PbP GameDay 2: Crypt of the Everflame [PFS] Gameplay (Inactive)

Game Master Signboy77

Crypt Map


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Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

"Looks like we're nearly at the crypt boys, just have to get through this valley. No real need to hurry, right. Best to be careful." There wasn't any real time limit on getting the flame was there?

Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18


Signboy77's PFS Scenario-rama

Going slow takes up slightly more time, but won't affect the timeframe. It's expected that you will take about 5 days to return. You are on the 2nd day right now.

In the interst of simplicity, I'll just have you roll three Acrobatics rolls. Argus, Ezren, Rayne and Vitor have already rolled. You four, please roll two more Acrobatics checks. Jerrik and Farris, please roll Acrobatics checks three times. Thank you.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Ah, thought you said you were rolling. No problem!

Acrobatics!: 1d20 + 5 ⇒ (1) + 5 = 6
Acrobatics!: 1d20 + 5 ⇒ (17) + 5 = 22
Acrobatics!: 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Farris looks at the slope with some trepidation. With his bulky armour, he had little chance of making it down the slope without falling head over heels. "Uhh... I dunno if I like the look of this..."

With a sigh, he begins the laborious task of removing his equipment.

Is there anywhere Farris can tie a rope to help lower himself down with? I've got a huge penalty on Acrobatics even with my armour off because of encumbrance...

Acrobatics: 1d20 - 2 ⇒ (1) - 2 = -1
Acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11
Acrobatics: 1d20 - 2 ⇒ (4) - 2 = 2

With all his gear making life difficult, Farris makes his way down the hill face-first more often than not.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Acrobatics: 2d20 ⇒ (1, 17) = 18 +5 makes those 6 and 23!

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16
acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21

Argus, slides down the hill, looking back at the others and watches as Farris slips and begins to tumble.

"Good show young one. Just remember, the bruises will fade, but the memory won't."

He will then move over to help Farris up, when all is said and done.


Signboy77's PFS Scenario-rama

The party takes the time to use the rope and traverse carefully down the hillside. Despite taking these measures, not everyone is able to descend unscathed.

Argus, Ezren, and Rayne are able to safely make it to the bottom of the hillside. Added +2 to your Acrobatics checks for moving slowly - I tried to hint that you could use the rope... sorry to some of you. A 10 was needed.

Farris Reflex: 1d20 + 2 ⇒ (3) + 2 = 5
Jerrik Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Vitor Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Farris and Jerrik slide down a muddy slope and off a 20-foot cliff. Farris takes 2d6 ⇒ (6, 4) = 10 damage and Jerrik takes 2d6 ⇒ (6, 2) = 8 damage. They've both taken a really nasty fall.

Ouch. Sorry guys.

Vitor loses his footing as well, but he's able to catch himself on a tree before going over the same ledge as Farris and Jerrik. However, he takes 1d4 ⇒ 1 non-lethal damage.


Signboy77's PFS Scenario-rama

So, Farris is at -1 and Jerrik is at 0.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Farris lies in a crumpled heap at the bottom of the cliff. He doesn't seem to be moving.

-1 and dying... :P


Signboy77's PFS Scenario-rama

Are stabilization rolls needed outside of combat?

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Heh, the two people who can use wands.

Getting to the bottom of the hill, Vitor runs over to the crumpled forms of Farris and Jerrik. "Hang boys! We'll get ya fixed up in an instant!" He hands his shiny, new healing wand to Jerrik. "Have at it! I suggest using it on ol' Farris there first.

I'm going to go ahead and roll to save time.

CLW Farris: 2d8 + 2 ⇒ (2, 8) + 2 = 12
CLW Jerrik: 2d8 + 2 ⇒ (6, 1) + 2 = 9

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Ko-ed by the terrain. Harsh. I can try to use a wand in an emergency FYI.

"Hey, no dying on me. At least not before we help you become a man." Rayne says trying to motivate the fallen half orc who can't hear him.


Signboy77's PFS Scenario-rama

Don't forget, each of you were given a potion of CLW. Just a reminder.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Farris awakes with a start, feeling the last vestiges of Vitor's healing wand trail out of his body. He gasps, reaching down to feel his legs--the last thing he remembered before blacking out was the crunching pain of bones snapping under his own weight--but all traces of the wound are gone, bar slightly pinkish marks where the wound has healed up. "T-Thank you," he murmurs, feeling quite embarrassed at the events that had just transpired.

When everyone's back up to fighting form, Farris re-equips all his armour. "Sarenrae's mercy, I'm not looking forward to going back up that," he shakes his head sadly... might have developed a fear of heights from that!


Signboy77's PFS Scenario-rama

Vitor gets a healing wand into Jerrik's hand, who is able to give Farris a tap just before passing out himself. Then, once the half-orc is awake, he returns the favor.

With both the cleric and the bard fully recovered, the party follows the valley to its end. An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.

A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.

DC 10 Heal Check:
The horses are covered in wounds that seem to have been caused by crude blades or perhaps claws. They've been slaughtered about 2 days ago.

DC 15 Perception:
You notice that one of the horses has fallen on a pile of human bones, but you must lift the horse if you wish to extract the whole skeleton.

The animals are laden with saddlebags, most of which are empty. However, searching them yields you 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil.

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Heal: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

Ezren stoops, investigating the unfortunate horses. Couple days gone by since these were killed, he says aloud. Not sure if these are claws or lousy blades, though... Kn: nature, maybe?

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Vitor examines the corpses with a look of disgust on his face. Poking at it with a stick, he says. "Look here. There's a human skeleton underneath this one."

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Percep: 1d20 + 6 ⇒ (17) + 6 = 23

"Maybe he was crushed when the horses died?"

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Heal: 1d20 + 1 ⇒ (12) + 1 = 13

Argus watches as Farris and Jerrik slide over the cliff edge, cursing to himself as he can't reach them to help. Moving quickly to try and help, he finds Victor and Rayne already there getting the other two back on their feet.

"I think we'll take the long was when we go back up."

----

Arriving at the crypt and seeing the scene, Argus shakes his head as he takes it all in.

"Yeah the horses have been dead a couple of days, but what is the skeleton? Someone pull it out of there."

Moving over, Argus sets himself before trying to lift the horse enough to allow the skeleton to moved.

don't know if that needs a str check or not
Str check: 1d20 + 3 ⇒ (1) + 3 = 4

Unfortunately, Argus can't get a decent grip. He'll give it another try, if we get a chance.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik thanks everyone for their aid after taking such a nasty fall. Remind me not to take up mountain climbing anytime soon.

At the site of the slaughter the bard can't help but mention, Wait, did you say a skeleton, not a corpse? Don't you think that's odd?

If no one else does Jerrik will take the blunt arrows.


Signboy77's PFS Scenario-rama

Yes, sorry - a strength check is needed to move the horse carcass to get at the skeleton in full.

DC 15 Str Check:
The bones underneath the the horse prove to be very old - much older than the two days that the horse has been dead.

Sorry, short post tonight. Need to get a good night's sleep because I'm doing some roofing work in the morning.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Str: 1d20 + 2 ⇒ (13) + 2 = 15

I would like the blunt arrows.

Rayne will help pick up the carcass so the others can get the loot.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Farris frowns at the horse corpses and human skeleton. "Why are there so many dead things around these parts?" he wonders aloud nervously, right hand unconsciously reaching for his Sarenite bible--a safety blanket of sorts, apparently.

While the stronger sorts are dealing with the carcasses, Farris moves to the doorway and peeks through the small crack where it's open. If it's dark inside, he murmurs a quiet prayer to Sarenrae and gently touching his shield; the golden ankh engraved on it immediately begins to glow with dawnlight.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Careful, Farris. We can safely assume that this really old skelly friend of ours came out of there. I'm sure he had friends. Jerrik kicks at the old bones found underneath the horse. Looks like we have a real fight on our hands.

Jerrik will arm his shortbow and ready one of his own blunt arrows. You can have the ones we found, no problem. If we are done searching we might want to defend ourselves in case more return.


Signboy77's PFS Scenario-rama

Hey there. Good work everybody, I think we're off to a grand start. I won't be able to post until Monday - my home computer decided to punk out on me and the maps don't want to cooperate on my Kindle Fire. On Monday, if my home computer is not up yet, I'll post your entrance into the crypt. Feel free to RP with each other in the meantime.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Farris nods to Jerrik and draws his scimitar, the familiar weight of the blade comforting in his hand.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

As Rayne lifts the horse, Argus pulls the skeleton out so that the group can get a better look at the thing.

"Hmm, so an old skeleton is crushed under a horse that's only been dead for a few days. Looks like we might have some more of these guys waiting inside."

Argus will then pull the pair of cestus from his hips and slowly, methodically put the weapons on. Clenching his fists, his knuckles pop audibly.

"At least this little mission is getting more interesting."


Signboy77's PFS Scenario-rama

Map of the crypt is up. Feel free to arrange yourselves how you would like. I placed Argus and Farris at the front, as they are the ones with Darkvision. The rest of you will need some kind of light source to see. Also, North is UP on this map.

The party approaches the crypt. The doors require all to help with heaving them open. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two (square 1 and square 2) bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Perception DC 15:
The wailing is coming from somewhere to the east.

Knowledge (Local) DC 15:
The two bodies are of Geral and Vark - two friends of the mayor.

Searching the bodies?:
In the two backpacks worn by the bodies, you find 20 blunted arrows, 2 smokesticks, a large pillow, a full waterskin and 2 days' worth of rations.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

What is that... wailing? Maybe somebody is in trouble! Jerrik will then go about checking the bodies, being cautious as he does. C'mon, lets check the bodies.

Jerrik searches the bodies, though he does not have the skill to determine exactly how he died he has a decent clue. More smokesticks, rations, blunt arrows, pillows. Likely here to play games with us. Problem is they played for real with something else.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

"It's coming from the east. Who or what did this?"

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Not squeamish about death — possibly from being so close to it himself — Ezren steps forward alongside Jerrik. These fellows look as though they've seen better days, eh?

What is that infernal racket? From the east, you say? Ugh, can't a guy get some peace and quiet around these parts...?

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Moving in slowly, eyeing the skeletons as he moves up to the bodies.

"Hmm, more bodies and more skeletons. Makes you wonder if these guys were sent here for the same thing as us and just never made it back." Argus shakes his head slightly. "And what is it with the pillows?"


Signboy77's PFS Scenario-rama

As the party enters the crypt and begins to examine the fallen bodies, a soft rattling is heard echoing through the chamber. Suddenly, six of the skeletons that had previously been lying docile on the floor have risen, brandishing rusted weaponry. They approach the party with ill intent!

Rolls:

Argus: 1d20 + 4 ⇒ (17) + 4 = 21
Ezren: 1d20 + 2 ⇒ (12) + 2 = 14
Farris: 1d20 + 1 ⇒ (16) + 1 = 17
Jerrik: 1d20 + 3 ⇒ (13) + 3 = 16
Rayne: 1d20 + 4 ⇒ (2) + 4 = 6
Vitor: 1d20 + 3 ⇒ (20) + 3 = 23
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13

Vitor, Argus, Farris, Jerrik, Ezren
Skeletons
Rayne

The first five listed are up.

Map!

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Vitor rushes into the room, drawing his greatclub. He moves to the first skeleton on the east and swings!

Attack vs FF: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d10 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Ezren grimaces and points at the skeleton in the southeast corner, sending an acid splash its way!
ranged touch: 1d20 + 2 ⇒ (20) + 2 = 22
if a hit: 1d3 ⇒ 1

EDIT: crit threat!
confirm?: 1d20 + 2 ⇒ (19) + 2 = 21
if so: 1d3 ⇒ 2

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Side note, Farris doesn't have darkvision. Traded it out for more skill points. :P

"You were right, Jerrik!" Farris exclaims as he barrels into the room. He growls at the undead menaces, holding up his shield to display the Sarenite ankh to the skeletons. "Begone, foul abominations!" The dim glow on his shield suddenly bursts into fiery flames as rays of sunlight explode across the skeletons.

Channel Energy: 1d6 ⇒ 2 Bleh. :P DC 14 Will for half.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik bounds to the northeast part of the room and fires one of his blunt arrows at a skeleton in the back closest one not in combat or with cover.

Bow: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 for Blunt Arrow: 1d6 + 1 ⇒ (3) + 1 = 4
Confirm?: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 for Blunt Arrow: 2d6 + 2 ⇒ (2, 5) + 2 = 9

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

"Ugly bag of bones."

Argus growls at the skeleton nearest him, before lashing out with his fist.

unarmed: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 3 ⇒ (5) + 3 = 8


Signboy77's PFS Scenario-rama

Wow, excellent rolls everyone, except for the unfortunate Argus. :(

Vitor quickly steps forward, bringing his greatclub down on the skeleton up the eastern stairs, bringing to a rattling pile of lifeless bones on the floor.

Argus steps around and tries to punch the skeleton on the western ledge. (Sorry, I guess it's not clear that on the map he's on a raised ledge. The module doesn't specify, but he misses regardless) He gapes as his fist just misses the skeleton's rib cage.

Farris calls upon the power of Sarenrae to defeat these undead creatures.

Rolls are moving South from the NW skeleton, then the NE skelly and finally the last roll is the SE skelly.

Will Rolls:

1: 1d20 + 2 ⇒ (9) + 2 = 11
2: 1d20 + 2 ⇒ (12) + 2 = 14
3: 1d20 + 2 ⇒ (16) + 2 = 18
4: 1d20 + 2 ⇒ (16) + 2 = 18
5: 1d20 + 2 ⇒ (7) + 2 = 9

You can see that three of the skeletons are able to withstand most of Farris' holy power, but two of them (1 & 5) seem to get the full force of Sarenrae's holy fire.

Even firing through Vitor's melee engagement with his foe, Jerrik is able to put an arrow squarely in #2's skull, knocking it clean off the neckbone. Another pile of bones is on the floor.

Finally, Ezren summons a blob of acid and manages to sear some of the bones on the skeleton, just able to bring it down.

The skeletons return the attacks that they've been dealt. Argus' skeleton takes a swing with his rapier...

Attack: 1d20 ⇒ 7
Damage: 1d6 ⇒ 4

Skeleton #3 charges Farris.

Charge Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 5

Finally, #5 steps forward and strikes at Vitor.

Attack: 1d20 ⇒ 4
Damage: 1d6 ⇒ 6

GM:
#1: 2
#3: 1
#5: 2

Party Up!

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Rayne moves up and fires a single shot at #1.

PBS: 1d20 + 8 ⇒ (20) + 8 = 28

Confirm: 1d20 + 8 ⇒ (18) + 8 = 26

3d8 + 9 ⇒ (3, 6, 8) + 9 = 26


Signboy77's PFS Scenario-rama

Rayne turns #1 into dust.

Nice!

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Get critted by a bow, skele. :)

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Scimitar Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Crit Confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

The crits this combat! LOL

Incensed that his holy energy had not completely destroyed the skeletons in one charge, Farris roars, feeling the adrenaline of battle awaken some of his more orcish traits hidden deep inside. His blade cuts through the spine of the one that just attacked him, despite its innate resistance to slicing attacks.

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

The crits in this combat almost make up for practically every other one I've seen run on this board. Almost. ;-)

Ezren tries another acid splash, this time at the one with 3 pts of damage already.
ranged touch into melee: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
damage: 1d3 ⇒ 3

Then takes a move action to fall back alongside Rayne.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik reloads and fires again! I can't tell which skeleton is up or down so the closest target either with no cover or not in combat.

Bow: 1d20 + 3 + 1 - 4 ⇒ (8) + 3 + 1 - 4 = 8 for Blunt Arrow: 1d6 + 1 ⇒ (4) + 1 = 5


Signboy77's PFS Scenario-rama

Mini-Update. Okay, I cleaned up the map. I think if I use an 'X' to show dead things, it will need to be red, or some other more obvious color. Or maybe I'll just delete monsters as they are killed - that's probably easiest.

The party works together to give the undead back to the dead. Farris is especially enthusiastic in his work.

As the dust settles, the light coming in from the open entryway reveals more details in the room. You notice the two sets of stairs on either side of the chamber and the raised ledge areas. You also spot a door on the eastern wall and a door on the western wall.

The wailing can still be faintly heard from the door on the eastern wall.

How would you like to proceed?

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus looks around at the rest of the group and then at the skeletons.

"Nicely done. Now shall we see what all that wailing is about?"

He nods toward the east.

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |
Argus Keld wrote:

"Nicely done. Now shall we see what all that wailing is about?"

He nods toward the east.

Ezren nods. S'long as it's not one of those crazy kids with their too-loud uptempo music. Hate that stuff...

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