PFS Gameday 6: Redelia's Crypt of the Everflame (Inactive)

Game Master Redelia


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Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

I am looking forward to the character development.


Venture Lieutenant, Play by Post (online)

The adventure assumes that you are all young people who have grown up in the town we are starting in, and that this is your first adventure. Does this apply to any of you? Do you want to pretend it applies to you, or talk through a different background?

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn is a wanderer. A cultural explorer fascinated by the quirks of other races. He is second level and has been on First Steps, The Confirmation, and The Wounded Wisp. So I would not call him a brand new adventurer nor would he have grown up in the town. Seems like that is the case for most of our characters.

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

Lauranna is also 2nd level having gone through Master of the Fallen Fortress, In Service of Lore I, and The Consortium Compact. This could be her home town... depending on what it's like. She will seem like a newb long after she reaches double digit levels if only because her natural optimism and silly (some might say naive) good cheer.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

What is the location of the module?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph is a brand new character so no worries. As Kessan has a small half-Orc population, Dylph was abandoned at birth (not uncommon for half-Orcs) and grew up on the streets...


I will be traveling from Saturday morning until Weds. night (driving up north to see the eclipse). I will try to check in at least once a day, but if I miss a post time, please feel free to bot me to keep the flow going. I don't want to hold up the game.

Shouldn't affect this game which doesn't start til the 25th, just posting this in all my games... just in case.

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Purnel is an orphan and traveled around with a master architect. We could say Purnel spent two long periods of time in Kessan while working on roads and a public works building. Kessan to him could be the closest place he could call home and he considers it his pseudo hometown. As for adventures, he has done two small missions with the society, confirmation and one of the silverhex tasks. He has recently returned from Absolum after visiting his twin brother. As for being halfling, I don't have any restrictions or population numbers. Kessan??? Where in the world is it?

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Maybe the half elf and the Halfling could have met and the Halfling told him about the wonderful place his pseudo home town is and invited him to join him?


Venture Lieutenant, Play by Post (online)

I realize that this is not the first adventure for most of your characters. I guess my question was not quite clear. The adventure assumes this is your first adventure. Do you want to pretend, or do we need to come up with an alternative hook for the adventure?

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

I don't know, "pretending" in a "role-playing game"? Seems like a bit of a stretch to me....

I mean did you not suggest we take some 2nd level characters because of the danger level? I have 1st level PFS characters that haven't been played yet if that works better for you. Are we not supposed to start with lockpicks, and morningstars, and armor, and stuff? I don' know much about the module beyond its name and tier so I really don't know how tightly the PCs need to be tied to the setting. Is it like one of those Call of Cthulhu adventures where it ends up we're all genetically tainted by our secret Deep One heritage, and at the end of the day we're doomed to go mad and live for eternity beneath the waves? Because, well, cool.

If necessary I guess we could say that Lauranna's in town visiting her mother's, in-law's, second-cousin's, roommate's boss, giving her a real strong connection to the place--whatever it's called. Or maybe we could say that the whole thing ends up being like the seventh season of Dallas, and it's all a really vivid dream (so vivid in fact that the XP and treasure is real). Or maybe it's part of some nefarious brainwashing plot concocted by the Whispering Way, or maybe a psychic accident--who the hell knows what they put in that damn Occult Adventures book anyway. Maybe it's some god's idea of a practical joke (like the giraffe, platypus, and Donald Trump).

Typically, Pathfinders just show up in town, kick ass (like imperialist colonizers), and leave. Sometimes this involves a mob and torches, but hey you can't win 'em all, and really who cares--we're imperialist colonizers. I mean what are the backward natives of this strange land we find ourselves in going to do with their art objects huh? They haven't even had the foresight to build a museum, or visitors bureau. How are they going to monetize this stuff? I mean really the Society is doing them a favor taking this old stuff off their hands. Otherwise it would just sit around... getting older. I'm guessing we can't do that?

Maybe all our other adventures weren't adventure-y enough to count. Yes, I was with the team that Returned the Library Book! Or maybe those are the implanted memories and we're all Tian-Xia Candidates.

Sorry. Mini-free-association-rant. There might be a serious take on one of the above ideas that might work. Maybe. ;)

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

I get it. I think that these characters all have a history and the best approach would be to come up with alternative hook. None of us want to reinvent our characters to fit in with the assumption in the scenario.


Venture Lieutenant, Play by Post (online)

Ok, I've found a different hook. Please don't scrutinize it too closely! :)

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

He is a brand new character so tagging along with someome might be an idea. I might have a DM Confirmation chronicle to add before we start.

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Just between PFS friends, I think we are hooked. No scrutiny here.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Sorry for being so late picking a character, but had to wait see who was available... or decide on a pregen... Decision made... AErian is it! My last free low level!

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

I will be attending Strategicon from Friday through Monday... Will be able to make limited posts, but not reliably nor frequently... I will try to keep up with at least one post a day, but no guarantees. Please bot me as needed to keep up the pace of the game, thanks.

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |
GM Redelia wrote:
Hmmm, I'm going to rule that interacting with illusory wounds counts as interacting with the illusion. It's not what the adventure says, but run as written can't be quite as strict in modules, since they're not written for PFS.

Actually those RAW rules are a bit more flexible than many people think (see Pathfinder Society Guild Guide p 13 for "Table Variation"). Basically you have to use all the numbers and mechanics of given encounter as outlined (3 dire rats with exactly 4 hp each; a lock with a disable device check DC 22; that sort of thing), but are free to embellish as might be warranted based upon action and story (the villain has a distinctive lisp; an NPC who is more or less helpful based upon the words, actions or creed of the PCs even when no diplomacy check DC is given or check asked for; the adventure makes it clear that it is winter, but neglects to use rules for moving in snow, etc...). Most folks, I imagine, don't go into those sorts of details because of the time limits involved in face-to-face games.

The Quest Scenarios in particular are vague about a lot of stuff. Most happen over a big expanse of terrain but skip over travel time between locations and so also skip over concerns like weather, camping supplies, and food for the PCs and their mounts if any. They also skip over down time between quests. Case in point: Silverhex Chronicles starts out with PCs getting a hold of an NPC's journal, an NPC who failed to hang around long enough to rendezvous with PCs but instead just left the journal for them to find, but there is no explanation as to how or where this near-meeting happens, or how the NPC might be assured that the PCs find their journal.


Venture Lieutenant, Play by Post (online)

Are you guys liking the pace, or should we slow down a bit? I feel like I've pushed you guys really hard for a little while to make sure we are able to finish. Now that we're about to enter the Crypt, I'm more confident we will be able to finish on time, so we can slow down a little. I also feel like I've perhaps taken away your choices and time to roleplay a little by pushing so fast.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

While I'm a big fan of the quick pace, whatever is best for you is fine by me...

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Pace is good with me. I don't feel like it is moving that fast at all.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Pace is good. Just be mindful that we are on a holiday weekend in the US.


Venture Lieutenant, Play by Post (online)

Yeah, I normally bot people after 24 hours, but I'm planning to give people 48 hours this time. The only exception would be if everyone has posted except for those who've asked me to bot them.


Venture Lieutenant, Play by Post (online)

Guys, this is a particularly nasty fight. It's actually the reason I encouraged some level 2 characters and was encouraging channel positive energy. Please be careful what you do, I don't want this to be my first reported character death! I've done research, and Lorqinor's blasts will do half damage. Bless weapon means Syllyn's weapon will do half damage.

I have to say that I don't think this is an appropriate fight in a level 1 module.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn also has 10 bolts treated with ghost salts. I recommend that a decent archer take them (and the crossbow) and use them while he wails away with his sword. Any buffs would help too. That strength damage is going to hurt a lot. No ST?

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Is the creature on the map?


Venture Lieutenant, Play by Post (online)

Yep. The orange thing in front of Syllyn. You are adjacent, so your readied action to pour on the holy water goes off, and then you have a full turn to act.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn can manage one more hit from this thing, but if things go poorly he will be withdrawing and hand his sword off to someone else. Who should that be?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

I'm not proficient with a long sword but I am with a crossbow as it's a simple weapon...I could fire some ghost salt bolts if you can pass it to me safely...

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Who moved Syllyn up? I had him in the corridor, not inside the room. He should be two spaces back. I'm confused. This messes with the plan. I really wanted Dylph to be able to take position behind Syllyn and take the crossbow and bolts, be outside the poison gas, and have a way to retreat.


Venture Lieutenant, Play by Post (online)

Sorry, he's back now, I was trying to fix things, but it sounds like I just made it worse.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

I'll forego my turn this turn as there's nothing I can do...if there's someway you can pass me the crossbow, I can make a 5' move next time if Lorquinor will switch places with me, and should be able to fire it...if there's a way to get it to me...


Venture Lieutenant, Play by Post (online)

You can fire the crossbow this turn if the following happen:
Syllyn uses his move action to pass it backwards (attacks as standard)
Lauranna uses her move action to pass it (casts as standard)
Lorqinor uses his standard to attack (if desired) and then switches places with you
You use your 5 ft step to switch places, move to take the weapon, and std to attack with it

I don't see anything here that the rules don't allow, I'm only having to use my judgement to say that passing a weapon can be done as a move action. (It should probably be less, but drawing a weapon is a move action by the rules)

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

There are actually two items to pass I think. The crossbow and the quiver. But if Dylph is next to Syllyn he can pass one of the items as a move action and Dylph can grab the other as a move action. Or, perhaps he could just draw the bolts from Syllyn's back as needed. But that will only work if Syllyn is not tagged again next turn. He's not going to chance being drained of all strength (or down to a point where he will collapse under the weight of his equipment) and will withdraw if he gets down to 8 strength or less.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Another shadow to face would not be nice


Venture Lieutenant, Play by Post (online)

Syllyn:
I've pointed out that I don't think this is an appropriate encounter at this level. You can trust me to do things like spread out the attacks to believably soften the blow a little.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

If Syllyn can take a 5' step back and I can take a 5' step forward, that should allow me to be able to fire as moving 5' is free and then I can load and fire...if I have to move more than 5', don't think I can fire...

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

Fighting in the hallway is probably not our best move. We need to move the fight into a wider area where we can concentrate fire, not the shadow's. Might I suggest bull rush or a withdraw? ;)


Venture Lieutenant, Play by Post (online)

Lorqinor, how big is your kinetic blast of water? I'm thinking about the volume of water in it.

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

I made withdrawling to the other room too difficult for me by 5" shifting. I have 20' movement. I can acrobatics past him but not really get away rolling well. I think we should redistribute weapons that can effect him and fight in the fire room.

Lauranna does not channel positive energy I take it. She still can attack with her CLW wand.

Dylph could take Syllyn's sword with the oil on it.

Syllyn could use the crossbow.

Lorqinor can blast away.

If this dagger helps, I can stab as well. Else I will fight defensively and help as best I can.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph is not proficient with a longsword and my melee mods are not good....think I can do some damage with the crossbow and ghost bolts if we can manage the handoff...


Venture Lieutenant, Play by Post (online)

I'm glad you guys made it through that somewhat unscathed.

Does anyone have any way to deal with the strength damage to Syllyn? If not, do you go on the way you are, or hole up in the safe room you found earlier to sleep it off?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Wow, that was some good luck...good time to roll back to back crits...and yeah, I think we search this room quickly and go back to the safe room so Syllyn can restore his strength...

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |
GM Redelia wrote:

I'm glad you guys made it through that somewhat unscathed.

Does anyone have any way to deal with the strength damage to Syllyn? If not, do you go on the way you are, or hole up in the safe room you found earlier to sleep it off?

Rest and healing checks.


Venture Lieutenant, Play by Post (online)
Dylph wrote:
Wow, that was some good luck...good time to roll back to back crits...and yeah, I think we search this room quickly and go back to the safe room so Syllyn can restore his strength...

Definately a good time for the critical hits. This is the encounter that I was afraid of, and the reason for some of the pushes I gave you while choosing characters.

After you guys heal up, do you go back and go the other way at the start, or go up the stairs?

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Syllyn, you had wonderful tactics and your distributing your stuff also saved us.

Dylph, did you buy a lottery ticket? That was great.

Just ignore my ramblings, I must have been crazy to think we could withdrawl after the shadow blocked the door.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn is still at 11 strength. As a front-liner he is now pathetic but can still take a hit. I say we go on after a quick heal break. That is if anyone even needs healing?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

If you think so Syllyn...but after an encounter like that, I'd feel better if our best front-liner was at full strength...and with the safe room, we should be able to rest fairly easily...

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

The description doenst say how big it is.

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