RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

So hard to see! Maybe it's my settings.

Jan charges and tries to Bull Rush.

Attack (Heavy Shield, Power Attack): 1d20 + 27 ⇒ (11) + 27 = 38
Attack (Bull Rush): 1d20 + 27 ⇒ (9) + 27 = 36
Damage (Heavy Shield, Power Attack): 2d6 + 24 ⇒ (1, 1) + 24 = 26


Jan smacks into the thingy and batters it back 10, thereby making sure he doesn't get a full attack next round since those are tiring.

11 steps away from bander and they all try to shoot Bo again with fire blasty ray thingies.

15
to hit: 1d20 ⇒ 6 damage: 4d6 ⇒ (4, 4, 1, 6) = 15 miss
to hit: 1d20 ⇒ 4 damage: 4d6 ⇒ (3, 2, 2, 1) = 8 miss

12
to hit: 1d20 ⇒ 10 damage: 4d6 ⇒ (6, 6, 3, 4) = 19 miss
to hit: 1d20 ⇒ 11 damage: 4d6 ⇒ (6, 5, 5, 3) = 19 miss

11
to hit: 1d20 ⇒ 15 damage: 4d6 ⇒ (3, 5, 2, 1) = 11 hit
to hit: 1d20 ⇒ 9 damage: 4d6 ⇒ (4, 1, 2, 3) = 10 miss

16
to hit: 1d20 ⇒ 2 damage: 4d6 ⇒ (1, 6, 5, 2) = 14 miss
to hit: 1d20 ⇒ 6 damage: 4d6 ⇒ (2, 1, 1, 2) = 6 miss

Last axeman steps up and tries to hit Bo.
to hit: 1d20 ⇒ 17 damage: 1d12 + 7 ⇒ (3) + 7 = 10 miss
to hit: 1d20 ⇒ 13 damage: 1d12 + 7 ⇒ (12) + 7 = 19 miss
to hit: 1d20 ⇒ 18 damage: 1d12 + 7 ⇒ (9) + 7 = 16 miss

PCs are up.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi levels his rifle at wizard #15 and fires three rounds.

shot #1: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 (pbs, deadly aim, seeking, steel rounds )
shot #2: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
shot #3: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

damage #1: 1d10 + 9 + 1 ⇒ (9) + 9 + 1 = 19
damage #2: 1d10 + 9 + 1 ⇒ (4) + 9 + 1 = 14
damage #3: 1d10 + 9 + 1 ⇒ (8) + 9 + 1 = 18


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Actually I was trying to knock it away from Bo - I think it was Bo. Well, a different icon anyhow!

Jan pursues.

Attack (Heavy Shield, Power Attack): 1d20 + 25 ⇒ (4) + 25 = 29
Damage (Heavy Shield, Power Attack): 2d6 + 24 ⇒ (4, 1) + 24 = 29


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo activates bane on the humans and shoots at #15 if he's still up. If not he fires at #11.. Switching targets to another caster if one dies.

Attack 1: 1d20 + 23 ⇒ (16) + 23 = 39 steel
Attack 2: 1d20 + 23 ⇒ (13) + 23 = 36
Attack 3: 1d20 + 18 ⇒ (20) + 18 = 38
Attack 4: 1d20 + 13 ⇒ (3) + 13 = 16

Confirm 3: 1d20 + 18 ⇒ (5) + 18 = 23

Dam 1: 1d8 + 24 + 2d6 ⇒ (3) + 24 + (3, 4) = 34
Dam 2: 1d8 + 24 + 2d6 ⇒ (6) + 24 + (2, 5) = 37
Dam 3: 1d8 + 24 + 2d6 ⇒ (3) + 24 + (4, 6) = 37
Dam 4: 1d8 + 24 + 2d6 ⇒ (8) + 24 + (3, 4) = 39

Dam Crit: 3d8 + 72 ⇒ (1, 3, 8) + 72 = 84


Obi drops #15.

Bo hits #11 3 times, but the crit offs him.

Jan bashes into 4 again and drops it.

12 gives the peck a wide bert and moves away from the entry zone.
16 and 12 toss fireballs into the entry area.

SR: 1d20 ⇒ 15 pass
SR: 1d20 ⇒ 9 fail vs. Bo

Both pass vs. Yap.

damage: 9d6 + 2 ⇒ (1, 5, 4, 5, 4, 1, 4, 4, 5) + 2 = 35
damage: 9d6 + 2 ⇒ (4, 3, 1, 6, 1, 2, 5, 5, 6) + 2 = 35

DC 19 reflex for 1/2 on each.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

post coming later


I should be clear, everyone but Bander has to save.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander 5 foots and attacks

Snicker/PS: 1d20 + 23 - 4 ⇒ (16) + 23 - 4 = 35 for 1d4 + 3 + 8 ⇒ (2) + 3 + 8 = 13 and
Snack/PS: 1d20 + 23 - 4 ⇒ (11) + 23 - 4 = 30 for 1d4 + 3 + 8 ⇒ (4) + 3 + 8 = 15
Snicker/PS: 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23 for 1d4 + 3 + 8 ⇒ (3) + 3 + 8 = 14 and
Snack/PS: 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23 for 1d4 + 3 + 8 ⇒ (2) + 3 + 8 = 13
Snicker/PS: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13 for 1d4 + 3 + 8 ⇒ (2) + 3 + 8 = 13 and
Snack/PS: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15 for 1d4 + 3 + 8 ⇒ (2) + 3 + 8 = 13


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

They both beat my SR 25?

reflex: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31
reflex: 1d20 + 10 + 5 ⇒ (9) + 10 + 5 = 24

Obi turns on wizard #15 and fires three more rounds from his riffle.

shot #1: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20 (pbs, deadly aim, seeking, steel rounds )
shot #2: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
shot #3: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

damage #1: 1d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15
damage #2: 1d10 + 9 + 1 ⇒ (6) + 9 + 1 = 16
damage #3: 1d10 + 9 + 1 ⇒ (10) + 9 + 1 = 20


Meant to say fail vs. Obi, not Bo.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

#15 is down already Obi..

Regardless of rolls Yap is super dead as his evasion does not work with him unconscious..

Reflex: 2d20 ⇒ (3, 14) = 17 pass both take 34..

Bo reloads a round as a siwft action and fires at the one Bander attacked.. Using Bane and Grit..

Attack 1: 1d20 + 23 ⇒ (10) + 23 = 33
Attack 2: 1d20 + 23 ⇒ (14) + 23 = 37
Attack 3: 1d20 + 18 ⇒ (10) + 18 = 28

Dam 1: 1d8 + 24 + 2d6 ⇒ (3) + 24 + (2, 6) = 35
Dam 2: 1d8 + 24 + 2d6 ⇒ (6) + 24 + (1, 6) = 37
Dam 3: 1d8 + 24 + 2d6 ⇒ (1) + 24 + (4, 1) = 30


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Meant #16


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Reflex: 1d20 + 13 ⇒ (6) + 13 = 19 Hooray!

Jan charges 12 and tries a Dazzling Assault.

Attack (Heavy Shield, Power Attack): 1d20 + 21 ⇒ (19) + 21 = 40
Damage (Heavy Shield, Power Attack): 2d6 + 24 ⇒ (6, 4) + 24 = 34 Fort Save vs. 25 or dazed for 1 round.


2 saves Jan. Even if you make them it's 35 damage.

fort save: 1d20 ⇒ 18 pass


16 drops.
Bander (though moot):
miss chance: 1d100 ⇒ 34 miss
miss chance: 1d100 ⇒ 50 miss
miss chance: 1d100 ⇒ 72 hit
miss chance: 1d100 ⇒ 93 hit
miss chance: 1d100 ⇒ 98 miss vs. AC
miss chance: 1d100 ⇒ 58 miss vs. AV

Jan
miss chance: 1d100 ⇒ 99 hit

The last one steps back and tosses another fireball getting everyone (except himself)

SR: 1d20 ⇒ 13 fails vs Obi
damage: 9d6 + 2 ⇒ (3, 6, 4, 1, 3, 5, 5, 3, 5) + 2 = 37 19 reflex for 1/2


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obidiah reloads his riffle.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Reflex: 1d20 + 19 ⇒ (10) + 19 = 29 take 18

Bo reloads as a move and fires one time..

Attack: 1d20 + 21 ⇒ (5) + 21 = 26 steel
Dam: 1d8 + 18 ⇒ (7) + 18 = 25

Swift Action for LoH..

Heals: 3d6 ⇒ (2, 2, 4) = 8


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 21 ⇒ (11) + 21 = 32 ref

Bander tumbles around into a flank

1d20 + 30 ⇒ (10) + 30 = 40 acro

Snicker/PS: 1d20 + 25 + 2 - 4 ⇒ (14) + 25 + 2 - 4 = 37 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (2, 4, 2, 3, 3, 6, 6) = 42


miss chance: 1d100 ⇒ 34 miss


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Reflex: 1d20 + 13 ⇒ (18) + 13 = 31

Reflex: 1d20 + 13 ⇒ (19) + 13 = 32

Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault): 1d20 + 24 ⇒ (1) + 24 = 25
Attack (Kukri, Flanking, Power Attack, Dazing Assault): 1d20 + 15 ⇒ (6) + 15 = 21
Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault): 1d20 + 19 ⇒ (1) + 19 = 20
Attack (Kukri, Flanking, Power Attack, Dazing Assault): 1d20 + 10 ⇒ (14) + 10 = 24
Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault): 1d20 + 14 ⇒ (13) + 14 = 27

Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault): 2d6 + 25 ⇒ (6, 5) + 25 = 36 DC 25 Fortitude Save or Dazed
Damage (Kukri, Flanking, Power Attack, Dazing Assault): 1d4 + 16 ⇒ (3) + 16 = 19 DC 25 Fortitude Save or Dazed
Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault): 2d6 + 25 ⇒ (3, 6) + 25 = 34 DC 25 Fortitude Save or Dazed
Damage (Kukri, Flanking, Power Attack, Dazing Assault): 1d4 + 16 ⇒ (4) + 16 = 20 DC 25 Fortitude Save or Dazed
Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault): 2d6 + 25 ⇒ (3, 4) + 25 = 32 DC 25 Fortitude Save or Dazed
Damage (Two-Weapon Rend, Flanking, Power Attack, Dazing Assault): 1d10 + 10 ⇒ (3) + 10 = 13

2 1's? I hate the dice roller, I really do.


It might be nice if people rolled their own miss chances. Only the melee people need to do it since the shooters have seeking.

miss: 1d100 ⇒ 20 miss
miss: 1d100 ⇒ 98 hit -miss vs. AC
miss: 1d100 ⇒ 4 miss
miss: 1d100 ⇒ 57 hit
miss: 1d100 ⇒ 82 hit

fort save: 1d20 ⇒ 19 pass
fort save: 1d20 ⇒ 15 pass


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
drbuzzard wrote:
[dice=miss chance]1d100 miss

I have heartseeking.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Sorry. On another note is anyone not seeing the new posts marker? All of the sudden I can't see when anyone else has posted after me.


Then I guess bander hit.


And the last one is down.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"These guys seem mostly to be mooks, but we might as well see if they're carrying anything useful."

perception: 1d20 + 21 ⇒ (19) + 21 = 40


Same as the guy who was watching your mansion. Just fairly cheap magic armor and weapons.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander rushes over to Yap and tries to help, though it seems pretty obvious...


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Bander looks on as the hobbit checks the pixie.

"He was a brave lad .... err .... lass ... er ... companion."


If you scoop up the ashes, a resurrection will be sufficient to bring Yap back.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo says a small prayer for Yap and then starts to heal everyone.. he pulls a wand..

Bo: 18d8 + 24 ⇒ (2, 8, 7, 2, 1, 7, 7, 5, 6, 5, 2, 4, 5, 6, 1, 3, 2, 5) + 24 = 102 9 charges of cure mod wand.

Plz roll your own charges as im not sure how much everyone is down.. 2d8+3 on the mod one, 1d8+1 if using cure light

He collects Yapp's items and stows them in his bag as well.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi will pull out his own cure light wounds wand and clean up the minor hangnail he suffered in the fight.

clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (4) + 1 = 5


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Cure Mod: 8d8 + 12 ⇒ (5, 6, 6, 7, 7, 3, 8, 1) + 12 = 55 4 charges on cure mod to get back up to "full".


The room you are in:

This long chamber is filled with practice dummies dressed in battered and scorched suits of armor and a few contraptions bearing sharp implements. Several doors and two open corridors exit the chamber along each side wall. An opening in the opposite wall leads to what appears to be a meeting hall.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Perception: 1d20 + 24 ⇒ (7) + 24 = 31


You see a bunch of dead bodies, but you guys made those. Nothing else seems odd. Looks like a martial training academy, since you're familiar with those.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Whelp, at least it's not covered in sludge.

Jan looks around for an 11-foot pole to poke the floor (and ceiling) near the opening into the meeting hall with.


You can find a 9.75 foot pole, but nothing above 10'.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan sighs and cautiously probes the floor before entering the meeting hall.


The pole gets you satisfying thuds when whacked on the walls and floor. You think it is safe enough to send in the peck.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi scans the room with his See Invisibility scope to look for anyone hiding or spying on us.

perception: 1d20 + 21 ⇒ (12) + 21 = 33


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will pick up Bander by the collar with the pole and deposit him into the meeting hall.

Is it safe?


The Obi Scan reveals nothing.


BTW, does this make Bander a pole dancer?


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Maybe if he does a little jig.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander goes in doing his take 10 dance with trap spot


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo follows the people he has chosen to adventure with with a sigh.. He casts extended resist fire on himself and Jan..


There's nothing much of interest in the meeting room either. The alcoves to either side have the teleport circles that you are now familiar with.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"Whelp, I say we try the east teleporters." Obi says as he walks that way, thumbing rounds into his riffle.

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