GM Bold Strider's PFS 01-53 Echoes of the Everwar, Part IV - The Faithless Dead (Subtier 10-11) (Inactive)

Game Master rpblue

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Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Ref: 1d20 + 7 ⇒ (14) + 7 = 21

Basalte steps aside swiftly, trying to avoid falling in the pit.

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 sees the coins and portions of the floor fall into darkness, and steps up to the edge of the hole to peer in. As he does so, he mutters, "By the stars, smashing things worked..."

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Oh, yes sending Atum plummeting down a dark hole seems like a brilliant idea. Dragorin says sarcastically as she take out his wand of healing again.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Ref: 1d20 + 8 ⇒ (17) + 8 = 25

Atum steps aside as the room nearly collapses. "Plummet down a dark hole you said?" Atum asks Dragorin. He then puts his polearm on his back and (purposefully) plummets down the dark hole. . . after putting his ioun torch up.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders sighs, puts his own ioun stone to spinning, then steps in after the brash man.

Feather Fall

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal sets yet another ioun torch circling before digging some rope out of his mount's saddlebags.

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 also sets a brilliantly lit stone spinning about his head, then follows Hal down his rope, curious how the big bird will get down the hole.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Honestly, I may just leave Th'reiwa-don behind. Curious to know the conditions below (and how deep the hole is) first though.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte follows down the rope as well.

Take 10 on Climb makes a 16.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Yeah, I'm wondering whether to try and bring Sahrek down. With seven of us, adding two more animal companions may be a bit much.


Falling Damage: 6d6 ⇒ (3, 2, 3, 4, 1, 5) = 18

Atum slams into the ground at the bottom of the well, purposefully it seems.

Flinders follows suit, though he prefers to save his knee joints for use later in life. He gently floats down behind the Living Monolith.

The rest seem to wait for Halbarad to anchor a rope and descend slowly the 60' into the cave below.

Atum/Flinders:
You see a squat beast that is as wide as it is tall. Strangely symmetrical, it has three arms, three legs, three eyes, and one huge mouth. It is gobbling up the coins that fell down the hole. As soon as it sees you, it grabs all the coins and vanishes into the ground. A.k.a. - How you were supposed to enter the well. No one grabbed the coins, which causes the Xorn to appear, which lets you interrogate him for the entrance.

The rest of the group reaches the bottom and finds the gold, silver and copper coins to be missing.

The shaft descends 40' through solid rock before breaking through the ceiling and dropping another 20' to the ledge below.

The descent through the stone well ends in a vast cavern. The walls, floor, and ceiling are a glistening, crystalline white, and the entire chamber is smoothly sculpted into a wonderland of snowdrifts, high embankments, and perilous slopes in a winter mountainscape frozen in stone. The beauty of the scene is marred only by the debris and filth gathered in the hollow below the ledges that surround this chamber.

Knowledge(Geography) DC 30:
The shaft breaks through here into the top of the subterranean salt dome, a naturally occurring bubble-shaped formation of rock salt beneath the surface that spreads more than a thousand feet in diameter and extends a half-mile below the ground. At one time, groundwater seepage from the Maiestas River flowed through it dissolving out the caverns. Here, a smaller cavern formed that was penetrated by well diggers in the fortress above, revealing a deposit of salt water. This well was subsequently sealed over, and when the fortress collapsed, fissures formed in the floor of the cavern that caused the waters to drain away, leaving behind this strangely sculpted chamber.

The entire cavern is formed from smoothed rock salt that has the consistency of sandstone (hardness 8, hp 540, Climb DC 25, Break DC 45) but can be dissolved away at a rate of 1 inch in a 5-foot square per every 100 gallons of water applied to it. The roof of the cavern rises 40 feet above the cavern’s lowest point, and a series of ledges rise above this with their individual elevations being 20' per ledge. (GM Note: Each ledge is 20' tall for all intents and purposes.)

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Left behind it is.

Hal sets Th'reiwa-don to 'guard' (can't fail the check) the room above, retrieves anything else he needs from the saddlebags (mostly arrows), secures his rope, and heads down. At the bottom, he glances at Dragorin. "Didn't happen to prepare create water today, I assume?"

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13

Atum belly-flops on to the cave floor. He does a few push-ups while he's down there and then dusts off his full-plate.

clw: 3d8 + 3 ⇒ (1, 8, 3) + 3 = 15

After receiving a few hits from his wand, Atum struts through the garbage to make his way across the chamber.

Climb: 1d20 + 7 ⇒ (20) + 7 = 27

Who needs rope? Ha!

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders can feather fall Th'reiwa-don, if you'd like. Not sure how we'd get him back out.

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

"Wow, what an incredible place," Terrill says quietly. "It's a wonder no one has found it before." He follows Atum across the chamber.

DMBS - I'm not sure from your description, do we need to navigate a bunch of 20' ledges to get out of this room? Are we going up or down the ledges?


From the map, you would be going down and up 20' ledges.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4
Flinders Offendurr wrote:
Flinders can feather fall Th'reiwa-don, if you'd like. Not sure how we'd get him back out.

That's okay, save your spell. It doesn't change my effectiveness much, just reduces mobility a little. Thanks though!

"Can any of the magicians cast light? And does anyone have another rope?"

I can cast animal aspect on our best climber to grant a climb speed, and that person can hold the rope for everyone else as we ascend/descend each face. It will only last 6 minutes though, so we would need to explore quickly.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0
Halbarad of Arbor wrote:


"Didn't happen to prepare create water today, I assume?"

Dragorin gives Hal an odd look, Do I look like a Druid to you. he asks rhetorically.

Before descending, he takes a ring from his pouch and fits it on, over his gauntlet where it locks into place. The large red gem in its face shines brightly, bathing the area around the cleric in fiery light.
Ring with Continual Flame cast on it.
Dragorin looks nervously down the hole, Um, I require a safer means of decent. I find climbing difficult in my armor.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders looks up. "Jump. I'll catch you...." He says to Dragorin, then readies to cast another spell.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

You can also just take off your armor and shove it in your pack, then take it out and put it on again when you get down. Unless you also have weight encumbrance, that should be sufficient for a take 10 down the rope.

Met with silence, Hal repeats his question. "Does nobody have another rope?"

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Ignoring jest Dragorin digs out his silk rope. Here, use my rope.
I'd be encumbered even with my armor off.
To keep things moving We'll say Flinders tells Dragorin he'll cast the spell when he jumps. Or even better if Flinders offers to cast the spell before he jumps he can get both of us and Hal with one casting.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Sounds good.

Hal casts animal aspect (tree lizard) on Desmond or Terrill if either will volunteer (Edit:) Terrill and hands the rope over. "Let's get exploring!"

This should allow us to explore the whole cavern pretty quickly--the climber can take 10 for 27 total with a climb speed of 30ft. GM, please let me/us know what rolls, if any, we need to make to explore the whole place.

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've got a rope as well," offers Terrill, "though we may need it to move up and down those ledges."

Looks like Desmond and Terrill have the best climb bonuses at +9, so if Hal wants to make Terrill look like a tree lizard to get us past the ledges, I'm game.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Seeing no one take the bait for his weird "trust exercise", Flinders tells eveyone he will make them 'light as a feather' if they all jump at once.


I'm honestly just waiting for you all to be down there and decide if the pets are staying behind.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

I came down via my rope, which I'll leave in place so we can get back up. I'm leaving my pet behind, in the care of my squire.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Sorry, busy weekend.

Desmond orders Sahrek to stay and guard the entrance with Halbarad's bird. (Can't fail the check)

He then takes hold of the rope and climbs down.

Climb Take 10: 10 + 9 = 19

He also activates his wayfinder to shine.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte also follows down, taking his time in order not to fall.

Take 10 on Climb is 16.


Standard DC 15 Climb checks to traverse the rock walls.

GM:

Perception:
Basalte: 1d20 + 12 ⇒ (9) + 12 = 21
Desmond: 1d20 + 16 ⇒ (18) + 16 = 34 (+2 Underground)
Halbarad: 1d20 + 19 ⇒ (9) + 19 = 28
Atum: 1d20 + 6 ⇒ (17) + 6 = 23
Terrill: 1d20 + 17 ⇒ (7) + 17 = 24
Dragorin: 1d20 + 4 ⇒ (11) + 4 = 15
Flinders: 1d20 + 19 ⇒ (17) + 19 = 36 (Trapspotter)

Initiative:
Basalte: 1d20 + 2 ⇒ (8) + 2 = 10
Desmond: 1d20 + 6 ⇒ (10) + 6 = 16 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (3) + 5 = 8
Atum: 1d20 + 3 ⇒ (15) + 3 = 18
Terrill: 1d20 + 7 ⇒ (2) + 7 = 9
Dragorin: 1d20 + 0 ⇒ (3) + 0 = 3
Flinders: 1d20 + 4 ⇒ (11) + 4 = 15
Enemies: 1d20 + 6 ⇒ (20) + 6 = 26

As the group moves around to explore the area, four rocky creatures separate from the walls dropping down with thuds next to the Pathfinders. Seemingly carved from a dark gray stone, these sinister crouching humanoids resemble a horned, winged demon.

Knowledge(Local) DC 14:
Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called “wings” for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night.

The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region's architectural styles. The changes a gargoyle's appearance undergoes are slow and subtle, but over the course of years, it can shift radically.

They have four natural attacks and are highly resistant to non-magical attacks.

One of the beasts yells as they lash out.

Terran:
"For Razorcraw! Attack Rockslide! "

Attacks:

Bite @ Halbarad-23 AC: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Bite @ Terrill-25 AC: 1d20 + 7 ⇒ (13) + 7 = 20
Bite @ Atum-22 AC: 1d20 + 7 ⇒ (10) + 7 = 17
Bite @ Flinders-21 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Darkness erupts around the area, dispelling all of the ioun torches and Continual Flame spells in the area of the Pathfinders, sending the room into pitch black darkness.

Status:
Terrill @ 7/77 HP; Atum @ 100/104 HP; Dragorin @ 78/80 HP; Flinders @ 64/73 HP; Desmond @ 92/92 HP; Halbarad @ 69/72 HP; Basalte @ 78/78 HP;

From the darkness, the Pathfinders feel the pain of several attacks.

Attacks:

Bite @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19
Claw @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
Claw @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
Gore @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Bite @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Claw @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Claw @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Gore @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

Bite @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Claw @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Claw @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Gore @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

Bite @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Claw @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Claw @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Gore @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12

The Pathfinders hear the sound of rock grinding against rock as Dragorin is smacked across the room by a gigantic swing, sending him careening over the edge of the ledge.

Slam: 1d20 + 25 - 4 + 1 ⇒ (11) + 25 - 4 + 1 = 33
Damage: 2d10 + 15 + 12 + 1 + 2d6 ⇒ (8, 5) + 15 + 12 + 1 + (1, 3) = 45

He slams into the ground and twitches on the floor.

Initiative:
1st: Gargoyles (#1-Red; #2-Yellow; #3-Green; #4-Blue); Huge Earth Elemental
2nd: Terrill @ 7/77 HP; Atum @ 100/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad @ 63/72 HP; Basalte @ 78/78 HP;

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

DMBS - I feel like I'm always on you about this sort of thing, but you've got a typo in Terrill's HP entry. You say he has 7/77, when it should be 77/77 HP.

Knowledge (local), Monster Lore: 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21

"Oh, the things I could tell you about gargoyles," Terrill quips as they appear and strike at the party. "They're heavy as stone, much too heavy to fly, but they're too stupid to know that, so they fly anyway. More to the point here, they have lots of teeth and claws and are resistant to non-magical attacks. The darkness is a surprise to me. Think you can do something about that, Flinders?"

Terrill then calls on Desna to bolster his blade and strikes at the spot he last saw a gargoyle near him.

Swift action to activate bane (round 1/15 today), full attack vs green.

+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (3) + 14 - 2 + 2 = 17
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (8) + 8 + 6 + 2 + (4, 6) = 34
50% Miss Chance, low is bad: 1d100 ⇒ 57

+1 Keen Curve Blade, iterative, Power Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (3) + 8 + 6 + 2 + (2, 3) = 24
50% Miss Chance, low is bad: 1d100 ⇒ 83

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

The following action assumes it's darkness and not supernatural darkness (which darkvision doesn't help against).

Climb: 1d20 + 6 ⇒ (12) + 6 = 18

Basalte climbs the rock wall to reach the elemental and swings his adamantine falchion at the outsider, letting his fury and his Ka stone empower him. "Sorry brother, nothing personal. RAAAAAGH!"

Rage and Enlarge through Ka Stone
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone: 1d20 + 15 ⇒ (15) + 15 = 302d6 + 25 ⇒ (5, 1) + 25 = 31
Confirmation, Ruthless trait: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 322d6 + 25 ⇒ (4, 4) + 25 = 33

I'm not sure if we're still under the effects of good hope, which lasted 10 minutes and was cast during the first fight. It isn't included in the rolls above, so if it's still active, please add 4 damage.


@Basalte: It is just regular darkness. To climb 20', you would have to spend two move actions as you can only climb 15' per move action. Additionally, you will provoke from the earth elemental.

@Terrill: You are correct as always!

Terrill feels his blade slice into the hard stone of a gargoyle twice with swings, scattering rock dust and fragments across the room.

Basalte:
You see the Green gargoyle fall unconscious.

Initiative:
1st: Gargoyles (#1-Red; #2-Yellow; #3-Green @ 58 HP; #4-Blue); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 100/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad @ 63/72 HP; Basalte @ 78/78 HP;

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Then I'll move SE, S before enlarging, raging, and critting the yellow gargoyle.

How about Good Hope by the way? Have 10 minutes or more elapsed since the fight against the barghests?

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

"I'd love to Terril, but it seemed I was quite surrounded." Flinders says as he calls on his luck while he concentrates on casting a spell.

Concentration DC 19: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27

Greater Invisibility

He then takes step back toward Dragorin, and pulls on oil from his pack. "I hold a flask of daylight oil of someone wants to use it first."

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum steps back and swings at the orange gargoyle!

+3 impact adamantine bec de corbin, power attack: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 6d8 + 20 ⇒ (6, 4, 7, 3, 8, 2) + 20 = 50

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

What in the Nine Hells was that! Dragorin says grogily as props himself up into a sitting position. Shaking his head he focuses on casting a spell to disrupt the darkness.
Daylight on ring, cast defensively
Concentration: 1d20 + 16 ⇒ (18) + 16 = 34 DC 21

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Perturbed by the sudden combat erupting all around him, not to mention Dragorin going sailing over the cliff, Hal ups his defenses as a first order of business. This assumes that Dragorin's daylight works: Adaption for 10 minutes for +2 nat armor. AC adjusted above.

If Dragorin's daylight doesn't work:
Instead of boosting his natural armor, Hal emulates a different ability of the undead, allowing his eyes to grow more accustomed to the dark. Darkvision 60ft for 10 minutes. AC 28, FF 23, Tch 16 but I can see now.

Next, he decides that the thunderous noises just to the east are too big to ignore, and that retreating is preferable to getting squished. "Time to get down the cliff, Desmond!" he shouts, making a dive for the cliff face. Acrobatics to avoid many AoOs: 1d20 + 6 ⇒ (15) + 6 = 21

He does his best to slide down the cliff rather than just jump. DC 15 Acrobatics to lessen fall: 1d20 + 6 ⇒ (5) + 6 = 11 FAIL Damage, first d6 nonlethal: 2d6 ⇒ (5, 4) = 9 Dusting himself off, he stands ready to re-enter the fight.

Only moving 15 feet, so 1 move action to move and 1 to stand. Status: 59/72hp plus 5 nonlethal damage.


You guys spent a good amount of time trying to deal with the salt riddle. Going to say that ten minutes has passed.

50% Miss Chance, low is bad: 1d100 ⇒ 34

Dragorin illuminates the cave, dispelling whatever darkness permeated the place.

During the few seconds in the dark, it is clear that a lot happened. Atum's bec-de-corbin is buried in the rock at the foot of a slain gargoyle. Basalte's falchion marks clear in the beast's flesh.

Flinders has disappeared from sight, while Halbarad tries to leap away from danger, however he is surrounded by two gargoyles and a huge earth elemental. He is quick, but not fast enough as they all lash out at him.

Bite @ Halbarad-30 AC: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Orcish Double Axe @ Halbarad-30 AC: 1d20 + 10 ⇒ (14) + 10 = 24
Slam @ Halbarad-30 AC: 1d20 + 21 - 4 + 1 + 2 ⇒ (15) + 21 - 4 + 1 + 2 = 35
Damage: 2d10 + 15 + 12 + 1 ⇒ (5, 4) + 15 + 12 + 1 = 37

He dodges the axe and the bite, however he catches a giant rock in the chest as he dives, sending him careening into the floor.

Desmond walls up at the edge of the cliff as the creatures surround him and the earth elemental moves to the edge of the cliff and through part of the ground to lash out at Basalte and Atum. Diagonal 5' step through the ground with Earth Glide.

Slam @ Atum-25 AC: 1d20 + 21 - 4 + 1 ⇒ (7) + 21 - 4 + 1 = 25
Damage: 2d10 + 10 + 8 + 1 ⇒ (2, 6) + 10 + 8 + 1 = 27

Slam @ Basalte-22 AC: 1d20 + 21 - 4 + 1 ⇒ (17) + 21 - 4 + 1 = 35
Damage: 2d10 + 10 + 8 + 1 ⇒ (9, 8) + 10 + 8 + 1 = 36

The gargoyle that attacked Flinders moves on from the invisible archaeologist to address the flying ranger, but can't seem to hit the tough bastard with the bow.

Bite @ Halbarad-30 AC: 1d20 + 7 ⇒ (11) + 7 = 18
Claw @ Halbarad-30 AC: 1d20 + 7 ⇒ (11) + 7 = 18
Claw @ Halbarad-30 AC: 1d20 + 7 ⇒ (12) + 7 = 19
Gore @ Halbarad-30 AC: 1d20 + 7 ⇒ (2) + 7 = 9

Desmond braces for the onslaught of the two gargoyles flanking him, however they are horribly inept.

Bite @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Claw @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Claw @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Gore @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Bite @ Desmond-30 AC: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Gore @ Desmond-30 AC: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Axe @ Desmond-30 AC: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Axe @ Desmond-30 AC: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Initiative:
1st: Gargoyles (#1-Red; #4-Blue; #5-Purple); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 22(17)/72 HP; Basalte @ 42/78 HP;

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"OW," Hal spits, the pain catching up to him as he tumbles over the ledge. In a desperate fury, he unloads a full volley into the Red gargoyle harrying his retreat. I'll just tank any AoOs.

Manyshot (Magic, Cold Iron): 1d20 + 16 + 1 - 2 - 3 ⇒ (2) + 16 + 1 - 2 - 3 = 14
Damage Part 1: 1d8 + 3 + 1 + 6 ⇒ (7) + 3 + 1 + 6 = 17
Damage Part 2: 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11

Rapid Shot (Magic, Cold Iron): 1d20 + 16 + 1 - 2 - 3 ⇒ (5) + 16 + 1 - 2 - 3 = 17
Damage: 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11

Iterative (Magic, Cold Iron): 1d20 + 16 - 5 + 1 - 2 - 3 ⇒ (14) + 16 - 5 + 1 - 2 - 3 = 21
Damage: 1d8 + 3 + 1 + 6 ⇒ (5) + 3 + 1 + 6 = 15

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 upon Desna to protect him, then steps over to the nearest gargoyle (provoking AoO from elemental), swinging at it with his goddess-blessed blade.

Swift action to activate judgment for +3 AC and +4 damage, move and attack red gargoyle.

+1 Keen Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (12) + 13 - 2 + 4 = 27 vs red
Curve blade damage, Power Attack, Precise Strike, Judgment: 1d10 + 8 + 6 + 1d6 + 4 ⇒ (2) + 8 + 6 + (6) + 4 = 26

AC is now 31.


The red gargoyle lashes out at the injured ranger, however their attacks are no match for the defensive powerhouses in this group.

Red Gargoyle AoO: 1d20 + 7 ⇒ (9) + 7 = 16

Halbarad puts down the beast with his arrows easily and effectively.

This will let you change your actions, Terrill.

Initiative:
1st: Gargoyles (#4-Blue; #5-Purple); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 22(17)/72 HP; Basalte @ 42/78 HP;

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum frowns as the earth elemental slams into his side. He steps back and calls on the powers given to him by the sphinxes. His form grows in size and takes on a stoney coloration.

+3 impact adamantine bec de corbin, power attack: 1d20 + 18 ⇒ (19) + 18 = 37
damage: 3d8 + 23 ⇒ (6, 8, 7) + 23 = 44

+3 impact adamantine bec de corbin, power attack: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 3d8 + 23 ⇒ (5, 1, 4) + 23 = 33

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

From his position on the ground Dragorin points up at the elemental and focuses his energies though his holy symbol.
Dismissal cast defensively
Concentration: 1d20 + 16 ⇒ (18) + 16 = 34 DC 23
DC 18 will save or be dismissed
1d100 ⇒ 40 to the elemental pane of earth.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Quick question. Is the ledge 20' high?

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 no DM here, Flinders, but my understanding was that the ledge was 20' high.

DMBS - for simplicity, I'll change Terrill's action to a 5-foot step to get next to the elemental, then swing at it. Here is the result of my previous attack roll, copied for convenience:

+1 Keen Curve Blade, Power Attack, Outflank: 1d20+13-2+4 ⇒ (12)+13-2+4=27
Curve blade damage, Power Attack, Precise Strike, Judgment: 1d10+8+6+1d6+4 ⇒ (2)+8+6+(6)+4=26

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Okay, I'm back. Sorry for my lack of posting - I had a tooth that decided to go bad and swell up half my face. My coworkers are calling me chipmunk. Gargoyles are monstrous humanoids, right? I've been waiting for this.

Desmond rushes away from the gargoyles to keep from being flanked. He quick-draws his bow and draws a +1 bane (monstrous humanoid) arrows and fires it at the blue gargoyle.

I'll eat the AoOs

Deadly Aim, Bane: 1d20 + 16 - 3 + 2 ⇒ (18) + 16 - 3 + 2 = 33
Damage: 1d8 + 6 + 6 + 2d6 ⇒ (1) + 6 + 6 + (5, 6) = 24

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Seeing Desmond move away, Flinders moves toward Hal, flicking his wrist and producing a wand along the way. "Ssssh! Halbarad, to your south, don't strike me!" He then taps the man with the wand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Aye," says Hal, seemingly to no one in particular. Thanks Flinders!

Status: 25/72hp, plus 2 nonlethal.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

DM: When raging, my max HP is 94, so I'm at 58/94, not 48.

Basalte groans as his stony flesh is chipped by the elemental's blow. The oread decides to turn his wrath upon the outsider.

+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 25 ⇒ (5, 2) + 25 = 32
Iterative: 1d20 + 10 ⇒ (19) + 10 = 292d4 + 25 ⇒ (1, 3) + 25 = 29
Elementals are immune to crits, so I won't bother rolling a confirmation roll.


Dismissal: 1d20 + 8 ⇒ (4) + 8 = 12

You guys are really just too hard to kill as the gargoyles can only hit you on natural 20s. This series likes to throw lots of small guys at you, which makes no sense for 7-11 when you can have 30-35 AC and the monsters hit for +9 while flanking.

The Earth Elemental vanishes as Dragorin sends it back to its home plane.

Terran:
Thank.... you...

Desmond backpedals and fires off an arrow into the closest gargoyle, killing him in a single blow. The remaining gargoyle, who appears to be half-fiend, catches his axe on a rock as he flies through the opening to the well. The axe falls with a clang on the ground and explodes in a fiery burst, but the weapon seems unharmed.

Status:
Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 25(23)/72 HP; Basalte @ 42/78 HP;

@Basalte: When you are raging, can you put something in out-of-character tags to help keep me on top of it? With seven characters, it's hard to keep everything updated at 7-11 when buffs and debuffs fly around like crazy.

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