[Tervola] Abomination Vaults [PF2]

Game Master Tervola

Loot and skills

Sheets


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This old wooden pier has partially collapsed into the swamp, and the portion remaining above water looks ready to follow the rest at the slightest touch.

Init:

Coach: 1d20 + 6 ⇒ (6) + 6 = 12
Teach: 1d20 + 5 ⇒ (6) + 5 = 11
Dozer: 1d20 + 3 ⇒ (6) + 3 = 9
Jo: 1d20 + 4 ⇒ (12) + 4 = 16
Wispy: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21

Gave it a small penalty as you were going for the Kramer opening for suprise. It still did great, so going to have it on delay. Anyone can act. It will jump in sometime, when things look interesting. The water here is 3' deep.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

engaging murderhobo setting.

"Looks like thing to kill. Rawr. Make weapon stronger."

Jo pulls out the bastard sword and then twists the familiar dials and attempts to engage the overdrive before smashing monsters.

◆ Draw weapon
Overdrive, DC16: 1d20 + 8 ⇒ (6) + 8 = 14 fail
◆ Stride have zero idea which slide we're on... so if someone could move me closer to the enemy, that'd be cool with me


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

"You won't catch us off guard, you petulant candle. We already killed your cousins inside."

1. Bon mot
2. Intimidate (using versatile performance)
3. Inspire courage

bon mot: 1d20 + 8 ⇒ (14) + 8 = 22
demoralize: 1d20 + 9 ⇒ (12) + 9 = 21

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