Redelia's Treason's Chains [PFS] (Inactive)

Game Master Redelia

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Venture Lieutenant, Play by Post (online)

Devil is able to find that the location is actually three buildings. One of them is empty (marked with a yellow X). There are thugs in each of the others, and one thug on guard with two dogs in the area between.

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

We should try and take out the guards quickly and quietly. Anyone any good wth animals?

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

"You would think I should be but I'm not. My apologies. I was never much of a touchy feely druid."

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Devil ssayss no manss ssmall den. Many manss other denss. Man and sstupid ssmelly dogss outsside. What sself ssuposssed do?

Reduce Person is probably worn off after the scouting.

Sself kill dogss and man? If burn other denss, manss musst come out. Yess?


Venture Lieutenant, Play by Post (online)

The goblin agents following you nod to Voices. "We take care of outdoor guard with dogs together. Then you go into one building, we take care of other."

This is the scenario's solution for explaining skipping the optional encounter in one of the buildings.

Let me know if you are going to try any tricks on the guard/dogs, or if I should just set everything up for the combat.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

If at all possible, Djorn would try using his Wild Empathy ability. It usually doesn't work out because it takes a while. If that's not an option my vote is straight to combat. If it's an option, here's my roll

Wild Empathy (Handle Animal): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17


Venture Lieutenant, Play by Post (online)

I'm going to let it work, but that may end up occupying Djorn through several rounds of combat. If you're OK with that, I can push things forward.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

I'm ok with that. It's too cool and too rarely a useful ability not to try.


Venture Lieutenant, Play by Post (online)

OK, I've put the dogs and guard on the map. I've also put Djorn on the map, since he's interacting with the dogs.

initiative rolls:

Djorn: 1d20 + 4 ⇒ (1) + 4 = 5
Sek: 1d20 + 7 ⇒ (7) + 7 = 14
Talea: 1d20 + 1 ⇒ (4) + 1 = 5
Valtyra: 1d20 + 1 ⇒ (17) + 1 = 18
Voices: 1d20 + 2 ⇒ (9) + 2 = 11
Zeldana: 1d20 + 3 ⇒ (15) + 3 = 18
goblins: 1d20 + 5 ⇒ (12) + 5 = 17
guard: 1d20 + 4 ⇒ (3) + 4 = 7
dogs: 1d20 + 2 ⇒ (3) + 2 = 5

initiative order:
Zeldana
goblins
Valtyra
Sek
Voices
guard
dogs
Talea

Round 1: Djorn begins to use wild empathy

Round 2: The dogs bark a warning.
Djorn continues wild empathy

Round 3: The guard hears the barking and comes to investigate.
Djorn continues to use wild empathy.

Round 4: The guard orders the dogs to attack (she does not have handle animal, so this will fail considering the rapport Djorn is developing with them)

During this time, the goblins will watch in a mix of fear and awe as Djorn makes contact with a dog. Despite their progress towards civilization, the goblins have not gotten over their racial feelings about dogs.

The rest of you may put yourselves on the map, and then take your round 3 action if you go before the guard. Djorn, you may move a little or talk if you wish, but other than that, continuing to use wild empathy is your action unless you give up on that.

I realize I'm having to interpolate between the rules a little here, but Djorn did start to use wild empathy before combat started, and the dogs did still bark a warning as their tactics say.

Liberty's Edge

Female NG Human (Varisian) Druid 11 (Nature Fang) - Init. +2, Senses Perception +16 (+21 vs. traps), AC 29/ touch 14/ ff 26; CMD 25; hp 73/73, F+9, R+5, W+10 (+3 vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin

Zeldana knows better to interrupt the bonding between animals and a fellow nature's champion. She stays behind Djorn, staring at the ground and avoiding eye contact with the dogs. She similarly motions for Winnie to stay low and well removed from the interaction. She knows the dogs are probably going to attack the guards if THEY interrupt Djorn!

Zeldana and Winnie at least a good 30 feet behind Djorn.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Is the red 3/4 circle the outside guard? Assuming it is, the cat would lead Voices counter-clockwise around the bottom building to come at the guard from the water side. So the 2 of them would double move trying to be quiet and staying well away from the dogs.

Devil stealth: 1d20 + 28 ⇒ (6) + 28 = 34
Voices stealth: 1d20 + 0 ⇒ (18) + 0 = 18

If someone has a better plan, you can always tell Voices to stop. But his default (when his pet is Devil) is always to move toward smashing the enemy.


Venture Lieutenant, Play by Post (online)

Valtyra and Sek?


Venture Lieutenant, Play by Post (online)

OK, I've botted Sek and Valtyra to get themselves into position as their round 3 action.

The guard moves forward, towards the barking dogs.
The dogs continue to stare at Djorn.

Talea may take her round 3 actions.

Zeldana, Valtyra, Voices, and Sek may take their round 4 actions. Djorn can make a flavorful post if desired about interacting with the animals during round 4.

Liberty's Edge

Female NG Human (Varisian) Druid 11 (Nature Fang) - Init. +2, Senses Perception +16 (+21 vs. traps), AC 29/ touch 14/ ff 26; CMD 25; hp 73/73, F+9, R+5, W+10 (+3 vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin

Zeldana will be on stand-by until the Djorn is done with the dogs i.e. out of combat

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Voices and Devil continue to circle around behind the guard. Devil is peaking at him around the corner. Do either hear or see anything of interest while moving along?

Devil stealth -10 for moving normal speed: 1d20 + 28 - 10 ⇒ (4) + 28 - 10 = 22
Voices stealth: 1d20 + 0 ⇒ (20) + 0 = 20 dang! this is the sneakiest he has ever managed.

Devil perception: 1d20 + 5 ⇒ (19) + 5 = 24
Voices perception: 1d20 + 4 ⇒ (12) + 4 = 16

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

Talea moves forward and raises one hard to the card, Now then friend, we arent looking for any trouble, Djorn here is just a bit of a an animal lover

Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

Move and ready an action to attackk if any enemy in my reach attacks us

Readied attack:

Hammer, bless, bs, pa: 1d20 + 9 + 2 + 1 - 1 ⇒ (14) + 9 + 2 + 1 - 1 = 25
Damage, bs: 1d10 + 6 + 3 + 6 ⇒ (4) + 6 + 3 + 6 = 19

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

"Calm yourself my good sir. We mean no malice. He truly is an animal lover and merely wants to play with your pups."
Diplomacy, Aid: 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

Sek is quietly letting thing play out. He will study a one of the dogs and keep vigilant.

Peception: 1d20 + 17 ⇒ (7) + 17 = 24

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn squats, having gotten himself low and on the level with the dogs. He is careful to keep his head above theirs, though. He does not want them thinking he is submitting to them.

His hands start loose and exposed then slowly he reaches one out, palm open, offering it to them. His gaze, likewise begins low, looking at their feet and chests but rising steadily. He looks them ever more steadily in eyes to show that he is not afraid.

He speaks to them slowly and lowly. Lower even than his companions can probably hear, knowing that will keep the dog's focus on him as they strain to listen to what he is saying.

He speaks of friendship and respect, not because the dogs can understand him, but because it will give him the correct tone of voice for his message.


Venture Lieutenant, Play by Post (online)

The guard orders the dogs to attack, but the dogs ignore the guard's instructions. They have not yet made friends with Djorn, but are too deep in their interactions with him to attack.

The guard moves up to Sek, obviously on her way to attack.

The goblins slip into one of the two buildings, clearly going to deal with whatever thugs are there.

party is up again. Djorn is still busy interacting with the dogs.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Voices steps into the open and proclaims, Siz Silliqroqsiz! Suddenly the guard's weapon becomes slippery within his grip.
cast grease on weapon, Dc=14 reflex save or drop it.

Devil continues to hide where he is.
Devil stealth: 1d20 + 28 ⇒ (19) + 28 = 47

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

I dont see where the guard is on the map

Talea moves up to the guard raising her hand. Now then, no need for anyone to get hurt here is there?

She continues to ready an attack if any enemy in her reach takes a hostile action


Venture Lieutenant, Play by Post (online)

reflex save: 1d20 + 11 ⇒ (9) + 11 = 20
nope.

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

Sek 5 ft steps. And readies an attack.

"Don't start a fight you can't win."


Venture Lieutenant, Play by Post (online)

going to assume the others stay on delay

The guard swings a sword at Sek.
attack: 1d20 + 9 ⇒ (1) + 9 = 10

Sek's readied attack goes off.
Talea's does not, since the enemy is not within her reach.

The party is up, Talea for round 5 and everyone else for round 6.
Since there seems to be a bit of confusion, the guard you are fighting is the red pacman right in front of Sek.

Sek, you may roll your readied attack and take your normal turn.

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

Attack: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 4 ⇒ (4) + 4 = 8

"That's a warning shot and my last one."

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

OK, that makes more sense now

Talea's patience finally snaps, the guard having taken a swing at one of her allies. She strides across the cobbles and takes a swing at him, hoping to render him unconscious.

Hammer, bless, bs, nonlethal, pa: 1d20 + 9 + 1 + 2 - 4 - 1 ⇒ (12) + 9 + 1 + 2 - 4 - 1 = 19
Nonlethal dmg, pa: 1d12 + 10 + 3 ⇒ (12) + 10 + 3 = 25


Venture Lieutenant, Play by Post (online)

Talea's swing slams hard into the guard, injuring her badly.

Sek's attack misses.

Voices, Valtyra, and Zeldana?

Liberty's Edge

Female NG Human (Varisian) Druid 11 (Nature Fang) - Init. +2, Senses Perception +16 (+21 vs. traps), AC 29/ touch 14/ ff 26; CMD 25; hp 73/73, F+9, R+5, W+10 (+3 vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin

Zeldana and her pet hang back, not getting involved and waiting for Djorn to be done taming the dogs.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra brings herself out of her stupor. With a pointed finger and the words "Nullam telum." two arrows of pure force zip forth. They strike the guard (red pacman) with unerring accuracy.

Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Sorry. System seems to have eaten my previous post.

Voices charges past the dogs with a hiss and swings his 'club' a the guards head. charge, rage, flanking - the dog will get an AoO if it is going to take it

earthbreaker attack: 1d20 + 9 ⇒ (12) + 9 = 21, if hits damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16


Venture Lieutenant, Play by Post (online)

As Valtyra's pellets of magic and Voices's swing connect, the guard falls over, unconscious.

In a few more rounds, Djorn believes that the dogs are friendly and will not attack him or his allies. They also might be able to be convinced to help in combat. I'm going to give you a +2 circumstance bonus to any handle animal checks to get them to attack. I think that's all the rules allow me to do.

Sounds from the nearer building tell you that the goblin agents have that area well under control, and are dealing with whatever guards or other thugs are present. That leaves only one building for you to investigate.

Liberty's Edge

Female NG Human (Varisian) Druid 11 (Nature Fang) - Init. +2, Senses Perception +16 (+21 vs. traps), AC 29/ touch 14/ ff 26; CMD 25; hp 73/73, F+9, R+5, W+10 (+3 vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin

Zeldana nods to Djorn appreciatively, "Well done friend. Most impressive animal taming skills!"

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Who's a good puppy? Who's a big silly puppy? You are! That's right! You're a big silly puppy!" Djorn says to one of the powerful dogs, scrubbing it behind the ears with his fingernails. He scratches the other one,the quieter one, under the chin at the same time and accepts a few licks to his face from each of them.

As he stands up from the squat he was in, he gives them both good pounding pats on the backs and shoulders, blows that would be rough to a person but are just friendly pack contact with dogs.

He nods to Zeldana with a grin. "Thanks. I don't see any point in fighting any animals if I don't have to. They don't have agendas. They're either just hungry, protecting something they love, or obeying someone they trust."

He looks to the guard. [b]"And thank you all for making sure he didn't interfere."

He then looks to the building that the goblins entered his grin growing wry. "We really gotta start recruiting goblins."

"Let's not make them do all the work though," he finishes, nodding toward the remaining building and approaching at a trot.

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

"Yes well done. But, you are right we may be needed in the next room."

Sek rushes over.

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

Talea slaps Djorn on the back, That was very well done, lets finish this.

Jogging over to the door she tries to activate her wand of shield and casts Divine Favour on herslef.

UMD: 1d20 + 9 ⇒ (20) + 9 = 29

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs active:
Enlarge Person 9 rounds
Shield 18 rounds

Voices uses some of his magic upon himself.
Men katta bo'laman!
He chugs the contents of a vial and becomes a very large Nagaji. Then he and Devil move to the closest of the 2 doors, Self open thiss door?

casts shield on himself, drinks a potion of Enlarge Person, moves to the door. That will cover the fatigue from a single round of raging.

Devil perception: 1d20 + 5 ⇒ (1) + 5 = 6
Voices perception: 1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Voices moves through the door his voice booming, Who himss needss sself ssmasshing? Devil dashes in and hides under the table.
Devil stealth: 1d20 + 28 ⇒ (16) + 28 = 44

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

"I do believe that may be our queue. Shall we?" Valtyra moves towards the building following Voices booming bellow.


Venture Lieutenant, Play by Post (online)

OK, the map is all set up for the final fight. You may move yourselves just inside the building and then I will roll initiative. The circles are ordinary thugs, the pac-man is a thug leader, and the purple ring is the woman who avoided you while helping at the party.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

In position. Let's show them why it is best to never interfere in Pathfinder business.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

In position. I'm going to try to set Rocky and Rubble to guard the door after establishing the people in the party as allies. Not sure if that would be pushing them or not.

Handle Animal: 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Female N Half Orc Oracle (dual-cursed) 5 | HP: 38/38| AC:26 (13 Tch, 25 FF) | CMB+10, CMD 22 | F:+7, R:+6, W:+6, +2 vs illusions | Init: +5, roll twice Per: +9, SM: +8
Spell slots:
1st: 4, 2nd: 4
Resources:
Reroll: Available: Misfortune: Self
Buffs:
HA, SoF, Bulls Strength, Bless, Shield, DF
| Conditions: Bless

I am in position.

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

Sek is ready.


Venture Lieutenant, Play by Post (online)

Voices and Zeldana?

Liberty's Edge

Female NG Human (Varisian) Druid 11 (Nature Fang) - Init. +2, Senses Perception +16 (+21 vs. traps), AC 29/ touch 14/ ff 26; CMD 25; hp 73/73, F+9, R+5, W+10 (+3 vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin

Ready! sorry... holiday mode still active until Monday! :P

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Sorry, I had forgot to keep checking. Oh you switched buildings. Voices had already stomped in and Devil was already hiding under the table. So I put Voices in front of the others. It looks like Devil is on top of the table, but he is under it.


Venture Lieutenant, Play by Post (online)

initiative rolls:

Djorn: 1d20 + 4 ⇒ (1) + 4 = 5
Sek: 1d20 + 7 ⇒ (9) + 7 = 16
Talea: 1d20 + 1 ⇒ (2) + 1 = 3
Valtyra: 1d20 + 1 ⇒ (15) + 1 = 16
Voices: 1d20 + 2 ⇒ (1) + 2 = 3
Zeldana: 1d20 + 3 ⇒ (1) + 3 = 4
thug leader: 1d20 + 8 ⇒ (3) + 8 = 11
thugs: 1d20 + 1 ⇒ (14) + 1 = 15
woman: 1d20 + 2 ⇒ (4) + 2 = 6

bold may post:
round 1:
Sek
Valtyra

thugs
thug leader
woman
Djorn
Zeldana
Voices
Talea

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

With a pointed finger and the words "Nullam telum." two arrows of pure force zip forth. They strike the thug leader (red pacman) with unerring accuracy.

Magic Missile, Orc Bloodline: 2d4 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7

Grand Lodge

Nature Fang/Raptor-Kin| AC:19 T:14 F:15 | HP31/31 | CMD:17 | F:+5 R:+5 W:+9 | Init:+7 | Perc: +17/20, Low-Light
Session Resources:

Sek not being one to leave a target standing follows the magic missiles.

Attack: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11
Attack: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 If the attack hits immediate action study the target

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