'23-'24 Round Robin w/ S01-06 Lost on the Spirit Road

Game Master Frozen Frost

Round Robin Calendar:

□) #1-01 "The Absalom Initiation" w/ GM rainzax @ June/July/Aug '23
□) #4-01 "Year of Boundless Wonder" w/ GM Kwinten Aug/Sept/Oct '23
□) #3-01 "Year of Shattered Sanctuaries" w/ GM Frost @ Oct/Nov/Dec '23
□) #1-10 "Tarnbreaker's Trail" w/ TechnoDM @ Nov/Dec/Jan '23/'24
□) #1-14 "Lions of Katapesh" w/ GM J.G @ Jan/Feb/Mar '24
□) #1-06 "Lost on Spirit Road" w/ GM Aeshuura @ Mar/Apr/May '24


751 to 800 of 1,145 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Once they get the rope across, Haohji pulls the rope taut and signals to the others to cross via the log. Going to spend the action for Aid.

Aid: 1d20 + 7 ⇒ (18) + 7 = 25 If the DC is standard 15, that would be a crit... so either a +1 or +2 to help the next one across... Funny how the dice roller loves when it is not to make Haohji look good... >.<

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Forgot that Veiled Lady is without access... Looks like she has +7 Acrobatics. If you don't mind, I will bot her?

Using the proffered rope, the Veiled Lady crosses the log...

Balance, Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10 Plus whatever my assistance gave.

Maybe someone else should roll for her. My luck is terrible right now... As long as it was not a critical failure, she just makes no progress. I guess it will just take longer... Man, I am getting discouraged...


Macros Scenario 1-10 Slides

Veiled Lady Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

The Veiled Lady, holding onto the rope, gingerly takes ahold of the pole again. And, seems to glide over the river with ease.

The following is assuming I have Seelah's proper pregen

Athletics for Seelah: 1d20 + 6 ⇒ (12) + 6 = 18

Seelah is not nearly as graceful as the Veiled Lady, but makes it across without touching the water.

Everyone is cheering for Haohji to make it across...

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Okay, let us try this vault one more time! Haohji mutters as he snatches up the pole and surges toward the stream!

Athletics: 1d20 + 7 ⇒ (15) + 7 = 22

EDIT: The brawler sails through the air and tumbles to the ground on the other side! Standing, Haohji pats himself off and apologizes for costing them so much time...

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

No problem. concludes the dwarf.


Macros Scenario 1-10 Slides

Many of the other teams have had a lot of trouble with this trial.

Only Bluetongue's Brawlers, Without Trace or Fail, and Fangs of the Remhoraz seem to be keeping up with you.

The next day's trial takes place on the open ice in a valley between stands of trees.

Among the tall drifts and dunes of snow and ice, a small hollow reveals signs of life. A large fire pit is encircled by tents and snow shelters as officials stand near the warmth of the blazing fire. Beyond the camp, a large sheet of exposed ice is marked by race banners. In the middle of the ice, a delicate ribbon lies partially frozen in the sheet.

One of the race officials tell you, "This trial recounts the tale of Balgird’s brave survival on the open ice. While camping in the tundra, Balgird lost some precious equipment to the wind in the night. The following morning, he followed a trail of gear to discover one of his scrolls frozen in the ice. With great care, he moved across the thin sheet to where his scroll lay trapped. Balgird created a lens from a piece of the ice itself, focusing the sunlight on the ice to slowly melt it away from his scroll until he was able to free it."

GM:

Haohji's Perception (E): 1d20 + 6 ⇒ (6) + 6 = 12
Veiled Lady's Perception (T): 1d20 + 8 ⇒ (18) + 8 = 26
Benkost's Perception (T): 1d20 + 6 ⇒ (17) + 6 = 23
Seelah's Perception: 1d20 + 3 ⇒ (13) + 3 = 16

When it is your turn to collect the ribbon, The Veiled Lady notices that someone has recently cast water over the ice, polishing the surface to a smooth, glossy finish. Moving across the ice would make balancing on the ice more difficult.

Using a rope and pitons or some similar method to increase traction and stability can negate this penalty.

It will take multiple Acrobatics checks to balance on the ice. Each such check allows the PC to move half their speed. Once at the ribbon, it will require a Nature or Thievery check to release the ribbon without damaging it.

Who would like to try?

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Can Haohji run and slide along the ice, using the spike on the back of his hatchet or a piton to slow himself when he gets close to the ribbon?


Macros Scenario 1-10 Slides

The ice looks 'thin' in some places and 'thick' in others. Haohji would still have to make some checks. If Haohji intends to do this, please plot a line to the ribbon, and indicate where the spike/piton will be used on the ice.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

I have placed an arrow line indicating my attempted slide... I am hoping maybe a Reflex save or something similar to stop myself close enough. I am thinking, if I slide on my belly, I can spread out the pressure to avoid just breaking through altogether, if I hit a thinner patch...


Macros Scenario 1-10 Slides

I assume that Haohji will make a running start then go on their belly at the edge of the ice.

If that is what Haohji is attempting, please make (1) an Acrobatics check to 'land' on the ice properly, (2) a Reflex save to place the stopping device properly, (3) an Athletics check to hit the ice with the stopping device to attempt to not break the ice at that point, and (4) an Acrobatics check to effectively stop at the ribbon.

If this seems overly complicated, Haohji could just make two Acrobatics checks to balance their way across the ice. I remind you that Haohji has a Hero Point in reserve.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Oh, do I? I thought I used them both for the egg... I am not halfway terrible at Acrobatics, and the way I have been rolling, two rolls will be better than four. Acrobatics, it is then!

Acrobatics 1: 1d20 + 6 ⇒ (17) + 6 = 23
Acrobatics 2: 1d20 + 6 ⇒ (2) + 6 = 8 If I indeed have another Hero Point: 1d20 + 6 ⇒ (3) + 6 = 9

Welp, that blows.


Macros Scenario 1-10 Slides

[color=red]CRACK!![/color]

Haohji makes it most of the way to the Ribbon. But, slips and falls, the ice under Haohji cracks.

Another Acrobatics check to get to the ribbon.

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

I'm back, and I'm slowly catching up with things at work and games here.

"You can do it, fighter!" Veiled Lady cheers for Haoji while he attempts to cross the thin ice.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Gods... dammit! Haohji holds still for a moment but attempts to back stroke to get to the ribbon...

Acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9 I swear this dice roller is trying to kill me...


Macros Scenario 1-10 Slides

DM: 1d9 ⇒ 8

Flailing around, Haohji is unable to stand, and manages to crack the ice just south of him...

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

One more time?

Acrobatics: 1d20 + 6 ⇒ (19) + 6 = 25


Macros Scenario 1-10 Slides

Haohji stands up, and makes it to the Ribbon.

Nature or Thievery to get the ribbon. Or, if you can justify some other method.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Okay, I am here, what do I do? Haohji calls back for some guidance... Haohji is not trained in either, but has an okay Dex. If my allies can aid me, that would be great!

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

How can we aid?


Macros Scenario 1-10 Slides

Recap: The ribbon is frozen into the ice. The task is to retrieve the ribbon without damaging the ribbon at all. Standard methods are using Thievery to retrieve it, rogue-style or using Nature to make an ice-lens to concentrate sunlight to melt the ice around the ribbon. Still, any method that cannot damage the ribbon is allowed.

From the lake shore you could Aid Another to help Haohji's check. You do not need to be next to him, unless your method absolutely requires it. For instance, Benkost is +6 to nature. Benkost could tell Haohji how to make the lens, roll to Aid, and if successful, would add to Haohji's check.

To help you,
Benkost, Nature +6, Thievery +3
Haohji, Nature +0, Thievery +2
Veiled Lady, Nature +8, Thievery +3
Seelah, Nature +0, Thievery +4

Except for Seelah, everyone is fairly decent in acrobatics, and has a good chance of getting to the ribbon.

You might consider getting someone with a better Nature or Thievery plus out there. Of course, if you roll like Haohji has, there will be more cracked ice and more danger of falling into the freezing lake.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

After the revised Core came out, at least the Aid DC is typically 15 now... Is there any way that I can throw a rope out to someone to pull them out to the center to help them get to the center? I figure Haohji may crawl out past the ribbon and pull them out to the center?

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Looking at Haoji somewhat struggling but able to reach the end, Veiled Lady slowly claps her leshy hands to commend the fighter's effort. "Well done!" she shouts across the thin ice. "Now you do this carefully to not break that ribbon, my friend." She then instructs him how to carefully extract the ribbon out of the ice.
Nature to Aid Haoji: 1d20 + 8 ⇒ (11) + 8 = 19


Macros Scenario 1-10 Slides
Haohji PFS wrote:
After the revised Core came out, at least the Aid DC is typically 15 now... Is there any way that I can throw a rope out to someone to pull them out to the center to help them get to the center? I figure Haohji may crawl out past the ribbon and pull them out to the center?

If you have a rope, then attaching something to it to throw it 25 feet is reasonable. I might still require an Acrobatics check (or three) from them, but, if they are on their butt or belly, I would certainly give them a decent bonus.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Trying to focus the sunlight on the ribbon, Haohji's unsteady hand makes him thing better of it, Benkost, you think you could do it if I got you out here? With Lady's help you surely can do better than I?

The young fighter throws the end of the rope out and, using the piton from his climber's kit to hold him steady, gestures for Benkost to join him...

Do we know about your Kineticist nature? I wonder if some heat might make the Nature check a little easier...

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

I could try to melt the ice. I would avoid to burn the ribbon definitely.

The dwarf channels his fire element and uses Base kinesis to summon a flame near the ribbon to melt the ice.

Tell me if I need to be nearer to act.


Macros Scenario 1-10 Slides

Although Benkost cannot affect the ice with their impulse, Benkost can easily heat up one of the pitons held by Haohji. Haohji can then use the heated piton to melt the ice around the ribbon. Then, it is a simple matter to remove the ice-encrusted ribbon from the frozen lake surface.

Now that Haohji has the ribbon (probably in a backpack or pocket), Haohji can attempt to get back to shore.

Please choose a route to shore (doesn't necessarily have to be a straight line) and give me two Acrobatics checks.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Acrobatics 1: 1d20 + 6 ⇒ (9) + 6 = 15

Acrobatics 2: 1d20 + 6 ⇒ (7) + 6 = 13

Map updated...


Macros Scenario 1-10 Slides

CRACK!: 1d9 ⇒ 6

Haohji falls down, and the ice behind cracks.

Another Acrobatics check, please.

Map updated

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Slipping and sliding, Haohji scrambles to regain his feet...

Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23


Macros Scenario 1-10 Slides

The race officials congratulate your team for successfully retrieving the ribbon.

Some of the other teams are struggling, and at least one team is being forced to stay longer at the checkpoint since more than one of their team has fallen into the bitterly cold water.

Haohji gets a Hero Point

After the ribbon checkpoint, you will need to move on to the finish of the race.

Characters in ➤ BOLD must choose a skill appropriate to your method of travel for the day. For instance, Athletics to power through, Nature or Survival to know the best way, or perhaps an appropriate lore skill. You can be creative to explain why your skill *is* appropriate (for example, Performance to make everyone happy and productive).
──────────
➤ Haohji
➤ Veiled Lady
➤ Benkhost
➤ Seelah Athletics: 1d20 + 6 ⇒ (2) + 6 = 8

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Haohji, mentally exhausted from the latest ordeal, revels in the simple joys of forging ahead the elements against his face and the beauty of nature in his sights! As he surges ahead, he hops up on a rock here and climbs a tree there to scout ahead for the party...

Athletics: 1d20 + 7 ⇒ (20) + 7 = 27 Am I getting rewarded for those sucky rolls now? >.<

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

The dwarf continues to rely on his nature knowledge.

Nature: 1d20 + 6 ⇒ (17) + 6 = 23

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Survival: 1d20 + 8 ⇒ (19) + 8 = 27

Veiled Lady knows they can make it through their next travel with her survival skills.


Macros Scenario 1-10 Slides

GM:

1d20 ⇒ 11d21 ⇒ 31d20 ⇒ 11

Only Without Trace or Fail seems to be keeping up with you, although even they are far behind you. Every other team can't even be seen.

A broken sled lies in the snow at the edge of the path beside an old bridge. Fresh blood marks are clearly visible against the white snow as large, crimson swaths. Equipment is scattered across the snow and onto the frozen surface of the lake.

See lower left of Slide 10

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Can we tell how fresh this blood trail is? It looks like we need to cross the icy surface to get there...

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

Seeing the fresh blood marks the dwarf channels his energy.


Macros Scenario 1-10 Slides

Haohji's Medicine (T): 1d20 + 4 ⇒ (2) + 4 = 6
Veiled Lady's Medicine (T): 1d20 + 8 ⇒ (20) + 8 = 28

The Veiled Lady determines that the blood is fresh, and the blood trail leads across the bridge.

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Sure the blood is fresh. Whoever is hurt must be here somewhere." Veiled Lady announces to them. She draws her weapon and follows the blood trail to the bridge.

She then looks around to find the source of such blood.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13


Female Skilled Human Paladin Champion of Iomedae 1 | Street Urchin | HP 20/20, AC 17 (19 w Steel Shield raised), Fortitude** +7, Reflex* +4, Will* +5, Perception* +3, Stealth* +4 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Seelah also draws her weapon and shield, leading the way to follow the trail with Veiled Lady. "I go first," she tells the leshy to be their guard.

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Haohji follows brushing his fingers over his arcane tattoo along his left arm...

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

The dwarf looks around to see if there is something telling what might have been blooded or what might have cause it been blooded.


Macros Scenario 1-10 Slides

Seelah and the Veiled Lady investigate the small island, while Benkost and Haohji wait on the other side of the bridge.

Among the debris from a prior attack are two minor healing potions.

On the far side of the island, some weapons and broken skis are in a snow bank.

While looking at that site, a large, bear-like beast rises up from the nearby island in the ice-covered lake, and gets ready to strike.

GM:

Haohji, Scout: 1d20 + 7 ⇒ (14) + 7 = 21
Veiled Lady, Defend: 1d20 + 9 ⇒ (17) + 9 = 26
Benkost, Defend: 1d20 + 7 ⇒ (19) + 7 = 26
Seelah: 1d20 + 3 ⇒ (10) + 3 = 13
1d20 ⇒ 3

Slide 10

❖❖❖❖❖❖❖❖❖❖
The Beast Attacks Round 1

──────────
Character in ➤ BOLD can act!
──────────
➤ Veiled Lady (28/28 HP)
➤ Benkhost (34/34 HP)
➤ Haohji (36/36 HP)
Beast (- HP)
Seelah (AC 17/19) (20/20 HP)

──────────
RECALL KNOWLEDGE: Nature

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

I was following Seelah, but...

Haohji draws his sling and surges across the bridge!

❖ Interact (draw weapon), ❖ Stride, ❖ Strike!

Sling: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Veiled Lady quickly juggles her mind to recall something about the beast. He then surrounds herself with thorns and then raises her wooden shield.

◆ Recall Knowledge, Nature +8
Vibrant Thorns
◆ Raise a Wooden Shield (+2 to AC)

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

The dwarf moves to reach a good point of view to unleash a fire blast towards the creature.

Elemental blast: 1d20 + 8 ⇒ (16) + 8 = 24

Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Macros Scenario 1-10 Slides

Haohji's sling bullet misses the beast, and bounces harmlessly across the ice.

The Veiled Lady can recall nothing about such a beast, grows thorns, and raises their shield.

Benkost burns the beast.

The beast reacts strongly to the fire, and moves towards the Veiled Lady.

It strikes with its claws: 1d20 + 12 ⇒ (4) + 12 = 16, and takes a damage from the thorns.

It strikes again: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27, takes another damage, andtears the Veiled Lady for: 1d12 + 4 ⇒ (1) + 4 = 5 slashing damage. The shield prevents 3 damage, but 2 damage are dealt to the shield and to the Veiled Lady. Shield HP 12-2=10

❖❖❖❖❖❖❖❖❖❖
The Beast Attacks Round 1 & 2

──────────
Character in ➤ BOLD can act!
──────────
➤ Veiled Lady (26/28 HP)
➤ Benkhost (34/34 HP)
➤ Haohji (36/36 HP)
Beast (-14 HP)
➤ Seelah (AC 17/19) (20/20 HP)
Veiled Lady's Shield (-2 HP)

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 3 / HP 49/49, Perc +7, AC 20(22), Fort +11 Ref +10 Will +9 / Active conditions: Darkvision, Toughness, Resist fire 1/2lvl, regen 1 hp/min

The dwarf continues to move to reach a new good point of view to unleash another fire blast towards the creature.

Elemental blast: 1d20 + 8 ⇒ (11) + 8 = 19

Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Macros Scenario 1-10 Slides

As Benkost moves onto the ice, they must make an Acrobatics check to maintain their footing.

Even if Benkost maintains their footing, Benkost's fiery blast misses the beast.

I meant to move the beast to Benkost, but, I must have been really tired when I wrote the prior message. Oh, well. Even beasts can make mistakes <<grin>>

Seelah will take a five-foot step to the edge of the island, and Strikes at the beast: 1d20 + 6 ⇒ (9) + 6 = 15, then she will raise her shield.

❖❖❖❖❖❖❖❖❖❖
The Beast Attacks Round 2

──────────
Character in ➤ BOLD can act!
──────────
➤ Veiled Lady (26/28 HP)
Benkhost (34/34 HP)
➤ Haohji (36/36 HP)
Beast (-14 HP)
Seelah (AC 17/19) (20/20 HP)
Veiled Lady's Shield (-2 HP)

──────────
RECALL KNOWLEDGE: Nature
──────────

Verdant Wheel

[S01-06] Female Fungus Leshy Cloistered Cleric of Gozreh 2 | Sodden Scavenger | HP 28/28, AC 17 w Explorer’s Clothing (19 w Wooden Shield raised), Fortitude* +6, Reflex* +7, Will** +10, Perception* +8 (darkvision), Stealth* +7 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Whatever that beast is, they are sure very dangerous. Be careful Seelah!" Veiled Lady Steps back and wards Seelah against the beast's attacks.

◆ Step
◆◆ Forbidding Ward (+1 status bonus to AC and saving throws of Seelah vs Beast's attacks, spells, and other effects)

Envoy's Alliance

human ftr 3 | AC 19 (20) | hp 50/50 | Saves F (E) +10, R (E) +9, W (E) +7 | Ftr DC (T) 18 | Hero Pts 0 Chronicles

Haohji rushes the creature from the opposite side, hurdling the little Veiled Lady and coming to a stop next to Seelah!

❖ Stride, ❖ Stride, ❖ Snagging Strike; If this creature has the ability to make a reactive strike, I think I provoke, otherwise...

Unarmed Strike: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Snagging Strike:
Requirements You have one hand free, and your target is within reach of that hand.

You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.

751 to 800 of 1,145 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / '23-'24 Round Robin w / Absalom Initiation (Gameplay) All Messageboards

Want to post a reply? Sign in.