New Agent Confirmation (Inactive)

Game Master Dennis Muldoon


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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Yes, you should. Please include that in your attacks as Merrill did above.

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Umberto swings both instruments to try to topple the zombie finally.

Can I 5ft behind the zombie to get opposite of Brierly? I'll do that if i can.

mace: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (5) + 3 = 8 +2 to hit if i get the flank
tankard: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (5) + 1 = 6 +2 to hit if i get the flank

Silver Crusade

NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

The zombie has a -2 to AC for being blinded and loses its dex bonus to AC... you might be good. It should wear off on my turn which is after yours.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

There is not room for you to stand in that flanking square, though Kari could step into a flank with you on her turn. It is blind, so it does have an AC penalty (though it has no dex to its AC to lose). Neither of those would have made a 5 hit, though, so it's all moot. Out of curiosity, are those attacks including Merrill's Inspire Courage?

Kryssa, Kari, and Umberto all strike, none of their weapons doing much, but doing enough in the aggregate to bring down the zombie. Out of combat!

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Inspire is included, i'll note that in the future.

Scarab Sages

Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

Well that fight was no fun! She points at the body in the corner, Anyone know why that one hasn't gotten up yet?

With an arrow at the ready she approaches to examine it.

Oh, Merrill, wanna try out the mystery healing wand? See what kinda juice it's got?

Silver Crusade

NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

Brierly checks her wounds saying, "Yes, please, on someone using that wand. That grease knocked me on my end and those buggers swung at me as I was standing back up." She checks out her phantom and asks, "Are you okay, hon?"

Silver Crusade

NG Medium outsider (phantom) | HP 1/6| AC 14| T 12| FF 12| Fort +1| Ref +4| Will +4| Init +2| Senses darkvision 60 ft| Perception +4

Kryssa nods and says, "I'm sorry I wasn't quicker to aid you. When they hit you it just... it just made me feel so protective. I can't explain it."

Dark Archive

F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

Kari casts a quick Detect Magic around the room.

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

I can help with that. Umberto takes the wand and discharges an application of healing.

wand clw: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Perhaps once more.

wand clw: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

If that's Janira's wand, then the first charge actually did 5 points of healing, rather than 3. The second charge (if you needed it), did 7 points, rather than 5. It started with 8 charges, so if you're using 2 there are 6 left. I will also allow average healing rolls out of combat, if you'd rather for future charges, which for this wand would be 7hp.

Kari detects two magical auras coming from near the non-zombie corpse. As you approach, weapons drawn you can tell that it is a still-dead corpse of a dhampir, fairly obviously killed by these zombies. Nearby you find a quiver full of twenty arrows that detect as magically enhanced, and a ring that similarly glows under Kari's gaze.

Arrows: Spellcraft DC 16:
+1 arrows

Ring: Spellcraft DC 16:
ring of protection +1

You also find a journal written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave.

GM Screen:

Perception:
Brierly: 1d20 + 8 ⇒ (4) + 8 = 12
Imani: 1d20 + 8 ⇒ (10) + 8 = 18
Kari: 1d20 + 1 ⇒ (11) + 1 = 12
Merril: 1d20 + 5 ⇒ (20) + 5 = 25
Umberto: 1d20 + 2 ⇒ (17) + 2 = 19
Penthesilea: 1d20 + 2 ⇒ (7) + 2 = 9

As you search, Merrill notices a draft of fresh air in this room of rotting stench. Following it, he finds a hidden passageway leading out. He hears the faint sounds of battle and a familiar voice, echoing down the hallway. He can just make out the words the woman is saying.

Grand Lodge

“As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”

Scarab Sages

Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

Well then, seems like this one got what he deserved. Fish people indeed!

Penthesilea happily grabs the quiver of to her mystery arrows, Odds are good those aren't arrows of healing, right?

Dark Archive

F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

Kari quickly scans the items, ascertaining their value, before Merrill and Penthesilea's shouts alert her from her study. She quickly runs out to aid her allies. "Wait! Penthesilea, I don't know what those arrows are! I think we should wait first!" she pauses a moment to catch her breath. "This ring is magical, I think it will help push attacks away from you, deflect them away. I would love to have one, but if anyone thinks they need it more, you're welcome to it. This is all our adventure, correct?" She smiles as she resumes hurrying.

spellcraft: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (17) + 4 = 21

Identified the ring, which has been taken and added to inventory, possibly shared if/when we emerge out of combat. Arrows nonidentified.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Things in PbP happen a bit out of order sometimes, based on who posts first. You may still roll to identify the arrows if you wish.

As for moving toward the sounds of battle: the sounds are distant, as if they're echoing through the caves for a significant distance. We're not in rounds at the moment, so we don't need to break down into tactical actions.

Dark Archive

F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

I rolled twice; 14 top, 21 second. Figured I rolled the identification in the order you posted; thus, failed to identify the arrows, succeeded in identifying the ring. Unless you would like me to roll again haha?

Grand Lodge

Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
Skills:
Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

Merrill informs the others about the secret passageway and the sound of Janira's voice. "Heroes, I think I found us a way out of here. And, listen. I can hear Janira. It seems that her battle with the minotaur has not ended yet. Let's go aid her with haste."

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sorry Kari, I had missed that you rolled twice. It would help me if you would put them on separate lines, otherwise I'm likely to lose them in a sea of green.

The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As the you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds.

GM Screen:

Perception:
Brierly: 1d20 + 8 ⇒ (2) + 8 = 10
Imani: 1d20 + 8 ⇒ (11) + 8 = 19
Kari: 1d20 + 1 ⇒ (13) + 1 = 14
Merril: 1d20 + 5 ⇒ (3) + 5 = 8
Umberto: 1d20 + 2 ⇒ (10) + 2 = 12
Penthesilea: 1d20 + 2 ⇒ (10) + 2 = 12

Stealth:
Green: 1d20 - 5 ⇒ (18) - 5 = 13
Purple: 1d20 - 5 ⇒ (1) - 5 = -4

Initiative:
Brierly: 1d20 + 1 ⇒ (14) + 1 = 15
Imani: 1d20 + 2 ⇒ (1) + 2 = 3
Kari: 1d20 + 2 ⇒ (17) + 2 = 19
Merril: 1d20 + 8 ⇒ (2) + 8 = 10
Umberto: 1d20 + 2 ⇒ (13) + 2 = 15
Penthesilea: 1d20 + 5 ⇒ (4) + 5 = 9
Green: 1d20 - 5 ⇒ (8) - 5 = 3
Purple: 1d20 - 5 ⇒ (14) - 5 = 9

The sounds of Janira’s voice fills you with courage (Inspire Courage +1) as you walk quickly through a narrow section of the cavern structure, the air feeling fresh and cool from up ahead. As you pass by a side passage, Kari notices a small blob moving toward you! When she sounds the alarm, another wiggles out of a hiding spot up ahead!

What are they? DC 11 Knowledge (dungeoneering):
These are giant amoebas. They are small oozes with the aquatic subtype, and you know they do acid damage on their slams and can grab and constrict creatures they hit. For every 5 by which you beat the DC you may ask another question.

Iniative!

  • Kari
  • Umberto
  • Brierly Note that I remembered to roll separate initiative for Kryssa this time.
  • Merrill Note that Janira is already providing the benefits of Inspire Courage.
  • Penthesilea
  • Purple
  • Kryssa
  • Imani
  • Green

    Kari, Umberto, Merrill, and Brierly (but not Kryssa) may act.

  • Scarab Sages

    Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

    Penthesilea darts forward to get a clean shot and looses one of her new Arrows of Healing at the blob! Purple

    Longbow (IC, PBS): 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21
    Piercing: 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11 And whatever effects the arrows have

    Lets finish these quickly! No one writes epics about goop.

    And we should save Janira.

    Dark Archive

    F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

    Will do, GM! Next time.

    Kari's ever vigilant eyes spot the danger first. "Blob- thing! Dead ahead and to the right!" She takes a readying stance as a rush of mystical energy floods her.

    Kari will use a swift action to expend one arcana point to add an enhancement bonus to her weapon, while taking a standard to use the total defense action.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kari prepares herself for attack while Penthesilea looses an arrow with deadly accuracy, boring a large hole through purplish amoeba. It's badly injured but not yet destroyed. The arrow seemed to hit more squarely and do slightly more damage than you might otherwise expect.

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto stutter steps and draws back to attack the blob just behind him, slamming with both tankard and mace.

    mace: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 4 ⇒ (3) + 4 = 7
    tankard: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 2 ⇒ (2) + 2 = 4

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    "Pentheselia's right. The sooner we end this threat, the sooner we can aid Janira." He draws his shortbow and takes a shot at the purple blob that Pentheselia just hit.

    Shortbow + IC: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9

    Damage + IC: 1d6 + 1 ⇒ (1) + 1 = 2

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Umberto connects with both mace and tankard, splattering bits of amoeba with his blows. The creature is badly damaged but not down.

    Merrill draws a bow and fires, but the effort needed to avoid his allies spoils his aim. Brierly waits for Kryssa to react. Delay.

    The purple creature slowly blobs its way forward, mindlessly looking for a meal. 15ft is a double move.

    -----

    Iniative!

  • Kari
  • Umberto
  • Brierly Delay.
  • Merrill
  • Penthesilea
  • Purple
  • Kryssa
  • Imani
  • Green

    Brierly, Kryssa, and Imani may act.

  • Silver Crusade

    NG Medium outsider (phantom) | HP 1/6| AC 14| T 12| FF 12| Fort +1| Ref +4| Will +4| Init +2| Senses darkvision 60 ft| Perception +4

    Kryssa runs down the passage and attempts to dive past the gelatinous creature to attack.

    Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7

    Attack (slam)+inspire+flank: 1d20 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8
    Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    Brierly ducks in behind the Drunken God's champion and follows the tunnel around to the other side of the creature.

    Acrobatics: 1d20 + 1 ⇒ (8) + 1 = 9

    double move

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani steps forward and throws a bolt of flame at Purple.

    Fire Bolt vs Touch: 1d20 - 6 ⇒ (13) - 6 = 7
    Fire Bolt Damage: 1d6 ⇒ 6

    GM, I took off the soft cover and melee

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kryssa attempts to move past the amoeba, but is rebuffed, drawing an unsuccessful attack.

    AoO: 1d20 + 3 ⇒ (9) + 3 = 12
    bludgeoning: 1d3 + 1 ⇒ (3) + 1 = 4, acid: 1d3 ⇒ 1 grab: 1d20 + 5 ⇒ (2) + 5 = 7

    You were unsuccessful in getting past it, which means your attack never happened. You have a standard action left.

    -----

    Brierly successfully avoids the creature as she moves around to threaten it from behind.

    -----

    Imani unleashes a bolt of fire, narrowly avoiding her ally and burning the amoeba to a crisp! Purple is down.

    -----

    The remaining amoeba assaults Umberto.

    slam: 1d20 + 3 ⇒ (18) + 3 = 21
    bludgeoning: 1d3 + 1 ⇒ (1) + 1 = 2 and acid: 1d3 ⇒ 3
    grab: 1d20 + 5 ⇒ (2) + 5 = 7
    constrict (if grabbed): 1d3 + 1 ⇒ (2) + 1 = 3 and acid: 1d3 ⇒ 2
    It hit you but failed to grab, so you just take 2 bludgeoning and 3 acid damge.

    -----

    Iniative!

  • Kari
  • Umberto
  • Brierly
  • Merrill
  • Penthesilea
  • Purple
  • Kryssa
  • Imani
  • Green

    Whole party may act.

  • Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto winges at the burn of the acid and replies with a double bash of mace and tankard. Cayden Cailean take you, monster!

    mace: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 3 ⇒ (4) + 3 = 7
    tankard: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 1 ⇒ (5) + 1 = 6

    flank and inspire included

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Umberto's mace and tankard come together, squishing the amoeba and splattering the walls on either side. Out of combat!

    From here you can see the literal light at the end of the tunnel, which you suspect is moonlight reflecting in from outside. The sound of Janira's voice echoes, as do the bellows and snorts of her bestial foe.

    You can use one charge of Janira's wand to heal Umberto as you move forward.

    -----

    The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The full moon above casts dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees (those of you without low-light vision or darkvision, please include a d100 roll with your attack rolls for the concealment provided by the lack of light; 1-20 misses, 21+ hits).

    -----

    Some notes on terrain: The green areas on the map are underbrush, which acts as difficult terrain. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover. The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west (top to bottom on the map). The water looks like it is moving swiftly; treat it as rough water, requiring a DC 15 swim check to cross. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge, though it looks slippery and difficult to cross. The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

    GM Screen:

    Initiative:
    Brierly: 1d20 + 1 ⇒ (4) + 1 = 5
    Imani: 1d20 + 2 ⇒ (7) + 2 = 9
    Kari: 1d20 + 2 ⇒ (15) + 2 = 17
    Merril: 1d20 + 8 ⇒ (6) + 8 = 14
    Umberto: 1d20 + 2 ⇒ (17) + 2 = 19
    Penthesilea: 1d20 + 5 ⇒ (20) + 5 = 25
    Minotaur: 1d20 + 0 ⇒ (14) + 0 = 14
    Janira: 1d20 + 6 ⇒ (9) + 6 = 15
    Kryssa: 1d20 + 2 ⇒ (16) + 2 = 18

    Grand Lodge

    “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”

    Janira looks exhausted and badly wounded, though the Minotaur also bears some wounds and its large battleaxe seems broken. The inspiring power of Janira's words seems to have faded with her exhaustion. She is out of bardic performance.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Initiative!

  • Penthesilea
  • Umberto
  • Kryssa
  • Kari
  • Merrill
  • Janira
  • Minotaur
  • Imani
  • Brierly

    Penthesilea, Umberto, Kryssa, Kari, and Merrill may act.

  • Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    i'll gladly take the heal :)

    We're coming Janira. Come towards us!

    Umberto closes till he hits the underbrush and casts a spell. Pro. Evil on himself

    Silver Crusade

    NG Medium outsider (phantom) | HP 1/6| AC 14| T 12| FF 12| Fort +1| Ref +4| Will +4| Init +2| Senses darkvision 60 ft| Perception +4

    Kryssa advances, but makes sure to give Brierly some time to catch up.

    A full double move puts her too far away from Brierly. Otherwise she'll get yanked back into the Ether. I put her 50 out from Brierly.

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    With shortbow still in hand, Merrill marches with Umberto towards the top of the hill and hollers at the minotaur. "Foul beast! Leave Janira alone. You're battle is with us. You do not belong here and we will make sure that you leave this instant. Forward heroes!"

    Inspire courage +1; Bardic performance: 9/13

    Dark Archive

    F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

    "Why, if you aren't the ugliest creature I've ever seen. Dumbest too.
    Yohoo! Over here! Want to come play? Or are you too afraid for that?
    " Kari will yell, taunting the creature as she quickly hurries to help Janira.

    Double move, then end of turn.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Botting for Penthesilea:
    Penthesilea moves forward and takes the open shot while she has it. Seems like what you would do.
    longbow, inspired courage: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 <--Woohoo!
    damage, IC: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
    confirm?: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 <--d'oh, so close!
    crit x3: 2d8 + 4 + 2 ⇒ (8, 2) + 4 + 2 = 16

    Merrill begins singing while Penthesilea shoots, Umberto buffs, and Kari and Kryssa advance.

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    That crit would have been a nice head-start!

    Grand Lodge

    "Foul beast! Depart this place or today shall surely be your last!"

    I might have a chance if I could get that battleaxe away from him! Broken or not, that's deadly.

    Janira steps back and attempts to disarm the creature with her whip, but the massive minotaur keeps a tight grip on it.

    disarm (weapon finesse) with whip, inspire courage: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Enraged, the minotaur advances and strikes twice at Janira with its broken weapon, but is unable to land either blow!

    broken battleaxe: 1d20 + 7 ⇒ (3) + 7 = 10
    damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16

    broken battleaxe: 1d20 + 2 ⇒ (8) + 2 = 10
    damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

    -----

    Initiative!

  • Penthesilea
  • Umberto
  • Kryssa
  • Kari
  • Merrill
  • Janira
  • Minotaur
  • Imani
  • Brierly

    Whole party may act!

  • Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    just looking for clarification for what is difficult terrain and what is a tree on the map. then i can make some moves.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The small dark spindly things are trees. You can move through them, though they count as difficult terrain and provide cover to/from ranged attacks. The green squares are also difficult terrain.

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto trudges through the grass to get to the log.

    That should be a move-move, mace and tankard in hand.

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    Merrill steps closer towards the action and maintains his performance as he nocks and arrow and lets it fly towards the minotaur.

    Shortbow, IC: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23

    Crit confirm: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 Woot!

    Damage, IC: 1d6 + 1 ⇒ (5) + 1 = 6

    Crit Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    Brierly rushes forward to the edge of the water, but has to catch her breath before crossing the log.

    double move

    Silver Crusade

    NG Medium outsider (phantom) | HP 1/6| AC 14| T 12| FF 12| Fort +1| Ref +4| Will +4| Init +2| Senses darkvision 60 ft| Perception +4

    Kryssa rushes up to the minotaur with her flail at the ready.

    double move to get there, but Janira and Kryssa are now flanking it.

    Acrobatics for log: 1d20 + 2 ⇒ (11) + 2 = 13


    Kari tries her luck on the bridge, hurrying to catch up to Janira.

    acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15

    Not certain what the DC is, but she'll have 20 more ft of movement that she'll use to get as close to the minotaur, assuming she makes it.

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani rushes forward, struggling through the underbrush, making her way towards the riverbank.

    Double move.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Artemis P. wrote:
    Not certain what the DC is, but she'll have 20 more ft of movement that she'll use to get as close to the minotaur, assuming she makes it.

    That makes it, but you have to move half speed across the log. I've moved you forward taking account of that, but feel free to adjust it if you would have gone a different direction.

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