PFS Core Mod Run, from level 1-12 (Inactive)

Game Master Gilthanis

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Battle Map


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Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tannivh looks on curious.

"What can happen?"


Hootie looks into the room, and with her keen eyes can notice that off to the sides of the room appear to be sinkholes. She cannot tell how far down they go, but the middle 10' path seems to be safe to cross.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur nods to Nit "Yes we turn the wheel"

Taking the middle path that Hootie spots, Fleur carefully moves up to the wheel and tries to turn it.


Fleur is able to turn the wheel. You hear a low grumble of gears turning elsewhere. You he back to see the portcullis is now open.


This chamber has a number of recesses carved into the walls and a fissure in the ceiling

There is much bat guano on the floor, but it seems the bats that once inhabited this area have fled since the portcullis was opened. You proceed to the next room.

The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur tells the group, "We are nearing the crypt, let's push on." She moves across the bridge towards the statues.


Fleur Per: 1d20 + 4 ⇒ (2) + 4 = 6

Fleur, proceeds across the bridge, where the statues loom over her and the others at the end of the bridge. She gets 10 feet across, when she hears a click as she walks. She only has moments to process what is going on as the statues in front of her slide on wheels to confront her.

Bull Rush CMB: 1d20 + 10 ⇒ (15) + 10 = 25

The statues slam into her, causing her balance to be uprooted and thrown off the bridge into the chasm below. Those above the chasm can hear Fleur fall into the chasm and a sickening thud can be heard as her body hits the bottom.

falling damage: 4d6 ⇒ (3, 2, 1, 5) = 11

The white dashed line is the pressure plate that Fleur activated. This is probably the deadliest trap in the whole place, and I gave Fleur a chance to see it before she tripped it, sorry

Fleur: -1 HP, stabilize check please

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit dives onto the bridge and reaches for Fluer. Nooooo! His hand reaches too late as he hears the crunch. Someone get a rope. Quick!

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Does it look as if the trap reset?

Edit. Nevermind with that roll lol.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

stabilize check -1hp: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14

Fleur has only moments to think as she goes flying back into the pit, "I'm flying!!!" Thud. She looks like the fall has knocked her out, but still breathing.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will pull out his rope, tie it off on something or party hold it and jump down to get her

-Posted with Wayfinder

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit holds the rope securely while the large orc goes down into the pit to retrieve Fluer.

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Raven helps hold the rope.

Aid another(Strength): 1d20 ⇒ 3


The other members are able to securely hold the rope and Waruk is able to retrieve the limp body of Fleur. Waruk lies Fleur's body on the cold ground, her chest is moving up and down, she appears to be alive, and has suffered only a few contusions and scrapes as she bounced off the chasm wall.

Fleur: -1 and stable

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie looks her over.

Heal 1d20 + 1 ⇒ (10) + 1 = 11
Do we have any other healing potions on us?" she asks, worried at Fleur's condition.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

"I don't have any but until we get her healed I will guard her. She won't leave my side"

-Posted with Wayfinder


This is the stuff you found in the room past the wood golem: There is wand of cure light (10 charges, CL 1), a scroll of lesser restoration, a wand of magic missile (10 charges, Cl a), scroll of scorching ray, 2 oil of magic weapon, potion of bear's endurance, potion of cat's grace, a masterwork battleaxe.

I would presume that either Hootie or Nit would have grabbed the CLW as they can both use it. Whether or not you already drained the charges I cannot recall.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

I think we used a few but not all and as for how many I don't know

-Posted with Wayfinder

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

I don't remember using any, but regardless we should have enough to bring her back. And I think Hootie's the only one who can use it. Go for it!

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

I believe only Fleur could use the wand of CLW which still has ~6 charges. Each hour while stable and being cared for, Fleur as a chance to wake up DC10-neg hp con check. Once awake she can use the wand or cast her last spell to heal herself.

Con check to wake up 1st hour : 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Con check to wake up 2nd hour : 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3

Con check to wake up 3rd hour : 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18

wand CLW : 1d8 + 1 ⇒ (8) + 1 = 9


As per rules, anyone who has CLW on their spell list can use the wand. This is why rangers usually get CLW or Lead Blades as wands after their first adventure. I will say there are 5 charges left

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

What wouldn't I give for smelling salts. lol

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

wand had 4 charages left, now 3 charages after using one to revive Fleur, where the party waits three hours for Fleur to use the wand herself or the Ranger Hootie uses it on Fleur.

Fluer is awake, "What happed? One moment I was waking forward and the next I feel like I've been run over by a bull. Neverless, I'm fine now let's push on!"

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit will take the Scroll of Scorching ray and wand of magic missiles. Nit can't use the CLW wand as he is a sorcerer and isn't trained in UMD yet.

Nit spends a while looking after Fluer. As she awakens he sighs in relief. Are you alright? I thought you were done for there.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie will use the wand.

"Glad to see you up."

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit squeezes between the statues and makes his way to open the large set of double doors.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur picks up her sword and follows Nit.


Perception for Fleur and Nit please.

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tanivh sends his familiar ahead too.
per: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

perception : 1d20 + 4 ⇒ (17) + 4 = 21

-Posted with Wayfinder

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


The statues rolled back on hidden wheels after the slam into Fleur. As Fleur and Tannivh's familiar account ahead, they both spot a strange patch on the floor that is slightly discolored. You stop before you set the deadly trap off again.

you can get running starts, so a DC 10 acrobatics check to jump over the pressure plates.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur tells the others "Give me room, I bet I can clear that trap!" With a running start she leeps up into the air landing just past the plates catching her balance not to fall back.

acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12

Once across the she hacks the two statues on hidden wheels for the safety of the the side until they can no longer function.


Fleur jumps over the pressure plate, barely making it. She than proceed to take 30 minutes to hack the heavy statues to bits to allow the others to cross.

After hacking and smacking is done with, you proceed to what you hope is the final room of the crypt.

The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.

Waruk, enters the crypt, and as he step is a dry mirthless laugh can be heard echoing through the room.

So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate. With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.


Initiative:
Fleur 1d20 + 6 ⇒ (14) + 6 = 20
Waruk 1d20 + 2 ⇒ (17) + 2 = 19
Hootie 1d20 + 5 ⇒ (13) + 5 = 18
Nitkiflink 1d20 + 6 ⇒ (18) + 6 = 24
Tannivh 1d20 + 5 ⇒ (20) + 5 = 25
Raven 1d20 + 4 ⇒ (5) + 4 = 9
Me 1d20 + 6 ⇒ (7) + 6 = 13

Round 1:

Tannivh: go
Nit: go
Fleur: go
Waruk: go
Hootie: go
-----
Asar:
-----
Raven:

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie rushes forward.
"Hold him down, there's so many of us! If we can hold him down, our collective might will pin him." she calls out even as her arms streteches out.
CMB ha ha ha ha ha. I'll take the AOO! 1d20 + 1 ⇒ (6) + 1 = 7


Hootie, you are behind Waruk and can only move 20' per round. Even on a charge, which isn't possible you would be unable to reach him. Another action or are you delaying?

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Sigh. Delay then till I can just move in and grab the bag of bones. Hadn't realised I'm so far from the Bone guy until I saw the map.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will charge and start his last 2 rounds of rage

atk: 1d20 + 9 ⇒ (4) + 9 = 13

dmg: 1d10 + 13 ⇒ (8) + 13 = 21

enemy hasn't acted so I am hoping that he flat footed lol

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Army of the Dead? I only see one!

Nit moves into the room as he chants to himself. Begin to cast Enlarge Person.


Maruk rushes in and attacks the enemy before it has time to react. As he rushes forward, he can see 4 other skeletons in the alcoves to the east and west. He thinks this must have been the "undead army" the creepy guy spoke of. This breif thought, is enough to distract him from landing a blow on the major threat, as his blade clangs off the lead skeleton's armor.

Hootie delays for when she get get closer to the undead jerk-face. Nit begins to cast a spell, but the precise movements take him a little while longer that usual to properly cast it.

Round 1:

Tannivh: go
Nit: EP will finish round 2
Fleur: go
Waruk: charge miss
Hootie: delay
-----
Asar:

green:
yellow:
purple:
blue:
-----
Raven:

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur begins an inspiring bardic chant. Then moves forward with her longsword ready.

all ally, Inspire Courage +1 to hit, damage and save vs fear. 10 of 13r.

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tannivh moves 30' forward, turns right, and casts with a stick of butter.

A patch of grease appears under two of the deadites and a five foot extent behind them.

30' move, grease DC16 ref he picks the side Waruk charges.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie will take action at the end of the Initative and move as close as possible to big evil skeleton.

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Grease:

School conjuration (creation); Level bard 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M (butter)

Range close (25 ft. + 5 ft./2 levels)

Target one object or 10-ft. square

Duration 1 min./level (D)

Save see text; SR no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.


(Round 1)
Tannivh: go round 2
Nit: EP finishes, go round 2
Fleur: go round 2
Waruk: go round 2
-----
Asar: attacks Waruk and misses

green: moves and attacks Fleur
yellow: prone , than stands up
purple: moves and hits Tannivh for 4
blue: moves and hits Tannivh for 2
-----
Raven: go
Hootie: go

------------------------------
------------------------------
------------------------------

ref green, yellow: 1d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (11) + 2 = 13
acro yellow: 1d20 ⇒ 12

Only one skeleton falls on its tailbone, thanks to Tannivh's greasy antics. The one that fell flat, manages to stand up, despite not being very steady on its feet. The three still standing, move forward to attack the living that invade their master's domain.

green Fleur: 1d20 ⇒ 151d6 ⇒ 5
purple Tannivh: 1d20 ⇒ 181d6 ⇒ 4
blue Tannivh: 1d20 ⇒ 181d6 ⇒ 2

All three attacks, at their respective targets, manage to hit. The rusted, and barely functional scimitars cut and slice flesh from bone. The boss of these lesser skeletons laughs at the delight of the carnage inflicted.

Muahaha, you will soon be a part of my army.

He strides up to Waruk, and takes a mighty swing at the formidable invader. His swing is powerful, but lacks the accuracy and the blade *pings* off Waruk's equally powerful armor.

Asar longsword Waruk: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 5 ⇒ (4) + 5 = 9

=======================

Tannivh: 6 damage (2/8)
Fluer: 5 damage (5/10)

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie movs forward, intending to lend aid as she clutches her club.
Short legs and too many walking bones.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will swing hard at the big guy

atk: 1d20 + 7 ⇒ (7) + 7 = 14

dmg: 1d10 + 13 ⇒ (7) + 13 = 20

-Posted with Wayfinder

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Raven moves up and raises her wand, boosting her allies' defenses.

Please move me in front of Nitkiflink. That should get everyone but Waruk for the +1 AC.

-Posted with Wayfinder

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

that should be 15 forgot bless

-Posted with Wayfinder

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