DM Jelly's Price of Immortality Trilogy (Inactive)

Game Master Jellyroll

Crypt
Acquired Equipment

Init:

Emil:[dice]1d20+2[/dice]
Fool:[dice]1d20+1[/dice]
Jormel:[dice]1d20+3[/dice]
Eve:[dice]1d20+2[/dice]
Xull:[dice]1d20+2[/dice]


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Eve and Jormel make quick work of the remaining two wolves, gore splattering everywhere yet thankfully not on Fools culinary delights.

shallow GM humor:
What I thought of when reading Jormel and Eve's rolls: Toast.

After the encounter with the wolves the rest of the night passes uneventfully. The next day you continue your journey through the Fangwood.
The trees begin to thin, revealing a field of short green grass that leads to the shores of a wide calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake obscuring the far side. Near the shore of the lake a dark form lies next to the water.

The form is actually a decaying body with huge bite marks all over the upper torso and apparently something happened which made the corpse unsuitable for scavengers. Much of the attached gear has rotted to worthlessness.

DC 10 Perc:
A quick search reveals a masterwork short sword near the body and a coin pouch with 87 gp inside. The coins look newly minted from the capital city of Tamran; they bear the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas

DC 10 Know Local:
Your search also reveals that this man is not from Kassen, his clothing is in poor condition from exposure but obviously of a kind purchased in larger cities.

DC 15 Heal:
This man has been dead for a few months.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Heal: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

"Oh my, what could of happened here."

Die hard reference, Nice

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

perception, know local: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 6 ⇒ (18) + 6 = 24

...Aaaaaand detect magic


perception+scent: 1d20 + 8 ⇒ (11) + 8 = 19


Who's gonna keep the MW short sword?

Leaving the Gray Lake behind you travel for 3 hours finally reaching the valley which contains the Crypt of the Everflame.
The trail has lead your band ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise a broad valley spreads out before you, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous.

Three Acrobatics checks please as navigating the slope is very difficult. This will take at least half an hour or longer. There are ways of navigating which might help you avoid sliding down the treacherous slope.

Viorec:
Viorec being the ever cautious sorcerer decides descend slowly giving him a +2 to each roll.
Acrobatics: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Acrobatics: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Acrobatics: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
Slipping once and he...
Reflex save: 1d20 + 2 ⇒ (2) + 2 = 4
slides down a short hill before slamming into a tree. Viorec takes Dmg: 1d4 ⇒ 4 points of nonlethal damage.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Retroactive search rolls!
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Heal: 1d20 + 5 ⇒ (11) + 5 = 16

Nudging the body with his foot, Jormal shrugs.

"Yep. Dead. For a while, too. Anyone want the dead man's stuff?"

And now back to our regularly scheduled hill.

Jormal smiles quietly as he watches Viorec slowly start down the hill - then slide - then slip - then crash into a tree. Resisting his urge to make a joke, he reached into his pack and pulled out a coil of rope. He searches for somewhere to tie it off, then hands the rope off to someone else.

"This might make it a bit easier. But someone else better go first, just in case the rope starts to slip, here. I'll, uh, hold it up?"

How big is this hill?


Jormel Vallin wrote:


And now back to our regularly scheduled hill.

Jormal smiles quietly as he watches Viorec slowly start down the hill - then slide - then slip - then crash into a tree. Resisting his urge to make a joke, he reached into his pack and pulled out a coil of rope. He searches for somewhere to tie it off, then hands the rope off to someone else.

"This might make it a bit easier. But someone else better go first, just in case the rope starts to slip, here. I'll, uh, hold it up?"

How big is this hill?

Please make three Acrobatics checks.

DC 10 succeeds yet if you fail please make a reflex check.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

acrobatics x3 and ref: 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (13) + 3 = 161d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Scrambling out, his broad bare feet make short work of the hill. Catching a loose rock, he slips but recovers.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve makes her way down carefully

Acro: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Acro: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

Acro: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Ref: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

With a sigh, Jormel grabs the rope and slowly follows the others down.

Acro: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Acro: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Acro: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10


for stinky:acrobatics x3 and ref: 1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

From the memoir, Here and Back Again , he wrote, "Throwing all caution to the wind and trusting in Gorum, Emil (or Stinky as he was widely known) leaps out onto the slope, traversing it with ease."


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

I'm coming next an by jove I'll make this look good With a flare that few could maintain, he grabs the rope and with a flourish starts garishly shimmying the rope, coming close to losing his grip halfway, Devlin decides to go all out in the end, at the bottom he lets go of the rope allowing him to end the climb with nice little flip.

Too much? he says with a grin

1:: 1d20 + 5 ⇒ (9) + 5 = 14
2:: 1d20 + 5 ⇒ (6) + 5 = 11
3:: 1d20 + 5 ⇒ (17) + 5 = 22

Kinda like the par-kor flare, might have to use it more often as I'm making acrobatics a primary skill


Congratulations.
The entrance to the crypt is at the bottom of this treacherous hill.

An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.

Disturbingly a pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.

Crypt entrance

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

perception: 1d20 + 5 ⇒ (16) + 5 = 21

Detect magic


perception+scent: 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Another excerpt: "The brave Stinky carefully examined the scene, but not being a hin, he was really wasting his time."

perception: 1d20 + 2 ⇒ (13) + 2 = 15


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Letting out a low, slow whistle, Jormal put a hand on the hilt of his sword.

"They certainly throw a hell of a party out in the Fangwood."

He moved a little closer, trying to figure out what might have done this to the poor horses.

Perception or Heal: 1d20 + 5 ⇒ (14) + 5 = 19
Value is the same, so whichever helps.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

perception: 1d20 + 7 ⇒ (4) + 7 = 11


Jormel realizes that the animals were slain 2 days ago with crude blades or perhaps claws.

Eve finds scattered bones of a human underneath one of the horses. Curiously she moves beast’s carcass uncovering an entire skeleton, The bones are clearly very old and appear to have been trampled by the horse.

Fool, while searching the horse packs, uncovers one that is still full. Inside are 2 days’ worth of rations, a pair of large comfortable pillows, a quiver with 10 blunt arrows and 2 pints of lamp oil.

No magic and there is no light emanating from the half open entrance.....

Map updated

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Chapter 2, The Crypt: "Stinky readied his longsword and proceeded into the crypt cautiously."

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Cast dancing lights every minute as a back up light and move them to light each room. Detect magic as we enter each room and every time I search.

"What on Golarian are these blunted arrows for? Does anyone want this lamp oil?"

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3
Jormel Vallin wrote:
"They certainly throw a hell of a party out in the Fangwood."

"I think it was a slumber party..." showing the pillows from the saddle bag.


perception+scent: 1d20 + 8 ⇒ (7) + 8 = 15

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

"Wait a minute, the horse trampled an old skeleton? What do we know about reanimated dead?"

Stinky recalls, know religion, plus bonus +3 for weaknesses: 1d20 + 6 ⇒ (14) + 6 = 20 "We should make some clubs. Blades and arrows find little purchase on their animated bodies."

Chapter 2: "But then he thought better of it and went looking for a club, knowing he could use his shield but would give up it's protection."

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Chapter 2: And Stinky said, "I'll take that shortsword as well. I completely forgot I have been trained to fight with two weapons. I'm a silly, silly man."


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

"I'm almost insulted we weren't invited. Who doesn't love a good slumber party with the dead? Tearing horses open with your claws, getting trampled to re-death... they're good fun, I've heard."

Jormal grabbed the quiver of blunt arrows from the pile of dead equines, adding them to his own.

"Will these do? I usually use them for taking squir- er, wolves and other animals without damaging the pelts. Guess I've got no qualms 'bout shooting at dead stuff, though. I don't suppose you know why the dead might get up and start throwing parties?"


After boldly searching the animals and boldly deciding the skeleton seems eerily out of place the bold adventurers boldly head in.

As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall.
The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Upon your bold entry you notice multiple shambling skeletons rising in hunger....

Initiative rolls:
Devlin:1d20 + 5 ⇒ (11) + 5 = 16
Emil:1d20 + 2 ⇒ (11) + 2 = 13
Fool:1d20 + 1 ⇒ (14) + 1 = 15
Jormel:1d20 + 3 ⇒ (16) + 3 = 19
Eve:1d20 + 2 ⇒ (17) + 2 = 19
Viorec:1d20 + 7 ⇒ (1) + 7 = 8
6 things like the thing found under the horse.1d20 + 6 ⇒ (1) + 6 = 7

Map updated


"Fool" - Corvid Rhonabwy wrote:

"Wait a minute, the horse trampled an old skeleton? What do we know about reanimated dead?"

Stinky recalls, [dice=know religion, plus bonus +3 for weaknesses] 1d20+6 "We should make some clubs. Blades and arrows find little purchase on their animated bodies."

Chapter 2: "But then he thought better of it and went looking for a club, knowing he could use his shield but would give up it's protection."

So I should assume each of you now have clubs?

Club:
1d6/x2 blunt

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Trusting in his companions, Fool moves behind the closest pillar and motions at the furthest skeleton.

DC 14 will save

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Excerpt: Stinky charges the closet Skeleton left standing with a bloodthirsty howl of "Biscuits and Jelly!". Or something like that...it was very exciting.

charging club to the skull, reduced ac from charge: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 3 ⇒ (5) + 3 = 8


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

oh well, undead. well i hate to be useless with the undead but i'm afraid i will be lacking in my usual skill if i have to use a club

Devlin says before entering with the rest. Upon seeing the reaniated corpses, he draws his blade. It may not be as good but i will try my luck with the blade.

Charging forward he joins Corvid in attacking the closest one.

Charge:: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 dmg:: 1d6 + 1 ⇒ (4) + 1 = 5


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Pulling one of the blunted arrows from the quiver he'd just recovered, Jormel took aim at the furthest of the skeletons - better than hitting his friends in the back.

Maybe.

Atk: 1d20 + 4 ⇒ (11) + 4 = 15
Dmg: 1d8 ⇒ 1

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

"See that puzzled grimace on that one in back? Kill those last."


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

"Puzzled? No, no - that's a grimace of friendship, and these are little airborne love taps. Now that one, on the left there, now that's a mean looking fellow. Must be the muscle at this party. If he had any muscle."

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

I try to hex the last enemies we will kill. If we aim for those last my hex will be more effective.


Not to be taken by surprise the Valiant hero's take the initiative:

Fool boldly hides behind a pillar and wiggles his fingers!

Skelleton #1:
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18 - denied!

Emil charges the closest bony assailant attempting to boldly smash its skull yet misses.

Jormel shoots a blunt arrow boldly missing all six tightly gathered skeletons. Those of you who have excellent hearing hear a forest squirrel laugh triumphantly.

Not to be intimidated by the pale bony assailants Devlin boldly rushes in and connects with the closest skeleton (#6)! It cackles when his slashing attempt only knocks out a rib...

Viorec and Eve, you're up.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve charges at Skeleton Number 5
Atk: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Crit
damage: 1d10 + 4 ⇒ (10) + 4 = 14
Crit:Atk: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Confirm
Crit:damage: 1d10 + 4 ⇒ (4) + 4 = 8

Slicing skull to pelvis right down the vertebrae.
And it's a clean cut down the middle.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

I see what you did there, you missed a couple.

bold synonyms: daring, intrepid, brave, courageous, valiant, valorous, fearless, dauntless, audacious, daredevil; adventurous, heroic, plucky, spirited, confident, assured; informal: gutsy, gutty, spunky, feisty; literary: temerarious


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

Eve, stay close for just a second. with room to grow.

Viorec steps up next to Jormel and casts enlarge person.


Eve charges into the room and boldly slices a skeletons (#5) bony body, skull to pelvis right down the vertebrae, it's a clean cut down the middle!

Viorec boldly looks at Jormel, who feels a bit nervous.

Skels:
#1
#2
#3
#4
#5 - dead
#6 - 1

Skeleton #6 swings its blade at Devlin Broken Scimitar: 1d20 ⇒ 13Dmg: 1d6 ⇒ 3, Devlin spins out of the way.

#4 shambles forward and attacks Eve! Broken Scimitar: 1d20 ⇒ 10Dmg: 1d6 ⇒ 1

#3 shambles forward in an attempt to find its way into the fray attacking Eve (causing an AoO from Eve). Broken Scimitar: 1d20 ⇒ 6Dmg: 1d6 ⇒ 6

#2 sees #3 and decides to run forward (causing AoO from Devlin) and attacks Devlin Broken Scimitar: 1d20 ⇒ 15Dmg: 1d6 ⇒ 1

#1 shambles forward and reaches over its buddy (#4) and claws at Eve!claws: 1d20 + 2 ⇒ (10) + 2 = 12Dmg: 1d4 + 2 ⇒ (3) + 2 = 5

Every one of our heroic adventures boldly pirouettes away from each bony attack, a veritable front line ballet!

@Fool, do these need to save vs. something again? You mention Hexing yet...


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

Oh trying to move past me, well this ancient blade will not let it be so! Devlin boldly thrusts into the creature.

Ah HA! He shouts as his blade seems to do some damage.

Atk:: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Dmg:: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

You saved. I was denied. But you get to save again. Cackle if sucessful. Also, it's Su so it doesn't provoke.

Fool leans out from the pillar and gestures at a skeleton in the back.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Taking one look at Viorec's grinning visage, Jormel turns and bolted for the platform towards the side of the room.

"Maybe... someone else this time."

Hopping up onto the platform, he pulled another blunted arrow and took aim at the skeleton just opposite Fool.

Attack on 3
Atk: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 +1/1 Point-blank shot.
Dmg: 1d8 + 1 ⇒ (4) + 1 = 5


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

@Viorec, casting Enlarge on me or Jormel?

Atk(AoO)): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
damage: 1d10 + 4 ⇒ (2) + 4 = 6

Eve Goes at Skeleton Number 3
Atk: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage: 1d10 + 4 ⇒ (4) + 4 = 8


#1 save:
Will save: 1d20 + 2 ⇒ (13) + 2 = 15 - denied!

In a flurry of retaliation our hero's respond by smashing bones!

#3 crumples backwards as Jormels blunted arrow smashes it's spine while number #2 winces in pain as it tries to attack Devlin.

As she sees #3 drop Eve spins her attack toward #4 dealing near lethal damage.

Skels:

#1 - shakes it off
#2 - 1
#3 - dead
#4 - dead
#5 - dead
#6 - 1

Viorec, who's Hulked?

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Rinse, repeat on 1

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Excerpt: Realizing he was forgetting to attack, he wallops the closest Skeleton twice.

club to the skull: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (4) + 3 = 7

club to the skull: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (5) + 3 = 8


Emil rushes in a bonks #4 on the head, crumbling it soundly.

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