GM Doug's King in Thorns (Gameday X) (Inactive)

Game Master Doug Hahn

Maps | Macros


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Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Grum's stomach finally begins to feel better as another local cleric removes the curse.

"Haven't been that ill since I ate rancid Rhemoraz while in the mountains." Grum says with look of ease.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Was worried a bit, thought you were going to be taken away.

Horizon Hunters

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Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

"Eh. He would have realized his mistake after a while. Had em right where I wanted him."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

“This crown is the key to everything! To Voth’s freedom, to the Thorned Monarch’s power, everything.” Fola Barun speaks with conviction. “To have any hope of victory, we can’t let them reclaim that power. It’s up to us to help Voth master the crown!”

You can help Gregaro Voth use the crown by performing a ritual to attune him to the artifact. The demiplane is infused with vast stores of primal magic and is particularly mutable; together, these factors allow this ritual to be conducted swiftly and without the ritual casters needing their own source of magic.

All of you but Berwick gain +1 circumstance bonus to all checks performed in the ritual from prior experience with the crown. as you played 1–17.

How the ritual works

One PC acts as the primary caster for the ritual, but this PC does not need to be a spellcaster. The primary caster acts last.

Secondary Casters

Each other PC can act as a secondary caster but is not required to do so; these PCs likewise do not need to be spellcasters to perform this role. Each secondary caster attempts skill check from the following options. All DCs are 24, except for the spell slot usage.

• Arcana to tap into magical forces.
• Nature to control the primal magic involved.
• Occultism to know about binding souls to objects.
• Performance to add finesse to the ritual.
• Survival to find appropriate components.
• Thievery to manipulate the ritual components.
• Any appropriate Lore. (herbalism sounds good to me)
• Use of a thematic non-cantrip spell with no skill check needed (or your highest level for a crit success)

Primary Casters

The Primary Caster can only attempt an Arcana or Nature check and can’t substitute a spell for the skill check. The DC of the check is 27, but the Primary Caster receives a status bonus to the check equal to the number of Ritual Points generated by the secondary casters.

The Ritual

1. Decide on who's the primary (the skill macros sheet can be useful for this; Elainder is likely uyour best candidate as he gets a circumstance bonus from playing 1-17 and has the strongest arcana).
2. Make the secondary checks.
3. Primary caster makes their check.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Survival: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

After brief discussion, the group agreed that Eliander can fill the role of ritual magician. He focuses hard and tries to control the flow of magic but it doesn't seem to work as planned. "Please, I need your help in this. If you understand nature magic or find suitable components, I'd appreciate your co-operation."

arcana: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

"I may be able to assist." Nature: 1d20 + 16 ⇒ (17) + 16 = 33

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Need a 14 or better to assist. I'll opt out

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Excellent work, Pathfinders! We have repelled the Thorned Monarch’s advance forces.

GMs, the Advance Repelled condition on page 19 is in effect.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

While the ritual doesn't succeed, you still contribute to the successes. 2 ritual points = 1/2 the PCs. The primary caster can earn double.

“You’ve done it! You’ve attuned!” Barun exclaims to Voth. “I know that can’t have been easy. But you’re not alone anymore.” She calls out to everyone nearby and gestures toward his bindings, “Quick, let’s help him get free!”

---

More rituals

Each PC can attempt two DC 25 skill checks, but unless they use a different skill for the second check, the PC takes a –2 circumstance penalty. The options are:

• Arcana to use knowledge of magical forces.
• Athletics to physically help pull Voth from the ties that bind him to the plane.
• Diplomacy to encourage Voth about what he needs to do.
• Nature to use knowledge of the planes.
• Occultism to use knowledge about strange artifacts.
• Performance to inspire Voth.
• Any appropriate Lore (sell me)

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Athletics: 1d20 + 13 ⇒ (13) + 13 = 26
Diplomacy: 1d20 + 12 ⇒ (12) + 12 = 24

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Arcana: 1d20 + 15 ⇒ (14) + 15 = 29
2nd arcana: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27

This time the wizard feels more succesful.

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Arcana: 1d20 + 11 ⇒ (18) + 11 = 29
Nature: 1d20 + 16 ⇒ (12) + 16 = 28

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Athletics to yank him free.

athletics: 1d20 + 15 ⇒ (9) + 15 = 24
athletics 2nd attempt: 1d20 + 15 - 2 ⇒ (1) + 15 - 2 = 14


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Though grimum doesn’t make it 5 successes is enough.

We anould bow wait for thr final part. Feel free to boost a token while we wait so we can pass it when needed!

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

The ritual is a success and Gregaro Voth is free! The demiplane can’t control him any longer.

GMs, the Gregaro Voth Free condition on page 18 is in effect.

**HOUSE GM ANNOUNCEMENT**

Suddenly, there is a strange shaking, like an earthquake rippling through the ground and air alike. The plants in the demiplane begin to grow and change. Oraiah Tolal calls out, “They’re here! The Thorned Monarch has arrived in the demiplane! And they’re not alone. We have an invasion to fight!”

GMs, this is your 1-day warning. Please wrap up your current encounters and prepare to move to Part 3.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

As the last of the fey attackers fall, a sudden, eerie silence descends over the demiplane. A vision of a green moth—their body composed of thorny vines and their eyes burning with alien malevolence—clouds the eyes of each Pathfinder, and a sinister
voice rings in every ear.

“You have stolen my crown and invaded my domain. I have destroyed civilizations for lesser slights. None of you shall leave this place alive!”

GMs, please end any remaining encounters from Part 2 and begin Part 3.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Spoiler:
Algrim Panaryn, Scout: 1d20 + 17 ⇒ (12) + 17 = 29
Berwick Winetrout, Detect Magic: 1d20 + 18 ⇒ (5) + 18 = 23
Eliander Underhill, Avoid Notice: 1d20 + 15 ⇒ (4) + 15 = 19
Grum Skoljar, Search: 1d20 + 12 ⇒ (6) + 12 = 18

Grum, Battle Cry: 1d20 + 17 ⇒ (20) + 17 = 37
Grim 1: 1d20 + 12 ⇒ (18) + 12 = 30
Grim 2: 1d20 + 12 ⇒ (9) + 12 = 21
Q: 1d20 + 20 ⇒ (10) + 20 = 30

SS: 1d20 + 20 ⇒ (20) + 20 = 40

“We’ve done well, Pathfinders,” Bjersig Torrsen says, “but the enemy is upon us, and they are as dangerous as any we’ve yet faced.” Fola Barun lays a hand on his arm and steps forward. “Keep your wits about you. We can do this!” A fierce grin spreads across the half-orc’s face as he pats his dog between the ears. “Mahki, seek!”

Two creatures dash out of the woods — they are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. Grum screams at the nearest one, frightening it!

As you charge into combat, a cloud of gas suddenly bubbles up around you. None of you can tell where it came from. Poison, DC 27 basic fort : 6d8 ⇒ (3, 4, 2, 7, 6, 4) = 26

When you start your turn you make this save and then take the damage. In future turns you can spend an action to hold your breath to get a +2 on the save, but you were surprised tis time around.

The first fey that you see then casts an Entangle, trying to trap you in the cloud. DC 21 reflex vs entangle. It then moves a little closer, peering into the cloud with a mocking grin.

Entangle:
The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

⚘ ⚘ ⚘

Clouds of Kill: Round 1

Cloud provides concealment. Water / plants difficult terrain; plants provide cover.
You can Seek as an Action, and I will tell you what you see.
Everyone needs to make a basic fort then reflex save.

???
MurderFey 1 -0 HP
---
Algrim Panaryn 99/99 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle
Berwick Winetrout 80/80 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle
---
MurderFey 2 -0 HP, Frightened 2
---
Eliander Underhill 62/62 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle
Grum Skoljar 124/124 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle

__________
Recall knowledge:

DC 20 Nature, Fey on Murderous Fey:
These are grimstalkers, evil fey! Theya re weak to cold iron.

DC 30(crit success), second success by another PC, or DC 22 as second check after first success:

Spoiler:
They have innate spells like Earthbinsd, Wall of torns, entangle, and tanglefoot

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Fort Save: 1d20 + 13 ⇒ (13) + 13 = 26
Reflex: 1d20 + 14 ⇒ (2) + 14 = 16

First Action is make Fey 1 my Hunt Prey
2nd and 3rd Actions to Stride.

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Fort Save: 1d20 + 13 ⇒ (3) + 13 = 16
Reflex Save: 1d20 + 12 ⇒ (11) + 12 = 23

Berwick attempts to recall knowledge on the wicked fey.
Nature: 1d20 + 16 ⇒ (4) + 16 = 20
"Grim Stalkers! They're weak to cold iron."

Then he moves out of the cloud. Finally he casts Guidance on Algrim.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Just to be clear there is a hiden enemy casting spells at you. There is a "???" in the initiative block.

The poison eats away Algrim's temporary hit points, and then some, as he trudges through the entangling plants. -6 hp

Berwick has a tougher time, sucking in stringent lungfuls of the stuff and coughing up some blood. That's a crit fail. So 52 points of poison damage. 32 net after the temp hp.

Grimstalket 2 moves in with ease — he moves through the plants without difficulty — has no difficulty in the entangling plants — and tries to slash Grum but misses. He then moves out of the cloud.

⚘ ⚘ ⚘

Clouds of Kill: Round 1

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain.
You can Seek as an Action, and I will tell you what you see.
Grum and Elainder need to make a basic fort then reflex save each.

???
Grim Stalker 1 -0 HP
---
Algrim Panaryn 93/99 HP, Guidance
Berwick Winetrout 48/80 HP
---
Grim Stalker 2 -0 HP, Frightened 1
---
Eliander Underhill 62/62 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle
Grum Skoljar 124/124 HP, 20 temp hp, DC 27 basic Fort vs 26 poison , DC 21 Ref vs Entangle

__________
Recall knowledge:

DC 20 Nature, Fey on Murderous Fey:
These are grimstalkers, evil fey! Theya re weak to cold iron.

DC 30(crit success), second success by another PC, or DC 22 as second check after first success:

Spoiler:
They have innate spells like Earthbinsd, Wall of torns, entangle, and tanglefoot

__________
Harmful Spell Effects:

Entangle:
The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

Gas Cloud provides concealment and necessitates a basic fort save at start of your turn.

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Fort save: 1d20 + 10 ⇒ (1) + 10 = 11
Ref save: 1d20 + 14 ⇒ (10) + 14 = 24
Poison nearly kills Eliander on the spot, but he manages to get out of cloud, though he coughes blood. He casts Mirror image.

Burst of healing aid token: 4d8 ⇒ (5, 3, 1, 2) = 11 Thanks for reminder GM, total hp now at 41

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

I passed the Fort save so I should still have 7 of my temp HP.

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

fort save: 1d20 + 16 ⇒ (13) + 16 = 29 Juggernaut: success=crit success
reflex save: 1d20 + 11 ⇒ (16) + 11 = 27

Grum fights off both spell effect. He gives a battle cry before leaving the cloud and swinging at the murderous fey.

to hit: 1d20 + 16 ⇒ (20) + 16 = 36
damage: 2d12 + 12 ⇒ (1, 8) + 12 = 21
d6 persistent bleed on hit, d12 on crit

Boom...thats a lot of damage.

Rage, Stride, Strike


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Boom. Grum does barbarian things, critting the creature! It's still standing, but badly hurt.

The poison cloud moves 10 feet, putting several of you back in danger. You can use an Action for +2 on your save this time.

So, another fort save at the start of your turn for Grum, Berwick, and Elainder vs Poison: 6d8 ⇒ (3, 3, 7, 3, 7, 8) = 31. The Fort DC is 27.

--

Out from the bushes where they were hiding comes the Thorned Monarch themself! They flutter with their wings, sprinkling an aura of dust all over the ground. They buzz in a pattern that exposes all of you to it! 80' double move with fly speed and woodland stride. ALL PCs should make a DC 24 Will save vs an aura, illusion, mental effect. See spoiler below for effects.

The monarch then alights across from the Grimstalker and strikes Algrim, driving their proboscis deep into the ranger's chest. Algrim you will need a SECOND save vs the aura when you start your turn unless you crit the first save

Proboscis, 10’ reach: 1d20 + 21 ⇒ (17) + 21 = 38
Slashing: 2d12 + 9 ⇒ (4, 5) + 9 = 18 Doubles to 36
Deadly: 1d12 ⇒ 3 +3= 39
and Bleed: 1d4 ⇒ 2 2 bleed

--

Grimstalker 1 then proceeds to slash away.

Claw, strike 1 vs FF: 1d20 + 15 ⇒ (13) + 15 = 28
Slashing: 2d6 + 7 ⇒ (2, 3) + 7 = 12 and a Fort save vs Grimstalker poison (see below)
Claw, strike 2 vs FF, Agile: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15

It then Steps back.

---

Grum and Elainder feel their blood hum with the Monarch's wings. They know instinctively that the Monarch will be more susceptible to their effects. Blood offering. The Monarch takes a –1 circumstance penalty to saves against such PCs’ abilities.

⚘ ⚘ ⚘

The King In Thorns: Round 2

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain. CLoud moving 10' round to Northeast.

_________
BOLD MAY ACT:

King in Thorns -0 HP
Grim Stalker 1 -0 HP
---
Algrim Panaryn 54/99 HP, Guidance, Will save vs Aura (Clumsy), Will save vs Aura, Fort vs Grimstalker Poison, Bleed 1d4 (2)
Berwick Winetrout 59/80 HP, Will save vs Aura (Stupefied), Fort vs Cloudkill
---
Grim Stalker 2 -42 HP, Frightened 1, Bleed 1d12
---
Eliander Underhill 41/62 HP, 3 Images, Will vs Aura (Stupefied), Fort vs Cloudkill
Grum Skoljar 124/124 HP, 20 temp hp, Will vs Aura (Clumsy), Fort vs Cloudkill

_________
ONGOING SPELL EFFECTS:

Monarch 30' Aura (aura, illusion, mental):
Fey glamours shed from Qxal’s wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 24 Will save.

Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Success The creature is unaffected.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at Qxal’s choice. Casreers will be stupefied. Melee will be Clumsy. Casters will be Stupefied. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition. (second fail for melee is enfeebled; second fail for casters is clumsy).
Critical Failure As failure, but the condition value is 2.

Cloudkill:
It moves int he direction notes on the map (u[ and to the right) every round. DC 27 Fort vs poison at the start of your turn, you can hold your breath as an action for a +2 circumstance on the save.

[spoiler=Entangle]The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

DC 22 vs Grimstalker Poison:
1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)

Cloud Effects provide Concealment:
DC 5 flat check to target.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Will Save: 1d20 + 13 ⇒ (19) + 13 = 32
Will Save: 1d20 + 13 ⇒ (10) + 13 = 23
Fort Save: 1d20 + 13 ⇒ (1) + 13 = 14

Going to use a Hero point for the Fort Save +1 if I get one for having a glyph.
Fort Save: 1d20 + 13 ⇒ (18) + 13 = 31

First Action will be to move closer to #1 my hunt prey.

Second Action will be to Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (2) + 16 = 18
Attack 2 Slashing: 1d20 + 14 ⇒ (15) + 14 = 29
Damage 1 Slashing: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Damage 2 Slashing: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Third Action will be to use Healer's Gloves.
Healers Gloves: 2d6 + 7 ⇒ (4, 2) + 7 = 13


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Algrim beats back the first wave of dust but finds himself affected by staying in the aura. He Save but not crit means you're not immune; Fail => Clumsy 1

He resists the poison.

He slashes the Grimstalker once, doing 14 damage.

He then heals himself before taking 2 bleed damage. Flat DC 15 vs Bleed: 1d20 ⇒ 9

Berwick is up! Before his turn he should make a DC 24 Will vs the Aura or be Stupefied 1, and a DC 27 Basic Fort vs Cloudkill (31 Poison damage)

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

I just noticed the message from Tyranius for the healing token. Can we use that again?

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Will Save: 1d20 + 16 ⇒ (4) + 16 = 20
Fort Save: 1d20 + 13 ⇒ (2) + 13 = 15
Hero Point
Fort Save: 1d20 + 13 ⇒ (6) + 13 = 19

Berwick uses two actions to get away from poison cloud and then spends annaction activating his own Vital Beacon.
Healing: 4d8 ⇒ (4, 4, 4, 1) = 13


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Unfortunately the Monarch was hiding to the SW of you so the cloud has to move move NW.

Grum's mind ins clouded by the dust (stupefied 2), and then he's once agian choking in the gas. He activates his own beacon to give himself some emergency healing. 59-31+13=41

--

Grimstalker 2 claws Grum…

CLaw 1, Frightened 1: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25
Slashing: 2d6 + 7 ⇒ (2, 5) + 7 = 14
CLaw 2, Agile, Frightened 1: 1d20 + 15 - 4 - 1 ⇒ (18) + 15 - 4 - 1 = 28
Slashing: 2d6 + 7 ⇒ (4, 6) + 7 = 17

… he feels poison entering his veins. The creature then Steps back. It seems to have Woodland Stride and can move with utter ease through the plants. 31 damage, less 20 temp HP = 11 net damage.

It then bleeds 1d12 ⇒ 3
Flat: 1d20 ⇒ 10

⚘ ⚘ ⚘

The King In Thorns: Round 2

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain. CLoud moving 10' round to Northeast.

_________
BOLD MAY ACT:

King in Thorns -0 HP
Grim Stalker 1 -14 HP
---
Algrim Panaryn 67/99 HP, Clumsy 1
Berwick Winetrout 418/80 HP, Stupefied 1
---
Grim Stalker 2 -45 HP, Bleed 1d12
---
Eliander Underhill 41/62 HP, 3 Images, DC 27 Fort vs Cloudkill (31 Poison), DC 24 Will vs Aura (Stupefied)
Grum Skoljar 113/124 HP, DC 24 Will vs Aura (Clumsy), DC 27 Fort vs Cloudkill (31 Poison), DC 22 fort vs Grimstalker Poison, DC 22 fort vs Grimstalker Poison

_________
ONGOING SPELL EFFECTS:

Monarch 30' Aura (aura, illusion, mental):
Fey glamours shed from Qxal’s wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 24 Will save.

Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Success The creature is unaffected.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at Qxal’s choice. Casreers will be stupefied. Melee will be Clumsy. Casters will be Stupefied. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition. (second fail for melee is enfeebled; second fail for casters is clumsy).
Critical Failure As failure, but the condition value is 2.

The monarch then alights across from the Grimstalker and strikes Algrim, driving their proboscis deep into the ranger's chest. [ooc]Algrim you will need a SECOND save vs the aura when you start your turn unless you crit the first save[/spoiler]

Cloudkill:
It moves int he direction notes on the map (u[ and to the right) every round. DC 27 Fort vs poison at the start of your turn, you can hold your breath as an action for a +2 circumstance on the save.[/ooc]

[spoiler=Entangle]The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

DC 22 vs Grimstalker Poison:
1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)

Cloud Effects provide Concealment:
DC 5 flat check to target.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Healing token: 4d8 ⇒ (3, 1, 6, 2) = 12


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Pathfinders move in and channel, shedding soothing light on all of you.

Updating the stat block; there were malformations above and you got healed which will probably make a difference for the wizard. Looking much better now.

⚘ ⚘ ⚘

The King In Thorns: Round 2

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain. CLoud moving 10' round to Northeast.

_________
BOLD MAY ACT:

King in Thorns -0 HP
Grim Stalker 1 -14 HP
---
Algrim Panaryn 79/99 HP, Clumsy 1
Berwick Winetrout 51/80 HP, Stupefied 1
---
Grim Stalker 2 -45 HP, Bleed 1d12
---
Eliander Underhill 53/62 HP, 3 Images, DC 27 Fort vs Cloudkill (31 Poison), DC 24 Will vs Aura (Stupefied)
Grum Skoljar 124/124 HP, DC 24 Will vs Aura (Clumsy), DC 27 Fort vs Cloudkill (31 Poison), DC 22 fort vs Grimstalker Poison, DC 22 fort vs Grimstalker Poison
_________
ONGOING SPELL EFFECTS:

Monarch 30' Aura (aura, illusion, mental):
Fey glamours shed from Qxal’s wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 24 Will save.

Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Success The creature is unaffected.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at Qxal’s choice. Casreers will be stupefied. Melee will be Clumsy. Casters will be Stupefied. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition. (second fail for melee is enfeebled; second fail for casters is clumsy).
Critical Failure As failure, but the condition value is 2.

Cloudkill:
It moves int he direction notes on the map (u[ and to the right) every round. DC 27 Fort vs poison at the start of your turn, you can hold your breath as an action for a +2 circumstance on the save.

[spoiler=Entangle]The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

DC 22 vs Grimstalker Poison:
1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)

Cloud Effects provide Concealment:
DC 5 flat check to target.

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Soooo many saves

will save: 1d20 + 12 ⇒ (11) + 12 = 23
fortitude vs cloud kill: 1d20 + 16 ⇒ (11) + 16 = 27
fortitude vs poison 1: 1d20 + 16 ⇒ (1) + 16 = 17
hero point
fortitude vs poison 1: 1d20 + 16 ⇒ (5) + 16 = 21
poison damage: 1d6 ⇒ 5
fortitude vs poison 2: 1d20 + 16 ⇒ (17) + 16 = 33

So clumsy and poison stage 1

Grum strides and then power attacks.

to hit: 1d20 + 16 ⇒ (8) + 16 = 24
damage: 3d12 + 12 ⇒ (10, 11, 12) + 12 = 45

End of turn
fort vs poison: 1d20 + 16 ⇒ (16) + 16 = 32
no longer poisoned...for now

AC is currently at 23


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Grum obliterates his target!

Eliander is up. Status: 53/62 HP, 3 Images, DC 27 Fort vs Cloudkill (31 Poison), DC 24 Will vs Aura (or Stupefied)

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Will save: 1d20 + 13 ⇒ (13) + 13 = 26
Fort save: 1d20 + 10 ⇒ (13) + 10 = 23 >22/62 hp

Eliander noticed direction of the gas cloud and sprints to other side of it. Angrily he shoots the king with magical energy.

Heightened two action magic missile: 4d4 + 4 ⇒ (2, 3, 2, 1) + 4 = 12


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Thank you for being so diligent about tracking your saves!

Elainder chokes on more poison but powers through the dust cloud so he can fire darts of force at the Monarch!

--

Qqxal flutters their wings, seeming to notice the barbarian covered in Grimstalker gore, and the mage who magic-missiled them for the first time. Grum's blood thrums in time with the insectile wings… and then slows to a crawl. He suddenly finds it difficult to move.

Until the start of Qxal's next turn all squares count as difficult terrain for Grum. He can gain no benefit from any ability that would allow him to ignore difficult terrain.[

The Monarch then casts a lightning bolt into their faces. DC 27 Basic Reflex save va Eslectricity: 4d12 ⇒ (1, 1, 2, 10) = 14 WOOF. To keep the map clear here is a reproduction of the line's effeced squares.

--

The grimstalker presses the attack, striking once…

Strike 1: 1d20 + 15 ⇒ (1) + 15 = 16
Strike 2, agile: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
Slashing: 2d6 + 7 ⇒ (2, 6) + 7 = 15 and a DC 22 fort save vs Poison

DC 22 fort vs Grimstalker Poison:
Stagee 1: Poison: 1d6 ⇒ 2 (1 round); Stage 2: Poison: 1d6 ⇒ 6 and clumsy 1 (1 round)

… before Stepping back.

--

As Algrim starts his turn he may be affected by the aura once again. He must make a will save at the start of his turn, after the fort save vs poison. Grum finfds all squares difficult terrain.

⚘ ⚘ ⚘

The King In Thorns: Round 3

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain. CLoud moving 10' round to Northeast.

_________
BOLD MAY ACT:

King in Thorns -12 HP
Grim Stalker 1 -14 HP
---
Algrim Panaryn 64/99 HP, Clumsy 1, DC 22 fort vs Grimstalker Poison, DC 24 will va Aura (Enfeebled), Bleed 1d4 (3)
Berwick Winetrout 51/80 HP, Stupefied 1
Eliander Underhill 22/62 HP, 3 Images, DC 27 ref vs 10 electric
Grum Skoljar 119/124 HP, Clumsy 1, All squares diff. terrain for round, DC 27 ref vs 10 electric

_________
ONGOING SPELL EFFECTS:

Monarch 30' Aura (aura, illusion, mental):
Fey glamours shed from Qxal’s wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 24 Will save.

Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Success The creature is unaffected.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at Qxal’s choice. Casreers will be stupefied. Melee will be Clumsy. Casters will be Stupefied. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition. (second fail for melee is enfeebled; second fail for casters is clumsy).
Critical Failure As failure, but the condition value is 2.

Cloudkill:
It moves int he direction notes on the map (u[ and to the right) every round. DC 27 Fort vs poison at the start of your turn, you can hold your breath as an action for a +2 circumstance on the save.

[spoiler=Entangle]The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

DC 22 vs Grimstalker Poison:
1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)

Cloud Effects provide Concealment:
DC 5 flat check to target.

Cloud Effects provide Concealment:
DC 5 flat check to target.

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Ref save: 1d20 + 14 ⇒ (19) + 14 = 33
Eliander dodges the lightning bolt, moves closer to Monarch and casts fireball on them.

Fireball: 6d6 ⇒ (4, 5, 3, 5, 3, 3) = 23 DC 25, The Monarch only


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ref, Elainder Blood Offering: 1d20 + 21 - 1 ⇒ (4) + 21 - 1 = 24

Thanks to the Blood Offering Elainder made in Bhopal, his magic is aligned with the Monarch. The fey's wings come out off the conflagration singed! Monarch takes 23.

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Berwick casts Searing Light at the Monarch.
Stupefied: 1d20 ⇒ 7
Searing Light: 1d20 + 14 ⇒ (2) + 14 = 16
Fire: 5d6 ⇒ (3, 5, 2, 6, 2) = 18

And then moves further south.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Fort Save: 1d20 + 13 ⇒ (1) + 13 = 14
Will Save: 1d20 + 13 ⇒ (15) + 13 = 28

First Action to Stride.

Second Action to Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (1) + 16 = 17
Attack 2 Slashing: 1d20 + 14 ⇒ (8) + 14 = 22
Damage 1 Slashing: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Damage 2 Slashing: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Third action to Battle Medicine myself.
Medicine DC20: 1d20 + 14 ⇒ (20) + 14 = 34

Healing: 4d8 + 10 ⇒ (7, 8, 1, 7) + 10 = 33

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

reflex: 1d20 + 10 ⇒ (20) + 10 = 30

Grum flawlessly ducks the lightning bolt, avoiding all damage.

Grum slowly moves toward the King in Thorns...

Three actions to move a whopping 60 feet


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Berwick's Searing Light flies wide. Grum trudges closer while Elainder takes more damage from the lightning bolt. 5 damage, 17/62 HP.

---

Algrim staves off the aura but critically fails the poison damage Nat 1, and takes 6 damage. 58/99 HP; clumsy won't stack.

He then slashes the Grimstalker with his weapons, hitting once. He then heals himself for 33. 33+58=91/99 HP.

He then bleeds 3 at the end of his turn; the Battle Medicins wasn't quite enough the staunch the wound. 88/99 HP

When Algrim's blood drips from his wound, it disperses into a fine mist that Qxal siphons up with their proboscis, healing themself. Reaction: Monarch Heals 14 HP, putting them at 12+23-14=-21 HP

Flat to stop Bleeding for Algrim: 1d20 ⇒ 16

Algrim stops bleeding.

---

The Thorned Monarch spends an action to keep the healer at bay this time. Berwick is tormented by visions of grasping vines and swarming insects, impeding his every move. All squares Difficult terrain, abilities don't help. Probably not fun to keep using on the barbarian.

They then fly over to Algrium and jab at him with their proboscis, piercing his neck.

Proposcis: 1d20 + 21 ⇒ (15) + 21 = 36 That will crit flat footed clumsy…
Slashing: 2d12 + 9 ⇒ (3, 7) + 9 = 19 Dopubles to 38
Deadly: 1d12 ⇒ 7 Adds up to 45 damage
and Persistent Bleed: 1d4 ⇒ 1

Algrim current HP: 88-45=43/99

---

The Grimstalked then moves in and proceeds to gut the lone ranger.

Claw: 1d20 + 15 ⇒ (20) + 15 = 35
Slashing: 2d6 + 7 ⇒ (4, 2) + 7 = 13 and a DC 22 fort save or go to stage 3.

doubles to 26; Algrim current HP = 43-26=17/99

Claw: 1d20 + 15 ⇒ (14) + 15 = 29
Slashing: 2d6 + 7 ⇒ (1, 3) + 7 = 11

17-11=6/99 hp

2 DC 22 fort saves vs Sap:
Poison: 2d6 ⇒ (6, 2) = 8 and clumsy 2 (1 round)

Berwick finds himself in the aura. He needs to make a will save at the start of his turn of be CLumsy 1.

⚘ ⚘ ⚘

The King In Thorns: Round 2

Cloud provides concealment. Water / plants difficult terrain; plants (green) provide cover / difficult terrain. CLoud moving 10' round to Northeast.

_________
BOLD MAY ACT:

King in Thorns -21 HP
Grim Stalker 1 -30 HP
----
Algrim Panaryn 6/99 HP, Clumsy 1, Two DC 22 fort vs Grimstalker Poison, DC 24 Will vs Aura (Enfeebled) , Bleed 1d4 (1)
Berwick Winetrout 51/80 HP, Stupefied 1 , All squares Diff terrain, Clumsy 1
Eliander Underhill 17/62 HP, 3 Images
Grum Skoljar 119/124 HP, Clumsy 1

_________
ONGOING EFFECTS:

Monarch 30' Aura (aura, illusion, mental):
Fey glamours shed from Qxal’s wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 24 Will save.

Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Success The creature is unaffected.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at Qxal’s choice. Casreers will be stupefied. Melee will be Clumsy. Casters will be Stupefied. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition. (second fail for melee is enfeebled; second fail for casters is clumsy).
Critical Failure As failure, but the condition value is 2.

Cloudkill:
It moves int he direction notes on the map (u[ and to the right) every round. DC 27 Fort vs poison at the start of your turn, you can hold your breath as an action for a +2 circumstance on the save.

[spoiler=Entangle]The area is difficult terrain. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leaves the area, and on a critical failure, you are also immobilized for 1 round.

DC 22 vs Grimstalker Poison:
1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)

Cloud Effects provide Concealment:
DC 5 flat check to target.

Cloud Effects provide Concealment:
DC 5 flat check to target.

Grimstalker Poison:
Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round), Stage 3 2d6 poison damage and clumsy 2 (1 round)

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Fort Save: 1d20 + 13 ⇒ (12) + 13 = 25
Fort Save: 1d20 + 13 ⇒ (9) + 13 = 22
Will Save: 1d20 + 13 ⇒ (20) + 13 = 33

I am not sure how much HP I have after those saves so will wait to post my turn until I find out :)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You made the poison saves against multiple exposure so you do not move along to stage 3 before your turn begins. And will bleed 1.You have 6 HP and will need to resolve a save at the end of your turn for the current poison at stage 2.

You also crit the save on the aura so you are now immune to the aura and don’t have to roll saves, though Clumsy lingers for 1 minute.

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Grum shouts for aide...a bard overhears and begins to inspire the group.

Using timely inspiration, which is boosted so...3 rounds IIRC

Grum makes his way into the tangled growth and the aura of the King.

will: 1d20 + 12 ⇒ (3) + 12 = 15

He continues to suffer the effects. Now enfeebled as well

He then charges, fighting through the rest of the growth and stopping adjacent to the king, he swings.

attack: 1d20 + 16 ⇒ (20) + 16 = 36
damage: 2d12 + 12 ⇒ (1, 5) + 12 = 18
If he can bleed, take that d12


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Grum's scream brings with it some much-needed hope, both in to form pf fellow Pathfinders and a wholloping crit to the Thorned Monarch! They do seem to bleed.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Algrim is a bit woozy but looks at the Grim Stalker.
Let's keep it up guys! We got this!

First Action to Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (11) + 16 = 27
Attack 2 Slashing: 1d20 + 14 ⇒ (11) + 14 = 25
Damage 1 Slashing: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Damage 2 Slashing: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Second Action is to attack.
Attack 3 Slashing: 1d20 + 12 ⇒ (11) + 12 = 23
Damage 3 Slashing: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Third Action is to attack
Attack 4 Slashing: 1d20 + 12 ⇒ (14) + 12 = 26
Damage 4 Slashing: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Will Save: 1d20 + 16 ⇒ (4) + 16 = 20
Grumble, grumble, grumble

Berwick moves close enough to Algrim to try to cast a two action Heal.

Flat Check: 1d20 ⇒ 4

And fails his flat check, promptly losing his spell which fails.

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Eliander trudges through grass and targets Monarch with acidic projectile.

Acid arrow: 1d20 + 15 ⇒ (18) + 15 = 33
acid: 3d8 ⇒ (8, 2, 8) = 18
persistent: 1d6 ⇒ 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Elainder's acid arrow splashes monarch-wings!

Algrim finally destroys the Grimstalker who’s been tormenting him.

When the ranger bleeds… the monarch also heals themself again.

Algrim: Please resolve your fort saves va Grimstalker Poison Stage 2 from the end of your turn. I am not comfortable botting this save yet, as you have a hero point again which you might spend, and if I roll a 5 or 6 on the dice you will go down. However we need to resolve it before the top of the round.

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