GM Tyranius (PF2) NostalgiaCon Fate in the Future (Inactive)

Game Master Tyranius

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Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

GM:
I had said here that I would drink a lesser healing potion at the same time as Barad (from my school items). Which would be Lesser Healing Potion: 2d8 + 5 ⇒ (6, 7) + 5 = 18 if I was able.

In order to help get them all softened up for everyone else, Amarië throws a fireball at the Red and Yellow Echos, and then tries to Daze Green.

(◆◆)Fireball: 6d6 ⇒ (2, 2, 3, 1, 3, 1) = 12 fire damage, basic reflex save DC 21
(◆◆)Daze: 1d6 + 4 ⇒ (4) + 4 = 8 mental damage, basic will save DC 21, also stunned 1 on a crit fail

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

Following Amarie's fiery opening, Barad leaps into action, first raising the Shield (◆) from his Aeon Stone, then enacting a (◆◆) Sudden Charge to wind up in front of the southernmost (Green) foe!

+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (1) + 16 = 17
Magical Slashing Damage: 2d12 + 4 ⇒ (7, 4) + 4 = 15
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

He follows that up with another (◆) Strike!

+1 Striking Cold Iron Greatsword: 1d20 + 16 - 5 ⇒ (8) + 16 - 5 = 19
Magical Slashing Damage: 2d12 + 4 ⇒ (9, 3) + 4 = 16
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

(alas for no more hero points...those rolls suck)

~~~~~

Should an Attack of Opportunity (↺) arise:
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (2) + 16 = 18
Magical Slashing Damage: 2d12 + 4 ⇒ (1, 12) + 4 = 17
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

Coptidel follows Barad and attack.

strike: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13

retributive.:
strike: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 2d8 + 6 ⇒ (5, 6) + 6 = 17

*Stride
*Stride
* (sigh) step
*Strike.

"I will cover you!"

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Coptidel dives in and drives his meteor hammer into the undeads chest where it shatters the chestplate of armor as well as numerous chest bones. Amarië works on softening up the remaining two as a fireball erupts in the middle of the chamber. Heraxia looks a bit worried. "Please don't damage the Eternity Arch!"

Red Reflex DC 21: 1d20 + 14 ⇒ (20) + 14 = 34
Yellow Reflex DC 21: 1d20 + 14 ⇒ (11) + 14 = 25
Green Will DC 21: 1d20 + 11 ⇒ (9) + 11 = 20

The pair of undead seem to avoid the worst of the flames as it skitters around them. Though the temporal echo to the south seems to twitch violently as its mind begins to erode.

Barad suddenly charges in and misses the undead as the heat from the flames wick close to his skin. The edge of his blade manages to nick the side of the undead's arm.

The temporal echos quickly begin to shifts rapidly between multiple timelines, as they become difficult to track. Concealed condition. Two of the temporal anomalies close in around the main group as the third opens its mouth as it screams. The sound reverberates causing time to shudder and bend around
it.

Temporal Shudder Barad and Coptidel Mental Damage: 5d6 ⇒ (6, 5, 4, 5, 6) = 26 DC 18 Basic Reflex; Failure also means that you are slowed 1 for 1 round.
Rounds: 1d4 ⇒ 2

★★★
Borrowed Time: The First Wave Round 1 / 2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Coptidel: DC 18 Will Save vs Temporal Shudder
Barad: DC 18 Will Save vs Temporal Shudder

──────────
BOLD: GO!:
──────────
➤ Coptidel (69/78 HP)Heal 1HP/min
➤ Amarië (27/36 HP)Mage Armor +1
➤ Barad (73/73 HP)Heal 1HP/min
Echo One (Red) (-0 HP)
Echo Two (Yellow) (-6 HP)
Echo Three (Green) (-50 HP)
➤ Gortek (100/100 HP)
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (29/48 HP)
➤ Avonatha (37/46 HP)Mage Armor +1

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Avonatha, seeing that the undead are getting closer begins to concentrate and speaks the arcane, spidery language of magic trying to protect herself from them.
Ast Cermin tsninon as suddenly there are 4 of her that swirl around her/ Mirror Image

She sees the red one coming closer and begins to chant again, feeling her movements hastened and begins to chant again Draew dere donthin
as a ray of positive energy emerges from her hand to strike at it.
1d20 + 10 ⇒ (11) + 10 = 21 disrupt undead
3d6 + 3 ⇒ (3, 4, 4) + 3 = 14

DC 20 Fort
The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Watching the Red and Yellow Echos approach, Amarië tries to shock them a bot, and then make herself a little more reflective. and then tries to Daze Green.

(◆◆)Electric Arc: 3d4 + 4 ⇒ (1, 1, 3) + 4 = 9 electricity damage, basic reflex save DC 21
(◆◆)Mirror Image

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |
Avonathalanthalasa Caldon wrote:
1d20+10 disrupt undead

Just fyi, there is no attack roll associated with Disrupt Undead.

Reflex Save w/Bulwark: 1d20 + 9 + 3 ⇒ (2) + 9 + 3 = 14
(with no hero points, that's a fail)

Barad grimaces as he takes the hit from the temporal shudder, glancing over his shoulder towards the group. Through gritted teeth, he utters out "Let's cut this thing down so we can protect the rest." as he tries to (◆)(◆)(◆) Strike three times at the enemy in front of him:

+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (3) + 16 = 19
Magical Slashing Damage: 2d12 + 4 ⇒ (12, 11) + 4 = 27

+1 Striking Cold Iron Greatsword: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
Magical Slashing Damage: 2d12 + 4 ⇒ (4, 11) + 4 = 19

+1 Striking Cold Iron Greatsword: 1d20 + 16 - 10 ⇒ (3) + 16 - 10 = 9
Magical Slashing Damage: 2d12 + 4 ⇒ (9, 1) + 4 = 14

~~~

Should an Attack of Opportunity (↺) arise:
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (6) + 16 = 22
Magical Slashing Damage: 2d12 + 4 ⇒ (8, 12) + 4 = 24
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

another garbage turn

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Gortek would step and then rage for his first 2 actions, to flank Red. (◆◆)
He will then attack Red with a DHA strike and then a snagging strike. (◆◆)

DHA strike vs Red FF
+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (2) + 17 = 19
Rage Magical Slashing Damage: 2d12 + 10 ⇒ (2, 12) + 10 = 24

Snagging Strike vs Red FF
+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32
Rage Magical Slashing Damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17

AoO, if needed
+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (7) + 17 = 24
Rage Magical Slashing Damage: 2d8 + 10 ⇒ (3, 7) + 10 = 20

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

Reaction!

will: 1d20 + 12 ⇒ (11) + 12 = 23
strike: 1d20 + 15 ⇒ (11) + 15 = 26damage+good: 2d8 + 6 + 4 ⇒ (3, 5) + 6 + 4 = 18

strike: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29damage: 2d8 + 6 + 4 ⇒ (6, 8) + 6 + 4 = 24

*stride
*smite evil
*strike
*strike

Coptidel calls the gods to fight this undead abobination, moves to flank and attacks.

Champion reaction:
strike: 1d20 + 15 ⇒ (3) + 15 = 18damage: 2d8 + 6 ⇒ (5, 2) + 6 = 13

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Indeed, most cantrips are just damage rolls with a basic saving throw to determine the damage.

@Barad- You have a fourth action due to being quickened. With all of the enemies down but one I will use it to stride towards it.

Gortek Miss chances DC 5: 2d20 ⇒ (5, 15) = 20

Gortek absolutely destroys one of the undead as his axe cleaves it into several much more manageable pieces.

Fort Save DC 20: 1d20 + 9 ⇒ (1) + 9 = 10
Avonatha Miss chances DC 5: 1d20 ⇒ 15

Avonatha sends a ray of positive energy into the next approaching enemy. The skin below its armor sizzles, boils and oozes, sealing its flesh to the metal as both Avonatha and Amarië split apart into numerous magical images.

Coptidel Miss chances DC 5: 2d20 ⇒ (19, 14) = 33

As the burst of sounds happens Coptidel's hammer swings around and brains the undead as it collapses to the ground. His strike cuts off the the screaming and saves Barad from further pain. Retributive Strike negates 8 damage from Barad. With his enemy down Coptidel slowly strides towards the remaining undead to the north and takes out its leg with his hammer.

Amarië Miss chances DC 5: 1d20 ⇒ 12
Reflex DC 21: 1d20 + 14 ⇒ (11) + 14 = 25

Small wisps of smoke trail off of the undead as Amarië's spell jolts through its body. Barad joins Coptidel and cleaves through the undead's skull, ending the threat.

That is a Wave success.

You have exactly 10 minutes to heal and refocus before the next wave.

The purple crack widens and then explodes into dozens of smaller rifts. Each rift reveals a vision of some distant view. From stone walls of unknown architecture to verdant jungles, each vision is entirely different. The ground in the chamber shakes and heaves as a massive dinosaur stomps into view, emerging from one of the rifts.

“Now there’s a challenge!” Calisro Benarry boasts. “Let’s show them what Pathfinders are made of!”

“The rifts are pulling us into the past,” Jirneau counters. “We need to force the Eternity Arch to seal these rifts, or we’ll be stranded here!” You all head to the Eternity Arch. As you analyze what you need to do to start sealing rifts, you realize that this challenge has multiple parts.

Rules for this challenge

Complication: 1d4 ⇒ 2

Connecting:

To connect with the Eternity Arch, a creature must Interact (One action) to touch it. Each time a creature first touches the arch, it takes 4d6 mental damage (DC 25 basic Will save). After connecting with the Eternity Arch, a creature can attempt to attune to it. Breaking contact with the arch immediately severs a creature's connection to it.

Attuning:

To attune to the Eternity Arch, a creature can attempt a DC 23 Fortitude save as a single action while connected to the arch. On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it.

Manipulating:

To seal the rifts, the PCs must gain a total number of Manipulation Points equal to twice the number of PCs. A character attuned to the arch can attempt a DC 25 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits.

The ground begins to shake violently as you begin to manipulate the Arch,

Reminder: You are no longer quickened so back to 3 actions. Since this challenge takes 4 actions minimum, go ahead and give me 2 rounds worth of actions, but put the second round under spoilers. In the spoiler for the beginning of round 2 please include a Reflex save (DC 19) against the ground shaking or fall prone.

Player Status:

Coptidel (56/78 HP)Heal 1HP/min
Amarië (27/36 HP)Mage Armor +1
Barad (55/73 HP)Heal 1HP/min
Gortek (100/100 HP)
Frogger (58/58 HP)
⠀⠀Piney (29/48 HP)
Avonatha (37/46 HP)Mage Armor +1

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |
GM Tyranius wrote:
@Barad- You have a fourth action due to being quickened. With all of the enemies down but one I will use it to stride towards it.

I failed the save and so I am slowed 1, negating the 4th action. Did Coptidel's reaction negate us both having to make those saves, since I didn't see him making one?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Nope you are correct then. You still had enough to reach the creature and your first strike killed it.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Do we have to do these in the order presented? Connecting, then Attuning and then Manipulation?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yes, you cannot attune until you have successfully connected and you cannot manipulate until you have successfully attuned.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Could she attempt a detect magic to see if she can identify the type of school that the portal has, if it is magical?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You can but that spell will eat two of your actions.

Horizon Hunters

Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

During the rest, Frogger will cast Goodberry producing 3 ripe berries. Will give two to Piney and one to Amarië.

Piney Goodberry: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Amarië Goodberry: 1d6 + 4 ⇒ (1) + 4 = 5

Then for the remainder of the 10 minutes, will use Assurance (Nature) and Natural Medicine to heal Avonatha

Avonatha Treat Wounds: 2d8 ⇒ (6, 7) = 13

Frogger cocks his head as he watches the rifts, then nods as Jirneau speaks. "Aye. Let's close these rifts."

◆ Interact to touch Eternity Arch

Basic Will Save DC 25: 1d20 + 13 ⇒ (19) + 13 = 32
Mental Damage: 4d6 ⇒ (5, 2, 3, 1) = 11

Only takes 5 Mental damage.

◆ Attune to Eternity Arch

Fortitude Save DC 23: 1d20 + 11 ⇒ (19) + 11 = 30

Frogger closes his eyes as he slowly attunes himself to the Eternity Arch. "I think I see a way to close this!" he calls out!

Not sure I have any other actions here, unless I can split up the Manipulation action (which I don't think I can). So will forgo my third action.

Round 2:

Reflex: 1d20 + 11 ⇒ (18) + 11 = 29

Frogger manages to stand still as the ground shakes and he focuses his attention on the rifts.

◆◆ Manipulate

Nature DC 25: 1d20 + 13 ⇒ (16) + 13 = 29

"Yes! Yes, I think I got it!"

Again, not sure what to do with remaining action.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Taking a deep breath, she attempts to coonect:
1d20 + 12 ⇒ (8) + 12 = 20 will

4d6 ⇒ (6, 6, 3, 5) = 20 mental damage

attune
1d20 + 9 ⇒ (2) + 9 = 11
4d6 ⇒ (6, 3, 2, 1) = 12 mental

and close
1d20 + 13 ⇒ (12) + 13 = 25 arcana
[

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Updated the rules below with the much lower DC's for your tier. I was reading the incorrect brackets (7-8) for this challenge.

Connecting

To connect with the Eternity Arch, a creature must Interact (One action) to touch it. Each time a creature first touches the arch, it takes 2d10 mental damage (DC 22 basic Will save). After connecting with the Eternity Arch, a creature can attempt to attune to it. Breaking contact with the arch immediately severs a creature's connection to it.

Attuning:

To attune to the Eternity Arch, a creature can attempt a DC 20 Fortitude save as a single action while connected to the arch. On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it.

Manipulating:

To seal the rifts, the PCs must gain a total number of Manipulation Points equal to twice the number of PCs. A character attuned to the arch can attempt a DC 22 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits.

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

will: 1d20 + 12 ⇒ (1) + 12 = 13
fortitude: 1d20 + 12 ⇒ (5) + 12 = 17
second attemp fort: 1d20 + 12 ⇒ (10) + 12 = 22

reflex save: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13

Spoiler:

religion: 1d20 + 10 ⇒ (13) + 10 = 23

Coptidel reacks in pain for the terrible connection. His body ages to the point, it has hundred of years. He tries to manipulate it.

*lay of hands and refocus.18 hit point
**two attempts to attune
**Manipulate

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Frogger Mental Damage: 2d10 ⇒ (6, 7) = 13
Avonatha Mental Damage: 2d10 ⇒ (5, 2) = 7
Coptidel Mental Damage: 2d10 ⇒ (10, 2) = 12

Frogger manages to stay standing as he attunes to the arch and begins to manipulate it. + 1 Manipulation Point.

Avonatha on the other hand reels from the mental anguish and has difficulty attuning with it at first as she tries again.

Avonatha Attnement: 1d20 + 9 ⇒ (19) + 9 = 28

Though a little clumsy she attunes perfectly and is able to mesh her arcane energies with Froggers more naturalistic approach. + 1 Manipulation Point.

Coptidel has difficulty remaining standing, though he is able to keep his hand touching the Arch. Shakily getting to his feet he adds his divine beliefs into the two other traditions working against the forces of time. +1 Manipulation Point.

★★★
Borrowed Time: The Second Wave Round 1 / 2

Party Conditions: Manipulation Points =3
Battlemap

──────────
BOLD: GO!:
──────────
Coptidel (66/78 HP)Heal 1HP/min
➤ Amarië (32/36 HP)Mage Armor +1
➤ Barad (65/73 HP)Heal 1HP/min
➤ Gortek (100/100 HP)
Frogger (52/58 HP)
⠀⠀Piney (41/48 HP)
Avonatha (43/46 HP)Mage Armor +1

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Is it too late to use my extra hero point to see about making a missed save? I forget about those

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You can but you succeeded and only took 3 damage total from it.

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Gortek tries to connect with the Arch by touching it (Interact).

Gortek Will save: 1d20 + 13 ⇒ (10) + 13 = 23

mental damage: 2d10 ⇒ (5, 6) = 11

After this painful first contact with the Arch, Gortek will try to attune to it.

Gortek Fort save: 1d20 + 14 ⇒ (17) + 14 = 31

Now that Gortek is attuned to the Eternity Arch, he will attempt to manipulate it.

round 2:
Gortek reflex save: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Gortek's Religion (T): 1d20 + 11 ⇒ (17) + 11 = 28


RODALAS

oh, okay

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

During the break, Barad would drink another of his Lesser potions:
2d8 + 5 ⇒ (1, 8) + 5 = 14

Then work on somebody's injuries with Treat Wounds:
Medicine: 1d20 + 7 ⇒ (15) + 7 = 22
2d8 + 5 ⇒ (6, 5) + 5 = 16

(Frogger, Piney, or Avonatha, since Amarie should be at 100% hp)

GM - Amarie drank a potion before the last encounter at the same time Barad did, so I believe you have inaccurate hit points for her at the present time.

For the present issue, however, the young aasimar can do nothing but stand by with sword-in-hand ready in case a threat appears that he has the tools to combat.

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Amarië looks to the others, seeing the anguish that touching this arch is causing them, and then takes a deep breath while she reaches out to do the same.

◆ Interact to touch Eternity Arch

Basic Will Save DC 22: 1d20 + 10 ⇒ (15) + 10 = 25
Mental Damage: 4d6 ⇒ (3, 1, 2, 1) = 7

Only takes 3 Mental damage.

Holding onto the arch, Amarië attempts to attune herself.

◆ Attune to Eternity Arch

Fortitude Save DC 20: 1d20 + 7 ⇒ (3) + 7 = 10
Hero Point to reroll the Crit Failure.
Fortitude Save DC 20: 1d20 + 7 ⇒ (7) + 7 = 14

Amarië is now clumsy 1.

"Almost there, just a little more...." Amarië mutters as she tries again to attune herself to the arch.

◆ Attune to Eternity Arch

Fortitude Save DC 20: 1d20 + 7 ⇒ (16) + 7 = 23

2nd Round:

Now that she is attuned to the arch, Amarië will work to manipulate it using her Arcane skills and understanding.

◆◆ Manipulate the Eternity Arch

Arcana DC 22: 1d20 + 13 ⇒ (6) + 13 = 19

I am out of Hero Points, so that will stand. As she only has one action left, Amarië would be finished for the turn.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Barad- Put the treat wounds on Piney since the rest all received that damage after during this mental damage. UPdated the tracker for Amarië.

Gortek manages to attune to the Arch as he joins Coptidel in strengthening the religious aspect. + 1 Manipulation Point. Barad hangs back a couple of moments, guarding the perimeter while the others do their work.

Amarië takes a moment to attune to the magical forces but catches on quickly as she too is able to slowly manipulate it. + 1 Manipulation Point.

Complication: 1d4 ⇒ 2
Let's go ahead with 2 more rounds of actions.

The Eternity Arch shudders the ground as the forces holding time together are adjusted and pulled in on each other to a singular point. DC 19 Reflex or fall prone. Crit fail you lose contact with the Arch and have to start the Connection and Attunement all over.

★★★
Borrowed Time: The Second Wave Round 3 / 4

Party Conditions: Manipulation Points = 5
Battlemap

──────────
BOLD: GO!:
──────────
➤ Coptidel (66/78 HP)Heal 1HP/min
➤ Amarië (33/36 HP)Mage Armor +1, Clumsy 1
➤ Barad (73/73 HP)Heal 1HP/min
➤ Gortek (95/100 HP)
➤ Frogger (52/58 HP)
⠀⠀Piney (48/48 HP)
➤ Avonatha (43/46 HP)Mage Armor +1, Clumsy 1

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

reflex 1d20 + 11 ⇒ (12) + 11 = 23

what are we supposed to do now? keep trying to close the rift?

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

reflex: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15

religion: 1d20 + 10 ⇒ (15) + 10 = 25
religion: 1d20 + 10 ⇒ (11) + 10 = 21

Coptidel continues his job.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yes, you still need more manipulation points to seal this rift.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

So just manipulate checks?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Correct, you stay connected and attuned. (unless you crit fail that reflex DC 19.)

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Reflex Save: 1d20 + 12 ⇒ (9) + 12 = 21

As she is able to hold on, Amarië will continue to attempt to manipulate the Arch.

◆◆ Manipulate the Eternity Arch

Arcana DC 22: 1d20 + 13 ⇒ (7) + 13 = 20

Amarië will end her turn here, not using the third action.

Round 4:

Amarië continue working on the arch.

◆◆ Manipulate the Eternity Arch

Arcana DC 22: 1d20 + 13 ⇒ (16) + 13 = 29

Again, Amarië ends her turn here, not using her third action.

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

Barad unfortunately still has no way to positively help here beyond untrained flailing, and so remains on-guard for exterior threats.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

It looks like a post I thought I made didn't post? That is what I get for using my phone?

She continues to concentrate on her magic and closing the portal's rift
1d20 + 13 ⇒ (5) + 13 = 18 arcana
1d20 + 13 ⇒ (11) + 13 = 24 arcana

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The rift nearly closes as the group focuses all of their trained traditions into knitting the fabric of time back together. Though their concentration wanes here and there the group manages to hold it together in the end as the sound of baying hounds sounds to be getting closer and closer keeping Barad on edge. +3 Manipulation Points.

★★★
Borrowed Time: The Second Wave Round 3 / 4

Party Conditions: Manipulation Points = 8
Battlemap

──────────
BOLD: GO!:
──────────
Coptidel (66/78 HP)Heal 1HP/min
Amarië (33/36 HP)Mage Armor +1, Clumsy 1
Barad (73/73 HP)Heal 1HP/min
➤ Gortek (95/100 HP)
➤ Frogger (52/58 HP)
⠀⠀Piney (48/48 HP)
Avonatha (43/46 HP)Mage Armor +1, Clumsy 1

Horizon Hunters

Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

Reflex: 1d20 + 11 ⇒ (5) + 11 = 16

Frogger falls to the ground, but doesn't loose focus as he's still attuning to the arch. He stands up and tries to concentrate!

◆ Stand up

◆◆ Manipulate Eternity Arch

Nature: 1d20 + 13 ⇒ (16) + 13 = 29

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Gortek reflex save: 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 11
Gortek's Religion (T): 1d20 + 11 ⇒ (14) + 11 = 25
Gortek's Religion (T): 1d20 + 11 ⇒ (15) + 11 = 26
Frogger Nature(T): 1d20 + 13 ⇒ (6) + 13 = 19

With Frogger and Gortek's aid you are finally able to stabilize the arch! Heraxia looks pleased as she smiles. "Well done!" Though a little clumsy Amarië and Avonatha have a few moments to recollect themselves. Remove the clumsy condition.

That is another wave success! Everyone has 10 minutes to heal or Refocus. Those with the healing Aeon stones I have already adjusted your HP by the 10.

Everyone gets a Hero Point for doing so well on this final portion.

Dozens of strange and twisted quadrupeds emerge from the corners of the chamber, with oversized eyes and lolling tongues. “Hounds of Tindalos! These are the creatures that pursued Heraxia!” Ashasar exclaims. “They’ll weaken away from angles!”

Init:

Frogger, Detect Magic: 1d20 + 15 ⇒ (1) + 15 = 16
Coptidel, Scout: 1d20 + 14 ⇒ (19) + 14 = 33
Avonatha, Detect Magic: 1d20 + 12 ⇒ (19) + 12 = 31
Gortek, Search: 1d20 + 15 ⇒ (19) + 15 = 34
Barad, Defend: 1d20 + 11 ⇒ (10) + 11 = 21
Amarië, Detect Magic: 1d20 + 10 ⇒ (2) + 10 = 12
Hound of Tindalos: 1d20 + 17 ⇒ (18) + 17 = 35
Pups of Tindalos: 1d20 + 10 ⇒ (20) + 10 = 30

The two Hounds bound in as they lock eyes with Coptidel and Gortek. The pair begin to feel their joints stiffen and grow quite slow to react.

@Coptiel and Gortek- Need a DC 21 Fort save vs Slow.

If anyone ends their turn within 30' of one of the Hounds (Red or Green) then please roll the damage at the end of your turn vs the Hounds ripping gaze along with the basic fort save.

★★★
Borrowed Time: The Third Wave Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Gortek: DC 21 Fort vs Slow
Coptidel: DC 21 Fort vs Slow

──────────
BOLD: GO!:
──────────
Hound of Tindalos (Red) (-0 HP)
Hound of Tindalos (Green) (-0 HP)
➤ Gortek (95/100 HP)
➤ Coptidel (76/78 HP)Heal 1HP/min
➤ Avonatha (43/46 HP)Mage Armor +1
Pup of Tindalos (Yellow) (-0 HP)
Pup of Tindalos (Pink) (-0 HP)
Barad (73/73 HP)Heal 1HP/min
Frogger (52/58 HP)
⠀⠀Piney (48/48 HP)
Amarië (33/36 HP)Mage Armor +1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ripping Gaze (If you end your turn within 30 ' of a Hound of Tindalos) :
4d6 Slashing Damage (DC 25 Basic Fort Save)

Horizon Hunters

Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

I'll refocus and cast Goodberry again, producing 3 berries. Give one to Avonatha, one to Frogger, one to Amarië.

Avonatha: 1d6 + 4 ⇒ (3) + 4 = 7
Frogger: 1d6 + 4 ⇒ (3) + 4 = 7
Amarië: 1d6 + 4 ⇒ (2) + 4 = 6

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

No more speedy or mirror image?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Correct, both are done and gone.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

The elven wizardress o takes a look at what lies before them, strange and alient creatures.
She takes a look at Gortek as if to say, you got this?

and begings s to chant in the spidery language of magic, her arms and hands moving as she grabs a bit of bat guano from a spell component pouch, her voice speaking arcane words of power Ast kiranann Soth-aran/Suh kali Jalaran as a roaring blast of fire manifests between the red and yellow creatures [ooc] She wants to place it so that they are caught at the edge of the blast
6d6 ⇒ (5, 1, 6, 3, 3, 3) = 21 fireball/fire damage

DC 21 Reflex for half

She then casts shield on herself

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Gortek’s DC 21 Fort vs Slow: 1d20 + 14 ⇒ (3) + 14 = 17

Hero point for re-roll

Gortek’s DC 21 Fort vs Slow: 1d20 + 14 ⇒ (15) + 14 = 29

Now, Gortek strides to Red and tries to hit him:

◆ Stride
◆ Strike with DHA

Dual Handed Assault:
+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (16) + 17 = 33
Magical Slashing Damage: 2d12 + 4 ⇒ (4, 2) + 4 = 10

He tries again with snagging strike:

◆ Snagging Strike

+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 - 5 ⇒ (9) + 17 - 5 = 21
Magical Slashing Damage: 2d8 + 4 ⇒ (5, 4) + 4 = 13

AoO
+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (17) + 17 = 34
Magical Slashing Damage: 2d8 + 4 ⇒ (7, 3) + 4 = 14

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Amarië will do a medicine check on herself in the 10 minute interim.

Treat Wounds, DC 15: 1d20 + 8 ⇒ (4) + 8 = 12

Well... sheesh.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Gortek- A Success on Slow is still Slow 1 for 1 round. So your Snagging Strike will not go off.

Gortek rushes in with his axe raised high in both hands. He brings it down into the hound's paw. The hound yelps loudly in pain as a portion of its paw is cut off. It's eyes glow balefully as sharp wounds tear open in Gortek's skin.

Red Ripping Gaze Gortek Damage: 4d6 ⇒ (5, 4, 5, 2) = 16
Gortek Will Save DC 25: 1d20 + 13 ⇒ (4) + 13 = 17

Avonatha tries to end one side quickly before the group is severely outnumbered. A roaring ball of flame burns through two of the hounds.

Red Reflex DC 21: 1d20 + 17 ⇒ (11) + 17 = 28
Yellow Reflex DC 21: 1d20 + 11 ⇒ (13) + 11 = 24

The hounds leap to the side and avoid the worst of the flames, though the baleful gaze falls onto Avonatha as well. Small cuts rip open along her arms and neck.

Red Ripping Gaze Avonatha Damage: 4d6 ⇒ (4, 2, 1, 4) = 11
Avonatha Will Save DC 25: 1d20 + 11 ⇒ (3) + 11 = 14 Crit fail for 22 damage. Let me know if you wish to Hero Point this.

★★★
Borrowed Time: The Third Wave Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Coptidel: DC 21 Fort vs Slow

──────────
BOLD: GO!:
──────────
Hound of Tindalos (Red) (-20 HP)
Hound of Tindalos (Green) (-0 HP)
Gortek (79/100 HP)
➤ Coptidel (76/78 HP)Heal 1HP/min
Avonatha (24/46 HP)Mage Armor +1
Pup of Tindalos (Yellow) (-10 HP)
Pup of Tindalos (Pink) (-0 HP)
Barad (73/73 HP)Heal 1HP/min
Frogger (58/58 HP)
⠀⠀Piney (48/48 HP)
Amarië (36/36 HP)Mage Armor +1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ripping Gaze (If you end your turn within 30 ' of Red or Green Hound) :
4d6 Slashing Damage (DC 25 Basic Fort Save)

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

fort: 1d20 + 12 ⇒ (8) + 12 = 20 Coptidel's body stiffing for this.Sigh.

He will strike and attack.

attack: 1d20 + 15 ⇒ (8) + 15 = 23
damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20

This world has so much more evil than just undead or fiend! This encounter is eye opening!

fort save for ripping gaze: 1d20 + 12 ⇒ (17) + 12 = 29

champion reaction:
attack: 1d20 + 15 ⇒ (3) + 15 = 18
damage: 2d8 + 4 ⇒ (8, 2) + 4 = 14

I think i will reroll the fort save the slow effect. hero point fort: 1d20 + 12 ⇒ (8) + 12 = 20Sigh.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

1d20 + 13 ⇒ (12) + 13 = 25 will save using a hero point

Dark Archive

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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Oh no Coptidel! I always end up rolling a lower effect whenever I use a Hero Point.

Avonatha avoids the worst of the gaze as he skin still rips open. 11 damage instead off 22.

Coptidel's body stiffens to where he can barely move a muscle. The hound easily avoids Coptidel's meteor hammer swings lazily past.

Coptidel Ripping Gaze Damage: 4d6 ⇒ (6, 1, 6, 2) = 15 7 Damage.

The pair of pups yip, yelp, and bounce around playfully as they jump into the fray with their parents. All four of the hounds look to become very sickened as they look for something nearby with a 90 degree angle. All hounds are now sickened 1 which will lower their DC's. Will reflect this in their DC's below.

Yellow Jaws vs Coptidel AC 25: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Yellow Claw vs Coptidel AC 25: 1d20 + 11 - 1 - 4 ⇒ (16) + 11 - 1 - 4 = 22

Pink Jaws vs Barad AC 24 (Defend): 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
Damage: 1d10 + 5 ⇒ (1) + 5 = 6 Crit for 12 Damage.

Both Barad and Coptidel take small nips to their heels from the pups.

Keep in mind that a few of you are now within 15' / 30' of several hounds and you will need to roll Fort saves and damage for ripping gazes from each of them. The Hounds are 30' and the Pups are 15' auras. The DC's below include the sickened penalty.

★★★
Borrowed Time: The Third Wave Round 1

Battlemap

──────────
BOLD: GO!:
──────────
Hound of Tindalos (Red) (-20 HP)Sickened 1
Hound of Tindalos (Green) (-0 HP)Sickened 1
Gortek (79/100 HP)
Coptidel (60/78 HP)Heal 1HP/min; Slow 1/10
Avonatha (35/46 HP)Mage Armor +1
Pup of Tindalos (Yellow) (-10 HP)Sickened 1
Pup of Tindalos (Pink) (-0 HP)Sickened 1
➤ Barad (73/73 HP)Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (48/48 HP)
➤ Amarië (36/36 HP)Mage Armor +1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ripping Gaze (If you end your turn within 30 ' of Red or Green Hound) :
4d6 Slashing Damage (DC 24 Basic Fort Save)

Ripping Gaze (If you end your turn within 15 ' of Yellow or Pink Pup) :
1d8 Slashing Damage (DC 19 Basic Fort Save)

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Fort Save vs. Red: 1d20 + 7 ⇒ (18) + 7 = 25
Fort Save vs. Pink: 1d20 + 7 ⇒ (7) + 7 = 14
Fort Save vs. Green: 1d20 + 7 ⇒ (9) + 7 = 16
Hero Point vs. Green
Fort Save vs. Green: 1d20 + 7 ⇒ (10) + 7 = 17
Save vs. Red: 4d6 ⇒ (4, 3, 3, 1) = 11 Slashing, Take Half
Fail vs. Pink: 1d8 ⇒ 4 Slashing
Fail vs. Green: 4d6 ⇒ (6, 5, 5, 2) = 18 Slashing
Take total 27 Slashing Damage

"OWCH! The stare from these pups hurts, A LOT! Barad, wait for me to move!"

Actions if Barad delays:

(◆) Shield
(◆◆) Haste on Barad

Actions if Barad goes first:

(◆) Shield
(◆◆) Mirror Image

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