Feral's Rivalry's End (Inactive)

Game Master Feral

Combat Map


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Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill says, "Okay, this seems worth a try."

Dispel Magic: 1d20 + 7 ⇒ (10) + 7 = 17


Terrill notes that his spell has dispersed the illusion aura.


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

"Hmm, I suppose we could go straight to the door, ignoring the trap. Or maybe try the summon idea, and move to the door once it activates the enchantment. Put the rugs on fire might also do it."

"What do you think are this corridors?"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Per my post last night: which side of the room did we enter on? Is the steep staircase going up to the east a different one than the one we came down?

And did anything about the appearance of the room change when the illusion was dispelled?


The staircase on the east is the one leading further down. We're on the next map. The room looks no different after removing the illusion.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Ah, that's why I was confused. The original description we got of the room said "A steep staircase ascends to the east," so I was trying to figure out where another up staircase would be going.


That was just the author giving unnecessary descriptions and me not censoring it when I did the copy/paste. Yes, we know there’s stairs leading up. We just came down them.

What’s the plan for the remaining trap?

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"If we're concerned about touching the rugs, now might be a good time to drink those levitation potions we found. Or I can cast a spell that will allow one of us to fly and quickly explore all the hallways, and even carry us across the rugs, if we use our time wisely."

Looking at each of his companions in turn and pondering a moment, Terrill continues, "How about I cast fly on Amiri and you do some exploring? You should easily be strong enough to carry the rest of us across the rugs to the staircase once you've had a look around. The spell will last 7 minutes, so we just need to leave a couple of minutes at the end of it to carry everyone. Or we can back up a bit - if we don't run into those damned biting spiders again - and see what happens to Cairo's summoned creature when it crosses the rugs."

Edit: it's a potion of fly, so it'll last 5 minutes.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

"I can summon a few things if you think that would be better."

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"I'm fine with either approach. Probably best to let Amiri decide if she wants to fly around in this place, or someone else can volunteer. I think I'll stay on the ground for now. The summoning spell serves some other useful purposes, and won't get us any information about what's down those other hallways. And if we need to get out of here in a hurry, I can take myself and two others out with a dimensional spell. Not sure who we'd leave behind, but we'll cross that bridge when we come to it."


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Amiri grabs something in her pocket and shakes the flask to show Terrill
"Fly potion ^^ I believe those levitate potions could save us from the spider in the previous room, but we may try it here. Besides, who knows what the spider can accomplish. Ready for those doors??"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill pockets his flask with a shrug, saying "Suit yourself. Mine was mango-flavored."

Looking to Cairo, he suggests, "How about a little of your blessing, to see Amiri more safely on her way?"

Cast guidance on our probe? Probably don't need to await an answer, since it's an unlimited resource.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Cairo nods his head and calls upon some guidance for the barbarianess.


Fair enough. Moving on.

Drinking her potion, Amiri is quickly gifted with magical flight. Taking off through the air she scouts the adjoined passages. They all appear to be decorative dead end halls with no real purpose.

Recon complete, she tries the doors. It turns out they're locked. After a minute of bashing, they fly open revealing an empty room. A moment later, she ferry's the party across the potentially dangerous rugs.


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Wow, we BASHED the door down? Ok, we're not SO slacky I think. Anyway, is there anything else inside?

EDIT: Please Feral, i would not be so lenient as to try to open the door unless everyone is ready to move in. The have levitate potions and Terrill has a fly potion, so they could also come. I would even enter fury if the door seems reinforced, to avoid losing our surprise action. She could teleport if she saw us smashing the door down, that much i can guess.


This office is sumptuously decorated and dominated by a large desk bearing neatly organized piles of papers. To one side of the desk stands a ledger-stuffed bookshelf; on the other is a cabinet displaying many small busts. Potted plants adorn the room’s corners, and hanging lanterns provide ample light.

"I don't know who you are but you've made a grave mistake entering a spider's lair..." a woman's voice calls out.

Aerynne: 1d20 + 6 ⇒ (9) + 6 = 15
Amiri: 1d20 + 2 ⇒ (14) + 2 = 16
Cairo: 1d20 ⇒ 4
Terrill: 1d20 + 2 ⇒ (1) + 2 = 3
Boss: 1d20 + 6 ⇒ (4) + 6 = 10

Amiri and Aerynne are up.


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Amiri tries to pinpoint where is the voice coming from:
Perception: 1d20 + 11 ⇒ (15) + 11 = 26

She readies and action to happen when the enemy appears:

Spoiler:
Amiri enter her fury state with a war cry, charging into the vile thing:
P.A.Bastard Sword: 1d20 + 13 ⇒ (16) + 13 = 292d8 + 18 ⇒ (7, 5) + 18 = 30

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Sorry for the delay, I had no phone signal in my morning tutorial room.

Aerynne's face is grim as she enters the room, ready to fire at anything that looked like it would move.

"Surrender yourself or suffer," she growls to the empty air. She doesn't need to know that we're here to take her alive anyway...

She pulls out a potion and drinks it.

Drinking my potion of owl's wisdom


The voice calls out.

"Dear girl. Make yourself useful and butcher your companions for me."

Amiri Will: 1d20 + 3 ⇒ (10) + 3 = 13

The barbarianess's eyes roll into the back of her head as a powerful spell steals her senses.

Forced to do something so abhorrent, Amiri battles against the magic controlling her.

Amiri New Save: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

But Ouidda's magic is too strong and Amiri remains in her thrall.

Terrill and Cairo are up followed by a dominated Amiri.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

"This is bad. Real bad." Cairo attempts to cast a spell to get the mighty barbarianess back on the side of good.

Concentration DC 17: 1d20 + 10 ⇒ (1) + 10 = 11

However his fear gets the best of him and the the spell does not go off. He will brace for impact.

That was a bad roll to flub.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

In case my turn comes up before I get a chance to post, here's my action for this round... Obviously if Amiri breaks the dominate somehow before my turn use the same action on the Spider.

"I'm sorry, Amiri - this is gonna hurt - but it's for your own good... or, rather, ours!"

She aims her gun at the barbarian and shoots her in the thigh, hopefully sending her to the ground... that'd stop her for a little while.

Using the 'targeting' ability of the gunslinger. 6/7 grit remaining. Will 5-foot step away if necessary.
Targeting - Legs (+PBS): 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9
If this hits Amiri is knocked prone. Will stop the full attack at least.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill raises the cane he is never seen without, drawing on his bond to it to cast a spell he has already used today. "End this enchantment on our ally!"

Dispel Magic: 1d20 + 7 ⇒ (18) + 7 = 25

Edit: using Arcane Bond to cast that. Forgot a concentration check to cast defensively:

Concentration (DC 21): 1d20 + 16 ⇒ (15) + 16 = 31


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Someone said this was gonna happen...I'm going to post both actions, in case the dispel did not work.

If the dispel worked:
Amiri realizes she has just turned to kill her partners, but her desperation passes as Terrill manifests his magic. Now infuriated (fury ON) she 5-foot-steps closer to the table, putting one foot right into the upper corner of it, and discharges all the rage she has got, rolling the table backwards:
Strenght check: 1d20 + 7 ⇒ (17) + 7 = 24
I'm hoping that turns/pushes the table to P8/9, if that explains better what i want to do, maybe pressing the enemy or at least giving us some more space

If I'm still controlled:
Amiri rages, with a desire to kill her comrades! She 5-foot-steps to the closer enemy (Cairo probably) and unleashes a fury of swipes onto him!
PA Bastard: 1d20 + 13 ⇒ (6) + 13 = 192d8 + 18 ⇒ (8, 2) + 18 = 28
PA Bastard: 1d20 + 8 ⇒ (3) + 8 = 112d8 + 18 ⇒ (3, 1) + 18 = 22


Terrill's spell strips away the enchantment beguiling the barbarian just moments before she's able to raise her weapon in anger!

With a roar, Amiri kicks the desk against the far wall causing it to smash into splinters.

"Interfering with my spells... you'll pay for that wizard..."

Aerynne is up.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Aerynne breathes a sigh of relief that Amiri was no longer the Terminator.

Delay/ready the action I posted above for if I can see the Spider


The voice speaks more words of power and burst of magical energy fills the area clouding people’s thoughts.

Will save DC: 21 vs Confusion. If you fail, roll on the chart for your turn.

The party is up.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

"What does that..."

Will: 1d20 + 10 ⇒ (8) + 10 = 18

1d100 ⇒ 14

Cairo fights off the mind magic, at least for the next 6 seconds. He calls upon some of his goddess' divine power for a prayer.

+1 everything, including future saves versus her magic, though it doesn't help with the confusion. :( But it gives her -1 to life, so take that!

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Will save: 1d20 + 8 ⇒ (13) + 8 = 21 Yikes!

Terrill shakes his head as if shooing a particularly distracting fly buzzing around it. He then dips a hand into the pouch at his belt and pulls forth a pinch of glittering grit. He holds it in the palm of one hand, and with the other he traces a quick outline in the air as he speaks in a low voice. As he blows the mica from his hand, it turns a brilliant, glowing golden color and spreads through the far side of the room.

Cast glitterdust (DC 17 to avoid being blinded), centered on the far side of the desk, where squares Q8 and P9 meet. I'm assuming those are 5' squares, if not, I'd like to reposition the spell.


Will: 1d20 + 6 ⇒ (4) + 6 = 10

”Damn you!” she hisses as she rubs at her eyes.

Aerynne’s ready is up followed by her normal turn and Amiri’s normal turn. Both still need to roll saves vs confusion.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Sweet! She gets a new save each of the next 7 rounds to un-blind herself. With that kind of Will save, I should have tried to charm her. But I wasn't sure I could charm someone I couldn't see.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Will Save: 1d20 + 10 ⇒ (18) + 10 = 28

"Nice try, but not good enough!"

Aerynne trains her pistols on their target, a glint in her eye.

"Stand down before you get too hurt, Spider!"

Her first bullet is carefully aimed for the woman's head, but her next two are simply attempts to take the Spider down as soon as possible.

I'd still like to use targeting on her as my ready action - but I'll change it to targeting her head instead. 6/7 Grit
Ready Attack - Targeting: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damage: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
If this hits, she is confused for 1 round.

Reload with alchemical bullets as I go and blam blam full attack away.
Primary Attack: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Damage: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Secondary Attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
(All are hitting touch AC)


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Confusion save: 1d20 + 5 ⇒ (3) + 5 = 8
Confusion effect: 1d100 ⇒ 89
Blind save: 1d20 + 5 ⇒ (5) + 5 = 10
Well, "attack the closes target". I'm not sure whether I am on R9 or Q9, since approached and pushed the table, but considering I was looking up front when glitterdust blinded me I don't know if i have anyone to attack (maybe the spider or whatever - decide Feral)

Now REALLY infuriated Amiri looks already confused when she saw the spider, but her anxiety left her unprepared for the glitterdust that dazzled her eyes. She tries to attack whatever she know was there a moment ago:
PALBS: 1d20 + 13 ⇒ (18) + 13 = 312d8 + 18 ⇒ (1, 5) + 18 = 24
50% chance: 1d100 ⇒ 53

I really hope that's the spider ^^
Blind/Confused/AC 16

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Hmmm, didn't think about Amiri's last action when I cast glitterdust. I guess that's not a bad thing at this point.


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Not at all ^^ Next pregen i swear It's going to be Kyra, then Cairo will be happy at least.


Targeting is a full-round action but I'll let you do the actions in reverse. You readied with a normal attack and used your normal turn to confuse her.

The Spider shrieks as a bullet grazes her side and then her forehead.

Confusion Target (High is good for you): 1d100 ⇒ 43

In her blinded and confused state, Amiri slashes the young priest badly.

Confusion: 1d100 ⇒ 74
Damage Self: 1d8 ⇒ 3

The Spider, in her stupor, tears at her eyes with her nails.

New Glitterdust Save: 1d20 + 6 ⇒ (16) + 6 = 22

Cairo and Terrill are up.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Oh, sorry about the mix-up. I was confusing it with Startling Shot (which IS a standard action). Still new with the gunslinger. :)

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill calls out to Ouidda in a kindly voice, "Now, spider, why don't you just stop troubling yourself so? Surely such good friends as you and I can work together to patch your web back up and make things right?"

Cast charm person. DC is 16, she gets a +5 because she's being attacked by my allies, and a -1 due to Cairo's prayer. So her total Will save bonus should be +10, but you knew that. Not a great shot, but with a 5 or lower, she's charmed. So it's a 25% chance of ending the fight right now, eh?


Will: 1d20 + 10 ⇒ (16) + 10 = 26

"Save you lies wizard. You're first!"

It was worth a shot. Also, I suggest you check the recruitment thread.

Cairo is up.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Well part of the gimmick is that Cairo will never see Kyra because they do the same/similar things. Kind of the point actually. Mainly because one should never meet their heroes.

The young priest, madness in his eyes, draws his scimitar and strikes back at Amiri.

Flank!: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Re-Save vs Glitterdust (from last turn): 1d20 + 6 ⇒ (9) + 6 = 15

Amiri rages at the puny manling that dared to cut her.

Vs Cairo: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 2d8 + 18 ⇒ (3, 8) + 18 = 29
Miss: 1d100 ⇒ 15

Vs Cairo: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d8 + 18 ⇒ (5, 6) + 18 = 29
Miss: 1d100 ⇒ 53

Re-Save vs Glitterdust: 1d20 + 6 ⇒ (8) + 6 = 14

And she remains confused and blind.

Aerynne is up.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Stepping back away from the chaos of confusion near her, Aerynne fires another bullet at the Spider's head.

Targeting - head: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18

Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

My plan is to keep her confused until hopefully Amiri and Cairo can get themselves together...

-Posted with Wayfinder


Confusion: 1d100 ⇒ 20

Despite taking another shot to the head, the Spider remains lucid long enough to bring her magic to bear on the troublesome wizard.

"I've had enough from you!"

Will save Terrill.

Cairo and potentially Terrill are up.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Cairo keeps attacking.

1d20 + 12 ⇒ (4) + 12 = 16

1d6 + 5 ⇒ (1) + 5 = 6


M Human Wizard 7 | HP 55/55 | AC 20 | T 15 | FF 17 | CMD 18 | Fort +8 | Ref +6 | Will +8 | Init +2 | Perc +1

Will Save, +1 for prayer: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 Uh-oh! Hope it was a low-level spell.


That makes it Ezren.


M Human Wizard 7 | HP 55/55 | AC 20 | T 15 | FF 17 | CMD 18 | Fort +8 | Ref +6 | Will +8 | Init +2 | Perc +1

Ezren moves quickly between Aerynne and the doorway, then turns to face Ouidda. He angles his head slightly towards the wall, so as to avoid killing poor, confused, blind Amiri, and releases a harsh, ear-splitting cry.

Move to T10, cast shout (DC 21), aiming the cone along the wall so it fills row 10 on the map but otherwise just hits the wall. In other words, so I don't make Amiri deaf as well as blind.

Shout damage: 5d6 ⇒ (3, 5, 5, 6, 4) = 23

DC 21 Fort save for half damage, if she fails the save she's deaf for 2d6 rounds, which gives her a 20% spell failure chance for spells with a verbal component. You probably know all this, just trying to make it easy.


Fort plus bard bonus: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Ouidda screams in pain as Ezren's sonic blast slams into her. She falls to her knees with a hand held high in surrender.

"Enough. I yield. I have no wish to die to scum like you."

With a swift gesture, the confusion afflicting Amiri and Cairo drifts away.


M Human Wizard 7 | HP 55/55 | AC 20 | T 15 | FF 17 | CMD 18 | Fort +8 | Ref +6 | Will +8 | Init +2 | Perc +1

Woo-hoo!

Seeing his friends lower their weapons, looks of wonder and confusion on their faces as they try to figure out why they're fighting each other, Ezren calls out, "Amiri, grab her before she recovers her hearing! Bind her hands and gag her, if you would. I've no wish to hurt her further, but little inclination to trust her either."

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Yay! Stopped in the Nick of time!

Cairo shakes his head as the enchantment leaves his mind. He grimaces as he starts channeling to heal the large bastard sword wound on his person.
Channel: 4d6 ⇒ (1, 3, 1, 5) = 10

Channel: 4d6 ⇒ (2, 5, 5, 1) = 13


RAGE Barbarian 7 Hp 80/89 DR1/- ; AC18(20)/T13/FF18; Perc +11; Init +2; Fort +7(+2), Ref +4, Will +3(+2); LBSword +15/+10 (2d8+12)

Amiri blinks twice, trying to figure out what has happened. A moment ago she was fighting an enemy, but was it Cairo?
"Cairo, I'm sorry, I wasn't in full control of my mind." She turns to the damned woman, Charging her with the side of the blade (for nonlethal damage):
"You may not wish that, but I do."
PA Nonlethal Bastard Sword: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 272d8 + 18 ⇒ (8, 3) + 18 = 29

"Easier that way. Now we carry the spoil."

Fury OFF if she passes out. As far as i know Nonlethal damage cannot kill her, right? Please advise me if I'm wrong.

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