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

Game Master Signboy77

Crypt Map


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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 will cease his inspiration, though the effect will linger two more rounds. Jerrik will then draw his wand of cure light wounds, move to Argus and heal him for CLW: 1d8 + 1 ⇒ (5) + 1 = 6 points.


Signboy77's PFS Scenario-rama

I'm not sure if Argus is out today, or if it is just tomorrow, but perhaps I'll post for him, given that he stated what he wants his action to be.

Argus looks back at the bard, "Thanks for that, Jerrik." He drops his crossbow and draws his battleaxe, hefting it with both hands and bringing it down on the walking wooden golem.

Battleaxe, Insp. Courage, High Ground: 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
2-Handed Damage, Insp. Courage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

With the hit he took and the healing he now got from Jerrik, Argus is at 8/13 HP


Signboy77's PFS Scenario-rama

Alch. Fire: 2d6 ⇒ (3, 4) = 7

Ezren throws more acid at the golem, causing it to sear just a little bit more. Ezren takes up his axe and delivers a powerful chop - hitting the golem square in the chest.

The golem rears it's arms back, ready to slam Argus with both of the shields when suddenly, the fire becomes too much. It has burned its way through most of one of the golem's legs. The residual fuel from the alchemist's flasks that were used continue to burn, causing too much damage to the wooden construct and causing it to collapse lifelessly on the floor.

As it falls, the golem drops the two shields it was carrying.

Out of Combat. The alchemist's fires saved you (the golem took double damage from fire).

The party is able to carefully slide down the ramps on either side of the room to get a closer look at the fallen golem. The two shields it carried are large enough to serve as tower shields. However, they are poorly constructed and weigh 60 pounds each.

Anyone wanting to wield one of these shields will take a -2 penalty to attack rolls while using it.

The door leading south is locked. There is a stairway in the eastern wall, and after briefly exploring it, you find it leads you back near the room with the smoldering fire - where you fought the shadow.

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 will give another tap of the wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4 so that his new friend will be ready for the next encounter.

So, what is with these shields?

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)

"I dunno, but that was not cool. Stupid statue coming to life."


Signboy77's PFS Scenario-rama

Jerrik finds that the key he retrieved from the bottom of the deep pool fits in the door on the southern wall.

This small chamber has a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached. Each message is the same, apart from the names being addressed.

"We hope that you find these items and are able to use them well. Beware of the dangers that you will face deeper in Kassen's Crypt. Do us proud and return with the Everflame. Sincerely, the People of Kassen."

Argus:
You have been left a potion of bull's strength and two flasks of alchemist's fire

Ezren:
You have been left a wand of burning hands (10 charges) and a scroll of web.

Farris:
You have been left a wand of cure light wounds (10 charges) and a scroll of lesser restoration.

Jerrik:
You have been left a wand of lesser confusion and a scroll of cat's grace.

Rayne:
You've been left a potion of cat's grace and two flasks of alchemist's fire.

Vitor:
You've been left a potion of bear's endurance and an oil of magic weapon.

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 strides up and takes the items with a vague smile. With a chuckle, he says to the others, "I'm not sure what the Society told them about us, but I get the feeling the people of Kassen think we're incompetent..."

Next 10 CLW uses to come from this wand, then!


Signboy77's PFS Scenario-rama

I just follow the script. :)

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 chuckles as well. "Why do ya say that?" He replies as he tucks the flasks and the potions away.

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, never look a gift horse in the mouth, as they say. How many charges does the wand of lesser confusion have?


Signboy77's PFS Scenario-rama

Oops - 10 charges, Jerrik.

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

Thanks for posting for me. Just got back today and didn't have any time to even check over the weekend.

Argus moves up to the table and takes the potions and vials, tucking them into his belt pouch.

"Makes you wonder if it's the townspeople that don't have faith in us, or the Society. Either way, you should never turn down some extra equipment."


Signboy77's PFS Scenario-rama

After collecting the supplies that had been left for them, the party returns to the room with the deep pool. Opening the eastern door brings them to a small room. A small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

DC 15 Perception:
You notice that both Kassen and the mercenary leader are wearing golden necklaces, each made up of a simple golden chain, from which hangs an oddly shaped medallion. While not identical, the amulets look similar.

Heading down the narrow hallway leading south from this chamber, the party comes to a door.

Is anybody taking one of the shields?

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)

Nope.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Rayne checks the door before opening it.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"Looks safe."

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

There is no way I could carry one of those shields.

Alrighty then, let's go. Jerrik takes a look at the mural before leaving. Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Hmph.

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

Can't see any real reason to carry one of those shields at the moment. Plus the 60 pounds is a bit much.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Pointing out the similarity of the necklace and medallions, "Hmmm, so what do you make of that. Wonder if those will come into play somewhere in this crypt."


Signboy77's PFS Scenario-rama

Alright, who will go through the door first?

Sovereign Court

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

*raises hand*


Signboy77's PFS Scenario-rama

Go ahead and place yourself in the chamber - anywhere you'd like. I'll wait a little to see if anyone decides to join you.

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)

I'll join.

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 will join as well.


Signboy77's PFS Scenario-rama

Okay, we'll go with you three.

Vitor, Rayne and Argus step through the door. Once through, they notice that there is no way to open the door from inside their current location. They take a moment to look around the room.

A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction. You notice the arrows are blunted.

Once the door is closed, a low grinding sound happens.

You've set off the trap by entering the room. Essentially we are in initiative now. You notice two doors - one to the south and one to the east. Each of you can take one round of actions.

EDIT: I originally misread the details on this trap. So, I changed this post to fit with how things should happen.

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 glances at the arrow-linned pillar then around the room.

"Huh, now I kinda wish I would have brought one of those shields. Quick check the doors."

He will then move to the south door and try it.

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

Hey! You guys OK in there? Why'd ya close the door?


Signboy77's PFS Scenario-rama

Jerrik, you can open the door from your side if you want.

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

I assume so, but I was down the hallway so I'm asking. :)


Signboy77's PFS Scenario-rama

Oh, yeah.

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 |

There is no way Ezren would carry one of those shields. :-P

What in tarnation...?

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 to the opposite side of the room and tries to open that door, then fall to the ground prone. "Now you've done it!" He yells over his shoulder to Rayne.


Signboy77's PFS Scenario-rama

Vitor is able to open the door on the eastern side of the room.

Sorry if I wasn't clear. The doors on the western and eastern side of the room only open from the western (left-hand) side. So Vitor, you could leave - next turn.

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)

"Oh yea, blame me. Like it's my fault." Rayne trying to open his door before heading towards the eastern one.


Signboy77's PFS Scenario-rama

Argus hustles down and opens up the south door. Vitor dashes across the room and opens up the eastern door before exchanging some words with Rayne and falling prone. The slayer tries to open the door he just came through before also rushing across the room.

1d4 ⇒ 4 Arrows shoot from the pillar at each man in the room.
Aw, crap...

Spoilers for neatness

Argus:
Attack 1: 1d20 + 10 ⇒ (9) + 10 = 19
NL Damage: 1d8 ⇒ 8
Attack 2: 1d20 + 10 ⇒ (13) + 10 = 23
NL Damage: 1d8 ⇒ 5
Attack 3: 1d20 + 10 ⇒ (10) + 10 = 20
NL Damage: 1d8 ⇒ 2
Attack 4: 1d20 + 10 ⇒ (14) + 10 = 24
NL Damage: 1d8 ⇒ 1

Rayne:
Attack 1: 1d20 + 10 ⇒ (1) + 10 = 11
NL Damage: 1d8 ⇒ 8
Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12
NL Damage: 1d8 ⇒ 3
Attack 3: 1d20 + 10 ⇒ (3) + 10 = 13
NL Damage: 1d8 ⇒ 1
Attack 4: 1d20 + 10 ⇒ (11) + 10 = 21
NL Damage: 1d8 ⇒ 3

Vitor:
Attack 1: 1d20 + 10 ⇒ (15) + 10 = 25
NL Damage: 1d8 ⇒ 2
Attack 2: 1d20 + 10 ⇒ (15) + 10 = 25
NL Damage: 1d8 ⇒ 2
Attack 3: 1d20 + 10 ⇒ (19) + 10 = 29
NL Damage: 1d8 ⇒ 4
Attack 4: 1d20 + 10 ⇒ (15) + 10 = 25
NL Damage: 1d8 ⇒ 4

Argus takes 16 nonlethal damage. Rayne takes 3 nonlethal damage. Vitor takes 12 nonlethal damage.

Party up.

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 will move to the door and open it, allowing others behind him to move into and through the door to the other side. He'll use the door as a shield while the others move.

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 will move to Argus and pick up the unconscious dwarf to start dragging him.


Signboy77's PFS Scenario-rama

For some reason, the nonlethal damage rules confuse me sometimes. But, I believe that yes, Argus is unconscious and currently has 9/13 hp.

Does this seem correct?

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)

Yep.

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

Wow, didn't realized I picked up something to attract the arrows

Argus turns from the door to tell the others that it opened, just as the arrows release. He tries to dodge them, but several of the arrows strike him squarely in the chest, the air rushing from his lungs as he falls to the ground, darkness stealing away his vision.

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

Sorry for the quietude from me lately. Life is being blegh for personal reasons at the moment, as well as uni work on top of that...

Farris seems to have gotten distracted somewhere back in the last hallway, and by the time he makes it inside the strange arrow room Argus is already unconscious (and he can't quite see where Vitor is either, for that matter). He arches a brow, but begins to make his way towards Rayne and the dwarf to help get the poor guy out of harm's way. Double move

"What in the world IS this?"

When the arrow shutters begin to open up again, Farris drops to the ground! Free action to drop prone, should give me +4 to AC against ranged attacks.


Signboy77's PFS Scenario-rama

No problem, Farris. I can understand. What is meant by "uni" work?

Vitor, I will assume that you stand and move through the door. Ezren, I'm assuming you stay out of the way. Jerrik, you can keep the door open just a pinch and essentially have concealment from the pillar.

Vitor stands and runs out the door, which begins swinging closed on its own. Farris bursts in to the room then falls down flat once he sees the pillar prepare another volley of arrows. Jerrik keeps the door held open for anyone that wants to escape.

The pillar fires off another round of arrows at each man in the room.

1d4 ⇒ 2

Farris:
Attack 1: 1d20 + 10 ⇒ (1) + 10 = 11
Nonlethal Damage: 1d8 ⇒ 4
Attack 2: 1d20 + 10 ⇒ (7) + 10 = 17
Nonlethal Damage: 1d8 ⇒ 3

Rayne:
Attack 1: 1d20 + 10 ⇒ (5) + 10 = 15
Nonlethal Damage: 1d8 ⇒ 1
Attack 2: 1d20 + 10 ⇒ (20) + 10 = 30
Nonlethal Damage: 1d8 ⇒ 5

Crit Conirm vs. Rayne?: 1d20 + 10 ⇒ (9) + 10 = 19
NL Damage: 2d8 ⇒ (8, 3) = 11

Whew. I think even with confirmed critical hit against Rayne, he is still standing (19 total NL damage). Since everyone is close enough to reach the exit - thanks to Jerrik holding the door. So, I may fast-track this a bit.

After the 2nd round of arrows (which Farris manages to dodge completely), Rayne is able to drag Argus back through the way they came in past Jerrik. Farris stands and follows them. Vitor, unable to head back into the room, makes his way back through the crypt to meet up with the party back in the chamber with the stone bench.

Jerrik stays by the door, and after about a minute, he notices that the arrows stop firing from the pillar in the round room. A quick peek confirms that the pillar is no longer firing arrows, and dozens of the blunt arrows litter the floor.

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)

Yea, just barely.

"That hurt, alot." Rayne says letting go of the dwarf, rubbing all the sore spots from the pelting of arrows.

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

What did you guys do in there? Jerrik asks, holding out the healing wand. Roll for what you need please. Now confident that the worst is over, Jerrik will enter the room now that the trap is exhausted and look around, picking up a number of blunt-tipped arrows in case they meet more skeletons.

Take 10 for 16 on Perception

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

University work :)

Farris begins using the wand the villagers had left for him on the party.

Argus
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Vitor
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Rayne
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

8/10 charges used. What does that put everyone on?


Signboy77's PFS Scenario-rama

If my math is correct (it may not be) Vitor currently has 2 NL damage. Otherwise, everyone is back in fighting shape.

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)

"Thanks a bunch kid. Appreciate the healing."

Yep, all full.

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

Shaking his head groggily as the healing takes its effect, Argus sits ups and takes stock of whats going on.

"Well, I'll have to say, I'm glad the villagers made that one safe." He winces a bit as he rolls a sore spot out of his arm. "Still hurts, but we're still breathing. Thank you Farris."

Argus then goes and takes a couple of good pulls from his hip flask.


Signboy77's PFS Scenario-rama

With the arrow trap expended, the party is able to safely enter the chamber. Vitor is able to report that the western door leads back to near Roldare's little hideaway.

Let me know when you're ready to head through the south door.

Sovereign Court

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

Vitor looks to his party. "The south door?"

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 nods. I suppose so. No other way to go.

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 Argus, with a smile. "No problem, friend. I wish I could help you more."

He prepares to follow the others south.


Signboy77's PFS Scenario-rama

Vitor opens the door, which gives some resistance on it's old, rusty hinges. The walls are oddly decorated. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.

As the party enters the room, a number of figures rattle to life within. Four skeletal figures, seemingly drenched in blood, shamble themselves up off the floor and make to attack the party.

Knowledge (Religion) DC 15:
These are bloody skeletons. Bloody skeletons are destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Initiatives:

Argus: 1d20 + 4 ⇒ (7) + 4 = 11
Ezren: 1d20 + 2 ⇒ (20) + 2 = 22
Farris: 1d20 + 1 ⇒ (1) + 1 = 2
Jerrik: 1d20 + 3 ⇒ (10) + 3 = 13
Rayne: 1d20 + 4 ⇒ (2) + 4 = 6
Vitor: 1d20 + 3 ⇒ (13) + 3 = 16
Skeltons: 1d20 + 6 ⇒ (15) + 6 = 21

Ezren
Skeletons
Vitor, Jerrik, Argus, Rayne, Farris

Ezren's UP!

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