Eyes of the Ten (Inactive)

Game Master drbuzzard

PFS retirement arc
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Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will let the bombers finish off the worms. He excludes the behir from a channel.

Channel : 6d6 ⇒ (6, 1, 2, 1, 2, 6) = 18

was not sure if Savage was into his rage hp, but did not need him dropping.

oh, and did the behir take full damage from the flamestrike?.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

So is it adjacent to me? Above me? With a charge, they'd not be adjacent, so curious to placement before deciding action.


Forgot the save on the behir for the flamestrike.

reflex: 1d20 + 13 ⇒ (17) + 13 = 30 1/2 damage

The behir was up in the air and flew down to charge you. That means it is 10' above you.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Well darn. Okay.

Samhain sizes up his foe and opts to go ahead and try to put it down from his current position.

Fighting defensively, AC 31 vs AoO

Many: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
4d6 + 18 + 2 ⇒ (2, 5, 6, 4) + 18 + 2 = 37

Iterative: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
2d6 + 9 + 1 ⇒ (3, 1) + 9 + 1 = 14

Tertiary: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
2d6 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
And you said neutral, so no holy damage

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Completely forgot to take penalty for fighting defensively.
19 vs AC for 37 pts
25 vs AC for 14 pts
11 vs AC for 13 pts
Maybe ONE of 'em hit?


Second hits, rest miss.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

No AoO?


Oh yeah, that.

bite to hit: 1d20 + 13 ⇒ (17) + 13 = 30 figured I'd miss anyway.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

If Albin does not post in the next day or two...bot rolls in the spoiler tag.

Albin:

Albin hurl bombs at the closest Behir and then switch targets if it drops

range to hit: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 6d6 + 5 ⇒ (1, 3, 3, 3, 2, 6) + 5 = 23 DC 21 save or burn
range to hit: 1d20 + 12 ⇒ (16) + 12 = 28 damage: 6d6 + 5 ⇒ (3, 1, 5, 5, 1, 6) + 5 = 26

Silver Crusade

Moving and chucking a bomb Sorry about the lapse in posting my body been oversleeping. Dc 21 or burn

bomb: 1d20 + 19 ⇒ (14) + 19 = 336d6 + 5 ⇒ (1, 5, 6, 1, 2, 3) + 5 = 23


Ablin's bomb drops the Behir underneath Ezrek.

Savage, still not able to either fly, or figure out why his kidney is still visible, continues to hide behind the pillar.
Last, lonely Behir gets scared now that all its buddies are dead and flies back to the gate and tries to claw it's way back in. The crowd starts booing loudly.

Kol Voss gets back up after the latest channel and shouts his challenge to Adril, declaring that they must fight the Right of Ascension for control of the Starsword. At this challenge, the crowd slowly quiets as those who didn’t hear the challenge begin asking what’s happening. Adril ignores this, but the crowd begins to shout at him in Azlanti, demanding to know when he will oblige Kol Voss and fight for control of the “tribe”

Adril shouts his refusal, and the crowd that so recently supported the new King Adril immediately turns violent and begins shouting in Azlanti for the death of the Beast. Even the princess, chained to the floor beside him, shouts that he’s a coward. Adril is initially angry, but when the crowd begins to climb into his luxury box, he quickly unchains the princess and flees, shouting defiance over his shoulder at Kol Voss and the PCs.

Once Adril flees, the crowd manages to destroy the device powering the Pactmaster force field and Kol and the PCs are free to pursue the rogue venture-captain. Adril has quite a lead on the PCs though, so as they chase after him through the maze of hallways beneath the arena’s stands, they hear a huge, booming roar. Once they reach the outside, they see an airship—essentially a large sailing vessel similar to those on Golarion, but with leathery wings and stabilizers—sailing quickly up away from a nearby skydock trailing a cloud of thick black smoke. Dozens of citizens of Arl lay dead across the skydock and several other airships are burning. One ship, however, seems intact, and Kol Voss suggests everyone board the ship immediately and pursue Adril. Should the PCs express doubt, Kol shouts, “The Beast has my sister! If you are cowards, you can stay. I am not. I shall fight him in the clouds if I have to!” and with that he races across the skydock, a handful of his men following him.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Utterly intriqued by the vehicle, Ezrek jumps onto the deck of the airship without a word.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will follow after Ezrek, joining the ship and grand chase.

If given a round to heal aboard ship, Hugo will channel once more to get Samhain and Savage closer to fighting shape...and Kol if he is still hurt. If more than one round, he will dig out a wand to top them off.

Channel:

Channel : 6d6 ⇒ (6, 2, 6, 5, 6, 4) = 29
.


You have plenty of time to heal once you are on the ship.

I'll just assume everyone boards to move things along.

Kol Voss and his people know how to steer the ship, so they instruct you to stay out of the way. Kol himself and all but two of his men head down to the engine room to activate the artifact that powers the ship while his two loyal soldiers stay on the bridge to captain and steer. Once the vessel is airborne and quickly pursuing Adril, it becomes clear that the rogue venture-captain’s vessel took some damage in its escape as it moves a bit slower than Kol’s ship and leads a trail of black smoke that seems to pour from several cracks near the airship’s rear stabilizing wing.

Adril’s solution to escape Kol Voss is to pilot his ship higher and higher. As you ascend, the air grows thinner and much colder, bottoming out at 10o F once the ships reach what seems to be their maximum altitude. Kol’s men manage to push their vessel just a bit higher than Adril’s airship, and at the moment it seems as though you will soon leap across to Adril’s ship, Kol’s airship leans hard to starboard and begins to rapidly descend. Kol’s men scream in alarm,

Azlanti:
"Someone has sabotaged the engines!"

If you don’t speak Azlanti, the two men pantomime not being able to steer and the ship crashing.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain bounds with the others toward the airship dock, nimbly dodging any obstacles that are come across.

As the ship goes higher, he bundles his robes tighter around him. Anyone with an Endure Elements to spare?

Samhain looks at the men, wondering at their pantomime. "Can't steer? Crash? What the hell is going on down there?" He rallies the team together. "What the hell is Kol up to down there? Shall we head below?"

Silver Crusade

We should. The engines are fubar

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek speaks Azlanti.

Ezrek translates what the crew says, as he quickly mixes a couple element enduring extracts. Have an open slot and a couple level 1 boro beads to replenish the extract. Who needs them? Ezrek's ioun stone resonates endure elements.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo casts endure elements on himself and will pearl it back and cast another on Samhain or Savage as they head downstairs.

"Do any of you know how to fix engines or should we be prepared to abandon ship?"

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Assuming Hugo is talking to the crew, Earek translates, then takes a look at the engines himself.

KN: arcana?: 1d20 + 15 ⇒ (20) + 15 = 35
KN: engineering?: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

LoL, Hugo was talking to the party. He isn't the captain and has no desire to go down with the ship if a crash and burn scenario is in the making.

"Thanks Ezrek. Do the crew seem to think they can fix it?

Hugo utters a word of inspiration upon himself and if anyone else needs a skill boost to try and repair the thing.


You're getting ahead of yourselves.

The engine room is a gory mess. Kol, and his aides are all dead on the deck. The room is dominated by a large, diamond-shaped crystal in the center of the room. A bright red glow dims and winks out just as you arrive.

Need perception checks.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Perception: 1d20 + 16 ⇒ (12) + 16 = 28


perception DC 20:
In the north end of the chamber, you notice there are six critters of some sort invisible.

perception DC 25:
The big crystal is likely the power source for the ship as it appears to have plenty of connections running from it to other parts of the engine room. It seems to have been shut down.

perception DC 30:
There is another invisible being at the south end of the chamber.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Perc : 1d20 + 24 + 2 ⇒ (16) + 24 + 2 = 42

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Perception: 1d20 + 25 ⇒ (15) + 25 = 40

Samhain points his bow at the south end of the chamber, shouting "Show yourselves this instant!" He also relays that there are half a dozen invisible creatures to the north and one to the south.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Seeing the crystal, can Ezrek tell anything about it with the above rolls?


With Samhain's exclamation, we go into initiative.

South init: 1d20 + 7 ⇒ (20) + 7 = 27
North 1d20 ⇒ 6

Savage init: 1d20 + 9 ⇒ (4) + 9 = 13

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Init: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Init : 1d20 + 4 ⇒ (19) + 4 = 23


Ablin init: 1d20 + 6 ⇒ (18) + 6 = 24

Looks like South enemy, PCs, north enemies.

South enemy casts a spell and appears casting a spell. A bolt of lightning zaps into Savage, and then arcs into the rest of you.

Savage reflex save: 1d20 + 7 ⇒ (8) + 7 = 15 fail

damage: 14d6 ⇒ (4, 6, 5, 1, 5, 3, 5, 4, 2, 2, 6, 1, 1, 6) = 51 DC 21 reflex save for 1/2.

PCs are up.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Is there room to fly, or is it below decks, low ceiling?


Below decks, low ceiling.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Reflex : 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 vs lightning. ouch

Hugo will cast invis purge (55' radius)

"Well that was not very nice. And lets see who else is hiding ."

He will draw his greatsword and step out of reach if any hidden foes are closeby.


There's 6 undead looking humanoids at the north end of the chamber.

knowledge religion DC 16:
They are rime zombies

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

KN: religion: 1d20 + 10 ⇒ (19) + 10 = 29

"Rime zombies!" Ezrek hisses, as he begins throwing his undead burning bombs at the creatures.

Targeting northern middle zombie in order to hit all with 5' splash.

RTA, Rapid, PBS: 1d20 + 18 - 2 + 1 ⇒ (13) + 18 - 2 + 1 = 30
Damage: 6d8 + 6 ⇒ (8, 3, 1, 4, 1, 2) + 6 = 25

RTA, Rapid, PBS: 1d20 + 18 - 2 + 1 ⇒ (17) + 18 - 2 + 1 = 34
Damage: 6d8 + 6 ⇒ (6, 5, 7, 7, 6, 1) + 6 = 38

Iterative, RTA, Rapid, PBS: 1d20 + 18 - 2 + 1 ⇒ (7) + 18 - 2 + 1 = 24
Damage: 6d8 + 6 ⇒ (7, 4, 1, 5, 5, 2) + 6 = 30

11 Splash per bomb, DC 21 Ref for half.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Reflex: 1d20 + 15 ⇒ (19) + 15 = 34 No damage, 80/112 HP
Civetta: 1d20 + 10 ⇒ (2) + 10 = 12 9/60 HP

Samhain steps forward and shoots at the caster as he sends his bird above deck.

Deadly Aim: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28 +6 if human
1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14 +6 if human, if evil: 2d6 ⇒ (6, 2) = 8


Ezrek, you need a reflex save. You also get 2 questions about the critters.

All the bombs hit.

Samhain hits the caster.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I am assuming Savage will charge the caster and Albin will bomb the zombies. Since Albin has been posting recently, we can leave that to him. Also, I was not keeping track of hp and bombs remaining etc.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Oops, sorry about that.

Reflex: 1d20 + 18 ⇒ (6) + 18 = 24

How about Defenses and Weaknesses


Forgot to mention, the zombie hit by all the bombs was blown into chunky bits.

Ezrek:
vulnerable to fire, DR/ slashing and immune to cold.

reflex saves
Zombie 1 reflex: 3d20 ⇒ (13, 3, 1) = 17 all fail 33 damage
Zombie 3 reflex: 3d20 ⇒ (9, 17, 5) = 31 1 pass, 27 damage
Zombie 4 reflex: 3d20 ⇒ (13, 9, 8) = 30 all fail 33 damage
Zombie 5 reflex: 3d20 ⇒ (3, 16, 2) = 21 1 pass 27 damage
Zombie 6 reflex: 3d20 ⇒ (11, 10, 12) = 33 all fail, 33 damage

Shadow Lodge

lobbing bombs at the zombies in front of me DC21 or burn
init: 1d20 + 6 ⇒ (2) + 6 = 8

bomb 1 : 1d20 + 17 ⇒ (11) + 17 = 286d6 + 5 ⇒ (4, 2, 5, 1, 5, 2) + 5 = 24
bomb 2 : 1d20 + 12 ⇒ (2) + 12 = 146d6 + 5 ⇒ (2, 6, 1, 1, 5, 4) + 5 = 24


Ablin tosses a couple bombs at the southern middle zombie to maximize splash.

It drops.

The other zombies try to save

Z1 reflex save: 2d20 ⇒ (6, 17) = 23 fail, pass 24 damage
Z3 reflex save: 2d20 ⇒ (17, 2) = 19 pass, fail 24 damage
Z4 reflex save: 2d20 ⇒ (14, 15) = 29 fail, fail 33 damage
Z6 reflex save: 2d20 ⇒ (2, 2) = 4 fail, fail 33 damage

the zombies are looking rather under the weather.

Savage moves south to attack the caters.

"RAARHGH!"
power attack, rage, CaGM
to hit: 1d20 + 20 ⇒ (18) + 20 = 38 damage: 2d6 + 28 ⇒ (3, 2) + 28 = 33 and he slashes her across the torso, drawing copious blood.

The zombies that remain move to attack.

Sorry if I didn't mention it before, but the obstructions on the map aren't actually there as I had to use a different deck than the one for the engine room since the idiotic map included where all the invisible people were.

Two zombies attack Hugo.

to hit: 2d20 ⇒ (1, 9) = 10 miss, hit damage: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17 4 is cold damage

two zombies attack Samhain.

to hit: 2d20 ⇒ (10, 6) = 16 hit, miss damage: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15 2 is cold damage

PCs are up.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Seeing the bombs are being rather effective against the zombies, Hugo elects to step back 5' and channel to heal wounds.

channel: 6d6 ⇒ (4, 2, 4, 1, 6, 5) = 22 - exclude woman, if she is in range (I think her and Savage are both out of range, not sure about the owl)

Best take these undead down this time, I am running low on healing

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

"Rime zombies are resistant to all, but slashing weapons and are immune to cold, but fire works quite well."

Stepping northeast, Ezrek switches to fire bombs, and tosses more at the middle zombie (outlined in red), splashing all of the others.

Rapid, RTA, PBS: 1d20 + 18 - 2 + 1 ⇒ (12) + 18 - 2 + 1 = 29
Damage: 6d6 + 5 + 1 ⇒ (6, 5, 6, 6, 5, 3) + 5 + 1 = 37 And on fire

Rapid, RTA, PBS: 1d20 + 18 - 2 + 1 ⇒ (5) + 18 - 2 + 1 = 22
Damage: 6d6 + 5 + 1 ⇒ (3, 2, 1, 1, 6, 4) + 5 + 1 = 23 And on fire

Iterative, Rapid, RTA, PBS: 1d20 + 12 - 2 + 1 ⇒ (16) + 12 - 2 + 1 = 27
Damage: 6d6 + 5 + 1 ⇒ (6, 6, 3, 6, 6, 5) + 5 + 1 = 38 And on fire

11 pts (16?) fire splash to all the others, DC 21 for half.

Ezrek will switch to the adjacent zombie to the west, if the first target goes down.


Your target zombie goes down on the first hit.

You choose two more, and each bomb drops one.

Last zombie must make saves.

reflex: 3d20 ⇒ (4, 2, 13) = 19 all fail
He drops into a charred heap.

Forgot to mention, Samhain hit the caster (human).


You know I forgot to have the caster do something, since it was her go.

She casts a spell defensively.

1d20 ⇒ 5 phew, just made it

Need a will save from Samhain (and Savage) DC 20

Savage will save: 1d20 + 7 ⇒ (13) + 7 = 20 pass

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

will: 1d20 + 6 ⇒ (3) + 6 = 9

-Posted with Wayfinder


You are confused.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Knew I shoulda re-rolled that. Ah well, could be worse.

1d100 ⇒ 21

Samhain shakes his head clear for a moment, long enough to fire off some more arrows at the caster.

Many: 1d20 + 16 + 1 + 6 ⇒ (20) + 16 + 1 + 6 = 43
2d8 + 18 + 2 + 12 ⇒ (7, 2) + 18 + 2 + 12 = 41 if evil: 2d6 ⇒ (4, 3) = 7
Confirm: 1d20 + 16 + 1 + 6 ⇒ (18) + 16 + 1 + 6 = 41
2d8 + 9 + 1 + 6 ⇒ (4, 6) + 9 + 1 + 6 = 26 67 total, plus 7 if evil

Iterative: 1d20 + 11 + 1 + 6 ⇒ (15) + 11 + 1 + 6 = 33
1d8 + 9 + 1 + 6 ⇒ (6) + 9 + 1 + 6 = 22 if evil: 2d6 ⇒ (6, 2) = 8

Tertiary: 1d20 + 6 + 1 + 6 ⇒ (14) + 6 + 1 + 6 = 27
1d8 + 9 + 1 + 6 ⇒ (4) + 9 + 1 + 6 = 20 if evil: 2d6 ⇒ (2, 2) = 4

No soft cover from Savage. I'm gonna hazard a guess saying she's dead, Jim.

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