GM Crunch's Origin of the Open Road (Inactive)

Game Master Saving Cap'n Crunch

Slides!

Pregens


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Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2

Ezren shares his findings with the team, especially about the black pudding and its dangers.

"Sorry, but my quick estimate on the ring was inconclusive. I could take some more time maybe to work it out if you all feel it would benefit us." offers the wizard.

"Regarding the black pudding, can we circumvent it and go another route potentially? I'm good either way, but be warned about the hazards related to the weapons."


I’m kind of partial to my sword. Perhaps we should at least investigate where this other passage leads, if anywhere, before risking a trip to the blacksmith after we get outta here.


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Fumbus agrees, "Good call Mr. Door Basher. Other book guy, you know what type o' bombs work best on dat ting case we fight it?"

I aughta start writin dese guys names down.


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

"I can call on the solar fire of my Goddess, if the creature is vulnerable to heat."


Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2

"I advise avoidance if at all possible. I agree we should pursue the alternate pathway as you advise Valeros." offers Ezren.

Turning to Fumbus, "I don't specifically recall any weaknesses or immunities per se. My guess is that fire would do normal damage. For weapons, bludgeoning is the only recommended methodology."

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ezren isn't sure of much else, but assumes most elements will work as normal against the pudding. Perhaps several slashes to quarter the ooze, followed by blasting the lot with godly and alchemical fire.

Rolls:
1d20 ⇒ 9
1d20 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 4

Walking down the roughly-hewn side passage turns into a slog. You move slowly not only because you are forced to, but for fear of sinking any deeper into the now-blue sludge. After a turn, the path extends a ways before it once again disappears into darkness. Five misshapen stone columns that hold up the sub-chamber also impede your view somewhat.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

"You would think you would get used to the smell of the sewers, but no. It is just like a rotting body." Amiri say splashing through the sludge.


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Kyra pauses to kindle a torch.


Valeros thanks Kyra for the light. Anyone know what this blue sludge is? Or at least whether we can keep walking on it without sinking in?

Valeros will move forward if it seems safe to do so. Continuing to Search, Perception +10.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Fumbus is sure it'd take years to analyze all the sludge's components, as it's a more concentrated form of the normal sewer's contents: runoff from Quantium's many arcane laboratories. It's somehow safe to walk through, if difficult to do so (difficult terrain).

Passing by the second pillar, Valeros has but a second to react as he looks at it. A covering of yellow slime pushes off the stone and rains down onto the runoff, covering him and several teammates!

Amiri, Merisiel, and Valeros, Fortitude saves, please.


Fortitude: 1d20 + 12 ⇒ (1) + 12 = 13

Let’s try that again. Using Hero Point.

Fortitude: 1d20 + 12 ⇒ (7) + 12 = 19


Fortitude Save: 1d20 + 9 ⇒ (1) + 9 = 10
Also gonna use a hero point!
Fortitude Save Reroll: 1d20 + 9 ⇒ (13) + 9 = 22


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

fort: 1d20 + 12 ⇒ (11) + 12 = 23

"I knew this was going to happen eventually." Amiri says wiping off some of the slime.

Sovereign Court

Bandits of Immenwood | Before the Dawn

The disgusting mold causes whatever skin it touches to yellow like parchment. It stings, and looks to be spreading.

Each of you three take 1d8 ⇒ 2 poison damage, are drained 1, and can make another save. It takes another round, so if you have any items or spells for the occasion, feel free to use them.


This keeps up, I'm going to look like the scrolls Ez always has his nose buried in.

Fortitude: 1d20 + 11 ⇒ (14) + 11 = 25


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Fumbus rushes up, just outside the range of the mold and pulls out two vials, "Drink these, they might help!"

Two Lesser Elixir of Life's held out for consumption if any want them. Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Amiri grabs the potion, Thanks little one. She pops the top and takes a swig.

lesser elixir of life: 3d6 + 6 ⇒ (4, 5, 3) + 6 = 18

fortitude save: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

Sovereign Court

Bandits of Immenwood | Before the Dawn

I might roll the next set of saves myself, but won't do Merisiel's alone unless there's more wait. I checked and saw all three of you have elixirs, so you can decide if yours or Fumbus's are spent but everyone gets one. Might make a big difference.


Sorry, thesis deadline + holiday prep and i totally forgot in the madness

lesser elixir of life: 3d6 + 6 ⇒ (2, 2, 1) + 6 = 11
Fortitude Save: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30


Probably time to chug one of these.

Oops, forgot that elixirs give a bonus to saves. Thanks, GM.

So, +1 to above roll if you'll allow it and:

Elixir: 3d6 + 6 ⇒ (2, 1, 6) + 6 = 15


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Is a Medicine check appropriate at this point to figure out how to treat this?

Sovereign Court

Bandits of Immenwood | Before the Dawn

Merisiel's usual luck pulls her through, while Valeros manages to stave off the effects by the skin of his teeth. It's a surprise that only Amiri succumbs further. She's still very tough, but it looks grisly.

Not to worry, Merisiel! Kyra would know enough to get that this is a poison. So you can attempt to Treat Poison on Amiri. To speed up this bit, I'll retcon this bit if you succeed as it'll boost her to a save.

For now, Amiri takes 2d8 ⇒ (4, 5) = 9 poison damage, is drained 2, and makes another save.


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Medicine check to Treat Poison: 1d20 + 13 ⇒ (7) + 13 = 20

Working quickly, Kyra takes out various medical supplies and begins to wash off the toxic slime before applying a thick, sweet-smelling salve.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Wow this poison is potent

fortitude save: 1d20 + 12 - 2 + 1 ⇒ (12) + 12 - 2 + 1 = 23

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ungodly so! You'll live, but it's quite annoying.

Does this mold thrive on resistance? It seems the only good explanation for it troubling one so strong as Amiri.

3d8 ⇒ (8, 1, 4) = 13 damage this time, and you're drained 3. Those won't go up anymore, but it hasn't worn off yet. You can save again, and Kyra can Treat Poison.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

May I ask what the duration is? And Drained doesn't go away until a nights rest.

Amiri will reaches for her own elixir and drinks it down.

lesser elixir of life: 3d6 + 6 ⇒ (6, 3, 1) + 6 = 16
fortitude save: 1d20 + 12 - 3 + 1 ⇒ (18) + 12 - 3 + 1 = 28

Everything is current in headline

Sovereign Court

Bandits of Immenwood | Before the Dawn

The duration is 6 rounds, but the Drain will stick around. Your success brings it back down to stage 2. As this will mark the fourth round, you can roll two more saves, and Kyra can Treat Poison twice more.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

I'll just roll the two next saves.

fort #1: 1d20 + 12 + 1 - 3 ⇒ (3) + 12 + 1 - 3 = 13
fort #2: 1d20 + 12 + 1 - 3 ⇒ (12) + 12 + 1 - 3 = 22

Well, hopefully Kyra can help with those two final saves. I think I still take the damage even on a save. So go ahead and hit me with the damage


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Treat Poison check: 1d20 + 13 ⇒ (3) + 13 = 16
Treat Poison check: 1d20 + 13 ⇒ (1) + 13 = 14

Muttering under her breath, the Keleshite continues to work on the barbarian.

Good grief! Should I burn a Hero Point on that last roll?


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None | Hero Points: 0/3

Not worth it. Just give me a heal when the GM gets done dealing out the poison damage.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Over 2 rounds, that'll be 6d8 ⇒ (7, 8, 2, 3, 8, 1) = 29 damage and you end up Drained 3.

The fungus takes its toll, eventually flaking off or sticking to skin. Amiri is able to weather much of the harm, though. Knowing what to look out for, you all notice telltale signs of more spores on the fourth pillar. With this in mind it's easy to burn it or disturb it enough to burst harmlessly. The way forward is clear, if not appealing.

Will move us on later today. We're still Thanksgiving-adjacent so no hurry on either end.


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Shaking her head, Kyra applies healing magic to the barbarian.

Heal: 3d10 + 24 ⇒ (3, 9, 2) + 24 = 38

Sovereign Court

Bandits of Immenwood | Before the Dawn

Kyra patches up Amiri as best she can. You move forward as a team, wary of any further mold or sinkholes. The smashed tunnels quickly give way to a larger room, back in the sewer.

This large, vaulted chamber is filled with a shallow pool of greenish slurry ringed by a stone walkway. Large inflow passages to the east and south add slow rivulets of sludge to the pool, which drains lazily away to the northwest. An enormous metal contraption 20 feet in diameter stands in the middle of the pool. Four round legs support the machine, and several hoses slurp the slurry in the pool. The contraption chugs and hums ominously.

Across the chamber are two people, a tall Garundi man and woman. They look quite alike, with high cheekbones, greasy hair, and countless acid scars. A little doll made of doughy clay wades in the slurry, its massive head barely breaking the surface. It notices you emerge and begins to keen loudly! In response, the Ohrlavi twins start and draw kukris. "Intruders! Get them, Kanker," Bijan roars.

Perception:
Amiri: 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15
Ezren: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Fumbus (stealth): 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Kyra: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Merisiel: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Valeros: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23

1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 8 ⇒ (7) + 8 = 15

Round One:
Kyra
Ezren
Valeros
Merisiel
Fumbus

Blue
Red
Green
Amiri (drained 3)


These must be the folks we're looking for? Don't seem too friendly. Valeros strides forward, placing himself between the group and these new antagonists, and raises his shield.

Will use Aggressive Block if attacked or Attack of Opportunity which ever arises first.


Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2

Ezren, seeing the battlefield relatively clear, decides to open up with a hellish blast of fire, hoping to engulf all of the enemy combatants!

I will place my fireball behind and to the left of BLUE. I marked the spot of origin. It is a 20-foot burst, so it should get all 3 and avoid any of us.

Fireball damage: 6d6 ⇒ (6, 1, 2, 6, 2, 2) = 19 21 DC Reflex save for 1/2 damage.

Hoping to end the fight quickly, he elects to use his Hand of the Apprentice instead of move to a safer location. He targets the lead combatant, bespells the weapon, and hurls his staff!

Bespell weapon with Fire Energy. This is a Reaction.

Spell Attack roll for Hand of the Apprentice vs. GREEN: 1d20 + 11 ⇒ (9) + 11 = 20

Staff strike: 2d8 + 1d6 + 4 ⇒ (3, 4) + (6) + 4 = 17


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Fumbus moves out of the tunnel into the fight, but stays up on the walkway to lob bombs at the enemies. As the explosion rocks over the three targets he shrugs, "How bout cold? Can ya do that too?"

He lobs a frost vial at the closer human, hoping to hurt and slow them down. He then pulls a flask out of his pouch.

Move 25 feet, Quick Bomber (1 action) to draw & strike Blue with a Frost Vial (2/3 remain), Interact to draw a Bomber's Eye Elixir.

Frost Vial Bomb - 3rd Range Increment: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7 for Frost: 2d6 + 4 ⇒ (6, 5) + 4 = 15 & slowed by 10 ft till end of next turn. If misses, it takes the splash and isn't slowed. If crit misses, no damage.

Frost Vial:
A thrown frost vial deals 2d6 cold damage, 4 cold splash damage, and the target takes a -10-foot status penalty to its Speeds until the end of its next turn.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ezren scorches the area, but the trio avoid the second-worst of it - the worst being a foul stench as arcane runoff is vaporized by the heat. His staff is a near miss, while Fumbus is much further off the mark. Valeros wades forward to engage.

Rolls:
Blue: 1d20 + 15 ⇒ (14) + 15 = 29
Red: 1d20 + 15 ⇒ (20) + 15 = 35
Green: 1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 12 ⇒ (16) + 12 = 28

Round One:
Kyra

Ezren
Valeros
Merisiel
Fumbus
Blue -10
Red
Green -10
Amiri (drained 3)


Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2

GM Crunch query:

Ezren packed a lot of punch into that one action focus spell.

I would like to use a Hero Point to re-roll that attack.

If possible, here is my new roll:

Hand of the Apprentice on GREEN: 1d20 + 11 ⇒ (15) + 11 = 26

Damage was 17 with 6 of that being from Fire.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Though the doll ducks just in time, Ezren's unparalleled mastery of magic allows him to curve his staff's flight back his way. It takes off a fair portion of head...meat? Head clay? Kanker is sent tumbling into the water, broken.

Round One:
Kyra

Ezren
Valeros
Merisiel
Fumbus
Blue -10
Red
Green
Amiri (drained 3)


Merisiel bounds south, circling around the walkway at the edge of the chamber to flank the villains and allow Valeros to take center stage with his nice, hardy shield.

Double move, draw rapier


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Kyra steps up between Fumbus and Amira, raising her ankh holy symbol in benediction and chanting a prayer to her deity for support.

Casting bless. Any ally within 5' of the cleric gains a +1 status bonus to attack rolls.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Bijan yells in anger at the doll's destruction, while Zaynap calls an arcane word. Instantly, the machine starts chugging more intensely, sucking in sludge from under it. Perhaps it could be disabled conventionally (Thievery) or using the knowledge of ooze-crafting (Occultism).

The pair step forward and start flinging vials at Valeros. He blocks one with his shield and another falls in the muck, but each explodes near him. He finds himself lightly burned, shocked, or chilled in several places.

Valeros is flat-footed until the alchemists' next turn, taking persistent acid damage, and has taken splash damage. His shield takes 1 damage.

Rolls:
1d20 ⇒ 11

Blue Acid vs. Valeros: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1 + 5 = 6
Blue Lightning vs. Valeros: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16

Red Acid vs. Valeros: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1 + 5 = 6
Red Cold vs. Valeros: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9

Round One/Two:
Kyra
(bless 5)
Ezren
Valeros
-27 (persistent 2d6, flat-footed)
Merisiel
Fumbus

Hazard
Blue -10
Red
Amiri (drained 3)


Perhaps my last action wasn't well thought out considering the likelihood of alchemist bombs...

Valeros grunts in pain as the vials explode near him and their contents splash him. All right, that's not happening again. Might end up having to take a trip to the blacksmith after all. He stalks forward to the northernmost alchemist and lashes out with both sword and shield.

Double Slice
Longsword: 1d20 + 16 ⇒ (5) + 16 = 21 Damage: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Shield Boss: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

When I used this move before, I missed the fact that Valeros has doubling rings, giving the shield boss the striking rune as well.

Recovery: 1d20 ⇒ 5


Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2

"I'll handle the machine! Everyone else focus on the enemy combatants!" shouts Ezren, hoping his telecast doesn't make him a target!

Ezren pushes his aging body as he hustles over to the slimy contraption. He scans his memory of occult lore, hoping something makes sense of things.

Double move to get to the machine. 2 actions. Am I doing a single skill check for 1 action here or does it take extra time?


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Fumbus slams back the elixir and his vision narrows, helping him focus on his enemies. He points at the closer target, "You suck!"

Realizing the dude is ignoring the little goblin, he moves forward and points again saying, "HEY JERK, YOU SUCK AT THROWIN, YA GODDA DO IT LIKE DIS!"

Interact to Drink Bomber's Eye Elixir (1/2 remain), Move 25 ft, Quick Bomber to draw/strike Blue with a Moderate Alchemist Fire (2/3 remain)

M. Alch Fire 2nd range: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 for Fire + Splash: 2d8 + 1 + 4 ⇒ (1, 5) + 1 + 4 = 11 + 3 Persistent (Miss still does 4 Splash Damage unless a crit fumble)

Moderate Alchemist Fire:
Alchemist’s Fire, Moderate: A thrown flask of alchemist’s fire deals 2d8 fire+1 damage, 3 persistent fire damage, and 4 fire splash damage.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Valeros hits Bijan upside the head with his shield. Fumbus gets in on the bomb-slinging and singes Zaynap with a near miss.

Disable Device is two actions, as are most other hazard-related activities short of smashing. I think.

Round One/Two:
Kyra
(bless 5)
Ezren
Valeros -27 (persistent 2d6, flat-footed)
Merisiel
Fumbus (bomber's eye)
Hazard
Blue -14
Red -10
Amiri (drained 3)


Dae, A Pahtra Solarian/1 AC 17 | HP 19/19 | F +4 R +7 W +5 | Init/Perception +5

Still holding up her ankh, Kyra advances and concentrates on strengthening her blessing.

One action to concentrate and widen the area of effect of her spell; two actions spent Striding forward.


Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Kalderaan Pre-Gen wrote:

"I'll handle the machine! Everyone else focus on the enemy combatants!" shouts Ezren, hoping his telecast doesn't make him a target!

Ezren pushes his aging body as he hustles over to the slimy contraption. He scans his memory of occult lore, hoping something makes sense of things.

Double move to get to the machine. 2 actions. Am I doing a single skill check for 1 action here or does it take extra time?

As Ezren realizes this is going to take some time, he quickly casts a Shield spell while he considers what to do.

Moved 2 actions. Shield cantrip = action #3. I will work to disable the device next round.


Merisiel dashes right up to the southern foe, having exactly as much speed as she needs to attack twice.

"Hey, hey, buddy. You gonna get stabbed." And then she stabs.

+1 Striking Rapier: 1d20 + 14 ⇒ (11) + 14 = 25
Rapier Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

She then quick draws her dagger. "Twice!" And then she stabs again.

+1 Striking Dagger (second attack): 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
Dagger Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10


Does Valeros take persistent damage since I failed the recovery check?

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