PFS PbP Master of the Fallen Fortress (The Others) (Inactive)

Game Master Revvy Bitterleaf

Map


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Scarab Sages

Lukaas recognizes the banner as belonging to the Band of the Phoenix, one
of Absalom’s most famous hunting lodges during the Age of Blades. It might be worth something to a historian or collector.

Other then that all the things in here are rusting and covered in filth...not to mention smelly.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans wrinkles his nose.

"Charming. More of the creatures to look forward to. How delightful...

...where to next?"

Grand Lodge

Male Human Bard (5) HP 38/38;AC 16 FF14 Tch 12;Fort +2, Ref +6, Will +4; Init+2;Per+7 , SM +5 Perform 12/12

Lukaas points at the banner

This item is full of historical importance. It's the banner of an ancient hunting lodge of Absalom, if i'm not mistaken. The name was "the Band of the Phoenix". I'll took it home on our way back when Hans will have finish his... pest control."

the bard looks around
Knowledge engineering: 1d20 + 2 ⇒ (17) + 2 = 19
I'm not THAT knowledgeable in matters of architecture,not yet at least, but I suppose the door i'm facing leads to some stairs, linking every level of the place together. And the southernest door, just by your side Hans, must lead to another room of this tower. Just a supposition, of course. Now, if you want some sound strategy, I propose you finish to hack and slash everything at this level, then you'll kill everything at the upper levels.

He smiles, and adds with a twinkle in his eyes
Every thing that is not US, of course, O mighty warrior..


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans winks in reply.

"Heh. Well, since you requested it so eloquently, I suppose that I can exclude you. Onwards with the rest of the pest control!"

So saying, Hans moves over to the (non-stairwell) door, and attempts to open it.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"I second the level clearing philosophy. Let's make haste though, as this odor is almost unbearable."

fortitude: 1d20 + 3 ⇒ (1) + 3 = 4 if still needed

Scarab Sages

No fort saves needed for the stench..for this room..for now ;) Actually with the time you've spend in here we can assume you've waited long enough to get used to the stench and are no longer sickened by the time you move on.

1d100 ⇒ 38

The door opens easily enough. This octagonal room is covered in a fine layer of dust. It’s clearly been abandoned for a long time.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Despite the apparent emptiness of the room, Hans still takes a careful look around, just in case.

'Take 20' = 24 on Perception.

Scarab Sages

Hans finds a trap on the NE door of this room [ooc](which makes sense..since he already found it from the other side)[ooc] but nothing else other then some dust..

From this side he can tell it's a relatively simple arrow trap..you open the door and a short javelin type projectile will get shot through the doorway.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

So, is it possible to open it safely from this side, thereby disarming the trap?

"Hmmm... Nothing more on this level; let's try the stairs..."

So saying, Hans moves over, and opens the door to the stairwell.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

I concur. Moving on to the next level seems to be the next obvious course of action.

Scarab Sages

It would make sense to me..but game wise I don't think traps work like that..but yeah..I think you can

1d100 ⇒ 26
The doors opens easily enough. The staircase down is blocked by rubble..but the way up is clear.

The door on the next floor is locked (with a real good lock) and the staircase goes up further.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans nods to the locked door.

"Shall we break the door down, or come back to it later?"


Male Compsognathus witch familiar 1

"I'm all for it, but out of all of us, I believe you're the only that would be doing the hard work there. So, if you don't mind doing it, I say... tally ho!"


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

I will wait for a little more consensus before attempting to break the door down ;-)

Scarab Sages

Male Human Sorcerer 1 HP (9/9) AC(11, Touch 11, FF 10, CMD 9) Saves(2/1/2) Init. +1, Per. +5, SM +5

"One way is as good as another, the fact its locked, may mean value lays behind it though."

Scarab Sages

Seems 3 people are in favor of you trying to break through the door..so go for it I guess

Grand Lodge

Male Human Bard (5) HP 38/38;AC 16 FF14 Tch 12;Fort +2, Ref +6, Will +4; Init+2;Per+7 , SM +5 Perform 12/12

Do your best. No one of use is able to pick locks, unfortunatly.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans experimentally shoulders the door...

Strength check: 1d20 + 5 ⇒ (10) + 5 = 15.

...when it does not budge, he grunts, narrows his eyes, and with a roar, charges the door!

Strength check, rage: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25.

Hopefully, that will do it ;-)

Scarab Sages

With his first attempt Hans manages to get the door to crack a bit...but with his second attempt he smash it out of it's hingers.

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.

DC 10 Knowledge (religion) check:

You identify this room as a temple dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book

As the door flies past them the skeletons on the floor burst into flame and start to rise, covered in infernal flames. Their jaws open in soundless screams as they raise their weapons and attack.

Init Shoris: 1d20 + 7 ⇒ (9) + 7 = 16
Init Zhoron: 1d20 + 5 ⇒ (11) + 5 = 16
Init Nikias: 1d20 + 1 ⇒ (9) + 1 = 10
Init Lukaas: 1d20 + 2 ⇒ (6) + 2 = 8
Init Olafsson: 1d20 + 4 ⇒ (4) + 4 = 8
Init Skeleton1: 1d20 + 6 ⇒ (16) + 6 = 22
Init Skeleton2: 1d20 + 6 ⇒ (17) + 6 = 23

The skeleton shamble towards Hans and try to slice him open with their burning scimitars.

Attack 1 vs Hans's AC: 1d20 ⇒ 16 damage for Hans: 1d6 ⇒ 3+ Fire: 1d6 ⇒ 1
Attack 2 vs Hans's AC: 1d20 - 4 ⇒ (8) - 4 = 4 -4 for cover
There is an aura of flames around the skeletons, if you start your turn in an aura you will take 1d6 fire damage (as far as I understand it that means if you're in both you take the damage twice..so that means when Hans starts his turn he will take fire damage: 2d6 ⇒ (4, 4) = 8

init
You guys
Burning skeletons

Map updated


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Just as well I was up front; that would have dropped, or staggered, everyone else in the party...

Wincing in pain as he is slowly burned alive, Hans nonetheless manages to make a devastating swing at the skeleton in front of him...

Greatsword: 1d20 + 5 ⇒ (19) + 5 = 24, for 2d6 + 10 ⇒ (1, 1) + 10 = 12 Slashing damage.

...before tumbling into the room, to make room for the others.

Acrobatics, to avoid AoO from the remaining skeleton... or through the other one, if it is still standing. 1d20 + 2 ⇒ (18) + 2 = 20.

Scarab Sages

I know..I didn't put anyone else next to the door and gave the skeletons different initiatives to try to prevent something real scary from happening, but....yeah. Still something scary happens..

With one swing of his Greatsword Hans hits the skeleton dead center..it explodes into a fiery burst of bone and flame!

Fire damage for Hans, nobody else is in the burst: 1d6 ⇒ 5 Reflex save DC 11 for half damage

I think that leaves Hans with 2 hps and 2 nonlethal so that means your staggered - as soon as the explosion hit. When your nonlethal damage equals your current hit points, you're staggered , and when it exceeds your current hit points, you fall unconscious. I'm not sure if you could still do the acrobatics but for simple sake..let's assume you can still take the actions you started with this round. You move at half speed unless you increase the DC with 10 for the tumble ..according to the map you moved 30ft..which would mean you didn't make the check. Shall we assume you moved less and made the check?


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

@Revvy:

You don't double dip with non-lethal damage. Even if Hans fails the Reflex save, and takes a total of 17 lethal damage this round, he will still be conscious - 17 lethal + 2 non-lethal = 19hp, so he will be on 2hp (including the 2hp of non-lethal damage). He would need to take another two damage (lethal or non-lethal) to render him unconscious.

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7.

Okay. 17 it is, then. To put it another way, technically, at present, Hans has taken 17 points of lethal damage, so his current hp is 4. In addition to that, he has taken 2 non-lethal damage. He would need to take an additional 2 non-lethal to make his non-lethal equal his current hp, and render him unconscious.

Does that make it clearer?

As to the movement, as a Barbarian, Hans has 'Fast Movement' which increases his speed to 40' - since he only provokes from two squares (since he has cover in the first square of the straight line), only those two squares need to be tumbled through, and count as 'double movement', so he *can* get to that square.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Looking badly scorched, and barely standing, Hans is still nonetheless able to quip:

"Someone should *really* polish-off the remaining skeleton before it has a chance to act... I would rather *not* end up barbequed..."

Scarab Sages

I saw your current hps as 7 (_and_ 2 non lethal , not as _including_ 2 non lethal)...So I figured if you take 5 more damage you'd be at 2 hps..and have 2 non lethal damage as well (which means your non lethal damage is equal to your current hps - so staggered)...if your total damage includes the 2 non lethal then your right (which I myself would have noted at being at 9 hps (and 2 non lethal damage), but I think you can see where my miss understanding came from, right?. Also I must admit I didn't check to see how many lethal damage you took, I just went with what I saw in your info bar.

I must admit that I've always read the movement part as one whole action which halves your speed (for that move)..not as only the squares your moving through which are adjacent to an enemy are counted as halve moment....but I can see how you can read that the other way, makes sense. I think it would be better worded if they'd put that each square that your moving through that is threatened costs double movement instead of the way they put it now...


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Ah, fair enough. Mea culpa!

Grand Lodge

Male Human Bard (5) HP 38/38;AC 16 FF14 Tch 12;Fort +2, Ref +6, Will +4; Init+2;Per+7 , SM +5 Perform 12/12

Zhoron, do you have a mace or something? If so, try to sweep the skeleton's legs. Use a bit of the door Hans just burst through if needed. All I need is an handful of seconds to cast a spell to cure most of Hans burns.Just get in the way of these walking bones

Lukaas turns to the mages

Can you blast the skeleton from afar, or give me some time?Do it.

Lukaas glances at the fiery skeleton, and dashes into the room, trying to dodge the blade of the undead

full move 30', and Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13 as the skeleton got an AoO when i enter the room, judging by the map

updated map

Scarab Sages

Lukaas tries to tumble past the skeleton on his way in..but his tumbling isn't enough to distract the skeleton who takes a swing at Lukaas as he stumbles past

To hit Lukaas with a burning broken scimitar: 1d20 ⇒ 18
Damage for Lukaas: 1d6 ⇒ 6 + Fire damage for Lukaas: 1d6 ⇒ 5

Uhm..i think I just knocked Lukaas out infront of the burning skeleton, right?

Grand Lodge

Male Human Bard (5) HP 38/38;AC 16 FF14 Tch 12;Fort +2, Ref +6, Will +4; Init+2;Per+7 , SM +5 Perform 12/12

Indeed. ;-)

Scarab Sages

Male Tiefling Conjurer 2 HP (5/14) Resist cold/elec/fire 5;AC (15, touch 11, ff 15, CMD 11) saves (1/1/3) , Init. +7, Per. +6, SM +0

Shoris runs through the door, attempting to distract the skeleton standing over the bard's crumpled body. Acid jumps from his fingertips towards the burning skeleton.
I moved my icon to where I want to be on the map. Here's to hoping the skeleton doesn't have Combat Reflexes ;).
attack roll for acid dart: 1d20 + 1 ⇒ (2) + 1 = 3; damage: 1d6 ⇒ 4


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Come on Zhoron and Nikias - we need to take down that skeleton (before it acts again); otherwise the aura + explosion when it is destroyed may kill the party healer :-/

Scarab Sages

The skeleton looks slowly after Shoris as he moves past No combat reflexes for this skeleton but Shoris fails to hit it with his dart made out of acid.

The aura will actually happen when it's Lukaas turn, which if we go by initiative would be the last action before the skeleton get's to go again ..which will buy you guys some time to help Lukaas out, the explosion will be bad..but that damage alone won't kill Lukaas..so unless the skeleton decides to go after the downed target at his feet or this takes more then 1 round..you have a decent chance to get to Lukaas before he bleeds out.

init
Nikias, Zhoron
Skeleton

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

Zhoron exclaims, "Fortune favors the bold!"

Zhoron moves adjacent to the skeleton and makes a desperate attempt to push it back (bull rush), knowing this will provoke an ooa, but hopefully moving it a safe distance to prevent his fallen comrade from receiving any further damage, and giving it a new target to focus on until the skeleton ,meets it's demise!

bull rush: 1d20 + 3 ⇒ (4) + 3 = 7

bull rush:
Bull Rush

You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

this probably won't move the skleton back, but perhaps it will give someone an opportunity to drag Lukaas out of harm's way!

Scarab Sages

No OOA, he already used his to take Lukaas down this round

Zhoron shoves into the skeleton a bit, but it doesn't budge.

init
Nikias
Skeleton

Scarab Sages

Male Human Sorcerer 1 HP (9/9) AC(11, Touch 11, FF 10, CMD 9) Saves(2/1/2) Init. +1, Per. +5, SM +5

Nikias runs through, spins around and holding out his hand and unleashes a fan of electricity at the skeleton.

Burning Hands (Converted to electric energy type): 2d4 ⇒ (2, 2) = 4

Relfex save vs DC 16 for half damage

Scarab Sages

Reflex save Skeleton: 1d20 + 2 ⇒ (3) + 2 = 5

Nikias sends a fan of electricty towards the skeleton who can't seem to handle that very well.

In return it takes a couple of swings at Zhoron

Broken Flaming Scimitar vs Zhoron's AC: 1d20 ⇒ 10
Flaming Claw vs Zhoron AC: 1d20 - 3 ⇒ (3) - 3 = 0

but it fails to connect with both of them.

init
You guys...with Lukaas as last with a stabilize check, if still needed by then
Skeleton

Damage skeleton: 4

Remember that if you start your turn next to it (in this case Zhoron and Lukaas)..you will take 1d6 ⇒ 3 fire damage

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

Zhoron feels the burn of being too close to the skeleton (3 fire damage for starting adjacent)

Moving the skeleton didn't work so well, perhaps the severely battered barbarian can instead pull our fallen comrade to safety. Zhoron draws his elven curved blade (move action), then readies a hopeful swing at the skeleton, waiting until Lukaas is out of danger, before attacking.

"Olafsson! Help Lukaas while I keep this one busy!"

when/if Lukaas is clear

readied attack:
Melee Basic Attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d10 + 3 ⇒ (9) + 3 = 12

Scarab Sages

Male Tiefling Conjurer 2 HP (5/14) Resist cold/elec/fire 5;AC (15, touch 11, ff 15, CMD 11) saves (1/1/3) , Init. +7, Per. +6, SM +0

Shoris tries another acid dart.

attack roll: 1d20 + 1 ⇒ (20) + 1 = 21; damage: 1d6 ⇒ 1
roll to confirm: 1d20 + 1 ⇒ (16) + 1 = 17; crit. damage: 1d6 ⇒ 5


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans gingerly steps forward, and...

Drag combat maneuver: 1d20 + 6 ⇒ (17) + 6 = 23.

...drags the unconscious bard to safety.

By my calculation, with Dex zero, Lukaas CMD is 5, which means I can drag him 20' with that roll.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

reflex save when/if skeleton dies

reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Scarab Sages

Male Human Sorcerer 1 HP (9/9) AC(11, Touch 11, FF 10, CMD 9) Saves(2/1/2) Init. +1, Per. +5, SM +5

If skeleton doesn't die

Acid Orb (energy type converted to electrical): 1d20 - 3 ⇒ (5) - 3 = 21d3 ⇒ 3
To hit: +1 dex, -4 for melee engaged, total -3

Scarab Sages

Going to assume that everyone else will wait with attacking for Hans to drag Lukaas to safety (or at least ready on it like Zhoron did), since everyone has seen the other skeleton explode on impact already...just to be safe. Otherwise the explosion will still damage Lukaas when Shoris bring down the skeleton.

Hans rushes forward and drags Lukaas out of the line of fire Yes, bad pun intended ;) then with a combination of Zhoron's hit and an acid dart thrown into the mix by Shoris the skeleton explodes into a burst of burning bone shrapel Damage for just Zhoron (who didn't make his safe for half damage): 1d6 ⇒ 3

Scarab Sages

If nobody minds I'll use Nikias roll for a stabilize heal check (unless he wants to change his action to something else), which isn't enough to close Lukaas's wounds

Stabilize check for Lukaas, after which the rest of you can try to heal him. Going to stay in intiative, not because there's a chance of going into combat again...but because you only have a certain amount of rounds to try to keep Lukaas alive.

Stabilize:
On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.

First aid:
You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed.

DC 15

Time: 1 standard action.

Recovering with help:
Recovering with Help

One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.

Treat deadly wounds:
Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

DC 20 (24 if nobody has a healer's kit)

Time: 1 hour.

So unless one of you has access to some other type of healing, your options are to stay here for an hour and hope for the best, leave (and come back after 1+ hour(s)), go look around in here without Lukaas and hope you'll find some sort of healing..or something I haven't thought of, but one of you might

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"Wow, that was significantly more difficult than it should have been. Perhaps after we tend to the wounded, including myself, we can look around and see if these undead nuisances we here to protect anything valuable or of use!"

What resources do we have to heal up? Will we need to make a secure place to camp/rest?

Zhoron is willing to aid in a heal/stabilize check for the horribly wounded

Heal/aid: 1d20 ⇒ 4

It would appear, Zhoron is NOT much help. How bout a look around for some sort of "clue".

perception: 1d20 + 8 ⇒ (18) + 8 = 26

"Anyone here able to read/understand these scrolls, or know anything the religion that was being practiced here?"

Scarab Sages

A secure place would help, but it's up to you if you want to risk staying here in a tower which housed multiple rooms with troglodytes so far

Scarab Sages

As you take a quick look around the room you notice that the altars still contain their silver altar services, as well as two silver holy symbols of Nethys. In addition, a divine scroll rests atop each altar: a scroll on the black altar, and a scroll on the white altar.

Grand Lodge

Male Human Bard (5) HP 38/38;AC 16 FF14 Tch 12;Fort +2, Ref +6, Will +4; Init+2;Per+7 , SM +5 Perform 12/12

stabilization check: 1d20 + 1 ⇒ (4) + 1 = 5

Scarab Sages

Male Human Sorcerer 1 HP (9/9) AC(11, Touch 11, FF 10, CMD 9) Saves(2/1/2) Init. +1, Per. +5, SM +5

So here comes my inexperienced with pathfinder question :) I have a scroll of infernal healing. That seems like it should do the job, or does it just cancel out the negative health loss since the character isn't stabilized? Or am i confused on how dying/condition works here?

Scarab Sages

No, the scroll of infernal healing will work wonders here ;) - This is the "if one of you has access to healing I don't know about" part I mentioned. It will give Lukaas fast healing 1, and as soon as he heals he will be stable. Since he failed his stablize check he took 1 point of bleed damage so I think he's at -2 now. Which means that it will take 2 rounds for him to be stable enough to do anything (he'll be staggered then) and the next round he's at 1 hp and can do what ever he wants. Like waiting for the infernal healing to wear off..which should leave him with I think 8 hps at the end

Assuming Nikias will use the scroll ;)
Nikias with some infernal incantations which seem to corrupt Lukaas his thought for a minute manages to have Lukaas wounds close on their own..some of the blood even begins to flow back into his body..within second his pale color changes back to an almost healthy glow.

Scarab Sages

Male Human Sorcerer 1 HP (9/9) AC(11, Touch 11, FF 10, CMD 9) Saves(2/1/2) Init. +1, Per. +5, SM +5

Cool, is there any good way to track spell uses/items consumed here, or just update and jot down notes on the character profile/description?

Scarab Sages

What's I've seen other people do is get a spoiler block on their profile page with the scenario played and write what ever they used/bought in that

Master of the Fallen Fortress:
Used: Scroll of infernal healing
<-like that. If you're only going to play this character in pbp that should work nicely. If you also have a paper version you can just write it down on the inventory tracking sheet. Or you can start an excel file and track everything in that or do something else. There's no rule that says how you have to do this (as far as I know anyway) as long as you know what you're doing

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