PFS PbP Faithless & Forgotten (Inactive)

Game Master James Martin

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Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Sorry, I mean puny in a good way. I was just thinking I am more apt survive this. You can go."

you are right about the switch. Done.

-Posted with Wayfinder


Bonekeep Slides

Pinball slips forward and grabs the bracelet, but nothing untoward seems to happen. You move to the north...

On the east end of this dim hallway, two staircases lead to the north and south but the one to the north has collapsed. A painting on the eastern wall depicts four figures guided along a path by a rat, a goat, a raven, and a hound. A rounded tunnel extends to the west, and glowing runes on the floor divide the floor into four areas. Stairs at the far end of the hall descend into a larger room, and a decrepit corpse wearing a silver amulet is splayed precariously across the upper steps.

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball quirks a brow. "There's no 'good way' to mean 'puny'," she counters. "Anyway..."

Trusting to the fact that the abjuration magic is usually the nice protective kind, Pinball moves next to the body, visually hunting for any pressure plates or the like as she goes-- and taking her time about it.

My eyes ain't as good as Garret's, but: take 20 on the square the body is in for a 21 Perception. If I see no traps, I'll take the bracelet.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Next time you will be prone before you know it Blanmieux. That remark was not nice and you know it!" Garret adds.

Garret moves towards Pinzel and checks for traps take 20 for 32


Bonekeep Slides

To reach the corpse, you must cross the strange glowing runes on the ground. Are you okay crossing them?

Garret stops, pointing at the runes. He notices there's some sort of magical effect if you cross the runes without disabling them. However, he can't figure out any way to disable them via the usual magic trap disabling tricks. Perhaps they're cued to something else? They do seem to be giving off the same sort of glow as the random items you've found here in the dungeon, and each is drawn in front of the painting depicting a rat, goat, raven and hound...

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

"Wasn't Dispater the arch-devil who was tied to hounds? Are any of the other Arch-Devils tied to specific animals as well? Maybe place the items we found near their respective statues under the paintings with the same glow?"

Or something like that. We know that Belial, ruler of the molten layer of Hell’s fourth circle, Phlegethon. His followers considered goats sacred. Dispater is hounds. Mammon lurks in the dark, rat-infested sewers below Dis—a lightless realm called Erebus that is the third layer of Hell. So the last one should be raven. We found a goat bracelet ..so logic dictates there's 3 more items with animal theme's

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

woops, got ninja'd by gm; my post above was referring to the goat bracelet. Will post about this one in a few, gotta get on computer.


Bonekeep Slides

You found the dagger in the well. I neglected to copy the description, but it has a raven on the pommel. You also found the bracelet with the goat theme. And there appears to be something on the corpse at the other end of the room across the runes. You may, of course, also have missed a Perception check to find other things...

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"hum. Something could be at the previous room. We didn't takes all our time.

Also, don't you find something weird about those corpse with these objects? Could they unleash a curse? I have a bad feeling that when all of this will be over, we will nees to run for our live. I would like to be sure there no danger. Like try to burn this "water"."

-Posted with Wayfinder

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"I am rather quick on my feet, so I don't mind trying to get to that corpse to see what the object is. On the other hand, we need to properly explore these ruins to be able to document everything." Garret hesitates

"So, let's first check if we missed something. And as for that water, we do not know how long it will burn if it burns. We do not want to cut of our only exit or devastate the entire ruins."

Let's head back and take 20 everywhere. I have evasion and a reasonable reflex safe if we want to try the object with the corpse first

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius nods

"Let's check if we missed something before we go for the corpse here"

If we need 4 and we have 2 and there's 1 here it seems like we missed 1 somewhere..let's check to see if we indeed missed something before we try to get the last one

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

"Seems reasonable ..."
Short of crossing back over the water way, Theleb will help Garret search ...


Bonekeep Slides

In the room with the hellhound statues, you search the corpse and are surprised to find a ring you missed that glows with faint magic: a platinumring adorned with the head of a hound. You also, in the chamber of Dispater, find s strange ivory rod. When you pass through the forge room with it, it begins to tremble slightly. Spellcraft?

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15
"We seem to have all the pieces now ... wait, what is that rod doing?"

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Internet back!! Slow as heck, but back.

Pinball tags back with the others, and also takes a crack at identifying the ivory wand. Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

"Hey, I know what this is! It's a...."


Bonekeep Slides

Between Theleb and Pinball, they realize this is a Jistkan rod designed to disrupt constructs. A few moment's work at the forge seems to restore its functionality, at least partly.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"It seem a trial of some sort. "

-Posted with Wayfinder

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

"So we have 3 pieces now with animal motives? Time to find out if they do anything"[/b]

Or does the rod have the missing animal?"

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

We now have raven, goat and hound. It is likely that the corpse has the rat.

"Ok, lets put the objects with the raven, goat and hound at the correct places. We miss the rat, but it might be that that object over there at the corpse has it. Shall I try?"

Unless anyone objects or has a better idea Garret will try to retrieve the last object, jumping over the lines (take 10 for acrobatics 25)

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Mage hand anyone? Carry a rope with a lasso over there, put it around the item/corpse and pull it towards us?


Bonekeep Slides

Trying mage hand shows that the amulet, being magical, resists the cantrip.

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

I think Manius was proposing mage handing the rope, not the amulet, but either way I'm not sure we have anyone with mage hand, since I don't have it and neither does Theleb. Sorry for silence, weekends are busy for me and this one's been especially so.

"Go for it, Garret-- I'm afraid I have no better suggestion." Pinball idly taps the rod against her hand, wondering if they'll run into constructs down here.

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius nods as well

"Go for it"

Manius then backs away around the corner while motioning the rest to follow him.....just in case

And yes, I was proposing to move the rope with mage hand. I think that falls within the weight limit.


Bonekeep Slides

[ooc]Ah, gotcha![/ooc[

It takes a couple tries to hit the corpse properly, but about ten minute's concentration finally has the amulet off the corpse and sliding across the floor. The amulet is in the shape of a snarling rat head, and when it crosses the third set of runes (the ones representing Mammon), they suddenly go dull and seem dormant.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Shall we put the other keys in?" says Blanmieux.

-Posted with Wayfinder


Bonekeep Slides

To speed us along...

You match up the animal to its devilish patron and discover when you brandish them, the runes fade away! The hallways reveals a large, final chamber.

The air in this chamber is strangely humid, and a thin layer of fog clings all across the floor. A staircase descends from the east and another staircase to the west is fully obstructed by rubble. Several statues with serpent motifs stand in the area. To the north, a large, green stained-glass window looms behind a twisted statue of three serpentine men conjoined at the hip. Vines snake across the floor from a central pool filled with luminescent green liquid. In several places, faintly glowing arcane script inscribed on the floor tiles shines through the mist.

Theleb can identify the statue as Geryon: The stinking swamps of Stygia, the fifth layer of Hell, are the dominion of the Serpent—Geryon—source of all great heresies.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret moves slowly into the room, checking for traps take 20 for 35

"Can anyone identify that script?"

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

"Let me see..."

Pinball casts a minor spell. (Read Magic) She also scans the room ahead for magic.

"I'd be leery of poisons in this room if it's associated with serpents..."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Blamieux drink an anti toxin.

-Posted with Wayfinder


Bonekeep Slides

GM Sekrit:
1d20 ⇒ 14

Pinball casts a cantrip and moves up to examine the script, but recoils in disgust at the blasphemous writings she reads. However, as she does, there is a sound of slithering and several serpent statues around the room spring to life, hellfire shining in their stone eyes!

init Manius: 1d20 + 0 ⇒ (1) + 0 = 1
init Pinball: 1d20 + 3 ⇒ (19) + 3 = 22
init, Garret: 1d20 + 7 ⇒ (3) + 7 = 10
init, Blanmieux: 1d20 + 0 ⇒ (16) + 0 = 16
init, Theleb: 1d20 + 4 ⇒ (9) + 4 = 13
init, Serpents: 1d20 + 1 ⇒ (12) + 1 = 13

Hellfire gaze, ranged touch vs Manius: 1d20 + 4 ⇒ (11) + 4 = 15 for 2d6 ⇒ (1, 6) = 7 fire damage!
Hellfire gaze, ranged touch vs Pinball: 1d20 + 4 ⇒ (11) + 4 = 15 for 2d6 ⇒ (3, 4) = 7 fire damage!
Hellfire gaze, ranged touch vs Garret: 1d20 + 4 ⇒ (3) + 4 = 7 for 2d6 ⇒ (2, 5) = 7 fire damage!

Round 1:
Pinball, Blanmieux, Theleb
Serpents
Garret, Manius

Pinball, Blanmieux and Theleb are up!

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Snake, I love Snake!" shoot Blanmieux.

He goes pass the group, drawing his scythe and swings at the snake. flanking if possible.

attack roll with scythe. rage, power attack.: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24add a +2 if there a flank.

damage scythe with power attack and rage: 2d4 + 15 ⇒ (1, 3) + 15 = 19

status 10 temporary hp, AC:8 +2 will
+3 against spell and spell-like need to roll always.

-Posted with Wayfinder

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Theleb will channel heal his companions for ...
Channel Heal: 2d6 ⇒ (6, 5) = 11


Bonekeep Slides

Blanmiuex moves and attacks! His scythe seems to encounter some damage reduction, but still he nearly cuts the snake in half! Theleb channels, healing his allies.

Pinball, then the serpents!

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Kn Arcana if these are constructs?: 1d20 + 5 ⇒ (6) + 5 = 11 Eh not likely to learn much on that anyway

Also, Blanmeiux's scythe is adamantine; did he still encounter damage reduction when he hit? Just clarifying for my knowledge there. If that possibly means the snake is actually dead, then I'll take a different action here, but if it's still alive:

Fire, and then almost instantly a rush of soothing energy from Theleb. Pinball gives the half-orc a quick nod of thanks then clicks her feet together and casts a spell that causes her hand to writhe with blue-white electricity. She then runs forward, nimbly twisting around the snake to get into position in the corner-- and reaches out to touch the serpent.

Acrobatics to avoid AOO from snake, vs CMD: 1d20 + 16 ⇒ (4) + 16 = 20
Touch attack vs snake, flank: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 +2 more if my Acrobatics beat the snake's CMD
Damage, electricity: 5d6 ⇒ (6, 6, 1, 5, 1) = 19

Free action- activate daredevil boots; standard, cast shocking grasp; move action into position; free action to deliver spell. Energy damage is not affected by DR, but it is affected by hardness if the snakes have that.

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius winces as the fire burns him, then nods his thanks to Theleb as the burn marks disappear again.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret is knocked back a bit by the fire, and then feels the healing wash over him as if nothing happened.


Bonekeep Slides

Manius's adamantine scythe DID encounter DR.

Pinball manages to dance around the snake's attacks and touches it. SR check: 1d20 + 3 ⇒ (5) + 3 = 8 Her spell flickers, but makes it through the creature's spell resistance. The snake seems to stiffen and falls over, unmoving.

The other two serpents hiss loudly and focus their gazes on Pinball!
Hellfire Gaze, Ranged Touch: 1d20 + 4 ⇒ (14) + 4 = 18 for 2d6 ⇒ (6, 1) = 7 fire!
Hellfire Gaze, Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9 for 2d6 ⇒ (3, 6) = 9 fire!

Garret and Manius for Round 1, then Pinball, Blanmieux, Theleb for Round 2! Also I will be traveling this weekend and may not be able to post much.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

I assume they have no legs and can't be tripped;-(

Garret takes a running start and jumps over the scripts and pool, moving towards the northern snake.

with a +15 to acrobatics even a 1 would succeed on the rolls, double move

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Blanmieux walks towards the northern spiders passing by passing the vines.

need someone to move blamieux

-Posted with Wayfinder

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Round 2
Theleb double moves toward the southern snake ...

Blanmieux wrote:

Blanmieux walks towards the northern spiders passing by passing the vines.

need someone to move blamieux

Looks like a walk of 40 puts you into melee with the Northern snake?

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Seeing Blamieux go for the northern serpent Manius moves next to the southern one.

(double move. No clue if the vines do anything, but passing through some of them)

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

"Ow," Pinball says at a bit of minor singeing as one of the beams hits. She frowns as she shakes the last sparks off her fingers. "They resist magic. That's annoying."

She grasps her prayer bead strand momentarily, easing her own minor burns. Swift action lay on hands: 1d6 ⇒ 5

She runs forward and points at the southern snake, sending a tiny blot of acid past Manius and into the creature.

Acid splash vs touch ac of Manius's snake, into combat: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Damage, no sr check needed: 1d3 ⇒ 1

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius dodges to the side as Pinball's acid flies past


Bonekeep Slides

Pinball's acid splash hits the serpent, only barely etching it. The two serpents strike!

bite versus Blanmiuex: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 + 3 ⇒ (4) + 3 = 7 damage plus a fort save!
bite versus Blanmiuex: 1d20 + 6 ⇒ (15) + 6 = 21 for 1d6 + 3 ⇒ (2) + 3 = 5 damage plus a fort save!

bite versus Manius: 1d20 + 6 ⇒ (13) + 6 = 19 for 1d6 + 3 ⇒ (5) + 3 = 8 damage plus a fort save!

bite versus Manius: 1d20 + 6 ⇒ (8) + 6 = 14for 1d6 + 3 ⇒ (5) + 3 = 8 damage plus a fort save!

Garret and Manius for Round 2, then Pinball, Blanmieux, Theleb for Round 3!

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Round 3
Theleb charges the southern snake ...
+1 Great Axe: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for Magic/Slashing: 1d12 + 5 ⇒ (9) + 5 = 14

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius armor absorbs some of the impact from the serpents bite
Converting 1 damage to non-lethal

Fort save: 1d20 + 7 ⇒ (1) + 7 = 8

while the armor proves to be too though for the second attack to make it through.

Manius then takes a step towards the serpents back, hopefully setting up the possibility for a distraction in the near future and swings his flachion at the serpent in front of him.

To hit AC south serpent: 1d20 + 11 ⇒ (7) + 11 = 18
Cold iron slashing damage if hit: 2d4 + 8 ⇒ (3, 3) + 8 = 14

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball's face scrunches up with a moment's thought, deliberating; then she runs in to try a barehanded touch of one of the snakes, to see what happens.

Laughing touch vs northern snake, vs touch ac: 1d20 + 7 ⇒ (6) + 7 = 13
Caster level check to overcome SR: 1d20 + 5 ⇒ (4) + 5 = 9

Laughing Touch: basically just restricts foe to a single move action, 1 round, no save. Mind-affecting, so if they're immmune to that, won't do anything

"Let's do process of elimination here," Pinball says brightly

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret steps around the serpent

Flurry: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Flurry: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

fort and poison: 1d20 + 13 ⇒ (5) + 13 = 18 dice fort poison: 1d20 + 13 ⇒ (11) + 13 = 24 "Thank you little worm. I can now unleashed my full power!" The veins on Blanmieux's naked body pop up while he howl a cry as he unleashes the full power of a librarian. rage p.A, vengeful damage stance: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14 damage: 2d4 + 7 + 6 + 2 + 2 + 1 ⇒ (3, 3) + 7 + 6 + 2 + 2 + 1 = 24

-Posted with Wayfinder


Bonekeep Slides

I'm back! And my bad, no poison on these guys. Running from memory is not the best idea, kids...

Theleb's axe bites deep into the stone snake, but seems to encounter some light damage resistance. The construct seems to find nothing funny in Pinball's touch. Meanwhile Garret's second strike hits home and does some damage... While Blanmieux shows what a barbarian can do and smashes the northern snake into rubble!

Manius' followup to Theleb's axe swing likewise smashes the serpent there into rubble and silence follows as nothing else leaps out to attack!

Combat over!

The room is silent. What now?

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