GM Ietsuna's Crypt of the Everflame (Inactive)

Game Master Ietsuna

Maps


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Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl pockets the remaining potion of cure light wounds.

"And do talking bones command dancing scorpions?"

Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11

Scarab Sages

Greensting Scorpion hp 5 | AC 18 | Perc +9 | Stealth +15 | Knowledge +5* (when Ne'er has ranks) | dark vision 60ft

Pinch dances a jig.


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The man sits and wails. Tears roll down his cheeks as his eyes go wide with fear. NOOO. Please NOOOO.

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

”I told you we from the town. If we wanted to harm you, we would have done it already. We are here to deal with the Everflame. Have you heard of it? We’re you sent to do the very same thing a couple weeks ago? If you calm down, you can help us.”

Diplomacy aid 1d20 + 4 ⇒ (18) + 4 = 22


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You are KILLING ME. You get a +4 for mentioning the town, so the +2 from Roland's aid and the 11 from Ne'er's diplo gives you a 17.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Oops, I meant to make my roll an aid since Ne'er is notoriously bad at diplomacy...

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Sticking a finger into his ear and wiggling it around before reaching down and picking up the crossbow the man so thoughtlessly left on the ground.

We should just leave his cowardly butt here for anything to come by if he isn't smart enough to keep quiet in enemy territory then is his own fault.

Orkish:
Should we let him try out those pillow traps. Still wondering if there is something else to them and he would make a decent test dummy if he doesn't shut up.

Its either that or see how far I can punt his head.

Kinda debating doing anything cause right now Graktul is feeling like getting in the guys face and yelling at him which would be counter productive.


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Graktul:
The crossbow is very well made. The work of a true master. (it is masterwork).

If you are done torturing poor Roldare do you want to move on?

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl flips back her head, takes the crossbow out of Graktul's hands,

"Prefarukum gurum stingli. Dar mor piercem, Graktul, sexi."

Orcish:
Let's let him starve. Give me that crossbow, it's very pretty.

and marches back down the corridor, taking a left, having a listen at the door, then waiting for the others.

Perception, listening at door: 1d20 + 10 ⇒ (20) + 10 = 30


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Ne'er:
You listen at the door and hear what sounds like claws clicking on the floor as something moves about inside. You notice that the door is not locked also.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok smiles and froaks.
"Should we go onwards. Is time fleeting!"

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

The Pastor nods. Their ‘prisoner’ couldn’t cause any trouble for the time being. If necessary, he would make sure he had food and water if the group’s mission wasn’t completed by nightfall.

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

The Armenian Man looks at the man with sympathy. "The Armenian Man knows the torment of madness. May Magdh show you truth, or at least visions of comfort. Be safe."

He follows the others out to the door Ne'er is examining.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

"You all might want to prepare yourselves, says Ne'erduwyl, her new crossbow at the ready. "There's something with very noisy claws scraping around the floors in this room. If someone wants to do the honors, the door is unlocked."

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland again moved to the front, waiting for the group to align theirselves. Once they signaled ready, the Pastor threw the door open.


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This small chamber is mostly empty, save for the body of a villager sprawled in the centre. Perched atop the corpse is a human sized yellow and brown beetle. It is working to push the body toward a pile of trash and filth off to one corner.

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Assuming there are other entries/exits here so we have to go through.

Only seeing the dung beetle Graktul walks slowly into the room warily watching the beetle to see how it reacts to him.

Readied action:

With the beetle moving towards him; Graktul takes a swing with his heavy flail that he has yet to either put down or sheathe since they have entered this dungeon.

Attack, BAB, STR, PA: 1d20 + 1 + 4 - 1 ⇒ (7) + 1 + 4 - 1 = 11
Damage, STR, PA: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18


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With Graktul entering the room the beetle turns aggressively to the party.

DC 12 Knowledge (Nature):
This is a Bombardier Beetle. If you roll 17 or more you can ask for more info

Initiative:

Roland: 1d20 + 7 ⇒ (3) + 7 = 10
Gnickygnack: 1d20 + 4 ⇒ (19) + 4 = 23
Glok: 1d20 + 3 ⇒ (17) + 3 = 20
Armenian: 1d20 + 2 ⇒ (5) + 2 = 7
Hekran: 1d20 + 2 ⇒ (17) + 2 = 19
Graktul: 1d20 + 2 ⇒ (4) + 2 = 6
Neerduwyl: 1d20 + 8 ⇒ (2) + 8 = 10
Beetle: 1d20 + 0 ⇒ (3) + 0 = 3

Combat Round 1 - Bold May Act

Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle

If no Hekran in a few days I'll drop him out

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland moves forward, swinging his book at the bug, ready to smash it into goo.

Attack 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d6 + 3 ⇒ (2) + 3 = 5

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Know, Nature: 1d20 + 8 ⇒ (11) + 8 = 19

Ne'erduwyl wiggles her ears. slumber hex - DC 16 on beetle.

"Do beetles sleep? Is bug a bombardier?" she says, mocking Longtongue.

@GM: Why is a bombardier beetle called a bombardier?

Scarab Sages

Greensting Scorpion hp 5 | AC 18 | Perc +9 | Stealth +15 | Knowledge +5* (when Ne'er has ranks) | dark vision 60ft

Know, Local: 1d20 + 5 ⇒ (1) + 5 = 6

Despite their common bug-like qualities, Pinch has nothing to share with Ne'er about the beetle.


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The beetle is called a bombardier beetle because of the popping sound it makes as it sprays chemicals at its target. In this can a cone of acid.

Beetle Will Save: 1d20 + 2 ⇒ (12) + 2 = 14

The beetle stops moving and seems to be asleep.

Combat Round 1 - Bold May Act

Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle (sleeping, 1 round)

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok quickly fires his bow.
Attack: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 171d6 + 4 ⇒ (3) + 4 = 7

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

The Armenian Man rushes into the room, taking advantage of Ne'er's hex, and brings his scythe down on the beetle hard.

Actions:

Move: 20'
Standard: attack beetle

Scythe: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, P: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

I was assuming my readied action would be the one I took or do I need to roll and move?


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The beetle will close on the group, so yes, you will take your readied action, unless you change your mind

Glok's arrow pierces the shell of the beetle but Armenian and Graktul cannot find a spot to slip their weapons past the armour of the large creature. In retaliation it sprays acid at the group, striking Armenian and Graktul.

Acid Damage: 2d6 ⇒ (4, 3) = 7

Armenian and Graktul 7 damage, Reflex save DC 13 for half damage

Combat Round 2 - Bold May Act

Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Reflex: 1d20 + 2 ⇒ (19) + 2 = 21

Spitting to the side after dodging most of the acid before taking another swing at the beetle.

Gah...disgusting bug.

Attack, BAB, Str, PA, MW: 1d20 + 1 + 4 - 1 + 1 ⇒ (19) + 1 + 4 - 1 + 1 = 24
Damage, Str, PA: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18

Crit?, BAB, Str, PA, MW: 1d20 + 1 + 4 - 1 + 1 ⇒ (12) + 1 + 4 - 1 + 1 = 17
Damage?, Str, PA: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11

Is it rounded down or up for the half damage?

Feeling the bug cave under his heavy flail; Graktul quickly withdraws a scrap of cloth and attempts to clean off any gore from the head, just in case there is some acid remaining on his flail.

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland prepared to swing his book yet again, but seeing the havoc that the orc just unleashed, there was simply no reason. ”Tremendous blow, Graktul! You really hate bugs, eh,” the Pastor says with a grin.


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Rounded up, so 4 damage Graktul

And Graktul finishes the bug off. Combat over

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

Reflex DC 13: 1d20 + 4 ⇒ (14) + 4 = 18

Typically, all rounding in Pathfinder is down, unless stated otherwise:

Playing the Game wrote:

Whenever a roll is required, the roll is noted as "d#," with the "#" representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the "d." For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character's skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a "4" and the other d10 rolls a "2," then you've generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with "10," "20," "30," and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

The beetle thus dispatched, Ne'erduwyl inspects the body of the villager.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

"Quite the lovely place we've stumbled into." she remarks.

Scarab Sages

Greensting Scorpion hp 5 | AC 18 | Perc +9 | Stealth +15 | Knowledge +5* (when Ne'er has ranks) | dark vision 60ft

Pinch makes his way around the perimeter of the room, looking for dropped trinkets for his master.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Spitting to the side to remove any taste from the beetle's attack.

Willing to leave them well enough alone most of the time, but you gotta put them down like the insects they are when they're aggressive.


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Ne'er inspects the body while Pinch walks around the room. The corpse is dressed in the same way as the villages back in town. There is nothing of value on the corpse. There is also nothing of value anywhere else in the room that Pinch can see.

Ok, round down. I was lazy and didn't look up the rule because I couldn't quite remember and I got unlucky. Sorry, it was a 50/50.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

That was a big bug. I wonder if it was smart to leave the crazy man tied up back there, something might hurt him or he might starve to death say the gnome.

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Stepping around the bug's carcass and dung pile Graktul heads towards the southern door and waits for the rest of the group to catch up.

He should be good as long as he doesn't start wailing again. Doubt anything would go there with the noise we are making, and if we are here long enough to starve he would have been dead anyways with the way he was cowering in that room.


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Graktul finds that the door is not locked or barred in any way.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl taps on Graktul's shoulder with her wand of cure light wounds

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

"Open the door, my friend. Let's see what other creepiness lies in this forsaken place,"

Grand Lodge

Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2

"Yeh, I reckon it ain't an issue." Hekran says and while he doesn't want to interfere with party's official door checking method, he does want to move on to the next room.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok shrugs and replies."Is he in danger when he stays in the room anyway!"


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Check for Traps: 1d20 + 4 ⇒ (1) + 4 = 5

Gnickygnack checks the door for traps and does not detect any. You open the door and peer into the room beyond.

The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke. The smoke is harsh on your throat and stings your eyes. This will hinder your perception of this room and make it harder for you to perform tasks. There is a shadowy presence within this room.

DC 13 Knowledge Religion:
The presence in the room feels like a Shadow. If you rolled 18 or higher you can ask for specific information

Initiative:

Roland: 1d20 + 7 ⇒ (13) + 7 = 20
Gnickygnack: 1d20 + 4 ⇒ (12) + 4 = 16
Glok: 1d20 + 3 ⇒ (14) + 3 = 17
Armenian: 1d20 + 2 ⇒ (17) + 2 = 19
Hekran: 1d20 + 2 ⇒ (13) + 2 = 15
Graktul: 1d20 + 2 ⇒ (6) + 2 = 8
Neerduwyl: 1d20 + 8 ⇒ (8) + 8 = 16
Shadow: 1d20 + 2 ⇒ (10) + 2 = 12

Combat Round 1 - Bold May Act

Roland
Armenian
Glok
Neerduwyl
Gnickgnack
Hekran
Shadow
Graktul

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

Knowledge (religion) DC 13: 1d20 + 4 ⇒ (3) + 4 = 7

"Magdh never teach about this!" The Armenian Man seems befuddled by the mysterious presence in the room.

Was going to move my token, but I'm not sure where we are on the map.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Seeing the shadow Glok draws a ghostsalt arrow and shoots the enemy.
KnowRel: 1d20 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 2 ⇒ (7) + 2 = 9

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl puts a fortune hex on Roland, counting on the preacher to be good at fighting with shadows.

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Know. Religion 1d20 + 7 ⇒ (4) + 7 = 11

If Roland can make out the shadow, he will move into the room and attack with his cold iron tome.

Attack 1d20 + 4 ⇒ (8) + 4 = 12
Fortune attack 1d20 + 4 ⇒ (17) + 4 = 21

Damage, if one hits 1d6 + 3 ⇒ (2) + 3 = 5


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lol, sorry all. I forgot to remove the mask shape. You are in the room with the fire.

Glok's arrow flies into the shadow creature and damages it, however Roland's book seems to pass right through.

Roland:
It is my understanding that your book is cold iron, but not magical. Is that correct?

Combat Round 1 - Bold May Act

Roland
Armenian (Make you actions Armenian)
Glok
Neerduwyl
Gnickgnack
Hekran
Shadow (-9)
Graktul

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

"The ghost is going to be hard to hit!" The Armenian Man moves over to Glok, who seems to have the best chance to hit so far. He touches the grippli, granting him a bit of Magdh's favor.

Actions:

Move: 15'
Standard: cast guidance on Glok

Guidance (Glok): 1 minute or until used

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

Would a dancing lights help us to see better or is it mostly smoke that is making it hard to see?


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The fire is providing reasonable amounts of light. The smoke is making is hard for you to see and breathe

Grand Lodge

Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2

Hekran draws his acid vial, and uses it as a focus for his minor spell.

ranged touch: 1d20 + 2 ⇒ (7) + 2 = 9
dmg: 1d3 + 1 ⇒ (2) + 1 = 3

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