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

Game Master Redelia


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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)

Drink up guys. Can't see the potions will see a better use. Do we want to use the stairs or clear the level first? First two opinions in agreement carries the vote! I vote clear then stairs.


Venture Lieutenant, Play by Post (online)

Just as general strategy, since you guys only have one character who can heal, you might keep one potion to administer to her if she goes unconscious.

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 has a wand of CLW. That should do as well as administering a potion to another player. No need to keep the potions around unless someone wants to be holding it so they can administer to themselves.


Venture Lieutenant, Play by Post (online)

Are you able to use the wand? If so, then yeah, I agree with you. (Sorry, I'm not really familiar with your class)

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)

Yes. CLW is on the bard class list and thus on the skald class list.

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 vote to go use the stairs

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:
Also, you guys can easily find out that the two potions you just found labeled 'healing' are also CLW.

"They taste like peppermint! Healing potions always taste like that unless they taste like castor oil." Lauranna says sampling both. "What? I always try tasting things in stoppered bottles. I mean it said 'healing' right there on the side and all."

True, we could use the potions first, but on the flip side they work for anyone, wands only for a select few. I'm good either way.

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, with his acid burn still smarting, drinks one of the potions from the horses in front of the crypt. Or from the hiding man. Reread and did not find any potions with the horses. I think we are out of free potions now.

potion clw: 1d8 + 1 ⇒ (3) + 1 = 4

"That is much better."


Venture Lieutenant, Play by Post (online)

I'm still waiting for a consensus as to stairs up or door.

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

"Is there some reason not to check out this door before we take the stairs? Just seems logical not to leave a potential foe at our backs."

unless I missed something about the door, why not check it out first?

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 |

DOOR!

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

Lorqinor? Is the door okay. I see you voted for stairs. But it looks like the rest want the door. So 4 to 1 against stairs. But is your vate a veto on door. in distant past i have seen people be stubborn an venture off alone when groups differ. I don't recommend it.
You could also use healing. Others have offered with wands. This low level it could be differance of not dying.

"I wonder if i am developing a resistance to healing magic. Potions just don't seem to have as great an effect on me anymore."

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 will cover his companions with his bow as they move to open 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

He is fine, he just wanted to vote

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)

Door is good with me too. Let's move on 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

Purnel will open the door with his sansetsukon in his other hand.


Venture Lieutenant, Play by Post (online)

You open the door and find a narrow passage. Down the passage is a chamber. The remains of a small fire smolder in the center of this broad
chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke. You know you cannot see as well as usual in this room from your watery eyes. Your breathing is labored, resulting in -2 to attack rolls. You know that spending too long in this room may be bad for your health.

You also see something menacing move towards you. You are able to partly see through it.

initiative rolls:

Syllyn init: 1d20 + 1 ⇒ (9) + 1 = 10
Purnel init: 1d20 + 5 ⇒ (5) + 5 = 10
Aerian init: 1d20 + 4 ⇒ (9) + 4 = 13
Dylph init: 1d20 + 7 ⇒ (17) + 7 = 24
Lorqinor init: 1d20 + 9 ⇒ (18) + 9 = 27
Lauranna init: 1d20 ⇒ 16
enemy init: 1d20 + 2 ⇒ (3) + 2 = 5

Entire party is up before the scary thing.

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

Not sure if I'll have LOS with the folks in front of me...if not, I'll delay until I have a clear shot...I do have Deadeye Bowman and Purnell is short enough, he shouldn't be in my way...

Dylph will fire a cold iron arrow as soon as he has a clear shot...

Shortbow: 1d20 + 7 ⇒ (11) + 7 = 18

Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7


Venture Lieutenant, Play by Post (online)

Dylph's arrow passes right through the enemy. It's undamaged, and you may collect it at the end of the fight.

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 applies oil of bless weapon to his longsword. One move action to retrieve and one action to apply.

Syllyn is still in the corridor. Do the vapors affect him where he currently stands? If not he will probably hold his position and let it come to him. If he is in the vapors anyway he will 5' step forward if Purnel moves.

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 shifts over pulling out a vial of holy water and readies to pour it on the thing if it comes near.

"We are bottled up." "We should back out and let it come to us in cleaner air."

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 agree, provided the corridor is clear of gasses. You could make your way back behind Syllyn instead of stepping to the side if this is true. But if you stay in the room it will do Syllyn no good to retreat.

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

Aerian backs up at Purnel's suggestion... waits to see what the others will do.

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 |

"Whoa, this is room needs a good airing out. Hey Purnel, can you tell what that thing is?"

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

Does low light vision help to see in this case?


Venture Lieutenant, Play by Post (online)

No, low light vision can't help with the blurring the smoke causes. Those who are in the hallway are not impacted by the smoke. Based on what you guys said, I shifted people back slightly. I moved Dylph further back, since he knows his weapon can't hurt the think. I left Syllyn at the very front, since he was preparing an attack.

The shadowy creature moves forward toward Syllyn. triggers Purnell's readied attack; go ahead and post for that.

The creature reaches forward a hand and touches Syllyn.
touch attack: 1d20 + 4 ⇒ (18) + 4 = 22
strength damage: 1d6 ⇒ 6

:( Of all the awful times to roll maximum...
Syllyn feels the creature sap his strength.

Entire party may post; Purnell may also post his readied attack from last turn.

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 |

Is there a reason we can't identify the creature? Is it because of the smoke?


Venture Lieutenant, Play by Post (online)

You can certainly try to identify; no one has said they are going to try. It's know:religion to find out.

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

pour holy water: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 2d4 ⇒ (1, 1) = 2

know religion untrained: 1d20 ⇒ 5

"Its a transpart thing that is shadowy. Not sure but things go through it." "It saps strength."


Venture Lieutenant, Play by Post (online)

Purnel, you can tell it's an incorporeal undead of some kind.

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

Not much to do if we are bottle necked

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 guessing maybe a shadow...I got nothing that'll harm it...and if it kills one of us, we'll be facing two...not very familiar with clerics in Pathfinder...can clerics turn undead in PFS?

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)

Kn Religion: 1d20 + 1 ⇒ (19) + 1 = 20
Does it have any weaknesses or vulnerabilities and what is its AC?

In spite of the debilitating weakness, Syllyn takes a swing at it but attacking defensively to boost AC by 2 and give the others a chance to do something. Current touch AC = 13 (about a 50/50 chance at being missed).

To Hit: 1d20 + 4 - 3 - 4 ⇒ (6) + 4 - 3 - 4 = 3
damage: 1d8 + 3 - 3 ⇒ (1) + 3 - 3 = 1


Venture Lieutenant, Play by Post (online)

That bottleneck was my fault, as a result of how I interpreted what you guys said, so I've moved the map slightly so that someone else can also get in there and reach. Anyone who stays in the hallway is not impacted by the smoke, and for those in the room, you have several rounds before it does any harm other than a temporary perception decrease and slight decrease to attack. Since you guys seem to be rather stuck right now, let me point out that Lauranna has a wand of CLW that can be used as a touch attack against undead, Lorqinor's kinetic blast will do half damage, and several of you still have holy water.

edit: I moved things back the way they were. Sorry.

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 |

Usually, Knowledge checks (like identifying a creature) are just a reflexive thing. I see Will Smith. I have previously studied The Fresh Prince of Bel Air. I recognize him.

knowledge (religion): 1d20 + 3 ⇒ (8) + 3 = 11


Venture Lieutenant, Play by Post (online)

It's a shadow, and it has no weaknesses or vulnerabilities other than what's standard for incorporeal undead. Its AC is 15.

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 |

Laurana casts bless as soon as she becomes aware of the shadow.

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)

Could Lauranna move back so Dylph can get to Sylyyn's crossbow and bolts or allow Syllyn to 5' step back and get next to him? Two move actions on his part should transfer both the crossbow and bolts over and he's our best archer I think.

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 half elf will shoot a blast of water at the creature
1d20 + 3 - 2 + 1 ⇒ (7) + 3 - 2 + 1 = 9 rta
1d6 + 3 ⇒ (4) + 3 = 7

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 |

Now that the map seems settled.

Lauranna moves back and says: "Hey guys! There's a horrible undead shadow-thingie in there!" She waits a beat for a reaction and then adds: "I know! Cool right!? I'm heading back in to get a better look."

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 |
Syllyn wrote:
Could Lauranna move back so Dylph can get to Sylyyn's crossbow and bolts or allow Syllyn to 5' step back and get next to him? Two move actions on his part should transfer both the crossbow and bolts over and he's our best archer I think.

Lizard Ninja.


Venture Lieutenant, Play by Post (online)

mystery roll: 1d20 ⇒ 6

Purnel:
There is a dagger in the fire.

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

"Hey, there is a dagger in the fire"

If the dagger can be reached without burning Purnel:

Purnel will grab the dagger with a handkerchief covered hand and will shift, 5' step, behind the thing and swing with the dagger.
dagger swipe with flank: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
dmg: 1d3 + 1 ⇒ (2) + 1 = 3
confirm: 1d20 + 5 ⇒ (13) + 5 = 18
dmg: 1d3 + 1 ⇒ (3) + 1 = 4

if dagger is too far to be reached safely:

Purnel will pull out his last holy water and empty it on the shadow.
ranged touch: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 2d4 ⇒ (4, 4) = 8

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 steps back and hands the crossbow to Dyllyn after his attack.


Venture Lieutenant, Play by Post (online)

Purnell, grabbing the dagger will burn you, but it might still be worth considering...

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 makes a 5' move, switching places with Lorquinor, takes the crossbow & quiver from Syllyn, loading it with a ghost salt bolt as he does...then he quickly fires a bolt at the shadow...

Crossbow: 1d20 + 6 ⇒ (19) + 6 = 25

Confirm Crit: 1d20 + 6 ⇒ (10) + 6 = 16

Ghost Salt Damage (including Crit): 2d8 + 2 ⇒ (7, 6) + 2 = 15


Venture Lieutenant, Play by Post (online)

Syllyn's sword swing and Lorqinor's water blast do not harm the shadow, but Dylph's skilled crossbow use hits the shadow hard. It looks wilted, like it's almost dead (or perhaps re-dead??).

Also, Purnel, you've already acted, so I'll save those rolls for your next turn, whichever you decide to do.

The shadow reaches out and tries to touch Purnel.
touch attack: 1d20 + 4 ⇒ (12) + 4 = 16
However, due to the pain it's in, the shadow is unable to make contact.

Entire party is up again. Please clarify if you are grabbing the dagger or not, Purnel.

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 reloads and fires again...

Crossbow: 1d20 + 6 ⇒ (19) + 6 = 25

Confirm Crit: 1d20 + 6 ⇒ (18) + 6 = 24

Ghost Salt Damage (including Crit): 2d8 + 2 ⇒ (6, 7) + 2 = 15


Venture Lieutenant, Play by Post (online)

As Dylph's second bolt slams into it, the shadow fades away...

perception rolls:

note: all take -2 penalty from this for smoke
Lorqinor: 1d20 + 10 ⇒ (4) + 10 = 14
Syllyn: 1d20 + 6 ⇒ (20) + 6 = 26
Purnel: 1d20 + 8 ⇒ (16) + 8 = 24
Aerian: 1d20 + 9 ⇒ (13) + 9 = 22
Lauranna: 1d20 + 3 ⇒ (15) + 3 = 18
Dylph: 1d20 + 7 ⇒ (10) + 7 = 17

There is a scorched key on the ground on the far side of the fire, as well as the dagger that is in the fire.

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

Aerian sighs and steps into the smoky room... He fishes the dagger out of the fire with the tip of his blade, but doesn't touch it til it cools... of course anyone else is welcome to pick it up...

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