[PFS - PbP Game Day 2] #4-18: The Veteran's Vault (Inactive)

Game Master StephNyan


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Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"With caution of course. WIthout it you're practically inviting death."

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

I agree. Let's have snips check things out.
Snips Stealth: 1d20 + 15 ⇒ (1) + 15 = 16
Snips Perception: 1d20 + 4 ⇒ (12) + 4 = 16

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"No sweat, this one looked easy. Simple set-up, easy rig to dismantle. It was better camouflaged though."

Misarru holds back and wiats for another to take point.
"We should indeed be careful, though I'd say we should check these alcoves as well. They might house valuable or more of those bat-eared critters."

Misarru follows the others and keeps an eye out for anything suspicious.
Take 10 on Perception for 16

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

"What could possibly go wrong?"

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

1d20 + 3 ⇒ (5) + 3 = 8

Vitarri was cautious but wasn't as wary as the others were. He shrugs at the talking and backs up whoever enters the room first with Oathkeeper drawn and ready...

GW is out unable to update map as I am on my phone. Sorry. :(

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"Careful Dagnobar, that is one on the questions better not asked. I've seen things go wrong that followed shortly after."

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Seeing the others hesitate, Aeilín steps to the fore, and leads the others across the threshold. Stepping carefully, she peers into the alcoves, wary of more trouble lurking in the shadows.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Stealth: 1d20 + 3 ⇒ (1) + 3 = 4

-~= MAP =~-


Each alcove's door opens into a cramped cell. Most of the doors are unlocked, and many of the cells still hold musty blankets. Four of the doors are locked.

The map's updated with Vitarri backing Aeilín up. Green triangle = cell with locked door.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar limps along to follow the group.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Updated Map

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

While the others move forward, Misarru stops at the locked alcoves and knocks on the first. If something's inside of it, better check first.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
If he doesn't hear anything, he takes a look and see if he can find the lock and open it.
Disable device: 1d20 + 7 ⇒ (15) + 7 = 22

"Best stand back lads, ye might never know if I missed something."

Map

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Muchiko moves up a bit, standing just behind Vitarri.

Map

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Hearing Dagnobar's grunts and limping Vitarri turns and motions Muchiko to switch spots momentarily. He pulls forth his holy symbol and starts castng the same shimmering armor like he did when he healed Msarru hours ago. As the plates began to take shape he slammed his fist through them which destroyed them and showered positive energy over Dagnobar. "Feeling better now?"

Convert Armor of Faith -> CLW Targeting Dagnobar: 1d8 + 1 ⇒ (8) + 1 = 9

Map

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

What light sources do we have or are we going primarily off darkvision?

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Moving out of Misarru's way

-~= MAP =~-

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

"Wow, I feel much better, thank you very much. Yesterday was very rough."

Being careful to not set off the trap, Dagnobar walks in the same steps as the others, but then moves ahead to a lookout position, using his darkvision to see anything incoming to their position.

UPDATED MAP

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will keep an eye out behind peaking around the corner to make sure nothing comes up from behind.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Keep in mind the sewers are dim light, some of you don't see very well here.

While Misarru tries to open one of the doors, Vitarri heals Dagnobar's wounds. The others patiently wait for the door to open, but Misarru isn't able to unlock it.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri can cast light on objects if needed. A Rock, a spare shield or even on your armor. ;) So just add it in a post (In text or OOC-blue) if you need/have Vitarri cast light. Don't worry on waiting on my response. :)

Vitarri waits impatiently before turning towards Xander. "Switch places with me. You won't be able to see as well as I can and I am sure Togg is roaming somewhere in this place..." If Xander agrees Vitarri will take his spot and sheath Oathkeeper before drawing his bow and nocking an arrow.

Map ifXander agrees to switch.

I didn't know if Xander was using a light source and this will limit our noticeable foot print and keep those who have a hard time seeing together incase things go south on us. ;)

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Ahh drat. Damn door is more difficult than I imagined. Must be a new lock they don't teach ye."

Misarru tries again, given that there actually is a lock to begin with.
Open Door: 1d20 + 7 ⇒ (20) + 7 = 27

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Nice.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar keeps a keen lookout with his darkvision.

I'd like to take 10 if possible on my perception, so 18 total.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Perception - I guess I will take 10 too >.>;: 1d20 + 3 ⇒ (10) + 3 = 13

If needed ;)

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

No objection to swapping places.


The door opens when Misarru tries again. Inside the cell the party finds nothing but a couple of musty blankets.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Hmm.. junk if I ever seen it... Lt's move on."

When the group gets to the next one, he'll inspect it and try to open it as well.

Map

Take 10 on Perception for Traps for a 17
Opening door?: 1d20 + 7 ⇒ (20) + 7 = 27
Would like these rolls when in combat, but this is a good gift ^^

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

I believe you can take 20 on opening the lock. Have to get GM approval, but pretty sure opening locks is one of the things where it works.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

I know, but it takes up a lot of time, about 20 minutes or something. Didn't want to keep you all waiting that long.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

From the PRD: "Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform)."


I'll allow taking 20 here, there's no timer for this part of the scenario.

Misarru opens the second cell, and finds some more musty blankets. A third cell reveals even more musty blankets. It occurs to the party all cell walls contain minor scratches, chips, and cracks. Much like those at the rat statue.

When Misarru tries to open the fourth cell, no matter how hard he tries, he's not able to open it with his skills.

The map's updated, with Misarru in front of the last cell he tried to open. (I decided to speed that up a bit, because the opened cells are empty anyway.)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar moves forward to help protect Misarru. Dagnobar still taking 10 on perception.

UPDATED MAP

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Drat, this last one won't budge. You would almost expect there to be something valuable behind it, but it could be some musty blankets... again..."

He sighs and looks to the others.
"I'm done here, let's get going"

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Aeilín follows behind Misarru, eyes and ears probing for trouble.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23 - What can I say? I like to roll.

MAP

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will move forward with Aeilín. I can't update the map with my phone.


B5. The Hall of Exquisite Agony

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.

Perception DC 5:
Whenever a creature moves more than 10 feet in one round in area B5, there is a 50% chance (75% chance if the creature cannot see) that the creature steps on one of the sharp tools. Treat this like moving through an area scattered with caltrops, but any creature damaged by the knives also contracts filth fever (Fortitude DC 13 negates). Moving at half speed allows a creature to avoid the hazard entirely.

On the other side of the room stands a jinkin wearing a robe, and another small creature with tentacles spanning almost 5 feet. The jinkin looks up at the party when they enter the room, and curses loud. "Geh weg, du bist nicht willkommen!"

Undercommon:
"Go away, you're not welcome!"

Initiative:
Aeilín: 1d20 + 2 ⇒ (16) + 2 = 18
Dagnobar: 1d20 + 3 ⇒ (12) + 3 = 15
Misarru: 1d20 + 4 ⇒ (11) + 4 = 15
Muchiko: 1d20 + 3 ⇒ (13) + 3 = 16
Vitarri: 1d20 + 3 ⇒ (14) + 3 = 17
Xander: 1d20 + 8 ⇒ (14) + 8 = 22

Mifra: 1d20 + 6 ⇒ (3) + 6 = 9
Xarmigash: 1d20 + 6 ⇒ (3) + 6 = 9

Turn progression:
Aeilín
Dagnobar
Misarru
Muchiko
Vitarri
Xander

Mifra
Xarmigash

The map's updated. Everyone's up!

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar's perception exceeds the DC

Dagnobar moves up 10' (half speed) and says "What did that thing say? Oh, and watch your step."

UPDATED MAP

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

The tools are only on the floor right? The table is safe to stand on without having those caltrop effects?

Misarru moves 10 feet as well, assuming a defensive psoture. Taking Total Defense, AC 21

"What Dagnobar said, the ground is littered with rusty spikes."
Updated Map

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will move up next to Misaru then use Shift(Su) to teleport 5 ft forward as a swift action and cast grease beneath the two creatures and the two squares in front of them. (DC16 Reflex or fall)
I am on my phone. Could someone move me(and Snips)?

Grease:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Stepping carefully, Aeilín bares her blade and moves out in a flanking maneuver.

Aeilín's Perception = the DC. Double move at half speed (40'*2/2) - 30' move total. - MAP

Am I correct in assuming that those are pillars I'm standing next to? (cover?)

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri laughs. "Finally!" He moves forward into the room and casts bless.

MA: move 15ft
SA: Cast Bless

Map


@Misarru: Yes, the table is safe to stand on :)

Reflex Mifra: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex Xarmigash: 1d20 + 3 ⇒ (19) + 3 = 22

Most members of the party move into position, and Xander casts grease. Both the jinkin and the creature next to it don't seem bothered by it.

Vitarri casts bless to aid the party.

Someone please post for Muchiko.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Muchiko moves down the stairs, ending up behind the large cilinder.
(Or is it a pillar?)

Readied attack with bow: 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 1d6 ⇒ 5

Map


@Aeilín & Muchiko: Yes, those are pillars.

Muchiko moves into the room and readies her bow. She doesn't yet shoot it, but holds the attack. When will she shoot? It's something that has to be specified when you ready the action.

The creature next to the jinkin touches the jinkin and casts a darkness spell. As Vitarri's still in the hallway, the light created by his spell doesn't reach far enough to fully reveal the entire room. The dim light the two creatures stand in becomes total darkness, and only those with darkvision can still see their position.

From the darkness the jinkin casts sleep, targeting the area in between Xander and Misarru. Both of them, and also Snips and Dagnobar, are caught in the spell's radius. Dagnobar and Xander resist the spell, but Misarru and Snips drop to the floor.

Will saves:

Will save Dagnobar: 1d20 + 7 ⇒ (12) + 7 = 19
Will save Misarru: 1d20 + 2 ⇒ (2) + 2 = 4
Will save Snips: 1d20 + 0 ⇒ (6) + 0 = 6
Will save Xander: 1d20 + 2 ⇒ (15) + 2 = 17

Turn progression:
Aeilín
Dagnobar

Misarru (Asleep)
Muchiko
Snips (Asleep)
Vitarri
Xander

Mifra
Xarmigash

The map's updated, and those in bold are up!

---

From Vitarri position, his light reaches till the yellow stars. The darkness reaches till the blue squares.
East of blue squares: normal light
In between stars and squares: dim light and thus concealment (20% miss chance)
West of yellow stars: darkness and thus total concealment (50% miss chance)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Hey, just FYI, my Will save versus a spell would be +9 since i'm a Dwarf. Maybe I should change my header to add that info?

Dagnobar continues to move forward slowly to avoid stepping on stuff. I'll get there soon enough!

UPDATED MAP

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

GM, Muchiko will fire at the 1st enemy that comes into sight.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander never got positioned correctly on the map last round here is where he was standing.
Updated Map

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will pick up Snips (Move Action) and then reach down and give Misaru a sound slap on the cheek to wake him. (Standard action to Aid Another)

Now, now, none of that. This is no time for a nap!


@Dagnober: Yes, that'd be helpful :) Perhaps adding something like [+2 vs. spells] behind it?

@Xander: Okay! The sleep spell would've targeted a different area, but the same people would've been caught in the spell's effect area.

As Dagnobar moves forward, Misarru is slapped in his face by Xander. Misarru wakes up and gets back on his feet.

Muchiko stands behind one of the pillars, and keeps her bow ready to shoot an arrow at the first enemy to get in her sight.

Turn progression:
Aeilín
Dagnobar
Misarru Gets a single move/standard action after waking up.
Muchiko
Snips (Asleep)
Vitarri
Xander
Mifra
Xarmigash

Those in bold are up.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Point of order: On Vitarri's last post, he posted the same map link as I did, yet intended a move of 15ft. I'm updating that in my map link here.

Stepping more gracefully than her armored mass would suggest possible, Aeilín picks her way to the jinkin, giving him a taste of her blade, a cold light in her eyes.

Raging, Power Attack, Bless: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19

MAP

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Misarru picks up his rapier and his tail delivers him a new dagger.

Sadly back to AC 17, oh well


Vitarri forgot to move and quite some time passed since he did. His change in position would've affected the enemy's actions, and possibly your actions. I will ignore his movement from last round.

To avoid any retcons Vitarri's intended movement for last round will be treated as his move action for this round.

Vitarri steps closer and Muchiko can see the creature next to the jinkin from her spot behind the pillar. She doesn't manage to hit the creature, despite seeing its position.

<21 = Miss for Muchiko: 1d100 ⇒ 53
<21 = Miss for Aeilín: 1d100 ⇒ 42

Aeilín moves into the dim light, and attacks the jinkin. She doesn't seem bothered by the dim light, but still her attack misses horribly.

Misarru picks up his rapier, and his tail delivers him a new dagger.

Turn progression:
Aeilín
Dagnobar
Misarru
Muchiko
Snips (Asleep)
Vitarri
Xander
Mifra
Xarmigash

Vitarri is up, he has spent 1 move action.

The map's updated. East of the blue squares is normal light, and west of the blue squares is dim light (20% miss chance).

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