The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Can I take 20?


Symon wrote:
Can I take 20?

Sure can... there are no distractions at the moment - and there are no 'obvious' consequences due to failure - so, taking 20?


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron will spend his time drawing his grappling hook and rope tying the rope to the hook. "A makeshift weapon but better than nothing..."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Disable Device: 34 (taking 20)


Apologies for the slower posting rate – it was my eight year old’s birthday yesterday… presents, cake and a fun trip out… when the sugar-loaded kids finally got to bed, I had no energy at all to post… It’s still the easter holidays here as well so there’s a pretty good chance that I’ll miss a day or two next week… the joys of parenting!!!

It takes a short while but, after one or two attempts to open the door are frustrated, Symon manages to move the tumblers that were holding the door… listening at the door and satisfying himself that there is nothing just outside it, he opens it. The corridor beyond the door is unlit although this proves to be no impediment to Symon who is able to see the corridor heading, up a short flight of stairs, to the west – just past the stairs there is a side passage heading southwards and, opposite the side passage, a door to the north (that almost certainly leads into the raised area within the room that he was imprisoned in). The passageway, shortly after the side passage, turns to the south and out of sight…

Map update to follow.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther takes out the horn and shield if he has them.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent mutters seems a bit easy. He looks suspiciously at the woman. Either a plant or a liability. Time would tell.


Everyone has all of their equipment other than actual weapons.

Tiawask, seeing the door opened by Symon, sounds a note of caution, ”Be careful – when I was dragged through to my prison, there were a lot of guards on patrol… they might be expecting an attack or there might be something else going on… regardless, we should be cautious. Are there some stairs out there? We need to be heading up that way and, somewhere along the passageway, there’s a pair of golden doors… that’s the way out of here”.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"We should find our weapons if we can. Symon, good job. Keep us moving."

I would assume Symon tries to sneak and scout ahead. Should we roll for his stealth and perception and disable when needed?


Whilst Symon is away, I am fine with someone else rolling Stealth, Perception and Disable Device for him

Symon, smiling at his friends, looks to move into the darkness of the corridor before Tiawask suddenly stops him with a warning, ”Careful!!! There’s something out there… that statue”, she gestures at the effigy of the serpentfolk in the alcove, ”There’s an aura coming from it… it might be trapped!!!”


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron shrugs, "Perhaps if I lasso it with my grappling hook I can pull it down? Unless of course you think you can get us past it Symon?"


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther nods. Symon checks it out.

stealth/perception/dd: 3d20 ⇒ (6, 13, 15) = 34

Symon stealth=20 total, per = 22, dd = 29


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru hits the statue with a detect magic and maintains it for a few minutes to gather information.


At first glance, the statue does not appear to be exuding any form of magical aura but a more studied examination reveals the traces of a transmutation aura swirling around the serpentfolk effigy… Drusellia stops Symon before he can step out of the room and, in the darkness, the shadowdancer can just about see some unusual scratching and gouging of the floor around the statue.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"Transmutation; it can change form, perhaps. Best to be extremely careful!"


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"A trap to keep us from making our escape no doubt the rason why the felt comfortable leaving us there with no guards".


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Can we disrupt it?


Actions? Trying a disable device on the statue? Or sneaking past it? Or something else?


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

If Symon does not want to try and Disable it, I will try to lasso it and pull it over with the grappling hook and rope.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

I would think disable on it, Symon can disable magic traps


Symon, heeding Drusellia's advice that magic is at play here, moves cautiously towards the effigy... and, in the darkness, sees the head of the serpentfolk statue detach itself from the rest of the effigy and, with a short spinal column made of polished steel and moving as a snake’s body, ‘slither’ to the floor…

Knowledge (Arcana) DC14:
The snake appears to be a ‘Marble Sentinel’, a construct that is often used by powerful spellcasters as a surveillance / warning system – they are ‘programmed’ to passively watch over areas and, when something unexpected occurs, it acts as both deterrent and alarm system. They are also immune to acid and to magic…

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Armitron, Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Luther, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Brent, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Drusellia, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Marble Sentinel Snake, Initiative: 1d20 + 7 ⇒ (1) + 7 = 8

Initiative Order
Symon, Armitron, Drusellia then
Marble Sentinel Snake then
Luther and Brent

Symon, Armitron and Drusellia may act now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 1

Armitron drops his grappling hook and grabs his shield from his back using it to bash the Sentinel.

Melee Attack 1d20 + 8 ⇒ (8) + 8 = 16
Shield Bash Damage 1d4 + 2 ⇒ (2) + 2 = 4

Melee Attack 1d20 + 3 ⇒ (5) + 3 = 8
Shield Bash Damage 1d4 + 2 ⇒ (2) + 2 = 4


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia intones the words to a magic missile.

Magic missile: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10


Improvising, Armitron pulls the shield from his back and rushes forward… the first of his attempted shield bashes nearly hits but the second, clumsy and slow, misses to the extent that the paladin nearly strikes Symon… and then Drusellia, hoping that the absence of weapons will prove to be less problematic with her magic, lets loose a trio of arcane bolts – they fly unerringly at the animated snake and then simply disappear!!!

Knowledge (Arcana) DC14:
The Marble Sentinel Snake is Immune to Magic.

GMPC for Symon

With no weapon, Symon draws himself close against the wall…

Symon, Total Defense.

The snake’s jaws open wide in a noiseless hiss as, seemingly ignoring the threat posed by Armitron or Symon, it ‘slithers’ up the stairs beyond the escaping prisoners…

Armitron may make an AoO with his shield… Symon holds no weapon so may not make an AoO.

…at the top of the stairs, the snake turns and, from its eyes, a ray of green coruscating light is fired at Symon…

Marble Sentinel Snake, Paralysing Bolt vs Symon (Ranged Touch): 1d20 + 10 ⇒ (13) + 10 = 23, possibly hitting – Shadow Blending: 50% miss chance in Shadow: 1d100 ⇒ 17, missing.

…but the ray fizzles into the shadows…

Everyone may act now.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Aoo

Armitron takes advantage of the foes tactical error and tries to slam the shield home again.

Melee Attack 1d20 + 8 ⇒ (13) + 8 = 21
Shield Bash Damage 1d4 + 2 ⇒ (2) + 2 = 4


Armitron’s shield crashes against the snake, chipping stone and sending it bouncing against the far wall before it moves past him and up the steps…

GM Only:
Marble Sentinel Snake = 39/43

Everyone may take their turn now.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Knowledge (arcana): 1d20 + 10 ⇒ (8) + 10 = 18

"The snake is immune to magic! My talents will be useless, here!"

So saying, Dru withdraws to the safety of the rear.


Okay, no-one seems to have any idea on what to do about the animated snake statue – will move things along.

Without their weapons, and with Drusellia’s revelation that the animated snake is immune to magic, the group are powerless to stop its escape… after firing the ray of green light at Symon, and missing, it turns and slithers out of view along the western corridor.

Tiawask, who has watched events with a look of trepidation upon her face, whispers, ”We should act quickly… whatever that was, it is likely to raise the alarm that we have escaped… we must find your weapons before the serpentfolk return”


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther agrees.

"Let us move quickly."

If Symon doesn't lead, he takes the rightmost passage or door at all times.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon moves forward, keeping to the shadows.

Finally back! Thank you for playing Symon while I was gone.


Welcome back Symon!!!

Moving along the corridor, climbing the stairs and remaining vigilant for any serpentfolk who have been alerted by the escaping snake statue, the group pass a passageway to the south that ends at a wooden door after ten feet or so… just beyond this side passage, a door leads to the north – from the orientation of the room in which they were imprisoned, it is obvious that this door leads to the ‘viewing platform’ that overlooked the area in which the group were held captive… a quick check of the door to the north confirms that, whilst it is locked, it isn’t trapped

…beyond this door to the upper part of the prison area, the corridor heads westwards for twenty feet before turning to the south – this is the direction that the snake escaped in…


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

well, let's not let them have too much time to prepare and he starts moving after the snake


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron retrieves his makeshift grappling hook weapon and retains his shield.

He will take a position behind Symon in case he needs to step in front of the rogue to intercept an oncoming attacker.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon nods in agreement with Brent and carries on down the corridor, again keeping hidden and silent.


Moving silently ahead of his companions, Symon arrives at the point where the corridor turns to the south… in the darkness, he can see a serpentfolk just behind another corner which takes the corridor eastwards once more. The serpentfolk, with an arrow notched in its bow, is ‘tasting’ the air with its tongue…

Knowledge (Dungeoneering) DC14:
Serpentfolk have a powerful sense of smell and can detect the presence of living enemies out to a distance of thirty feet or so.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Know. Dungeoneering: 1d20 + 6 ⇒ (5) + 6 = 11

Not knowing what the creature is up to, Symon turns to the others and describes what is ahead.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron shrugs, "Sorry I don't know what it is doing either. I can charge at it and distract it hopefully giving the rest of you time to follow and we can flank and overwhelm it. We are going to have to get our hands on some weapons until we find our weapons".


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

I've got him

know dungeoneering: 1d20 + 6 ⇒ (5) + 6 = 11

Brent sets himself and approaches the serpent man

swift action, martial flexibilty to gain deflect arrow, move action move up to the bad guy, punch with power attack.

strike: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d8 + 11 ⇒ (1) + 11 = 12


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther uses his holy symbol to cast a spell. The strength of a bull infuses Brent (+4 STR)


Going into full-on attack mode before finding your weapons?!?!?! Brave if nothing else… Oh yeah, Brent don’t need no weapons!!!!

Rushing forwards, Brent barrels into the serpentfolk before it has a chance to loose the arrow in its bow… crashing into the flat-footed guard, he hears ribs crack…

Adding a further 2 to Brent’s damage from Luther’s Bull’s Strength Spell.

GM Only:
Serpentfolk 1 = 52/66

Hissing, the guard lets it’s bow fall to the floor and puts a hand down to draw the scimitar from its belt…

In the near darkness, Brent can just about make out that the serpentfolk is guarding an imposing pair of golden doors – elaborately decorated with twisting serpentine patterns - whilst a large statue of a snake stands sentry within an alcove to the south of the doors…

…and, moving in the absolute darkness beyond the golden doors, the sound of a bow string tightening can be heard…

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Armitron, Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Luther, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Brent, Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Drusellia, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Serpentfolk, Initiative: 1d20 + 7 ⇒ (17) + 7 = 24

Initiative Order
Serpentfolk then
Armitron, Brent, Symon, Luther and Drusellia.

Bringing it's scimitar upwards, the serpentfolk slices at Brent before, sliding through the brawler's defenses, biting him...

Serpentfolk 1, Scimitar vs Brent (favoured enemy- human): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Serpentfolk 1, Scimitar vs Brent (favoured enemy - human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing

Serpentfolk 1, Bite vs Brent (favoured enemy - human): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29, hitting for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 plus Poison and a further 3 Poison damage.

Brent must make a DC16 Fortitude Save or be afflicted by Poison (taking a -2 penalty to all STR based rolls - attack rolls, damage rolls, ability checks or skill checks).

...and, in quick succession, a volley of arrows clatter against the walls near Brent - mercifully, not one of them hits him...

Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 12 + 2 - 4 ⇒ (1) + 12 + 2 - 4 = 11, missing

Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 12 + 2 - 4 ⇒ (4) + 12 + 2 - 4 = 14, missing

Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13, missing

There is no illumination beyond the corridor beyond the first serpentfolk – it is Dim Light up to the first serpentfolk (who Brent is fighting) and Darkness beyond.

Everyone may take their turn now.

Map update to follow.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 1

Armitron will charge forward and attempt to grapple the Serpentfolk that Brent has struck hopefully pinning its arms back.

Combat Maneuver to Grapple 1d20 + 6 ⇒ (4) + 6 = 10

Not so much...


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Not sure if this would work, but got to try something!! Symon will attempt to retrieve the dropped bow the snake guy dropped. He will also try to pickpocket him to get some arrows (say 6 or so). He will try to stay hidden during the entire action, also.

Slight of Hand: 1d20 + 12 ⇒ (15) + 12 = 27
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16

Not sure if I would get any advantage as the snakeman is distracted.


Rushing forwards, the absence of a weapon keenly felt, Armitron attempts to grapple the serpentfolk tangling with Brent – but the paladin is ill-suited to such a fighting style… and the serpentfolk far too lithe – swerving with reptilian grace, it moves beyond Armitron’s clutches…

…seeing an opportunity, Symon sees the bow on the floor just ahead of the serpentfolk – he ducks forwards and, giving the serpentfolk no opportunity to strike, grabs the weapon… gathering up three arrows as he does so.

Drusellia, Symon and Brent may act now – note that, with the fight occurring in the confines of the corridor, it isn’t possible for more than two of the group (currently Armitron and Brent) to be in melee combat with the serpentfolk at any time.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru lets fly another trio of missiles.

Magic missiles: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
Caster level check: 1d20 + 6 ⇒ (17) + 6 = 23


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther summons a badger from the celestial plane.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

uh! Brent grunts as the blows strike home

fort: 1d20 + 8 ⇒ (14) + 8 = 22

He shakes his head and grins, then launches a hard series of attacks

unarmed 1: 1d20 + 9 ⇒ (2) + 9 = 11power attack, bulls strength, flurry, boars style

unarmed 2: 1d20 + 9 ⇒ (18) + 9 = 27

unarmed: 1d20 + 4 ⇒ (7) + 4 = 11

damage 2: 1d8 + 13 ⇒ (5) + 13 = 18


Brent continue to smash against his opponent whilst, from further along the corridor, a salvo of arcane missiles crashes into Brent’s foe…

GM Only:
Serpentfolk 1 = 23/66

…and then, in the tight confines of the corridor, Brent faces the ferocity of the serpentfolk…

Serpentfolk 1, Scimitar vs Brent (favoured enemy – human): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Serpentfolk 1, Scimitar vs Brent (favoured enemy – human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, hitting for 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Serpentfolk 1, Bite vs Brent (favoured enemy – human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing

...and, when an arrow from the dark strikes Brent in the neck, he falls...

Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy – human / into melee): 1d20 + 12 + 2 - 4 ⇒ (15) + 12 + 2 - 4 = 25, hitting for 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Serpentfolk 2, Composite Shortbow vs Armitron (favoured enemy – human / into melee / cover): 1d20 + 12 + 2 - 4 - 4 ⇒ (16) + 12 + 2 - 4 - 4 = 22, missing
Serpentfolk 2, Composite Shortbow vs Armitron (favoured enemy – human / into melee / cover): 1d20 + 7 + 2 - 4 - 4 ⇒ (16) + 7 + 2 - 4 - 4 = 17, missing

Brent is at -11HP, Unconscious and VERY close to death - if no-one stabilises him, he must make a DC10 CON check (with a -11 penalty) or die.

Everyone may take their turn now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 2

Trusting that Luther can aid Brent Armitron tries to push the serpentfolk wielding the blade backwards away from his downed companion !

Bull Rush 1d20 + 8 ⇒ (16) + 8 = 24


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru moves closer to Brent, hoping to stabilize the brawler. Moving into the space (hopefully) vacated by Armitron.

Heal (untrained): 1d20 + 1 ⇒ (19) + 1 = 20


Rushing against the serpentfolk that stands above Brent, its weapon poised for the killing blow, Armitron is cut by an opportunistic downward slash of steel... and then, the reptile almost seems to allow itself to be pushed backwards...

Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy - Human / AoO): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Armitron doesn't quite get to CMD but Serpentfolk is 'happy' to be pushed backwards... into the absolute darkness of the corridor.

Moving behind the paladin, Drusellia staunches the flow of blood from the grave wound sustained by Brent...

Luther, Symon and Unconscious Brent may take their turn now.

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