Feral's PFS Eyes of the Ten (Inactive)

Game Master Feral

Inits:
[dice=Adaxis]1d20+1[/dice]
[dice=Butyl]1d20+7[/dice]
[dice=Zandu]1d20+9[/dice]
[dice=Zarzuket]1d20+13[/dice]

Handouts

Combat Map


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Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

if this is a surprise round I always act in the surprise round as a diviner and with quick reaction slippers get a full round

what the hell is that??!!: 1d20 + 20 ⇒ (10) + 20 = 30 for any knowledge

Shade sees this huge worm appear right in front of him and will cast vanish defensively and then fly back to the corner of the room up to the second floor if possible to or toward the ceiling.

free action 1d20: 1d20 ⇒ 11

not in my pretty elven face cocentration: 1d20 + 25 ⇒ (11) + 25 = 36

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

-Posted with Wayfinder


Yes, there was a surprise round but the enemies mostly used it to move.

Zarzuket recognizes these monsters as scarlet worms, smaller yet still deadly cousins of the mighty purple worm. You can know two things

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

reflex save: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17

Despite Mary trying to protect her from the tumbling rubble, Magda is still damaged.

Any ally within Mary's reach (which is 15') gets a +2 on saves and AC

"Mary, kill the worms!" Mary moves to attack the closest worm, and provide cover for her mother.
to hit: 1d20 + 18 ⇒ (9) + 18 = 27 damage: 1d6 + 18 ⇒ (2) + 18 = 20 cold: 1d6 ⇒ 5
Mother then teleports to her room upstairs (room should be within the eidolon distance limit).

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

Seeing a huge worm erupt before his eyes, Butyl casts a spell and mutters, "Go to hell."

Casting Plane Shift defensively, to send the worm to Hell. Using Spellguard Bracers to roll twice and take the better.

Concentration: 1d20 + 22 ⇒ (18) + 22 = 40
Concentration: 1d20 + 22 ⇒ (15) + 22 = 37

Touch attack: 1d20 + 10 ⇒ (19) + 10 = 29

DC 24 Will save or be shifted to Hell.

-Posted with Wayfinder

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious shows no signs to his poor reception, he was not on this mission to entertain. Then after the floor erupts.

Knowledge: 1d20 + 22 ⇒ (15) + 22 = 37 Questions.

1. What if any type of energy are the beasts resistant to?
2. What are there vulnerabilities

He turns the ring on his finger Thwhip turning invisible and flies up to a balcony


Will: 1d20 ⇒ 1

Mary buries one hideous claw into the hide of the worm nearest her.

Unable to resist the aasimar's powerful prayer, the worm closest to him vanishes with a *pop*.

Markavious:
Scarlet worms aren't especially resistant or vulnerable to any kind of energy.

Zarzuket is up since casting vanish and flying up happened during the surprise round.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Questions: special attacks
Special abilities aka tremor sense?

Shade takes a look at the second worm who is still there, does it have reach to me? If so, cast defensively magic missle

dont chew on the elf: 1d20 + 25 ⇒ (11) + 25 = 36

pew pew I attack the darkness!: 5d4 + 5 ⇒ (2, 4, 4, 2, 1) + 5 = 18


Zarzuket:
A scarlet worm's stinger contains a deadly poison. They're known to snatch up their victims (grab) and swallow them whole. They have both darkvision and tremorsense.

Zarzuket's arcane missiles pelt the remaining worm but seem to little more than enrage the beast further. They have a lot of hp.

Gregor is up.

Liberty's Edge

Gregor will Dimension Hop (two squares south of Mo) asking Abadar to make his weapon a bane against the worm and calling for Judgements of Justice and Destruction will power attack the worm.

Power Attack: 1d20 + 20 ⇒ (15) + 20 = 35, Damage: 1d8 + 25 + 4d6 ⇒ (4) + 25 + (6, 4, 4, 6) = 49


Blinking in near the remaining worm, Gregar lands a mighty Abadar-blessed blow before it can react.

In response the scarlet menace convulses and heaves, vomiting up the contents of its stomach adjacent the inquisitor. Among the huge puddle of foul smelling stomach acid and bits and pieces of partially digested matter is a large raven-headed golem. The construct scans the room quickly before settling its gaze on Butyl and advancing to attack!

Mary, Butyl, and Gregor need to make a DC 17 will save or be slowed for 7 rounds.

Worm Save: 1d20 ⇒ 18

Slam vs Butyl: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 2d10 + 9 ⇒ (7, 1) + 9 = 17

Slam vs Butyl: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 2d10 + 9 ⇒ (5, 1) + 9 = 15

Mother Magda and Markavious - Perception 20:
The doors to some of the other guest rooms just opened slightly. Nothing came out.

The remaining servants in the Great Room, those not crushed or pinned by the fallen balcony, scream and flee the area.

Butyl, Mark, Mother, and Zarzuket are up. Act in any order.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

perception: 1d20 ⇒ 7 Yes, Magda has no percpetion skill, she has the eidolon focused on that instead.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

Will: 1d20 + 19 ⇒ (7) + 19 = 26

Butyl says a quick prayer and bolts out of the golem's reach, then tries to inter it underground.

Swift action to cast Grace, then move up the stairs in the upper right without provoking. Casting Hungry Pit (Reflex DC 25) on the golem. It's a 60' deep pit (6d6 falling damage), and it does 4d6 bludgeoning damage every round (Reflex half). Climb DC of 35.

Gregor, make sure to move away from the pit on your turn, or you'll have to make a save or fall in.


Reflex: 1d20 ⇒ 6

6d6 ⇒ (2, 3, 5, 6, 1, 5) = 22

*CRASH* goes the golem as it tumbles into the conjured pit.

Mark, Mother, and Zarzuket are up. Act in any order.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Perception: 1d20 + 16 ⇒ (11) + 16 = 27

Markavious focuses his attacks on the remaining worm

Accensibilus Causodes 3 rays of greyish energy shoot toward the worm.

Ranged Touch: 1d20 + 9 ⇒ (4) + 9 = 13 Acid Ray: 4d6 + 8 + 7 ⇒ (5, 4, 6, 5) + 8 + 7 = 35
Ranged Touch: 1d20 + 9 ⇒ (12) + 9 = 21 Acid Ray: 4d6 + 8 ⇒ (4, 1, 1, 3) + 8 = 17
Ranged Touch: 1d20 + 9 ⇒ (9) + 9 = 18 Acid Ray: 4d6 + 8 ⇒ (2, 6, 1, 1) + 8 = 18

Using Versatile Evocation Turning Scorching Ray into Acid


Mark, where is the damage bonus per ray coming from? I see 2 per die from your sorcerer dip but I'm not sure where the other 7 per die is from. Intense spells only applies once per spell.

Quote:
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.


Mark's acidic rays burn deep gouges in the worm's thickly armored carapace. It begins to grow sluggish under the weight of its injuries.

Mother and Zarzuket are up.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Mother will step out of her room and haste her compatriots downstairs.

Mary will rip into the damaged worm.
power attack
to hit: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 1d6 + 18 ⇒ (4) + 18 = 22 cold: 1d6 ⇒ 3
to hit: 1d20 + 18 ⇒ (5) + 18 = 23 damage: 1d6 + 18 ⇒ (3) + 18 = 21 cold: 1d6 ⇒ 6
to hit: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 1d6 + 18 ⇒ (6) + 18 = 24 cold: 1d6 ⇒ 6
to hit: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 1d6 + 18 ⇒ (6) + 18 = 24 cold: 1d6 ⇒ 4


In a shower of gore and armored carapace, Countess Mary tears the remaining worm to pieces.

Zarzuket is up.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade will take a look at the construct and try to figure out things about it
what is that: 1d20 + 20 ⇒ (10) + 20 = 30
Shade will also delay


In the future please do like Mark and post your priority list of questions along with your nature rolls so we can expedite.

Zarzuket:
You recognize the construct as a cosmetically altered stone golem. You get one question.

"Nice work boys and girls, give 'em ano-" Adril shouts encouragingly only for his voice to suddenly become a gurgle. Appearing behind him is a tall, dark-haired man in a tattered red robe, a sort of primitive headdress, and red paint upon his face. He pulls a dagger from Adril's heart and then peers down into the Great Room while the hulking Venture Captain crumples to the ground, dead. “The Red Raven strikes for the Revolution!” he shouts.

Gregor is up.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Special defenses? yes sorry willdothe question posting from now on

Shade sees Hestril hit the ground stunned for a moment, he then casts a persistant glitterdust on the masked man. dc 23

Liberty's Edge

Gregor steps back from the pit and address the newcomer. "The Red bleeding Raven? Well little bird why don't you flutter down here and tell us about this revolution?" Gregor swings his morningstar about in a blur as he speaks.

Dazzling Display to Demoralize: 1d20 + 27 ⇒ (17) + 27 = 44


Zarzuket:
Stone golems are resistant to weapons not made from adamantine and typically immune to magic but specific spells affect them greatly (transmute rock to mud and stone to flesh).

Will: 1d20 ⇒ 2

He doesn't surrender but Gregor's fierce display does shake the resolve of the tall red-cloaked figure. Rendered blind by Shade's spell, his resolve is shaken even further.

As if in reply, a squadron of archers suddenly appear on the balcony with bows nocked with flaming arrows. They line up shots, splitting their fire between the pathfinders upstairs and those still in the Great Room.

Vs Mother Magda:

Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Sneak Attack (with bleed 4): 4d6 ⇒ (4, 2, 2, 3) = 11
Fire Damage: 2d6 ⇒ (2, 1) = 3

Rapid Shot: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Iterative: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Vs Markavious:

Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Sneak Attack (with bleed 4): 4d6 ⇒ (2, 5, 5, 1) = 13
Fire Damage: 2d6 ⇒ (4, 2) = 6

Rapid Shot: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Iterative: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Vs Zarzuket:

Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Sneak Attack (with bleed 4): 4d6 ⇒ (4, 4, 4, 6) = 18
Fire Damage: 2d6 ⇒ (4, 5) = 9

Rapid Shot: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Iterative: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Vs Butyl:

Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Sneak Attack (with bleed 4): 4d6 ⇒ (6, 2, 1, 3) = 12
Fire Damage: 2d6 ⇒ (5, 5) = 10

Rapid Shot: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Iterative: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Vs Osprey: 6d20 ⇒ (14, 4, 6, 3, 7, 7) = 41

Badly wounded by the volley of arrows, Osprey chants a spell that turns his skin rough and barky and then takes cover behind the table he'd been sitting at.

Butyl, Mark, Mother, and Zarzuket are up. Act in any order.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Moonlight pulls out the infernal healing wand and uses it on Shade
UMD: 1d20 + 17 ⇒ (3) + 17 = 20 thus stopping the bleed.

Shade will cast sleet storm upon the archers on the upper level covering out away and down under completely removing their line of sight. Making sure I dont enclose any of my fellow pathfinders in said casting.

Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

Not sure if Adril is mortally wounded or not, Butyl chooses to focus on healing his teammates.

Moving into the middle, two spaces up and one right from the pit. Selecting out the worm. Should get everyone, including Osprey and Adril FWIW.

Channel to heal: 6d6 ⇒ (1, 1, 5, 6, 4, 1) = 18

-Posted with Wayfinder


Butyl confirms Adril's fate when Torag's grace washes over immobile body without effect. Osprey however, behind his improvised cover, breathes easier.

Mother Magda and Mark are up.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious will fly down by the contessa Mary and cast Grasping Tentacles up top on the archers.

CMB 17

Effect: 1d100 ⇒ 17...Blinded
Effect: 1d100 ⇒ 99...Sickened
Effect: 1d100 ⇒ 76...Shaken
Effect: 1d100 ⇒ 30...Deafened
Effect: 1d100 ⇒ 42...Entangled
Effect: 1d100 ⇒ 5...Blinded
Effect: 1d100 ⇒ 30...Deafened

You did say seven archers


Mark's CMB Checks: 8d20 ⇒ (19, 5, 14, 13, 17, 12, 15, 12) = 107

Markavious's conjured field of probing tentacles all hit their mark, tripping, blinding, and generally menacing the enemy forces on the balcony.

Mother Magda is up.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Mother will step back into her room behind cover, and cast greater invisibility on herself.

Mary will climb up and start to engage the archers on the balcony (she has a climb speed)

"You not hurt Mommy!"

assuming she can move into range of one:

to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d6 + 12 ⇒ (2) + 12 = 14 cold: 1d6 ⇒ 3
grab: 1d20 + 25 ⇒ (18) + 25 = 43


Mary easily scales the wall up onto the balcony and snatches up an archer (the one not being menaced by the field of tentacles) in her hideous clawed hand. The bloodied man howls in terror.

Blind and covered in infuriating glitter, the red-cloaked figure wraps his signature garment around himself and vanishes from sight.

Spellcraft 19:
He used a dimension door effect.

Bottom of round three: Gregor is up.

Liberty's Edge

"Oh no you don't...."

Gregor casts See Invisibility and scans the area the Red Raven was last seen.


The veil of his spell settles over Gregor's eyes but he sees no sign of the Red Raven.

That said, you cannot see inside the sleet storm.

Acrobatics: 7d20 ⇒ (9, 20, 18, 13, 8, 13, 13) = 94
Stealth: 7d20 ⇒ (15, 19, 17, 14, 15, 14, 20) = 114

Within the localized snowstorm all is quiet for a moment save the archer trapped in Mary's grasp.

Round Four: The party is up. Act in any order.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

Mary will rip the archer apart.

drop the archer as a free action
power attack
claw: 1d20 + 18 ⇒ (19) + 18 = 37 damage: 1d6 + 18 ⇒ (3) + 18 = 21 cold: 1d6 ⇒ 3
claw: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 1d6 + 18 ⇒ (2) + 18 = 20 cold: 1d6 ⇒ 5
claw: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 18 ⇒ (5) + 18 = 23 cold: 1d6 ⇒ 1

if he is still alive after that, he grabs him again on the last attack
grab: 1d20 + 22 ⇒ (11) + 22 = 33

In her room, invisible, mother will find and load her crossbow.


The bits and pieces of indiscernible meat that tumble from the balcony are all that remain of Mary's victim.

Everyone else is up.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

I should note that Mary has tremorsense, so she is not overly concerned about the sleet storm and will move on to her next victim without difficulty.


She'll be able to pinpoint squares but she still has to deal with total concealment.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious casts Message

Is there any hope for Adril?, Also would you like me to drop Grasping Tentacles, so Mary can move through easier?

Backing up to N-17

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade will delay and start pretending to conduct music to the screams of the aechers inside the tentacled sleet storm with Mary... that sounds terrible to Shade and he giggles about it over message. Moonlight will delay as well.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

Forgot my Hungry Pit damage last turn. DC 25 Reflex for half for the golem.

Hungry Pit (round 1): 4d6 ⇒ (3, 4, 1, 2) = 10
Hungry Pit (round 2): 4d6 ⇒ (6, 1, 1, 2) = 10

Butyl steps forward a bit, then breathes noxious green fumes over the balcony where the archers were.

Moving to S15. Casting Hallucinogenic Smoke. 30 foot cone angled up to the balcony, which should catch O11-V11 and P10-U10. DC 23 Fort save or be nauseous for 12 rounds.

Liberty's Edge

"Well I don't think any of us expected the night would have wound up like this." Gregor will delay.


S15 puts you in the sleet storm but I guess that doesn't matter for the spell you're using.

Forts: 2d20 ⇒ (17, 8) = 25

Retching and coughing can be heard from within the cloud of sleeting ice.

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20

Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19

Stealth: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18

Stealth: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32

Four of the archers escape from the sleet storm on the eastern side with their bows at the ready. Using the concealment to their advantage, they quickly take aim and fire on Zarzuket.

Single Shot vs Flatfooted (unaware, point blank): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Damage: 2d6 + 1 + 1 ⇒ (1, 5) + 1 + 1 = 8
Sneak Attack (ignore the bleed): 4d6 ⇒ (5, 4, 3, 3) = 15
Fire: 1d6 ⇒ 6

Single Shot (point blank): 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage: 2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 14
Fire: 1d6 ⇒ 4

Single Shot vs Flatfooted (unaware, point blank): 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Damage: 2d6 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10
Sneak Attack (ignore the bleed): 4d6 ⇒ (4, 4, 4, 3) = 15
Fire: 1d6 ⇒ 3

Single Shot (point blank): 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damage: 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6
Fire: 1d6 ⇒ 1

The other three do not show themselves but Mary can sense them fleeing north up the hallway.

Zarzuket, Butyl, Gregor - Perception 25:
You heard a woman's scream coming from the direction of the armory.

Mother/Mary and Markavious - Perception 30:
You heard a woman's scream coming from the direction of the armory.

Round Five: The Party is up.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

Mary perception: 1d20 + 20 ⇒ (6) + 20 = 26

Apparently the sleet is too much for either of them to keep track of what is going on. Mary will head north after the archers to the limits of her 100' life link, but then stop.


Pushing through the sleet Mary finds that one of the archers has opened a door to one of the guest quarters. Blocking her way into the room are two other archers, violently retching under the power of Butyl's spell.

With haste Mary's move speed is 70 so it only took a move action to get that far. She still has a standard.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

She will happily claw at another archer.

power attack
to hit: 1d20 + 18 ⇒ (9) + 18 = 27 damage: 1d6 + 18 ⇒ (5) + 18 = 23 cold: 1d6 ⇒ 2

grab: 1d20 + 22 ⇒ (18) + 22 = 40


Miss Chance: 1d100 ⇒ 88

Lunging from the sleet storm like some kind of wendigo, Mary scoops up another hapless archer.

Mother Magda's welcome to act now too. There's a troupe of archers in front of her.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Perception: 1d20 + 16 ⇒ (18) + 16 = 34

Markavious fires on the foolish archers who came out to play

Empowered, Intensified Acidball: 14d6 + 35 ⇒ (5, 6, 1, 3, 3, 2, 4, 2, 5, 2, 5, 4, 4, 1) + 35 = 82 x1.5= 123 (Ref 23)

Versatile Evo, changing fire to acid


Reflexes: 4d20 ⇒ (7, 19, 4, 17) = 47

Two of the archers expertly duck, evading the blast entirely. The other two aren't as quick. All that remains of them are puddles of melted flesh and bits of armor.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Mother will leave the archers for Mary to play with. She has few enough 'toys' around court back in Oparra.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

the archers to leave the sleet storm had to move half speed with a dc 10 acrobatics check or cannot move move at all, so if any of them didnt make it let me know and which for damage as otherwise I am floating to the ground unconscious

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