GM TK-421 Agents of Edgewatch

Game Master CtotheZ

AoE Slides
Loots
Skills


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M Male NG Half-Elf Thief Rogue/Leaf Druid 5 w/ Archaeologist Dedication|HP 67/67|AC 22/23|Fort +12e|Ref +13e|Will +13e|Peception +13e (LL, Trapfinder)|1st lvl 3/3|2nd lvl 3/3|3rd lvl 2/2|Focus Spell 1/1|25ft Move|

Aeric raises his buckler with a wary nod to his opponents. He reaches out to push Blue and then tries again on Green.

Shove vs Fort DC: 1d20 + 10 ⇒ (15) + 10 = 25

Shove vs Fort DC: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17

AC is 23 and not moving from my place.


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

Mason squints at orange. ”You're in the way. Get outta here.”

Raconteur’s Reload, demoralize on orange: 1d20 + 12 ⇒ (14) + 12 = 26

As the black powder is loaded, the pistol raises up as if Mason were trying to aim beyond, as he squeezes the trigger.

Ranged Strike, +1 Dueling Pistol: 1d20 + 16 ⇒ (17) + 16 = 33
Concussive B/P: 1d6 ⇒ 3
Precision: 1d4 ⇒ 2
Crit: 1d10 ⇒ 1
Fatal: 1d10 ⇒ 7
total of 5 on a hit or 13 on a crit

Raconteur’s Reload, demoralize on blue: 1d20 + 12 ⇒ (17) + 12 = 29

”See that back there? Yer buddy doesn’t look too good”


Edicts: protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses Towerr Shield | Male | Holy Justice Champion/Fighter 4 | 64HP | 22 (24) AC | Fort +11e | Ref +9e (12) | Will +10e | Perc +10e | Speed 20ft Note: Touch Telepathy, Pilgrims Token

If Orange is dead:
◆Automaton Aim
◆◆Rebounding Toss
Ranged Strike: 1d20 + 14 ⇒ (4) + 14 = 18
dmg: 2d8 + 4 ⇒ (5, 7) + 4 = 16
Continue If first strike hit
Ranged Strike: 1d20 + 14 ⇒ (3) + 14 = 17
dmg: 2d8 + 4 ⇒ (2, 4) + 4 = 10

If orange is not dead then I'll do a different action. If orange is dead, would I be able to hero point the Rebounding Toss? Lol


AoE Slides

Blue Refelx: 1d20 + 6 ⇒ (19) + 6 = 25
Green Refelx: 1d20 + 6 ⇒ (8) + 6 = 14

Blue manages to avoid some of the damage from the electric arc. Green takes the full force.

Blue and Green are both shoved back by Aeric.

Orange is intimidated by Mason's words, but doesn't have long to contemplate it as the concussion force of the firearm drops him to the floor.

Blue find himself afraid of what Mason may do to him.

Tracking stuff and things wrote:


*** Round 4-5 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (Frightened 2)
Green
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aeric (52/67)


Edicts: protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses Towerr Shield | Male | Holy Justice Champion/Fighter 4 | 64HP | 22 (24) AC | Fort +11e | Ref +9e (12) | Will +10e | Perc +10e | Speed 20ft Note: Touch Telepathy, Pilgrims Token

◆◆Rebounding Toss / Reroll
First target Blue then Green if blue is hit
Ranged Strike: 1d20 + 14 ⇒ (10) + 14 = 24
dmg: 2d8 + 4 ⇒ (4, 5) + 4 = 13
continue if first target hit.
Ranged Strike: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 2d8 + 4 ⇒ (1, 6) + 4 = 11
22 dmg if crit


Edicts: protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses Towerr Shield | Male | Holy Justice Champion/Fighter 4 | 64HP | 22 (24) AC | Fort +11e | Ref +9e (12) | Will +10e | Perc +10e | Speed 20ft Note: Touch Telepathy, Pilgrims Token

Towerr strides fully in the structure and continues his assault, making good use of the return function on his spear.

◆Stride 20ft

◆Ranged Strike at Blue / 24 to hit / 13 dmg

◆Ranged Strike at Blue / 25 to hit after the -5 / 11 dmg


AoE Slides

Blue is struck twice by Towerr's thrown spear as the Automaton closes in.

Blue steps forward and shoves Aeric in kind. Then reaches into his pocket and pulls out a small piece of metal that resembles a lock pick.
◆Step
Shove: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
◆Manipulate/Draw

Green steps over to block the doorway with blue and takes the pick from Blue. He shoves it into the lock and breaks it off inside the lock, effectively jamming it.
◆Step
◆Manipulate/Draw
◆Jam lock

With a nod to each other they drop their weapons as a free action and raise their hands above their heads.

"We surrender." they both say.

Tracking stuff and things wrote:


*** Round 5-6 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Frightened 1)
Green
Roscoe (40/46)
Towerr (83/83)

Round break
Mason (53/53)
Aeric (52/67)


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

”Well, that was really stupid. Nothing like catching extra charges I suppose. Now move!”

Mason stomps closer to the door and pulls a small green vial from his bandolier. Dripping the contents onto the black powder charge before aiming and squeezing off a round at the door.

◆ Stride

◆◆ Alchemical Shot Ranged vs Door: 1d20 + 13 ⇒ (17) + 13 = 30
Concussive: 1d6 ⇒ 1
Precision: 1d4 ⇒ 1
Acid, persistent: 1d6 ⇒ 2
Acid Splash: 1 = 1
Fatal: 1d10 ⇒ 9
Crit: 1d10 ⇒ 7
Total damage of 3 and 2 persistent on a hit or 29 and 4 persistent on a crit


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

my apologies, it would be 2 acid and 2 persistent acid on a hit or 27 acid and 4 persistent acid on a crit. Forgot the splash effect gets lost when applied to my shot


AoE Slides

Mason speaks some words at the opponents, who both act like they can't hear him. "Sorry mate, cant understand you? Guns too loud. We've gone deaf." One of them says in an obnoxiously loud voice.

Mason's shot sails past them, splashing against the locked door. Blue and Green both flinch, but dont move. They begin shouting about Police brutality and how they've "already surrendered" and "why they're being shot at?" The acid begins to sizzle and bubble, a sure sign it has begun to do it's job. Mason is not sure how effective it is.

Crafting check to determine the condition of the door, if anyone is curious.

Tracking stuff and things wrote:


*** Round 5-6 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Frightened 1)
Green
Roscoe (40/46)
Towerr (83/83)

Round break
Mason (53/53)
Aeric (52/67)


Male NG Gutsy Halfling Sorcerer/Bard 5 w/ Medic Dedication|HP 46/46|AC 20|Fort +9e|Ref +12e|Will +13e|Peception +13e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|3rd lvl 3/3 & 2/2|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Crafting: 1d20 + 2 ⇒ (16) + 2 = 18


AoE Slides

So skill checks are supposed to be 2 actions in combat, but this is more a visual check, like a perception check. I'm only going to count it as a single action. Roscoe will still have 2 actions remaining. I am going to apply a negative, like cover, because these two guys are blocking a lot of the view.

From Roscoe's vantage point, it's difficult to determine the details.

Tracking stuff and things wrote:


*** Round 5-6 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Frightened 1)
Green
Roscoe (40/46, 2 actions)
Towerr (83/83)

Round break
Mason (53/53)
Aeric (52/67)


Male NG Gutsy Halfling Sorcerer/Bard 5 w/ Medic Dedication|HP 46/46|AC 20|Fort +9e|Ref +12e|Will +13e|Peception +13e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|3rd lvl 3/3 & 2/2|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

"Dont move and you should be just fine. I cast the spell trying to break down the door.

◆◆Hydraulic Push
Spell Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Bludgeoning Damage: 3d6 ⇒ (2, 4, 4) = 10

Battle Medicine Uses:
Aeric and Roscoe

Sorcerer Spells:
Cantrips Known: Detect Magic, Electric Arc, Ignition, Frostbite, Stabilize 1st-Level Spells: Burning Hands, Gust of Wind, Heal☆, Hydraulic Push 1st-Level Spells Left: 2/4 2nd-Level Spells: Faerie Fire, Blazing Bolt☆, See Invisibility, Sudden Bolt 2nd-Level Spells Left: 3/4 Focus Points Left: 2/3 3rd-Level Spells: Crashing Wave, Lightning Bolt, Fireball☆ 3rd-Level Spells Left: 3/3

Bard Spells:
Cantrips Known: Daze, Guidance, Read Aura, Read the Air, Shield 1st-Level Spells: Command, Liberating Command, Soothe☆, Spirit Link 1st-Level Spells Left: 3/3 2nd-Level Spells: Blistering Invective, Status☆, Telekinetic Maneuver 2nd-Level Spells Left: 0/3 3rd-Level Spells: Haste☆ and Time Jump 3rd-Level Spells Left: 2/2


AoE Slides

Blue shouts, "Look at the violence inherent in the system!"

Green yells, "Help! Help! I'm being repressed!"

As attacks continue to sail past them at the door.

GM screen:
4d20 ⇒ (5, 4, 6, 8) = 234d12 ⇒ (9, 12, 9, 1) = 314d10 ⇒ (8, 4, 1, 2) = 154d8 ⇒ (7, 1, 5, 2) = 154d6 ⇒ (4, 1, 3, 5) = 134d4 ⇒ (4, 2, 2, 2) = 104d100 ⇒ (71, 52, 54, 22) = 199

The blast of water hits the acid covered door, which rattles in its hinges. The water doesn't appear to do much more beyond washing away the acid.

Tracking stuff and things wrote:


*** Round 5-6 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Frightened 1)
Green
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aeric (52/67)


Edicts: protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses Towerr Shield | Male | Holy Justice Champion/Fighter 4 | 64HP | 22 (24) AC | Fort +11e | Ref +9e (12) | Will +10e | Perc +10e | Speed 20ft Note: Touch Telepathy, Pilgrims Token

Towerr stows his spear and holds a hand up to the assailants. In a loud but calm voice, "Seeing as the two of you surrendered, so long as you're willing to comply and not resist with deadly force, I vow no further harm will come to the two of you." Tower waves a hand to the left of the doors, gesturing the two to move away from the door, "Now, if the two of you will move aside, I'd like to remove you from any further potential harm as the spots you're standing are not safe and impeding active police activities. I also ask that you stay way from your weapons and keep your hands in the air."
Diplomacy: 1d20 ⇒ 4If needed


AoE Slides

Towerr's attempt at diplomacy appears to fall on deaf ears as it has no effect on their behavior. They continue to carry on about the unnecessary, inappropriate, and illegitimate brutality they are facing.

Tracking stuff and things wrote:


*** Round 5-6 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Frightened 1)
Green
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aeric (52/67)


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

”Move, or you will be moved. Only warning you get.”

Mason levies the gun in the direction of the door again while tapping the vials strapped to him.


M Male NG Half-Elf Thief Rogue/Leaf Druid 5 w/ Archaeologist Dedication|HP 67/67|AC 22/23|Fort +12e|Ref +13e|Will +13e|Peception +13e (LL, Trapfinder)|1st lvl 3/3|2nd lvl 3/3|3rd lvl 2/2|Focus Spell 1/1|25ft Move|

"You have given your pals warning and time. So far your friends are just bruised. Now it is time to step aside so there are no additional charges."

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

If they comply, will put manacles on Green. If not will try to Reposition Green away from the door, along the wall.

Athletics: 1d20 + 10 ⇒ (4) + 10 = 14

AC 20, NO shield block available, Reactive Pursuit avaiable

Spending Hero Point on Diplomacy. Moved coin to side so 3 to 2.

Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11


AoE Slides

You can keep your hero point. There really aren't any success conditions from a Diplomacy check in mid-combat at this time, so failure doesn't matter either.

Green flinches away from Aeric as he approaches, "Don't hurt me! I said I surrender!" but Aeric takes one of his outstretched arms and places the manicles around his wrist. Green doesn't resist, (Mechanically the check to restrain goes unopposed, so we'll treat it as an auto-crit.) and Aeric is able to finish the binding, moving Green out of the way. Green then delays.

Blue, seeing his ally taken into custody peacefully, looks expectantly at the rest of the Agents and says, " Do I get that treatment too, or are you gonna keep trying to kill me?" Blue also delays.

Tracking stuff and things wrote:


*** Round 6-7 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Delay)
Green (Delay)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aeric (52/67)


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

”You aren’t paying too much attention are ya? No one’s dead here. Tempting as it is, we do have some scruples.”

Mason stomps forward, pulling out the manacles and cuffing blue.

◆ Stride

◆ Interact (draw manacles)

◆ Interact (apply manacles)

”Now step out of the way before I change my mind.”


AoE Slides

"I see your lips is movin' but I don't hear nothin' bud. I don't know what you want me to do." Blue says, then adds in a whisper, "Gods he must be thick headed. How many times I got to say it?" "

Tracking stuff and things wrote:


*** Round 6-7 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Delay, Restrained)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)

Round break
Mason (53/53)
Aeric (52/67)


Edicts: protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses Towerr Shield | Male | Holy Justice Champion/Fighter 4 | 64HP | 22 (24) AC | Fort +11e | Ref +9e (12) | Will +10e | Perc +10e | Speed 20ft Note: Touch Telepathy, Pilgrims Token

◆Stride to door

"Please move this way, unless you want to catch a splinter when I knock this door down." Towerr points to the left, away from the door.
Diplomacy: 1d20 ⇒ 2

Towerr continues to attempt to break down the door, not waiting any longer for the man's decision to move or not, for he was given enough warning.
Force Open: 1d20 + 13 ⇒ (14) + 13 = 27


AoE Slides

Towerr closes the distance on the door. Blue cowers away as the Automaton approaches but persists in not following verbal only commands. As the Automaton raises his weapon to try battering the door down, Blue flops on the ground and wails, "Call your golem off!!" while trying to protect his vital bits by curling into a ball.

Towerr assaults the door, but his battering is insufficient to gain entry.
There is a -2 penalty for not using a pry-bar or similar impliment. But even without that penalty, a 27 would not be successful. It's not impossible. But you may want to consider adding bonuses to the roll to make it successful.

Tracking stuff and things wrote:


*** Round 6-7 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aeric (52/67)


Male NG Gutsy Halfling Sorcerer/Bard 5 w/ Medic Dedication|HP 46/46|AC 20|Fort +9e|Ref +12e|Will +13e|Peception +13e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|3rd lvl 3/3 & 2/2|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

I lean forward to whisper to Mason, "I'm going around"

I will look at the 2 thugs and just say "Stop" casting Time Jump.
◆Time Jump
This is 1 action to give me 2 actions to Stride and freezes time while I take those 2 actions

◆Stride
◆Stride

Then the Time Jump is over and to what everyone sees is that Roscoe just vanishes. Then I will Stride 2 more times to go around.

◆Stride
◆Stride

Battle Medicine Uses:
Aeric and Roscoe

Sorcerer Spells:
Cantrips Known: Detect Magic, Electric Arc, Ignition, Frostbite, Stabilize 1st-Level Spells: Burning Hands, Gust of Wind, Heal☆, Hydraulic Push 1st-Level Spells Left: 2/4 2nd-Level Spells: Faerie Fire, Blazing Bolt☆, See Invisibility, Sudden Bolt 2nd-Level Spells Left: 3/4 Focus Points Left: 2/3 3rd-Level Spells: Crashing Wave, Lightning Bolt, Fireball☆ 3rd-Level Spells Left: 3/3

Bard Spells:
Cantrips Known: Daze, Guidance, Read Aura, Read the Air, Shield 1st-Level Spells: Command, Liberating Command, Soothe☆, Spirit Link 1st-Level Spells Left: 3/3 2nd-Level Spells: Blistering Invective, Status☆, Telekinetic Maneuver 2nd-Level Spells Left: 0/3 3rd-Level Spells: Haste☆ and Time Jump 3rd-Level Spells Left: 1/2


AoE Slides

I've done a little rebuild of Aericc. Ill run him as an npc for the remainder of this encounter. Afterwards we can discuss how we wish to proceed.


Medium Humanoid Human (Aiuvarin) Rogue (Ruffian)/ Monk 5| HP: 73 | AC: 23 | Perception +10e | Fort +12e Reflex +13e Will +10e | Move 45’ | Low-light vision

Aericc draws a crowbar from his pack and moves in to help Towerr with the door.
◆ Draw
◆ Stride
Force Open: 1d20 + 13 ⇒ (18) + 13 = 31

Aericc calls out "Roscoe! We're in!"


AoE Slides

The door opens with the sound of breaking wood. Silence greets the agents on the other side.

Tracking stuff and things wrote:


*** Round 7-8 ***
Bold may act

Yellow (-25?)
Orange (-31?)
Purple (-32?)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aericc (58/73)


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

Mason prepares his gun, then stomps into the next room. As he enters, he spots the person to his left and swings the gun to aim in that direction. ”Surrender yourself in the name of Edgewatch.”

◆ Interact, reload

◆ Stride

◇ Speak

holding last action to see their response. Mostly trying to verify if they are an enemy combatant or someone caught up in this raid


AoE Slides

Mason enters the room revealing more of its interior.

GM screen:
4d20 ⇒ (18, 15, 8, 2) = 434d12 ⇒ (2, 7, 11, 7) = 274d10 ⇒ (3, 2, 6, 2) = 134d8 ⇒ (1, 5, 7, 1) = 144d6 ⇒ (2, 2, 5, 3) = 124d4 ⇒ (1, 2, 1, 4) = 84d100 ⇒ (4, 3, 84, 44) = 135

GM screen:
4d20 ⇒ (6, 1, 7, 13) = 274d12 ⇒ (1, 4, 8, 8) = 214d10 ⇒ (6, 1, 5, 5) = 174d8 ⇒ (2, 2, 1, 2) = 74d6 ⇒ (2, 4, 1, 4) = 114d4 ⇒ (4, 1, 4, 1) = 104d100 ⇒ (96, 29, 27, 58) = 210

He sees well dressed human man with blonde hair, clutching what looks like a small lock box. The man appears confused by Mason's words and responds in a language Mason doesn't understand. Mason doesn't think this man matches the description of Droan as he is supposed to be dark haired. Mason feels this man is attempting to be evasive.

Tracking stuff and things wrote:


*** Round 7-8 ***
Bold may act

Pink (Delay)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53, 1 action left)
Aericc (58/73)


Agent Ken Mason | NG Kitsune Investigator/Gunslinger 5| HP 53 | AC 22 | Fort +10E Ref +13E Will +11E | 25ft Move | Perc +11E+2Init)/+13 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6+1[/dice] [dice=Precision]2d6[/dice] [dice=Crit]1d10+1[/dice] [dice=Fatal]1d10[/dice]

Mason stumps further into the room and motions for the others to move up as well.

◆ Stride


Medium Humanoid Human (Aiuvarin) Rogue (Ruffian)/ Monk 5| HP: 73 | AC: 23 | Perception +10e | Fort +12e Reflex +13e Will +10e | Move 45’ | Low-light vision

Aericc follows Mason's lead and strides into the room.

GM screen:
4d20 ⇒ (12, 3, 7, 16) = 384d12 ⇒ (5, 10, 10, 12) = 374d10 ⇒ (7, 4, 1, 7) = 194d8 ⇒ (4, 1, 1, 3) = 94d6 ⇒ (4, 2, 3, 4) = 134d4 ⇒ (2, 1, 2, 1) = 64d100 ⇒ (54, 76, 100, 31) = 261

Aericc sees something moving out of the corner of his eye and points it out.
"There's someone hiding over there!"
This is light blue on the map. Light blue is currently concealed, but not hidden since Aericc pointed them out.

Aericc then strides closer the light blue.

Tracking stuff and things wrote:


*** Round 7-8 ***
Bold may act

Light Blue (Concealed)
Pink (Delay)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)

Round break
Mason (53/53, 1)
Aericc (58/73)


Male NG Gutsy Halfling Sorcerer/Bard 5 w/ Medic Dedication|HP 46/46|AC 20|Fort +9e|Ref +12e|Will +13e|Peception +13e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|3rd lvl 3/3 & 2/2|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

I will move up and open the door.

◆Stride
◆Stride
◆Interact to Open the Door

Battle Medicine Uses:
Aeric and Roscoe

Sorcerer Spells:
Cantrips Known: Detect Magic, Electric Arc, Ignition, Frostbite, Stabilize 1st-Level Spells: Burning Hands, Gust of Wind, Heal☆, Hydraulic Push 1st-Level Spells Left: 2/4 2nd-Level Spells: Faerie Fire, Blazing Bolt☆, See Invisibility, Sudden Bolt 2nd-Level Spells Left: 3/4 Focus Points Left: 2/3 3rd-Level Spells: Crashing Wave, Lightning Bolt, Fireball☆ 3rd-Level Spells Left: 3/3

Bard Spells:
Cantrips Known: Daze, Guidance, Read Aura, Read the Air, Shield 1st-Level Spells: Command, Liberating Command, Soothe☆, Spirit Link 1st-Level Spells Left: 3/3 2nd-Level Spells: Blistering Invective, Status☆, Telekinetic Maneuver 2nd-Level Spells Left: 0/3 3rd-Level Spells: Haste☆ and Time Jump 3rd-Level Spells Left: 1/2


AoE Slides

Roscoe opens the door and a great crash and clatter rebounds throughout the building. As the dust settles in front of him, it appears a pile of junk had been resting precariously against the door, perhaps to raise such an alarm if the door were opened.

Everything that isn't just bare floor is difficult terrain until you clear the boxes to the west. The boxes provide soft cover for ranged attacks and spells, but dont completely prevent you from seeing into the room. No climb check needed to get past them.

Tracking stuff and things wrote:


*** Round 7-8 ***
Bold may act

Light Blue (Concealed)
Pink (Delay)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aericc (58/73)

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