Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

GM:
that much I had gathered. Was trying to figure out where we stood in the whole getting out of the blasted web, and dealing with that abominable dwarf.

"Now, HOLD STILL Drasven".

Cassandra reads the Lesser Restoration scroll.

Lesser Restoration: 1d4 ⇒ 2 Ability Damage Healed.

"Drink that potion that nD gave you while we're here you stubborn oaf."

Lesser Restoration: 1d4 ⇒ 2 Ability Damage Healed.

"Now, let us know how you're looking."

Whoever has the wand of lesser restoration will need to keep track of the charge that Windom impatiently used. It was listed as removed from Cassandra, so it has been deleted from her character sheet and someone else needs to track it.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

impatiently used

I see your logic please see mine.

He is down 14 con. Potion and Scroll combined are doing a max of 8 restoration. Even if he got back all 8 we would still be hitting him with the wand as he is our tank and needs all his HP. Because he was teetering on death, and would be getting the charge off the wand anyway why not use it then? Also I would of kept the potion, does not require a UMD roll or access to a spell list.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Erm guys relax, Drasven though is supposed to be tanking isn't tanking much. The wand is best kept on someone who isn't going to be frontlining. That's what I think.
1 Charge used from Wand.
14 Con damage so far.
Less Wand, 3
Less Scroll, 2
Less Potion, 2
Total Restored 7.
7 Con damage left.

He blusters but gives in knowing his companions were right. Drinking the potion and staying still to let the soothing power released from the scroll to wash over his even as yet another ray of comfort hits him restoring more of his lost vitality.

"I feel good, even better than before!" he attempts on final bluster,not wanting his companions to fuss over the old dwarf too much.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere leans Drasven's axe against the wall and grabs the rope, pulling it aside so that Zavar doesn't have to land in the web (or water if possible). She calls up to the mage as she moves,
"This whole place is starting to give me that being watched feeling. You should join us down here before something catches you up there alone."


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

There are still a couple of potions left in the party, so nD using one of hers does not cause any major issues in my opinion. Yes, they are very useful because anyone can use them, but we do still have a couple left, so we should be fine in that regard. The reason for wanting to use other options first is that wands are usable in combat without provoking, scrolls and potions are not.

"Drasven, your assessment of "fine" and our assessment of you being fine are two very different matters of opinion I fear. Let us see what we can do about fixing you up a little more before we continue onward."

"Zavar, nD is correct, you are safer down here with the rest of us."

Cassandra casts Lesser Restoration on Drasven Restoration, Lesser: 1d4 ⇒ 1 Ability Damage healed.

And the Paizo dice bot still hates Drasven.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Oops I missed this

Knowledge Arcana: 1d20 + 10 ⇒ (15) + 10 = 25
Sense Motive: 1d20 ⇒ 16

Grand Lodge

Zavar:
You have a suspicion that the dark whispers are coming from your recently acquired moldy spellbook. You could discern its aura's by detecting magic, but you can assume it is cursed until its undead spirit is put to rest.

Mechanically, the dark whispers are offering you Mythic Levels which stack on top of your character levels. Of course, you would have to make certain sacrifices and betrayals.

Is the party returning to Ravengro to rest or will you press on?


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

We just got here.

Grand Lodge

You proceed to the west to an empty central chamber.

(U2) Central Dungeon Chamber

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.

The stairway here once led up, but the deadfall has rendered it impassable. A notice scratches along the rubble and stone blocks—testimony to the prisoners’ futile attempts to dig out the deadfall from below.

The brass nameplates that hang above each of the four hallways leading out of this room identify the cellblocks that lie beyond, although the soot must be wiped away to reveal these names. To the north lies “The Oubliette.” To the west lies “Reaper’s Hold.” To the south lies “The Nevermore.” And to the east once stretched “Hell’s Basement.”


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Is there any kind of check our characters could make to understand the meaning of those names?


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Hell's basement huh? Inviting. If anyone doesn't have any objections I find it intriguing.

If there is no knowledge roll and it is a pick randomly intersection that is my pick.

Grand Lodge

Nope, just flavor text for the area names. You just came from Hell's Basement. Fitting, right? North, south or west?


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Yes the dice bot hates me.
7 Con damage.
Less 1 from restoration

"I tell ye all, I'm fine. I can take a few knocks and by Angrahadd I will!." as teh dwarf still attempts to get his companions to move on.

Coming to the junction though, he glances at them.

"So what now?"


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Picking Randomly.
1=North
2=West
3=South

Random Direction: 1d3 ⇒ 2

The Paizo Dice Bot says we go West.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Don't trust the bot!! ;)

"They all sound equally uninviting, and yet intriguing, to me. If the dwarf can continue, someone lead the way."


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Following Cass's decision Windom will stealth forward looking for traps and enemies. Will proceed when everyone is ready.

stealth: 1d20 + 9 ⇒ (11) + 9 = 20
perception: 1d20 + 9 ⇒ (9) + 9 = 18 listening at the doors


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasvens shrugs hiding his wince behind a stotic expression.
*Hack* I'm fine. Let us move...."

Grand Lodge

You hear nothing at the northern and southern doors of the western corridor leading to a portcullis that is currently lowered and locked in place (U7).

The portcullis is the three grey vertical bars blocking the western hallway to U7.

Grand Lodge

Do you investigate the north or south doors in the western hallway. The western area is blocked by a lowered portcullis. Or do you return to the Central Dungeon Chamber and investigate the northern or southern corridors?


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

No access to roll20 please bot me and make me scout. If nobody objects go north.

Grand Lodge

Deterred by the lowered portcullis in the western hallway, the party retreats and investigates the northern area.

U4. The Oubliette
The portcullis leading into this room is raised. Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

I thought he meant the northern door next to the portculis, but ok, we can work with this too.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Before going down the hall, Windom will place a piton in the wall (tracks) under the portcullis; hopefully this will not allow the portcullis to shut behind them trapping them with a creepy hole.

Anyone want to through some sort of light spell into the pit?


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra casts Light on a pebble and drops it down the hole.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere makes use of the light to examine the rope perception take 10: 10 + 12 = 22
"Looks like someone had help getting out of solitary."


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

"Then perhaps, we should go down and take a look?" Drasven prepares himself to climb down as he looks down the rope.

Grand Lodge

The Lopper is swift to react to the approach of living creatures, rising up from his oubliette with a soul-chilling shriek. Although incorporeal, the Lopper appears similar to the way he did in life, save that his arms are unusually elongated.

Religion DC 20:
Not quite a fullfledged ghost, the Lopper is a variant, unique wraith—not quite as outright deadly as a standard wraith, yet perhaps more horrific to face. He makes his incorporeal touch attacks with his ghostly axe. His weakness is fire and sunlight.

Perception, initiative and religion checks. Also, please position yourselves in your marching order with Drasven in front.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

perception: 1d20 + 12 ⇒ (10) + 12 = 22
initiative: 1d20 + 5 ⇒ (10) + 5 = 15


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

perception: 1d20 + 9 ⇒ (18) + 9 = 27
Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge religion: 1d20 + 4 ⇒ (1) + 4 = 5


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Perception 1d20 + 5 ⇒ (20) + 5 = 25
Initative 1d20 + 0 ⇒ (17) + 0 = 17
Knowledge (Religion) 1d20 + 7 ⇒ (15) + 7 = 22

"By Angradd's Fiery Beard!!!" Drasven curses.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Knowledge Religion: 1d20 + 6 ⇒ (12) + 6 = 18

"Have no fear Drasven, the Paizo dice gods still have plenty of hate in them"

Grand Lodge

Zavar rolls:

Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Religion: 1d20 + 6 ⇒ (20) + 6 = 26

GM: 1d20 + 7 ⇒ (5) + 7 = 12

Everyone but Cassandra has a chance to react quickly as the wraith ascend from the oubliette.

Zavar:
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

The Lopper is healed every time he hurts a different target feeding on their lifeforce. He can decapitate and then raises the victim as an undead minion. The Lopper is a very challenging foe.

Surprise Round: (standard actions only)
Drasven-17
Zavar-16
nDevere-15
Windom-13
Lopper-12
Cassandra-5 (skipped)

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Prepare yourselves, this is no ordinary wraith. If you have magical weapons or spells, now is the time to use them. Normal weapons will not harm this foe. Cassandra, your channel energy will be particularly useful, as well as any holy water we may have left. He is also weak to fire and sunlight. Be careful, he will feed on our very life force!"


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Posting out of turn. Windom will take an oil of magic weapon and apply it to his morning star.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven steps back and calls upon Angradd's blessings upon his weapon.

"Angradd bless this weapon with the fires fresh from your forge!!!" he incants as he runs his hands along the blades of his axe causing it to glow red.

Using

Fire Strike (minor)::

At 1st level, as a standard action you can touch one melee weapon to bestow upon it the glory of fire. For 1 minute, this weapon glows red hot and deals 1d4 points of fire damage with each strike. This bonus damage does not stack with the flaming or flaming burst weapon special abilities.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar will take a five foot step and cast Protection from Evil on Drasven.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

ndevere measures the enemy response carefully against what she knows of the Lopper.
exploit weakness: 1d20 + 7 ⇒ (8) + 7 = 15(DC=10+CR)
defensive option (+2ac and sense motive)

Grand Lodge

The Lopper's cowers seeing the fire licking the Drasven's blade. His ghostly axe cuts nDevere on the shoulder. Roll20: touch AC 20, 4 negative energy, 2 bleeding; CR 5. She appears to be almost bloodied.

Party up!

Round 1:
Drasven
Zavar
nDevere
Windom
Lopper
Cassandra


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven bristles at the cut but forces himself to stand still as he wipes his hands once more on the blades of his axe causing a fiery red to outline it as once more he calls Upon Angradd's blessing upon it.

Fervor to make it +1


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom will use his Touch the Spirit World ability and attack.

Touch of the Spirit World:

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Magic morningstar attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 4 ⇒ (6) + 4 = 10

oil of magic weapon round 1

-Posted with Wayfinder

Grand Lodge

Windom wrote:

Windom will use his Touch the Spirit World ability and attack.

Oil of magic weapon round 1

In the surprise round you retrieved the oil as no other action is possible. Touch of the Spirit World is also a standard action. For action economy, you could have done it in the surprise round, then retrieve the oil and apply it as a move and standard action, then attack in Round 2. Otherwise, you can't attack until round 3. Did I miss something?


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]
Paizo PRD wrote:
"Unless otherwise noted, using a domain power is a standard action."

It certainly appears as though your action count is right on.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Nope just messed up. Thought we had a full round for the surprise round. And since it was not listed as an action thought the spirit world ability was a free action. (Retrieve + apply oil on surprised round. Then free action attack on the second round.) Will attack next round.

-Posted with Wayfinder

Grand Lodge

Drinking a potion or applying an oil is a standard action. Retrieving either is a move action. That's why I recommended using your domain ability in the surprise round.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I get ya. Like I said thought we had a full round for the surprise round. Will just attack next round.

-Posted with Wayfinder


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere grits her teeth as the wound on her shoulder seeps fresh blood. Hoping for an opening caused by the distraction of Drasven's fire, she watches for it as she applies pressure to the wound.
exploit weakness (+2 attack, bypass DR): 1d20 + 7 ⇒ (18) + 7 = 25
Having spotted her chance she wheels over, sending two kicks at the axe wielding spirit as she positions herself to provide flank for her allies.
flurry: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (7) + 1 = 8
take 2 bleed (HP=24/30) then swift action exploit weakness, flurry, and five foot step


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

So we have wounded already thanks to the pazio dice bot dislike for us. lol

Grand Lodge

Zavar, waiting on your Round 1 action. The surprise round was your protection of evil on Drasven.

Grand Lodge

Zavar steps south and fires an arcane bolt but misses due to cover and firing into melee! Roll20: ranged touch AC 15-8=7, .

The Lopper steps toward Cassandra cuts her with his ghostly axe. Roll20: touch AC 15, 1 negative energy, 1 bleeding

Party up!

Round 1:
Drasven
Zavar
nDevere
Windom
Lopper
Cassandra

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Very sorry guys I just got my internet back at the house after a week without it

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