pbp day Waking Rune (Inactive)

Game Master Pirate Rob

Waking Rune


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The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16
Ezrek Filosten wrote:

Ezrek drinks another Shield extract and after checking ahead to see if there are any other traps, will walk into the room if he deems it safe.

[dice=Perception]1d20+12 Add +4 for traps

I think Ez should still have Shield up.


Tomb

Thanks Ezrek, added it to my list.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Liam will withdraw a potion of fly and drink it.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch readies an action to shoot the first thing that comes out of that coffin. A lot.


Tomb

Liam drinks a potion of fly, the coffin continues to shake while light plays plays out around the room.

Everybody is up! (Baltar twice)

You are not sure exactly when this is going to open, but it'll be sometime soon.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek draws and drinks his Cat's Grace extract.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will activate his rune tattoo (lasts 3 minutes, 22 temp hp)

"the silence shall go last, on Roms collar."

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch is ready. No more prep needed.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Liam floats up about 20 feet off the ground and then readies an action to activate his ring of foe focus against whatever appears from the coffin.


Tomb

We're currently tracking rounds because time is very important. But we will be making initiative rolls if/when the next combat starts, meaning that who acts first will be determined by initiative, not by readies etc.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Just to list upcoming actions, rounds permitting;
By Round:
Haste
Bomber's Eye
Retrieve Elemental Gem

Once again, Ez has an Enlarge Person if anyone wants it.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

actually, I'll have Ez tap me with enlarge

Dark Archive

Can I ready to disrupt casting now, or would the new initiative end the readied action? If I can I do. If I can't then I am done until something changes.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

After standing by for a round, then examining the gem, Baltar begins to follow the other cleric's example and cast spells to prepare for what may come. In this order, casting: Align Weapon [Good] (on whoever wants it), Remove Fear, Bless, Prayer (again)


Prayer: 11 rounds remaining
Protection From Evil: 12 rounds remaining
Daylight: 119 minutes remaining
Freedom of Movement: 40(ish) minutes remaining
Slipstream: 40(ish) minutes remaining
Align Weapon (Good): 11 minutes remaining
Remove Fear: 10 minutes remaining
Bless: 11 minutes remaining


Tomb

Malinor: You will not be able to ready for what comes out.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

I'll take the good on my weapon.


Tomb

Ezrek drinks his Cat's Grace Extract, while Hugo activates his tatoo. Liam takes and drinks the Enlarge Person extract. Baltar casts align weapon on Liam's weapon and casts Remove Fear (Targets?)

At this point the coffin cracks open even further and you are all blinded for just a moment as light envelopes the room. When you can see again you see a figure who must be Krune standing in front of the coffin, which has stopped glowing and shaking.

He looks around for a moment, slightly disoriented before shouting in Thassilonian, although the meaning is obvious even to those of you who do not understand.

"Prostrate yourself before your Runelord!"

Under the assumption that you all are not going to surrender to the might of Krune...

Initiative:
Ezrek: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Malinor: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Baltar: 1d20 ⇒ 15
Fletch: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Liam: 1d20 + 9 ⇒ (2) + 9 = 11
Hugo: 1d20 + 3 ⇒ (14) + 3 = 17
Krune: 1d20 + 8 ⇒ (19) + 8 = 27

Initiative:

Malinor
KRUNE
Hugo
Baltar
Ezrek
Liam
Fletch & Rom

Malinor is up.

Krune is both evil and human.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Of course he gets high initiative!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo (and elemental) wait to see if they live to get an action. Silence had not yet been cast at this point.


Tomb
Hugo Victor wrote:
Hugo (and elemental) wait to see if they live to get an action. Silence had not yet been cast at this point.

Krune is the Runelord of Sloth, killing you quickly is way too much effort.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

You had it included but I just wanted to make sure I've got the correct count on my bless since it is short I have myself with 5 rounds of it left, it may be 4 but I don't think we did that much.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Okay, reposting current buffs based on how things played out.

Prayer: 5 rounds remaining
Protection From Evil: 14 rounds remaining
Daylight: 119 minutes remaining
Freedom of Movement: 40(ish) minutes remaining
Slipstream: 40(ish) minutes remaining
Align Weapon (Good): 11 minutes remaining (LIAM)
Remove Fear: 10 minutes remaining (BALTAR, HUGO, LIAM)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo had asked the elemental to stand adjacent to the coffin for the rounds remaining. I could not update the map until now. Is it too late to position it to the north of the coffin (beween the chains). If so, then no worries. The elemental can reach Krune from where he stands and has combat reflexes for what it is worth.

Dark Archive

Time to become a huge target. Here's hoping for some crits. So I click my boots, 5 ft closer to him in case he is kind enough to let me get to point blank next round and fire everything. Cluster shot, rapid shot, multishot, Deadly Aim...weee. And now with Prayer and Bless.

Multishot: 1d20 + 22 ⇒ (17) + 22 = 391d8 + 2d6 + 18 ⇒ (6) + (4, 5) + 18 = 331d8 + 2d6 + 18 ⇒ (2) + (6, 3) + 18 = 29
Haste: 1d20 + 22 ⇒ (18) + 22 = 401d8 + 2d6 + 18 ⇒ (7) + (2, 5) + 18 = 32
Rapid Shot: 1d20 + 22 ⇒ (2) + 22 = 241d8 + 2d6 + 18 ⇒ (4) + (6, 5) + 18 = 33
Secondary: 1d20 + 17 ⇒ (7) + 17 = 241d8 + 2d6 + 18 ⇒ (2) + (2, 3) + 18 = 25

Here's hoping for a not so great flat footed AC.


Tomb

Hugo: I moved the elemental for you. It is staggered from the mist though.

Liam: Krune woke up at the beginning of the 7th round since opening the inner door.

All of Malinor's arrows hit home, and the look of confusion in Krune's eyes turns to a look of determination.

Krune's spear floats out of his hand and translucent tentacles writhe out of it, grab the elemental and throw it effortlessly against the back wall, barely missing Baltar. The elemental's DR will prevent it from taking damage from being slammed into the back wall.

Taking no chances, Krune defensively casts a wall of stone behind Liam, separating him from the rest of the party. It stretches from floor to ceiling. Each square of the wall of stone has 8 Hardness and 45 HP

Liam:
with a mere word and the wave of his hand your eyes are covered in glittery dust, blinding you. You may make a new will save at the end of each turn. You hear Krune moving, but are unsure of his exact location.

As a reminder the coffin is about 10ft off the ground.

Gm Dice:

Elemental Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Cast Defensively: 1d20 + 25 ⇒ (13) + 25 = 38
Liam Will Save: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 +11 +2 Good Hope
Perception: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Stealth: 1d20 + 4 ⇒ (18) + 4 = 22

If Krune casts things that will actually kill/seriously maim you I will gladly wait and let you roll the dice, but Krune's turns are complicated and his choices will depend on what happens earlier in his turn so I will be mostly rolling them to keep things going. If you want to use a reroll or otherwise interrupt the flow of action just let me know and we'll work things out.

Initiative:

Hugo
Baltar
Ezrek
Liam
Fletch & Rom
Malinor
KRUNE

Everybody is up! See, that wasn't too bad. :Þ

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Not sure if it matters, but I also have Prayer, which gives me a +1 Luck Bonus to my saves and skills as well.

Options:

If I can use ring of foe focus:
Elevate 20 feet as a move action, activate ring of foe focus as a standard and attempt new will dave. Will: 1d20 + 16 ⇒ (1) + 16 = 17 One is still a failure.

If I can not use my ring of foe focus:
Liam listens carefully for the man and where he might be.

Perception: 1d20 + 20 ⇒ (13) + 20 = 33 That should pick up his stealth correct?

If so, and if Liam can reach him he flies over toward the sound and attacks. Swift Action to Activate Bane Baldric Human

Power Attack, Dazing Assault: 1d20 + 20 ⇒ (2) + 20 = 22 Doubt that hits.

New Will: 1d20 + 14 ⇒ (16) + 14 = 30 Hopefully that's a successful Save.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch drops his bow, draws his greatsword and attacks the wall in a single fluid movement.

Drop bow. 5' step to the wall. Quick draw greatsword. Full attack w. Power Attack and haste.

I presume I don't need to roll to hit the wall.

First attack: 2d6 + 7 + 6 + 1 ⇒ (1, 4) + 7 + 6 + 1 = 19
Second attack: 2d6 + 7 + 6 + 1 ⇒ (1, 6) + 7 + 6 + 1 = 21
Third attack: 2d6 + 7 + 6 + 1 ⇒ (5, 6) + 7 + 6 + 1 = 25

After wall of stone's hardness 8, that's 41 points of damage, enough to punch through 2 inches of stone and a fair way into the third inch.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Since Hugo goes first - as his move action he draws his adamantine axe and 5' to fletch and says

"Try this . " ignores hardness

Standard inspiring word on self.


Tomb
Liam L'Outre wrote:
Not sure if it matters, but I also have Prayer, which gives me a +1 Luck Bonus to my saves and skills as well.

Opps, I did miss the prayer, but it's not enough to make a difference. Foe Focus requires you see your enemy, which at the moment you cannot. You have already gotten your passive perception check this round (when he hid, I didn't add prayer to that, but you also get -4 for being blinded) if you want to search for him, that will require your move action. Meaning you could find and then move up to him, but not also attack.

I'm happy to keep the no foe focus rolls, have you locate him, move up and then become unblind, or you can do something else if you like.

Liam: Correct, just damage rolls on the wall... however there is a little known rule on page 174 of the CRB:

Ineffective Weapons:
Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Feel free to do something else, rather than waste your turn hacking at the wall ineffectively.

Hugo: Neither axes nor swords are effective at damaging stone walls, being made of adamantine does not help either unfortunately.

Dark Archive

Malinor puts one arrow into the wall to see if it will have any effect and then if it glances off he walks up to Fletch pulling off his spiked gauntlet and holding it out to him.

A +1 Spiked Gauntlet. I lack Power Attack, but this should be close to a hammer/pick in shape and design. Unless someone can shape stone or summon another elemental this might be the best way to eventually get through. I am assuming that even though I hit really hard with my arrows they would not count as a solid piercing blow like a pick for breaking through? If it does I will add my Rapid Shot and Secondary to the first. If not I try and give Fletch my Gauntlet to break through the wall slowly but surely. Deadly shot and lets cluster it for fun to and aim for the square in front of Fletch.

Primary: 1d20 + 20 ⇒ (3) + 20 = 231d8 + 17 ⇒ (3) + 17 = 20
Rapid Shot: 1d20 + 20 ⇒ (8) + 20 = 281d8 + 17 ⇒ (1) + 17 = 18
Secondary: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 17 ⇒ (8) + 17 = 25

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Hold, does anyone speak Terran? I believe Baltar does. Ezrek hands Baltar his earth elemental gem. Here, command the elemental to tear the wall down.


Tomb

Malinor: Arrows are ineffective at knocking down stone walls, as are spiked gauntlets unfortunately.

Ezrek: I'm okay with having the elemental smash the wall without language, it's not a particularly complex task and is close enough to being your enemy. That said you may wish to have Baltar summon it anyway in case you have further complex tasks.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

We have the +3 Morning Star, it's Piercing and Bludgeoning. Liam was not carrying it, someone took it though. Pirate, if he's close enough with that perception have Liam swing, if he isn't have Liam float up as his standard action action. And hopefully I made my save against blindness.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I just saw the map I thought elem was still in with Liam

Hugo can dim door to the other side and take someone if interested. If wall does not open this round he will probably do it. Can earth elem glide under the wall?


Tomb

Liam: you float up to the ceiling and clear the blindness from your eyes. I'm going to keep Krune off the map for now since nobody else can see him

The Item found was a +3 flail, not a morning star, it's a little iffy but I'll say close enough to be useful against the wall.

Ezrek: pulling out the Gem is a move action, if you 5st back, Baltar can 5ft step forward, take it from you as a move and activate it as a standard. Assuming he does so, is there something you would like to do with your standard action?

Initiative:

Hugo
Baltar
Ezrek (Drawing Elemental Gem)
Fletch & Rom

KRUNE
Liam
Malinor

Hugo, Baltar, Ezrek, Fletch & Rom are up.

Dark Archive

If I know the gauntlet won't work I move up and leave it on. If I think its enough like a hammer/pick I do as I stated. I do not speak Terran.


Tomb
Hugo Victor wrote:

I just saw the map I thought elem was still in with Liam

Hugo can dim door to the other side and take someone if interested. If wall does not open this round he will probably do it. Can earth elem glide under the wall?

Hugo: Krune's Spear used telekinesis to throw the elemental out of the western room before Krune blocked it off with a (widened to get to the ceiling and maintain thickness) wall of stone.

D-Door can bring up to 1 additional adjacent creature/3 levels remembering that large creatures count as double.

An Earth Elemental can even glide through the wall of stone if it wants. (Can carry objects with it, but not creatures)

Malinor: you do not think the spiked gauntlet will be effective against the wall.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

I'll retrieve the gem, five foot, and drink my Bomber's Eye as a standard.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

I propose that the elemental break down the wall as suggested. Meanwhile, Hugo should take as many allies as possible (3?) and dimension door immediately. That gets the majority of us on to the other side. If Fletch goes, his turn is done. If he isn't teleported, he will scoop up the flail and begin helping the elemental break down the wall.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I am at work and cannot post complex actions but Hugo will dim door anyone in that wants. Including calling the air elem of he has capacity. Anyone breaking wall is welcome to use the axe.

Dark Archive

Malinor is not very useful on the wall with or without the flail so he would teleport if possible, but since he can fight at ranged once the wall is down I will defer to others/elementals.


Tomb

This is what it sounds like is going on:

Ezrek drinks his Bomber's Eye and steps over and hands/drops the Gem to Baltar.

Hugo 5ft steps and takes Ezrek, Malinor and Fletch with him through a D-Door You don't have anyway of telling where in the room Krune is prior to teleporting, so I just put you in the middle of the room, next to where he was last seen in case he just 5ft stepped. Also as a note Dimensional Door only ends the turn of the caster, not the passengers.

Upon arriving Hugo gets a big whiff of mist and is starting to feel a little drowsy, but no effects. yet...

Krune appears to be moving quickly in in the SW curve of the room.

As a reminder: squares that are at least 50% there are stand-able in, those that are less than 50% are not. Also ending your turn in the mist requires a will save (untyped).

GM Dice:
Hugo Will Save: 1d20 + 18 ⇒ (4) + 18 = 22

Baltar
Fletch & Rom

KRUNE
Liam
Malinor
Ezrek
Hugo

Baltar, Fletch & Rom are up.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo is wearing a necklace of adaptation and is usually immune to toxic gases or even vacuum. Not sure if that will apply I this case.


Tomb

The necklace of adaptation does provide immunity.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

With a snarl, Fletch steps back and fires as many arrows as he possibly can at the resurrected Runelord.

Swift action for Land's Challenge to gain a +1 morale bonus to hit and damage

Using Manyshot, Rapid Shot, Point Blank Shot and Gravity Bow, but not Deadly Aim.

1st Shot & 2nd Shot, w/ Manyshot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (11) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 292d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (6, 4) + 5 + 1 + 1 + 1 + (1) = 192d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (6, 3) + 5 + 1 + 1 + 1 + (4) = 21
3rd Shot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (13) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 312d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (2, 4) + 5 + 1 + 1 + 1 + (4) = 18
4th Shot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (2) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 202d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (1, 5) + 5 + 1 + 1 + 1 + (5) = 19
5th Shot: 1d20 + 9 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (5) + 9 + 1 + 1 + 1 + 1 + 2 - 2 = 182d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (5, 4) + 5 + 1 + 1 + 1 + (5) = 22

Bonuses in Play:

- Land's Challenge (+1/+1 morale)
- Prayer (+1/+1 luck)
- Point Blank Shot (+1/+1 untyped)
- Haste (+1/0 untyped)
- Cat's Grace (+2/0)
- Rapid Shot (-2/0)

AC bonuses in play:

- Cat's Grace (+2 enhancement)
- Haste (+1 untyped)

Effective AC = 25


Tomb

Fletch unleashes a flurry of arrows on the Runelord, hitting with the first 3 arrows, but missing with the last 2.

Krune is looking rather unhappy.

Fletch: don't forget the will save for ending your turn in the fog.

Baltar you are all alone with Romulus, who sticks his ears back and whimpers a bit, not understanding what's going on.

Baltar
KRUNE
Liam
Malinor
Ezrek
Hugo
Fletch & Rom

Baltar is up.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Oh, um, a Will save you say... I, uh, Look! A comet!

Will save thingy: 1d20 + 6 ⇒ (7) + 6 = 13


Tomb

Fletch: You are feeling drowsy and are effected by a slow effect. Because you have haste it will dispel your haste rather than stagger you.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Well guys... Have fun. I'm left on the other side with no way to get to you.

Baltar pulls out a Potion of Heroism and drinks it.

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