PFS Silverhex Chronicles (Inactive)

Game Master Nathanael Love


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The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor hurries forward, drawing a long blade but instead lashing out with a foot. "You have the power to cease these hostilities. Don't make me use this sword."

Unarmed Strike: 1d20 + 4 ⇒ (9) + 4 = 13
Nonlethal Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

The paladin will move up and strike at her with his sword
1d20 + 5 ⇒ (9) + 5 = 14
1d10 + 3 ⇒ (4) + 3 = 7


Male Goblins!Solo Dungeon Crawl

Festrivus strikes, and the with the final kick from Davor, the woman falls off, knocked out.

With her taken care of, you can turn your attention back to the locked mausoleum- the sun is nearly set, and it appears that the spire of the tomb Rhiannon referenced as her own is the only thing blocking the sun from striking the bust of the locked tomb. . .

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

We should make sure that she does not escape he says as she falls to the ground.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose nods in agreement with Festivus. "If anyone has some rope, make sure she is suitably restrained. Probably a good idea to make sure that she is reasonably healthy, as well. We don't need her dying on us."

She then makes her way to the mausoleum and looks up at the spire. She checks for handholds and makes an attempt at climbing up the building, taking her time at doing it.

Taking 10 to Climb, which results in a 10.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

I have rope he says pulling some out Are there any who are skilled in the incapacitation of others using rope?

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Just as a reference. Tying a rope doesn't require a skill check.

Quote:
Ropes: The DC of your Escape Artist check is equal to the binder’s Combat Maneuver Bonus +20.

So whomever has the highest CMB would be best.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

LOL, this is the first time I have tried to do this in Pathfinder, lol

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

[dice] 1d20+4+20 [/dice[ Use Rope :)

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

As I said... no dice roll needed. It's just an DC applied based on your CMB if they try to escape.


Male Goblins!Solo Dungeon Crawl

You get her what appears to be well and goodly tied up.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor keeps Rhiannon on this side of the Boneyard with stabilize, then turns to watch Zera's progress. "Do you intend to bring the spire down?"

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

"I'm not sure," Rose responds to Davor. "But it's worth checking out."

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Erlandel watches as Zera attempts to climb to the top of the mausoleum..."Why are you climbing up there? Did you see something up there?"

Perception: 1d20 + 10 ⇒ (20) + 10 = 30


Male Goblins!Solo Dungeon Crawl

Zera is able to easily climb to the top, and when she breaks off the tip of the monument spire, the rays of the sun strike the statue just right and there is an audible dong sound.

When you return to the Tolliver tomb, the door is indeed open!

The mausoleum contains five sarcophagi bearing the names of the Tullivors interred within. Above Laban’s casket, a gleaming tapestry depicts the Tullivor crest and the family motto: “Never in Shadow.” The tapestry, woven with gold and silver thread, is worth 550 gp.

This is the end of part 1 of the quests; the next section occurs on a different day so everyone is back to full everything as at the start of the scenario.

Ulisha's Journal:
When seeking to conceal something, one’s first instinct is to choose a spot no one would think to look. Better yet, choose a locale no one would dare to go. Such was my logic after liberating a magic lantern from an anemic necromancer in Ustalav. Lest the wizard track me through its magic, I hid the lantern underneath some rocks in a stream near Cannibal’s Grove, whose own magic would disguise the lantern’s own. Now that time has passed, I’d gladly cut you in for a nice percentage of its value. All you need do is travel to the Forest of Veils in southern Varno. From there, any superstitious peasant should know the route to Cannibal’s Grove. How bad can it be?.

You arrive in Varno, on the eastern border of the Forest of Veils, near southeastern Ustalav to the Restless Bear Inn. . .

This crumbling, moss-choked inn stands alone at the road’s end.
Looming over its squat frame, a dense curtain of foliage marks the
border of the Forest of Veils. The sign above the door reads “The
Restless Bear,” and it seems to refer to a stuffed bear’s head that
lolls upon a flagpole near the eaves.

DC 10 Perception or Knowledge Nature:
the head belonged to a juvenile brown bear (a species common to this area), and that having been stuffed long ago, it has begun to look rather mangy.

Upon entering the inn. . .

This common room feels like a cave, its sagging rafters clogged
with yarn, shabby ribbons, and odd miniature knick-knacks that
reinforce its claustrophobic atmosphere.

The only current occupant besides yourselves of the inn is the proprietor, Birdy behind the bar. She is a spindly elder woman, apparently a widow looking type.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose is still a little giddy with their find at the Tulliver's tomb when they arrive at "The Restless Bear". She has maintained her Vigilante Identity, while traveling with the others.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

She notices that shabby-looking bear head, feeling a small amount of sorrow for the animal that it came from, as she walks across the threshold of the inn. A life among nobility certainly doesn't prepare you for a place like this, she thinks to herself.

"Good day, madame," she greets the proprietor. "We are looking to find Cannibal's Grove. If you could point us in the right direction, that would be so kind."

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Torku shakes his head as they read the next message. "'How bad can it be' is almost always a different way to say, 'it's too difficult for me to do this myself'" he says to his companions. "If it were not that bad, she would simply do it herself."

Inside the inn, Torku keeps a silent watch.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20


Male Goblins!Solo Dungeon Crawl

She looks at Zara and responds, “Cannibal's Grove twas where that old Shaman worked his heresies. I’m not keen ta put my own soul in peril, steerin’ yas to such unhallowed spots.”

You think she might be more forthcoming on the location with either some cajoling (Diplomacy) or some clink (coin).

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

What do you mean by heresies? he asks Zara.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"Brave souls are we, Madam Birdy," Davor chips in. "Any peril we dig up will be quickly handled, or else we won't tell it who brought us there."

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

"My companions and I have come here to search Cannibal's Grove. It is our intentions to go there and put the land at ease once again. Surely you can understand the importance of doing so?"

Diplomacy(Aid Another): 1d20 ⇒ 7


Male Goblins!Solo Dungeon Crawl

She replies, “I’ll not speak the Famished Shaman's name; the dead rest ill. He was a druid. Spent so much time as a beast, he lost his soul to hungerin’ for flesh. They say Erastil made him a bear—
prey for hunters. My husband usta tell folks that head on the pole outside was the selfsame bear, but it were bad for business."

She relents and gives you directions to reach Cannibal Grove

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

"Thank you for your help, madame," says Rose to the woman. She places two gold coins into Birdy's hands gently. "It's not much, but perhaps this may help you out a little."

As they leave the Inn, Rose looks at the bear head again, thinking of what the old innkeeper said. "Let us hope that this Famished Shaman no longer holds any sway in this grove," she says to her companions.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

If he does, I am sure that we will end his unnatural reign the paladin comments.


Male Goblins!Solo Dungeon Crawl

You travel one mile southwest of the inn, the the clearing marked by standing stones that is Cannibal's Grove. . .

Crimson thistles have overtaken this clearing, punctuated by a ring
of mossy standing stones. In the center, a neglected stone slab
bears ancient stains and gouges.

Perception DC 15:
You smell the scent of rotting human flesh from inside the circle.

Knowledge Religion DC 10 after made perception check:
This effect is a haunt.

We are on slide 2 now.

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Torku is too busy grumbling about superstitious people to notice anything unusual.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Rose examines the old stonework, looking for some kind of clue, oblivious of the smell.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Perception vs. DC=15: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge(Religion; untrained) vs. DC 10: 1d20 + 1 ⇒ (13) + 1 = 14

"It smells like rotting flesh inside the circle....I believe a Haunt is present. I don't know much about them. Anyone else know anything about them?"

Erlandel picks up 3 stones and casts Magic Stone.

Magic Stone: Casting Time: 1 standard action
Component:s V, S, DF Range: touch
Targets: up to three pebbles touched
Duration :30 minutes or until discharged
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Perception 1d20 + 1 ⇒ (7) + 1 = 8


Male Goblins!Solo Dungeon Crawl

Really sorry guys, I was traveling and also sick this week, will get this rolling again.

Anyone who enters the circle:
You are overcome by a insatiable hunger for human flesh; DC 13 Fortitude save or you gnaw at yourself and become sickened

DC 10 Perception:
You see a faint orange glow beneath the rocks over in area B2

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Torku wanders inside the circle, looking around for this "magic lantern".

Fortitude: 1d20 + 4 ⇒ (13) + 4 = 17

He stops, scowls, and shakes his head. "Odd," he comments as he keeps searching.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

"I'm not seeing anything here," he says to his companions, "but perhaps there's something over on that island in the middle of the stream. Something glowing at least."

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"That bears investigation," Davor says, heading toward the island unless something happens on the way. "I take it braving the circle was fruitless?"

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Rose looks towards where Torku is motioning, and follows Davor to the island. "I don't see anything, but it could be worth checking out."

On the way over towards the stream, she grabs a stray stick from the brush to check on the depth of the water. "I would rather not have to swim, given the chance," she mutters out loud.


Male Goblins!Solo Dungeon Crawl

As you head over the investigate, the object is definitely in the rocks in the stream. You can try to reach there with either a DC 10 Acrobatics or Swim Check depending if you want to get wet, or try to stay on the logs/rocks.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Verifying the depth of the water, Rose tosses the stick as she backs up for a running start (10 feet) and leaps across the water.

Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8

Unfortunately she slips on the loose terrain and doesn't make it, taking a sudden cold plunge.

Swim: 1d20 ⇒ 15 (Just in case.)

She wades out of the water soaked, and more than a little disgusted, as she makes her way towards the pile of rubble.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Erlandel takes a running start and tries to jump over as well...

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor follows suit, hoping not to fall in however rough or gentle the water is.

Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

He will be too heavy to jump, lol. Would I need a STR check to make it?


Male Goblins!Solo Dungeon Crawl

Sure DC 12 STR I will allow as well.


Male Goblins!Solo Dungeon Crawl

As you are looking closer to the glowing orange light, it appears that it will take some time to dig it out- but you notice an elk staring at you from across the stream!

Something doesn't seem quite right about this, and sure enough you suddenly hear small animals all around hissing at you!

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Knowledge(nature): 1d20 + 7 ⇒ (8) + 7 = 15

In Sylvan:
"Be at ease. We are here to help."

Wild Empathy(Diplomacy): 1d20 ⇒ 12

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose freezes and slowly turns to examine the area. "I hope some of you boys are good with animals. I'm a city girl, myself," she quips lightly, trying to mask the nervousness in her voice.

Perception: 1d20 + 1 ⇒ (2) + 1 = 3

With a sudden flash of inspiration, she casts Ghost Sound into the woods, trying to mimic the sound of a lion that she remembered from a zoo that she once visited, with the hopes of scaring off the wildlife.

A suspect that a lion's roar should fulfill the 'four normal humans' volume quota.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Ok

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

I have been at a conference M and Tuesday and last week I taught W-Friday evening after school and then on Saturday all day

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

1d20 + 3 ⇒ (18) + 3 = 21 str check


Male Goblins!Solo Dungeon Crawl

The smaller animals scatter away, but the elk across the way is still there, and now you hear a very faint, small sounding voice, "That's not fair!"

Round 1

Initiative:

Davor Init: 1d20 + 4 ⇒ (17) + 4 = 21
Erlandl Init: 1d20 + 2 ⇒ (17) + 2 = 19
Festivus Init: 1d20 + 1 ⇒ (17) + 1 = 18
Torku Init: 1d20 + 2 ⇒ (4) + 2 = 6
Zhera Init: 1d20 + 2 ⇒ (9) + 2 = 11
Elk Init: 1d20 + 3 ⇒ (7) + 3 = 10
Sicklewitt Init: 1d20 + 7 ⇒ (16) + 7 = 23

A tiny invisible creature appears and moves into Davor's square! It's the thing that was talking!

Knowledge Natre DC 11:
This is an atomie! A very small, fast fey creature, with small resistance to non-cold iron weapons, and the ability to speak with animals and become invisible, and also sneak attack.

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d2 + 1d6 - 2 ⇒ (1) + (2) - 2 = 1

The sting of the tiny rapier pokes at Davor!

Turn order:
1. Sicklewitt
[b]2. Davor 21
3. Erlandl 19
4. Festivus 18
5. Zhera 11[/b[
6. Elk 10
7. Torku

Status: Davor 8/9

That will bring up everyone but Torku before the elk acts.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Knowledge(Nature) vs. DC=11: 1d20 + 7 ⇒ (18) + 7 = 25
Special Defenses, Special Attacks, SR.

Erlandel shares what he remembers...

"You were warned."
Erlandel sighs, draws his scimitar, and tries to strike the creature...

Scimitar vs. Sicklewitt: 1d20 ⇒ 7
possible Slashing damage vs. Sicklewitt: 1d6 ⇒ 5

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Still steaming from the dip, Rose pulls her dagger and singles out the new threat. "Who says good things come in small packages?" She gathers up hellfire into her right hand and sends it streaking towards the fey creature.

Move Action: Draw Weapon

Standard Action: Mystic Bolt attack w/ Combat Expertise (0/+2)

Mystic Bolt Ranged Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Mystic Bolt Fire Damage: 1d6 ⇒ 5

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor rolls with the impact, such as it is, and strikes back with a kick. "You may surrender at any time."

Unarmed Strike: 1d20 + 4 ⇒ (17) + 4 = 21
Nonlethal Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Male Goblins!Solo Dungeon Crawl

Round 1

Davor strikes the tiny fey.

Erlandl misses.

It's DR/2 Cold Iron, no spell resistance, and Sneak Attack +1d6 (plus spell like abilities, none of which are offensive which include speak with animals and invisibility.

Zera misses.

The elk spends his turn on a double move into position beside Davor.

Turn order:
1. Sicklewitt
2. Davor 21
3. Erlandl 19
4. Festivus 18
5. Zhera 11
6. Elk 10
7. Torku

Status: Davor 8/9

Sicklewit- nonlethal taken 2

Festivus and Torku can both still act in round 1 before the start of round 2.

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