The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid takes up a position near the road (D12) and watches and waits for any sounds out of the ordinary.

Perception 1d20 + 8 ⇒ (3) + 8 = 11, Passive

He spends a considerable amount of time setting up a good position with plenty of cover (take twenty =33).


Ok, anyone keeping watch rather then resting, make a DC 12 Constitution check or gain the fatigued condition.

Also, remember the lighting conditions beyond the firelight have changed (from dim light to darkness).


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

JAnna will be resting she does not eat nor stay in a tent. she muches a bit on her rations instead.

she knows what its like to go without food. she has felt the cold rain drench her to the bone with no shelter.

I cannot access the map right now as it is blocked by the systen admin. (I am at work tonight)

just postition Janna in a spot where she can see as much of the party as possible.

She ramians a bit quiet contemplating her decision. are these the right ones? they seem to fight among themselves. the soldiers are too used to giving or taking orders, others don't like being told what to do. Maybe I should take charge?

She takes a moment to watch the others go about thier business. Can I trust them when we find the treasure?

these thoughts go through her head and soon finds herself drifting off to sleep.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Astor was planning on taking a first watch, but since there hasn't been a whole lot of organization and Astor isn't the type to try that, he's going to stay up for 2-3 hours and turn in.

CON Check: 1d20 + 3 ⇒ (19) + 3 = 22


Astor has shaken off the fatigue of the road and the chill in his bones. He is alert and feeling strong.

Astor do you stay by the fire, join Damien on the hill, or post yourself somewhere else? If you can access the map of the clearing you will see I have assigned coordinates we can use to help with positioning.

Janna takes advantage of this opportunity to close her eyes and rest for a short while.

@Jerrid:The road is off map to the left. The map orientation is Up=East. So can I assume you mean D2 rather then D12?


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Astor will hang by the fire, F7 will be good.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam has seen no need to stand watch. He turns in to sleep.

"Wake me up for last watch or breakfast, whichever comes first."


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Constitution: 1d20 + 1 ⇒ (12) + 1 = 13

Damien pulls his cloak tighter as he fights off the fatigue and cold while he watches the road for signs of torches signaling the arrival of the Sheriff's men.

I'm off to games night at the university. Might not be back until the morning. I'll see you fine folks later!


Map updated with positions. Will pause here for Vhilish, Kevezyat and Jerrid to verify positioning before proceeding to next act/scene.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat watched Damien leave, then turns to his Vhilish. "Your comrade seems to have quite a chip on his shoulder."

She then spends a bit of time warming her hands by the fire.

"I will take the midnight watch." she says, then makes her way into the woods at the edge of the clearing. G3

Con check DC 12 1d20 + 1 ⇒ (15) + 1 = 16


Kevezyat to G3 updated.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

D2 is fine. Con check 1d20 + 1 ⇒ (6) + 1 = 7,fatigued!

Quickly getting drowsy after the long march, Jerrid begins to fall asleep. He starts to see trees moving and bushes creeping up on him but tries to stay awake a little longer.

DM Only:

Spoiler:
Spells chosen are detect magic, disrupt undead and acid splash.

But is a losing battle and eventually he will fall asleep.


@Jerrid: If you choose to give in to sleep you will not have the fatigued condition when you are awoken if the footmen arrive at the expected time. But if you force yourself to remain awake to keep an eye on the road, you will gain the fatigued condition, having failed the con check.

Fatigued


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

DC12 Con check: 1d20 + 2 ⇒ (11) + 2 = 13

The rain and cold make the veteran gnome's limb ache a little, but he's still in fine feckle as he hands out small tin cups of coffee with a shot of liqueur to any staying awake.

At the Kevezyat 's concerns he smiles;

"He's a leader miss. We've lost lads before and he takes it hard. Just his way of caring... He's a good man, best soldier I've served with..."

The serjeant leaves Winters until last, moving up the hill to stand next to his comrade-in-arms he addresses him in a hushed tone;

"Begging your pardon Sir... These folks aren't army... Vanitthu knows some have probably never seen action. They are cold and need some spirit instilled in them that's all... Softy-softly might be best for now sir..."

The gnome affectionately claps his lieutenant's back and passes him a cup of freshly brewed coffee as he watches the treeline;

"Double dash of sauce sir. Just how you like it..."

The gnome absentmindedly looks out to the dark with a grim set to his jaw.

Perception (Passive): 1d20 + 4 ⇒ (5) + 4 = 9

"When the yappers do come it won't be pretty... Remember Lorke's Drift? Bad bloody business..."


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

It sounds like the footmen aren't going to arrive soon enough for Jerrid and so he will give in to sleep after however long you decide. With that Con check probably 10 minutes!

Being sensible, the deep gnome returns to the camp and settles down next to Astor without a word. His sleep is fitful and his hands and arms wrap around his head as he whimpers a little.


Map positions updated

About an hour passes, and Damien is the first to notice traffic on the road from the hilltop. He can't see them.. the expected torches are absent... but he can hear footsteps, and armour. Moments later he and Vhillish agree they can both see banners rustling in the rain and breeze, patches of darker black against the moonless air.


Hear the sound of a creature walking: Perception DC 10.

+2/10 feet of distance in these conditions (rainfall, sounds of the forest).

Damien hears them from 40 feet.


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien nods his thanks as Vhillish passes him the coffee, "Oh there's no mistaking our new friends for military. They lack for caution like a whore lacks for modesty. We'll just have to hope they live long enough to learn better."

Damien holds up a hand to his companion as they spot the banners. He stands and summons a floating ball of light above his left shoulder, illuminating himself and the gnome. He calls to those on the road, "Took you sorry bastards long enough, we were about to pack it in! Gerard sends his regards, now get your asses over here and make a report!"


The footseteps stop, then begin again without a word, crossing the treeline and cresting the foot of the hill.

At the edge of the emanation from the ball of light, forms can now be discerned.

Perception DC 10:
There are three of them instead of the expected 5, but the armor and banners and regalia are correct.

Perception DC 12:
If you're not mistaken in the flickering light, these must be the burliest soldiers the realm has ever seen.

Perception DC 15:
They are walking with a strange gate. Their armor is piecemeal, broken, or ill-fitting.

^^One successful check reveals all lesser results

Heal DC 12:
They are badly wounded.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Upon Damien's magicks Vhillish unshoulders his arbalest and brings it to bear, targeting not the oncoming foot, but the trees and shadows beyond them;

"Ready to lay down covering fire if yappers are spotted sah!"

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Damien drops his crossbow and unhooks the long hammer from across his back. He calls to the soldiers, loud enough to be heard clearly by the rest of the group below, "Close enough troopers! Report!"


On the other side of the hill, at the base of the cliff, the fire burns low. Astor at least, was awake last time you looked.

The footmen continue to advance, not heeding Damien's warning.

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


DC for sleeping party members to be awoken by Damiens cry:

-10 Base +10 Asleep +10 Distance +5 Conditions = DC 15

DC 5 for those below who stayed awake.

Perception Jerrid: 1d20 + 8 ⇒ (14) + 8 = 22 Awake, heard cry!
Perception Janna: 1d20 ⇒ 17 Awake, heard cry!
Perception Samduc: 1d20 + 7 ⇒ (13) + 7 = 20 Awake, heard cry!
Perception Kevezyat: 1d20 + 3 ⇒ (1) + 3 = 4 Awake, did not hear cry.
Perception Astor: 1d20 + 2 ⇒ (9) + 2 = 11 Awake, heard cry!

All players roll initiative now. Only Vhillish, Damien, and Astor will act in the surprise round.


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22 Bam!

Damien bellows at this point, "Almost you mangy pricks! Hostiles in the camp! Form up down there!

Damien steps beside Vhillish, his hammer seeming to hum softly as he readies it against the imposters.

Swift Action : Arcane Strike
5ft-Step : Move to J5
Standard Action : Readied action to attack first enemy to come within reach

Lucern Hammer - Readied Action: 1d20 + 3 ⇒ (20) + 3 = 23
Crit. Confirmation: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d12 + 5 ⇒ (4) + 5 = 9
Crit. Damage: 1d12 + 5 ⇒ (5) + 5 = 10


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid casts light on a cold campfire stone and then gets up to see what is happening towards the hillrise. He will go over to nudge the sleeping drow up as others start to awaken.


In closer quarters now, and aided by the dancing lights, Damien and Vhillish see clearly that these creatures are not human, although they wear the armor and bear the banners of the expected footmen.

One of the creatures let's out a shrill, feral laugh.

Knowledge Local DC 12:
Although the distinction may have been lost on the sheriff and his men, these are not garden variety gnolls. Their dark russet fur identifies them as Flinds, a stronger and heartier, and much more dangerous breed.

Knowledge Local DC 15:
Flinds favor the flind-bar, a vaguely nunchuck like weapon peculiar to their race, and excel at using it to disarm foes.

^^Success on a check yields lesser results. Checks can be made untrained by characters who have spent time in the Lyre Valley.

Knowledge Nature rolls may be substituted for the above check with DC's 5 greater.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Knowledge(Local): 1d20 + 5 ⇒ (18) + 5 = 23

"You are ugly f~@&ers, aren't ya?"


Initiative Vhillish: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Astor: 1d20 + 4 ⇒ (18) + 4 = 22

The monsters must wait for Vhillish and Astor to act in the surprise round.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Surprise Round

Knowledge: Local: 1d20 + 1 ⇒ (8) + 1 = 9

Paying little heed to what the mangy brutes may or may not be, the serjeant calmly draws a bead on the lead creature and lets fly with his arbalest:

Hvy Crossbow: 1d20 + 5 ⇒ (19) + 5 = 24
Hvy Crossbow Crit Threat: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d8 ⇒ (1, 1) = 2 ****ing Hel!


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

dice rolls:

initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Janna was sleeping beside the dwindling fire as Damien calls out. her eyes pop open like a thief caught red handed and with street reflexes Janna is soon surrounded by her ever present breeze the small electrical charge building in her hand.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

init: 1d20 + 10 ⇒ (13) + 10 = 23
Samduc pulls out his crossbow and readies a shot as soon as sees target.
Lt xbow: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 5
precision damage: 1d6 ⇒ 5


============
Round One Init 23
============

Samduc Dawnbringer wrote:

[dice=init]1d20+10

Samduc pulls out his crossbow and readies a shot as soon as sees target.
[dice=Lt xbow]1d20+4;1d6;
[dice=precision damage]1d6

Header is for my own use to help me track combat. Pay no attention to the man behind the curtain :)


==========
Round 1 Init ?
==========

Jerrid Kinslarn wrote:
Jerrid casts light on a cold campfire stone and then gets up to see what is happening towards the hillrise. He will go over to nudge the sleeping drow up as others start to awaken.


Surprise Round:
Samduc 23
Astor 22 <<<
Damien 22 <<<
Vhillish 19 <<<
Monsters 17 <<<
Jerrid 15
Kevezyat 14
Janna 13

Edit: Updated with initiative rolls for Jerrid and Kevezyat


I just remembered Jerrid has suggested I roll his Init

Inititiative Jerrid: 1d20 + 4 ⇒ (11) + 4 = 15

Kevezyat, I will take the liberty this time. Please don't hesitate to tell me if you're preference is otherwise.

Initiative Kevezyat: 1d20 + 2 ⇒ (12) + 2 = 14


=================
Surprise Round Initiative 22
=================

Astor moves to H2


=================
Surprise Round Initiative 19
=================

Vhillish buries a quarell in the oncoming gnolls shoulder.

2 Damage to "F3"


=================
Surprise Round Initiative 17
=================

Overconfident that the captured spear will give him a tactical advantage, the already injured third gnoll tries to close with Damien. Damien is ready with his lucern hammer, and the gnolls falls to a single blow, it's skull shattered.

The remaining gnolls drop their spears and close in on the duo, drawing weapons that look like pairs of iron bars connected by short lengths of chain. Their attention seems to be directed at Damien.

Free: Drop spears.
Move: Move and draw.


Round One Open!

Round One:
Samduc 23
Astor 22
Vhillish 19 <<<
Monsters 17 <<<
Damien 17 <<<
Jerrid 15
Kevezyat 14 <<<
Janna 13 <<<


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

=================
Surprise Round Initiative 17
=================

Damien's hammer lashes out again to strike at each of the gnolls as they close to attack.

Lucern Hammer - AoO on F1: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d12 + 5 ⇒ (10) + 5 = 15
Lucern Hammer - AoO on F2: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d12 + 5 ⇒ (1) + 5 = 6


============
Round One Init 23
============

Samduc catches sight of one of the gnolls heads cresting the top of the cliff and let's an arrow fly.

5 damage to gnoll F1
Do you feel this shot qualifies for sneak attack damage? If so let me know.

Samduc Dawnbringer wrote:


[dice=init]1d20+10

Samduc pulls out his crossbow and readies a shot as soon as sees target.
[dice=Lt xbow]1d20+4;1d6;
[dice=precision damage]1d6


@Damien: your surprise round action was to ready the attack that killed the gnoll. What we need from you now is your round 1 action.

Edit: Oh, I see, those are AoO. I forgot you have combat reflexes.

One swing fails to connect, and the second one bounces harmlessly off the gnolls stolen armor. Although ill-fitting and piecemeal, it still proves enough to counter the blow.


=============
Round 1 Initiative 22
=============

Astor appears at the foot of the hill, advancing on the flank of the gnolls.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 1: Initiative 19

As the brute gnolls arrive at close quarters, Vhillish responds by dropping his arbalest (free action) and drawing a needle pointed rapier (free action +1BAB).

Taking a fencing stance the diminutive serjeant engages his foe (F2) with vigour:

"On guard you bloody 'orrible mangy yapper you!"

Small Rapier: 1d20 + 5 ⇒ (7) + 5 = 12
Small Rapier: 1d20 + 5 ⇒ (19) + 5 = 24 (Action Point reroll)
Small Rapier Crit Threat: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 ⇒ 2


The gnoll howls in pain. Vhillish has succeeded at diverting some attention from Damien.

The gnoll must make a DC 12 Wisdom check or his planned tactic will be abandoned. (10 + damage)

DC 12 Wisdom: 1d20 + 2 ⇒ (16) + 2 = 18

The gnoll flashes Vhillish a hateful look but decides to proceed with his plan.


Round 1: Initiative 17

Gnoll 1 attempts to disarm Damien with his special weapon. This attempt does not provoke an AoO.

Disarm: 1d20 + 7 ⇒ (9) + 7 = 16

Damien is disarmed!

Gnoll 2 attempts to bull rush Damien off the thirty foot cliff.

Bull Rush: 1d20 + 5 ⇒ (1) + 5 = 6

The gnoll fails. Damien is safe for now.


Jerrid, you see that the drow is already alert, and between the low burning firepit and the dancing lights upon the hilltop, the visibility is ok. So you may redeclare your round-one actions if you like.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien swears as the hammer is ripped from his grip, "Watch your weapons lads!"

Snarling, the half-elf draws a dagger from his belt and lunges for the gnoll's throat.

Move Action : Draw Dagger
Swift Action : Arcane Strike
Standard Action : Attack on Gnoll 1

Dagger: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Frowning as she tries to make sense of the action at the top of the cliff, Kevezyat brings her crossbow to bear, takes a deep breath and lets fly at the closest adversary.

Heavy crossbow
1d20 + 3 ⇒ (16) + 3 = 19
Damage
1d10 ⇒ 6


The quarrel lodges in an exposed patch of russet fur.

The creature clings to its life by a thread.

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