[PFS2] 2-15 A Dirge for Sarkoris (GM Watery Soup) (Inactive)

Game Master Watery Soup

Slides


101 to 150 of 253 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Kang:
Please make an Intimidation check.

Namza:
Please make an Intimidation check or a Stealth check.

Teja:
Please make a Deception check or Intimidation check.

Oscre:
Please make an Intimidation check or a Stealth check.

Parnes:
Please make a Deception check or Intimidation check.

Hopper:
Please make an Intimidation check or a Stealth check.

Again, feedback later.

---

Third question: "WHAT DO YOU SEEK HERE?"

Please make a Survival check along with your answer (and the roll for the second question).

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Intimidate: 1d20 + 4 ⇒ (11) + 4 = 15

"We seek to put the dead to rest."

Survival: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

"We seek to cleanse the home of the dead." says Teja as she tries frantically to recall exactly why the team is here. Was there even a team? Where were the others anyway?

deception: 1d20 + 10 ⇒ (16) + 10 = 26
survival: 1d20 + 6 ⇒ (15) + 6 = 21

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Survival: 1d20 ⇒ 6

”We seek to honor the dead and keep them safe.”

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Intimidation: 1d20 + 12 ⇒ (15) + 12 = 27

Parnes casts an imposing figure as rides forward on his mighty steed.
"We have been tasked with studying the past so that we may learn from it and honor those who came before us! Now, face us on the field of battle or let us pass! No more of your incessant queries!" the knight shouts back at the interrogating mists.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Stelth: 1d20 + 11 ⇒ (16) + 11 = 27
Survival: 1d20 + 7 ⇒ (14) + 7 = 21

"We are seeking for resting place and corpses that rest there."
says Hopper changing the direction of movement, hoping that he would bump into one of his frieds.

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Intimidate: 1d20 - 1 ⇒ (16) - 1 = 15

Survival: 1d20 + 3 ⇒ (1) + 3 = 4

Kang sets aside whatever's bothering him, and with a faint smile, he answers simply, "I'm here to learn."


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Parnes, somewhere on your character sheet, can you include your untrained skills or your ability scores so the untrained skills can be calculated?

Parnes Survival: 1d20 + 1 ⇒ (17) + 1 = 18

Edit: if this doesn't display correctly, the roll was a (17)+1 for the purposes of composing this post.

---

Hopper and Teja succeed at bringing the whole group back together, and the fog lifts.

As the fog lifts, everyone feels rejuvenated, with a spring in their step. Hopper, Parnes, Namza, and Kang are quickened for 1 round; Oscre and Teja are quickened for 1 minute.

In addition, Hopper, Parnes, and Teja feel like they have received some insight into their fears. Hopper, Parnes, and Teja have +1 to saving throws for 1 minute.

Three vials of holy water appear in the hands / bandoliers / backpacks of whoever wants them. Please decide amongst yourselves.

A low growl can be heard as the mists reveal the barrow. Five undead creatures look up from feasting on a body to look at the newcomers.

See Slide 5.

GM Screen:

Perception (Namza): 1d20 + 11 ⇒ (16) + 11 = 27
Stealth (Kang): 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Stealth (Teja): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (Oscre): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Stealth (Hopper), twitchy: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Perception (Parnes): 1d20 + 10 ⇒ (6) + 10 = 16
Initiative (Ghasts): 1d20 + 10 ⇒ (20) + 10 = 30
Initiative (Zombies): 1d20 + 5 ⇒ (13) + 5 = 18

Not that any of you should be looking in here, but for my reference: hopper (20)+12, ghasts (20)+10, namza (16)+11, zombies (13)+5, oscre (8)+10, kang (5)+13, parnes (6)+10, teja (5)+9

Hopper springs into action!

Round 1

Hopper (quick 0/1, saves 0/10)
Green Creature
Blue Creature
Namza (quick 0/1)
Red Creature
Orange Creature
Yellow Creature
Oscre (quick 0/10)
Kang (quick 0/1)
Parnes (quick 0/1, saves 0/10)
Teja (quick 0/10, saves 0/10)

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Given that those looks undead Hopper could use Holy water, However, I am not sure if he would take it. So I will let fate decide.

Toin coss if Hopper would take holy water, 1-yes, 2-no: 1d2 ⇒ 1

I would imagine that recall knowledge is religion right? Hopper has no that skill :(

Goblin looks at the enemies and takes out form his bandolier a bottle with dark liquid. He uncorks it and drinks it all. He lowers his head almost lying it at Wolfie as he begins to growl and then yell in pain. His finger is stretched at odd angles as his limbs begin to grow. He looks now even weirder than before. He turns his head to Parnes

"I will meet you in the center. Go, Wolfie, Go!" he yells as he turns the mount around and sprints to the west.

Take out Quicksilver Mutagen, drink it, command an animal to move west

Hopper takes 10 points of damage for the price of +2 to attack :|

The extra action he would use for recall knowledge if Arcana +11, Nature +7 or Occultism +11 can be used. Otherwise he would pull out dagger with extra action

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Oscre has ghost charges, so someone else take the holy water. Alchemy-wise he's got 9 fires, 3 bottled lightnings, 3 acid flasks, 3 ghost charges, 2 antidotes, 2 antiplagues, and 2 elixirs of life plus 2 open reagents.

Oscre darts forward and hucks two bombs at the nearest target, then darts back. Gotta get the angle just right...

◆ Stride 25 feet north, ◆ Strike vs Red with Moderate Ghost Charge, using Directional Bombs to make a 15-foot cone splash away over green and yellow, ◆ Repeat with Moderate Alchemist's Fire, ◆ Stride back to starting point.

Strike #1 vs Red (moderate ghost charge): 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Damage (positive): 2d8 ⇒ (1, 1) = 2 plus 4 splash positive and target is enfeebled 1 until start of Oscre's next turn on a direct hit.

Strike #2 vs Red (moderate alchemist's fire): 1d20 + 11 + 1 - 5 ⇒ (19) + 11 + 1 - 5 = 26
Damage (fire): 2d8 ⇒ (1, 6) = 7 plus 4 splash fire and 2 persistent fire on direct hit.

Yeesh, horrendous damage dice. 8 alchie fires and 1 ghost charge left.

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

I'll take one if nobody else wants one.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Oscre, your turn happens after some of the enemies, so you're probably going to want to re-target.

---

Hopper drinks some sweet-smelling liquid and Wolfie runs off. There's no guidance on how tall those rocks are, so I'll say they're climbable without an Athletics check but difficult terrain - Hopper, if you thought they were a significantly different height, I'll modify it to accommodate your strategy.

Green follows Hopper around the rock. As it approaches, its stench is overwhelming. Hopper, please make a Fortitude save.

It bites at Hopper.

Jaws: 1d20 + 13 ⇒ (17) + 13 = 30
Piercing: 1d6 + 7 ⇒ (3) + 7 = 10 plus two Fortitude saves

That's a total of 3 Fortitude saves.

Blue charges at Parnes. Parnes and Teja, you also need to make Fort saves as the creature approaches.

It bites at Parnes.

Jaws: 1d20 + 13 ⇒ (5) + 13 = 18
Piercing: 1d6 + 7 ⇒ (6) + 7 = 13 plus two Fortitude saves

But its teeth can't penetrate Parnes's armor.

Round 1, bolded may go!

Hopper (-10 hp, saves 1/10, Fort save #1, Fort save #2, Fort save #3)
Green Creature
Blue Creature
Namza (quick 0/1)
Red Creature
Orange Creature
Yellow Creature
Oscre (quick 0/10)
Kang (quick 0/1)
Parnes (quick 0/1, saves 0/10, Fort save #1)
Teja (quick 0/10, saves 0/10, Fort save #1)

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Namza will pull out his axe, Stride back a bit, and use hand of the apprentice to fling his axe at red.

greataxe (HotA): 1d20 + 11 ⇒ (18) + 11 = 29 for slashing: 2d12 + 4 ⇒ (7, 12) + 4 = 23

With his final action, he'll cast shield AC 19

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja looks in horror as the creature approaches.
fort: 1d20 + 7 ⇒ (11) + 7 = 18 Extra +1 if vs an inhaled toxin..

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Can I target Blue with the first one, but leave the second one on Red to splash Orange? Movement stays the same with one diagonal step to avoid Blue’s aura (possibly meaning Oscre ends up one square west of his current position). New attack rolls are below if you need them.

New attacks:
Strike #1 vs Blue (moderate ghost charge): 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage (positive): 2d8 ⇒ (4, 1) = 5 plus 4 splash positive and target is enfeebled 1 until start of Oscre's next turn on a direct hit.

Strike #2 vs Red (moderate alchemist's fire): 1d20 + 11 + 1 - 5 ⇒ (18) + 11 + 1 - 5 = 25
Damage (fire): 2d8 ⇒ (1, 7) = 8 plus 4 splash fire and 2 persistent fire on direct hit.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Namza's axe flies out and slashes the creature. It looks even more damage than Namza could have expected. Crit, plus weakness to slashing!

Teja feels fine.

Red, Orange, and Yellow all lumber towards the main group, but it takes them so long to get there that they don't have time to attack before the group responds. Red, Orange, and Yellow are naturally Slowed 1.

Oscre - NOW you can go. :) I'm okay with you keeping your original rolls (nat 9 and nat 19) as long as there aren't any shenanigans like attempting something crazy just because you know you'll roll nat 19.

Round 1/2, bolded may go!

Hopper (-10 hp, saves 1/10, Fort save #1, Fort save #2, Fort save #3)
Green Creature
Blue Creature
Namza
Red Creature (-46 hp, -weakness)
Orange Creature
Yellow Creature
Oscre (quick 0/10)
Kang (quick 0/1)
Parnes (quick 0/1, saves 0/10, Fort save #1)
Teja (quick 0/10, saves 0/10, immune to stench)

---

I'm going to give the DCs for the Fort saves to save time, please open only if you fail or crit fail.

Fort Save #1 (DC 18) Failure or Critical Failure:
You are sickened 1.

Critical Failure:

Spoiler:
You are slowed 1 as long as you are sickened.

Fort Save #2 (DC 18) Failure or Critical Failure:
Your wound itches, but otherwise you feel fine ... for now.

Fort Save #3 (DC 18) Failure or Critical Failure:
You are paralyzed! You'll get to redo the check at the end of your turn.

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Gotcha, I don’t know why I thought my turn was so much earlier. Same actions, just front loading the two Strides to get to the new space on the map and throwing both bombs with directional splash. First one (ghost charge) at red, second (alchemist fire) at orange. Splash should get all four undead and not harm any of my allies on the first bomb, then all the undead except red and none of my allies on the second.

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja steps back and then seeing her freshly acquired holy water to hand, lobs it at the approaching mass of undead. Finally she draws her rapier and tries to assess more about what they are.

Quicked action: Guarded step back
Action: Throw holy water
attack vs intersection of blue, yellow,orange: 1d20 + 9 ⇒ (1) + 9 = 10
But in her haste things go awry.
Action: Draw rapier
action identify creature, blue(religion): 1d20 + 6 ⇒ (14) + 6 = 20

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

@GM - no I assumed that pillar is something that Hopper would hide behind. I was hoping either to be ignored and charge at their backs, or draw a few of them and make them waste rounds for walking.

Fort save, quicksilver mutagen: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Fort save, quicksilver mutagen: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
Fort save, quicksilver mutagen: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 I will reroll that nat 1 ;)
Fort save hero point reroll, quicksilver mutagen: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22

Alchemist fire@green, quicksilver mutagen: 1d20 + 13 ⇒ (5) + 13 = 18
Damage, fire, burn it!: 2d8 + 1 ⇒ (5, 6) + 1 = 12 +2 splash, +3 persistent fire damage

Alchemist fire@green, quicksilver mutagen, map: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9
Damage, fire, burn it!: 2d8 + 1 ⇒ (2, 3) + 1 = 6 +2 splash, +3 persistent fire damage

Then he commands Wolfie to get moving

"Come on Wolfie! We can't stand next to it!"

Wolfies paws keep moving as they move past the undead as he turns around the great stone and rides on the backlines of the enemies.

Provokes from Green ;)

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes Fort: 1d20 + 12 ⇒ (14) + 12 = 26
Horsey Fort: 1d20 + 12 ⇒ (19) + 12 = 31

Years of mucking stables pays off, immunizing the goblin knight against the undead creature's stench. Parnes stabs at the creature exuding the stench with his lance.

+1 Striking Lance: 1d20 + 16 ⇒ (6) + 16 = 22Piercing, Magic: 2d8 + 4 ⇒ (2, 2) + 4 = 8

+1 Striking Lance: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17Piercing, Magic: 2d8 + 4 ⇒ (7, 6) + 4 = 17

"Gloria! Ho!" he commands his mount. The horse rears up and stomps at the zombie flanked by Hoppper.

Hooves: 1d20 + 13 - 8 ⇒ (13) + 13 - 8 = 18
Bludgeoning: 2d6 + 4 ⇒ (3, 2) + 4 = 9

Hooves: 1d20 + 13 - 8 ⇒ (11) + 13 - 8 = 16
Bludgeoning: 2d6 + 4 ⇒ (4, 6) + 4 = 14


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Teja, you are quickened 1, so you have an extra action - I consider you to have had your holy water in hand since this fight started immediately after you got it.

Parnes, you are quickened 1, so you have an extra action.

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Stab! Going after stinky, then the zombie that Gloria attacked.

+1 Striking Lance: 1d20 + 16 - 10 ⇒ (18) + 16 - 10 = 24
Piercing, Magic: 2d8 + 4 ⇒ (8, 8) + 4 = 20

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Seeing the horde of undeads attacking, Kang decides that he needs to bring in more reinforcements, even if just to balance matters out. Calmly, he starts waving his staff in the hair, drawing forth a some coarse fur from his pouch and tosses them in the direction of the undeads. Almost immediately, the form of a large scorpion coalesces, which immediately attacks the nearest undead.

I summoned it to attack blue while flanking with Parnes, assuming that red is down. If it is not yet down though, I'll summoned it on the other side, going after red.

That done, he quickly retreats, leaving his summon to do what it does. Just in case.

pincers: 1d20 + 9 ⇒ (2) + 9 = 11 slashing damage: 1d8 + 2 ⇒ (1) + 2 = 3
If this hits, it would Grab. Otherwise, 2nd attack.
pincers, agile: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7 slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6

Summon Animal (3), Stride

Cave Scorpion (1/10): HP 20/20 | AC 16 | F:+6 R:+9 Will: +5 | Nil

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Extra action was to identify creatures, result was a 20. But now that I think about it. I'll draw the mutagen I was given.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Oscre moves and lobs two bombs. The first explodes on Red in a cone positive energy, and the second on Orange in a cone of fire. The splash from the second bomb won't get Red.

Teja throws a bottle of holy water, but misses wildly. She draws out another bottle.

Hopper is a bastion of fortitude! He quickly throws two bombs, but perhaps a little too quickly - both miss, one wildly.

Parnes wonders what all the gagging is for, and easily resists the smell. Parnes and Gloria unleash a barrage of attacks, striking with his lance twice.

Kang waves his hands and a scorpion appears, attacking Red, but missing twice.

Green pursues Hopper, but then finds Oscre around the corner, and all alchemists look the same to him. Oscre, Fort Save (#1).

Jaws: 1d20 + 13 ⇒ (2) + 13 = 15
Piercing: 1d6 + 7 ⇒ (1) + 7 = 8 plus Fort Save #2 and Fort Save #3

Claw, agile: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Slashing: 1d4 + 7 ⇒ (3) + 7 = 10 plus Fort Save #3

This alchemist is wily, however.

Blue, unwilling to let quarry escape, circles around to chase Namza and Kang. This provokes from Parnes and possibly drops Blue - I've spoilered some conditional rolls.

Potential attacks:
Kang and Namza will need to make Fort Save #1.

It attacks 1d2 ⇒ 2 Namza.

Jaws: 1d20 + 13 ⇒ (11) + 13 = 24
Piercing: 1d6 + 7 ⇒ (5) + 7 = 12 plus Fort Save #2 and Fort Save #3

Round 2!

Hopper (-10 hp, saves 2/10, immune to stench)
Green Creature (-2 hp)
Blue Creature (-36 hp)
Namza (damage pending Parnes' spoiler)
Red Creature (-52 hp, -weakness x2)
Orange Creature (-15 hp, -weakness, 2 persistent fire)
Yellow Creature (-8 hp, -weakness)
Oscre (quick 1/10, Fort save #1)
Kang (save pending Parnes' spoiler)
Parnes (saves 1/10, immune to stench, AoO vs Blue)
Teja (quick 1/10, saves 1/10, immune to stench)

Parnes, after rolling for AoO:
AC 20, hp remaining 9.

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

If Blue lives to attack us, Namza will use Shield Block to negate all the damage.

Fortitude (If Needed): 1d20 + 8 ⇒ (8) + 8 = 16

Namza will unleash some lightning on some of the attacks.

Electric Arc on Blue and Red OR Red and Orange (if Blue is down)

electric arc: 3d4 + 4 ⇒ (3, 1, 4) + 4 = 12 (Basic Reflex DC 21)

If he failed the Fortitude save, he'll Wretch to decrease sickened.
Fortitude: 1d20 + 8 ⇒ (14) + 8 = 22

If not, he'll do a Check to Recall Knowledge on the one he didn't do before.

Secret Check:

Religion: 1d20 + 6 ⇒ (14) + 6 = 20

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Fortitude: 1d20 + 13 ⇒ (5) + 13 = 18

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Stab of Opportunity: 1d20 + 16 ⇒ (15) + 16 = 31
Piercing, magic: 2d8 + 4 ⇒ (2, 8) + 4 = 14

And if that crits, Lances have Deadly and the enemy gets Clumsy 1 until the start of Parnes next turn.

Deadly: 1d8 ⇒ 2

Parnes turns and stabs down at the moving undead creature.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Blue has Dead and the Clumsy infinity condition.

Namza calls some electricity.

Red Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Orange Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Orange uses Red as a shield.

Namza:
Green is a ghast; its claws carry disease (which will progress over several days) and also contain a toxin which can paralyze. It has a special movement, Swift Leap, that can avoid AoOs.

Oscre fights off the stench!

Red, surrounded, wheels around and smashes 2d4 ⇒ (2, 4) = 6 Parnes and Wolfie.

Parnes:
Fist: 1d20 + 12 ⇒ (6) + 12 = 18
Bludgeoning: 1d12 + 5 ⇒ (7) + 5 = 12 plus Grab and Fort Save #4

Wolfie:
Fist, MAP: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
Bludgeoning: 1d12 + 5 ⇒ (8) + 5 = 13 plus Grab and Fort Save #4

Orange goes for 2d3 ⇒ (2, 2) = 4 Hopper twice.

Fist: 1d20 + 12 ⇒ (7) + 12 = 19
Bludgeoning: 1d12 + 5 ⇒ (9) + 5 = 14 plus Grab and Fort Save #4

Fist, MAP: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
Bludgeoning: 1d12 + 5 ⇒ (7) + 5 = 12 plus Grab and Fort Save #4

Yellow chooses 2d2 ⇒ (1, 1) = 2 Parnes twice.

Fist: 1d20 + 12 ⇒ (10) + 12 = 22
Bludgeoning: 1d12 + 5 ⇒ (2) + 5 = 7 plus Grab and Fort Save #4

Fist, MAP: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17
Bludgeoning: 1d12 + 5 ⇒ (9) + 5 = 14 plus Grab and Fort Save #4

Wow.

Round 2/3!

Hopper (-10 hp, saves 2/10, immune to stench)
Green Creature (-2 hp)
Blue Creature (-50 hp)
Namza
Red Creature (-64 hp, -weakness x2)
Orange Creature (-15 hp, -weakness, 2 persistent fire)
Yellow Creature (-8 hp, -weakness)
Oscre (quick 1/10)
Kang
Parnes (saves 1/10, immune to stench)
Teja (quick 1/10, saves 1/10, immune to stench)

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Quickly drinking her Mutagen, Teja screams as the scales burst through her skin once again.
bonus action

Hoping that the cry will have distracted the undead in front of her.
deception: 1d20 + 11 ⇒ (9) + 11 = 20
Action: Feint

She plunges her rapier into the foul creature.
attack maybe vs FF: 1d20 + 10 ⇒ (14) + 10 = 24
P damage: 1d6 ⇒ 5
sneak damage?: 1d6 ⇒ 1
deadly if a crit: 1d8 ⇒ 2
Action: Strike

Even as she is attack, Teja wondersWhat it is we are facing here?
recall knowledge(religion): 1d20 + 6 ⇒ (10) + 6 = 16
Action: recall knowledge

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Kang keeps his mind half on his conjuration, commanding it to keep up its attack on the undead...

vs red (flat-footed):
pincers: 1d20 + 9 ⇒ (2) + 9 = 11 slashing damage: 1d8 + 2 ⇒ (8) + 2 = 10
If this hits, it would Grab. Otherwise, 2nd attack.
pincers, agile: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8 slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
Lol! That's a 2, 2, 2, and a 3 for this sad scorpion.

Meanwhile, Kang starts waving his staff in the air again, this time conjuring a mass of greasy oil that coats the ground beneath the group of undeads. (orange area)

Grease: Ref or Acro DC21 or fall prone

Sustain, Cast Spell (2)

Holler once you need me to dismiss the spell.

Cave Scorpion (2/10): HP 20/20 | AC 16 | F:+6 R:+9 Will: +5 | Nil

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Alchemist Fire@orange, quicksilver mutagen: 1d20 + 13 ⇒ (19) + 13 = 32 flanked
Damage, fire, burn it!: 2d8 + 1 ⇒ (6, 4) + 1 = 11 2 splash fire restricted to orange. 3 persistent fire damage.
If crit it makes 22+2splash = 24 damage and 6 persistent fire

Lightning bomb@yellow: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20
Damage, lightning: 2d6 ⇒ (6, 5) = 11 2 lightning splash restricted to yellow, flat footed if hit

Then Hopper dismounts from Wolfie.

Two attacks and dismount to provide more flanking. does the shape mean something? As Hopper wanted to fill the whole :D

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Whoops, 2 ghost charges left, not 1.

Oscre backs away from the oncoming undead and hurls a vial of crackling lightning at its face. He then chucks another fire bomb at the nearest attacker in the other group before beating feet behind his allies.

◆ Step, ◆ Strike vs Green with Moderate Bottled Lightning, ◆ Repeat with Moderate Alchemist's Fire vs Red, ◆ Stride back to current space.

Strike #1 vs Green (moderate bottled lightning): 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Damage (electricity): 2d6 ⇒ (3, 5) = 8 plus 4 splash plus flat-footed for 1 round.

Strike #2 vs Red (moderate alchemist’s fire): 1d20 + 11 + 1 - 5 ⇒ (9) + 11 + 1 - 5 = 16
Damage (fire): 2d8 ⇒ (3, 2) = 5 plus 4 splash plus 2 persistent fire.

7 alchie fires, 2 bottled lightnings, and 2 ghost charges left.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Teja Feints, drawing Yellow off-guard, and then stabs it.

Teja:
You've never seen anything like this before.

Kang's scorpion doesn't hit, but keeps them distracted while Kang summons some grease.

Red Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Orange Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Yellow Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

Only Orange remains standing.

Hopper, the orange squares are grease (see Kang's post). You'll need a Reflex save if you move there. You can revise if your movement if you want.

Hopper's bombs both hit, igniting Orange even more and shocking Yellow. Note persistent doesn't stack, so the crit overrides previous persistent damage.

Oscre backs away and nails Green, and then Red.

Round 2/3!

Hopper (-10 hp, saves 2/10, immune to stench) (revise movement or Reflex save)
Green Creature (-14 hp, flat-footed 0/1)
Blue Creature (-50 hp)
Namza
Red Creature (-73 hp, -weakness x2, prone, 2 persistent fire)
Orange Creature (-41 hp, -weakness, 6 persistent fire)
Yellow Creature (-27 hp, -weakness, prone)
Oscre (quick 1/10)
Kang
Parnes (saves 1/10, immune to stench)
Teja (quick 1/10, saves 1/10, immune to stench)

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes turns from the group of mostly prone and badly injured zombies, confident that his allies can finish them off. He spurs his mount and lowers his lance as Gloria stomps towards the other ghoul approaching the group. Gloria snorts and lowers her head, the weight and momentum of her body lending power to Parnes lance charge.

PowerAttack, Jousting, Support: 1d20 + 16 ⇒ (5) + 16 = 21
Piercing, Magic: 3d8 + 10 ⇒ (4, 7, 4) + 10 = 25

Heroic Reroll: 1d20 + 16 ⇒ (4) + 16 = 20

Commanding Gloria to move, then use her support ability. Last two actions are for Power Attack. And using a hero point to reroll that attack roll.

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Here are my Fort saves if needed!

Parnes Save: 1d20 + 13 ⇒ (11) + 13 = 24

Horsey Save: 1d20 + 13 ⇒ (8) + 13 = 21

And an AoO if necessary

AoO:
AoO: 1d20 + 16 ⇒ (14) + 16 = 30Damage: 2d8 + 8 ⇒ (4, 6) + 8 = 18

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Hoppper does not care for grease... he is agile, he is fast, he can hop over any stone

Reflex save, quicksilver: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Hahahahaha. I saw my modifier and thought: how likely is it that he will fall on his behind :D Lying on the ground he still provides flanking.

With that he slams on the ground


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Parnes charges into the stench, fighting off the smell and smashing a lance into the ghoul.

Meanwhile, the Benny Hill theme song plays as Hopper bravely charges into the fray and slips on the grease.

The ghoul, infuriated, unleashes a frenzy of attacks on 3d2 ⇒ (2, 1, 1) = 4 Parnes, Gloria, Gloria.

Bite: 1d20 + 13 ⇒ (18) + 13 = 31 vs Parnes
Piercing: 1d6 + 7 ⇒ (2) + 7 = 9 plus Fort Save #2 and Fort Save #3

Claw, agile: 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24 vs Gloria
Slashing: 1d4 + 7 ⇒ (4) + 7 = 11 plus Fort Save #3

Claw, agile: 1d20 + 13 - 8 ⇒ (7) + 13 - 8 = 12 vs Gloria
Slashing: 1d4 + 7 ⇒ (3) + 7 = 10 plus Fort Save #3

Round 3!

Hopper (-10 hp, saves 3/10, immune to stench, prone)
Green Creature (-39 hp, flat-footed 0/1)
Blue Creature (-50 hp)
Namza
Red Creature (-73 hp, -weakness x2, prone, 2 persistent fire)
Orange Creature (-41 hp, -weakness, 6 persistent fire)
Yellow Creature (-27 hp, -weakness, prone)
Oscre (quick 2/10)
Kang
Parnes (-9 hp, saves 2/10, immune to stench, Fort Save #2, Fort Save #3) / Gloria (-11 hp, Fort Save #3)
Teja (quick 2/10, saves 2/10, immune to stench)

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Namza continues to unleash lightning across the battlefield.

Reach Spell: Targeting Green and Red
Electric Arc: 3d4 + 4 ⇒ (3, 3, 4) + 4 = 14 DC 21 basic Reflex


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Green Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Red Reflex, prone: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12

Both Green and Red are shocked by the electricity, and do not recover. Parnes, you'll still need to make the saves since they don't require the ghoul continuing to be alive.

Orange looks at Hopper on the ground, and punches.

Fist: 1d20 + 12 ⇒ (14) + 12 = 26 vs flat-footed
Bludgeoning: 1d12 + 5 ⇒ (1) + 5 = 6 plus Grab and Fort Save #4

It then Grabs Hopper while it continues to burn.

Flat Check: 1d20 ⇒ 8

Yellow can't understand why it fell. It stands, and swings at Teja.

Fist: 1d20 + 12 ⇒ (17) + 12 = 29
Bludgeoning: 1d12 + 5 ⇒ (2) + 5 = 7 plus Grab and Fort Save #4

Round 3/4!

Hopper (-16 hp, saves 3/10, immune to stench, prone, grabbed, Fort Save #4)
Green Creature (-53 hp)
Blue Creature (-50 hp)

Namza
Red Creature (-87 hp, -weakness x2)
Orange Creature (-47 hp, -weakness, 6 persistent fire)
Yellow Creature (-27 hp, -weakness)
Oscre (quick 2/10)
Kang
Parnes (-9 hp, saves 2/10, immune to stench, Fort Save #2, Fort Save #3) / Gloria (-11 hp, Fort Save #3)
Teja (-7 hp, quick 2/10, saves 2/10, immune to stench, Fort Save #4)

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja's supernatural quickness allows her to step to the side of the yellow zombie. She smiles as her allies position help confuse the creature
Quick action: guarded step
Drawing her dagger
Action: draw weapon
She plunges her rapier into the back of the creature
attack with rapier vs FF ac: 1d20 + 9 ⇒ (17) + 9 = 26
P damage: 1d6 ⇒ 1
sneak damage: 1d6 ⇒ 2
deadly property if a crit: 1d8 ⇒ 2
action:strike
And then follow up with her dagger.
attack with dagger vs FF ac: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
S damage: 1d4 ⇒ 1
sneak damage: 1d6 ⇒ 4
Action#3: Strike

"Take that you.... fiend." she stammers.

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Fort Save 1: 1d20 + 13 ⇒ (10) + 13 = 23

Fort Save 2: 1d20 + 13 ⇒ (7) + 13 = 20

I will post actions a little later today.

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

With only zombie remaining, Oscre darts into the fray, knife in hand!

◆ Interact - draw dagger, ◆ Stride, ◆ Stride, ◆ Strike vs Orange.

Attack vs Orange (dagger, flanking): 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Damage (slashing): 1d4 - 1 ⇒ (4) - 1 = 3

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Hmm, looks like the grease wasn't that particularly useful beyond wasting one of their actions.

Kang continues keeping his part of his mind on the scorpion, directing it to swing around to flank one of the zombies with Oscre.

vs yellow (flat-footed):
pincers: 1d20 + 9 ⇒ (18) + 9 = 27 slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4

The grease spell having done what it can, albeit somewhat ineffectual, he concentrates briefly and dismisses the spell.

Finally, He holds up his staff and sends it flying towards the same zombie.

vs yellow:
hand of apprentice (+1 striking staff of fire): 1d20 + 11 ⇒ (2) + 11 = 13 bludeoning damage: 2d8 + 4 ⇒ (4, 2) + 4 = 10

Sustain, Dismiss Spell, Hand of Apprentice

Cave Scorpion (3/10): HP 20/20 | AC 16 | F:+6 R:+9 Will: +5 | Nil

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes commands his mount to turn around and charge the last remaining zombie.

Commanding to move and then use Support ability

Lance: 1d20 + 16 ⇒ (11) + 16 = 27
Piercing, Magic: 2d8 + 10 ⇒ (5, 1) + 10 = 16

Lance: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
Piercing, Magic: 2d8 + 8 ⇒ (4, 1) + 8 = 13

If Parnes brings down orange, he will direct his second attack at the yellow zombie, which he can reach because he has a weapon with reach.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Fort save, quicksilver: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Hopper struggles to stand up and tries to catch his breath.
"Bloody hell, someone spilled her something. Oh man, my trousers are all stained." yells Hopper. You may wonder how did he see new stains among the ones that he had there all the time.

He pointed Wolfie at the target and the big bad wolf attacked the Zombie

Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage, piercing: 2d8 + 3 ⇒ (5, 3) + 3 = 11

Attack: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
Damage, piercing: 2d8 + 3 ⇒ (1, 7) + 3 = 11

Wolfie would attack Orange if it was still standing, if not then move and attack yellow.

Hopper would stab the foe with his dagger

Attack@yellow: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, piercing: 1d4 + 1 ⇒ (3) + 1 = 4

1st: stand up
Free action: complain and whine
2nd: command Wolfie
3rd: Stab


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Teja Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23

Teja fights off whatever the zombie tried to infect her with, steps and stabs with her rapier effectively.

Parnes also fights off the stench and disease. He charges in, spearing the zombie twice with a lance (don't think too hard about how that works!), barely bringing it down.

Oscre comes in with a dagger, but misses.

Kang's scorpion carves the zombie, but his staff misses.

Hopper feels disease setting in, and his mind clouds over. Stupified 1. Wolfie bites twice.

End of Combat!

Hopper (-16 hp, stupified 1)
Green Creature (-53 hp)
Blue Creature (-50 hp)

Namza
Red Creature (-87 hp, -weakness x2)
Orange Creature (-92 hp, -weakness)
Yellow Creature (-70 hp, -weakness x3)

Oscre
Kang
Parnes (-9 hp) / Gloria (-11 hp)
Teja (-7 hp)

I'm going to pause here and let you discuss. The hit point damage is minor, but Hopper is diseased, and because the journey back to civilization will take 8 days, this disease will actually play out and not be handwaved.

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Oscre sheathes his dagger and takes out an antiplague. "Here, Hopper. You earned it."

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes cleans the blood off his lance as he surveys the carnage. "Do not worry about me, I have but a mere flesh wound. It seems though, that my mount has been injured. I would be most grateful to anyone who would treat Gloria's wounds."

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

"Nice work. I had expected demons, more than undead. The energies of this place are dangerous, indeed."

101 to 150 of 253 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS2] 2-15 A Dirge for Sarkoris (GM Watery Soup) All Messageboards

Want to post a reply? Sign in.