DM Rah's "The Confirmation" - Angels and Demons (Inactive)

Game Master Kobash

==COMBAT MAP==


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Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

"I can't use most of this. Anyone else?"

Rhu will try to sketch some of the carvings, in case someone else back at the Grand Lodge knows more about them.

Perception check: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

KN (history): 1d20 + 7 ⇒ (17) + 7 = 24
Appraise: 1d20 + 3 ⇒ (15) + 3 = 18

Skip would like the following if no one objects: 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).

CL: 1d20 + 1 ⇒ (18) + 1 = 19

Skip reads off one of the scrolls (mage armor) to protect himself for the rest of the journey.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I can use the scrolls and wands of burning hands."

Knowledge History: 1d20 + 4 ⇒ (4) + 4 = 8 and it appears I am an airhead when it comes to history :(

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

If you want any of them, take them. Skip uses them as sword and shield and they take 1 hp each time he hits or is hit, respectively, and only have as many hp as the level of the spell. So I was going to use up the gust of wind as a fancy short sword until it had 1 hp left and save my own scrolls for the moment.

Silver Crusade

Female Tiefling (Rakshasa-Spawn) Slayer 1 |HP 12/12|AC 17|T 13| FF 14 CMD 16| F:+4 R:+5 W:+0 | Init +3 | Perc +4| Sense Motive +6

"I'll take the smokesticks and thunderstone. I can have a penchant for the dramatic."

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag looks closely at the inscriptions...

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


4d12 ⇒ (9, 11, 4, 12) = 36

Rhu finds that the inscriptions tell stories and Skip realizes that they are parables from the History and Future of Humanity, the principle holy text of Aroden that refers to "12 guises of Aroden" meant to illustrate his hopes for humanity: the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief. Most of the carvings here are weathered beyond recognition, but you are able to decipher four of the parables, after which Krysanthemum and Stag the Bold Strider realize something more - the parables depicted here are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that these might represent an earlier version of the work.

The Farmer is depicted plowing four lines in a field, retelling Aroden’s prophecy that humankind would prepare the rocky earth for planting and over generations wear the pebbles down into fertile soil.

The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.

The Tailor is depicted sewing together a long cloth of featuring many patterns that wraps around a city like a moat, referencing Aroden’s proclamation that when the fate of all peoples is woven together, it shall be humanity’s greatest strength.

The Thief is depicted stealing a gem from a shop while whispering a prayer, an allusion to a passage saying that larceny—though illegal—is a form of praise, for anything worth stealing is also worthy of praise for its craftsmanship.

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag regales the party with his knowledge on the subject of Aroden's parables before urging them to continue.

Don't want to be around in case that minotaur comes back, am I right? He elbows Skip in the side and winks at him.

Silver Crusade

Female Tiefling (Rakshasa-Spawn) Slayer 1 |HP 12/12|AC 17|T 13| FF 14 CMD 16| F:+4 R:+5 W:+0 | Init +3 | Perc +4| Sense Motive +6

"Don't you want to take the bull by the horns?"

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Hah, that's just a metaphor... But seriously, I did that.


After studying the walls and taking notes, your group heads further into the cave.

The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

Kneeling in the water is a lone gillman, his back to the party...

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Knowledge(Local): 1d20 + 4 ⇒ (1) + 4 = 5

Stag points at the gillman. Hey look! It's one of those frog people. Gripplis, right? I wonder if he will ribbit for us.

Stag looks him over for a second. What do you think he's doing?


Despite Stag's impressive knowledge (or lack thereof), the gillman doesn't respond to the sound of his voice.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

In the room with the pictures, Skip takes furious notes. "Oh, this might just be the discovery that gets me published! Finally!"

---

Skip rolls his eyes at Stag's assessment and instead just calls out to the lonely gillman, "Sir?" When the gillman doesn't respond, Skip sneaks up to the side of him and taps him on the shoulder. "Sir?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celntrai will attempt to speak with him as she approaches him.

she will try each language in turn to see if it response

Celestial, Draconic, Giant, Goblin:
Sir, can I speak to you a moment?


The gillman seems completely unaware of your arrival until Skip taps him on the shoulder. Seeming to be in prayer, he opens his eyes, turns, and sees the party. He watches each of you carefully as you talk, eyes darting between those that speak. He eventually settles on Celentrai, and when he replies to her there is a strange slur to his words.

"Greetings. I am Uori. What brings you to this place?"

ROLLS:

Perception
Rhu: 1d20 + 7 ⇒ (3) + 7 = 10
Celentrai: 1d20 + 2 ⇒ (12) + 2 = 14
Krysanthemum: 1d20 + 4 ⇒ (8) + 4 = 12
Stag: 1d20 + 4 ⇒ (18) + 4 = 22
Skip: 1d20 + 2 ⇒ (3) + 2 = 5

Sense Motive
Rhu: 1d20 + 3 ⇒ (5) + 3 = 8
Celentrai: 1d20 + 1 ⇒ (17) + 1 = 18
Krysanthemum: 1d20 + 6 ⇒ (16) + 6 = 22
Stag: 1d20 + 4 ⇒ (3) + 4 = 7
Skip: 1d20 ⇒ 8

Celentrai, Krysanthemum, Stag:

You realize Uori it reading lips, and the way he speaks gives you the impression he might be deaf.

Stag:

The gillman’s own folded robe is of a similar style and color as the cloak recovered from the pit earlier.

Celentrai, Krysanthemum:

The gillman is eying the cloak you found in the pit with interest.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai notices the gillman interest in the new cloak we found.
"We found the cloak at the bottem of a pit filled with spikes. Does it mean anything to you?"

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu holds up the cloak for the gillman to see.


"It appears similar to cloaks that some of my people wear when making the pilgrimage to these caves. The journey is not always safe, and some do not return."

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Mr. Grippli, we have been sent here by the Pathfinder Society to help you. Is there anything we can do?

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu murmurs an aside to the gunslinger. "Stag, I think that's a gillman, not a grippli."


"I was unaware that my people had asked the Pathfinders for help."

The gillman looks dubious of your intentions. You will need Diplomacy to better his attitude.

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none
DM Rah wrote:


The gillman looks dubious of your intentions. You will need Diplomacy to better his attitude.

Uh-oh.

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

At least Rhu doesn't have a CHA penalty.

Aid Another on Diplomacy: 1d20 ⇒ 1

Of course, with a roll like that who needs penalties? It occurs to me too late that given the party composition it would have been better to play a pregen like Kyra and apply the chronicle sheet to Rhu.

Silver Crusade

Female Tiefling (Rakshasa-Spawn) Slayer 1 |HP 12/12|AC 17|T 13| FF 14 CMD 16| F:+4 R:+5 W:+0 | Init +3 | Perc +4| Sense Motive +6

"We were informed that gillmen were making pilgrimages to this cave, but no one knew why. Also, they noticed that some did not appear to come back out. We were asked to find out what was happening."

Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22


Krysanthemum's words put Uori at ease and he bows in respect to your group. "You have entered a place sacred to my people," He makes a sweeping gesture around the cave. "and in the past, to Aroden, god of humanity. I have heard stories of when his followers came here. It is said they spent time in prayer at the wall of symbols and then again at the sculpture of Absalom here in the pool." He looks up to the ceiling. "But over time the carvings have eroded and faded. And soon... soon Aroden's influence will fade away completely."

The gillman steps to the side. "You are free to do as you wish as long as treat the area with respect, and if you are here as pilgrims then keep the cloak in memory of the one who lost it. It likely bears a minor enchantment to protect its wearer."

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu bows and wades into the water to get a closer look at the sculpture.

Silver Crusade

Female Tiefling (Rakshasa-Spawn) Slayer 1 |HP 12/12|AC 17|T 13| FF 14 CMD 16| F:+4 R:+5 W:+0 | Init +3 | Perc +4| Sense Motive +6

Krysanthemum timidly sticks her foot into the water and then back out. "I'm not fond of getting wet."


DC 10 Knowledge (engineering, geography, history, local, or religion):

The diorama as an intricately detailed model of Absalom, easily identifiable by its Starstone Cathedral.

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Knowledge(Local): 1d20 + 4 ⇒ (19) + 4 = 23

Mr. Grippliman, I shall honor Aroden. Stag picks up a semiprecious stone from the model city of Absalom, appraises it (Take 10 for DC 10) and puts it in his pocket before bowing to the sacred shrine.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

knowledge history: 1d20 + 4 ⇒ (8) + 4 = 12

"This is a beautiful representation of Absolon. Who ever created this must have created it with true love to make something so detail and beauty. We appreciate being allowed here. Thank you.

she says as she carefully places a gold coin among the other items.


A short time later a feeling washes over those in the cave. Something magical has happened!

The ritual of the Thief grants everyone a +1 circumstance bonus to AC against a single attack made while when you benefit from cover.

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu starts at the strange feeling. "That was thief? What were those other stories? A wall of cloth...." Thinking furiously, he takes off his sash and wraps it around the border of the city sculpture.


Rhu uses some cloth to encircle the diorama. As he finishes the task the feeling washes over those in the chamber once again.

The ritual of the Tailor grants each of the PCs a +1 bonus on a single attack roll made against a flanked target within 24 hours.

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu nods in satisfaction and reclaims his sash. "So then the Shepherd drives animals from the city. " He shoos the small frogs from the model with his hands.

-Posted with Wayfinder

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag, satisfied with his offering, turns back to Aori. Mr. Grippliman, is there anything you need us to do while we are here?


Rhu chases the frogs away, triggering another magical effect.

The ritual of the Shepherd grants each of the PCs a +2 insight bonus on a single check made to perform the aid another action in the next 24 hours.

Uori smiles at Stag. "I would not ask anything of you, but would be grateful if you could investigate the passages beyond to see what became of other pilgrims that came here."

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Roger that Grippliman! Let's gooooooooo! Stag boldly ventures down the left passage, not paying attention to see if anyone follows him.

1d2 ⇒ 1

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

"I suppose we should catch up with him. He'll probably stop once he gets out of the light, though." Rhu takes his kama and uses it to scrape four parallel lines on the top of the pedestal, pushing the pebbles out of the way.

-Posted with Wayfinder

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai quickly follow stag casting light once more.


1d6 ⇒ 2

The cave’s damp air becomes increasingly stale as you continue down through this tunnel, and the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male humanoid lies facedown toward the back of the cavern. Also in the cave are a handful of skeletons, standing still at first, then turning slowly in your direction, animated by some foul magic.

Knowledge Religion DC 10:
DR/bludgeoning.

Knowledge Religion DC 15:
Immune to Cold.

ROLLS:

INITIATIVE
Rhu: 1d20 + 3 ⇒ (10) + 3 = 13
Krysanthemum: 1d20 + 3 ⇒ (14) + 3 = 17
Celentrai: 1d20 + 4 ⇒ (16) + 4 = 20
Stag: 1d20 + 6 ⇒ (11) + 6 = 17
Skip: 1d20 + 3 ⇒ (4) + 3 = 7
Skeletons: 1d20 + 6 ⇒ (2) + 6 = 8

INITIATIVE
Celentrai <=UP
Stag <=UP
Krysanthemum <=UP
Rhu <=UP
Skeletons
Skip

MAP UPDATED

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag yells at the undead monstrosities while pulling out his blunderbuss! UNDEAD HOOOOOOOOOO!

Blunderbuss with Scatter Shot: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 ⇒ 4
Four Bludgeoning Damage on Skeletons 1 and 2.


Cool! First time I've seen a blunderbuss in action. However, the scatter weapon quality requires a separate attack (with a -2 penalty) for each target in the area of effect.

Scatter Weapon Quality:
A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Second target scatter: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9

Stag's blunderbuss blasts one skeleton to pieces!

Celentrai, Krysanthemum, and Rhu are up!

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Wicked. Had no idea.

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Did anything happen when Rhu drew the lines?

Rhu leaps into the room past Stag and aims a punch at the skeleton, but it dodges out of the way.

Unarmed strike to #2: 1d20 + 2 ⇒ (7) + 2 = 9

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Frost quckly covers Celentrais hand than she throws the frost at the skeleton
ray of frost: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
damage: 1d3 ⇒ 1

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

I think you can move up and shoot at one that's not in melee yet.

-Posted with Wayfinder


Not sure where Krysanthemum is, but we need to keep this moving.

Celentrae fires a ray of frost. It strikes a skeleton, but seems to do no harm to it.

Rhu throws a punch, but misses.

Krysanthemum moves up and slashes with her sword, taking it down.

Krysanthemum Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

The skeletons claw at those near them, but their moves are clumsy and inaccurate.

Claw at Stag: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw at Krysanthemum : 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

INITIATIVE - All PCs are up!
Skip <=UP
Celentrai <=UP
Stag <=UP
Krysanthemum <=UP
Rhu <=UP
Skeletons

Grand Lodge

Male Tiefling (Asura-spawn) Monk (zen archer)/7 HP 48/48 0 NL| AC17 T17 FF15| Fort +7/Ref +8/Will +8| Init +7| Perc +11| Sense Motive +7|Active conditions none

Rhu continues to flail ineffectively at the undead.

Attack on #3: 1d20 + 2 ⇒ (4) + 2 = 6


Rhu, I keep forgetting to list the effect from the Farmer's Ritual. You did it successfully, and completing this ritual grants everyone a +1 luck bonus on Fortitude saves against poison.

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