Doom Comes to Dustpawn

Game Master shrodingerscat

Dalviss Crenn, ex-adventurer and proprietor of the Mineshaft Inn of Dustpawn (in eastern Isger, near the Drumish border) has sent an invitation to each of you, asking for aid. A meteor recently crashed somewhere in the hills, several miles to the south of Dustpawn, but Dalviss believes it to be a ship from the far reaches of space. The townsfolk scoff at his theory, and to save himself further ridicule, and get to the truth of the matter, Dalviss has turned to you to find the crash site.


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ROUND 4

The Globe that Paul is attacking moves away defensively,(moving to F1) and fires a bolt of electricity at the adventurer...but is deflected thanks to Gii's divine assistance.

Globe 1 Attack:
1d20 + 8 ⇒ (11) + 8 = 19

The Second one moves over Alar's head further into the open area (to E3)but spins around like a dynamo and sends a blast of lightning at him...but misses and strikes the wall of the cavern.

Globe 2 Attack:
1d20 + 8 ⇒ (4) + 8 = 12

Then from around the corner, appears a rather strange looking amalgam of Elf and bat. Her ears have grown hairy and pointed and her nose transformed into a large snout. One of her arms has almost completely transformed into a wing, leaving only her hand mostly unchanged. Alar can immediately scent her oddness, and she has a wild look in eyes. She screams something in an alien language, pointing at the Lion with her good hand, and he can feel his very spirit assaulted with her words...

Alar:
Please make a will save, then put any other actions on your turn in a separate post.

Current Map

Your turn Heroes!

Note:Blue: you now have the sickened condition. Linndell: you are no longer nauseous. Paul: when/if you attack again while levitated you will be at -2

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 4

Ayreth reaches out, casting Guidance on Doctor Gii, then moves to her right and forward to try to see the new threat down the tunnel. Unfortunately, it bends too much. Her ghostly starknife again shoots at the nearest globe.

----------------

SW: Starknife: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
Sw: Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Move: 5' step northwest to H-2.
Std: Cast Guidance. Target: Gii.

Currently have Guidance buffs: Gii.

Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Ayreth wrote:

Round 4

Ayreth reaches out, casting Guidance on Doctor Gii, then moves to her right and forward to try to see the new threat down the tunnel. Unfortunately, it bends too much. Her ghostly starknife again shoots at the nearest globe.

Ayreth, am I still levitated and if so, for how long?


@Paul:
As she did not use an action to bring you down you are still levitated. The spell has a pretty decent duration.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Alar's Will Save: 1d20 + 4 ⇒ (11) + 4 = 15


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Round 4

Gii sets his staff against the wall and draws his crossbow from where it hangs at his waist. "Was hoping I would not have to use this damnded thing," he complains as he readies a bolt.

Gii drops his quarterstaff against the wall (free action), draws his crossbow (move action) and loads it (standard action).

Current Status:
[ HP: 36/41 | 1st: 4+1/4+1, 2nd 3+1/3+1, 3rd 2+1/2+1 | Channel 4/4, DA 0/1, DV 7/7 | Effects: Obedience, Deflection Aura (3/5), Guidance (10/10) ]
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Linndell moves to J3 and fires his bow at the globe at G3.

attack: 1d20 + 8 ⇒ (15) + 8 = 231d8 ⇒ 1


Bart/Alar:
Whatever effect the Bat-woman was trying to achieve doesn't seem to have worked, as Alar brushes it off. Not sure why you took Alar's attacks down, you can go ahead and put that back up, then Bart's action.


Linn, just so you're aware, the first orb moved to F:1 (at the top of round 3). I believe that is the target you're aiming for and not G:3. Thanks.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Alar hops forward and attacks the Bat woman, believing himself to have shaken off whatever magic she had tried to use. Though part of him knew she was possibly a victim, as Dalviss cook had been, she was a dangerous threat now, and needed to be stopped at the very least.

Bite Attack: 1d20 + 8 ⇒ (8) + 8 = 16 -2 Power Attack, +1 Power of Faith
Claw Attack 1: 1d20 + 8 ⇒ (12) + 8 = 20
Claw Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27

Bite Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Claw Damage 1: 1d4 + 10 ⇒ (1) + 10 = 11
Claw Damage 2: 1d4 + 10 ⇒ (1) + 10 = 11

Sorry, when you said to delete the second post, I thought it was because something had been done to stop Alar from acting. XD I am just off today.

Fed up with being able to do nothing, Bart finally conjures a small orb of acid in his hand and flings it at the nearest Defender Globe. Unfortunately, though the spell was strong enough to ward away pick pockets and the like, it wasn't very powerful and the young lad rarely practiced it. The ball of acid went wide, splashing into the ceiling above the Globe harmlessly instead.

Bart's Acid Splash: 1d20 + 6 ⇒ (1) + 6 = 7 Ranged Touch Attack
Acid Splash Damage: 1d3 ⇒ 3

Actions and Status:

Alar-Swift, Five foot to A4
Full Round Attack

Bart-Standard, Cast Acid Splash

Alar HP- Full
Bart HP- Full
Bart Used a Cantrip this round


Bart:
No worries, it happens to all of us. However...from where Bart is right now, he does not have line of sight to the bat-woman. You would actually have to be in B4 or C4 to see her.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

For now Paul will move to G:2 and attack the orb at F;1.

Attack against orb with -2 Penalty Factored in
1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17

If it hits -
1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9


in the interest of keeping things moving, I'm going to bot Blue, I think she generally posts in the mornings.

Feeling a bit woozy, the ascetic takes a defensive stance and puts her fist into her palm, focusing on calming herself.

Blue uses a full round action to go Full Defence, and her sickened condition ends.


At end of Round 4, Linndell and Paul manage to hit Defender Globe 1 (at F:1) -- it is now seriously injured. Alar hit the Elf-bat creature. All three bad guys are still up.


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Yes..I was looking at the map when posting..got them mixed up. Sorry!


ROUND 5

The Defender Globe 1 engaged with Paul moves carefully away from him towards its twin (to E:3) and sends a lightning bolt at Paul.

Globe 1 attack on Paul: 1d20 + 8 ⇒ (17) + 8 = 25
Electricity damage, if hits: 2d6 ⇒ (1, 4) = 5

I believe that hits for 5. Please note your current hp on your status.

And the Defender Globe 2 hovering in the air close to Blue Heron seems to shift its focus and fires electricity at Doctor Gii!

Globe 2 attack on Gii: 1d20 + 8 ⇒ (15) + 8 = 23
Electricity damage, if hits: 2d6 ⇒ (2, 2) = 4

I believe that hits. Please note your current hp on your status.

Meanwhile, the Elf-bat-woman slashes at Alar wildly with claws and teeth, all the while screaming in that same alien language as earlier. Unfortunately, all her attempts to injure the lion come to naught.

Bat-woman attacks:
Claw, Claw, Bite: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (9) + 7 = 16

New Map Round 5

Your turn, heroes!
Note: Paul, if/when you attack this round while levitated, you will be at -3.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
Note: Paul, if/when you attack this round while levitated, you will be at -3.

No worries GM; it's all good.

Right now it doesn't matter because generally, Paul waits for his ranged companions to shoot at the targets first before he moves into melee (even melee in the air); that way, if one of my allies doesn't have the Feat "Precise Shot" it won't matter, since - as of now - the orbs aren't in melee range of anyone. Of course, after my allies use their range weapons on the orbs, Paul will happily move up to use melee on them (assuming one of my allies doens't drop them first). But sadly that move has to wait for another day - I'm off to bed, now :)


@Paul:
In the future, please put posts like that in discussion. Thanks.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

The Will of Heaven shelter me!

Whatever curse assailed Blue Heron was intense. But she would not give up.

Use Magic Device: 1d20 + 12 ⇒ (7) + 12 = 19

But nothing happens.


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Linndell fires another arrow at the same target.

attack: 1d20 + 8 ⇒ (4) + 8 = 121d8 ⇒ 2

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 5

Ayreth casts Guidance, then hops up just a bit to target Paul with it. Her starknife attacks the same globe.

----------------

SW: Starknife: 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23
Sw: Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Std: Cast Guidance. Target: Paul.

Currently have Guidance buffs: Gii, Paul.

Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.

--------------------

Current Status:
| HP: 35/35 | AC: 12 | Cradle:47/50 | Spells: 1st: 8/8 2nd: 4/5 | Coat: 5/5 | Flare: 1/1 | Longstrider(5 hours): 1/1 | Know Direction: 1/1 | Healer's Kit 10/10 |


Upon the true strike made by Ayreth's spiritual weapon, the defender globe 1 issues a bright fizzing/crackling light before extinguishing and returning from whence it came.

Only Defender Globe 2 remains and the elf-bat-woman mid round 5.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Round 5

Gii lifts his weapon and takes careful aim at the Defender Globe that had attacked him, before squeezing the trigger. The bolt has barely even left the weapon before he starts reloading.

Gii shoots at Defender Globe 2 (E:3) with his crossbow (standard), then reloads (move).

Light Crossbow attack (Guidance + Nimbus): 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
Crit confirmation (Guidance + Nimbus): 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
Light Crossbow damage (Nimbus): 1d8 + 1 ⇒ (7) + 1 = 8 +Crit damage (Nimbus): 1d8 + 1 ⇒ (5) + 1 = 6

Current Status:
[ HP: 32/41 | 1st: 4+1/4+1, 2nd 3+1/3+1, 3rd 2+1/2+1 | Channel 4/4, DA 1/1, DV 7/7 | Effects: Obedience, Deflection Aura (2/5) ]
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Crossbow - 1 bolt fired

Jebus Paizo, your servers need to get it together tonight!


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Ayreth wrote:

Round 5

Ayreth casts Guidance, then hops up just a bit to target Paul with it. Her starknife attacks the same globe.

Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.

.

Using Guidance for attack modifier

After the rest of the crew attacked, Paul pushes over to 3:F and attacks the remaining globe.

With the bonuses from his allies he'll elect to use "power attack" on it -

Attack with magical Short Sword; including buffs and penalties
1d20 + 9 + 1 + 1 - 2 - 3 ⇒ (13) + 9 + 1 + 1 - 2 - 3 = 19

If it hits -
1d6 + 1 + 1 + 1 + 1 + 4 ⇒ (3) + 1 + 1 + 1 + 1 + 4 = 11


Botting Bart and Alar to keep things going

Bart moves further into the opening (to I4) and again conjures a small orb of acid in his hand and throws it towards the Globe in melee with Paul, but due to his inexperience or frustration, he misses the otherworldly Globe.

Acid Splash:
1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5(-4 into melee)

Alar continues his assault on the Bat-Woman, trying to keep her managed and not a threat to his friend and the rest of the party, and hits with a powerful claw.

Alar attacks:
Claw Claw Bite: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (6) + 8 = 14(-2 Power Attack, +1 Power of Faith)

Alar damage:
1d4 + 10 ⇒ (4) + 10 = 14


ROUND 6

The remaining globe retreats from Paul's attack (to D3) and sends an electrical blast at him...striking him as the energy courses over him.

Defender Globe Attack:
1d20 + 8 ⇒ (16) + 8 = 24

Damage:
2d6 ⇒ (3, 1) = 4

And the Bat woman retreats further into the tunnel, waving her hands defensively and chanting as a shimmering peaceful aura comes over her.

Alar:
If you'd like Alar to continue to attack, I need a Will save. Please do that first, and then any other actions in a seperate post.

Current Map

Your turn heroes!
Note:Blue,you are once again sickened.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

Blue Heron gags on bile as she points the nearly dead wand at the remaining globe.

Use Magic Device: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


Round 6

With Blue's magic missile attack on the orb, the defender globe 2 issues a bright fizzing/crackling light before extinguishing and returning from whence it came.

No orbs left. Blue remains sickened for the rest of the round.


Map Mid-Round 6

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 6

Ayreth reaches out to her newest comrade, Lindell, casting Guidance. "Strike well, friend Lindell." Then she starts moving toward Alar, wary of the pit trap.

--------------------

SW: Rounds left: 1

Move: 30' around pit to D-3.
Std: Cast Guidance. Target: Lindell.

Currently have Guidance buffs: Lindell.

Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.

--------------------

Current Status:
| HP: 35/35 | AC: 12 | Cradle:47/50 | Spells: 1st: 8/8 2nd: 4/5 | Coat: 5/5 | Flare: 1/1 | Longstrider(5 hours): 1/1 | Know Direction: 1/1 | Healer's Kit 10/10 |


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Linndell waits for the bat-thing to come around the corner, hen he will shoot a arrow at it.

attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 141d6 ⇒ 4 the +1 is from Ayreth's guidance, and I rolled a pre-emptive attack to speed things up.

HP:
11/33

edit=added hp spoiler...forgot earlier


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Alar's Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 I think Alar failed his will save. XD


Alar:
Sorry, tried to answer you during my break at work, but Paizo wasn't having it. Yes, indeed, Alar did fail his save. He loses the attack action he attempted. Additionally, whenever he attempts to attack the Bat-woman/elf in the future, the intent just kind of fizzles away. It's like he formulates the desire to do so, but the drive evaporates before he can act on it.

Linndell:
Give me a Will save, please...


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

GM:
will: 1d20 + 3 ⇒ (7) + 3 = 10


Linndell:
You feel a calming sensation wash over you, and the desire to attack the Bat-woman drifts away. You are in complete control of your faculties, but as soon as you make a decision to attack her the thought fades, and you just can't.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Round 6

Gii grabs his quarterstaff and moves towards the hallway where Alar and the remaining enemy are. He grits his teeth, not looking particularly pleased.

Gii grabs his quarterstaff (move) and moves to D:3 (standard).

Current Status:
[ HP: 30/41 | 1st: 4+1/4+1, 2nd 3+1/3+1, 3rd 2+1/2+1 | Channel 4/4, DA 1/1, DV 7/7 | Effects: Obedience, Deflection Aura (1/5) ]
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Crossbow - 1 bolt fired


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Bartholomew looks at the others uncertainly, having no idea what was going on. He moves forward and then spots the woman. Surprised, he turns to Gii and through his message spell asks, "Gii, ya got any of those scrolls left? She's lookin a lot like Leera was... only all Batlike. Maybe she's another victim?"

Alar remains between the batwoman and the party. He's unable to fight her, but he serves as good barrier from harm... hopefully.

Bart's Spellcraft: 1d20 + 3 ⇒ (1) + 3 = 4
Bart's Knowledge (Arcane): 1d20 + 8 ⇒ (1) + 8 = 9


Paul brashly calls out to Bart,

"What in the hells is going on over there, boy? Has your little friend finished off our foe?"

and pushes himself off the ceiling, floating further to the left (to C3). Still in the air, he switches to his rife, aiming it at the passageway lest an enemy try to sneak by.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Through his spell Bart replies, and informs the rest of the group, "There's a spell caster... I think. She be like Leera was. Half animal, sounds like she's in pain. She's done somethin. Alar can't hit her."


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

GM:
So I know that she has charmed/whatever me?


"Anyone tried talking with her, like we did back with Leeara?" Paul's eye was on keenly on the passageway. He remembered the curse that had befallen the cook and the strange behaviour of some of the other townsfolk back in Dustpawn.

Bart:
Alas with the nat 1s, Bart can't tell if it is the same curse or not.

Via your link with Alar, you discover that the elf-bat-woman is quite injured and probably not going to come around the corner and meet you guys head-on.

If anyone else wants to roll Spellcraft and/or Know Arcana, who can see the elf-bat-woman, they may do so at this time.


Linndell:
No you wouldn't automatically know. Usually you would need to see it as it is being cast. You could roll Spellcraft to determine if it is a spell and what kind ... but we'll let you do it at a penalty (-5) due to your current position and distance from the woman, if you'd like to try.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

"She's pretty badly hurt... I don't know if she wants ta fight us or not but she could have done a lot worse to Alar if she could cast magic. Might be that she's just defending herself, Gii?"


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

"Maybe..." Gii relays back to Bart, his grip on his weapons relaxing just a tad.


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

gm:
spellcraft: 1d20 + 3 - 5 ⇒ (10) + 3 - 5 = 8


Linndell:
Unfortunately, you have no idea what kind of spell has been used... or even if one was cast being that you were too far away from the elf-bat-woman and could not see her clearly at the time.


Round 7

The elf-bat-woman does not move out from her hiding place (nor approach the adventurers). She is muttering something quietly to herself.

GMs' eyes only:

1d20 + 9 ⇒ (13) + 9 = 22 Success
3d8 + 7 ⇒ (5, 7, 3) + 7 = 22

Alar via link to Bart:
Alar notes that the more visible and serious of the elf-bat-woman's wounds look to have knitted over. She still appears wounded but not as much as before. He relays this information to Bart. You can, in turn, relay this to the rest of your group, if you'd like.

Map in Round 7

Your turn, heroes!

Note: Blue, you are still sickened.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 7

Ayreth lets Paul float gently down to the ground and moves to the other side of Alar.

--------------------

Move: A-5

Current Status:
| HP: 35/35 | AC: 12 | Cradle:47/50 | Spells: 1st: 8/8 2nd: 4/5 | Coat: 5/5 | Flare: 1/1 | Longstrider(5 hours): 1/1 | Know Direction: 1/1 | Healer's Kit 10/10 |

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