Chyrone [PFS]: The confirmation, February -March 2017 (Inactive)

Game Master Chyrone


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Grand Lodge

Male Human Fighter (Lore Warden) 1 | HP 11 | AC 18 Touch 15 FF 13 | Fort +3 Ref +5 Will +3 | Init +7 Perc +5 Fighter (Lore Warden) 1

"I'll do my damnedest!"
Hal swipes at the one in front of him.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Unfortunately, he is unable to connect.


After Hal's attempt to hit the skeleton, blue retaliates, and green steps closer in line.

Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (2) + 2 = 4
The skeleton seems to be adequate at his evil intent, and strikes Hal to a single HP.

For some reason i had you on 10 HP on combat map.
-------------
Ickeckess is at -5, come on man, roll a good one.

Ajaline & Draklor

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

"Hal, get those guys out of here! I have to get to Ickeckess or he'll never have a chance." Ajaline shoots forth another tanglevine hoping to trip up the lead skeleton.

tanglevine: 1d20 + 5 ⇒ (1) + 5 = 6

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"You can do it, Hal! Drink up, Skelley!" Draklor yells as he pulls and hucks a flask of holy water at the nearest skeleton.

Holy Water, Inspire: 1d20 + 4 ⇒ (20) + 4 = 24
Confirmation: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, Inspire: 4d4 + 1 ⇒ (4, 4, 4, 4) + 1 = 17

Woohoo!


Despite heavy penalties (cover and into melee), Draklor confirms his hit, and the skeleton goes down.
The green one takes 1 splash.

Ajaline is having less success.
==================
Skeletons, round 4

Hal
----------
Green (-1)
Orange
----------
Ajaline & Draklor

Dark Archive

Nagaji Male| 10/10HP| AC 17/11/16| Fort +3 Ref +1 Will +4| Initiative +1| Perception +4| Channels 5/7

stabilize: 1d20 + 1 - 6 ⇒ (10) + 1 - 6 = 5

Ickeckess continues to bleed on the ground.

Grand Lodge

Male Human Fighter (Lore Warden) 1 | HP 11 | AC 18 Touch 15 FF 13 | Fort +3 Ref +5 Will +3 | Init +7 Perc +5 Fighter (Lore Warden) 1

"Could definitely use a heal after this!"
Hal takes a five foot step forward. Hal's going to go ahead and fight defensively, bringing his AC to 20.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Green remains standing.
Fighting defensively incurs a -4 penalty on attacks.
-------------
Green (-1) claws away at Hal.
Claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (4) + 2 = 6
Confirm?: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (3) + 2 = 5

Hal falls KO from the wounds, and the skeleton claws at him again.
Claw vs helpless prone: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 171d4 + 2 ⇒ (3) + 2 = 5
It puts him at -10 and unstable.
Better roll a nat 20 on it.

Red closes in on Draklor.
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (1) + 2 = 3
And misses, thankfully.
-------------
Ickeckess bleeds to -6
Roll for another one.
-------------
Ajaline & Draklor

Dark Archive RPG Superstar Season 9 Top 16

stabilize: 1d20 + 1 - 6 ⇒ (3) + 1 - 6 = -2

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

First the minotaur, then the skeletons? It seems this party is doomed to failure.:-)

"So it's come to this, has it?" Ajaline weilds his quarterstaff and swings at the skeleton in front of him. "When the sorcerer has to start swinging a weapon, you know it's bad."

quarterstaff,inspire: 1d20 + 0 + 1 ⇒ (9) + 0 + 1 = 10
damage,inspire: 1d6 - 1 + 1 ⇒ (4) - 1 + 1 = 4

Then Ajaline takes a 5 foot step back.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Am on mobile, if someone could move me to the space above Ajaline that would be great

Draklor steps back in alarm, pulling out and throwing another flask of holy water. "This is my last one!" Inwardly, he is thinking about how to get to Hal.

Holy Water, Inspire: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3
Miss roll: 1d8 ⇒ 1


Ickeckess bleeds to -7.
Both Ajaline and Draklor are having trouble hitting the skeletal assailants.

The flask drops in the square he was previously at, dealing 1 splash dmg to red.
=================
Skeletons, round 5

Hal is at -10, con roll pending.
--------------
Green (-1) moves closer to the two, and heads for Ajaline.
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
The bonehead manages to land in 1 hit.

With a lot of solid rock nearby, red (-1) has to move through green's square to attack Draklor, provoking from Ajaline.

Quarterstaff, inspire: 1d20 + 1 ⇒ (8) + 1 = 91d6 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Red Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (1) + 2 = 3
---------------
Ickeckess (-7) Con roll pending

Ajaline & Draklor

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

provoking Aoo, still have mage armor so my AC is 16

Ajaline sees an opening and moves around the skeleton towards Hal and Ickeckess. Fortunately he's still holding the cure light wounds wand. When he gets close to Hal he taps the wand on him.

UMD: 1d20 + 8 ⇒ (15) + 8 = 23 Finally!

CLW: 1d8 + 1 ⇒ (8) + 1 = 9 And max!


There is not enough room to move that way. The pathway is too narrow, even red had to pass through green's square.
But my own PC went way in the negative at a con today, so ok. :)

Depending on Hal's con roll, he is either at -1 or -2.

AoO green: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (2) + 2 = 4
AoO red: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (4) + 2 = 6

And green rakes Ajaline's back for 4.

Draklor

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

So total -10 damage to Ajaline?


Depending on his pending con roll. If he passes it stays on -10, if he doesn't, -11 before you heal him.

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Ok. Would he "die" as soon as he hit 11 or would my CLW be just in the nick of time? And what is the total damage on Ajaline? I thought it was 4 from the AOO and 6 from the attack a couple of posts ago. So a total of 10. Is that correct?


To #1: No, as it needs to hit his con score (12) for him to die.
#2: Yes.

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Ok. All good answers!

Grand Lodge

Male Human Fighter (Lore Warden) 1 | HP 11 | AC 18 Touch 15 FF 13 | Fort +3 Ref +5 Will +3 | Init +7 Perc +5 Fighter (Lore Warden) 1

Sorry, was waiting on my turn to roll Con. Not exactly sure how it works! Never been in negatives before :p

Stabilize: 1d20 - 10 ⇒ (16) - 10 = 6

Grand Lodge

Male Human Fighter (Lore Warden) 1 | HP 11 | AC 18 Touch 15 FF 13 | Fort +3 Ref +5 Will +3 | Init +7 Perc +5 Fighter (Lore Warden) 1

Also, yikes, the dice in this game seem to freaking hate us

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Well, you get to add your CON modifier, so your result would have been 7. That's still not enough to stabilize. So your HP would drop to -11. But then Ajaline's CLW helped you with 9. Now you are at -2 and stabilized. Next turn, if I don't get knocked out, I'll boost my shield and then try to heal you again on a future turn.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor mutters something about so.e great act of Irori as he tosses a vial of acid at the green-tinged skeleton, his basic power beginning to fade.

Acid, Inspire: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

This is my penultimate round of performance. Also, I'll 5-foot step down and to the left.


I'm assuming against red again.
Where does it end up: 1d8 ⇒ 7

The flask hit the southern wall, splashing onto both green and Ajaline for 1. Meanwhile Ajaline had healed the gravest of wounds on Hal.
==================
Skeletons, round 6

Hal (-2, stable)
-----------------
Green (-2) full attacks Ajaline.
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (3) + 2 = 5
Ajaline dodges the 1st attack, but the second rakes him and he passes out.

Red (-2) steps up to Draklor.
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5
True to his animal roots, he is as nimble as a fox and dodges both attacks.
------------------
Ickeckess (-7, con roll pending)
Ajaline (-2, unstable, con roll pending)

Draklor

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Ajaline tries his best to avoid the skeleton attacks but one of them gets through. A final blow knocks him out.

Stabilize: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10

Dark Archive

Nagaji Male| 10/10HP| AC 17/11/16| Fort +3 Ref +1 Will +4| Initiative +1| Perception +4| Channels 5/7

stabilize: 1d20 + 1 - 7 ⇒ (2) + 1 - 7 = -4

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Ok Draklog, it's all up to you. Just reminding you that I have a CLW wand that was in my hand when I got knocked out. If you could get over to me you could grab the wand and then cure me or Hal. That would get someone else in the fight. But it might be tricky to get out. Maybe run into the big area? If the skeleton's chase you, across the board, you might be able to dump one or two of them in the chasm? Just some thoughts.


What chasm are we talking about, the pit?
I'm calling this a night, so we'll see if he posted by the time i wake up.


..and may luck be on your side.
Calling a night for certain now.


If someone would like to bot Draklor's turn, feel free to do so. Keep in mind the combat map's movement restrictions.

Liberty's Edge RPG Superstar Season 9 Top 16

Does Draklor have the same option to squeeze to the north of the skeletons? Or was that a one time thing?

Liberty's Edge RPG Superstar Season 9 Top 16

Question 2, is the space to the southwest squeezed, if Draklor moves there to shoot? Trying to figure out options that have at least a small chance of success. There aren't many.

Liberty's Edge RPG Superstar Season 9 Top 16

Going to assume that the mostly full square as good and hope for some blind luck.

Dracklor uses a 5 foot step to back into the corner. Pulling another acid flask, he throws it at the nearest skeleton (red), splashing the skeleton behind it.

acid flask: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 ⇒ 2 +1 splash to surrounding squares.

Crosses fingers and rolls

Liberty's Edge RPG Superstar Season 9 Top 16

Decided not to wait on answers, since I think this will resolve fast either way. Looks good for us, but Dracklor will have to survive two skeleton attacks and then not roll a 1 next round.


Draklor destroys the green skeleton, as the acid eats away at the skull after the flask hits.

Ajaline stabilizes, but Ickeckess doesn't yet.
==================
Skeletons, round 7

Green (-3) moves closer, cornering Draklor,
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (4) + 2 = 6
The attack misses.

Draklor

Ickeckess (-8, pending con roll)

Scarab Sages

Male Elf Sorcerer (verdant) /2 -- DEAD

Yay! One down, one to go. Icky, hope you stabilize!

Dark Archive

Nagaji Male| 10/10HP| AC 17/11/16| Fort +3 Ref +1 Will +4| Initiative +1| Perception +4| Channels 5/7

stabalize: 1d20 + 1 - 8 ⇒ (7) + 1 - 8 = 0

Liberty's Edge RPG Superstar Season 9 Top 16

Do we want to continue botting Draklor, or wait another day?


We can wait until tonight, and bot then if he hasn't posted.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor steps back once more, sweating furiously but flush with success, and hurls more acid at the remaining foe!

Acid: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 ⇒ 5
Miss Roll: 1d8 ⇒ 2


You are already back against the wall.
Any alternate actions?


...?

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor frantically tries to dodge around the skeleton to save his friends, drawing his wand as he does so.

Acrobatics, ACP: 1d20 + 3 ⇒ (2) + 3 = 5

Unfortunately, he is not one of those who operates better when scared out of his mind.

Take your AoO, but I suppose I needed to get there somehow.


I'm pretty sure bonehyead the 2nd blocked the path to get to them, when you look at the map. You can actually get through the skeleton's square, but you'd have to had beaten his CMD by 5+ to do so.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Ah, I didn't realize the square down and to the right of him was a hard corner. I guess I'm stuck there this round.


The skeleton claws at Draklor, who made an attempt to get past the skeletal assailant.

Claw aoo: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (4) + 2 = 6
Draklor almost dodges it, but the skeleton is just a bit faster, and deals maximum force with his sharp boney fingers.

Ickeckess didn't stabilize, and bleeds to -9.
===================
Skeletons, round 8

Green claws at Draklor again.
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (1) + 2 = 3
The skeleton hits Draklor with his second attack, luckily dealing minimum force on the attack.

Draklor

Ickeckess (-9, con roll pending)

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor taps himself with his wand before once again attempting to lunge past the skeleton. It seems selfish, but I must not fall. If I fall, we may likely all die.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7


Draklor is back to full.
AoO vs acro: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (1) + 2 = 3

Ickeckess (-9, con roll pending)
==============
Round 9

Claw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 4

Draklor

Dark Archive RPG Superstar Season 9 Top 16

bleeding out: 1d20 + 1 - 9 ⇒ (2) + 1 - 9 = -6

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

I already updated his HP, sadly, he is at 9.

For the time being, all Draklor can do and can think of doing is to pass the skeleton and get to his friends.

I will just be trying to move past the skeleton twice every round. If brought to 4 HP or below, I will forfeit one try and use my wand on myself. Seems it will take all 6 rounds with these rolls.

Acrobatics rolls, rounds 9-14:
Acrobatics, Round 9: 1d20 + 3 ⇒ (10) + 3 = 13
Acrobatics, Round 9: 1d20 + 3 ⇒ (4) + 3 = 7

Acrobatics, Round 10: 1d20 + 3 ⇒ (8) + 3 = 11
Acrobatics, Round 10: 1d20 + 3 ⇒ (14) + 3 = 17

Acrobatics, Round 11: 1d20 + 3 ⇒ (13) + 3 = 16
Acrobatics, Round 11: 1d20 + 3 ⇒ (1) + 3 = 4

Acrobatics, Round 12: 1d20 + 3 ⇒ (1) + 3 = 4
Acrobatics, Round 12: 1d20 + 3 ⇒ (8) + 3 = 11

Acrobatics, Round 13: 1d20 + 3 ⇒ (10) + 3 = 13
Acrobatics, Round 13: 1d20 + 3 ⇒ (2) + 3 = 5

Acrobatics, Round 14: 1d20 + 3 ⇒ (17) + 3 = 20
Acrobatics, Round 14: 1d20 + 3 ⇒ (18) + 3 = 21

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