PFC Scions of the sky key (Inactive)

Game Master Merisal The Risen


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Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

survival DC15: 1d20 + 3 ⇒ (15) + 3 = 18
"It appears as if six barefoot humans walked up to the plant, recently enough for me to make out their tracks." Ren says after surveying the area.

"I don't see tracks leading away... so let's be very careful near it."

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Pulling out a few flasks, the paladin shares, "Given our last encounter with plants, I'd rather err on the side of burning the whole thing to its roots. Assuming we don't destroy the body, anyone got a reason not to torch it?"


Maps and slides

My apologies there are tracks of six people heading to either side and one barefoot person missing two toes heading straight on. As the edge of the map are also the sides of the ravine you would surmise the rest of the other party you've seen tracks for went round.

Gruk sees six magical auras.


Maps and slides

The six items are potion of invisibility potion cure moderate wounds 2 oils of magic weapon and 2 sleep arrows

4 of you with detect magic!

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Are they on the body covered with ants? Or somewhere else?

-Posted with Wayfinder


Maps and slides

All on the body although curiously none near his hand. Being magic items they will most likely be resistant to splash damage see circle for ant swarm area

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Final question, are they laying on his person, or inside his pocket/pack style? AkA...can a craft bard use mage hand to retrieve them?


Maps and slides

mage hand can not be used to manipulate magic items!

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Dang! Forgot about that...technically the flask itself isn't magical....just the fluid right? :-P So fight an ant swarm or ignore the loot it is.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya pulls out an acid flask in each hand and prepares to battle the ants if her allies chose to.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"I mean, if there's useful magic under those ants, it makes sense to try to retrieve it. Unfortunately, I don't have a way to fight them; but I support the effort!"
___________
Ahmande can Inspire Courage while we fight the swarm, if that's helpful, but he's got nothing else. No splash weapons or AoE spells.

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Oh! this is one of the few characters I actually thought of swarms on!!! YAY!

Nodding to Ahmande and Kaya, Gruk pulls out a flask of his own. "As long as it doesn't require to many of these, I can help out here."

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"I have an alchemist's fire if you need it. I'm not very accurate with things like this myself." and Ren holds out a flask of the volatile liquid for anyone to use.

-Posted with Wayfinder

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Flask of Ant Swarm Slaying: 1d20 + 3 ⇒ (17) + 3 = 20 for Burning like under a magnifying glass: 1d6 ⇒ 1

Well, with damage like that, the items are pretty safe.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya moves up in front of Kord and flips a flask of Acid at the swarming ants.

Ranged Touch + PBS - Range Penalty: 1d20 + 4 + 1 - 2 ⇒ (7) + 4 + 1 - 2 = 10
Flask + PBS + extra 50% vs. swarms: 1d6 + 1 + 1d3 ⇒ (3) + 1 + (1) = 5

If Missed, 2nd Increment (10 ft): 1d8 ⇒ 8

If I miss with the throw, it should end up landing in the square with the white circle and the splash would be in the red circle squares.


Maps and slides

Sorry been a little distracted let pick the pace up a little
Kord's throw flies true although the initial damage looks minor the flames reach the alchemists fire the dead man was reaching for and they burst into flame catching all the remaining ants. The corpse's magic items all survive the mini inferno as does his rapier. His longbow however does not. Moving further down the path you see signs of the six booted humanoids re-emerging from the jungle. The barefoot tracks missing two toes do not.

The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. The ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. Some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don’t seem to be a part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature’s claws. The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and a several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.

Perception and Initiative:

Ahmande: 1d20 + 6 ⇒ (13) + 6 = 19
Kaya: 1d20 + 2 ⇒ (15) + 2 = 17
Gruk: 1d20 - 2 ⇒ (3) - 2 = 1
Kord: 1d20 ⇒ 11
Yridhrendir: 1d20 + 8 ⇒ (3) + 8 = 11

Ahmande: 1d20 + 5 ⇒ (10) + 5 = 15
Kaya: 1d20 + 4 ⇒ (8) + 4 = 12
Gruk: 1d20 + 4 ⇒ (16) + 4 = 20
Kord: 1d20 + 1 ⇒ (15) + 1 = 16
Yridhrendir: 1d20 ⇒ 15
hiding: 1d20 ⇒ 9

Kord is oblivious but the rest of the party spot the two lizardmen hiding behind the pillars that flank the nest

Initiative
Kord
Ahmande
Yridhrendir
Kaya

Lizardmen
Kord

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya goes to throw her flask and a very large bug starts buzzing around her face. Distracted the flask flies into the woods with a crash.

As the swarm and body burn to a crisp she shrugs at the results and says, "I can't really use any of those items effectively."

When the jungle clears a bit, she pulls out her crossbow and makes sure it is loaded. Keeping tight to the boulders she tries to move quietly and discretely. Even if they see my allies I might be able to get a jump on them and turn the tables.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27


Maps and slides

Map now up. Sorry Kaya thanks to monkey tree you literally stink at stealth at the moment

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Gruk is not listed in the Initiative order, but Kord is listed twice.

Unless there are objections, Ahmande will take the sleep arrows.

Ahmande immediately begins pantomiming about the hidden lizardmen, making sure that the rest of the party is both aware of their presence, and that they have a slight advantage against them! He draws his bow and fits up one of the sleep arrows they just found.

Actions:

Standard: start Bardic Performance (Inspire Courage)
Move: Draw bow

PRD wrote:
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Courage: allies receive +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
9/10 rounds remaining


Maps and slides

Ahmande you are so right let me refresh the initiative

Initiative
Surprise round
Kord
Ahmande
Yridhrendir
Kaya

Lizardmen
End of surprise round

First round
Gruk
Kord
Ahmande
Yridhrendir
Kaya
Lizardmen

Ahmande do you wish to draw the bow or start the performance

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Sorry, I was not aware it was a surprise round. Start the performance, definitely.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya moves up and over out of the way of her allies, hoping to get a better angle to see the enemies.

K: Check (Arcana/History/Local/Nature if any apply): 1d20 + 7 ⇒ (12) + 7 = 19

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

The paladin moves forward to intercept any attack.

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren moves up, following close behind Kord.


Maps and slides

The lizard folk step out and throw javelins at Kord

javelin: 1d20 + 1 ⇒ (15) + 1 = 16
javelin: 1d20 - 1 ⇒ (12) - 1 = 11

They both bounce harmlessly off his armour

First round

Party time

Inspired by Ahmande

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Gord and I each grab one of the potions of CMW? I don't need the magic weapon oils - someone else take the invisibility

Stepping forward, Gruk draws his blade. He calls out to the scaled figures ahead, "Yo! Didn't know we were going to have a party. Tis a pleasure to meet your acquaintance. Names Gruk."

"Did you guys know they were here?" he whispers to his companions.

K (Any)?: 1d20 + 2 ⇒ (13) + 2 = 15

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"Yeah, didn't you see my pantomiming? I was pretending to be a lizard behind a rock!" The elf says this with a smile, guessing that his motions must have looked quite strange to Gruk if the half-orc didn't get the message. "See? This is the wiggly tail, and the sticky fingers like this?" He repeats the pantomime for Gruk, continuing his inspiration for all, then fits one of the sleep arrows to his bow, and fires at the far lizardman.

Actions:

Free: maintain Bardic Performance (Inspire Courage)
Move: draw bow
Standard: Attack

Shortbow, inspire courage, sleep arrow: 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
Damage, P, inspire courage, sleep arrow: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Will DC 11 or fall asleep

Sleep Arrow wrote:
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Inspire Courage: allies receive +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
8/10 rounds remaining

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

I was sorta waiting to see where Kord or Ren went before declaring actions, since it might effect my line of sight but I'll post anyway. It probably won't be an issue.

Kaya agrees with Ahmande with a wry smile, "Oh yeah, it was a really good pantomime. I knew exactly what we were facing and where they were. Jeesh Gruk." She then moves up until she has a good view of the far Lizardman. Leveling her crossbow she looks for a vital spot and fires.

Move 15 ft, Standard to Fire

Crossbow + PBS + I.C.: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage + PBS + I.C.: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Maps and slides

Spoiler:

arrow breaks on 1: 1d2 ⇒ 2
kord attack roll: 1d20 ⇒ 5
ren attack roll: 1d20 ⇒ 6
lizardfolk morning star on Kord: 1d20 + 2 ⇒ (4) + 2 = 6
lizardfolk morning star on Ren: 1d20 + 2 ⇒ (20) + 2 = 22
lizardfolk morning star on Ren: 1d20 + 2 ⇒ (1) + 2 = 3
damage Ren: 1d8 + 1 ⇒ (5) + 1 = 6
Yes there are no modifiers to Kord and Rens attack rolls but with those rolls I'm calling them both misses

for the knowledge checks these are lizardfolk. Their scaly skin acts like armour and they have a keen sense of smell. They can bite and swing clubs or claws at the same time

Kaya and Ahmande get their shots away. Kayas bolt buries itself into the lizardfolk at the back who lets out howl of pain but looks more mad than anything else. Ahmande's shot just bounces off its scaly hide the arrow landing to one side. Kord and Yridhrendir move up to form a defensive wall to protect the archers. The lizardfolk move up into their attacks but dodge easily. The hurt one brings his morning star down heavily on the cleric but Yridhrendirs armour protects him from the worst of hit

Party is up again
Yridhrendir(-6)
Kaya
Kord
Gruk
Ahmande

Top Lizardfolk(-3)
bottom Lizrdfolk

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

With the advancing lizardfolk scoring a serious hit on her ally, Kaya quits joking with Ahmande and focuses on the task at hand. Reloading her crossbow she steps back and looks for a gap to fire past Ren.

Move to Reload, 5 foot back, Standard to Fire at Top Lizardfolk. Cover penalties left up to GM.

Crossbow + PBS + I.C. - No Precise: 1d20 + 6 + 1 + 1 - 4 ⇒ (12) + 6 + 1 + 1 - 4 = 16
Damage + PBS + I.C.: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé continues to inspire his allies with a passioned enactment of effective lizardmen strategy, as he tries one more time to send on of the reptiles to sleep.

Actions:

Free: maintain Bardic Performance (Inspire Courage)
Standard: attack

Shortbow, inspire courage, sleep arrow, firing into melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (10) + 3 + 1 + 1 - 4 = 11
Damage, P, nonlethal, inspire courage, sleep arrow: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Will DC 11 if hit, or fall asleep

Sleep Arrow wrote:
This [/i]+1 arrow[/i] is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Inspire Courage: allies receive +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
7/10 rounds remaining

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Kord knowingly leaves himself open to a counter attack as he attempts to impart some knowledge to the lizard-folk warriors.

"NO ONE TOUCHES THE HEALER!"

Heavy flail, PA vs BLUE: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d10 + 7 ⇒ (3) + 7 = 10 <-- Yes, I am attacking the one on Ren.

Confirm?: 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 1d10 + 7 ⇒ (3) + 7 = 10

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Closing his eyes in preparation, Gruks blade starts glowing. With a smile, he calls out "You were warned my scaly friends."

Charging forward, he swings his Falchion for the lizards head.

Charge w/IC & Arcane Strike Falcion: 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
Damage vs Red: 2d4 + 4 + 1 + 1 ⇒ (3, 1) + 4 + 1 + 1 = 10


Maps and slides

Spoiler:

arrow breaks: 1d2 ⇒ 2
ren attack: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
ren damage: 1d8 + 3 ⇒ (7) + 3 = 10
morning star vs Kord: 1d20 + 2 ⇒ (15) + 2 = 17
bite vs kord: 1d20 ⇒ 20
bite vs kord: 1d20 ⇒ 9
bite damage: 1d4 ⇒ 4

Kaya's aim is disrupted by the cover as is Ahmande's whose arrow shatters agains a tree. Gruk swings enthusiastically with his falchion but Kords mighty flail once again downs an opponent in one blow. Yridhrendir tries to repay the favour but his strike thuds into earth not lizardfolk.

The lizard folk vents a scream of rage and attacks the main threat in Kord. Its morning star bounces off Kord's armour but manages to sink its cruel teeth into Kord's arm drawing blood

botting ren as the rest of you posted so quickly

Party is up again

Yridhrendir (-6)
Kord (-4)
Remaining combatants unharmed
(apart from the dead lizardfolk who no longer qualifies as combatant)

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Acrobatics to avoid AoO: 1d20 + 5 ⇒ (8) + 5 = 13

Twirling around as he squeezes between the rock and their foe, Gruk lines up opposite the cleric. With a gleam in his eyes, he pauses long enough to reignite the magic on his falchion before trying to match Kord's might.

Attack w/Flank & IC: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
Falchion Arcane Strike Damage: 2d4 + 4 + 1 + 1 ⇒ (2, 3) + 4 + 1 + 1 = 11

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Thanks for bottling me, traveling a lot today.

Ren swings hard with his heavy mace, hoping the flank will aid his aim.

Hey mace+ic+ flank: 1d20 + 2 + 1 + 2 ⇒ (9) + 2 + 1 + 2 = 14
blunt damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

With a roar, the half-orc returns the bite with a wild swing!

Flail: 1d20 + 4 ⇒ (5) + 4 = 9 for Would have been nice damage: 1d10 + 7 ⇒ (5) + 7 = 12

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé shakes his head at his errant tries with the arrows. He takes out one of his own as he continues his performance, and hopes that something with familiar fletching will fly truer.

@GM:
The first sleep arrow was safe on a roll of 2, shouldn't the second one also be safe on a roll of 2?

Actions:

Free: maintain Bardic Performance (Inspire Courage)
Standard: attack

Shortbow, IC, into melee: 1d20 + 2 + 1 - 4 ⇒ (10) + 2 + 1 - 4 = 9
Damage, P, IC: 1d6 + 1 ⇒ (5) + 1 = 6


Inspire Courage: allies receive +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
6/10 rounds remaining


Maps and slides

Spoiler:
some rolls: 4d20 ⇒ (8, 20, 7, 14) = 49
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Kaya shoots at the melee but misses everything. Gruk doesn't manage to evade the morning star of th lizardman and is hit but gets into position to return the favour with interest. The rest of the party fail to land a telling blow. The lizardman makes one last attempt to land his morning star on Kord but his tame effort tells of his failing strength. He falls.

No loot besides two sleep arrows you fired. There are five intact eggs and one broken in the nest. There are also some carry nets on the dead humanoid for carrying these large eggs.

Kord 4
Yridhrendir 6
Gruk 7

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

"I guess it would be too easy if these were the eggs we were looking for, huh?"

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Since no one else wanted the Magic Weapon Oils from the ant-eaten body, Kaya will take one. Ya never know what will be useful!

Kaya steps up to her bleeding allies, "thank you very much for blocking those lizardfolk from getting to me. Does anyone need healing?"

She eyes the intact eggs and looks around warily, "I doubt that is the last enemy we will face. The group we have been following and at least one parent of the eggs are still out there. I also would like to mention that I'm probably the weakest one here, but will try to carry an egg if necessary."

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

The paladin pulls out a wand and shoves it into the bite wound on his arm.

CLW(wand): 1d8 + 1 ⇒ (3) + 1 = 4

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Eyeing the eggs, Gruk tries to identify their source.

K Nature: 1d20 + 2 ⇒ (18) + 2 = 20
Are these the droids...err eggs we're looking for?

Tugging out a wand of his own, the half-orc smiles. "Thanks for the offer, but I got this."

CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7

-Posted with Wayfinder

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"I'm glad everyone is doing well. I'll just heal myself then."

CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8

-Posted with Wayfinder


Maps and slides

Ahmande Gruk and Kaya still srink of monkey tree oil. You have five eggs the module has provided no stats for what they weigh so I will suggest one each. (it is going to be very important as to who is carrying an egg.) The jungle has gone very quiet.

dc nature 10:
Too quiet!

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya picks up an egg and tries to secure it safely in her pack. Looking around at her teammates, "shall we head back? I'm pretty sure we are being hunted right this moment. No sounds in the jungle may mean a large predator is near."

K: Nature: 1d20 + 7 ⇒ (17) + 7 = 24

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"I'll help carry the eggs.", Ren says as he carefully places an egg in one of the carry nets they found.

Sovereign Court

CN Half-Orc Bard (Core) | HP: 15/17 | AC: 16 (12 Tch, 14 Fl) | CMB: +4, CMD: 16 | F: +1, R: +5, W: +1; +1 vs Fear | Init: +4 | Perc: +2, SM: -2 | Speed 30ft | Perform 7/9 | Spells 1st: 2/3 | Active conditions: Disguise Self (28-Beat up Aspis), Bless.

Glancing around the wooded area, Gruk nods. "I think Kaya is right. I'll take one as well. Let us hurry back."

-Posted with Wayfinder


Maps and slides

As the party gathers the eggs a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible. A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes toward its next target.

You are the quarry in a chase scene. (see new slide) In most cases your choices boil down to run away or make sure the Aspis run slower. I will not reveal the dc however it is a team effort and success will be determined by the highest roll hopefully aided by the others. If you do roll a 1 on a check I will also require a reflex save to ensure you don't break the egg you are carrying.

The Aspis yell "Coming Through"

You can tell them to eat our dust (acrobatics)
or you can knock em flat (cmb check)

creative options are also welcome

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"Oh holy h...", Ren's comment is eaten up by the roar of the giant dinosaur.

He makes a swift and silent prayer to his goddess, Guide us on the best path, sweet Desna... because I won't be much help in guiding travelers on the roads of life if I am dead, now will I!" as he casts Longstrider and then picks up Kaya and starts running for all he is worth!

use agile feet as well to ignore difficult terrain for the round, Ren runs straight through brush, over rocks, through water, etc... as if it is fine, hopefully luring Aspis into the difficult terrain. His friends should know this about him already as I imagine in down time he frequently talks about travel and his goddess.

He yells to Kord, "Come on! You don't have to be faster than the dino, just faster than the snakes!"

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