The Confirmation PFS (Inactive)

Game Master Oykiv

[dice=Saans]1d20 + 4[/dice]
[dice=Hanzo]1d20+2[/dice]
[dice=Lars]1d20+2[/dice]win ties against Hanzo
[dice=Rolo]1d20+4[/dice]
[dice=Winella]1d20+4[/dice]
[dice=Emmet]1d20+6[/dice]
[dice=Janira]1d20+6[/dice]


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Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

The map was showing me much closer to the target. I was under the impression that I was 10ft away.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

OK - you are right, I totally ignored any time to retrieve items out of the sack! So, if I am understanding correctly, for round 1, I used 1 move action to get acid, 1 std action to throw it. Given that, I will also add a 5'step before the throw. Now for round 2, there is no alchemist fire left in the sack, so I need a new action. Before I do that - does it seem like the acid and/or fire are doing damage? I have 2 more Alchemist's Fires in my own bag, but I would like to know they are effective before using them up.


Hanzo, I moved you back to were I remember you were. But I can be mistaken and it really don´t change anything, so put yourself where you prefer.

Hanzo, Thanks for remembering it. The acid had make it damage, but the fire had done nothing. It also means that Saans should chan his action.

This combat is being a mess, sorry for the mistakes.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

It happens. Saans will still use the alchemist's fire, because that is what he had at the moment. As witnessed earlier, he isn't the fastest learner. As for chaotic battles, multiple summons and grapples in the same fight isn't too fun, haha.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

No worries Oykiv. It happens. As for Hanzo, his actions will stay the same if possible. Please place him right in front of Saans for his attack.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Ha! No problems. It gets messy sometimes in combat!

Seeing that the fire isn't working, Emmett racks his brain for something else to try. Guess I better bring acid to the party next time...

Without a lot of options, Emmett moves forward and tries ol' Bessy.

Ranged Touch Attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

I moved you in front of Saans so that you wouldn't hit him or Hanzo.


With Hanzo using the place where Saans was attacking the creature, and ol´Bessy making holes in its body the carpet finally dies.

Not wanting to lose any second, all the group rushes to the exit of the cave willing to help Janira. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

Not far from the cave exits, Janira fights for her life against the minotaur. map changed

initiatives:

Saans: 1d20 + 4 ⇒ (8) + 4 = 12
Hanzo: 1d20 + 2 ⇒ (4) + 2 = 6
Rolo: 1d20 + 4 ⇒ (4) + 4 = 8
Winella: 1d20 + 4 ⇒ (7) + 4 = 11
Emmet: 1d20 + 6 ⇒ (2) + 6 = 8
Janira: 1d20 + 6 ⇒ (8) + 6 = 14
Minotaur: 1d20 + 0 ⇒ (7) + 0 = 7
Janira disarm: 1d20 + 2 ⇒ (3) + 2 = 5

Combat round 1
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Janira exhausted and badly wounded tries to disarm the minotaur, but her strengh is no match for the big beast.
Saans
Winella
Rolo
Emmet

Minotaur
Hanzo

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

This character has had the worst initiative rolls I've ever seen. Terrible for a monk/ninja/assassin who's supposed to be all dexterous and quick. Lol, dice happens.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans runs as fast as he can towards Janira, by running and attempting to jump over the stream!

Acrobatics: Long Jump: 1d20 + 8 ⇒ (20) + 8 = 28

HOLD ON!

Double move with a jump at the end of the second move, which ends my turn.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

I have noticed, initiative seems to suffer from too much randomness. I recall back in the day it was 1d10 rather than 1d20, so modifiers made a much bigger difference.

Are there any terrain modifiers?

Emmett reload his blunderbuss with a bullet (std action with rapid reload), and moves toward the minotaur. (move action)

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

can someone move me to the log there half way across. I'm posting from my phone and it won't let me.

Seeing their companion in danger Roll rushes forward.

Acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16

idk if that's needed to cross the log or not. That's a double move.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"It doesn't sound like Janira is doing well out there, I can heal her but we must beat this fungus first, press on men!"

Hold action

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4
Winella wrote:

"It doesn't sound like Janira is doing well out there, I can heal her but we must beat this fungus first, press on men!"

Hold action

The fungus is dead, and we have moved on to mister bull guy, so you may be able to do something if you get close enough.


The rules about the terrain are in the map, tell me if you don´t see them.
Rolo had passed the DC 7 to cross the log bridge, but is over it due to not having enought movement

The angry minotaur haven´t realized yet you´re coming to help Janira. You´re going to die, little bug! You´ll be of no help to the centaurs tribe any more! He just focus in Janira shouting his anger among nonsenses.

Combat round 1
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Janira exhausted and badly wounded tries to disarm the minotaur, but her strengh is no match for the big beast.
Saans rush to the other side of the river, jumping over it.
Winella
Rolo moves to cross the bridge by the log
Emmet
Minotaur
Hanzo

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4
Oykiv wrote:

The rules about the terrain are in the map, tell me if you don´t see them.

Rolo had passed the DC 7 to cross the log bridge, but is over it due to not having enought movement

The angry minotaur haven´t realized yet you´re coming to help Janira. You´re going to die, little bug! You´ll be of no help to the centaurs tribe any more! He just focus in Janira shouting his anger among nonsenses.

Combat round 1
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Janira exhausted and badly wounded tries to disarm the minotaur, but her strengh is no match for the big beast.
Saans rush to the other side of the river, jumping over it.
Winella
Rolo moves to cross the bridge by the log
Emmet
Minotaur
Hanzo

Emmet has moved with a standard and move, just Winella's move and round two should begin.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Winnela, then the Minotaur, then Hanzo. I'm waiting to see if anything changes after the Minotaur goes before I post my action.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Right - move and load was my round 1


ok, then waiting to see what Winella does


Booting Winella

Being too far to reach the minotaur with his magic, Winella moves toward a place near the river where sha could use his magic without being charged by the great beast.

attacks against Janira:

battleaxe: 1d20 + 7 ⇒ (17) + 7 = 242d6 + 4 ⇒ (1, 6) + 4 = 11
battleaxe: 1d20 + 2 ⇒ (10) + 2 = 122d6 + 4 ⇒ (2, 1) + 4 = 7
gore: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (2) + 2 = 4

The minotaur attacks Janira furiously, hitting her and making a bad wound in her flank. Janira fall´s to the ground dying.

Combat round 1
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Janira exhausted and badly wounded tries to disarm the minotaur, but her strengh is no match for the big beast. The she falls under the minotaur axe. 11 HP damage
Saans rush to the other side of the river, jumping over it.
Winella moves lokking for a safe place to use her magic
Rolo moves to cross the bridge by the log
Emmet moves and recharges
Minotaur hits Janira hard
Hanzo

After Hanzo do his actions, everybody will be able to act before the minotaur

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo will double move to the Minotaur, so he can try to use stunning fist on it next round. Activating Snake Style as a swift action. Please put Hanzo at the edge of the river since he doesn't have enough movement to jump it yet.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Sorry totally misread that previous post

Moving to the edge of the water casting guidance on Hanzo before he moves off to engage the Minotaur.

Next round Misfortune and and Cackle if it takes on the Minotaur, otherwise a move toward Janira.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett double moves through the rough terrain, trying to get closer for a decent shot.

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Rolo goes totally on the defensive seeing Janira go down. He studies the target to find a weak point.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans will move in, and as he gets close to Janira, will start to go through her bag and pull out a potion of cure light wounds.

Okay big guy, let's hope I can get this out faster than you can get in....

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

On Hanzo's next turn, please place him adjacent to Saans. Still not close enough to attack, but hopefully close enough to provide a distraction from Janira getting swiped again.

Acrobatics to jump river: 1d20 + 7 ⇒ (17) + 7 = 24


crunch:
will save: 1d20 + 5 ⇒ (7) + 5 = 12
Janira stabilization: 1d20 ⇒ 20
minotaur random first attack, 1 Rolo: 1d2 ⇒ 2
battleaxe against Saans: 2d20 + 7 ⇒ (15, 13) + 7 = 352d6 + 4 ⇒ (1, 3) + 4 = 8
battleaxe against Rolo: 2d20 + 2 ⇒ (2, 5) + 2 = 92d6 + 4 ⇒ (2, 3) + 4 = 9
gor eagainst Saans: 2d20 + 4 ⇒ (10, 10) + 4 = 241d6 + 2 ⇒ (5) + 2 = 7

Hanzo, I putted you back because maybe you don´t want to jump near the minotaur and face an AoO

The minotaur moves between Rolo ans Saans attacking both of them, he´s unable to hit the well defended slayer, but Saans is not as fortunate and he´s slashed in a leg. Saans, -8HP

Combat round 2
Bold can act Even with her down, you are inspired by Janira´s words, +1 to hit and weapon damage

Janira stabilizes 11 HP damage
Saans picks a potion and is rewarded with an axe to the leg -8HP
Winella uses her magic to bother the minotaur
Rolo defends from the minotaur attacks
Emmet moves looking for a clear shot
Minotaur slashes Saans
Hanzo

After Hanzo do his actions, everybody will be able to act before the minotaur

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett stops and aims carefully.

Spend one grit point for dead-eye, to shoot against touch AC

Touch AC Attack: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Damage: 1d8 ⇒ 3

Not sure that's going to do it...

He then uses his remaining action to pull an alchemist fire from his pack.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo runs and jumps over the river, spinning in the air to land on his feet, and then heads straight at the Minotaur, sizing it up, and then punching it square on the nose. As he moves there, he begins to move in an almost catlike manner, but also sidewinding like a snake would.

Acrobatics to Jump River: 1d20 + 6 ⇒ (6) + 6 = 12
Sense Motive for AC against Minotaur: 1d20 + 8 ⇒ (8) + 8 = 16
Attack (Stunning Fist): 1d20 + 4 ⇒ (17) + 4 = 21
Stunning Fist Damage: 1d6 + 3 ⇒ (5) + 3 = 8

I'm counting on an attack of opportunity. If he makes one, it's against the sense motive check I rolled above, and I then get to make a retaliatory unarmed strike against him. Panther Style+Snake Style feats are both being used.

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

How does he attack us both twice? He should only get 1 attack because he has to move more than 5 feet to get where he is.Even if that was a 5 foot he only has 2 attacks plus a gore. Or are you rolling in case the first is a 20?

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Next round Cackle and move toward Janira.


Rolo, I rolled twice due to the misfortune, the minotaur has to roll twice and pick the lowest roll.
And I rolled three attacks, but that was a mistake. I should be only the first attack. But as it was the only attack that hits, we don´t need to change nothing

crunch:
AoO against Hanzo: 2d20 + 7 ⇒ (10, 1) + 7 = 182d6 + 4 ⇒ (2, 3) + 4 = 9
will save: 2d20 + 6 ⇒ (2, 2) + 6 = 10

Hanzo jumps to the overside of the river, to provoke an attack of the minotaur. His monk-training is not enough with such creature but fortunately it´s under Winella influence and fails his attacks. When the minotaur attacks, he opens his defenses, leaving it vulnerable to his retaliate; his fist hits hard to the creature stunning it.

With the minotaur unable to attack for a short time, and having dropped his battleaxe, the battle looks to have turned to the Pathfinders side.

Combat round 2
Bold can act Even with her down, you are inspired by Janira´s words, +1 to hit and weapon damage -remember it

Janira stabilizes -11 HP damage
Saans -8HP
Winella uses her magic to bother the minotaur and moves toward Janira
Rolo corrects the GM ;D
Emmet shots to the minotaur making some damage
Minotaur -13 HP and stunned
Hanzo

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans takes a 5' step backwards and drinks the potion that he had pulled out earlier!

Drinking the Peppermint drink!: 1d8 + 1 ⇒ (6) + 1 = 7

Sorry Janira, but I'm still up! Hopefully you can last a bit longer!

Next round may be fun with the monk and I, bwahahahahaha!

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Alright, since that was my retaliatory strike, I still have my normal attack from round one, so I'll roll that and round two here.

Also, thanks Winella.. Whew!

Hanzo dodges the Minotaur's axe, just barely, and serves his punch. As the Minotaur staggers and drops his weapon, Hanzo quickly swipes at it with his temple sword.
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

I'm going to assume that for round two Saans and I will be flanking.
Seeing the Minotaur still not recovered, Hanzo slashes again with his temple sword, trying to cut the beast down and finish the fight before it can harm anyone else.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Rolo steps off the bridge and swings his ax at the Minotaur.

Studied Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Combat round 3
Bold can act Even with her down, you are inspired by Janira´s words, +1 to hit and weapon damage

With the minotaur stunned, is easy for Rolo and Hanzo to close quarters with the beast and wound it badly.

Janira -11 HP damage
Saans -1HP
Winella
Rolo
Emmet

Minotaur -28 HP, misfortuned
Hanzo

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Roll hacks at the beast again.

Studied Attack: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22

Damage: 1d8 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans moves in quickly, and strikes the beast with a haymaker to the ribs!

Punch Flank!: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Could someone move me next to our bullish friend for the flank?

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

I posted that I was moving in to flank with you. I just can't move my token from my phone.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

I wasn't flanking at the time, unfortunately. Either way, the three of us can flank him because he's large, which is nice.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett reloads his blunderbuss.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Cackle to keep the misfortune going, move next to Janira.

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Saans where are you attacking him from? Your not next to it. If you step up i would be flanking for you.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

I can't move the tokens from my tablet, which is why I asked to be moved, so we could have the flank. Also, if Hanzo takes the top part of the Minotaur, I should be providing flanking bonuses for him as well. Work pc won't let me play wit google draw, otherwise, I'd be of more help, haha.


I understand you Saans, perfectly.
Don´t worry anymore for the tokens position, it don´t matters now

Saans hits the minotaur in the ribs, breaking one and pushing the minotaur to Rolo, who takes vantage of the situation siwinging his axe in an upward arc to the minotaurs head finally killing him.

What are you going to do with Janira?

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans, quickly turns towards Janira, and starts to rummage through her backpack for anything that he can help her with.

Winella, can you use her wand? If not, I can carry her back to the Grand Lodge for healing! Either way, we need to get her out of here.

If I find a potion of cure light wounds in Janira's bag, I'll force feed it to her, but I already used one of Janira's so far, and don't remember how many she has.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

There were two potions of CLW in her pack. So we should be able to save her.

Emmett will also attempt to stabilize her.
Heal: 1d20 + 2 ⇒ (13) + 2 = 15

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

I'm pretty sure she already stabilized as the GM rolled a Nat 20 for that. But we can feed her the potion and use the wand.

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

So we wake Janira up and tell her what we learned. Is there anything else we need to do now? Or did we win?

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Well, she's hurt bad, so if no one wants to, I'll carry her back to town, and we can report to the drugged out venture captain as to what happened, and what we found.

-Posted with Wayfinder

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