[PFS] PbP Gameday 5 - GM Woran's 7-00 The Sky Key Solution (TIER 3-4) (Inactive)

Game Master Woran

Sky Key Solution Overseer thread
Overview map link
GAME MAP LINK

GM cheat sheet:

[dice=Initiative Ranalus]1d20 + 2[/dice]
[dice=Initiative Kaa]1d20 + 6[/dice]
[dice=Initiative Dax]1d20 + 2[/dice]
[dice=Initiative Henrikuaxian]1d20 + 6[/dice]
[dice=Initiative Aarion]1d20 + 5[/dice]


101 to 150 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

They were blinded and prone, and normally, blinded is not helpless. Though they are still at a massive disadvantage with regard to us, so it is pretty much a foregone conclusion.
If Woran wants to roll it out,
Rapier: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17, GM applying prone and blinded
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Dead Suns:

they were also stunned from the color spray. "Not fumctioning properly was my fancy way of saying that. Stunned/blind is not helpless, but it would be very easy to grapple and pin one then coup de grace. Playing this out round by round is not really neccecairy. You fairly easily dispose of them.

With the two lizardmen dead, you take a little bit of time to makr several anatomical drawings of the dinosaur. Kaa points out several key interest points and Aarion, Dax and Hendrik make the drawings.

No one rushes in to attack you, but who knows who or what has been alerted up ahead. It might be prudent to leave this area.

you can choose; explore this map further or go on to the next area

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Explore this map further.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik watches the actions of Aarion and Ranalus with interest. Once the lizardfolk are dispatched, he quickly becomes focused once more on the cave around them. He begins to look around, at least as long as his companions do as well.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Gonna vote for stay and explore as well.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

I also agree that we should continue on this floor. I am going to assume that enough time has passed that shield of faith has more than worn off.

After completing the drawing, Aarion moves into the circular room and begins searching down the right wall.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


Dead Suns:

The circular room looks like it was a kind of stable for the dinosaur. The round pit in the center is filled with water, and the outer part of the room is lowered, so it can collect piss and dung.

You can see three corridors branching off from this room.

Back in the cave, at the end there is a tunnel that slopes upward.

The lizardfolk do not ping as evil

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus will take a look around and in the central water pit.
Taking 10 on Perception.
Perception: 10 + 15 = 25
He will then use Detect Magic to scan the rest of the room as quickly as possible.


Dead Suns:

The circular room holds nothing of real interest. There is some straw bedding, and a lot of scat. Pieces of bone are everywhere. The Dimetrodon was evidently a messy eater.
The lizardfolk had nothing of interest on them, save their weapons, which are several javelin and a morningstar each.

Nothing pings magical in the cavern you entered from. The circular room is also devoid of magic.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"As interesting as these stables are, maybe we should form up and explore one of these side passages? Any preferences? I feel like we should save that one for last." Henrik says, pointing back at the upward sloping tunnel in the cave.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

We can see the southwest corridor as far as the turn. Can we see anything looking down the south or southeast corridor?

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa nods at the gnome's words.


Dead Suns:

Looking down the south corridor, you see a halway branch off. To the southeast, you see down the corridor the beginnings of a larger room.

I have revealed the map a little, so you can see what I am talking about. I've kept it a little vague as I assume you will scout your options first and not go down a corridor yet untill you have decided.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Let's go clockwise so western corridor first.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Western sounds good.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Western works for me as well

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

If we are settled on that, Ranalus will creep up near the turn in the corridor and listen carefully - taking 10 again on Perception. Taking 10 on Stealth as well so hopefully nobody will hear him (if they didn't hear the earlier combat they probably won't hear him). He has his rapier and buckler in hand. Is everyone healed up?


Dead Suns:

There is nothing you can hear from around the corner. Taking a quick peek, the corridor is empty.

I have adjusted the map acordingly

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

(Without some sort of indicator, I am going to assume the top of the map is North.)

Aarion moves up behind Ranalus, but fare enough away to avoid creating any additional noise. Keeping an eye on the unexplored entrances, the inquisitor provides cover for the rest of the group to advance.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa will keep exploring around the corner.


Dead Suns:

Kaa rounds the corner. The corridor continues on. You barely make out a door in the dim light, and the corridor goes further on then you can see with the current light conditions.

Sovereign Court

A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!

The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.


Dead Suns:

This means that you can choose to stay here and explore this map, go to another location in the caves, or go to the slave pens if you wish

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Personally, I say we continue here.

As the group makes their way across the circular room, Aarion moves into the corridor and alongside Kaa. Keeping his voice down, Aarion whispers to Kaa.
"I will progress alongside you, when you are ready to make your way down the hall."

(Aarion will be taking (10+9 = 19) on his perception check as we progress down the hall. I am assuming, as we move along, the group will fall in-behind us.)

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Yea, explore here.


Dead Suns:

Walking down the corridor, you see that it makes another turn at the end. These corridors are smaller, probably because the dino isnt allowed to go that way.
You stop next to the door in the wall.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion moves up to the door and inspects it for traps and sounds beyond the door.

Perception (taking 10): 10 + 9 = 19


Dead Suns:

The door is made of stone, and appears to slide in a groove in the floor and ceiling. It appears to be safe to open.
You cant hear anything on the other side.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

If the door is accessible, Aarion will open the door.

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

Having been lost in thought, Dax jogs to catch up with Aarion and Kaa, hoping to help Aarion with any trap checking and perceiving.

Aiding another on Perception checks, +2. I automatically aid.


Dead Suns:

Opening the door, an odor even more rank then the air in the cave assults your senses. Inside is what appears to be some sort of shrine. Pieces of meat are left in offering, and most of them are rotten trough, causing the foul stink.

knowledge religion 15:

This is a shrine to Ydersius, although a small one. Disturbingly, you think that these are pieces of flesh the worshippers cut from their own body in supplication to their god as Ysersius makes his subjects strife to physical perfection.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Peeking excitedly around Aarion's shoulder, Henrik peers in at the shrine.

Know(Religion): 1d20 + 8 ⇒ (20) + 8 = 28

"How interesting! This is a shrine to Ydersius. Those pieces of meat that smell so nice? Likely to be actual pieces of the worshippers themselves. I've never seen one in actual use before. Incredible!"

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

"It is interesting, though we should keep moving." Kaa replies moving to the next corridor.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

I'm only checking in once or twice a day for the next few days, but remember that Ranalus has the Door Sight ability from the Exploration subdomain and can use that 6 times per day through up to 9 inches of material. In case things are moving on without me, that's what he'll do at the next door.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik looks somewhat crestfallen at Kaa's dismissal. "but, but, a real Ydersius shrine! With real lizardfolk parts!"

He takes one last long look into the shrine room, seeing if there was anything else of note.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

(if nothing presents itself) Henrik follows Kaa down the corridor, with only one or two glances back.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus will also check the shrine (taking 10 for a 25) and use Detect Magic before catching up with his 40' movement.


Dead Suns:

The shrine holds little of value. Most offerings are of the flesh and rotten kind. A few other kinds of offerings are among them. You see some herbs and liquids on bowls you rather not get personally aquinted with. Nothing is magical.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Having participated in atrocities that exceed the one before the group, the impact of the flesh covered shrine has little affect on the inquisitor. Once the group has finished inspecting the room, Aarion moves up beside Kaa as he begins his inspection of the smaller corridor.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Dead Suns:

The small corridor quickly ends into a larger room, with a raised portion. You also see a door, and a part that looks like it goes back to the caves.
The ceiling must be leaking somewhere, because there are some dirty puddles of water on the floor.

I have updated the map

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa will move while avoiding the puddles and open the door.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Wait...
Ranalus will use Door Sight before Kaa opens the door, also avoiding the puddles.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik also enters the room, but not very far, waiting to see what happens with the door. While waiting, he also looks around the room to see if anything unusual jumps out at him.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Dead Suns:

When adjacent to one of the puddles, it suddenly sprouts a tentacle and lashes out at Kaa!

slam: 1d20 + 3 ⇒ (7) + 3 = 10

But its attack is clumsy and misses.

a whole bunch of rolls:

Initiative Ranalus: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Kaa: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Dax: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Henrikuaxian: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Aarion: 1d20 + 5 ⇒ (19) + 5 = 24

Initiative ooze one: 1d20 - 5 ⇒ (3) - 5 = -2
Initiative ooze two: 1d20 - 5 ⇒ (7) - 5 = 2
Initiative tentamort: 1d20 + 5 ⇒ (11) + 5 = 16

Knowledge dungeoneering can be used for both creatures

Round 1

Initiative:
Aarion
Dax
Ranalus
Tentaclething
Henrikuaxian
Kaa
Puddle two
Puddle one

Bold may post an action.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Getting in my knowledge check now, so I can have results before my turn

Know(dungeoneering): 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Knowledge (Dungreoneering): 1d20 + 6 ⇒ (16) + 6 = 22

Aarion moves into the room, draws his bow, and fires at the first creature.

(Move action) Move 20' into the room, (Standard action) Fire bow at the first creature. (Note) Aarion has both normal cold-iron arrows, which have been coated with silver blanch, and blunt arrows. If his knowledge check results in a specific damage type he will use that type if it is available.

(Attack)MW Composite Longbow: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 (Attack includes point blank shot and precise shot.)
(Damage) MW Composite Longbow: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

Dax takes up a defensive post in front of Henrikuaxian as per the usual order, while Kaa seems to be more of the glutton for punishment, and proceeds to blast the puddle creature with a gout of cold energy!

Touch Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Cold Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15


Dead Suns:

Aarion: You did not expect your arrow to hit, but the puddle is very slow and the arrow finds it mark.

knowledge Aarion:

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. While it lies still, its nearly indistinguishable from a normal puddle.

A giant amoeba is a type of ooze. It is mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
It is blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
It looks like this is the kind of ooze that does not hunt with paralysis, but with a tentacle which it uses to grab and constrict its prey.

Dax: Concentrating fire, the block of ice strikes the puddle creature, and it falls apart!

knowledge Henrikuaxian:

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. While it lies still, its nearly indistinguishable from a normal puddle.

A giant amoeba is a type of ooze. It is mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
It is blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

Round 1

Initiative:
Aarion
Dax
Ranalus
Tentaclething
Henrikuaxian
Kaa
Puddle two

Bold may post an action.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

GM Woran, do you prefer for players to wait until their following round before sharing information gained through Knowledge checks?


Dead Suns:

You can shout some things if you want, you just cant share things before your init comes up. So you can shout something to your friends, but Henrik can not untill init shifts


Dead Suns:

Ranalus: moves up so he has a clear shot.
longbow: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 2 ⇒ (6) + 2 = 8

Again against expectation, the arrow finds it mark and the puddle leaks some clear liquid.

Tentaclething: From behind the corner of the room where it was hidden from sight initially, a strange creature moves up. Its attached with suckers on the ceiling and it makes bit of a plopping noise when it moves over.

It moves into position over Aarion and a long tentacle unfurls.
tentacle sting: 1d20 + 6 ⇒ (2) + 6 = 8

But its attack is clumsy and it misses.

Note: the ceiling is a uniform 15 feet high. The tentacle thing has reach so is able to hit you while hanging from the ceiling. The ceiling is smooth however so next to reach weapons it can be shot at. Its also knowledge dungeoneering for the tentaclething.

Round 1

Initiative:
Aarion
Dax
Ranalus
Tentaclething
Henrikuaxian
Kaa
Puddle two

Bold may post an action.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"That blob on the floor is a giant amoeba, I fought one of those during my confirmation! Most of my spells are useless against it, since it can't actually see."

Turning to take in the tentacled thing that just took a swipe at Aarion, Henrik's eyes glint excitedly. "Aren't you magnificent? Climbing up there like that?"

Know(dungeoneering): 1d20 + 8 ⇒ (19) + 8 = 27 So is it only before your first initiative that you can't call out stuff? Can I call out what I know about the tentaclething before my next initiative?

While struggling to search his memory for what he knows about the beast, he goes ahead and takes a shot at it. He takes a 5-foot step away from it, then twists his wrist to trigger his wrist sheaths so that a wand pops out (swift action) equip wand of magic missiles from spring-loaded wrist sheath. He grabs it, and causes a bright ball of energy to explode out of the tip. Standard action to fire wand of magic missile at the tentaclething.

MM Damage: 1d4 + 1 ⇒ (3) + 1 = 4

101 to 150 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] PbP Gamday 5 - GM Woran's 7-00 The Sky Key Solution (TIER 3-4) All Messageboards

Want to post a reply? Sign in.