DM Rah's "The Confirmation" (Inactive)

Game Master Kobash

==COMBAT MAP==


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Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Haku raises his glowing club like a torch and follows along.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

Ruin sticks to his plan and ducks out as the group moves forward, running all the way back and hopping over the pit he looks around for the pack and any sign of the Halfling or the beast.

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1

Daijiro puts his spade up and draws his twin wakizashi before following.


Ruin races back through the caves. As he passes the chamber with the pool and diorama Uori calls after him. "Did something happen? Where are your companions?"

Meanwhile the rest of the group explores the passages beyond the skeleton's cave... I'll get back to you in a moment.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

As he races through, "nothing just some undead that needed to be put to rest, will be back in a moment."


Janira's pack is still right where she threw it near the entrance to the cave. Ruin pick it up and finds it carries all sorts of useful supplies. A potion of barkskin, 2 potions of cure light wounds, potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), a vial of acid, an alchemist’s fire, holy water, smokestick, tanglefoot bags, thunderstone, antitoxin, and 2 sunrods. All are packed neatly and conveniently labeled.

Dashing back through the caves, Ruin reaches the party a short ways along the concealed passage. Continuing along the tunnel to the east, you begin to hear the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”

It sounds like Janira Gavix still lives, though she is obviously not quite safe from danger!

Quickening your pace her voice slowly grows stronger. There must be another exit from the caves ahead. But the way is not unattended... ahead, two blobs rise in the dim light. Somewhat transparent, you can see the bones of undigested meals and a dark nucleus floating within. They block the passage between you and the exit!

Knowledge Dungeoneering DC 11:
A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding, a giant amoeba is actually a mutated version of a harmless creature too small to be seen by the naked eye, grown dangerously large in size. Although happy to prey on creatures smaller than it, the giant amoeba's constant hunger often drives it to attack larger prey, such as humanoids. It is covered in acid strong enough to damage flesh and equipment.

Knowledge Dungeoneering DC 16:
It can grab and constrict the creatures it attacks.

ROLLS:

1d6 ⇒ 3

INITIATIVE
Haku: 1d20 + 1 ⇒ (2) + 1 = 3
Leonides: 1d20 + 2 ⇒ (3) + 2 = 5
Daijiro: 1d20 + 4 ⇒ (11) + 4 = 15
Ruin: 1d20 + 2 ⇒ (11) + 2 = 13
Ferin: 1d20 + 1 ⇒ (6) + 1 = 7
Selkin: 1d20 + 3 ⇒ (12) + 3 = 15
Enemy: 1d20 - 5 ⇒ (5) - 5 = 0


INITIATIVE
Daijiro <=UP
Selkin <=UP
Ruin <=UP
Ferin <=UP
Leonides <=UP
Haku <=UP
Blobs!

MAP UPDATED!

Grand Lodge

Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7

Selkin casts Guidance on Faerin and then moves out of the way of the party.

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1

Wanting to prove his mettle and his worth in front of more experienced agents, Daijiro rushes into battle.

atk 1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 3 ⇒ (5) + 3 = 8

atk2: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8

move E-E-E-SE

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

Ruin uses one of the new items from the pack, throwing the alchemist’s fire at the blob.

throw: 1d20 + 2 ⇒ (10) + 2 = 12


Daijiro can only make one attack after moving. Ruin, you'll have significant penalties to hit, plus an ally in the splash radius.

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Haku begins his warsong again, filling his allies with swelling courage.

Inspire Courage: +1 competence to atk/dmg; +1 morale save v. Fear


Haku, you can save your performance and declare a new action. I forgot to mention that Janira's close enough to provide courage at the moment. Everyone is already at +1 to hit and damage.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

ok i will ready an action to throw it if the blob comes down the hall at us

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

Waiting on Ferin.

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1
DM Rah wrote:
Daijiro can only make one attack after moving. Ruin, you'll have significant penalties to hit, plus an ally in the splash radius.

it was a copy paste attack my apologies.

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Where is Janira on the map?


Janira is out of sight outside the cave.

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Faerin takes quick stock of the situation, considers her options and charges within a single step of entering the tunnel, swinging her hammer at the dangerous jelly.

Warhammer Bash, AC now 18. With Janira's buff & Guidance 1d20 + 4 + 2 + 1 + 1 ⇒ (11) + 4 + 2 + 1 + 1 = 191d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Oh, by the description, I thought she was fighting the blobs. >.<

Haku brings up the rear, getting ready to heal those in need.


Daijiro advances and bashes one of the blobs. Selkin casts a guidance on Faerin and she charges, splattering part of the second blob along the cave wall. Neither is yet defeated.

Haku prepares to help if needed while Ruin readies to attack if the opportunity becomes available.

Leonides?


It doesn't appear Leonides has much in the way of ranged weapons, and there is no more room for melee fighting, so I'm going to move on.

The blobs flow towards Daijiro and Faerin slamming into them and wrapping up both with gelatinous pseudo-pods.

Slam on Daijiro: 1d20 + 3 ⇒ (18) + 3 = 21
Damage + Acid: 1d3 + 1 + 1d3 ⇒ (1) + 1 + (2) = 4
Slam on Faerin: 1d20 + 3 ⇒ (17) + 3 = 20
Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (3) = 6

Grab on Daijiro: 1d20 + 5 ⇒ (13) + 5 = 18
Constrict Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5
Grab on Faerin: 1d20 + 5 ⇒ (14) + 5 = 19
Constrict Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5

Wow.. these blobs are rolling really well. It looks like both hit and succeeded in grab checks. Both Daijiro and Faerin are grappled! (and are Faerin's HPs correct at 8? Because I think this drops her to -3.

PARTY UP!

Grand Lodge

Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7

Selkin fires a bolt from his crossbow at the one engulfing Faerin!

XBow: 1d20 + 2 - 4 + 1 ⇒ (12) + 2 - 4 + 1 = 11
Bolt: 1d8 ⇒ 2

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

can anyone use the wand of burning hands ? i can throw the fire but you two will take damage

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

"Ruin! Can you help them get free? Otherwise, out the way!"

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

Leonides delays for Ruin to get out of the way.


Selkin's bolt punches through the blob on Faerin and it deflates, flattening to the ground in defeat.

One more blob left. Everyone keep in mind the courage bonus still grants a +1 to hit and damage

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Yep Faerin is down@ -3. Those were really good rolls from the blobs.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

Ruin steps up where Faerin dies on the ground and flicks(Swift) his hand where a Kama appears in his hand. He swings it down to cut through the blob.

1d20 + 3 ⇒ (9) + 3 = 12 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1

Daijiro struggles to free himself of the blob with both blade and beak.

ATK 1: 1d20 + 3 - 2 + 1 ⇒ (10) + 3 - 2 + 1 = 12
damage: 1d6 + 3 ⇒ (3) + 3 = 6

ATK 2: 1d20 + 3 - 2 + 1 ⇒ (3) + 3 - 2 + 1 = 5
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Bite Attack: 1d20 - 5 - 2 + 1 + 3 ⇒ (4) - 5 - 2 + 1 + 3 = 1
damage: 1d3 + 1 ⇒ (2) + 1 = 3

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Haku moves up to Faerin and chants to the island gods, pouring a bit of water upon her forehead.

Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5


Ruin and Daijiro quickly destroy the second blob and Haku rushes up to heal Faerin.

This combat is over, but another rages outside where you can all hear Janira continue shouting her stories of courage.

You have a couple injured party members. What are your actions?

Grand Lodge

Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7

Selkin will channel to heal the party quickly.

Channel Positive to Heal: 1d6 ⇒ 5

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1

"Thank you Selkin-San "

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Faerin gets up with a start, still wounded but good to go.
Getting up with some difficulty, she gestures to the outside.

"Janira needs our help, lets go." Nodding to her healers.

"Thank ye both."

Staggering slightly she makes for the direction, Janira was last heard.

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

While Selkin channels, Leonides draws a wand and taps the paladin with it.

CLW from wand, 39 charges left: 1d8 + 1 ⇒ (7) + 1 = 8


Following the sound of Janira's voice you dash down the tunnel and emerge into a 40-foot clearing at the base of the Kortos Mounts. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The full moon provides dim light over the entire area.

On the far side of the stream, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream.

“You vile beast!" Janira shouts defiantly. "I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”

Janira steps back and lashes out with her whip, wrapping it around the minotaur's axe. She pulls, but the monster roars and pull its weapon free.

ROLLS:

INITIATIVE
Haku: 1d20 + 1 ⇒ (3) + 1 = 4
Leonides: 1d20 + 2 ⇒ (6) + 2 = 8
Daijiro: 1d20 + 4 ⇒ (1) + 4 = 5
Ruin: 1d20 + 2 ⇒ (20) + 2 = 22
Ferin: 1d20 + 1 ⇒ (12) + 1 = 13
Selkin: 1d20 + 3 ⇒ (16) + 3 = 19
Janira: 1d20 + 6 ⇒ (19) + 6 = 25
Minotaur: 1d20 ⇒ 10

Janira Disarm Attempt: 1d20 + 3 ⇒ (5) + 3 = 8

INITIATIVE
EFFECTS: Bardic Courage (+1 to hit and damage!)
Janira - Failed at disarm attempt
Ruin <=UP
Selkin <=UP
Ferin <=UP
Minotaur
Leonides
Daijiro
Haku

AREA NOTES: The patches of woodland are also filled with underbrush that behaves as light undergrowth (CoreRulebook 426), creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover. The stream moves downstream from east to west at a brisk pace and is considered rough water, which will require a Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with successful Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires an Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a Reflex save, in which case it lands prone on the trunk instead.

The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

MAP UPDATED

Grand Lodge

Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7

Quickly! We must help her before it is too late!

Selkin moves up 30' and casts Doom on the minotaur! DC 14 Will

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Faerin stretches to sooth her aches when Leonides touches her with his wand.
lol.
"My thanks. That felt comforting and my wounds are all healed up."

Hearing Janira's call, she rushes down through the foilage, attempting to push her way through to render aid.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

i am afraid to say i wont be much use with no missile attacks, only thrown weapons and to use them i got to get far too close for my likely.

Ruin has an idea to help and rushes off towards the log across the water.


Minotaur Will Save vs Doom: 1d20 + 5 ⇒ (13) + 5 = 18
Charge: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14

The minotaur lowers its head and charges Janira, but the halfling leaps to the side, narrowly avoiding being gored.

Seeing your party approaching, she shouts encouragement. "Fight for your lives, my friends! This monster is powerful, but we have a chance. Like Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, nothing is truly impossible and every situation can end in victory!” As she shouts, Janira retrieves a small bag from one of her pouches and throws it desperately at the beast, but it flies wide and lands in the bushes, bursting open and spreading tanglefoot goo across the plants.

Janira's Tanglefoot bag vs Minotaur: 1d20 + 7 ⇒ (1) + 7 = 8

"Oh poo!"

INITIATIVE - Round 2 - PARTY UP!
EFFECTS: Bardic Courage (+1 to hit and damage!) - Persists 2 more rounds
Leonides <=UP
Daijiro <=UP
Haku <=UP
Janira - threw tanglefoot bag
Ruin <=UP
Selkin <=UP
Ferin <=UP
Minotaur

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

By Torag's Iron Beard!!! Faerin mutters a prayer of thanks after getting smacked in the face once more by a stray branch.

Faerin gasps as she finally wins free of the undergrowth, calling out to Janira.
"Help is on the way. Hold fast. We're a coming."

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

"Oh, she's in it now." Leonides sprints for the log. Running at 4x normal speed, so AC currently 18.

Sovereign Court

M L_N Human monk 1, Init +2, HP 10/10, Speed 30 AC 15, T 15, FF 13, CMD 17, Fort +4, Ref +4, Will +5, CMB +2, BAB 0 Acro +6 Perc +7 Bluff +3(vs lies +7) Diplomacy -1(+3 vs persuade others ) Escape Artist +6 Sense Motive +10 Stealth +9 Knowledge (Religion) +5 Survival +3(+7 underground/urban) Kama +2 (1d6+2, x20) Fists +2 (1d6+2, x20) Flurry +1/+1 (1d6+2/1d6+2, x20)

leonides you cant run through diff terrain and can only run in a straight line i think.

Ruin continues to run for the log, slowing down to try to cross the wet wood. It seems he did not slow down enough as his feet are taken out from under him he crashes face first into the log with a loud thud.

arco: 1d20 + 6 ⇒ (3) + 6 = 9
Ref: 1d20 + 4 ⇒ (13) + 4 = 17

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

You're right; that's not in the description under Additional Rules/Movement, though, which is why I missed it.

Grand Lodge

Male Tengu Two Weapon fighter 1 |HP 12/12 | AC 17 |T 14 | FF13 | CMD 18 | F:+3 | R:+4 | W:-1 | Init +4 | Perc +1 | Sense Motive -1

Daijiro follows behind leonidas.


Leonides, you said you were heading for the log, but your token is placed up the hill. Is that accurate?

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

It was quicker to go around the rough area, since I could only double-move across the rough.

Silver Crusade

PFS# 38303-5; Male human (Arcadian Islander) arcane healer (bard) 2 (hp 18/18 | AC 14 | Per +1 | Init +1 | Fort +1 | Ref +4 | Will +4)

Leo, I think that way is elevated, and thus not going to help unless... :p Can I see through the trees? Say, for example, if Leo jumped?

Silver Crusade

Male Andoren Human Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

No, you're right--redid my move.

Grand Lodge

Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7

Selkin will activate his ability Agile Feet, enabling him to ignore difficult terrain. He'll then move up 30 to the edge of the river and cast Murderous Command at the minotaur. DC 14 Will negates.

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