[PFS/Shifty] Serpents Rise (Inactive)

Game Master Nik B.

Serpents Rise
Post session player reporting

Maps & handouts


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VC - Sydney, Australia

That's part of it, but overall there are a few mechanical benefits too


VC - Sydney, Australia

You guys are progressing great, let me know when you are good to progress - final call for any preparations :)

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Thanks :) I'm good whenever

The Exchange

Human Male Human Slayer hp 67/67 | AC 18 | FF 16 | T 12 | CMD 24 | Fort +9 | Ref +9 | Will +7 | Init +2 | Perception +11 | Sense Motive +11 | Speed 30

Marnarius claps his hands together, "So, which Society blowhard is giving this address again? Oh, that Farabellus bastard."

I'm ready.


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

Ready


I think I'm good.


Female NE Halfling Magus(eldritch scion)7 | HP: 56/59| AC: 20( 15Tch, 16 Fl) | CMB: +4, CMD: 18 | F: +10, R: +9, W: +7(+2 vs. Fear) | Init: +4 | Perc: +1, SM: -1 | Speed 20ft | Spells: 3rd-1/2 2nd-2/4 1st-2/5 |Eldritch Pool 5/7 |Active conditions: None

Let's do this.


VC - Sydney, Australia

The crowds continue to build on the lawn, you can hear heavy applause, and you assume the speeches have begun...

322:
Your trigger phase for the conduit is “The Stars command you, Durvin Gest.” Triggering now?

The guards are still present, but far fewer.


40/59 HP, AC: 12 [18], T: 12, FF: 10 [16], CMD: 19, F: +6 , R: +7, W: +10, Init +2, Perception +2, CN Female Elf Oracle 7, Dagger +8 (1d4+2, 19-20 x2)

322 looks around the group with her usual expressionless face before the faintest hint of a smile seems to appear. "I was once only an elf. Now I belong to....much more. Chaos is what I feed off....madness. And The Darkness is home. It is time....to bring some chaos to the light."

The faint swirling shadows engulfing 322 get darker and she articulates her had in a most unnatural way.

Aklo:
"The Stars command you, Durvin Gest. May you please the Great Old Ones....and sow chaos."


VC - Sydney, Australia

The crowd continues to cheer and applause is audible. 322 utters some alien phrase, and for a while nothing appears to happen.

There is more applause on the lawns, then you hear the crowd whoop and cheer at something, as though witnessing something amazing - then there is a hubbub of uncertainty... and then screaming, wild screaming. The screams then begin from the menagerie as something happens there - the roar of rampaging beasts adding a horrifying tone over it all...

People start streaming away from the lawns and the menagerie - the whole place is in chaos.

The guards check the door is locked and run from their post to assist the crowds...

Leaving the door unobserved, time to enter


VC - Sydney, Australia

OK you can retcon buffs if needed

Pushing forward, you start heading towards the vaults for your first vital piece of intelligence. Reading the notes from Arminaldi, you do your best to use them in plotting how to best avoid patrols. The noise from outside is working in your favour, bith because of a rampaging statue, and a crazed pack of beasts running riot.


*Each party member must make a DC17 Disguise OR Stealth check.
This was reduced due to the noise of the menagerie.

*Each party member receives a +2 on the roll.
This is due to having good notes to assist you from Arminaldi

*Any party member who fails the check may make an immediate reroll with a +2 bonus
This is due to the spectacle of the statue drawing the guards to look out the windows


The Pro moves quietly, making sure to be unnoticed.

With the +2 I can't fail the Stealth check.

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Good, good all accounted for it seems. Rataji will take the time to find an out of the way spot while waiting for the chaos to begin, and take the chance to change his appearance to something a bit more average for the area. He starts by casting Disguise self and becomes a bit shorter and lightens up his skin tone to look less like a Garundi man and more like a tanned adventurer. When the ruckus begins, and it appears it is a good time for us to go in now. He then makes sure to get re-cast message so that the team may communicate less obtrusively if needed.

Disguise Self: 1d20 + 10 + 2 + 2 - 2 ⇒ (8) + 10 + 2 + 2 - 2 = 20
+10 disguise self +2 assist +2 cha -2 changing race

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3
Rataji_SilverBadge wrote:

Good, good all accounted for it seems. Rataji will take the time to find an out of the way spot while waiting for the chaos to begin, and take the chance to change his appearance to something a bit more average for the area. He starts by casting Disguise self and becomes a bit shorter and lightens up his skin tone to look less like a Garundi man and more like a tanned adventurer. When the ruckus begins, and it appears it is a good time for us to go in now. He then makes sure to get re-cast message so that the team may communicate less obtrusively if needed.

[dice=Disguise Self]1d20+10+2+2-2
+10 disguise self +2 assist +2 cha -2 changing race

Technically I probably don't need the -2 since it was an ethnicity change not a race change)


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

With the +2, I can't fail the disguise check as well.

Zurnzal will follow the leader.


40/59 HP, AC: 12 [18], T: 12, FF: 10 [16], CMD: 19, F: +6 , R: +7, W: +10, Init +2, Perception +2, CN Female Elf Oracle 7, Dagger +8 (1d4+2, 19-20 x2)

Not sure how long it's been but 322 will use another iteration of Cloak of Darkness if it's been more than an hour. 322 can't fail the stealth check as well.

322 follows the rest of the group towards the vault. She moves with the shadows as if darkness were her home.


Female NE Halfling Magus(eldritch scion)7 | HP: 56/59| AC: 20( 15Tch, 16 Fl) | CMB: +4, CMD: 18 | F: +10, R: +9, W: +7(+2 vs. Fear) | Init: +4 | Perc: +1, SM: -1 | Speed 20ft | Spells: 3rd-1/2 2nd-2/4 1st-2/5 |Eldritch Pool 5/7 |Active conditions: None

While nowhere near as talented in this endeavor, Joliryn is skilled enough to take advantage of it. She shadows the others, hand near her weapon to begin to strike when it comes to that.

Stealth: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

The Exchange

Human Male Human Slayer hp 67/67 | AC 18 | FF 16 | T 12 | CMD 24 | Fort +9 | Ref +9 | Will +7 | Init +2 | Perception +11 | Sense Motive +11 | Speed 30

Stealth: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Huh, I guess I could've just taken 10.

Marnarius nods and quickly follows - crouching a bit and keeping to shadows to remain unnoticed by the panicked crowd. Once away from the crowd, he retrieves his note once again and reads over the final few lines. I gotta get my hands on that weapon... he thinks to himself.

"Lots of useful stuff down in the vaults, I'm sure. If we get a chance, hope I can find somethin' of mine that's stashed around here."


VC - Sydney, Australia

The group of Aspis agents is clever enough to evade the guards with all the help of the earlier work paying off.

The basements descend into subbasements beneath Skyreach, in turn spiraling out like hollow roots to cryptic galleries hidden where few Pathfinders tread.

The hallways leading to this section are typically 10 feet wide, bear fine masonry walls, and are peppered with stout doors of wood, stone, and iron.

The Antarnicus Wing is clearly labeled from the outside by a brass plaque inscribed with large letters, though no further signs indicate what is contained within. The door made of strong wood and is kept closed with a good lock.

[ooc[The door is firmly locked. You believe the key is only the stolen set. It has been about five minutes since you entered.[/ooc]


If the rest of the agents are ready and there is no objection, The Pro would check out the door for nasty surprises and such before trying the set of stolen keys on the lock of the door.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17

The Pro also has Trap Spotter, if that helps from here on in.


VC - Sydney, Australia

The Professional doesn't find a trap, but based on the notes and nature of the area is pretty sure there will be, but the key would probably disarm any trap.

Any buffs before moving in?

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

No buffs for me, they are all too short in duration and too few in number to just spam them


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

Nope.


VC - Sydney, Australia

You turn the key and it disarms the trap.
As you come through the door there is a the strange feeling of a magical energy washing over you, but nothing seems to happen.

Rows of low shelves laden with scrolls, books, and the odd relic line this well-lit hall. At its far end stands a small fountain that emits a small amount of steam—enough to keep this dry room’s humidity constant. Six decorative columns, each one densely carved with animal imagery and fanciful whorls, stand along the walls, and a pair of lounging lizard statues rest on a dais at the north end of the room.


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

Zurnzal will look around, careful to keep away from the lizards.

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Rataji will follow suit, staying at the back of the party and making an assessment of the room.

Perc: 1d20 + 2 ⇒ (7) + 2 = 9


VC - Sydney, Australia

Zurznal moves forward and into the room...

The Exchange

Human Male Human Slayer hp 67/67 | AC 18 | FF 16 | T 12 | CMD 24 | Fort +9 | Ref +9 | Will +7 | Init +2 | Perception +11 | Sense Motive +11 | Speed 30

"I guess it could be here..." Marnarius gives a sigh as he searches the shelves for his prize from the Hao Jin Tapestry.

Take 10 Perception: 10 + 11 = 21


40/59 HP, AC: 12 [18], T: 12, FF: 10 [16], CMD: 19, F: +6 , R: +7, W: +10, Init +2, Perception +2, CN Female Elf Oracle 7, Dagger +8 (1d4+2, 19-20 x2)

322 follows the others into the room, staying alert. She focuses on the items and statues around the room, trying to sense anything beyond the veil of light.

Casting Detect Magic as she moves around the room

Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29


Female NE Halfling Magus(eldritch scion)7 | HP: 56/59| AC: 20( 15Tch, 16 Fl) | CMB: +4, CMD: 18 | F: +10, R: +9, W: +7(+2 vs. Fear) | Init: +4 | Perc: +1, SM: -1 | Speed 20ft | Spells: 3rd-1/2 2nd-2/4 1st-2/5 |Eldritch Pool 5/7 |Active conditions: None

Joliryn also stays in the back, keeping an eye on her associates. "What are our goals here?" she asks, with one hand on the pommel of her weapon.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9


The Pro will deftly draw her sap, hoping to keep it hidden from any prying eyes in the area as she moves quietly into the room.

SoH: 1d20 + 21 ⇒ (15) + 21 = 36


VC - Sydney, Australia

Initiative:

init,Shohiraj: 1d20 + 5 ⇒ (3) + 5 = 8
init, Rataji: 1d20 + 5 ⇒ (1) + 5 = 6
init, Joliryn: 1d20 + 4 ⇒ (11) + 4 = 15
init, 322: 1d20 + 2 ⇒ (10) + 2 = 12
init, Marnarius: 1d20 + 2 ⇒ (11) + 2 = 13
Init, Ambitious: 1d20 + 2 ⇒ (11) + 2 = 13
init,ENEMY: 1d20 + 5 ⇒ (14) + 5 = 19

A few minutes of investigation hasn't revealed any notes, it may take a more thorough search by the whole party...

Having a few people loitering back seems to pay off though, and they shout a warning as part of the statues come to life and reveal themselves a pair of chameleons, and the lizards animate! Too late though, they have the initiative!

Red
attacks The Artist!
Bite 1d20 + 6 ⇒ (11) + 6 = 17 vs FF
Damage 2d6 + 6 ⇒ (2, 4) + 6 = 12

Orange
attacks The Experiment!
Bite 1d20 + 6 ⇒ (13) + 6 = 19 vs FF
Damage 2d6 + 6 ⇒ (2, 5) + 6 = 13

Yellow
attacks The Professional
Bite 1d20 + 6 ⇒ (6) + 6 = 12 vs FF
Damage 2d6 + 6 ⇒ (3, 2) + 6 = 11

Green
attacks the Professional
Bite 1d20 + 6 ⇒ (16) + 6 = 22 vs FF
Damage 2d6 + 6 ⇒ (3, 4) + 6 = 13

Their initial onslaught weathered, the party is set to respond..!

R1
Enemy (acted)
Jolyrin
Ambitious
Marnarius
322
Shohiraj
Rataji

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

I know I'm at the bottom, just checking if there are any knowledge checks, I can't tell if these would be nature, arcana or something else.


VC - Sydney, Australia

Sure, Know (Planar)


The Pro tries to fend off the enemy! Just like with my own rogues, I can't ever get sneak attack involved.

Sap!: 1d20 + 11 ⇒ (15) + 11 = 26 for Damage: 1d6 + 6 ⇒ (3) + 6 = 9

32/45 HP

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Rataji finally notices the commotion and tries to identify the creatures that are attacking his party.

Kn.(planes) Lizard: 1d20 + 15 ⇒ (14) + 15 = 29
Kn.(planes) Chameleon: 1d20 + 15 ⇒ (5) + 15 = 20

He will then take advantage of the fact message is running to get as much pertinent information to the party as possible.

It looks like the current board state would allow Rataji to cast a lightning bolt to hit the right lizard and chameleon without hitting any of his companions, if that remains true it is what he'll do otherwise he'll use Ear-piercing scream on the right most thing near him After taking a 5 ft step away from them.

Lightning Bolt (Ref 18): 7d6 ⇒ (1, 2, 5, 2, 1, 5, 6) = 22Save halves damage

Just in case:
Ear piercing Scream (Fort 16): 5d6 ⇒ (6, 1, 3, 4, 1) = 15Failed Fort, dazed for 1 round and full damage, successful half damage no daze


40/59 HP, AC: 12 [18], T: 12, FF: 10 [16], CMD: 19, F: +6 , R: +7, W: +10, Init +2, Perception +2, CN Female Elf Oracle 7, Dagger +8 (1d4+2, 19-20 x2)

Just a note to the party. Because of her Tongues curse, 322 only speaks and understands Aklo and Auran

322 doesn't even seem to flinch when the creature bites her, instead she looks at the wound then slowly back at the lizard. Her voice seems different than before when she speaks now, almost demonic, coming from a different place.

Aklo:
"You should not have done that. Only I may impose harm upon my subject. Enjoy your suffering."

322 steps back and gestures with her hand. Inky black tendrils of shadow appear near the creatures head and slither into it's orifices to probe it's brain.

Uses Gift of Madness ability on orange.

Gift of Madness:
7 times per day as a standard
action, 322 can tap into the unthinkable void between
the stars to cause a single living creature within 30 feet to
become confused for 7 rounds (DC 17 Will negates). This is a
mind-affecting compulsion effect.


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

Zurnzal turns back around and moves to throw a punch at red.

1d20 + 13 ⇒ (10) + 13 = 23
1d8 + 6 ⇒ (8) + 6 = 14


Female NE Halfling Magus(eldritch scion)7 | HP: 56/59| AC: 20( 15Tch, 16 Fl) | CMB: +4, CMD: 18 | F: +10, R: +9, W: +7(+2 vs. Fear) | Init: +4 | Perc: +1, SM: -1 | Speed 20ft | Spells: 3rd-1/2 2nd-2/4 1st-2/5 |Eldritch Pool 5/7 |Active conditions: None

Joliryn bites back a cry of pain, then looks angry at lizards in front of her. As she steps forward, she draws her scimitar, and charges it, first with arcane energy, then with a spell. Then, in an act of rage, she slashes at the one that bit her, murderous gleam in her eyes.

Move action-draw and activate weapon
Swift action-spend 1 point from Eldritch Pool for keen and +1 on the scimitar
5 foot forward
Standard action-casting Shocking grasp defensively and spellstriking

Casting defensively, Spellguard: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19

Attack(scimitar, shocking grasp, flaming), flank: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
damage: 1d4 + 6 + 1d6 + 5d6 ⇒ (4) + 6 + (1) + (3, 6, 2, 2, 4) = 28


VC - Sydney, Australia

Rataji:

The creatures are Foo versions of their terrestrial counterparts.
Given that, I'll take your first roll as the following os relevant to both:

Defensive Abilities:
Paired protectors, if two are within 30' of each other they get Prot vs Evil.
Stony defense (4/day) - Gain hardness 8 for a round.
DR 5/bludgeoning;
Immune disease, paralysis, poison,
sleep

R1
Enemy (acted)
Jolyrin spell combat!
Ambitious fisticuffs!
Marnarius TBA
322 Madness...
Shohiraj slugs away with a sap!
Rataji ZAP!

Rataji blasts with lightning (I assume he would have called it and people would have allowed him to act)
O 1d20 + 6 ⇒ (5) + 6 = 11
G 1d20 + 8 ⇒ (6) + 8 = 14
Both reptiles get pounded by the cracking lightning!

Sho gets in with a sap, delivering a respectable blow!

Jolyrin gets in with a well placed strike, flames and electricity wash over the creature!

The Ambitious also punches the same creature squarely!

The Experiment curses once more in an alien tongue...
O 1d20 + 3 ⇒ (15) + 3 = 18
But the reptile maintains its sanity.

R 42
O 22
Y 9(nl)
G 22

The Exchange

Human Male Human Slayer hp 67/67 | AC 18 | FF 16 | T 12 | CMD 24 | Fort +9 | Ref +9 | Will +7 | Init +2 | Perception +11 | Sense Motive +11 | Speed 30

Sorry everyone. I was on the road all day yesterday for work and pretty much collapsed into bed last night.

After the crackle of lightning dies down, Marnarius draws his sword as he steps carefully towards the closest lizard. After taking a quick moment to study it's movements, the vengeful one slashes out with a powerful attack.

Attacking Yellow.

Power Attack, Studied Target: 1d20 + 13 + 2 - 2 ⇒ (11) + 13 + 2 - 2 = 24
Damage: 1d8 + 6 + 2 + 4 ⇒ (6) + 6 + 2 + 4 = 18

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Rataji will try and pass on info as he can via message.

Focus one per pair. Weaker separated


VC - Sydney, Australia

The creatures weather the storm of the Aspis Agents, and renew their assault.

Their skins all turn a stony grey.

Red
attacks The Artist!
Bite 1d20 + 6 ⇒ (9) + 6 = 15
Damage 2d6 + 6 ⇒ (6, 2) + 6 = 14

Orange
attacks The Experiment!
Bite 1d20 + 6 ⇒ (17) + 6 = 23
Damage 2d6 + 6 ⇒ (5, 5) + 6 = 16

Yellow
attacks The Vengeful
Bite 1d20 + 6 ⇒ (5) + 6 = 11
Damage 2d6 + 6 ⇒ (1, 1) + 6 = 8

Green
attacks The Professional
Bite 1d20 + 6 ⇒ (13) + 6 = 19
Damage 2d6 + 6 ⇒ (1, 2) + 6 = 9

R2
Enemy (acted)
Jolyrin
Ambitious
Marnarius
322
Shohiraj
Rataji

R 42
O 22
Y 18+9(nl)
G 22


Unchained Rogue 7 HP: 28/45 AC:19 FF:19 T:15 F:+3 R:+10 W:+6 Perception +12 Effects:

Zurnzal keeps punching!

Flank, Flurry: 1d20 + 13 ⇒ (7) + 13 = 20
1d8 + 1d6 + 6 ⇒ (8) + (6) + 6 = 20

Flank, Flurry: 1d20 + 13 ⇒ (6) + 13 = 19
1d8 + 1d6 + 6 ⇒ (2) + (1) + 6 = 9

Flank, Flurry: 1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 1d6 + 6 ⇒ (7) + (5) + 6 = 18


The Pro is just a tad late in dodging the bite! She strikes back with her sap!

Attack: 1d20 + 11 ⇒ (1) + 11 = 12 for Damage: 1d6 + 6 ⇒ (3) + 6 = 9


40/59 HP, AC: 12 [18], T: 12, FF: 10 [16], CMD: 19, F: +6 , R: +7, W: +10, Init +2, Perception +2, CN Female Elf Oracle 7, Dagger +8 (1d4+2, 19-20 x2)

Do these really have 15 ft reach? Or did it move towards me? Do those benches constitute difficult terrain?


VC - Sydney, Australia

Derp - Instead of Experiment, should have been the ambitious. On a side note they CAN hit from range, but only as a grab and pull...

The Professional misses the blow against the creature!

The Ambitious strikes away, but finds although his first blow lands and drops the creature, as he strikes at the other creature the first blow doesn't penetrate the stony hide and the other misses.

R (Dead)
O 22
Y 18+9(nl)
G 22


Female NE Halfling Magus(eldritch scion)7 | HP: 56/59| AC: 20( 15Tch, 16 Fl) | CMB: +4, CMD: 18 | F: +10, R: +9, W: +7(+2 vs. Fear) | Init: +4 | Perc: +1, SM: -1 | Speed 20ft | Spells: 3rd-1/2 2nd-2/4 1st-2/5 |Eldritch Pool 5/7 |Active conditions: None

Seeing the first of the lizard downed, Joliryn shifts over to begin to work on the second lizard.

5 foot step

Attack(scimitar, flaming): 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d4 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11


VC - Sydney, Australia

The strike hits, but only the flames seem to bother it...

O 24
Y 18+9(nl)
G 22

Dark Archive

Male Human Enchanter hp 51/51 | AC 14 | FF 13 | T 12 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 | Movement 30ft
Tracked Resources:
Dazing Touch 8/8, Staff of Acid 4/4Spells 0-4, 1st 6/7, 2nd 4/5, 3rd 2/5, 4th 3/3

Again trying to pass on info, Rataji will use message to get some more out, repeating the phrase in Aklo for 322 as well

Blunt Weapons are better

Seeing one of the close lizards go down, Rataji will target the yellow one with some magic missiles, if it goes down he'll switch any remaining to the orange lizard.

MM 1: 1d4 + 1 ⇒ (4) + 1 = 5
MM 2: 1d4 + 1 ⇒ (4) + 1 = 5
MM 3: 1d4 + 1 ⇒ (1) + 1 = 2
MM 4: 1d4 + 1 ⇒ (3) + 1 = 4

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