DM Rah's "Icebound Outpost" PFS (Inactive)

Game Master Kobash

This is a PbP for Scenario # 3-19, The Icebound Outpost.
==TEMPLE MAP==


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Mu tries to grab the tiefling, but cannot find him.

Ruford swings his weapon fruitlessly as well.

"Drebbin, you coward!" Hildr howls in the darkness. She grunts and the sound of steel on stone echoes in the hallways.

Hildr attack on Garinol: 1d20 + 6 ⇒ (3) + 6 = 9 Miss

Initiative Order: Round 3
Skell
Hildr
Pai <==UP
Kilian <==UP
Garinol <==UP
Tiefling
Mu
Ruford
Maddie

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll 5ft step back hoping to get out of range from where I last saw them, and draw my Everburning Torch, and drop it in the square behind me.

@ DM:
An everburning torch is an equivalent of a 2nd level spell. Link. In PFS there is an order of creation of items, with Wizards being the primary source, followed by Clerics, and then down the list. Since it's on both the Wizard and Cleric's list, it falls under the Wizard's first, meaning 2nd level spell, not 3rd.

"Everburning Torch: This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon. Price 110 gp; Weight 1 lb."

In theory, both should simply cancel each other out, making the EBT not cast any light while the Darkness fails to lower the light level, and the normal, or I should say the original light level would prevail. That being said, there are plenty of ways that this might not work, and I just mean this as a quick guide, as there is a lot of debate and issues with light and the various Darkness effects. Not trying to tell you how to do it.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

DM, can Pai see any opponent currently?


From the Darkness spell description: Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. Personally, I think this is lame, but I'm bound by PFS rules.

Pai, you can't see any opponents.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai readies her action to attack until an opponent presents itself.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian advances slowly (10', as on the map) in the direction that the tiefling attacked him from, waving his guisarme in front of him to avoid bumping into anything.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll post a link soon. It's about how spells that dispel and specifically counter each other, like spells with the Light and Darkness descriptor.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

@ DM:
I can't find the thing I'm looking for, but there is this (from Continual Flame). "Light spells counter and dispel darkness spells of an equal or lower level."
The Bane and Bless spell are the same way, as are a few specific other spells. So basically if group A fights group B, and each of them casts one of those spells, instead of getting a +1 to Attacks and Saves vs Fear and also a -1 to Attacks and Saves vs Fear, they instead completely cancel out both. In this case, the bonuses would themselves, for a net +0, but what is supposed to happen is that both the spells are fully Dispelled, so there is no magic happening at all. Darkness and Light Spells, Bane/Bless, Consecrate/Desecrate, Good Hope/Crushing Despair, and a few other spells work this way.
Normally to counterspell, you need either the specific spell being cast, so to counterspell Fireball, you need to have Fireball yourself, or Dispel Magic. Improved counterspell allows you to do it with a spell of the same level that is of the same magic school, rather than the exact same spell. The above spells can also be used that way, so in essence a Darkness spell (level 2) would negate the Light (0 level) spell, both Darkness and a 2nd Level Continual Flame (or other Light descriptor spell) would both cancel each other out while in the same area, while a Daylight (3rd level), Continual Flame cast by a Cleric (3rd level), or any higher level Light spell would automatically cancel out the Darkness spell, while in the same area. If the higher level Light spell ended before the Darkness spell, the Darkness spell would then kick back into effect, but it would have counted against the duration the whole time.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Actually, never mind, I guess that was reversed for PFS.


Darkness:
My quote was from the paizo SRD, so I don't think it was changed for PFS. It was specifically for items that produce light (like the continual torch). Basically, you can use continual flame to counterspell darkness using the readied counterspell action, but it does nothing if cast or brought into an area of darkness after the fact. Personally I think two spells of the same level should cancel each other, but that doesn't exist in the rules. Anyway, moving on...

Garinol and Kilian shift in the darkness.

Suddenly a grunt of pain comes from Mu, followed by the sound of someone falling to the ground.

Mu:
14 damage

GM ROLLS:

Attack in the darkness on Mu: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14


Initiative Order: Round 3
Skell
Hildr
Pai <==READY ACTION
Kilian
Garinol
Tiefling
Mu
Ruford <==UP
Maddie <==UP

Grand Lodge

Monk 5

::thud::

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Maddie frowns at the sound of Mu's painful grunting and the subsequent sound of someone falling. Reluctantly, she moves forward and holds aloft her holy symbol, pulling forth healing positive energy.

”Come into the light.” The cleric of Pharasma advises the group, without irony.

Channeling positive energy to heal: 1d6 ⇒ 5

Sorry about healing the enemies, but if she can't see them, she can't exclude them.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Ruford swings for where Hildr had been, hoping to find a target.
horsechopper: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19, damage: 1d10 + 4 ⇒ (6) + 4 = 10
miss: 1d100 ⇒ 95 = hit


Ruford hears a woman's voice grunt after he feels his weapon land solidly. Then Maddie channels energy, and you all hear a laugh from Skell.

"Ahh! That's much better! Now Drebbin, turn the gods damned lights back on, will ya?"

Hildr yells a battlecry and something bounces off Ruford's armor. Garinol hears Skell stumble and curse in the darkness.

GM ROLLS:

Hildr attack on Ruford: 1d20 + 6 ⇒ (8) + 6 = 14
Skell Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Skell attack on Garinol: 1d20 + 4 ⇒ (1) + 4 = 5


Initiative Order: Round 4
Skell
Hildr
Pai <==READY ACTION
Kilian <==UP
Garinol <==UP
Tiefling
Mu (Unconscious but Stable)
Ruford
Maddie

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Thankful for the healing, I'll retreat out of the darkness as well.

I slightly messed up the map, I'm sorry. I clicked the wrong thing somewhere, and it moved some of the darkness, and I didn't know exactly how you had had it.


Garinol, it looks like you took a full movement to exit the area, so you won't have to make any checks to do so. Anyone else moving around or looking for targets read the spoiler below.

Darkness and combat. Everyone read please.:

Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.

All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.

A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.

A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.

Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.

A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).

A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.

If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).

A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian continues to advance slowly (10' further along in the direction he was going, which I can't tell at the moment due to being unable to see my character token), tapping ahead of him with his guisarme to make sure he doesn't trip over anything.


Kilian still has a move or standard action left. I'd like to wait for him to finish his action before continuing. Also, I kind of like that those in the darkness don't know exactly where they are. Everyone in the darkness, if you are going anywhere but back outside, let me know and I'll adjust your character on the map.

Kilian steps out of the darkness and finds himself alone in a hallway.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian backs into the corner and prepares to attack anything hostile coming out of the darkness.


Within the darkness Ruford is stabbed in the side beneath his left arm. 10 Damage

GM ROLLS:

Attack against Ruford (flat-footed): 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10

1d20 ⇒ 13


Initiative Order: Round 4
Skell
Hildr
Pai <==READY ACTION
Kilian
Garinol
Drebbin
Mu (Unconscious but Stable)
Ruford <==UP
Maddie <==UP

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Maddie steps 5' to the south, so as to be away from any enemy who might be coming down the stairs.

”Let me know if you need more healing, but unless you're out of the dark I'm afraid I'll heal them too.” She says to whoever can hear her.

Delaying action for the time being.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

posting from phone, but I'd like to withdraw if possible.


Ruford withdraws, emerging from the darkness near Maddie and Garinol.

Since Maddie was defering, I'll give her a chance to act or pass before moving on to the next round.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Seeing Ruford emerge from the darkness with an injury, Maddie uses her wand of Cure Light Wounds on him.

CLW wand on Ruford (49/50 charges left): 1d8 + 1 ⇒ (5) + 1 = 6


Two forms move through the darkness, coalescing into Hildr and Skell in the light outside the Temple. "Where's that old bastard?" Skell howls. Their cleated boots crunch in the ice of the moat as they move to attack, Hildr going after Pai, Skell after Ruford.

Pai's ready action is up.

A Note: Unless you have special footwear designed for ice (like the cleats worn by Hildr and Skell), movement on the frozen moat is a little tricky. A creature moving across the frozen moat must spend 2 squares of movement to enter an ice-covered square (meaning 5 foot steps are not possible) and the DC of all Acrobatics checks increases by +5.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai casts Color Spray at her attacker.

Will DC. 16 to resist.


Hildr shields her eyes against Pai's magic, then cleaves her in retribution. 8 Damage

Skell hacks at Ruford, cutting through armor and giving him vicious wound. 8 Damage

GM ROLLS:

Hildr Will Save: 1d20 + 3 ⇒ (18) + 3 = 21 Success
Hildr Attack on Pai: 1d20 + 6 ⇒ (9) + 6 = 15 Hit
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Skell Attack on Ruford: 1d20 + 4 ⇒ (19) + 4 = 23 Hit
Skell Crit Confirmation on Ruford: 1d20 + 4 ⇒ (10) + 4 = 14 Nope
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Initiative Order: Round 4
Pai
Skell
Hildr
Kilian <==UP
Garinol <==UP
Drebbin
Mu (Unconscious but Stable)
Ruford
Maddie


I won't be able to adjust the map until tonight. Also, Pai got hit because she does not have mage armor active (I couldn't find any post declaring it).

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Yeah, I'm a doofus and didn't cast it yet. I thought we had things well in hand, until the little darkness bringing fella showed up.

Current HP 2/10

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll move and try to attack Hildr again.

Light Mace: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Updated the map. Just FYI, outside the temple the darkness is only considered dim light - 20% concealment.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Perception check: 1d20 + 1 ⇒ (4) + 1 = 5

Can Kilian hear any of what's going on outside?

The fighter slides over and looks around the corner.


Kilian can hear the sounds of fighting and yelling outside.

Kilian peeks around the corner and sees a guardroom converted from what was once a shrine. Most signs of its original dedication have been effaced by the camp, either by deliberate vandalism, or having been broken off for sale to collectors of Vudran antiquities on the Material Plane.

The smell of cooking food fills the air, and the poorly vented fire, burning in the shrine’s southwest corner, leaves a smoky haze in the room. Everywhere there are signs of a hurried collection of artifacts—the walls are covered in an elaborate relief sculpture, its surface marred with deep gouges where parts of its face were haphazardly carved from the larger whole, and a number of niches in the wall now lie empty, their icons and relics absent. The fire consumes a huge sheaf of palm-frond pages, upon which Vudran calligraphy may be discerned as the flames devour it.

Any other action for Kilian?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian rushes into the room and pulls the pages out of the fire as best he can.


Rescuing the pages is not done without a little sacrifice, and Kilian suffers minor burns as the price. 4 Damage

As he finishes patting out the flames, darkness descends upon him once again.

1d4 ⇒ 4


Initiative Order: Round 4
Pai
Skell
Hildr
Kilian
Garinol
Drebbin
Mu (Unconscious but Stable)
Ruford <==UP
Maddie <==UP

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

How does Full Defense work with being Disabled (0 HP)?


Total Defense is a standard action.
Disabled : You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Right. So when is it "complete"? Would I take up a defensive stance and then promptly fall unconscious, or would it only take effect if I had to dodge something, or would I fall unconscious at the start of my next turn perhaps?


Good question. Here is what I would suggest. Ready an action to assume a Total Defense if attacked. You would then fall unconscious after the attack was made, not before. If no one attacks you won't have to take the action.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Sounds good. I'll delay until after Maddie, but if she doesn't heal me, I'll do that.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

DM, at the start of next round, Pai will take a 5' step and get out of range, then cast Mage Armor.


Pai, thanks for looking ahead. I forgot you were up next.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Things were beginning to look a little dire in Maddie's eyes, with two of her compatriots seriously wounded and two unaccounted for in the darkness, not to mention the two enemies directly threatening those remaining. She grasps her holy symbol momentarily, but instead opts to use her healing wand on Ruford, who was barely still standing.

Wand of CLW on Ruford (48/50 charges left): 1d8 + 1 ⇒ (6) + 1 = 7


Waiting on Ruford's deferred action. Also, the darkness source has moved (it is above Kilian) and I have adjusted the map, though I left the area around Kilian visible for the moment so that he gets a look at the area before it goes dark.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Did Skell 5-foot step into melee with me? If not, I should have gotten an AoO, right?

Ruford swings at Hildr with brute force.
Power Attack: 1d20 + 3 ⇒ (13) + 3 = 16, Damage: 1d10 + 7 ⇒ (8) + 7 = 15


They came out of the darkness. Concealment prevented AoOs

Hildr spins and hacks Garinol with her axe. 5 Damage Skell slashes at Ruford, but misses badly.

Hildr attack on Garinol: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on Garinol: 1d8 + 4 ⇒ (1) + 4 = 5
Skell attack on Ruford: 1d20 + 4 ⇒ (3) + 4 = 7


Initiative Order: Round 5
Skell
Hildr
Kilian <=UP
Garinol <=UP
Drebbin
Mu (Unconscious but Stable)
Ruford
Maddie
Pai

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll 5ft step as well, and attack back.

Light Mace: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Flanking with Ruford?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian will retreat back the way he came, trying to keep close to a wall.


Outside the temple Garinol lands a solid hit to Hildr's arm. She grunts, but seems to let her rage override most of the pain.

Inside Kilian makes his way back through the darkness. He hears a grunt and something thuds against his breastplate, but doesn't penetrate. As he turns the corner he finds light again and moves towards the entrance, but the darkness follows and envelopes him and another jab bounces off his armored back.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 4 ⇒ (11) + 4 = 15

Initiative Order: Round 5
Skell
Hildr
Kilian
Garinol
Drebbin
Mu (Unconscious but Stable)
Ruford <=UP
Maddie <=UP
Pai <=UP

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Are all the opponents still cloaked in the darkness, DM? If not...

Pai fires another best from her wand at the closest enemy.

Damage 1d4 + 1 ⇒ (3) + 1 = 4

If no targets are available, she will delay until one presents itself.

Current HP 2/10

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