#7-00: Sky Key Solution [Tier 10-11] (GM Andrew) (Inactive)

Game Master Yiroep

MAP
OVERSEER ANNOUNCEMENTS
CHRONICLES

Initiative:

[dice=Aru]1d20+9[/dice]
[dice=Garam]1d20+13[/dice] (+17 - Heightened Awareness)
[dice=Golsan]1d20+0[/dice]
[dice=Hassari]1d20+9[/dice]
[dice=Lightfoot Raven]1d20+9[/dice]


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It would not. The points you're getting represent the research you've found here, not claiming areas (as is seen after the combat encounters, I would say there was an easy check to accomplish to complete the research tacked onto that encounter). So researching in areas claimed, in fact, useful, and goes towards the overall goal of the scenario. Your successes here do help though. It's a little weird how it works, I have to admit, but you've exhausted all of the research you can find in the temple.

As well, "claimed" means you can now walk through it, so you also now have the option of going to the bottom level instead without needing flying/dimension door.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Ah, well, we can go research things, then. (Not that I'll be much help :p )

The Exchange

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Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I am happy to stick with the slave pens as its closer and move to the zoo if we have time

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I like the idea of the slave pens. Closer, and then we can just keep moving down.

Aru shrugs when Raven disables the trap. "Meh, I'm not super into traps anyway. I'm more here for backup." She smirks.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Still lying on the ground, looking around.

"I think... we should go down. Help those that couldn't fly."


The party decides to help the lower ranking members and find some more research at the lower levels.

Claustrophobic cells line the walls here, many crowded with three or four miserable-looking humans. The halls converge on a hewn-stone chamber lit with braziers and choked with herb-scented smoke.

You see two Serpentfolk and twos humanoids with scaly hide that is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back. They attack on sight.

There are stairs that head down, but everyone can see everyone right now.

The Serpentfolk have lots of scrolls, potions, and wands and a spell component pouch. They both come with Mirror Images.

Mirror Images (Blue): 1d4 + 1 ⇒ (1) + 1 = 2
Mirror Images (Red): 1d4 + 1 ⇒ (1) + 1 = 2

The Troglodytes have javelins by their sides and no weapons (although they have mean claws and teeth). Their skin looks hardened like the bark of trees.

Monster Knowledge (Troglodyte)

Knowledge (Local) DC 11:
This is a Troglodyte! They have no special defenses to speak of. They are savage cave dwellers, but much like Serpentfolk have their own hierarchy.

Knowledge (Local) DC 16:
They have a stetch that within 30 ft. can sicken.

Knowledge (Local) DC 21:
They have darkvision out to 90 feet, and speak Draconic.

Knowledge (Local) DC 26:
Their lowest save is typically Reflex, although they can have class levels and that varies.

Link for Monster Knowledge on Serpentfolk that was already made (Can open all spoilers for Serpentfolk)

THIS IS ON SLIDE 4

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Initiative:

Aru: 1d20 + 9 ⇒ (18) + 9 = 27
Garam: 1d20 + 17 ⇒ (15) + 17 = 32
Golsan: 1d20 + 0 ⇒ (12) + 0 = 12
Hassari: 1d20 + 9 ⇒ (18) + 9 = 27
Lightfoot Raven: 1d20 + 9 ⇒ (9) + 9 = 18
Blue Serpentfolk: 1d20 + 10 ⇒ (19) + 10 = 29
Red Serpentfolk: 1d20 + 10 ⇒ (1) + 10 = 11
White Troglodyte: 1d20 + 1 ⇒ (6) + 1 = 7
Yellow Troglodyte: 1d20 + 1 ⇒ (9) + 1 = 10

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18)
Hassari (-1) - Mage Armor
Lightfoot Raven (-1) - Hype, Mage Armor
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Yellow Troglodyte (-0) - Barkskin
White Troglodyte (-0) - Barkskin

@Aru: I might have just missed the post in my haste, but didn't see healing happen. Can easily be retconned if needed.

@Everyone: Wow, rolled high on the Time Keeping below. Make sure to check it and see if you would have cast something before now.

Time Keeping:

(Took 1d6 + 4 ⇒ (6) + 4 = 10 minutes to travel to this location, and 5 minutes to find the tablet)
Since First Fight with Statues: 52 minutes.
Since Leaving First Temple Area: 47 minutes.
Since Starting Studying the Columns: 45 minutes.
Since Leaving the Temple Plaza: 25 minutes.
Since Battle with Snake & Serpentfolk: 19 minutes.
Since Leaving Shrine: 17 minutes.
Since Finding the Tablet: 15 minutes.
Since Leaving Temple Interior: 10 minutes.

Phew. Complicated post. Let me know if there's issues. :p

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Do the stairs affect movement at all? If so, does freedom of movement cover it? I don't have much experience with that spell.


To make it easy, I'll just say those stairs are less than 45 degrees so it is not difficult up nor down.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I will have dropped another heightened awareness charge on the travel down, Mirror Image should have about 6 minutes left.

Knowledge Local: 1d20 + 24 ⇒ (7) + 24 = 31

Tale care everyone, they look like trogs, really stinky but not much else special. Remember, you can't cloud the minds of the snake men and they resist magic!

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

With a wave of his hand Garam sends a burst of shimmering multi-coloured light over the two troglodytes. He then accepts discretion as the better part of valor and moves slightly down the corridor.

Casts Glitterdust hitting both of the trogs and moves out of sight of the serpentfolk. DC21 will save


Garam conjures blinding glitter on the Troglodytes.
White: 1d20 + 6 ⇒ (15) + 6 = 21
Yellow: 1d20 + 6 ⇒ (14) + 6 = 20
Both sparkle and shine, but only the Troglodyte with yellow garments seems blind.

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Blue's Turn
The Serpentfolk looks in the hallway and contemplates for a split second before targeting Golsan with a spell-like ability.
In Common, he states "Stand where you are for several hours."

Golsan:
Need a DC 17 Will save to resist that effect.

The Serpentfolk moves back some.

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Anyone who approaches within 30 ft. of a Troglodyte, I will need a DC 16 Fort save or be Sickened. Will need a save for each Troglodyte (White and Yellow).

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18)
Hassari (-1) - Mage Armor
Lightfoot Raven (-1) - Hype, Mage Armor
Golsan (-1) - Freedom of Movement - Need Will Save
Red Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Yellow Troglodyte (-0) - Barkskin, Blind, Glittered
White Troglodyte (-0) - Barkskin, Glittered

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Will Save (+2 vs SLA): 1d20 + 13 ⇒ (7) + 13 = 20
Golsan cocks his head to one side, then laughs at Blue. "Aye, and I have a suggestion for you lad. Run!"

With that, Golsan charges toward yellow!

.
Fort Save (White): 1d20 + 16 ⇒ (4) + 16 = 20
Fort Save (Yellow): 1d20 + 16 ⇒ (18) + 16 = 34

+1 Kn Ad GSwd/S (PA, FF, OC): 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 2d6 + 24 ⇒ (5, 2) + 24 = 31

Abbreviations:
Ad - Adamantine
DS - Devastating Strike
FF - Furious Focus
GSwd/S - Greatsword (Slashing)
Kn - Keen
PA - Power Attack
PD - Pile Driver
VS - Vital Strike

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari casts haste.
May affect Golsam this turn?

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

I mean, your initiative was before mine. (A lot before mine.) Up to GM. I'm fine with either ruling.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven asks for the divine favor of his god before dashing into the prison.

Divine Favor Fervor cast
70ft movement, switch to half speed to acrobatics while in threat range of Yellow and White.

Fort: 1d20 + 9 ⇒ (5) + 9 = 14 ...Which causes sickened, dropping second save...
Fort: 1d20 + 7 ⇒ (7) + 7 = 14

I believe with yellow blind I do not need to worry about Acro - if I do, go ahead and roll it with the same mod -2
Acro v White: 1d20 + 17 ⇒ (9) + 17 = 26

If I avoid the AOO, the following attack is against White, who loses his Dex because of Canny Tumble. If I failed, the following attack is against Yellow, who is blind. Sneaking either way, dropping their attack rolls (-2 against all, -4 against me) w/ Debilitate.

Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d8 + 10 + 4d6 ⇒ (4) + 10 + (3, 3, 5, 5) = 30

Complicated round.
AC is 28 (+1 Mage Armor, +1 Haste), 32 while moving.
7 AOO ready, +15 regular, +17 if provoked by movement.


Hassari casts Haste on the party.

Sure, I'll let you affect Golsan. PbP is an anachronous place indeed. ;)

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Golsan charges forward at the Troglodyte with yellow garments, and strikes it hard. You feel he didn't take full damage, but JUST barely.

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Lightfoot Raven tumbles past the Troglodyte with white garments successfully, and hits him in a sore spot. Edit: Explanation below. You too feel like you didn't deal full damage, but just barely.

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18)
Hassari (-1) - Mage Armor
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Yellow Troglodyte (-30) - Barkskin, Blind, Glittered
White Troglodyte (-29) - Barkskin, Glittered, -2 attacks rolls (-4 vs. Lightfoot Raven)

Group Buffs: Haste

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

I had intended the Divine Favor as a buff, but it simply ended up cancelling out the Sickened, that's where my numbers came back up.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I'm not worried about healing. Hopefully, we can try again later or something. I can't really use wands myself (I could try, but don't feel like it). I have a feeling I won't get hit much. hahaha

Aru stealths and moves forward to find a good spot to shoot her some trogloydytes next turn.
Stupid.. Smelly... She thinks to herself, her nose squinching up.

stealth: 1d20 + 40 ⇒ (18) + 40 = 58
Fort save: 1d20 + 7 ⇒ (12) + 7 = 19
Fort save: 1d20 + 7 ⇒ (1) + 7 = 8

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I think you can just go ahead and roll assuming that one of us who can activate a wand without rolling will. It will save quite a bit of time. Also, in case you missed it, we have one blind trog already who is nicely sneak attackable


Aru, sorry, I probably should have made it more clear. Those little alcoves are closed and locked cells with slaves in them, so you wouldn't be able to enter those rooms. I'll let you change your actions.

As well, I am cool with people rolling their own healing out of combat just for expediency sake.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Gotcha. I wasn't sure what they were, so I just went for it. Thanks for the clarification!

Aru runs into the hallway, seeing that one troglodyte is blind and shoots at him! Unfortunately, the smell gets to her, as she tries to fight back the need to vomit while shooting.

+1 corrosive short bow: 1d20 + 16 - 2 + 1 ⇒ (12) + 16 - 2 + 1 = 27
regular damage: 1d6 + 6 ⇒ (1) + 6 = 7
sneak attack: 5d6 ⇒ (2, 3, 5, 3, 5) = 18
acid damage: 1d6 ⇒ 6


Aru slinks over and shoots at the blind troglodyte, hitting and catching him off guard. Once again, not full damage but just barely. (If anyone hasn't figured it out, the Trogs have DR 1/-)

The Sickened condition will last 1 minute, FYI.

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Red's Turn
The Serpentfolk observes Aru use such precise aiming, and decides to target her with a spell-like ability defensively.
Cast Defensively: 1d20 + 8 ⇒ (9) + 8 = 17
It fumbles the casting.

The serpentfolk then steps away from Lightfoot Raven.

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Yellow's Turn
The blind Troglodyte starts foaming at the mouth and attack Golsan's square.
Bite Attack: 1d20 + 13 ⇒ (18) + 13 = 31
Miss Chance: 1d100 ⇒ 33
Bite Damage: 1d4 + 13 ⇒ (4) + 13 = 17

Claw Attack 1: 1d20 + 13 ⇒ (16) + 13 = 29
Miss Chance: 1d100 ⇒ 44
Claw Damage 1: 1d6 + 13 ⇒ (1) + 13 = 14

Claw Attack 2: 1d20 + 13 ⇒ (16) + 13 = 29
Miss Chance: 1d100 ⇒ 26
Claw Damage 2: 1d6 + 13 ⇒ (3) + 13 = 16
Unfortunately, it chose the wrong part of the square to attack.

Will Save vs. Glitterdust: 1d20 + 8 ⇒ (10) + 8 = 18
It is still blind.

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White's Turn
The other Troglodyte starts foaming at the mouth, turns to Lightfoot Raven, and tries to intimidate him.
Intimidate to Demoralize: 1d20 + 12 ⇒ (20) + 12 = 32
It demoralizes Lightfoot Raven. I believe that beats the DC by 5. I will assume that in the duration roll below.
Duration: 1d4 + 1 ⇒ (4) + 1 = 5 Rounds

It then lets out a very frightening howl.
Need a DC 20 Will save from Lightfoot Raven. This is vs. Fear. Remember, you are Sickened and Shaken, so -4 to this save.

If you fail the save:
You are Panicked from the Troglodyte for 1d4 + 1 ⇒ (2) + 1 = 3 rounds.

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (9 rounds)
Hassari (-1) - Mage Armor
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (9 rounds), Shaken (5 rounds) - Need DC 20 Will Save
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Yellow Troglodyte (-60) - Barkskin, Blind, Glittered
White Troglodyte (-29) - Barkskin, Glittered, -2 attacks rolls (-4 vs. Lightfoot Raven)

Group Buffs: Haste

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Now that some of his allies are mixing it up with the serpentfolk Garam judges it safe to head closer to the action. Coming into range of the trogs he gag's and tries to hold down his lunch.

First fort save: 1d20 + 15 ⇒ (8) + 15 = 23
Second fort save: 1d20 + 15 ⇒ (9) + 15 = 24

If the stench is a poison effect then he is immune to it currently

These trogs look like they are slowing us down, let's try and focus on those priests

Focusing on the nearest trog his eyes narrow and his brow furrows, enough, lie down, rest, your limbs are tired, you only need a little nap, what could the harm be..., as he works his magic he glances over to the second trog, oh, you didn't think I had forgotten about you, of course not...

Garam moves forward into the corridor, rising as high as he can, I am not sure of the heights in here. He uses the Slumber Hex on the white trog and applies split hex to also target the yellow one as well. DC24 will save or they fall asleep for 11 rounds

Slumber:
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day


Garam tries to put the Troglodytes to sleep.
Will Save (White): 1d20 + 8 ⇒ (11) + 8 = 19
Will Save (Yellow): 1d20 + 8 ⇒ (19) + 8 = 27
The one that can see is now asleep.

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Blue's Turn
The Serpentfolk looks at the floating magic user and hits Garam with a spell.
DC 18 Fort save from Garam.

Spellcraft DC 17 (+1 per 10 ft. away):
Blindness

On a failed save:
You are blind.

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement - Need DC 18 Fort save
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (9 rounds)
Hassari (-1) - Mage Armor
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (9 rounds), Shaken (5 rounds) - Need DC 20 Will Save
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Yellow Troglodyte (-60) - Barkskin, Blind, Glittered
White Troglodyte (-29) - Asleep, Barkskin, Glittered

Group Buffs: Haste

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru watches as the one Troglodyte who could see falls asleep, but that the other still stands. She hears one of the Serpentfolk casting as it stares at her, but doesn't feel any effects. She smirks as she fires at the blind Troglodyte again, still trying to keep herself focused on the task at hand, rather than her sickness.

+1 corrosive short bow: 1d20 + 17 - 2 + 1 ⇒ (5) + 17 - 2 + 1 = 21
regular damage: 1d6 + 6 ⇒ (1) + 6 = 7
sneak attack: 5d6 ⇒ (1, 4, 4, 5, 5) = 19
acid damage: 1d6 ⇒ 6

She then takes off towards the casters, seeking refuge behind one of the large pillars.

stealth: 1d20 + 40 - 20 - 2 ⇒ (14) + 40 - 20 - 2 = 32

She plans her next attack for the caster.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Golsan moves in to attack. He'll relieve Red of his spell component pouch. "You'll have a hard time doing much of anything without this!"

+1 Kn/Ad GSwd (S) - PA, FF, SS, GS: 1d20 + 22 - 3 + 3 + 3 + 4 ⇒ (16) + 22 - 3 + 3 + 3 + 4 = 45
Damage: 2d6 + 21 + 3 ⇒ (2, 4) + 21 + 3 = 30

Abbreviations:
Ad - Adamantine
DS - Devastating Strike
FF - Furious Focus
GS - Greater Sunder
GSwd(S) - Greatsword (Slashing)
Kn - Keen
PA - Power Attack
PD - Pile Driver
SS - Shattering Strike
VS - Vital Strike

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven attempts to stand strong against the Trog.

Will Save: 1d20 + 8 ⇒ (20) + 8 = 28 Perfect.

As the trog falls, Raven turns around to the spellcaster.

"No. Down."

+1 Ada Branched, shaken -2, sickened -2, Favor +2, Flank +2: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 10 + 4d6 ⇒ (3) + 10 + (6, 1, 3, 1) = 24

+1 Ada Branched, shaken -2, sickened -2, Favor +2, Flank +2: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d8 + 10 + 4d6 ⇒ (8) + 10 + (2, 6, 1, 3) = 30

+1 Ada Branched, shaken -2, sickened -2, Favor +2, Flank +2: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 10 + 4d6 ⇒ (2) + 10 + (4, 2, 4, 3) = 25

If any of those manage to hit, Hampered for half speed, no 5 fts.

Sovereign Court

The Pathfinders have allied with a group of Azlanti Rebels! They're joining up with Pathfinders as they make their way into the Serpentfolk Temple!

Each table now counts as one subtier higher for the purpose of calculating what benefits they get from Aid Tokens. Subtier 10-11 tables increase the Aid Another bonus to +5, the Allied Offensive option deals 4d8 points of damage, and Burst of Healing heals 6d6 points of damage.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Crap. Forgot about the images.

Mirror Image: 1d3 ⇒ 3

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari uses an scroll and a cheetah appears near of the awake (and blinded troglodyte).

I put a sign in the map Summon Monster IV http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/cheetah /summoned-creature-cheetah

summon 1d3 3rd: 1d3 ⇒ 1

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Spellcraft: 1d20 + 19 - 6 ⇒ (17) + 19 - 6 = 30

Garam glares at the priest, don't you bloody well dare!

Fort save: 1d20 + 15 ⇒ (13) + 15 = 28


Aru shoots yet again the the blind Troglodyte, hitting it hard again. It's still up! She then hides.

Neither Serpentfolk can see you.

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

Golsan moves up and tries to sunder the spell component pouch of the Serpentfolk with Red garments. As he moves into position, it attacks him!
Bite Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Bite Damage: 1d6 ⇒ 2
It misses, but the magical protections of the Serpentfolk help defend against Golsan's attack.

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

Lightfoot Raven tries to stab the Serpentfolk several times. He ends up not hitting, but does manage to defeat the Mirror Images.

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

Hassari begins summoning. Summoning is a 1 round cast, so it will go off next round.

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

Red's Turn
The Serpentfolk looks both ways at his opposition and decides to try a different tactics. It casts defensively.
Cast Defensively: 1d20 + 10 ⇒ (13) + 10 = 23

Spellcraft DC 16 (+1 per 10 ft. away):
Vanish

It disappears! It's still there but only one person can see it.
Garam:
You see it move to the South wall.

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

Yellow's Turn
Having nothing next to it, it flails around attacking random squares.
Will Save: 1d20 + 8 ⇒ (5) + 8 = 13
It is still blind!

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

White's Turn
This troglodyte continues to eat dust.

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

Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (9 rounds)
Hassari (-1) - Mage Armor - Summoning
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (9 rounds), Shaken (5 rounds)
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Invisible, Other mystery spells?
Yellow Troglodyte (-91) - Barkskin, Blind, Glittered
White Troglodyte (-29) - Asleep, Barkskin, Glittered

Group Buffs: Haste

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Floating into the room Garam stares directly at the invisible Priest. I see you there trying to hide away. It isn't going to work! That one's right against the south wall, about 10' left of the stairs

He turns in mid air and looks over to the blind trog. Oh, I haven't forgotten about you..., rest now, just let go, all will be well

Garam floats into the room and rises to the ceiling. He Slumber Hexes yellow, it could be dangerous if it saves against the blind. He has Accursed Hex allowing him a second go if a target makes the save provided it is in the following round. DC24 will save


Garam again tries to put the blind Troglodyte to sleep.
Will Save: 1d20 + 8 ⇒ (7) + 8 = 15
It falls asleep.

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

Blue's Turn
The Serpentfolk prepares for the onslaught by casting a spell on itself.

Spellcraft DC 16 (+1 per 10 ft. away):
Shield

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-0) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (9 rounds)
Hassari (-1) - Mage Armor - Summoning finishes and can take full turn (Put a Cheetah token on there)
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (9 rounds), Shaken (5 rounds)
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Other mystery spells?
Yellow Troglodyte (-91) - Asleep, Barkskin, Blind, Glittered
White Troglodyte (-29) - Asleep, Barkskin, Glittered

Group Buffs: Haste

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Stairs! Ten Feet! Got it!"

Golsan hurries to the stairs, then paces off ten feet. Then he swings!
.
.

+1 Kn/Ad GSwd(S) - PA, FF, DS: 1d20 + 22 - 3 + 3 ⇒ (19) + 22 - 3 + 3 = 41
Miss Chance: 1d100 ⇒ 20
Blind Fight: 1d100 ⇒ 36
Damage: 4d6 + 26 ⇒ (5, 3, 6, 5) + 26 = 45

Abbreviations:
Ad - Adamantine
DS - Devastating Strike
FF - Furious Focus
GS - Greater Sunder
GSwd/S - Greatsword (Slashing)
Kn - Keen
PA - Power Attack
PD - Pile Driver
SS - Shattering Strike
VS - Vital Strike

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Spellcraft: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30

Watch out, that one at the back has shielded himself!

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven glances at the dwarf attacking the air and shakes his head, deciding against madness.

He instead rushes toward the spellcaster he can see (blue) and dodges away at the last second, attempting a distraction.

Acrobatics to avoid AOO, if he wants to try, to active Canny Tumble: 1d20 + 15 ⇒ (7) + 15 = 22 If I avoid, he loses his dex and I get a +2 on the below attack + sneak attack.

Attack, either way: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Sneak if avoided AOO: 4d6 ⇒ (6, 3, 6, 4) = 19

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Cheetah bite + Dmg + Trip : 1d20 + 6 ⇒ (16) + 6 = 221d6 + 3 ⇒ (2) + 3 = 51d20 + 5 ⇒ (16) + 5 = 21

Cheetah attacks the alone serpentflok and Hassari moves and takes his crossbow.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Mirror: 1d3 ⇒ 1

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru pops out from behind the pillar she's currently hiding behind and shoots the square next to Golsan, as instructed by Garam.
Guess it's good to have a caster's help once in a while.. Must be invisible or something... Doesn't mean I can't shoot it!

+1 corrosive short bow: 1d20 + 17 - 2 + 1 ⇒ (14) + 17 - 2 + 1 = 30
regular damage: 1d6 + 6 ⇒ (2) + 6 = 8
sneak attack: 5d6 ⇒ (5, 6, 3, 4, 4) = 22
acid damage: 1d6 ⇒ 6

She then quickly moves and hides so she can pick between two targets next round.
stealth: 1d20 + 40 - 20 - 2 ⇒ (17) + 40 - 20 - 2 = 35

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I forgot there's no sneak because of concealment. And to roll miss chance. Oops.

Miss chance: 1d100 ⇒ 28

Misses anyways. Darn.


Golsan follows Garam's directions and strikes at the square. Unfortunately, even with his keen senses, he picks the wrong part of the square.

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

Lightfoot Raven tries to get the advantage on the Serpentfolk in blue robes. Unfortunately, he doesn't quite make it and the Serpentfolk tries to bite.
Bite Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Bite Damage: 1d6 ⇒ 2
But the Serpentfolk misses. Lightfoot Raven still attacks nonetheless and just barely scores a potential hit.
Mirror Image: 1d3 ⇒ 1
He strikes the Serpentfolk true!

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

Hassari's Cheetah tries to attack the Serpentfolk, but doesn't even get rid of an image. Hassari himself moves up and readies his crossbow.

BTW, need two DC 16 Fort saves from you AND your cheetah EACH from the stentch.

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

Aru tries to shoot at the Serpentfolk, but picks the wrong area.

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

Red's Turn
The Serpentfolk tries to be cheeky this round.

Garam:
You see him move to the West, pulling out a wand.

A small missile hits the Troglodyte with White garments.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
The Troglodyte's eyes open! But also, the Serpentfolk is yet again visible, now with wand in hand.
You hear a slight chuckle come from the Serpentfolk.

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

Yellow's Turn
The Troglodyte in Yellow garments sleeps the sleep of the just (or the slavers).
Will Save vs. Glitterdust: 1d20 + 8 ⇒ (6) + 8 = 14
It remains blind on the ground.

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

White's Turn

Draconic:
"Huh..." *Yawn* "What happened?"

Waking up from a nap, this Troglodyte spends its first action getting up off the ground. It then seeks to protect the Serpentfolk, heading towards Lightfoot Raven. He moves past Aru without even noticing her.

@Aru, if you have a melee weapon and want to take an AoO, you can, but more then likely it would stop next to you instead.

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

Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-11) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (8 rounds)
Hassari (-1) - Mage Armor - Need Two DC 16 Fort saves EACH from Hassari AND Cheetah
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (8 rounds), Shaken (4 rounds)
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-0) - Other mystery spells?
Yellow Troglodyte (-91) - Asleep (10 rounds), Barkskin, Blind (8 rounds), Glittered
White Troglodyte (-32) - Asleep (9 rounds), Barkskin, Glittered

Group Buffs: Haste

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Garam turns to look at the serpentfolk next to him. You realise that you are simply delaying the inevitable. Now why don't you hang around while we finish up with your friends.

With that calls down a torrent of freezing snow and ice on the snake man and then flies off.

Cold damage: 3d8 ⇒ (4, 6, 4) = 14

Using the Ice Tomb Hex on red, it imposes both paralysis and unconsciousness so I believe it should work on him despite their immunity to paralysis. DC24 fortitude save to negate unconsciousness and halve the damage. If he fails he cannot be attacked unless the ice barrier is broken. Garam then moves away, I am not sure if he is threatening as it will depend on how high the ceiling is. If he does threaten I will take the OA and rely on mirror image.

Ice Tomb:
Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I'd rather not attack him with a melee weapon and stop him next to me. That's asking for me to get hurt. Besides, TOTALLY not spec'd to do that. :P

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Fort cheetah: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (19) + 5 = 24
Fort Hassari: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (16) + 5 = 21


Garam encases the tricky Serpentfolk in ice.
Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9
Encased in ice it is.

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

Blue's Turn
The Serpentfolk in blue garments tries to cast a spell defensively.
Cast Defensively: 1d20 + 10 ⇒ (10) + 10 = 20

Spellcraft DC 17 (+1 per 10 ft. away):
Pernicious Poison

It steps up to Lightfoot Raven and attempts to touch.
Touch Attack: 1d20 + 7 ⇒ (1) + 7 = 8
It misses, but it holds onto the spell!

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

@Hassari: You and the cheetah join the Sickened crew. :p

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

Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-11) - Mirror Image (2), Other mystery spells?
Aru (-18) - Sickened (8 rounds)
Hassari (-1) - Mage Armor, Sickened (10 rounds) (Cheetah also sickened)
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (8 rounds), Shaken (4 rounds)
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-14) - Encased in Ice, Other mystery spells?
Yellow Troglodyte (-91) - Asleep (10 rounds), Barkskin, Blind (8 rounds), Glittered
White Troglodyte (-32) - Barkskin, Glittered

Group Buffs: Haste

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven gives the spellcaster an offended look before stepping back from him. He falls into a defensive posture, then looks at the trog instead, lunging toward him three times.

Fighting Defensively, I don't like spells.
Attack, FD, Sick, Shake, Haste, Favor: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 10 ⇒ (1) + 10 = 11

Attack, FD, Sick, Shake, Haste, Favor: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Attack, FD, Sick, Shake, Haste, Favor: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

AC 31, Touch 27. 7 AOOs at +9, +11 vs Movement

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Hassari, the blue one's hand glows! Send in the cat!"

Golsan moves in to take down the troglodyte, taking advantage of his hastened movement to get into a flanking position with the rogue.

+1 Kn/Ad GSwd(S) Haste, Flank, PA, FF, VS, DS, OC: 1d20 + 21 + 1 + 2 - 3 + 3 ⇒ (1) + 21 + 1 + 2 - 3 + 3 = 25
Damage: 2d6 + 2d6 + 12 + 9 + 2 + 3 ⇒ (4, 3) + (1, 2) + 12 + 9 + 2 + 3 = 36

LOL - misses on a 25.

Abbreviations:
Ad - Adamantine
BS - Backswing
DS - Devastating Strike
FF - Furious Focus
GS - Greater Sunder
GSwd(S) - Greatsword (Slashing)
Kn - Keen
OC - Overhand Chop
PA - Power Attack
PD - Pile Driver
SS - Shattering Strike
VS - Vital Strike

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

* I think I had moved Hassari last turn inside the room. I want to shoot with the xbow, but if I am not inside the room before, I am not sure I can do it or at least without another -4
Sorry I did not apply -2 to rolls (attacks and dmg of both) (Sickened)

Cheetah attacks the (blue) serpentfolk and Hassari uses his crossbow on him *
One of the claws hurts the serpentfolk.

bite - dmg - trip: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (3) + 3 = 61d20 + 5 ⇒ (6) + 5 = 111d3 ⇒ 1
2 claws: 1d20 + 6 ⇒ (19) + 6 = 251d3 + 3 ⇒ (3) + 3 = 61d3 ⇒ 11d20 + 6 ⇒ (9) + 6 = 151d3 + 3 ⇒ (2) + 3 = 51d3 ⇒ 1

xbow - dmg - trip: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 141d8 ⇒ 81d3 ⇒ 3

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