[PFS] [Outpost II 2019] - #10-12 Breath of the Dragonskull - GM zebeev's Table B (Inactive)

Game Master zebeev

Part of Outpost II.
Tactical Maps & Handouts


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Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

With a gentlennudge of Centimere's sides the halfling spurs his faithful mount on.

Grand Lodge

Maps: |

As you approach the centaur's camp, you see that the earth around the tent village has been unnaturally shaped - seemingly out of nowhere, rock and earth have risen from the ground, and a deep trench is filled with water, despite being nowhere near a tributary of any kind.

Once close enough, two riders come to meet you at a pace that would be described as slow, but not relaxed. They split and flank either side of you, pointing with their spears and forming something of an eight-legged gate for you to pass through.

"Stay your swordarms, and head to the large tent. The honourable Chieftain of the Redpines clan wishes to speak with you, do not tarry." The one centaur snorts, looks at the other, then continues in an odd tongue. "Ene gal ni Korag-tei adil züil yum."

Cork:
While you notice a touch of an elvish lilt to their speech, they weren't talking in the elvish tongue.

Ai:
Their last comments were in sylvan - "This fire has Korag at wit's end, if she's willing to parley with these types."

At the center of the camp, you see a female centaur in front of a large tent that looks to be the command post for the chieftain. She regards you all with a look that resides somewhere between disdain and curiosity. "I am Kaana Korag, Chieftain of the Redpines, and the fiercest warrior in these lands. Many have rose to see me slain, and they have met their ends by spear, sword or hoof."

She looks at two centaurs to the side who are sporting rather freshly applied bandages. "You ignore the challenge of my riders, not meeting them in the field of battle, but instead beating back the flames that have engulfed the Finadar. Why? Are you not with the stone-dwellers of Mishkar?

What do you say?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"Greetings to you and your people, Chieftain Korag." says Oded, bowing deeply, "My name is Oded Fardeth. My friends and I are Pathfinders. While we were sent to help Mishkar, we are not here to make enemies either. We did not battle your riders for that reason. Is it not for the benefit of all good creatures to battle these fires as one?"

Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

"Their chieftain doesn't seem to have a plan for stopping the fire. We might be able to negotiate with them." Ai whispers to the other Pathfinders as they approach Kaana.

"Hi, I'm Ai! We didn't fight your riders because they're not fire. I told them we were firefighters." Ai waves at the two centaurs from earlier and sticks her hand out to Kaana. "Like Oded says, we're with the Pathfinder Fire-Prevention Society, out of Nerosyan." She sniffs the air. "And from the smell of smoke, you could really use our help!"

Bluff: 1d20 + 14 ⇒ (18) + 14 = 32

Grand Lodge

Maps: |

@Ai a Diplomacy check is what we're looking for here, so if I use that roll for it, we're good.

Oded wrote:
"Is it not for the benefit of all good creatures to battle these fires as one?"

Kaana Korag snorts at Oded's suggestion. "All as one? Those Dragonskull goblins started the blaze! I wouldn't so much as spit on one of them if they were burning alive in front of me."

Ai wrote:
"And from the smell of smoke, you could really use our help!"

Korag looks to the plumes of smoke that surround the camp. "I do admit, we are at odds in beating back the flames. My Greenspeakers are doing their best, but the fire is the worst I've seen in my lifetime. We've set up fire breaks and other precautions, but..."

Suddenly, one of the breaks fail, causing a massive surge of flames that begins to inundate the encampment!

(Similar to be before, if you wish to help, we're looking for five successful DC 13 checks:
Acrobatics
Disable Device
Knowledge (engineering)
Knowledge (nature)
Profession (relevant job: architect, engineer, farmer, miner, woodcutter, etc)
Survival

Everyone gets two attempts.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Survival(untrained): 1d20 + 3 ⇒ (5) + 3 = 8
Survival(untrained): 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Acrobatics: 1d20 + 11 ⇒ (20) + 11 = 31
Acrobatics: 1d20 + 11 ⇒ (4) + 11 = 15

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Can I argue that Profession(sailor) gives me some fire fighting knowledge??? A fire on a ship is a bad thing.

Profession(sailor): 1d20 + 5 ⇒ (2) + 5 = 7
Profession(sailor): 1d20 + 5 ⇒ (5) + 5 = 10

I guess the rolls make it a moot point.

With the sudden surge of flames Cork has a flashback of that terrible fire on the Sea Crest. They said that the fire started in the captain's quarters. A stray spark landed in some spilled lantern oil. There is nothing more frightening that being on a burning ship in the middle of the ocean. It took the coordinated efforts of everyone on the ship to put out the fire and to this day Cork is still haunted by the memories of those frantic hours.

Grand Lodge

Maps: |

2 out of 5 so far!

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin runs over to the water grabs as much mud from under the water as he can then he runs over and starts throwing the mud at the fires.

Survival: 1d20 + 11 ⇒ (10) + 11 = 21
Survival: 1d20 + 11 ⇒ (18) + 11 = 29

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Responding to the centaur I am a halfling, I don't like to fight things if I don't have to and I have never heard of a centaur being a bad guy or a slaver or anything like that. I figured you were protecting your homes.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Survival 1d20 + 5 ⇒ (20) + 5 = 25
Survival 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

Maps: |

GM Screen:

How many PC's?: 1d3 ⇒ 3
Random PC, Alphabetical: 1d5 ⇒ 2 - Ai/Ankird/Cork/Domrilin/Oded
Random PC, Alphabetical: 1d4 ⇒ 1 - Ai/Cork/Domrilin/Oded
Random PC, Alphabetical: 1d3 ⇒ 3 - Cork/Domrilin/Oded

You spread out to assist the centaurs in beating back the blaze at the southern part of the encampment that braces against the Finadar, but it proves to be a bit difficult in spots - Ai, Ankird and Oded face down surges of fire!

Ai, Fire Damage (DC 11 Reflex for half): 2d4 ⇒ (3, 3) = 6
Ankird, Fire Damage (DC 11 Reflex for half): 2d4 ⇒ (3, 1) = 4
Oded, Fire Damage (DC 11 Reflex for half): 2d4 ⇒ (2, 2) = 4

A few burns aside, you manage to keep the blaze contained for the time being.
Success!

After the danger subsides, everyone gathers back in front of the chieftain's tent. Kaana Korag receives reports of the damage to some of the centaurs' provisions, but is glad to hear that despite a few injuries, no one was killed. She even looks somewhat relieved to see that you are alive.

"Pathfinders! My clan owes you for your aid in repelling the wildfires. It is my honour to bestow unto you one of our treasured clan banners. It has been singed by the fire, but that will only serve to aid in recalling the story of how you saved us from the blaze!"

(The banner is a banner of restful nights. Having been damaged though, it can only be activated five more times before its magic fades.)

“For good or ill, you now bear the hopes of the Redpine clan. My people no longer have the strength to travel back into the fire and eliminate it at its source. But trust not those Dragonskull goblins! I saw what woeful things they conjured with their flames... undead monsters dancing in the pyres and spreading destruction! May the wind be at your backs, and aid you in your journey."

As you turn to leave, one of the greenspeaker druids nods, and hands over a wand of gust of wind. "Please, take this with you into forest if you can. It only has eight charges left, but hopefully it can be of some use to you."

With that, you are calmly escorted out of the centaur encampment.
Any preparations to be made before collecting Dragbog and heading into the burning Finadar forest?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Reflex vs. DC=11: 1d20 + 2 ⇒ (16) + 2 = 18

As the group is gathered together in front of the Chieftain's tent, Oded calls out..."Oh Great Blessed Sarenrae, heal your humble servant and those gathered here today."

Channel to heal: 1d6 ⇒ 6

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

I would be honored to carry the banner of your clan. Centimere and I, with pride, will keep your clan in our memory and story says the halfling

Grand Lodge

Maps: |

(Oded's channel will heal any and all damage sustained from the blaze, so no need for Ai or Ankird to make further Reflex checks.)

Grand Lodge

Maps: |

You head back to Mishkar, and a runner calls out for Dragbog. The small goblin meets you at the gates, with a small pack on his back. "Dragbog sees you still have all your heads, arms and legs. Talk with Redpines chieftain was good, eh?"

He begins to meander towards the burning forest. "We go now? It takes two, three days maybe to get to Dragonskulls' village. With the fire?" He ponders for a moment, then shrugs. "Fires make it hard. Maybe three, four days. We best go now."

Day 1 (no events)

DC 15 Survival:
For good or ill, the highly flammable nature of blood-pine sap means the wildfire is actually spreading much more slowly than it might otherwise. The fires burn so hot and fierce that individual copses frequently flare up and die back down before the fire has time to spread.

You also notice signs of active efforts made to fight the flames. In some areas, the trees show the rejuvenating effects of druidic magic, and in others, they bear the crude but clever cuts of goblin blades—all intended to trim back brush, reduce the amount of fuel available for wildfires to ignite, and feed the goblins’ own celebratory bonfires to highlight their regional holidays.

You spend the day going around the worst parts of the blaze, but as night falls, and you begin to make camp in the brush and undergrowth of the forest, you find that the air within is harsh with smoke, scratching and burning at your throats.

Basically, you'd have to make a Fortitude saving throw to avoid becoming fatigued as you rest in less-than-ideal breathing environment. The banner of restful nights will negate the need for such a check if you wish to use it for the night. Do you wish to use it?

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork coughs and takes a swig from his water skin. "This smoke is getting to me. I think we should put that banner up. It will allow us to get a good sleep tonight."

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Survival 1d20 + 5 ⇒ (17) + 5 = 22
Go ahead and read the spoiler

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"That is fine by me cork"

Grand Lodge

Maps: |

Day 2

Despite the burning environs that surround you all, you wake up in the morning as if it were a typical night of camping under the stars.

You break camp and head back through the hazy bush, seeing scorching flames that tear through the dense woodlands and throw thick plumes of acrid smoke into the air. Dragbog points out something of a trail through lower ground that heads to the south. "We go through the rocks there, rather than up hill."

Sure enough, once you reach where he was pointing, you see narrow, rock-strewn paths and stony crevices that cut through the wilderness, offering some shelter from the oppressive smoke and heat.

You note how well kept this path is, figuring it to be an old ranger’s trail. While some stray embers have ignited some of the nearby dry bloodpines, these relatively small fires are nowhere near as bad as what you had seen above this stretch.

Roll for Initiative!:

Cork: 1d20 + 7 ⇒ (11) + 7 = 18
Domrilin: 1d20 + 1 ⇒ (3) + 1 = 4
Oded: 1d20 + 2 ⇒ (20) + 2 = 22
Ai: 1d20 + 7 ⇒ (5) + 7 = 12
Ankird: 1d20 + 2 ⇒ (13) + 2 = 15
ENEMY: Wolverine A: 1d20 + 2 ⇒ (14) + 2 = 16
ENEMY: Wolverine B: 1d20 + 2 ⇒ (1) + 2 = 3

While walking through the path, you see a pair of wolverines, fleeing the blaze. They intend to head south (left side of the map) to escape the fires, but you happen to be in their way!

COMBAT: Round 1 (those in bold may act)
Battlemap!

1A wrote:
Cork, Oded
1B wrote:
ENEMY: Wolverine A
1C wrote:
Ai, Ankird, Domrilin
1D wrote:
ENEMY: Wolverine B

The flames that are in front of you lick at your exposed skin, giving you a warning not to dawdle next to them.

Cork and Oded are up!

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"Domrilin, do you think you can calm these two into letting us pass?"

Oded delays until end of round.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

I would rather let them run away than have to hurt them. It isn't their fault that their homes are burning he comments.

Grand Lodge

Maps: |

The wolverines are far enough away so as to not be able to interact with you guys for the first round, so Wolverine A will move, then Cork can take their turn with everyone else.

One of the wolverines flees for the south.

Ai, Ankird, Cork, Domrilin, and Oded (if they wish) are up!.

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"Uh yeah I can try not much of a talker, to animals or humans"

Handle Animal: 1d20 + 4 ⇒ (16) + 4 = 20

Domrilin walks closer to the remaining wolverine.

"Go away follow your buddy before you get hurt"

Grand Lodge

Maps: |

@Domrilin: That'd be a Wild Empathy check, which is (d20+Druid Level + CHA mod), or a +3 bonus in your case. As you typically have to be within 30' of each other, the Handle Animal check has no valid target, you still have a Standard action to use this round if you wish.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork draws his weapon and moves into a defensive stance right behind Domrilin. "Yeah, see if you can calm them down. That would definitely be best."

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"Let us move to the west by that rock out of their path.", says Oded as he double-moves.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

1d20 + 9 ⇒ (8) + 9 = 17 handle animal to eithr aide or do a new check if the other animal gets close.

Grand Lodge

Maps: |

@Ankird: Again, like I mentioned to Domrilin, to influence a wild animal, you'd require a Wild Empathy check. Handle Animal doesn't influence the attitude of a wild animal. It is for rearing young wild animals, and training and handling domesticated animals. As your action doesn't have a valid target, you may still make your Move and Standard actions for Round 1.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai shrugs and follows Oded, since neither of the wolverines are near enough for her to do much about.

Grand Lodge

Maps: |

When Ai and Oded move past the blazing bloodpine trees, they feel the sheer intense heat nearly singe their bodies. (If you end your turn next to the fire (ie. the orange designated zone), you will take fire damage on a failed DC 12 Reflex save.)

The second wolverine catches up to its pal, heading south as well.

COMBAT: Round 2 (those in bold may act)
Battlemap!

2A wrote:
Cork, Oded
2B wrote:
ENEMY: Wolverine A
2C wrote:
Ai, Ankird, Domrilin
2D wrote:
ENEMY: Wolverine B

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

He will nudge Centimere in the ribs and move him well out of the way of the wolverines.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

If the wolverines are coming down the right side of the map, can we just go up the left side and ignore them?

Grand Lodge

Maps: |

@Ankird: Are you on mobile? Do you require someone to move your token?

@Cork:The scenario just states that "the wolverines the begin in the western entry point of the forest and charge along the trail in fear of the flames." They also state "[They] are frightened and confused by the smoke and flames, lashing out instinctively at any creature that comes within reach..."

So, they're charging down the trail, afraid of the flames. The safest direction presumably is the direction you've come from (the southern (right) most part of the map).

So if they don't see anything to attack along their way, I'd say they would just keep on keepin' on. So if you can hide, assuming they don't see you, I don't see why they'd stop to fight – they'd just keep on heading south.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded moves further away from the path the wolverines are taking.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Lol. I was going to move the figure but just as I posted the bell rang and I had a class to teach, lol

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

I think I am going the right way

Grand Lodge

Maps: |

The first wolverine bounds up the rocky incline and spots Ai.
The scrappy beast bares its teeth, not intending to let anything stand in its path to safety. (Wolvering A double moves.)

Ai, Ankird and Domrilin are up!

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin double moves through the heat to Ai

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

He will keep moving to keep out of the way of the animals.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai takes a small step back, then yawns. Untold images of summer naps fill her mind, or warm down comforters in the winter cold. She looks at the closest wolverine, but doesn't release the sleep-bomb she's built up in her mind.

Ai will start casting Sleep, but hold it until the wolverines are more of an obvious threat.

Grand Lodge

Maps: |

@Ai: So mechanically, you're readying an action (casting sleep), and I'll assume the trigger to be "when an enemy ends their movement adjacent to an ally, threatening them".

Wolverine B bounds down the stony path, right behind his pal.

COMBAT: Round 3 (those in bold may act)
Battlemap!
R2 delay triggers: Ai will cast sleep when an enemy threatens an ally.

3A wrote:
Cork, Oded
3B wrote:
ENEMY: Wolverine A
3C wrote:
Ai, Ankird, Domrilin
3D wrote:
ENEMY: Wolverine B

Cork and Oded are up!

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Yeah, that sounds about right.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork keeps his eyes on the moving wolverines. It seems that the wolverines will just continue south. If he and the others get clear of their path, they might leave them alone.

"Domrilin, come on. Get out of their way." He moves to catch up with Ankrid and Oded.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded will hold his position and delay until the end of the round in case one of his group needs to be healed.

Grand Lodge

Maps: |

Cork heads to the west, and Oded holds back to see what is about to unfurl; one of the wolverines bounds towards the junction, and snarls at Domrilin.

Sensing the threat, Ai casts sleep on the wild beast.
Wolverine A, DC 17 Will: 1d20 + 2 ⇒ (15) + 2 = 17 - pass

The broad-shouldered beast looks confused momentarily, shaking off a psychic incursion.

COMBAT: Round 3 (those in bold may act)
Battlemap!

3A wrote:
Ai (2R readied action goes off, and initiative changes to just before the creature who triggers it) Cork
3B wrote:
ENEMY: Wolverine A
3C wrote:
Ankird, Domrilin, Oded (delayed)
3D wrote:
ENEMY: Wolverine B

Ankird, Domrilin and Oded are up!

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin runs away towards the rest of the group

Withdraw full round action

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Isnt sleep a full round casting?

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Yes, it is. It should go off next turn.

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