PbP GameDay 3: The Confirmation (Inactive)

Game Master cuatroespada

Explore. Report. Cooperate.
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Male Arrancar

Single File.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

It was a guess. I don't know the occult test classes ;)

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Marching order is fine.


Male Arrancar

Oops. Sorry.

Perception (DC 15):
The gillman's robe seems to be of the same color and style as the cloak you discovered earlier.

GM Screen:
B4: 1d6 ⇒ 1

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

perception: 1d20 + 3 ⇒ (7) + 3 = 10

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Male Arrancar

GM Screen:
1d20 ⇒ 71d20 ⇒ 151d20 ⇒ 171d20 ⇒ 20

The cave’s damp air becomes increasingly stale as you continue down through this tunnel, and as you approach this area, the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern. Four skeletal gillmen mill mindless about the cavern.

I assume you're interested in avoiding notice until you're ready to engage so... stealth checks?

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Stealth: 1d20 + 0 ⇒ (4) + 0 = 4

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Stealth: 1d20 - 5 ⇒ (14) - 5 = 9

Wow, what a stealthy cleric ^^

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

stealth: 1d20 - 1 ⇒ (14) - 1 = 13

Softly to him self...

"Well they've seen better days it appears"


Male Arrancar

As you enter the antechamber and spy the animated skeletons, someone's foot kicks a pebble, and the undead fiends turn to investigate.

GM Screen:

Ghost Blight: 1d20 + 2 ⇒ (19) + 2 = 21
Oswald: 1d20 + 4 ⇒ (14) + 4 = 18
Pierre: 1d20 + 1 ⇒ (7) + 1 = 8
Targrim: 1d20 + 4 ⇒ (2) + 4 = 6
Ther'al: 1d20 + 4 ⇒ (9) + 4 = 13
Skeleton 1: 1d20 + 6 ⇒ (9) + 6 = 15
Skeleton 2: 1d20 + 6 ⇒ (1) + 6 = 7
Skeleton 3: 1d20 + 6 ⇒ (19) + 6 = 25
Skeleton 4: 1d20 + 6 ⇒ (8) + 6 = 14

Combat
-----
Skeleton 3
-----
Ghost Blight
Oswald
-----
Skeleton 1
Skeleton 4
-----
Ther'al
Pierre
-----
Skeleton 2
-----
Targrim

Feel free to post your actions pre-emptively in a spoiler.

One of them ambles toward the sound, and upon seeing you, raises its scimitar to attack Oswald, who easily avoids the blow.

Melee Attack: 1d20 ⇒ 3

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

round 1 actions:

option 1
Targrim will move and fire at a skeleton who is not in melee using a blunt arrow

shortbow: 1d20 + 2 ⇒ (14) + 2 = 16
damage if hit: 1d6 ⇒ 2

option 2
Targrim will draw his greatsword and cast guidance on him self

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

I take full defense.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald will 5ft step away and fires lightning at the skeleton.

Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 7
Electricity Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

I was waiting for the skeletons to act, but I guess I'll just act

Round 1 actions:
Pierre casts guidance on Targrim and unsheathes his longsword saying "For the glory of Iomedae!"
+1 on your next attack Targrim!


Male Arrancar

Oswald moves away from the skeletal assailant and sends a bolt of electricity crackling through the air at it, but the attack goes wide. Ghost Blight shifts into a completely defensive stance.

Two more skeletons come careening around the corner, setting their sights on Oswald as well, but both fail to connect with the kineticist.

S3 Melee Attack: 1d20 ⇒ 6
S4 Melee Attack: 1d20 ⇒ 2

Ther'al squeezes himself into the space next to Targrim and lets fly a fist at the nearest skeleton, but misses, while Pierre casts a spell on Targrim to guide his hand in combat.

Melee Attack vs. Skeleton 3: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

A fourth skeleton clambers into the narrow passage, but has no room to pass.

Targrim draws his greatsword and smashes one of the skeletons apart with a single swing.

Greatsword Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Combat - Round 2
-----
Skeleton 3
-----
Ghost Blight
Oswald
-----
Skeleton 1 - dead.
Skeleton 4
-----
Ther'al
Pierre
-----
Skeleton 2
-----
Targrim

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald steps back as his hands once again crackle with lightning.

Touch attack on front skeleton with precise shot: 1d20 + 3 ⇒ (3) + 3 = 6
electricity damage: 1d6 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

I am pretty much useless against skeletons until someone gets hurt.

I take full defense again.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Targrim will move forward 5' step if needed, and attack the nearest skeleton.

greatsword: 1d20 + 5 ⇒ (9) + 5 = 14

damage if hit: 2d6 + 4 ⇒ (2, 5) + 4 = 11

moving to try and block for the non melee PC's

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre raises his longsword in the air, holding firmly with his left hand the small book that hangs on his neck. The book begins to glow with a white and warm light and Pierre seems to enter a trance, yelling "OH MIGHTY IOMEDAE! Give me the power to slay the filth that corrupted the vault of the Great ARODEN!"

You feel a wave of positive energy meant to harm the undead.

Channel to harm: 1d6 ⇒ 6
Will save DC 16 to halve damage.


Male Arrancar

Oops. I forgot about skeleton 3.

The lead skeleton advances on Oswald again, but swings his scimitar quite wide.

Melee Attack: 1d20 ⇒ 2

Oswald shuffles back and sends another bolt of electricity through the air, but can't seem to connect with his fleshless foe, and Ghost Blight maintains his defensive position.

One of the other skeletons presses the assault on Oswald who remains untouched.

Ther'al withdraws from the narrow space in which he was attempting to fight. Calling on the power of Iomedae, Pierre sends a wave of positive energy pulsing through the chamber.

GM Screen:
Will Saves: 1d20 ⇒ 91d20 ⇒ 191d20 ⇒ 15

One skeleton crumbles immediately to dust, but the other two remain standing, clinging tenuously to the magic that animates them.

Targrim swings his greatsword at the nearest skeleton, but it's armor deflects the blow absorbing any meaningful force behind it.

The first skeleton, unable to reach the source of the positive energy wave or his original target, makes futile attempts to release it's rage on Targrim.

Full Attack: 1d20 ⇒ 101d20 ⇒ 18

Combat - Round 3
-----
Skeleton 3
-----
Ghost Blight
Oswald
-----
Skeleton 1 - dead.
Skeleton 4
-----
Ther'al
Pierre
-----
Skeleton 2 - dusted.
-----
Targrim

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald glances around nervously as he takes his final steps back into the corner before letting loose more electricity.

Touch attack on front skeleton with precise shot: 1d20 + 3 ⇒ (12) + 3 = 15
electricity damage: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

@GM Targrims AC is 16, the second hit unless there was a penalty on the original roll.

Depending on the skeletons remaining Targrim will continue to attack the nearest skeleton.

great sword: 1d20 + 4 ⇒ (20) + 4 = 24

damage if hit: 2d6 + 4 ⇒ (4, 4) + 4 = 12

great sword - crit confirm: 1d20 + 4 ⇒ (16) + 4 = 20

damage if hit: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre casts guidance on Targrim.
+1 next attack


Male Arrancar

Yeah, I didn't post the modifiers.

Another crackling bolt of electricity from Oswald sends one skeleton flying back in pieces, as Targrim, with another quick prayer for guidance from Pierre, crushes the last from skull to hip.

Combat Over

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre says a silent prayer to Iomedae and then explores the cave further. When he sees the man on the ground, he tries to analyse what happened to him.

Heal: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Targrim will inspect the cavern where the dhampire was found and assist Pierre with trying to determine what happened to it.

perception: 1d20 + 3 ⇒ (6) + 3 = 9

heal check: 1d20 + 2 ⇒ (20) + 2 = 22

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald beams proudly.
"Ha, got it!"


Male Arrancar

Among the fallen bodies, you find a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. Clearly, he had less success controlling them than he anticipated. Among his belongings you discover a high quality wooden shield, and a golden ring.

GM Screen:
B4: 1d10 ⇒ 31d10 ⇒ 10

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

After knowing the dhampir's projects, Pierre wonders how he got in the cave not crossing the path of the living gillman. He checks the cave, looking for a passage.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Male Arrancar

Pierre searches the cave for a passage, but finds only the one through which the party entered.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

"Well, back the other way I guess." Oswald shrugs.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Targrim nods at Oswald's comment and turns to head that way.

"You should be careful what you take on. Sometimes it is well more than you can handle as this fellow seems to have found out. Now we need to figure out who he was building an army for and why."

He will move back to the front and go back to the cavern where they found the gillman earlier.

stealth: 1d20 - 1 ⇒ (20) - 1 = 19

perception: 1d20 + 3 ⇒ (13) + 3 = 16


Male Arrancar

"It is good to see that you have returned safely, friends," the gillman greets as you return to the chamber with the model of Absalom.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Your ancestors are at peace once more but things are not finished I'm afraid. The dhampir that disturbed your ancestors had a note on him concerning his raising an army of undead for someone else. Perhaps this is the threat you mentioned to the west."

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

"Yes, yes. But be sure we will purge this cave." To the party: "Shall we go on?"

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Just being polite Pierre. Would not have been right to walk by without telling this fellow the final rest of his ancestors was safe once more."

Moving to west once more, Targrim moves to the front of the line, trusting in his dark vision to spot trouble before it spots them.

perception: 1d20 + 3 ⇒ (20) + 3 = 23

stealth: 1d20 - 1 ⇒ (20) - 1 = 19

Somehow Targrim has managed to quiet all the rattles on his armor before moving forward.


Male Arrancar

The passage leading west from the gillmen’s holy site varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi. Though you encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond your abilities to traverse, lead back to this main trail, or are blocked by a cave-ins. Finally, the tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.

Trekking through the twisting passages to this large cavern takes approximately 20 minutes by foot.

GM Screen:
B5: 1d6 ⇒ 6

M1 Perception: 1d20 + 5 ⇒ (11) + 5 = 16
M2 Perception: 1d20 + 5 ⇒ (19) + 5 = 24
M3 Perception: 1d20 + 5 ⇒ (20) + 5 = 25
GC Perception: 1d20 + 4 ⇒ (20) + 4 = 24
M1 Stealth: 1d20 + 13 ⇒ (1) + 13 = 14
M2 Stealth: 1d20 + 13 ⇒ (4) + 13 = 17
M3 Stealth: 1d20 + 13 ⇒ (4) + 13 = 17
GC Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

Can I get stealth and perception rolls from everyone else?

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Stealth: 1d20 - 5 ⇒ (8) - 5 = 3
Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Pierre can't help but scratch his scale mail to the stones of the tunnel, which is not stealthy at all.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Stealth: 1d20 + 0 ⇒ (9) + 0 = 9
Perception: 1d20 + 5 ⇒ (14) + 5 = 19


Male Arrancar

Targrim and Oswald hear about four other creatures out of sight in the larger cavern ahead.

Initiative:
Ghost Blight: 1d20 + 2 ⇒ (17) + 2 = 19
Oswald: 1d20 + 4 ⇒ (8) + 4 = 12
Pierre: 1d20 + 1 ⇒ (7) + 1 = 8
Targrim: 1d20 + 4 ⇒ (7) + 4 = 11
Ther'al: 1d20 + 4 ⇒ (10) + 4 = 14
M1: 1d20 ⇒ 15
M2: 1d20 ⇒ 17
M3: 1d20 ⇒ 10
GC: 1d20 ⇒ 19

At least one of the creatures can be heard crossing the water.

Combat
-----
GC
-----
Ghost Blight
-----
M2
M1
-----
Ther'al
Oswald
Targrim
-----
M3
-----
Pierre

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

DM: Ghost Blight (aka Nowhear) just said he dropped the game, if I am not mistaken :)


Male Arrancar

Fair enough. I'll bot Ther'al just so you still have at least four.

Ther'al moves ahead.

Combat
-----
GC
M2
M1
-----
Ther'al
Oswald
Targrim
-----
M3
-----
Pierre

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Targrim will move up drawing his sword, to see what is coming to meet them.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald emerges from the tight cave.

Are they friendly? Oswald ponders briefly before panicking and letting loose a lightning bolt at the many legged thing crossing the water.

Tough Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Electricity Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male Arrancar

Oswald advances and takes a shot at what appears to be a very large centipede but, unfortunately, misses. Targrim follows drawing his greatsword as he takes the lead position. Across the water, one of the squat little blue creatures throws a dart at the half-orc but misses horribly.

Ranged Attack: 1d20 - 2 ⇒ (4) - 2 = 2

Combat
-----
GC
M2
M1
-----
Ther'al
Oswald
Targrim
-----
M3
-----
Pierre

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre takes a double move to see what's happening. When he arrives at behind Targrim, he sees the centipede and steps aside, letting better warriors than him fight.

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