GM ZD In Wrath's Shadow: Standard (Inactive)

Game Master Z...D...

initiative:
[dice=Glorne]d20+2[/dice]
[dice=Dexter and Salazar]d20+3[/dice]
[dice=Lilianna]d20+1[/dice]
[dice=Gray Son]d20+5[/dice]
[dice=Matsu]d20+1[/dice]

perception:
[dice=Glorne]d20+8[/dice]
[dice=Dexter]d20+11[/dice]
[dice=Lilianna]d20+2[/dice]
[dice=Salazar]d20+5[/dice]
[dice=Gray Son]d20+7[/dice]
[dice=Matsu]d20+0[/dice]


151 to 186 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter taps Grayson on the side with his wand as he walks back by, "nicely done there, slipping into the middle and breaking up their setup."

Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3

He looks at the options remaining, "I'd stay stick with our plan and bust through that south door next."

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

glorne peers at the South wall...

perception: 1d20 + 8 ⇒ (16) + 8 = 24

Scarab Sages

Human Cleric of Sarenrae 4 | HP: 31/31 | AC: 14 T: 11 FF: 13 CMD: 12 | F+6 R+2 W+6 | Init +1 | Perception +2, Constant Deathwatch
Tracked Resources:
Wand CLW 37/50 Wand Bless 34/50; Touch of Glory 5/5; Channel Positive 7/9; Spells: 1st 3+1/4+1 2nd 2+1/3+1

"The south wall it is, let's bring it down!" agrees Lilianna. She gives the stronger members enough room to get to work, trying to still contribute by clearing rubble that would otherwise get in the way.
________
Gray Son, if you have a wand, just roll it out of combat. I'm more than happy to use it on you.


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The group makes short work of the once barricaded passageway.The narrow passage leads to another chamber. The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the 15 floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber’s walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.

Feeding on the corpses are two creatures who take offense to you interrupting their meal and waste not time attacking the group. While another figure takes position behind the alter.

Initiative:

Glorne: 1d20 + 2 ⇒ (9) + 2 = 11
Dexter and Salazar: 1d20 + 3 ⇒ (6) + 3 = 9
Lilianna: 1d20 + 1 ⇒ (1) + 1 = 2
Gray Son: 1d20 + 5 ⇒ (12) + 5 = 17
Matsu: 1d20 + 1 ⇒ (11) + 1 = 12
GM: 3d20 ⇒ (1, 13, 14) = 28

Round 1-Bold May Act
Grayson
Blue
Red
Matsu
Glorne
Black
Dexter and Salazar
Lilianna

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

it should be flatfooted until it gets to attack right?

The monk moves up and throws a shuriken at the red creature

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (11) + 6 = 17 confrim
2d2 + 2 ⇒ (1, 2) + 2 = 5
sneaky 1d6 ⇒ 4


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GM:
blue attack: 1d20 + 1d6 ⇒ (10) + (2) = 12red attack: 2d20 + 2d6 ⇒ (20, 11) + (4, 5) = 40

Blue moves up and swings at Grayson, but misses.

Red follows suit and swings its claw, this one lands a fatal blow. Grayson takes 13 damage and needs to give me a DC 13 fortitude or paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.

Round 1-Bold May Act
Matsu
Glorne

Black
Dexter and Salazar
Lilianna

Round 2
Grayson-13 damage/fort save
Blue
Red

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

fORT 1d20 + 5 ⇒ (15) + 5 = 20

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

At least he got a good shuriken in, lol

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves into the room..."Get away from him!!!"

knowledge(nature): 1d20 + 8 ⇒ (16) + 8 = 24

...the light, cold mist around him rises momentarily as he raises his hand and fires a blast of cold at the "red" creature...

Again, cold blast(SP)(ranged touch; considered magic for DR; subject to SR) applying Point-Blank and Precise Shot Feats

[dice=cold blast vs. "red" target]1d20+6[/dice]
possible COLD damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11

Note: my ice shield is active until I drop it, so my current AC is 19 as listed.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

I hope that gets the creature dead again! :)

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Matsu moves forward behind the next enemy and quickly slashes at it.
Iaijutsuslash: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 3d6 + 14 ⇒ (3) + (5, 6, 6) + 14 = 34


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Between Glorne and Matsu the red ghoul falls.

The creature in black robes moves around the altar. He points and shouts a command towards Matsu. "Flee!"

Matsu needs a DC 17 will save or Matsu must flee from the black robed creature on his next turn.

Round 1-Bold May Act
Dexter and Salazar
Lilianna

Round 2-Bold May Act
Grayson-13 damage
Blue
Glorne
Matsu-need will save
Black

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter steps into the room and begins moving his hand as if forming a ball of something, "spirits of nature, cleanse this room of evil. Purge it with FIRE!" He motions and a flaming globe of fire spins into existence really really closely to the creature in the black robes.

Fire Damage: 3d6 ⇒ (6, 1, 3) = 10 DC 15 Reflex for no Damage

Glancing back at Salazar he shifts his focus towards the other creature and points, "hit that one hard Salazar!"

Actions/Rolls:
Move 20 ft, Standard to cast Flaming Sphere, Free to Command Salazar to Attack Blue.

Handle Animal “Attack” Command DC 10: 1d20 + 10 ⇒ (13) + 10 = 23

Flaming Sphere:
School evocation [fire]; Level druid 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M/DF (tallow, brimstone, and powdered iron)

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter sphere

Duration 1 round/level

Saving Throw Reflex negates; Spell Resistance yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

Silver Crusade

N Medium Boar 6 | Mods: Haste, Good Hope, Inspired Rage, feather step, Swarmbane Clasp | HP 51 57 (-0) Ferocity | AC/Tch/FF 25/11/24 25/12/23| CMD (trip) 18 (22) | F/R/W 8/6/3 10/9/5 (evasion, +4 vs. Enchantments, Deathless) | Speed 40ft | Perc: +5 (low-light & scent) | Init: +1 (or acts with Dexter)

Salazar slips into the room and moves up past his master, trying to sink a tusk into the targeted enemy.

Actions/Rolls:
Move 30 ft, Standard to PA Gore Blue.

Gore - PA: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7 for Piercing + PA: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Scarab Sages

Human Cleric of Sarenrae 4 | HP: 31/31 | AC: 14 T: 11 FF: 13 CMD: 12 | F+6 R+2 W+6 | Init +1 | Perception +2, Constant Deathwatch
Tracked Resources:
Wand CLW 37/50 Wand Bless 34/50; Touch of Glory 5/5; Channel Positive 7/9; Spells: 1st 3+1/4+1 2nd 2+1/3+1

Lilianna hustles down the hallway and into the room. Her fears manifest and actions, honed by training into instinct, happen in a flash.

I identify the spell cast as a fear effect...:

"Steel your will Matsu, Sarenrae guards your soul and needs you to slay these things!"
Cast Remove Fear

I do not identify the spell cast as a fear effect...:

She places her exorcism kit on to the floor at her feet, points to a point in the middle of the room. "The Dawnflower's light protects these halls, your kind may no longer reside here!"
Consecrate. The exorcism kit functions as an alter for the purposes of consecrate. If this series of events occurs, I'll put an area outline on the map. It will include both enemies and my current position if possible.

________
Rolls:

Religion (Identify Creatures): 1d20 + 7 ⇒ (10) + 7 = 17
Spellcraft (Identify Spell: 1d20 + 7 ⇒ (11) + 7 = 18

Move action to enter, free action to drop item, standard action to cast.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Greyson, despite the wounds will tumble to the bad guy
1d20 + 17 ⇒ (18) + 17 = 35

and then kick him, in the face
1d20 + 5 ⇒ (19) + 5 = 24
1d6 + 1 ⇒ (5) + 1 = 6


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GM:
Black=56hp
reflex: 1d20 ⇒ 13
blue full attack: 3d20 + 3d6 ⇒ (13, 19, 15) + (4, 2, 6) = 59

The beast in black robes dodges the flames.

Salazaar misses with the gore.

Gray moves in and delivers a swift kick to the face.

Lilianna it is the second option.

Blue attack Salazar with both tooth and claw. He manages to dodge the bite and one of the claws. Salazar take 3 damage and needs a DC 13 fort save or paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3rounds.

Round 2-Bold May Act
Glorne
Matsu-need will save

Black
Dexter
Salazar-3 damage/need fort save
Lilianna

Round 3
Grayson-13 damage
Blue

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves to his current position on the map, and fires another cold blast, this time aiming at the "grey" creature.

ranged touch attack(counts as magic for DR; subject to SR; point-blank and precise shot feats): 1d20 + 6 ⇒ (4) + 6 = 10
possible COLD damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5

...well now, that sucked...

Silver Crusade

N Medium Boar 6 | Mods: Haste, Good Hope, Inspired Rage, feather step, Swarmbane Clasp | HP 51 57 (-0) Ferocity | AC/Tch/FF 25/11/24 25/12/23| CMD (trip) 18 (22) | F/R/W 8/6/3 10/9/5 (evasion, +4 vs. Enchantments, Deathless) | Speed 40ft | Perc: +5 (low-light & scent) | Init: +1 (or acts with Dexter)

Fort DC 13: 1d20 + 5 ⇒ (4) + 5 = 9

AC now 14, among other things.

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Will+Honor: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
The command is strong but the willpower of a true Samurai is stronger.
Matsu takes a step forward and attacks the blue tinged ghul.
Attack: 1d20 + 14 ⇒ (3) + 14 = 171d8 + 14 ⇒ (5) + 14 = 19
Attack: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 14 ⇒ (3) + 14 = 17
If either hit he will intimidate it as a free action.
Intimidate: 1d20 + 19 ⇒ (2) + 19 = 21
Finally he declares his challenge on the other enemy.+6 damage +2 DR/-


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GM:
full attack: 3d20 + 3d6 ⇒ (8, 6, 3) + (3, 5, 6) = 31

Glorne misses with his icy blast, while Matsu cuts through another ghoul and issue a challenge to the other.

The black robed figure does not back down from the challenge and approaches the samurai. five foot step He then attacks with fury, slashing at the samurai twice with his claws. Both are deflected off his armor. It's bite does not land as well.

Round 2-Bold May Act
Dexter
Salazar-3 damage/paralyzed for 3 rounds
Lilianna

Round 3-Bold May Act
Grayson-13 damage
Glorne
Matsu

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Do I get an AoO for being next to the guy casting a spell?

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Just in case
1d20 + 5 ⇒ (2) + 5 = 7
misses

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

The monk, seeing an opportunity to get in a sneaky shot tumbles past the baddy
1d20 + 17 ⇒ (19) + 17 = 36

and tries to hit him with a tonfa
1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
1d6 + 1 ⇒ (1) + 1 = 2
1d6 ⇒ 3 sneaky

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter makes a smooth motion with his hand and the spinning ball of fire rolls back towards the black cloaked figure.

Fire Damage: 3d6 ⇒ (1, 1, 6) = 8 Reflex DC 15 for no damage.

He pulls a wand and puts a hand reassuringly on Salazar, ”I’ll help you out soon buddy.”

Actions:
Move to control flaming sphere, move to draw wand.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

...on his turn...

Glorne takes a 5' step. As he does he brings his hands together, his cold mist leaves his body and consolidates into a bright blue-white blade of pure cold...

KINETIC BLADE(SU)(takes 1 point of Burn=4 points of non-lethal that can only be healed by a night's rest)(The BURN causes elemental overflow(ex): +1H/D=#burn (max: 1+1/3L))

"I will not lie, this is going to hurt"

.....and he swings at the final enemy....

melee touch attack(counts as magic vs. DR; subject to SR): 1d20 + 7 ⇒ (14) + 7 = 21
possible COLD damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10

NOTE: Text states that the kinetic blade uses the same stats as the blast, but you do not add STR to damage. I added +1 H/D that point-blank shot gives you in the 2 rolls. If that is wrong, please subtract 1 from both rolls and let me know. Thank you.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

This thing doesnt die :)

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Smilingly the Samurai looks at the black robed figure and his blade whistles through the air, once twice.
Attack: 1d20 + 16 ⇒ (7) + 16 = 231d8 + 20 ⇒ (3) + 20 = 23
Attack: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 20 ⇒ (2) + 20 = 22
initimidate: 1d20 + 19 ⇒ (4) + 19 = 23


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The agents surround and strike at the robed figure. It crumples to the ground, leaving behind a black jaw piece with etched engravings.

Out of Combat...at work now. Will wrap it up when I get home later.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Dumb undead he comments.


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The black metal jaw guard is the final piece to the face guard. Once it is connected, you see the etching flare with magic, and the broken parts mend to form a single solid face shield. In its connected state you finally able to discern its magic.

DC 24 spell craft:
You realize it is the fabled Acrimony Veil they are rare ancient magic devices created by Alaznist, the Runelord of Wrath. They are normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer’s entire face (forehead, cheeks, and jaw), but provides no benefit to AC. This mask functions as a lesser empower metamagic rod, but only affecting spells of the evocation school. Additionally, the wearer of an acrimony veil may cast rage on himself once per day.

Behind the alter you a kit of obsidian scalpels, platinum needles, and other strange fleshcarving instruments in a porcelain case.

appraise DC 20:
You think that you could 2000 gp if you were to sell it to a museum or a collector of artifacts

After the encounter, the agents make their way back out of the tombs with the other survivors, who bring the body of the other that was with them.

Halla and the surviving workers greet the party with great enthusiasm when they return to the seaside excavation camp. They are relieved if Pel and Saala accompany them, and sobered by the lifeless body of Riemme. The archaeologist provides food and drink, insisting on a full account of their adventure and details on the location. If the party left Riemme’s body behind, Halla strongly encourages them to go back for it, reminding them of their duty to a fellow Pathfinder and explaining that the ranger was a favored agent of Venture-Captain Sheila Heidmarch.

Halla and the surviving laborers accompany the party back to Magnimar aboard the Winking Wyvern. During the voyage, Halla examines any artifacts that the PCs have collected, exclaiming that they are 18 amazing finds that will surely yield much valuable information on Bakrakhan with further study. If the party has not yet identified the acrimony veil, Halla does so at this time and also assembles it if the device is still in its separate parts. Halla explains that she has every intention of returning to the dig at the earliest opportunity in order to study the temple complex. it’s obvious from the party’s description that the most valuable information is painted and chiseled on the temple’s walls.

Magnimar’s venture-captain is certain to recruit a new archaeological team now that the players have cleared out the obvious threats.

Primary Success Condition:
If the party recovers all four parts of the acrimony veil and returns the assembled mask to Heidmarch Manor, award each player 1 Prestige Point.Success

Secondary Success Condition:
The PCs see to it that Pel and Saala are healed and escorted out of the undertemple.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Spellcraft DC 24: 1d20 + 5 ⇒ (8) + 5 = 13

Appraise DC 20: 1d20 + 1 ⇒ (20) + 1 = 21

Dexter scans the face guard, but merely shrugs, "this is too complicated for my simple knowledge."

His eyes catch on the shiny set of torture tools. "oooh, those are pretty... and very valuable!" He makes sure to take them with and looks to sell them to a decent museum that won't just pawn them off to more evil cultists.

He suggests that they remove all the bodies from the temple. Bury the cultists in the jungle and transport the others back to their families. He will have Salazar help with the heavy lifting if necessary.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Undead, not fun to fight at all he says as he wraps up his wounds.

Scarab Sages

Human Cleric of Sarenrae 4 | HP: 31/31 | AC: 14 T: 11 FF: 13 CMD: 12 | F+6 R+2 W+6 | Init +1 | Perception +2, Constant Deathwatch
Tracked Resources:
Wand CLW 37/50 Wand Bless 34/50; Touch of Glory 5/5; Channel Positive 7/9; Spells: 1st 3+1/4+1 2nd 2+1/3+1

"I agree Dexter. I will remain here for a few days and sanctify the graves of those who were savaged here. Hopefully their souls will have their just opportunity for rest."


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Lilianna Thraller wrote:
"I agree Dexter. I will remain here for a few days and sanctify the graves of those who were savaged here. Hopefully their souls will have their just opportunity for rest."

Well you did perminantly destroy a haunt when the piece was removed from the statues mouth.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

And we killed a few harpies :)

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