[Game Day 6-PFC]GM Z..D.. 8-15 Hrethnar' Throne (Inactive)

Game Master Z...D...

Maps

Low tier/ no adjustment


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The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Oops!

False Life Take 2: 1d10 + 6 ⇒ (5) + 6 = 11


Knowledge Checks -Sky Key Solution Aid Token

Beneath the round stone trap door is a large chamber, its floor dozens of feet below. Dominating one end of the chamber is a massive stone throne, nearly twice as tall as an adult human. Numerous narrow passages lead away from the chamber, as does a much larger hall opposite the great throne.

This is where the timing of the scenario is hard to act out in PBP. This next encounter is to start one round after the first person lands on the floor. Meaning four of you are down here, and the remaining two are still floating down the shaft. With 3 rounds of floating down the shaft and then 2 rounds floating down into the room.

Initiative:

Doubtful: 1d20 + 5 ⇒ (17) + 5 = 22
Forlorn: 1d20 + 4 ⇒ (11) + 4 = 15
Dunkel: 1d20 + 0 ⇒ (18) + 0 = 18
Imrana: 1d20 + 4 ⇒ (20) + 4 = 24
Wyatt: 1d20 + 7 ⇒ (18) + 7 = 25
Jair: 1d20 + 1 ⇒ (9) + 1 = 10
red,yellow,green, blue: 4d20 ⇒ (15, 10, 16, 3) = 44

As the four pathfinders in the room begin to search, they hear foot steps then out of the side chambers four figures appear. Clad in the shreds of its original garments, this withered and leathery corpse has dark, empty eye sockets. Black sludge spews from what use to be its nose and mouth.

Everyone in the room feels their throat almost close up as if they are drowning. Everyone in the tomb needs to give me two DC 15 will saves vs mind-affecting. Or you begin to "drown". You can not speak or breath.

Initiative (Bold May Act)
Imrana(floating down the shaft), Wyatt(floating down the shaft), Doubtful
Red, Green
Dunkel, Forlon
Yellow
Jair
Blue

Grand Lodge

Male Elf DEAD

Wyatt keeps floating down the shaft.

I'm sure you chaps will have the situation sorted by the time your back-up arcanists arrive... right, lads...?


Knowledge Checks -Sky Key Solution Aid Token

For those of you that can see the things.
Knowledge Relgion

DC 14+:
Swamp Mummy LE Undead

DC 19+:

Sovereign Court

LN Dwarf Monk 10 *Core*

Why would we not have waited for the others to get down the main shaft? That seems kind of silly.

Knowledge (religion): 1d20 + 4 ⇒ (4) + 4 = 8

The Exchange

Halfling Bard 7 | AC 20/13/17 | HP 59/59 | F +8, R +10, W +10 (+4 vs. well-versed, +2 vs. fear, Imp. Iron Will) | CMD 15 | Init +4 | Perc +12 | BP 13/21

Will: 1d20 + 10 ⇒ (11) + 10 = 21

Will: 1d20 + 10 ⇒ (5) + 10 = 15

Knowledge (religion): 1d20 + 12 ⇒ (17) + 12 = 29

Special attacks, special defenses, and immunities/weaknesses, please. I can't tell, can we speak and breathe should we succeed on the Will save? It doesn't look like it, but if so, I'll tell the party what I know.

Forlorn tries to bring his allies up to speed regarding the creatures, but instead has to gulp frantically for air.


Knowledge Checks -Sky Key Solution Aid Token

Some one broke out the bottom before the others could get down. Or start to get close. You chose to let go of the rope.

Forlorn, since you succeeded the save vs both sources, you can speak and breathe

Forlon knows these creatures as Swamp Mummies. You know that hey carry an affliction called Bog Rot. It is both a curse and a disease. If you die while affected, you decompose into black slime.

You realize it as the undead immunities , no weaknesses.

No special defenses. But it does have DR 5/-.

Sovereign Court

LN Dwarf Monk 10 *Core*

It took a full minute to break through the floor. Wasn't that enough time to get down?

Doubtful scowls as the undead creatures start to rise and close in all around them, fully expecting such things! He was not, however, expecting to suddenly be unable to breath, as if water were filling his lungs! But he should have!

Will save: 1d20 + 10 ⇒ (8) + 10 = 18
Will save: 1d20 + 10 ⇒ (13) + 10 = 23

He quickly moves around to get between Jair and the nearest, somehow getting his breathing under control as he goes, and readies to fend off the attackers in a defensive pose!

ki point for +4 to AC, then move around and readying to attack the first mummy that gets near!

ZD, could you put a line on the map to indicate where the shaft is above us? Those floating down might have options they can do from up above, just need to know what area they can see.


Knowledge Checks -Sky Key Solution Aid Token

That is if they jumped when he started digging...but sure, we can play it as such..So they can float down this round and act next.

Doubtful can you post a readied attack since it is going to be resolved by this round.

Sovereign Court

LN Dwarf Monk 10 *Core*

Shrug, its your call, just seems rather odd to seperate your party by that much when there was no need to

Thought I had posted a readied attack, sorry... hmm..
(Accidently clicked the wrong button while typing, and had to start over once... might have forgot it in the second go 'round)

readied attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17, 2d6 + 4 + 4 ⇒ (5, 6) + 4 + 4 = 19 damage.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Sensing that combat is beginning, Imrana casts Vanish on herself as she continues floating down.

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Will: 1d20 + 7 ⇒ (2) + 7 = 9
Will: 1d20 + 7 ⇒ (14) + 7 = 21

Dunkel's eyes widen and he begins to gasp as the robed figures close about them.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Will: 1d20 + 11 ⇒ (20) + 11 = 31
Will: 1d20 + 11 ⇒ (11) + 11 = 22
Know. (religion): 1d20 + 9 ⇒ (20) + 9 = 29
Jair want HD, Weaknesses, Special attacks

Jair recognize swamp mummies and resist to her terrifying aura.


Knowledge Checks -Sky Key Solution Aid Token

Rules for Drowning:

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.


GM:
1d20 + 9 ⇒ (11) + 9 = 20damage: 1d8 + 7 ⇒ (8) + 7 = 15

The reddish mummy appears right beside the throne and advances on the party.

The greenish mummy leaves the corridor and goes after the first living thing it can see. (Dunkel) It lifts it arm and brings it down on the dwarf. 15 points of damage and need a DC 15 fort vs disease

Jair, special attacks and weaknesses were already asked. They have 7d8 HD

Initiative(Bold May Act)
Dunkel(15 damage-fort save, Forlon
Yellow
Jair
Blue
------Round 2------
Imrana(floating down the shaft), Wyatt(floating down the shaft), Doubtful
Red, Green

The Exchange

Halfling Bard 7 | AC 20/13/17 | HP 59/59 | F +8, R +10, W +10 (+4 vs. well-versed, +2 vs. fear, Imp. Iron Will) | CMD 15 | Init +4 | Perc +12 | BP 13/21

A bit conscious of overusing the powers of his voice while his allies asphyxiate, Forlorn presses ahead for the team's sake. Stepping away from the mummy menacing him, he touches Dunkel's back with a healing hand and begins to warble in another tongue, inspiring his allies.

CLW Spell @ Dunkel: 1d8 + 5 ⇒ (4) + 5 = 9

Goblin:
"Dead things scare us not at all!
We just fight back and stand tall!
Well, I guess I can't really do that latter thing, nor can our three dwarves, and drowning definetely does scare us...
Dead things scare us not at all!"

Casting Cure Light Wounds on Dunkel and starting Inspire Courage +2.

Sovereign Court

LN Dwarf Monk 10 *Core*

"Try to back up towards the hall." Doubtful growls, pointing to the south side of the room, realizing they will be quickly fighting on four fronts where they are.

This is not the best spot to fight! =)

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Drowning 1/38rds.

Con Check DC10: 1d20 + 4 ⇒ (12) + 4 = 16
Fort DC15 vs Disease: 1d20 + 10 ⇒ (2) + 10 = 12

-15hp takes away the 11temp and does 4 real, of which Forlorn heals him back to full at 65.

Dunkel nods to Doubtful's suggestion and seems like he's about to cast a spell before realizing it's impossible. Instead he swings his waraxe before stepping back.

Waraxe 2H, Power, Heroism, Arcane Strike: 1d20 + 10 ⇒ (4) + 10 = 14 for 1d10 + 12 ⇒ (9) + 12 = 21

The standard action means 2/38 rds on drowning quota.

Sovereign Court

LN Dwarf Monk 10 *Core*

You didn't need the Con check, that's if you fall unconscious or run out of air.


Knowledge Checks -Sky Key Solution Aid Token

GM:
yellow-14 damage.
attack: 1d20 + 9 ⇒ (13) + 9 = 22daamge: 1d8 + 7 ⇒ (3) + 7 = 10

The monk slams a fist into the mummy as it approaches and avoids its slam attacks.

initiative(Bold May Act)
Jair
Blue
------Round 2------
Imrana, Wyatt
Red, Green
Dunkel(bog rot) Forlon Doubtful
Yellow

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair concentrates and a second self appears in her same space. Copycat, as Mirror Image but with only one image
The double Jair, knows that she's not strong enough to try to command the creatures, she has only one spell that could protect and help fighting the mummies.

May Hidden Knowledge help you fighting these monstruosities and protect you from their abilities

Prayer : +1 Luck bonus to attack, damages, saves and skills (being undead, the mummies are not affected by it)

Then she's take a 5ft. step behind Dunkel.


Knowledge Checks -Sky Key Solution Aid Token

Blue Moves in on the party.

Imrnana and Wyatts feet finally touch ground in the thick of it.

Initiative(Bold May Act) Round 2
Imrana, Wyatt
Red, Green
Dunkel(bog rot) Forlon Doubtful
Yellow
Jair
Blue

Grand Lodge

Male Elf DEAD

Wyatt starts firing at Green.

+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24, for 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15, for 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 damage.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Since Imrana can finally see the enemies
Knowledge (religion) to Identify): 1d20 + 13 ⇒ (6) + 13 = 19
Lets go with saves

Imrana instantly recognizes the swamp mummies. She pulls a pinch of sulfer and powdered garlic from her spell component pouch and flicks it at three of the mummies (red, green, and blue).

"Freeze undead abominations!"

She casts Halt Undead. If they are unintelligent, the spell automatically succeeds. If they are intelligent, they get a DC 20 Will save


Knowledge Checks -Sky Key Solution Aid Token

GM:
3d20 ⇒ (9, 7, 20) = 36
yellow-14 damage. Green-4 damage
2d20 ⇒ (6, 8) = 14

Best saves are will, followed by fort and worst is reflex.

Wyatts arrows find there mark.

Imrana's spell disables two of the creatures.

Red and Green are still frozen in place.

Initiative(Bold May Act) Round 2
Dunkel(bog rot), Forlon, Doubtful, Jair
Yellow, Blue
----------------------------
Round 3
Imrana, Wyatt
Red, Green

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair draws a wand and uses it on her comrades.

May knowledge help you fight these creatures. Bless: +1 moral bonus to attack and to will save against fear

================ Active Buff =================
Prayer (1/6) : +1 Luck bonus to attack, damages, saves and skills (being undead, the mummies are not affected by it)
Bless: +1 moral bonus to attack and to will save against fear

Sovereign Court

LN Dwarf Monk 10 *Core*

Unsure why half of the creatures have just stopped, but sure they're planning something awful, Doubtful turns on the only one within reach, and kicks it a bunch of times.

Another ki point for AC, as he continues to flurry. If it happens to fall down (one can hope!) he will 5' step to the right once square.

Flurry1 vs yellow, prayer, bless, bard, PA: 1d20 + 10 + 1 + 1 + 2 - 2 ⇒ (19) + 10 + 1 + 1 + 2 - 2 = 31, for 2d6 + 4 + 1 + 2 + 4 ⇒ (3, 5) + 4 + 1 + 2 + 4 = 19 damage.
Flurry2 vs yellow, prayer, bless, bard, PA: 1d20 + 10 + 1 + 1 + 2 - 2 ⇒ (16) + 10 + 1 + 1 + 2 - 2 = 28, for 2d6 + 4 + 1 + 2 + 4 ⇒ (3, 2) + 4 + 1 + 2 + 4 = 16 damage.
Flurry3 vs yellow, prayer, bless, bard, PA: 1d20 + 5 + 1 + 1 + 2 - 2 ⇒ (14) + 5 + 1 + 1 + 2 - 2 = 21, for 2d6 + 4 + 1 + 2 + 4 ⇒ (1, 4) + 4 + 1 + 2 + 4 = 16 damage.

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Dunkel continues to wheeze as he struggles to inhale any amount of oxygen, his eyes darting to the others hoping they'll know what to do before he suffocates.

Images of that one dig when the ceiling collapsed and his team was buried under four tons of sand and silt dance through his mind.

But it was a glorious shaft once they dug their way out.

Nonetheless, he tries to buy everyone time to help diagnose why he's suffocating this time with no silt in sight.

Vs Blue
Waraxe 2H, Power, Heroism, Arcane Strike, Prayer: 1d20 + 11 ⇒ (8) + 11 = 19 for 1d10 + 13 ⇒ (3) + 13 = 16

The standard action means 4/38 rds on drowning quota.

The Exchange

Halfling Bard 7 | AC 20/13/17 | HP 59/59 | F +8, R +10, W +10 (+4 vs. well-versed, +2 vs. fear, Imp. Iron Will) | CMD 15 | Init +4 | Perc +12 | BP 13/21

"Don't worry, Dunkel, I can help you with the bog rot later," Forlorn chimes in before switching back to his warbling Goblin. He steps away, retrieving his whip and looks to topple one of the mummies menacing the dwarf.

Trip, IC, Bless, Prayer: 1d20 + 6 + 2 + 1 + 1 ⇒ (3) + 6 + 2 + 1 + 1 = 13

Inspire Courage, Round 3.

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

I forgot the inspire courage. Revise Dunkel's attack to hit AC21 and connect for 18 damage. Bless doesn't stack w/his heroism, so that was properly ignored. :)


Knowledge Checks -Sky Key Solution Aid Token

GM:
yellow-50 damage. Green-4 damage, Blue-13 damage.
yellow attack rolls: 2d20 ⇒ (5, 5) = 10
blue attack rolls: 2d20 ⇒ (1, 18) = 19blue damage: 1d8 ⇒ 6

Jair Continues to bless the party.

Doubtful continues to pummel his foe, but it hangs on by a thread get it, because it is a mummy

Dunkel makes a slashing motion against the mummies chest, but it still remains.

Yellow attempts to take to strikes against the monk, but is to slow trying to hit him.

Blue completely whiffs on the first slam, but the second connects solidly. Dunkel takes 13 damage on that strike

Round 3(bold may act)
Imrana, Wyatt
Red, Green
Dunkel(bog rot-13 damage), Forlon, Doubtful, Jair
Yellow, Blue

Grand Lodge

Male Elf DEAD

Wyatt keeps firing...

+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12, for 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12, for 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 damage.

...but only hits the wall behind the mummies.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana fires off a magic missile from her wand at Dunkel's heavily damaged foe (Blue).

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Sovereign Court

LN Dwarf Monk 10 *Core*

Yellow was the heavily damaged one =)

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Ah, yellow then. My bad


Knowledge Checks -Sky Key Solution Aid Token

GM:
2d20 ⇒ (17, 15) = 32

Imrana's magical bolts drops the yellow mummy.

Imrana's magical hold on the undead breaks finally on both targets.

Initiative(Bold May Act)
Dunkel(bog rot-13 damage), Forlon, Doubtful, Jair
Blue
Imrana,Wyatt
Red, Green

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair moves next to Dunkel and one of the mummies blue while drawing her short sword.

She then tries to distract the creature to help Dunkel.

Aid Another (AC) on the defensive: 1d20 + 3 + 1 + 1 - 4 ⇒ (8) + 3 + 1 + 1 - 4 = 9

================ Active Buff =================
Prayer (2/6) : +1 Luck bonus to attack, damages, saves and skills (being undead, the mummies are not affected by it)
Bless: +1 moral bonus to attack and to will save against fear (1/10)

Sovereign Court

LN Dwarf Monk 10 *Core*

Jair, why are you taking a -4 on that? And you forgot the +2 for inspire courage... so would have been a success anyway!

Doubtful scowls, as the other two mummies start to react again. Concerned about all of them acting at once, he steps over towards the undamaged one, and his fists and feet start flying!

5' step, Ki point for an extra attack, then flurry (bless, prayer, bard, et al)!

Flurry1 vs red: 1d20 + 13 ⇒ (18) + 13 = 31, for 2d6 + 4 + 4 + 2 + 1 ⇒ (6, 4) + 4 + 4 + 2 + 1 = 21 damage.
Flurry2 vs red: 1d20 + 13 ⇒ (18) + 13 = 31, for 2d6 + 4 + 4 + 2 + 1 ⇒ (4, 3) + 4 + 4 + 2 + 1 = 18 damage.
Flurry3 vs red: 1d20 + 8 ⇒ (9) + 8 = 17, for 2d6 + 4 + 4 + 2 + 1 ⇒ (6, 4) + 4 + 4 + 2 + 1 = 21 damage.
FlurryKi vs red: 1d20 + 13 ⇒ (9) + 13 = 22, for 2d6 + 4 + 4 + 2 + 1 ⇒ (1, 3) + 4 + 4 + 2 + 1 = 15 damage.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

I was doing it on the defensive (to gain +2) hence the -4


Knowledge Checks -Sky Key Solution Aid Token

Doutbfuls quick strikes drops the red mummy in no time at all.

Initiative(Bold May Act)
Dunkel(bog rot-13 damage), Forlon, Doubtful, Jair
Blue
Imrana,Wyatt
Red, Green

The Exchange

Halfling Bard 7 | AC 20/13/17 | HP 59/59 | F +8, R +10, W +10 (+4 vs. well-versed, +2 vs. fear, Imp. Iron Will) | CMD 15 | Init +4 | Perc +12 | BP 13/21

Forlorn steps closer to the action, switching out his whip for a short sword, and takes a jab at the mummy next to him. He doesn't aim to (nor likely can he) hurt the creature, instead he is trying to distract it from Dunkel's attack.

Aid Another (Attack), Fighting Defensively: 1d20 + 8 + 1 + 1 + 2 - 4 ⇒ (19) + 8 + 1 + 1 + 2 - 4 = 27

Inspire Courage, Round 4.

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Dunkel steps around the mummy, continuing to fight to regain his breath while giving Doubtful a nod.

Vs Blue
Waraxe 2H, Power, Heroism, Arcane Strike, Prayer, Inspire: 1d20 + 13 ⇒ (10) + 13 = 23 for 1d10 + 15 ⇒ (7) + 15 = 22

The standard action means 6/38 rds on drowning quota.


Knowledge Checks -Sky Key Solution Aid Token

GM:
Green-4 damage, Blue-30 damage.
2d20 ⇒ (5, 15) = 201d8 ⇒ 1

Dunkel lands a solid strike vs the mummy.

Blue retaliates against the Dunkel.Dunkel take 8 points of damage

Initiative(Bold May Act)
Imrana,Wyatt
Green
Dunkel(bog rot-21 damage), Forlon, Doubtful, Jair
Blue

Grand Lodge

Male Elf DEAD

Wyatt doggedly keeps shooting at mummies!

+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 + 1 + 1 ⇒ (14) + 7 + 1 + 1 + 1 = 24, for 1d8 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 + 1 + 1 ⇒ (7) + 7 + 1 + 1 + 1 = 17, for 1d8 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13 damage.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

@Wyatt don't forget Forlorn's Inspire Courage !

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana lends a missile of her own to Wyatt's volley at the mummy.

Magic Missile (from wand) vs Blue: 1d4 + 1 ⇒ (1) + 1 = 2


Knowledge Checks -Sky Key Solution Aid Token

GM:
Green-4 damage
2d20 ⇒ (12, 18) = 30
2d8 ⇒ (7, 5) = 12

The blue mummy drops.

The green mummy throughs a rotten arm at both Dunkel and Forlon. Dunkel takes 14 and Forlon takes 12 and need a DC 15 fort save

Pathfinders are up...

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful frowns as the one he was lining up falls over, then quickly moves across the intervening space, to close with the other, flanking with Dunkel, before kicking the undead creature in the side.

Move, then single boot to the desiccated kidneys!

Unarmed Strike: 1d20 + 10 + 2 + 1 + 1 + 2 - 2 ⇒ (11) + 10 + 2 + 1 + 1 + 2 - 2 = 25, for 2d6 + 4 + 4 + 2 + 1 ⇒ (3, 1) + 4 + 4 + 2 + 1 = 15 damage.

The Exchange

Halfling Bard 7 | AC 20/13/17 | HP 59/59 | F +8, R +10, W +10 (+4 vs. well-versed, +2 vs. fear, Imp. Iron Will) | CMD 15 | Init +4 | Perc +12 | BP 13/21

Fortitude, Prayer: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29

Forlorn winces, steps back, and, retrieving his whip, once again tries to knock the remaining corpse to the ground.

Goblin:
"I regret my bad decisions, but don't let that stop you!"

Trip, IC, Bless, Prayer: 1d20 + 6 + 2 + 1 + 1 ⇒ (15) + 6 + 2 + 1 + 1 = 25

Inspire Courage, Round 5.

Grand Lodge

Male Elf DEAD

Wyatt adjusts his position so he doesn't have cover, and does his best to target the remaining mummy!

+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 2 + 1 + 1 + 1 ⇒ (17) + 7 + 2 + 1 + 1 + 1 = 29, for 1d8 + 4 + 2 + 1 + 1 ⇒ (2) + 4 + 2 + 1 + 1 = 10 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 7 + 2 + 1 + 1 + 1 ⇒ (11) + 7 + 2 + 1 + 1 + 1 = 23, for 1d8 + 4 + 2 + 1 + 1 ⇒ (4) + 4 + 2 + 1 + 1 = 12 damage.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Inspired by Folorn, Jair tries to attack the last standing mummy !

Short sword: 1d20 + 3 + 1 + 1 + 2 ⇒ (8) + 3 + 1 + 1 + 2 = 15
Damages: 1d6 - 1 + 1 + 2 ⇒ (2) - 1 + 1 + 2 = 4

I think it's a first time for her!

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