Undiana Jones
|
After the tentacles disappear, Undy will 5' step to get a bit further away from the center of silence. He is invisible but will attempt to move stealthily to avoid the notice of the bbeg.
Stealth, Invisible, IISword: 1d20 + 3 + 20 + 2 ⇒ (5) + 3 + 20 + 2 = 30
GM Upaynao
|
The light level has returned to dim light, and there is no longer an area of Black Tentacles. Terric is thus free. However, the creature still has you grappled, and he is the one who is creating the silence effect.
Seren's Seven
|
There's a whoop of cheer from her when the others close the portal and clear the battlefield. With a clear shot on the body snatcher and lighting being more in her favor, Seren starts lining up shots with her bow to let fly every time she completes a pirouette. "Hey, since when are we good at this?" You think you hear an exasperated, haunted sigh pass her lips.
Free action to keep dancing, full attacking with the bow.
1st Longbow(Heroism, Inspired?, Firing into melee: 1d20 + 16 + 2 + 2 - 4 ⇒ (5) + 16 + 2 + 2 - 4 = 21
damage: 1d8 + 6 ⇒ (4) + 6 = 10
Miss Dim Light >20 Good: 1d100 ⇒ 31
Iterative Longbow(Heroism, Inspired?, Firing into melee: 1d20 + 11 + 2 + 2 - 4 ⇒ (7) + 11 + 2 + 2 - 4 = 18
damage: 1d8 + 6 ⇒ (8) + 6 = 14
Miss Dim Light >20 Good: 1d100 ⇒ 36
SS Longbow(Heroism, Inspired?, Firing into melee: 1d20 + 16 + 2 + 2 - 4 ⇒ (13) + 16 + 2 + 2 - 4 = 29
damage: 1d8 + 6 ⇒ (1) + 6 = 7
Miss Dim Light >20 Good: 1d100 ⇒ 81
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.
GM Upaynao
|
Round 4
BBEG - 93 dmg, Entangled
Teric - 45 dmg, Silenced, 2 Wis dmg
Narika - 14 dmg, Silenced
Undiana
Tessara
Valoria - SilencedRound 5
Seren -
Only one of Seren's shots manages to land, as Valoria charges on in! As Arazni rushes on by, she seems to enter a sort of trance-like state as she calls out a mighty challenge against the undead.
Arazni, Bite (Challenge recipient): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Damage: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Valoria, Rapture, Challenging: 1d20 + 13 + 2 + 2 ⇒ (6) + 13 + 2 + 2 = 23
Damage: 1d8 + 5 + 2 + 2 + 7 ⇒ (2) + 5 + 2 + 2 + 7 = 18
Valoria, Rapture, Challenging: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23
Damage: 1d8 + 5 + 2 + 2 + 7 ⇒ (8) + 5 + 2 + 2 + 7 = 24
While her steed is not as lucky, she manages to deal grievous wounds to the creature, who releases Narika as it goes to return the favor.
Tentacle #1 vs Valoria: 1d20 + 20 - 2 ⇒ (7) + 20 - 2 = 25
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Grapple?: 1d20 + 28 - 2 ⇒ (2) + 28 - 2 = 28
Tentacle #2 vs Valoria: 1d20 + 20 - 2 ⇒ (3) + 20 - 2 = 21
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Grapple?: 1d20 + 28 - 2 ⇒ (10) + 28 - 2 = 36
Tentacle #3 vs Valoria: 1d20 + 20 - 2 ⇒ (4) + 20 - 2 = 22
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Grapple?: 1d20 + 28 - 2 ⇒ (19) + 28 - 2 = 45
Tentacle #4 vs Valoria: 1d20 + 20 - 2 ⇒ (8) + 20 - 2 = 26
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Grapple?: 1d20 + 28 - 2 ⇒ (6) + 28 - 2 = 32
However, it seems that in its fury, the creature has lost the finesse it needs to circumvent the cavalier's guard!
Seren's Seven
|
Seren realizes she just isn't meant to use a bow and tosses it aside. "Fah! That ain't workin'! I can't see from this far!" She reaches down and scoops up both of her swords one after the other on a pair of spins, shuffling her steps closer towards the creature as she prepares to pounce on it when she thinks it isn't paying attention.
Free action to dance, free action to drop her bow, two moves to pick up her swords, and 5ft adjust.
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.
Teric Cain
|
Teric dragged himself to his feet, his body crushed from the body snatcher. He stumbles away a few steps until he realizes he can suddenly hear Seren's yelling again. He turns and casts, sending a ball of ice and snow directly at the creature.
Stand, 5 foot step, Cast Snowball
Ranged Touch: 1d20 + 4 ⇒ (11) + 4 = 15
Cold Damage: 5d6 ⇒ (1, 1, 4, 1, 5) = 12
Fort Save DC 17 or be staggered (if the spell hits)
Teric Cain
|
***OVERSEER ANNOUNCEMENT***
@Table GMs: The “Portal Closed” condition on page 20 is in effect.
Oh, tell me that we did that!
Tessara Omelion PFS
|
Tess follows the bodysnatcher from the air and uses her Accursed Hex feat to again try the Misfortune effect on it.
Misfortune Hex again through Accursed Hex. dC 20 Will to avoid. If fails, roll twice on d20 rolls for two rounds, and take the lower dice roll.
Undiana Jones
|
Undy and Riddy both move to just outside the silenced area so that they can cast spells again. (Undy is still invisible, Riddy is visible again but is flying and remains at least 25' away from the bbeg throughout the movement).
Once again, the two cast together, taking advantage of the strange mysteries of Elemental Commixture to create new effects.
Undy sends a flurry of snowballs hurtling towards the bodysnatcher, (Undy uses the Water Shaping trait to select out Narika's square; none of his other allies are within the 30' cone of effect. The spell isn't subject to SR so no caster level check is needed) while Riddy casts Stone Fist, but it does not appear to have its ordinary effect.
Cold Dmg: 4d6 ⇒ (3, 4, 2, 2) = 11 Reflex DC 20 for half
Secondary effect: Reflex DC 19. Failure = knocked prone; success or failure = movement speed halved for 1 round
Undiana Jones
|
Tess follows the bodysnatcher from the air and uses her Accursed Hex feat to again try the Misfortune effect on it.
Misfortune Hex again through Accursed Hex. dC 20 Will to avoid. If fails, roll twice on d20 rolls for two rounds, and take the lower dice roll.
@Tess, is there any reason why you are not also Cackling when you use this? It will extend the duration another round (and you can keep using it). Please forgive me if this question is rude - I'm not trying to tell you how to play your character - but my highest level character is a Witch 15 and I've used that tactic so much throughout her career, so just wanted to be sure you were aware of it as an option. Again, please ignore if you feel the question is inappropriate, and know that no disrespect is intended.
Undiana Jones
|
Teric dragged himself to his feet, his body crushed from the body snatcher. He stumbles away a few steps until he realizes he can suddenly hear Seren's yelling again. He turns and casts, sending a ball of ice and snow directly at the creature.
Stand, 5 foot step, Cast Snowball
[dice=Ranged Touch]1d20+4[dice=Cold Damage]5d6
Fort Save DC 17 or be staggered (if the spell hits)
@Teric, sadly, per Additional Resources this version of Snowball has been replaced by an evocation based version in Ultimate Wilderness. The old one was Undy's bread and butter so I was very sad to see it go. The new version is subject to SR and has lost the staggered rider. :-(
Tessara Omelion PFS
|
I couldn’t access the map the other day and by my reading of the post, the enemy had moved, so I figured I’d need my move action to follow instead of Cackle. And we’d been doing pretty good against him so far, so I wasn’t worried enough to feel the need to clarify in case I didn’t have to move to follow it. But yes, I know enough about cackle to love it.!
GM Upaynao
|
Round 4
BBEG - 152 dmg, Entangled
Teric - 45 dmg, Silenced, 2 Wis dmg
Narika - 14 dmg, Silenced
Undiana
Tessara
Valoria - SilencedRound 5
Seren -
Light shines across the battlefield, and the creature recoils in horror!
Will: 1d20 + 11 ⇒ (9) + 11 = 20
The light seems to burn its skin, but does not stop it from turning to face the incoming barrage of snowballs. Terric's lone snowball misses, as Tessara's hex tries to take hold of him.
Will, DC20: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20
Reflex DC20: 1d20 + 13 - 1 - 2 ⇒ (12) + 13 - 1 - 2 = 22
Reflex DC19: 1d20 + 13 - 1 - 2 ⇒ (20) + 13 - 1 - 2 = 30
Only one of Seren's shots manages to land, as Valoria charges on in! As Arazni rushes on by, she seems to enter a sort of trance-like state as she calls out a mighty challenge against the undead.
Arazni, Bite (Challenge recipient): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Arazni, Hoof (Challenge recipient): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Arazni, Hoof (Challenge recipient): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Valoria, Rapture, Challenging: 1d20 + 13 + 2 + 2 ⇒ (10) + 13 + 2 + 2 = 27
Damage: 1d8 + 5 + 2 + 2 + 7 ⇒ (2) + 5 + 2 + 2 + 7 = 18
Valoria, Rapture, Challenging: 1d20 + 8 + 2 + 2 ⇒ (10) + 8 + 2 + 2 = 22
Damage: 1d8 + 5 + 2 + 2 + 7 ⇒ (6) + 5 + 2 + 2 + 7 = 22
Valoria shouts the Inheritor's battle hymn, as Arazni's hooves slam into the creature and her sword sinks into the accursed flesh once, then twice. The creature sheds viscous ichor and collapses down to the ground, defeated.
You have three days to complete one more encounter before we move on. Sadly Terric it wasn't your group's actions that triggered that effect, as you need to actually defeat the BBEG here for it to count. But the timing was impeccable. I'm a little concerned about Valoria at this point. If anyone can reach her player, let me know via PM.
Choose where you will go next, and I'll try and blaze you through it. First two votes decide.
Undiana Jones
|
What were our options again? Helping the Twinhorns sort our their leadership and something else?
Teric Cain
|
I agree with the undead fight. They've already told us the Twinhorn one is done.
FYI, I'm away for the weekend.
Undiana Jones
|
Undy is always happy to fight undead too. Fyi, my posting tomorrow may be a bit sporadic due to a full day of face to face pathfinder.
Tessara Omelion PFS
|
Undead is cool with me as well.
GM Upaynao
|
Round 1
Narika - 14 dmg
Seren -
Red
Tessara
Valoria
Blue
Green
Teric - 45 dmg, 2 Wis dmg
Undiana
Teric: 1d20 + 1 ⇒ (7) + 1 = 8
Narika: 1d20 + 10 ⇒ (20) + 10 = 30
Undiana: 1d20 + 3 ⇒ (3) + 3 = 6
Tessara: 1d20 + 3 ⇒ (14) + 3 = 17
Seren: 1d20 + 8 ⇒ (17) + 8 = 25
Red: 1d20 + 7 ⇒ (15) + 7 = 22
Green: 1d20 + 7 ⇒ (1) + 7 = 8
Blue: 1d20 + 5 ⇒ (4) + 5 = 9
Running back into the camp as fast as they can, the Pathfinders are greeted with a scene of complete chaos, as the Twinhorns valiantly fight against the remaining specters. Three of them, having dispatched their Kellid opponents, turn to take a particular interest in you.
I hope you enjoy incorporeal threats! Sorry for the delay, go blast them!
Tessara Omelion PFS
|
Tess would have used the wand between the fights to heal whoever requested it.
Seren's Seven
|
Knowledge Religion (DC 16): 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Knowledge Religion (DC 18): 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Special attacks, special defenses, special abilities
Seren has trouble telling what all the creatures are from her vantage point, but is smart enough to know that ghosts are very, very bad things. They're her specialty, after all. "Some of them are shadey things! They probably eat ya life, I ain't goin' near'em!" And she shakes her head violently to any cajoling to do so from party or spirit alike.
Instead, one of her own ghosts eventually convinces her of a strategy and she begins to waltz in place safely behind Valoria and her horse. As she lazily twirls about and turns pale she pulls the holy symbol of Abadar off her belt, ready to unleash holy glory.
Free action to Spirit Dance - Heirophant, Free action to gain influence to restore 4 rounds of dancing, move action to new location, Ready an action to channel positive to harm after the creatures all move.
Channel Positive DC 17: 4d6 ⇒ (2, 5, 1, 5) = 13
Spirit Aura: All allies within 30ft have their healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
Teric Cain
|
Assuming Teric has time to heal himself with his wand of CLW. Wisdom damage will remain.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Knowledge, Religion: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge, Religion: 1d20 + 6 ⇒ (7) + 6 = 13
Teric nods as Narika unleashes a fireball at the undead. He follows similarly, hoping the fire burns away the spirits. "Better to kill them now than to let them get close enough to touch us."
Fireball, DC19 Reflex for half: 8d8 ⇒ (5, 5, 8, 8, 5, 8, 8, 3) = 50
Likewise, I dropped a red starburst on the map to show Teric's fireball. It'll hit the two undead and not us.
GM Upaynao
|
Round 1
Narika - 4 Int dmg
Red - 13 dmg
Tessara
Valoria
Blue - 6 dmg
Seren - Readied action
Green
Teric - 2 Wis dmg
Undiana
Reflex Red: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex Blue: 1d20 + 8 ⇒ (20) + 8 = 28
While the shadow creature was ready to tumble out of the way of the worst of Narika's sputtering fireball, the other... Less so. Seren is aware that the creature that took the fireball to the face is capable of dealing damage to one's mind with its touch; once someone has taken too much damage though, and they are dominated by the Exiled Shade. This lasts until the victim finds their mind restored, at least partially. She is also aware that the creature has no particular defenses of note, save those conferred by being undead, although they resist the channeled power of a cleric or their ilk a little better than their peers. The last thing that springs to mind though is that these creatures, when presented with a symbol of the creature's former organisation are sickened at the sight of it, probably out of self-loathing. Should they happen to have been members of a clergy, the symbol of their god will also deprive them of the resistance to channeling healing power.
An exiled shade’s touch clouds the target’s mind with anger and resentment, dealing 1d6 points of Intelligence damage. This is an emotion-based, mindaffecting, negative energy effect.
If an exiled shade deals a cumulative amount of Intelligence damage greater than or equal to a humanoid target’s actual Intelligence score, the affected creature does not fall unconscious as normal. Instead, the target ceases to take penalties from its Intelligence damage and falls under the control of the exiled shade, as per dominate person. Creatures so dominated cannot attempt new saving throws to escape the shade’s control until their Intelligence damage no longer equals or exceeds their actual Intelligence score. An exiled shade can control only a single creature in this manner. If an exiled shade deals enough Intelligence damage to a second creature to activate this ability, the first creature is relinquished from its control (though it might immediately fall unconscious if its Intelligence damage equals or exceeds its actual Intelligence score).
Reeling with pain the exiled shade swoops up to Narika!
Touchy touchy!: 1d20 + 10 ⇒ (17) + 10 = 27
Int dmg: 1d6 ⇒ 4
The creature touches the halfling, and with it she begins to lose her ability to reason!
Tessara Omelion PFS
|
Would someone put Tess in the bottom rightmost square in the blue box, please? Thanks. I’ll get a post up tonight. Seeing clients today.
Teric Cain
|
GM, does that damage reflex Teric's fireball too? It should have hit Blue and Red as well and was much more powerful.
GM Upaynao
|
Yup. I will save for them when your turn comes up. If anyone else wants to post ahead of time, go ahead, just keep in mind that I'll go through those actions on your turn.
GM Upaynao
|
No problem! Also, I might end up botting Tessara and Valoria if there aren't any updates by tomorrow morning.
Valoria Lackland
|
[dice=Knowledge (religion), (heroism) vs. red & green]1d20+4+2[/dice]
[dice=Knowledge (religion), (heroism) vs. blue]1d20+4+2[/dice]
Valoria nudges Arazni forward toward the green tinged form. She lowers her sword at the creature. "In the Inheritor's name, begone!"
-2 AC vs. green and blue, allies gain +2 circumstance bonus on melee attacks vs. red while I threaten it. These persist until red dies.
[dice=+1 longsword (heroism, higher ground)]1d20+13+2+1[/dice]
magic, slashing (challenge, spirit bonus): 1d8 + 5 + 7 + 2 ⇒ (1) + 5 + 7 + 2 = 15
[dice=+1 longsword (heroism, higher ground)]1d20+8+2+1[/dice]
magic, slashing (challenge, spirit bonus): 1d8 + 5 + 7 + 2 ⇒ (3) + 5 + 7 + 2 = 17
Arazni—Celestial Horse
|
Arazni, caught up in Valoria's fervor, bites and stomps at the same shadowy form. She flashes with celestial energy.
-1 AC vs. green and blue until red dies.
[dice=bite (order of the dragon challenge)]1d20+9+2[/dice]
bludgeoning, piercing, slashing, magic (challenge, smite evil, spirit bonuses): 1d4 + 6 + 3 + 6 + 2 ⇒ (1) + 6 + 3 + 6 + 2 = 18 damage
[dice=hoof 1 (order of the dragon challenge)]1d20+9+2[/dice]
bludgeoning, magic (challenge, smite evil, spirit bonuses): 1d6 + 6 + 3 + 6 + 2 ⇒ (1) + 6 + 3 + 6 + 2 = 18 damage
[dice=hoof 2 (order of the dragon challenge)]1d20+9+2[/dice]
bludgeoning, magic (challenge, smite evil, spirit bonuses): 1d6 + 6 + 3 + 6 + 2 ⇒ (3) + 6 + 3 + 6 + 2 = 20 damage
Undiana Jones
|
Undy, Knowledge (Religion) DC 16: 1d20 + 14 ⇒ (4) + 14 = 18
Riddy, Knowledge (Religion) DC 16: 1d20 + 11 ⇒ (14) + 11 = 25 resistances
Undy, Knowledge (Religion) DC 18: 1d20 + 14 ⇒ (5) + 14 = 19
Riddy, Knowledge (Religion) DC 18: 1d20 + 11 ⇒ (18) + 11 = 29 special attacks, special defenses
GM Dennis
|
Filling in for Overseer Granta:
***OVERSEER ANNOUNCEMENT***
As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the
living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
This concludes part 3.
GM Dennis
|
***OVERSEER ANNOUNCEMENT***
Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”
The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”
@Table GMs: You have until June 14th to run encounter K on page 32, followed by L and/or M.
Teric Cain
|
Teric offers a wand of Endure Elements to anyone who needs protection from the cold. He doesn't seem affected however, as he continues to dress in thin Varasian linens with his sleeves rolled up and shirt half open.
At the warning of kobolds, he grunts. "Dangerous little buggers, but easily broken by overwhelming force. We shouldn't have a problem in capturing one to see what he knows."
He casts a protection spell on himself. Mage Armor
Tessara Omelion PFS
|
Tess also casts Mage Armor on herself. She follows that up with a casting of False Life.
Temporary HP 1d10 + 8 ⇒ (3) + 8 = 11
Sorry, yesterday got crazy and I didn’t get a chance to get back and make a post. Today should be better all around.
GM Upaynao
|
It's damage so you need only worry about 2 points of Int Damage.
As you disperse to cover more ground the trapped Pathfinder says, seemingly perplexed: "Okami pretty sure he not supposed to be like this."
Half an hour later, as you approach a lake that has frozen over for the season, the Pathfinders hear what appears to be a heated discussion in two languages.
Valora: 1d20 + 3 ⇒ (17) + 3 = 20
Teric: 1d20 + 1 ⇒ (6) + 1 = 7
Narika: 1d20 + 10 ⇒ (13) + 10 = 23
Undiana: 1d20 + 3 ⇒ (17) + 3 = 20
Tessara: 1d20 + 3 ⇒ (5) + 3 = 8
Seren: 1d20 + 8 ⇒ (9) + 8 = 17
Red: 1d20 + 3 ⇒ (3) + 3 = 6
Blue: 1d20 + 5 ⇒ (15) + 5 = 20
Green: 1d20 + 3 ⇒ (1) + 3 = 4
Orange: 1d20 + 5 ⇒ (11) + 5 = 16
GM Upaynao
|
Round 1
Narika
Blue
Valoria
Undiana
Seren
Orange
Tessara
Teric
Red
Green
I have you in initiative order even though in f2f we wouldn't need to until we got a little closer to the action. But, this being pbp, here we are. My point is, while we are in initiative, they have not spotted you yet. And that may well continue. I will leave it up to you to proceed however you see fit. Also, figure out if and when you healed anything, but don't let it hamper your current actions. Game on!
Seren's Seven
|
Full post tonight as I am at work now. But if there was a day in between Seren can change her cleric spells every day. She could have thrown out a bunch of lesser restorations.
Valoria Lackland
|
Are any of you able to help with the int damage?
Even without bed rest you'll heal 1 point of damage each day, and we had two days of rest.
| Riddywipple Z. |
Riddywipple speaks both Draconic and Sylvan and quickly relays to the group as a whole that there appears to be an argument between some mountain kobolds and a "tree lady," with each demanding that the other depart. "But it doesn't sound like they can understand each other, so they will probably come to blows. Perhaps we should intercede? Or at least spy on them and see what is happening?"
Undiana Jones
|
Undy uses his wand of mage armor on himself and Riddy when they first spot the kobold trap. And he also casts false life on himself and Riddy.
False Life on Undy: 1d10 + 8 ⇒ (10) + 8 = 18
False Life on Riddy: 1d10 + 8 ⇒ (7) + 8 = 15