GM Volandis' Emerald Spire 2 (Inactive)

Game Master Luthor Volandis

Map


251 to 300 of 862 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir finds himself nodding at the wise words of the Oread. I'm starting to like this guy a little! At thought comes to Belmir before the door is opened, Wait! I don't expect to find much...but perhaps those little gobs left something useful in here. Give me a chance to search the room before we proceed...would ya?

If his group acquiesces, Belimr searches the room. When everyone is ready to open the door. Belmir stands in position near the goblin cot, with a loaded sling.

GM I take '20' on searching the room (if my group allows me to), for a total of a '25'

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

I can put him to sleep, or try to she comments.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus nods to the suggestion after returning, though adds, "I'm still injured, Sanite should go first, but it's a good plan."

He looks to Heccuba in confusion as Belmiir begins to search, and says, "Why would you want to put our friend to sleep?"

He moves to stand near the next door, however, until the dwarf has completed his search.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite tilts his head at Dasus "I believe she meant the Goblin in charge, though I could use a nap later." he said yawning a bit.

Sanite worries a bit about taking too long in a a dungeon when he knows there is more to be dealt with but he holds his tongue for now. This place hadn't shown itself to be THAT dangerous.

Sanite does agree however with the order. "I should go first, perhaps it's my unusual look but they seem to have a hard time getting through my tougher skin."


Belmiir thoroughly searches the room but doesn't find any other useful things to take.

Sanite opens the next door and finds himself looking at a strangely shaped hallway that links various doors. A passageway cut out of the wall material leads to a partially hidden door that seems like another goblin engineered escape route. This leads to a sheltered area outside of the green coloured fort.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite pauses as he looks around him. He notes a Double door to his left, a single in front of him, and another off the right of him, as well as super secret goblin escape route.

He turns to the others and pulls out a small cube.

Door?: 1d3 ⇒ 3

He drops it to the ground and looks at the others before lifting his hammer once more and when the others are ready, provided no one objects, he prepares to open the door off to his right.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus nods, looking a bit embarrassed, "Oh, right." but, he nods again as Sanite enters the new room, and he follows.

He looks curiously towards the cube, but shrugs and moves over to the door, taking his spot beside Sanite.

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir moves in the room to support his comrades. Let me look over that door before you open it O.K. Sanite? perception traps: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite pulled back at Belmir's words and nodded. "Caution is good." he said and once he was given the clear, he'd open it.


Belmiir checks the door and it seems safe. A quick check of the handle reveals that it isn't even locked. Sanite opens the door and looks inside.

A plush, human-sized bed stands in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around.

After some cautious checking the scroll tube is found to not be or contain any magic. Heccuba has a look at the parchment inside that looks to have a single angular drawn mark drawn out of some kind of iridescent ink.

DC 15 Knowledge (Arcana) OR Linguistics:

The sigil is as an identifying mark similar to an arcane mark.

Anyone who can read Azlanti:

The sigil is a single number "6" written in Azlanti.

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir looks at the mark drawn from the iridescent ink; linguistics (to read mark and inspiration: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (5) = 19 It seems to be an identifying mark of some type...maybe Azlanti...can't make out what it means though..Belmir shrugs his shoulders.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

"Well, it's something interesting at least! A piece of history, maybe." Dasus considers, then points up towards the doors to the east. "There next?" He steps over, leaving room for Sanite again, but doesn't actually open the door.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite shrugs and lets the academics have their fun and upon Dasus's suggestion, he moves to the door suggested and pauses. "Not sure if we should plug their escape or not. We did say we would deal with Goblin leader and would be terrible if he got past us somehow." he said looking around to see if there was anything they could do about the super secret exit while he waited for everyone to be ready.

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus readies his arrows.

Honestly? Best thing we can do is toss a table in front of it. If the thing has the ability to get through us and move that thing while we're trying to take it down, it's probably to tough for us to kill anyways.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite scratched his chin. The sound of granite on granite echoes lightly in the tower. He nods and looks at the two stronger guys of the group and shrugs "Want to handle that?" he asks simply.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn topples the table into a barricade, and repositions.


Between the stronger members of the group the table is moved and re-positioned to be in the way of the goblin-dug escape tunnel. It's not a perfect fit but it will significantly slow down anyone trying to get out in that direction.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Know arcana 1d20 + 8 ⇒ (5) + 8 = 13

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Sorry, for some reason my game was not refreshing and letting me know about updates

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir slings his quarter staff across his back and loads his sling once again. Well if we be rushing the chieftain of these Gobs...I'll best serve me friends with a little fire support!

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus nods to the barricade, and says, "That should work." He stays by the door, ready to continue when the others are.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

The witch calls Book over. After looking at each other for a moment a shimmering form comes over the witch as she casts mage armor on herself.

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite, looking at the group now that they seem to have prepared, opens the door Dasus mentioned, the eastern one.


Sanite opens the door and looks inside.

This curving room is a good-sized kitchen, complete with decaying tables, cupboards, and bins. One newer table has what seems like a child’s laboratory set up, with broken cups standing in for beakers.

Stood in the middle of the room is an armoured mechanical creature. A green glow seems to come from between the seems in it's armour, though it looks like it's took a lot of damage and has been put back together by someone with no understanding of it's true workings.

Stood behind the strange automaton is a goblin, though this one is dressed like some kind of priest or shaman. He yells out as the door opens.

Goblin language yelling:
"You're not goblins! Clanky, get them!"

COMBAT BEGINS

GM Stuff:

Initiative Sanite: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Hallbjorn: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Dasus: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Heccuba: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Belmiir: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Romulus: 1d20 + 3 ⇒ (10) + 3 = 13
[dice=Initiative "Clanky"]d20-1[/dice]
Initiative Goblin Priest: 1d20 + 4 ⇒ (20) + 4 = 24

Round 1
Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Not wanting to take the full brunt of the automaton's assault, Belmir opts to instead stay behind his hulking Oread friend and fire his sling from an awkward position. sling minus soft cover bonus: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6dmg: 1d4 + 1 ⇒ (2) + 1 = 3 (targeting FF AC: if that maters)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She will try to hex the shouting goblin to sleep.
Will DC 14


Heccuba you cannot see the goblin from your position. Even if you were at the doorway you would still have to work around the magical darkness as per the rest of the fort.

Round 1 (cont)

Belmiir's sling stone bounces harmlessly off a thick metal plate on the chest of the automaton.

Heccuba <- UP NEXT
Belmiir
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She moves up so that next round she can do something.


Round 1 (cont)

The shabby looking automaton follows it's instructions and strides forwards to attack Sanite as hard as it can. It only succeeds at smashing a fist into the door frame.

slam attack: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6

slam daamge: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Heccuba
Belmiir
"Clanky"
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus takes a breath and prepares to interupt the next attack by the creature with one of his trusty arrows.... (Readied action)

Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (5) + 3 = 8
[ooc]On success, 1 Teammate + all people who share this feat gain +4 to AC.[ooc]

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus, knowing it's too soon to call for his god's favour again, just goes on the attack, even though the door frame does get in his way somewhat. He ducks, momentarily, to swing his axe at the metal creature through the gap between Sanite and the door.

Attacking around the corner, target gets cover.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Dumb constructs, lol


Round 1 (cont)

Romulus readies his bow. Dasus tries to swing his weapon at the construct but also hits the door frame.

The priest says a prayer while holding up an unholy symbol that looks like a three eyed head of some kind of monster. Casts Bless

Goblin language:
"I call on your blessing, mother of monsters! Guide our weapons so we can kill these longshank intruders!"

Heccuba
Belmiir
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn <- UP NEXT
Sanite <- UP NEXT

Round 2

Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn throws a hurlbat at the creature in the doorway.

Hurlbat Throw: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Hurlbat Dmg: 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Sanite smashes given what little choice he has in the matter.

Earthbreaker to the Construct: 1d20 + 5 ⇒ (9) + 5 = 14

If hit: 2d6 + 9 ⇒ (1, 1) + 9 = 11

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

The witch will poke her head in and ser8ng the govvy clergy will give it the evil eye so that it's saves are not as strong

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Knowing that it's almost impossible to hit the construct through the big Oread ..Belmir puts away his sling and draws his quarter staff.


Round 2 (cont)

I'm going to assume that Heccuba moves the dancing lights last turn to make this turn easier for people to see.

Hallbjorn hurls the sharp metal bat but the press of bodies means he can't get a good aim on his target. Sanite hits the construct pretty hard, but it's armoured plates seem to absorb some of the damage. Heccuba tries to manipulate the goblin's luck with her evil eye and the goblin can't resist her powers.

will save: 1d20 + 5 ⇒ (6) + 5 = 11

The construct tries again to smash Sanite with a powerful strike from it's metal fist but it's aim still seems a bit off.

slam attack, P. attack: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6

slam damage, P. attack: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Heccuba
Belmiir
"Clanky" (9 damage)
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus breathes deeps and pulls back his bow, readying for the next shot to protect his comrades.

Covering Fire: 1d20 + 3 ⇒ (16) + 3 = 19The usual +4 to whoever the bot attacks.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Dasus growls but leans forward again for another swing of his axe.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Confirm: 1d20 + 4 ⇒ (7) + 4 = 11

Damage assuming no confirm: 1d8 + 3 ⇒ (2) + 3 = 5


Round 2 (cont)

It's a shame you didn't confirm that crit Dasus. An x3 crit is always a nice amount of damage.

Romulus readies another defensive arrow. Dasus swings his axe with perfect accuracy, but against he construct's armoured plates protect it from some of the damage.

The priest chants a few words of another spell. It's unholy symbol glows briefly then a protective glow spreads to the goblin.

"You longshanks will never stand against Clanky and the awesome power of Skitterz, future master of the green ruins! Give up now or face the mighty powers granted to me by Lamashtu!" yells the goblin from safely behind his construct ally.

Heccuba
Belmiir
"Clanky" (12 damage)
Dasus
Romulus
Goblin Priest
Hallbjorn <- UP NEXT
Sanite <- UP NEXT

Round 3

Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky" (12 damage)
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

Sovereign Court

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)

Belmir finds the battle conditions not ideal and steps out of the way of the Sanite giving him room to maneuver while readying an action to strike the construct should it follow the Oread in to the room.

readied att:
quarter staff: 1d20 + 1 ⇒ (9) + 1 = 10dmg: 1d6 + 1 ⇒ (3) + 1 = 4

Sanite! Back up! let it in the room so we can work together, to take it down! Belmir yells in the commotion of battle while moving aside.

The Exchange

Male Human Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Hallbjorn draws his bardiche and attacks the large creature over Sanite's head.

Bardiche PA: 1d20 + 3 - 2 - 1 ⇒ (7) + 3 - 2 - 1 = 7

Grand Lodge

Male Oread Male Oread Ranger Dungeon Rover [L2] AC 20, T 13, FF 18 | F +4/R+5/W+2 | HP 3/20 | CMB +5, CMD 17 | Init +2 | Perception +8 | Condition: None

Crack: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24

if hit: 2d6 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14

Sanite squares up and swings again aiming to blow the construct out of their way. He worried if he backed up that the construct would aim at one of the injured.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

She will try to put the big mouth goblin to sleep and cackle to keep the misfortune to saves on.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Hey, almost 300 posts! :)


Round 3 (cont)

Belmiir steps back to give the construct room to move in. Hallbjorn swings his weapon but is still having trouble fighting throught he doorway. Sanite strikes the construct again, but it stays functioning. Heccuba tries to put the goblin to sleep then cackles maniacally. The goblin stays on his feet after yawning a little.

will save: 1d20 + 5 ⇒ (17) + 5 = 22

I'm not sure if witch hexes require line of sight. Rather than spending a long time looking it up i'm just going to let it work for this combat then confirm.

The construct strikes another powerful fist in Sanite's direction but misses yet again.

slam attack: 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 17

slam daamge: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Heccuba
Belmiir
"Clanky" (24 damage)
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Romulus pulls back his arrow and sights it at the clanking object, ready to interrupt should it try to hurt one of his comrads.

Covering Fire: 1d20 + 3 ⇒ (11) + 3 = 14[ooc]+4 AC to whoever is attacked next by Clanky.[/dice]

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

Again, Dasus leans in and swings through the gap between the door and Sanite.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Wow. Two in a row!

Confirm: 1d20 + 4 ⇒ (10) + 4 = 14

Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Possible crit damage: 1d8 + 3 ⇒ (6) + 3 = 9

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Let me look it up

251 to 300 of 862 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Volandis' Emerald Spire 2 All Messageboards

Want to post a reply? Sign in.