Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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Grand Lodge

Arkolo:

You don't detect any magic auras.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

This lever will open the bars to the next level if we want to just head on down- but no guaranteeing that these murder worshippers don't close them again and trap us down there. Better to clear out this level...

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"We also don't want these murderers at our backs. I agree with clearing them all out."

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

"Agreed. Put on the masks, they'll protect us from the gas." Flint looks at the bars and shakes his head. "Lets show these cultists some real power."

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree nods his head to agree. He is already wearing a mask.

Grand Lodge

Which way do you want to go? Past the bars into C2 with the Emerald Spire or the way where Aldy's avatar is located?

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Follow Aldy!

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

The gruff dwarf agrees. "Aldy, you haven't done us wrong yet!" He follows. Well, except for the one time with that creepy ghost hand, but we won't mention that.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Aldy - lead the way!"

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Aldy

Grand Lodge

Aldy creeps down the hallway. He does not seem to notice any traps like the one the party already encountered.

The hallway branches to the left. Aldy sees a door in front of him as well as a few others down the hall...

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

First door first

Arkolo checks the first door for any shenanigans.

Perception: 10 + 10 = 20

Grand Lodge

Aldy checks the door for traps: 1d20 + 12 ⇒ (16) + 12 = 28

The door appears to be perfectly safe...and unlocked...

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo steps back from the door and lets Bree and Brand lead the way.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand steps forward to open the door.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree follows behind Brand. He holds his battleaxe ready.

Brand, I moved your token on the map. If that's not what you wanted please move it to the right location.

Grand Lodge

The door swings open...

Official boxed text:
This chamber is a small barracks with a pair of double bunks and a small privy in the north wall. The eastern portion of the room is partitioned into a pair of cells with doors made from iron bars. Inside each is a shoddy bunk and a rusty bucket.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint moves in, after Aldy has checked for traps, and searches the room.

Perception : 1d20 + 7 ⇒ (19) + 7 = 26

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree scans the room. Looks like a normal barracks.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

What is everyone else doing?

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo stands guard in the hallway while the others are searching the room.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand walks in and starts inspecting the place.
Perception 1d20 + 5 ⇒ (9) + 5 = 14

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will help in searching the room.

Perception: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

If we find nothing exciting Aldy will move to the room to the south and search that door, then pop it open.

Perception for Traps: 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30

Disable Device if Needed: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Grand Lodge

As the party examines the room, Aldy and Flint hear a slippery, slurping sound from one of the cells. What they see is almost indescribable...a loathsome mass of mouths and eyes!

Surprise round! Aldy and Flint may act in the surprise round.

Initiative rolls:

Arkolo : 1d20 + 7 ⇒ (3) + 7 = 10
Aldy Rolda: 1d20 + 7 ⇒ (1) + 7 = 8
Brand: 1d20 + 3 ⇒ (4) + 3 = 7
Breelajah: 1d20 + 3 ⇒ (13) + 3 = 16
Flint Jaycen: 1d20 + 5 ⇒ (9) + 5 = 14
Monster: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

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Surprise round combat order

Flint
Aldy
-----
Monster

Knowledge(dungeoneering)
Flint: 1d20 + 4 ⇒ (20) + 4 = 24
Bree: 1d20 + 1 ⇒ (16) + 1 = 17
Brand: 1d20 + 6 ⇒ (16) + 6 = 22
Aldy: 1d20 + 9 ⇒ (8) + 9 = 17

Flint, Bree, Brand, Aldy:

You know this is a gibbering mouther. It is a rather dangerous creature that can cause brief confusion with its insane cacophony of sound. You also know that it can spit acid and might be able to engulf any of you.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Gah! Don't let it eat me! Careful guys, it can engulf you!

Aldy will exit the room and take up a position behind Brand, longspear ready to bodyguard him if needed.

Bodyguard: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Bodyguard: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Bodyguard: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Bodyguard: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Bodyguard: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6

So whoever the monster attacks first will get +4 AC - the rest of the aid attempts failed.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Battleaxe already out, Flint moves to the other side of the room and prepares to fight.

Grand Lodge

The creature slithers across the cell and through the bars. Did these worshipers of Norgorber think they could hold a creature like this with just bars???

Just as the monster squeezes the last of its loathsome form through the bars, it emits an otherworldy screech of sound.

Flint Will save: 1d20 + 3 ⇒ (13) + 3 = 16
Bree Will save: 1d20 + 2 ⇒ (2) + 2 = 4
Arkolo Will save: 1d20 + 10 ⇒ (10) + 10 = 20
Brand Will save: 1d20 + 3 ⇒ (20) + 3 = 23
Aldy Will save: 1d20 + 3 ⇒ (10) + 3 = 13

Bree grabs his head as the sound seems to penetrate to his very soul. But he is able to shake off the effect!

Confusion: 1d100 ⇒ 17
Bree acts normally!

The creature spits a stream of acid at Flint.

1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7

Flint dodges out the way!

Surprise round over

Grand Lodge

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Round 1 combat order:

Bree
Flint
Arkolo
Aldy
-----
Monster
-----
Brand

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint grabs a ball of earth and tosses it at the frightening abomination.

Elemental Blast @ : 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Grand Lodge

Flint, what kind of damage is the elemental blast? Bludgeoning or something else?

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo closes quickly to outside the door and lines up his shot and pauses.... he just needs one of his allies standing in front of him to move away momentarily so he can get a better shot.

Twang!: 1d20 + 9 ⇒ (7) + 9 = 16
Thud!: 1d8 + 4 ⇒ (7) + 4 = 11

His feats and abilities prevent his target from getting bonus AC due to cover from 1 ally.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree moves directly towards the creature and attacks with his battleaxe.

battleaxe@mouther: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Flint's blast crashes into the monster. Bree axe strikes true, but doesn't seem to do all the damage he thought it would...

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Round 1 combat order:

Bree Hits with battleaxe
Flint Hits with blast
Arkolo Misses with bow
Aldy
-----
Monster
-----
Brand

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Bludgeoning! I can choose any type, but usually stay with bludgeoning. More rock-like. Against certain enemies I change it up, if they have DR.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will move to engage the creature, and take a defensive stance.

Move, Full Defense, AC is 13

And five bodyguards for my allies, if they need it. +4 AC for each one.

Bodyguard: 1d20 + 7 ⇒ (12) + 7 = 19

Bodyguard: 1d20 + 7 ⇒ (9) + 7 = 16

Bodyguard: 1d20 + 7 ⇒ (13) + 7 = 20

Bodyguard: 1d20 + 7 ⇒ (1) + 7 = 8

Bodyguard: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

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The gibbering mouth lashes out at Bree!

Bite!: 1d20 + 7 ⇒ (12) + 7 = 19
Bite!: 1d20 + 7 ⇒ (2) + 7 = 9
Bite!: 1d20 + 7 ⇒ (8) + 7 = 15
Bite!: 1d20 + 7 ⇒ (18) + 7 = 25
Bite!: 1d20 + 7 ⇒ (10) + 7 = 17
Bite!: 1d20 + 7 ⇒ (13) + 7 = 20

Two of the bites strike home!
With Aldy's Bodyguard your AC is 20 this round, right Bree?

Bite damage: 1d4 ⇒ 2
Bite damage: 1d4 ⇒ 3

Bree takes 5 total damage from the bites

Grab!: 1d20 + 7 ⇒ (1) + 7 = 8
Grab!: 1d20 + 7 ⇒ (1) + 7 = 8

Two natural ones?!?! :)

The creature tries to latch onto Bree, but he twists out the way quite easily.

Grand Lodge

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Round 1 combat order:

Bree Hits with battleaxe
Flint Hits with blast
Arkolo Misses with bow
Aldy Bodyguard
-----
Monster Bites Bree
-----
Brand

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Unless I'm wrong that's a column isn't it? I'll have no space to enter melee either..

Brand steps in but seeing no space for the warrior to step in decides to wait and see if there's an opportunity to get in.

Grand Lodge

Brand Boulderstep wrote:

Unless I'm wrong that's a column isn't it? I'll have no space to enter melee either..

Brand steps in but seeing no space for the warrior to step in decides to wait and see if there's an opportunity to get in.

It is actually a table with a few chairs around it.

Grand Lodge

DM MoFiddy wrote:
Brand Boulderstep wrote:

Unless I'm wrong that's a column isn't it? I'll have no space to enter melee either..

Brand steps in but seeing no space for the warrior to step in decides to wait and see if there's an opportunity to get in.

It is actually a table with a few chairs around it.

Just to expand on this answer...you could shove the table aside as a move action. Mechanically, that would move the table one square as a move action. Or you could climb on the table as a move action.

I'm not making suggestions...just providing information. :)

Grand Lodge

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Round 2 combat order:

Bree
Flint
Arkolo
Aldy
-----
Monster
-----
Brand

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint grabs a hunk of earth from the wall and lobs it between his allies and hits the mouther!

Elemental Blast @ : 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree feels the primal pull of rage in his body and releases it. Fierce claws grow from his fingers and he roars. He slashes out at the Mouther.

claw 1@mouther,raging: 1d20 + 8 ⇒ (7) + 8 = 15
claw 1 damage: 1d4 + 5 ⇒ (2) + 5 = 7 bludgeoning and slashing

claw 2@mouther,raging: 1d20 + 8 ⇒ (19) + 8 = 27
claw 2 damage: 1d4 + 5 ⇒ (3) + 5 = 8 bludgeoning and slashing

Rage used: 1/16

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo advances in the door before firing on the creature once more...

Twang!: 1d20 + 9 ⇒ (10) + 9 = 19
Thud!: 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

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Round 2 combat order:

Bree Hit with claw
Flint Hit with elemental blast
Arkolo Hit with arrow
Aldy
-----
Monster
-----
Brand

Bree, Flint, and Arkolo all pummel the gibbering mouther...it keeps coming at them though!

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will continue his bodygaurd shenanigans! First is on Bree, rest will be on whoever gets attacked.

Bree gets +4 AC on the first seven attacks he takes.

Bodyguard: 1d20 + 7 ⇒ (12) + 7 = 19
Bodyguard: 1d20 + 7 ⇒ (20) + 7 = 27
Bodyguard: 1d20 + 7 ⇒ (18) + 7 = 25
Bodyguard: 1d20 + 7 ⇒ (14) + 7 = 21
Bodyguard: 1d20 + 7 ⇒ (4) + 7 = 11
Bodyguard: 1d20 + 7 ⇒ (8) + 7 = 15
Bodyguard: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

The creatures hungry maws snap at Bree!

Bite!: 1d20 + 7 ⇒ (11) + 7 = 18
Bite!: 1d20 + 7 ⇒ (9) + 7 = 16
Bite!: 1d20 + 7 ⇒ (15) + 7 = 22
Bite!: 1d20 + 7 ⇒ (13) + 7 = 20
Bite!: 1d20 + 7 ⇒ (10) + 7 = 17
Bite!: 1d20 + 7 ⇒ (16) + 7 = 23

damage: 1d4 + 1d4 + 1d4 + 1d4 ⇒ (1) + (2) + (3) + (1) = 7

Four of the bites find purchase! They try to grab onto him...he would make a tasty meal...

Grapple!: 1d20 + 7 ⇒ (9) + 7 = 16
Grapple!: 1d20 + 7 ⇒ (1) + 7 = 8
Grapple!: 1d20 + 7 ⇒ (15) + 7 = 22
Grapple!: 1d20 + 7 ⇒ (20) + 7 = 27

More and more the loathsome's creatures body inches over Bree's body!

Grand Lodge

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Round 2 combat order:

Bree Hit with claw; grappled
Flint Hit with elemental blast
Arkolo Hit with arrow
Aldy Aid another
-----
Monster Bites and grabs Bree
-----
Brand

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand jumps on the table....

Acrobatics 1d20 + 2 ⇒ (1) + 2 = 3
Or rather attempted too.....standing up he looks a mite embarrassed......evidently he wasn't very good in these kind of leaping sports.

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