Volcano's Land - Mercury Morn

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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In a world without stars, what are constellations? In a space with no planets, what are orbits? Spinning patterns of shining objects, nothing more. Old gods fall and new ones rise, and perhaps Gems can become Stars.

**
Up in the clouds, past amber-lightning and sapphire rainshower patrols, you hurtle toward...

floating islands of gems, all spinning around each other in perfect shining patterns. They seem to wink and smile at you even from several brutbreve fields' distance away. There are at least a dozen of these miniature biomes circling around - you see mostly greens and reds on the outer perimeter.

Now the distance is quickly closing --- the giants and brutes have little control over this last arc of their flight, and you are falling straight toward ruby-garnet fields of flame.

who has fire resistance/protection? I will post more tomorrow morning

the thought bubbles have more control over their flight. I will give you options of where to land, and Hopefully a battlemap tomorrow.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Gabe holds tight to his ride through the clouds, his grip threatening to give out on multiple occasions. Only through sheer willpower does he hang on to not get separated from the group and land on Volc knows what.

Fire resist 5


Gabriel, your fire resistance proves useful --- the ruby fields do not seem to hold you back as you begin traversing the gem-studded terrain.

no plan survives contact with the enemy --- you don't see any gates or castles yet, but all of you have the intuition that you should be heading toward the center of these circular patterns. With that in mind - Gabriel, do you want to try and sneak ahead? If so, roll a Stealth and a Jump check as you start hopping between islands.


map has been updated, please see "Current Battle Map" link at the top of the page

Everyone except Gabriel lands more or less in a group upon the island of ruby and garnet.

This whole map is difficult terrain unless you have fire resistance, or some kind of earth-based ability to ignore such things (like some oreads have)

you will have to do some acrobatics or jump or flying or something to cross between gem-clusters, so figure something out or make sure you have a giant's shoulder to ride on

anyone who rolls perception 20 or greater as a free action:

Beneath your feet, within each and every huge gemstone, there is an elen frozen in some pose of horror, rage, ecstasy, or pain. They are all ifrits. There must be hundreds of these damned souls just upon this current island, and more still on each successive island.


25% chance that the gems were ready for such a sudden, random attack:

1 is bad: 1d4 ⇒ 3

Ok, no enemies are aware to act this round, so feel free to make your way off the ruby fields, if you can. You should indicate what kind of spells/abilities/skills you are using (and again, if you are not physically capable you should indicate you are hitching a ride on a giant)

Round 1 Begins! Declare actions!


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

stealth: 1d20 + 18 ⇒ (9) + 18 = 27 +4 if not bright light
acrobatics: 1d20 + 22 ⇒ (3) + 22 = 25
perception: 1d20 + 21 ⇒ (7) + 21 = 28

Gabe feels a chill run down his spine from the shadow he thought he left behind as he observes the horrors beneath his feet. Shoving down his revulsion, he checks to make sure the others aren't getting ambushed before he leaps to the next floating island, intent to clear a path for his hampered companions.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Maintaining cloud form, Samen does a double move to follow after Gabriel.

Gaseous cloud grants a 10 ft fly speed, and it seems like it should remove other methods of moving, but doesn't say that. Walking, even at difficult terrain speeds, would still technically be faster than floating, if such a thing is allowed.


Haunted Summoner lvl 9 / init +1 /51/67 / fort +8, Ref+4, will+9, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

Focusing once they get closer but the fire makes Qizzlvutz flinch. Looking over at one of the giants with wide and slightly panicked eyes. Pointing at their shoulders, "Ride? Please?"

Little red dots cover them and Kallik steps out. Growling at the fire and grabbing her axe then the little mycos to put on her shoulder. Though she looks up at the giant, waiting on a response.


Samen, I'm ok with you basically 'walking' in gaseous form, as long as there is a place to walk (which there is, in this case!) Points for creativity! And since you are gaseous, you are not affected by the difficult terrain.

The giants keep pace by having long strides

Qizzlvutz, the stone giant looks down at you quizically, then with delight as Kallik the warrior manifests in front of him. He nods, mossy beard swaying, and grabs you before he begins lunging through the silent crystalline fields.


One of the giant-princes makes sure Abnaki is secure. Another of the princes, a younger sibling, attends to Wamblee.

As the giants tromp through the fields of ruby and garnet, you all have the chance to see the hundreds of dead ifrits that lie entombed beneath. You have the sense that these bodies, and the suffocating manner of their deaths, is what powers the islands and their repellent magicks.

Round 2 Begins!

Gabriel, you have already made it onto the emerald island -- roll another round of stealth and acrobatics please
**
Samen and other thought bubbles -- you can use double moves to reach across the gap in 2 rounds (this being your first round of double movement, no other actions). Move yourself halfway across the gap if this is what you intend to do.

everyone else riding giants, join me below-

1 is bad: 1d3 ⇒ 1

...


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Moving significantly slower in the new terrain, Gabe keeps low as he navigates the gem landscape. A positive of having to move slower is being able to keep an eye on his companions.

stealth: 1d20 + 18 ⇒ (8) + 18 = 26 +4 if not bright light
acrobatics: 1d20 + 22 ⇒ (10) + 22 = 32
perception: 1d20 + 21 ⇒ (11) + 21 = 32

Moving at 1/4 speed from difficult terrain and stealth without penalty


Each giant makes a mighty leap, unconcerned by the jumps, but

reflex saves!
ref giant 1: 1d20 + 6 ⇒ (19) + 6 = 25
ref giant 1: 1d20 + 6 ⇒ (15) + 6 = 21
ref giant 3, prince: 1d20 + 8 ⇒ (6) + 8 = 14
ref giant 1: 1d20 + 6 ⇒ (20) + 6 = 26

the giant prince is grabbed leafy tendrils spilling out from one of the smaller islands; as the rest of the giants are carried on by momentum, the prince is bound, and unable to move.

Map updated. Thought bubbles are floating, halfway between locations. Everyone but Abnaki and the prince have made it to the new island.

you have definitely been noticed at this point, and opposition is likely to meet you on this island or the next, depending on how fast you move.


Please post a Round 2 action tonight if you have not done so. I will plan on updating to Round 3 (and botting) tomorrow morning.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Samen will gracefully double skip through the air to get over to the green islands.


Qizzlvutz, your phantom advises you to stay in contact with the others--you catch a few memories of horrible, sickening unease when Kallik did not know where "Egret" was--and so you cast Message. Gentle clouds of brown-blue spores follow each of your companions, and allows you to talk with one another regardless of distance.

feel free to choose another action, I just wanted something simple and in-character. (You could begin a summoning spell, for example)


As the giants sail through the air to the emerald island, you all catch glimpses of other battles - mountains of pink tourmaline to east, and some kind of molten, swampy orange landscape to the west - where others of your brethren were not so accurate with their spells and jumps. You see a hill giant fall into a bright orange quagmire, bellow fading to gurgles as it sinks out of view.

A buzzing sound brings your attention back to your own location. From further inland, swarms of jeweled bugs rise from the landscape. The buzzing reaches a high, fevered pitch as the clouds converge upon you-

everyone roll a Fort Save DC 13 or be nauseated for 1 round

Round 3 Begins!

declare actions! Enemies have acted!

Gabriel, nothing seems to have noticed you. You are still hit the the area of effect because the sound is everywhere, but it was not directed at you.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Fort DC 13: 1d20 + 8 ⇒ (6) + 8 = 14

The buzzing rings in his ears as Gabe fights to keep his last meal from showing up again. Seeing the source of the sound, he assumes a stance as he creeps closer to see if he can find any pattern to exploit in the swarms movements. How am I going to deal with all these now. Hopefully fists and feet still work.

stealth: 1d20 + 18 ⇒ (14) + 18 = 32
Swift action to activate Jabbing Style. Not sure how big the triangles are, looks like less than 60ft so I could probably swing once. But I'm also not keen on getting multiple swarms on me without a full attack or close support...


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19

Samen realigns his thoughts to match the cacophony, no, harmony of the crystalline bugs. He floats over toward the closest pair of them and unleashes an unholy shriek, cutting asunder their collective vibration.

Casting persistent dazing sonic scream. Requires two DC 18 reflex saves to avoid 2 rounds of daze and take half damage.

SCREAM: 4d4 ⇒ (3, 2, 2, 4) = 11 (Sonic damage)


Haunted Summoner lvl 9 / init +1 /51/67 / fort +8, Ref+4, will+9, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

fort: 1d20 + 8 ⇒ (7) + 8 = 15

Wince at the noise and going inwards where its quieter. Focusing on calling for aid.


female NG Oread Phantom of Rage HP 54/54 |AC-18 T-12 FF-16 DR 5/slashing. DR 5/magic| F+7 R+3 W+5 |CMB+13CMD 24| Init+1 | Perc +5|

fort: 1d20 + 7 ⇒ (18) + 7 = 25

Growling at the noise then screaming at the bugs in rage she can't act on yet. Keeping Qizzlutz in place with her legs, one hand keeping ahold of their ride, and the other in a knuckle whitening grip on her axe.

Holding action to attack.


ref save bugs: 1d20 + 5 ⇒ (1) + 5 = 6
ref save bugs: 1d20 + 5 ⇒ (18) + 5 = 23

map updated: DAZED swarm is now orange.
map updated: two swarms reacted to MOVE closer to Samen.

Kallik, you can have you attack now. (there is an adjacent enemy) I will roll if you don't have the chance to do so.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Sorry, I should've specified more clearly; Because it's a persistent spell (from my rod), they each need to make two saves.


thank you!

ref save bugs: 1d20 + 5 ⇒ (9) + 5 = 14
ref save bugs: 1d20 + 5 ⇒ (8) + 5 = 13

now they have both failed at least once. map updated - both orange!


Abnaki's Round 2 and 3 actions:

Seeing the prince's need, Abnaki begins a grand speech to inspire his ally to break his bonds. Stories of ancient barbarian-kings roll across the battlefield, and the giants all cheer with bloodlust.

athletics to break free, competence bonus: 1d20 + 8 + 6 + 3 ⇒ (8) + 8 + 6 + 3 = 25

athletics to jump across, competence bonus: 1d20 + 8 + 6 + 3 ⇒ (4) + 8 + 6 + 3 = 21
not good

As the giant jumps from standstill with no momentum, Abnaki smiles and utters one large word,

ተንሸራታች
Glide

which slows the giant's descent just enough for him to grab the edge of the island. His nails make an ugly scraping sound against the emerald cliffs.

map updated!


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Samen will move around to get both of the new swarms into his area of effect and yell at them too.

Same effect, but less damage this round.

Sonic Damage: 2d4 ⇒ (3, 4) = 7


Round 4 Begins!

Samen, that second scream will be your round 4 action -- the reason I posted 2 rounds for Abnaki was because I was waiting for an update from him. Everyone is done with Round 3, and I will carry that 2nd result into your round 4 action.

The jeweled bugs attack, spitting a tiny hailstorm of gem shards at Qizzlvutz and Samen

Qizzlvutz, Samen, and the giant next to you are all included in BOTH of these attacks. Take the damage if the attacks hit you.

gem shard spray: 1d20 + 5 ⇒ (1) + 5 = 6
piercing damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7

gem shard spray: 1d20 + 5 ⇒ (14) + 5 = 19
piercing damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9


Enemies have acted! Post your actions!

now let's see how our new bugs fare against the DC 18 ref save

ref save bug 1: 1d20 + 5 ⇒ (2) + 5 = 7
ref save bug 1: 1d20 + 5 ⇒ (5) + 5 = 10
fail

ref save bug 2: 1d20 + 5 ⇒ (15) + 5 = 20
ref save bug 2: 1d20 + 5 ⇒ (1) + 5 = 6
fail

map updated! NEW dazed bugs turned orange. PREVIOUS dazed bugs turned yellow to indicate 1 full round of daze left.


Wamblee and two other giants spend their round pulling the prince and the storyteller away from the cliff and the sheer drop.

map updated, prince and Abnaki are no longer hanging / in danger

Abnaki, you have your full actions of Round 4 -- the giants did all the heavy lifting, so you did not have to spend any actions yet.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Finally spotting an opening, Gabe unleashes a flurry of punches and kicks, trying to knock the jeweled bugs out of the air. With every strike, he moves to keep the swarms pinned between himself an allies.

attack1; spin kick vs flat footed: 1d20 + 14 ⇒ (14) + 14 = 28
damage1: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

attack2: 1d20 + 14 ⇒ (6) + 14 = 20
damage2: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

attack3: 1d20 + 14 ⇒ (7) + 14 = 21
damage3: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11

possible jabbing dice:

1d6 ⇒ 1
1d6 ⇒ 4

Targeting closest swarm about to wake up from daze. Use Jabbing Dancer to move 5ft with every strike. Assuming swarms can't take precision damage or be flanked.


female NG Oread Phantom of Rage HP 54/54 |AC-18 T-12 FF-16 DR 5/slashing. DR 5/magic| F+7 R+3 W+5 |CMB+13CMD 24| Init+1 | Perc +5|

Retroactive attack from round 3 that I forgot to hit post.

attack: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d8 + 3 ⇒ (2, 1) + 3 = 6

attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 2d8 + 3 ⇒ (6, 3) + 3 = 12

Round 4 attacks if anything comes in range

attack: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 2d8 + 3 ⇒ (7, 6) + 3 = 16

attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 2d8 + 3 ⇒ (5, 3) + 3 = 11

Keeping a watch for anything that comes near to lash out at. Fighting on the back of another creature is not the way to do things. Can't chase anything down or even move much. Growling at the situation doesn't do much but it does make her feel a little better


Haunted Summoner lvl 9 / init +1 /51/67 / fort +8, Ref+4, will+9, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

number of summons: 1d3 ⇒ 3 [url=https://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/eagle/summoned-creature-eagle/]eagle[/ooc]

Three eagles answer Qizzlvutz's call for add. And they ready their scythe should anything come into rance

possible attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7

possible attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15


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BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

Abnaki stops performing his inspire competence, and changes to using inspire courage instead! By using 2 rounds of performance to start, he enhances it to be a fey performance, meaning it spreads 60ft from him instead of 30. He waves his banner. A total of +6 to hit and damage to everyone. Then he casts a burst discordant note dealing 5d4 sonic damage: 5d4 ⇒ (2, 3, 2, 1, 4) = 12 and requiring a DC 18 fort save or be staggered for 1 round in a 10ft radius


Round 4 Results!

Kallik's attacks strike true, destroying one of the swarms (deleted)

Gabriel manages to shatter enough dazed bugs that the remaining members scatter as they awaken. (deleted)


Round 5 Begins!

most enemies are dazed! declare actions!

perception check DC 20 all


remaining gem bugs adjacent to the PCs are NO LONGER stunned, but they do not act this round. map updated.


Map updated -- Abnaki's carefully-aimed blast took care of the last two bugs (who just became undazed)

Perception check no longer needed : you all notice the scene to the southwest where a few swarms of bugs are downed most of the weaker goblins and redcaps.


The giants do not notice the small scene playing out to the southwest. They know that time is of the essence, now that the enemy surely knows of their presence.

With a bellow of defiance, they pick up Abnaki and Wamblee and start running toward the northwest - you are one blue island away from your goal, and the giants do not wish to tarry.

(map updated!)

Everyone who is on the ground and corporeal, etc, please take 6 acid damage this round.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Gabe chides himself when he sees that his assistance probably wasn't needed. Gave myself away for nothing. Observe, assess, make good decisions. He feels another chill as the persistent shade mocks him from the recesses of his mind. He races off after the giants heading toward the next island, his exposed skin starting to show the acidic effects of the green gems.

Double move north


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

Samen looks sadly at the defeated allies to their flank. There was nothing to be done for them now, and stopping to attempt to aid them would render their sacrifice moot.

If we are victorious, I must remind Abnaki to immortalize them in his tales.

Without another glance, he float/skips along the gems, keeping pace with the giants.


Everyone agree to double move? Now would be the time to cut your losses, move north and keep the momentum of battle. You lost a handful of goblins, but besides that casualities have been light


Abnaki, you hear a crystalline voice vibrating through the green stones beneath you.

Ah, I remember that strong voice. Have you come to fill my ears with your lovely words, sweet bard? The self-satisfied, purring tone of Julian Opal.


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

"Onwards! Press on! Break them under your heels!"

==

Julian Opal! My old friend! Why don't you come out so that I can introduce you to my new friends! I've brought you a... gift in the form of the remaining fey resistance forces. Come on out so that I can betray them safely, and deliver them to you!

Bluff: 1d20 + 20 ⇒ (18) + 20 = 38


Laughter in his tone now. I have a warm fireplace and a snifter of brandy waiting inside, darling. Just leave your gift on the doorstep and they'll be turned into statuary, then you can join me. No word on whether he believes you or not. The green gems dim, and Julian's voice is heard no more.


Another series of leaps by the giants, supernaturally spurred by Abnaki's very words.

quadruple move for everyone; map updated

You finally see the center of this vortex of gems - a huge citrine, blazing with inner light. Samen immediately recognizes this as an abomination - a false Sun.

Fort Save DC 20 vs blinded for 1 round. (This is for All except Samen ; in other words, everyone with darkvision makes the fort save)

Gabriel, roll the Fort save twice, and take the lower of the two (in other words, disadvantage)


Round 6 Begins!

no apparent enemies to act. Declare your actions!


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

Fort save: 1d20 + 4 ⇒ (2) + 4 = 6

I'll post a reaction later


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Fort: 1d20 + 8 ⇒ (13) + 8 = 21

After the gloom of the equal world, the radiance of the huge gem is a wonder to behold. Despite his attunement to the shadows, he is able to shield his eyes before serious damage is done.

Creating some distance from his companions, he attempts to resume his role of ambush ambusher.

stealth: 1d20 + 18 ⇒ (7) + 18 = 25
perception: 1d20 + 21 ⇒ (17) + 21 = 38 +1 more vs surprise


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Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4


(•_•)
( •_•)>⌐■-■
(⌐■_■)

Samen will follow Abnaki's lead, but stay alert for any threat that approaches.

Ready an action to use my last charge of the spell to blast any threats that get too close.


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

"Samen, should we break that blinding light?" Abnaki asks? He doesn't seem to be facing Samen properly, almost like he can't see the warlock... but that's ridiculous. A blind man wouldn't move with such confidence.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 8/8 | HP: 56/56 | AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 8/8 3rd: 6/7 4th: 5/6 5th: 3/4

"It seems to be at the center of this conflict, yes. It's a monstrous facsimile of Sun's true glory."

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