14

Nutrition Facts:

HP: 66/84 (74)
AC: 26/15/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Roll20 Map - Tracking Sheet

Durgan easily keeps up with Mukluk who continues to move into flank. Kisaiya hits once despite her handicaps, cutting deeply into green. Unk hits despite the combat negative (if they’re in melee range of an ally, that penalty applies). However, his mind tickles, then feels, then shouts! Snowball is in trouble! He thinks the caravan is being attacked - or soon will be. Empathy is hard to judge, but something is wrong. Ameiko swings on orange, one of the few who can see.

Ameiko rapier: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18 (hope, higher)
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (hope)

Ameiko chips away at orange further.

Green presses Kisaiya.
Yeti Claw: 1d20 + 9 ⇒ (11) + 9 = 20 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9 (cold)
Yeti Claw: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 (cold)

Blue does the same - attacking Kisaiya, but with a handicap.
Yeti Claw: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 (cold) Miss: 1d100 ⇒ 33
Yeti Claw: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6 (cold) Miss: 1d100 ⇒ 10

Red follows Blue, but must first find a target.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 20 to find the square (move)
Perception: 1d20 + 10 ⇒ (9) + 10 = 19 vs DC 20 to find the square (move)

Orange attacks Ameiko.
Yeti Claw: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 (cold)
Yeti Claw: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7 (cold)

The brute, angry at her blindness fumbles around eventually pulling blue forcefully off the line and taking their place.

Glitterdust end of round…
Will red: 1d20 + 6 ⇒ (13) + 6 = 19 vs DC 21
Will blue: 1d20 + 6 ⇒ (6) + 6 = 12 vs DC 21
Will brute: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 21

The savage woman has her sight return just in time!

- Round 3 -
Durgan - 6
- Round 4 -
Mukluk - 21
Kisaiya - 18 (-8hp, -2lvl)
Unk - 16+
Ameiko - 16 (-11hp, -2lvl)
Good Folk - 16-
Orange yeti - 16- (-26hp)
Green yeti - 16- (-20hp)

• Everyone now up.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

"Snowball feels alarmed! Uh- I think we should probably go. Unless she's alarmed because I'm fighting? But she would expect that-" Unk says, starting to ramble.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 4

Finally in position, Mukluk is ready to stab some back.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (6, 6, 5, 3) + 4 = 24 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Should be able to get most of the baddies and avoid Kiss'ya.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 2) = 6 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (9) + 6 + 1 + 1 - 4 = 13 touch to hit;
2d6 + 3 ⇒ (3, 5) + 3 = 11 fire damage;
1d6 + 3 ⇒ (6) + 3 = 9 burning DC21 Reflex for half for 1d3 ⇒ 2 rounds

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

With a spell, Mukluk offers the party 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (4, 3, 5, 5) + 4 = 21 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).

AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)

Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.

“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”

Aid. 1d8 + 3 ⇒ (8) + 3 = 11 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."


F

Kisaiya moves closer to slash at the big yeti, but she’s having difficulty adjusting her fighting style to the positioning.

Primary Attack with Suishen (good hope, higher ground, negative levels): 1d20 + 16 + 2 + 1 - 2 ⇒ (1) + 16 + 2 + 1 - 2 = 18
Primary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (4) + 7 + 2 + (5) = 18

Secondary Attack with Suishen (good hope, higher ground, negative levels): 1d20 + 11 + 2 + 1 - 2 ⇒ (8) + 11 + 2 + 1 - 2 = 20
Secondary Damage (good hope): 1d8 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (6) = 17

Nutrition Facts:

HP: 66/84 (74)
AC: 24/13/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


M Dwarf | AC 30, T 11, FF 25, CMD 23; +2 vs evil, +4 vs giants | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield

Durgan moves up and casts Divine Favor.


NG Human Wizard (Diviner) 10 | AC 12 T 12 FF 10 | max HP 69 | F +5 R +5 W +5 | Init +13 | Perc +6 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed

Unk lobs more acid at the yeti on the left.

Ranged Touch vs orange -into melee: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
acid: 1d3 ⇒ 3

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