Pirate Purpose (Inactive)

Game Master Pirate Rob

Slides


101 to 150 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"What?! An Azlanti ruin? That's amazing!" Aurika says with obvious enthusiasm and questions. "Who discovered it? When did we find out about it? What do we know about the place already?"


Aspenthar

Calisro shrugs “Who can say? Deadly traps? Ferocious monsters? A mild mannered family of groundhogs? You might be down there for days, or maybe everything has collapsed, and you’ll be back before lunch. Like I said, you get to be the first ones inside! Enjoy the anticipation of the unknown and keep your senses peeled!”

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika claps her hands. "Alright! Let's go!"

Vigilant Seal

Male half-orc liberator 3 | hp 44/44, focus points 1/1, hero points 1/3 | AC 21 (23 w/ shield); shield hardness 5 hp 20/20 (BT 10) | F+8, R+6, W+7 | Speed 20 (25 w/o armor) | Perc. +5, low-light vision | Reactions: liberating step (5 resistance), shield block | Current conditions: | ◆◇↺

"Far out." Once the party is ready, Doven leads the way in, shield raised in front of him.


Aspenthar

GM Dice:
2d20 ⇒ (15, 17) = 32

It's only about 50 feet to the entrance and the tunnel quickly turns into a set of marble stairs. Although chipped and stained with centuries of mildew they were clearly once grand.

See pg4 for Calisro and old marble passages.

Hallways are 12ft tall and rooms20 unless otherwise described.

The first several rooms you find are dirty and devoid of anything of value but then a wide but short arched passageway opens into a low (10ft) ceilinged room to the north. Carved niches in the walls each glow with a gentle lavender luminescence, although the shelves within appear empty.

Magic is present and Aella notices a trapdoor in the Northeast corner of the room.

Vigilant Seal

Ratfolk| HP 51/51 | AC: 21 (22) | F: +10 R: +13, W: +10 | Perception: +8 (T, Low-Light) | Default Exploration: Avoid Notice (+11)

"Whatever floats yer boat. We will check out a likely-empty cave." Scerzaq scratches and follows behind the group. Looking down the stairs he tries to take it slow but ends up slipping o the mildew and skids down the entire last half as he yelps with each bump.

"WhhhaHHahhahHhaahHHaa..."

Rolling to his side he stands and wipes himself off. "I am too old for this... This time is going to kill me..." He Mutters as the over exertion makes him hack the barking cough that is stuck in his lungs."[/b]

He looks over and sees Aella looking to the northeast corner of the room. "What is it?

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

Faldur trudges into the room and looks around. He wonders what treasures were on display in this place.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika walks in, whispering a cantrip to detect magic. Under her breath she says, "Detect Magic."

She then moves about the room, searching it for anything that might appear to be the source of the magic. Or that might have historical value.


Aspenthar

There is magic present however whatever was on these shelves had been removed at some point.

Your best guess for magic is the gentle lavender luminescence or something under the trap door (That could be opened safely with thievery)

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

"There's a trap door, here. Someone good with locks should try to open it."

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"Oh! I can help. Just give me roughly ten minutes. I need some supplies."

Aurika heads out, returning after she's made a purchase of some thieves tools. "Honestly, I never thought I'd need a small file, lock picks, or... well any of these things when I became a Pathfinder. But hey, tools are tools, right?"

She then sets to the task of handling the trap door.
Thievery: 1d20 + 5 ⇒ (20) + 5 = 25


Aspenthar

Aurika is able to open it safely without trouble.

There is unfortunately nothing but a 10 ft pit with spikes at the bottom.

A further search of the pit and the room reveals nothing of value.

Vigilant Seal

Male half-orc liberator 3 | hp 44/44, focus points 1/1, hero points 1/3 | AC 21 (23 w/ shield); shield hardness 5 hp 20/20 (BT 10) | F+8, R+6, W+7 | Speed 20 (25 w/o armor) | Perc. +5, low-light vision | Reactions: liberating step (5 resistance), shield block | Current conditions: | ◆◇↺

"Wonder what the weird glow is all about. Anyway, onward?"

Vigilant Seal

Ratfolk| HP 51/51 | AC: 21 (22) | F: +10 R: +13, W: +10 | Perception: +8 (T, Low-Light) | Default Exploration: Avoid Notice (+11)

Scerzaq shrugs. "Magical pit you think?"


Aspenthar

Eventually continuing on you encounter numerous empty chambers before pushing through a half rotten double door to find human-sized niches cut into the walls of a room. Additionally Oval glass protrusions stick out from the walls in a few places and emit a cold, white light, although many of them flicker occasionally.

Spoiler:

Faldur: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Aella: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Doven: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Aurika: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Scerzaq: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Kirianamu: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
R: 1d20 + 8 ⇒ (6) + 8 = 14
G: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
U: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14

From the darkness a 6ft tall gangly humanoid rounds the corner and wordlessly tosses a dagger at Doven before retreating around the corner, shortsword still in hand.

dagger vs FF - range: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8

The dagger clatters harmlessly off his armor.

Particularly poorly hidden are another pair of the aggressive humanoids also armed with swords and daggers.

Initiative:

Solid Green
Aella
Aurika
Faldur
Scerzaq

Red Dots
Kirianamu
Blue Dash
Doven

Aella, Aurika, Faldur, and Scerzaq are up!

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Action 1-3: Magic Missile

With threats aplenty, the young halfling wizard rattles off the words to a spell. She punctuates it by shouting, "Magic Missile!"

It helps that three darts of force fly out from her fingertips.
Magic Missile vs Red: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

Overdrive DC 16: 1d20 + 8 ⇒ (8) + 8 = 16

Overdrive results:
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can’t use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.

The liquid in Faldur's brain tube boils again. His steaming exoskeleton lurches forward and smashes against the nearest enemy.

+1 Shield Spike: 1d20 + 7 ⇒ (11) + 7 = 18
P, Overdrive: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Aspenthar

Aurika's 3 missiles slam into the dark figure while Faldur boils over and slams into one that was trying to hide around the corner.

Initiative:

Solid Green
Aella
Aurika
Faldur
Scerzaq
Red Dots (-10)
Kirianamu
Blue Dash (-8)
Doven

Aella and Faldur are still up!

Vigilant Seal

Ratfolk| HP 51/51 | AC: 21 (22) | F: +10 R: +13, W: +10 | Perception: +8 (T, Low-Light) | Default Exploration: Avoid Notice (+11)

Scerzaq seems to almost bend time itself as he rounds the corner in the blink of an eye. The magic from his blade sends a force of pressure through the tall gangly humanoid.

Spellstrike: 1d20 + 7 ⇒ (18) + 7 = 25
Shortsword Damage (Slashing): 1d6 + 2 ⇒ (3) + 2 = 5
Hydraulic Push Spell Damage (Bludgeoning): 3d6 ⇒ (2, 3, 6) = 11 + Knocked Back 5 Feet Crit Damage: 6d6 ⇒ (4, 3, 5, 6, 6, 1) = 25 + Knocked Back 5 Feet

◇ Bend Time (Stride)
◆◆ Spellstrike
◆ Arcane Cascade Stance (+10 Speed and +3 Damage with strikes)

Status:

HP 14/14
AC 18 (19 w/ Shield)
Spells (1) Hydraulic Push
Focus Points 1/1
Bend Time 1/1
Hero Point 3/3

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella moves a little closer to zap the one next to Faldur. Blue Dashed

Tempest Surge, electricity: 1d12 ⇒ 7, DC 17 basic Reflex save, clumsy 2 for 1 round and 1 persistent electricty on a fail


1 person marked this as a favorite.
Aspenthar

Scerzaq heads down the corridor and blasts the skulking humanoid nearly out of existence

reflex: 1d20 + 10 ⇒ (15) + 10 = 25

Paella, the Rice Witch
Aella uses her primal powers to zap blue, who seems to be made out of sterner stuff than her allies and doesn't flinch.

Successful save for half damage

Solid Green
Aella
Aurika
Faldur
Scerzaq

Kirianamu
Blue Dash (-11)
Doven

Kirianamu is up!

Horizon Hunters

NG Male (he/him) human-ish Oracle 1 | HP 15/15 | AC 17 | Fort +2; Ref +5; Will +8 | Perc: +6 | Speed 30ft| [ooc] Hero Points 2*/3 | Exploration Mode: Search | Active conditions:.

Karianamu takes out a scroll of magic weapon, and casts it on Doven's flail (or a different weapon if he prefers).

"Perhaps I would be better to follow than lead this time, friend."


Aspenthar

Karianamu goes with a different tactic than running out front this time and magically empowers Doven's weapon.

Facing off with Faldur the blue skulking humanoid takes a pair of stabs with his short sword.

sword of shortness: 1d20 + 10 ⇒ (6) + 10 = 16
piercing: 1d6 + 4 ⇒ (1) + 4 = 5

agile sword: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
piercing: 1d6 + 4 ⇒ (2) + 4 = 6

Landing a deep blow as fluid spurts out at great pressure from inside Faludr.

Crit for 12!

The creature then makes a break for it, ducking past his ally, perhaps trying to draw Faldur deeper in.

Initiative:

Solid Green
Aella
Aurika
Faldur (14/26)
Scerzaq

Kirianamu
Blue Dash (-11)
Doven (Magic Weapon)

Doven and his magic weapon are up!

Vigilant Seal

Male half-orc liberator 3 | hp 44/44, focus points 1/1, hero points 1/3 | AC 21 (23 w/ shield); shield hardness 5 hp 20/20 (BT 10) | F+8, R+6, W+7 | Speed 20 (25 w/o armor) | Perc. +5, low-light vision | Reactions: liberating step (5 resistance), shield block | Current conditions: | ◆◇↺

"Huh?" Kirianamu's words seem to snap Doven out of daze. "Oh, right! Hold on there, Faldur!" With that, he rushes--loudly, slowly--forward, positioning himself between Faldur and the nearest of the creatures and attacking with his now-even-more-magical flail.

Flail: 1d20 + 9 ⇒ (3) + 9 = 12
Striking damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

Flail (hero point, promotional vestments): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

◆Stride, ◆Stride, ◆Strike


Aspenthar

Doven charges forward and lands a critical hit, not quite enough to take down his foe however who retaliates with his shortsword.

sworded: 1d20 + 8 ⇒ (14) + 8 = 22
piercing: 1d6 + 2 ⇒ (1) + 2 = 3

agile sworded: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
piercing: 1d6 + 2 ⇒ (3) + 2 = 5

landing one hit, before retreating.

Initiative:

Solid Green -18
Aella
Aurika
Faldur (14/26)
Scerzaq
Kirianamu

Blue Dash (-11)
Doven (27/30) (Magic Weapon)

Non Doven PCs are up!

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella follows behind and tries to use electricity again!

Electric Arc both of them: 1d4 + 4 ⇒ (2) + 4 = 6, DC 17 basic Reflex save


Aspenthar

blue reflex: 1d20 + 10 ⇒ (1) + 10 = 11

Bzzzzt. Blue is still up, but in really bad shape.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Action 1: Stride
Action 2-3: Warped Terrain

"Oh no you don't!" Aurika rushes up behind Scerzaq, once more weaving a spell. And though it's an illusion, it sure looks real enough. The ground down the hallway warps and breaks, making it challenging to navigate. "Warp Terrain!"
Area marked is difficult terrain unless they Seek to disbelieve or interact with the illusion. DC 17 Will save

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

MY BODY DOES NOT HURT … I THINK …

Faldur clatters in the opposite direction, hpoping to cut off Green's escape! He then smashes his shield against their head.

+1 Shield Spike: 1d20 + 7 ⇒ (17) + 7 = 24
P, Overdrive: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Aspenthar

Aurika warps the terrain, cutting off escape while Faldur finishes off the green humanoid!

Initiative:

Aella
Aurika
Faldur (14/26)
Scerzaq
Kirianamu

Blue Dash (-11)
Doven (27/30) (Magic Weapon)

Scerzag and Kirianmu are still up!

Horizon Hunters

NG Male (he/him) human-ish Oracle 1 | HP 15/15 | AC 17 | Fort +2; Ref +5; Will +8 | Perc: +6 | Speed 30ft| [ooc] Hero Points 2*/3 | Exploration Mode: Search | Active conditions:.

Karianamu moves up and casts Forbidding ward on Faldur and the remaining enemy.

Vigilant Seal

Ratfolk| HP 51/51 | AC: 21 (22) | F: +10 R: +13, W: +10 | Perception: +8 (T, Low-Light) | Default Exploration: Avoid Notice (+11)

Scerzaq concentrates as his magic slowly begins to return through space and time. "Hopefully I won't need to use anymore anytime soon."

Shortsword: 1d20 + 7 ⇒ (9) + 7 = 16
Hero Point reroll: 1d20 + 7 ⇒ (10) + 7 = 17
Shortsword Damage (Slashing): 1d6 + 2 ⇒ (5) + 2 = 7
Arcane Cascade Damage: 1 = 1

◆ Recharge Spellstrike
◆ Stride
◆ Strike

Status:

HP 14/14
AC 18 (19 w/ Shield)
Spells (1) Hydraulic Push
Focus Points 1/1
Bend Time 0/1
Hero Point 2/3


Aspenthar

Scerzaq improves Faldur's defenses, while Scerzaq focuses for a moment before moving up and unfortunately missing the remaining enemy.

The creature stabs back at Scerzaq

sword: 1d20 + 10 ⇒ (12) + 10 = 22
piercing: 1d6 + 4 ⇒ (1) + 4 = 5

landing a decent blow before circling back around and trying to make a break for it back the way y'all came.

Initiative:

Aella
Aurika
Faldur (14/26) (Warded)
Scerzaq (9/14)
Kirianamu

Blue Dash (-11)
Doven (27/30) (Magic Weapon)

Everybody is up!

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

Faldur just stands there. Littlle point in chasing fleeing enemies.

Vigilant Seal

Ratfolk| HP 51/51 | AC: 21 (22) | F: +10 R: +13, W: +10 | Perception: +8 (T, Low-Light) | Default Exploration: Avoid Notice (+11)

Scerzaq gives chase, his blade sending out a deep cut into the fleeing creature. "They always come back with reinforcements."

Spellstrike: 1d20 + 7 ⇒ (4) + 7 = 11
Shortsword Damage (Slashing): 1d6 + 2 ⇒ (2) + 2 = 4
Gouging Claw Spell Damage (Slashing/ Piercing): 1d6 + 2 ⇒ (5) + 2 = 7 1d4 Persistent Bleed on a Crit
Arcane Cascade Damage: 13 - 1d6 ⇒ 13 - (5) = 8

◆ Stride
◆◆ Spellstrike

Status:

HP 14/14
AC 18 (19 w/ Shield)
Spells (1) Hydraulic Push
Focus Points 1/1
Bend Time 0/1
Hero Point 2/3

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Action 1: Recall Knowledge
Action 2-3: See below

Aurika takes a moment to study the strange creature that attacked them.
Recall Knowledge. Arcana/Crafting/Society are +7. Occultism +4. Nature/Religion +1

If Aurika thinks it's bad:

Aurika hurls magic at the miscreant.
Ray of Frost: 1d20 + 7 ⇒ (8) + 7 = 15
Damage (Cold): 1d4 + 4 ⇒ (1) + 4 = 5

If Aurika thinks it's neutral, or if she doesn't know:

Aurika takes a step back and casts Shield.

Vigilant Seal

Male half-orc liberator 3 | hp 44/44, focus points 1/1, hero points 1/3 | AC 21 (23 w/ shield); shield hardness 5 hp 20/20 (BT 10) | F+8, R+6, W+7 | Speed 20 (25 w/o armor) | Perc. +5, low-light vision | Reactions: liberating step (5 resistance), shield block | Current conditions: | ◆◇↺

"Where do you think you're going, dude?" Doven trundles after the creature as it passes by, moving up beside it and swinging his flail to sweep the creature's feet out from under it.

Athletics to Trip vs. Reflex DC, flail item bonus: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29


Aspenthar

Gm Dice:
6d20 ⇒ (6, 13, 14, 2, 15, 11) = 61

Aurika thinks its a Skulk, and knows that the cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, they would think nothing of creeping into a house, dispatching the residents, and taking what they want. Leaving them in the area is bad news for the Pathfinder camp.

Doven chases and trips (not a crit) while Aurika learns it's a bad person and misses with a ray of frost.

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella gets in close and zaps once more.

Electric Arc: 1d4 + 4 ⇒ (4) + 4 = 8, DC 17 basic Reflex

Horizon Hunters

NG Male (he/him) human-ish Oracle 1 | HP 15/15 | AC 17 | Fort +2; Ref +5; Will +8 | Perc: +6 | Speed 30ft| [ooc] Hero Points 2*/3 | Exploration Mode: Search | Active conditions:.

Karianamu joins the crowd and takes a two handed swing at the prone skulk.

Staff Thump: 1d20 + 3 ⇒ (4) + 3 = 7

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

Faldur observes his new friends moving to kill the fleeing enemy. He double moves in to help as best he can and smashes his shield into the creature's face.

+1 Shield Spike: 1d20 + 7 ⇒ (18) + 7 = 25
P, Overdrive: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Aspenthar

reflex: 1d20 + 10 ⇒ (5) + 10 = 15

Aella's lightning is dead on, while Karianamu's and Scerzaq's attacks are well... not.

The remaining skulk is tough though, standing up, it turns to flee

deception: 1d20 + 6 ⇒ (5) + 6 = 11

spinning it stabs at Scerzaq, hoping a downed foe will provide enough of a distraction to get away.

stabbening: 1d20 + 10 ⇒ (11) + 10 = 21
stabbing damage: 1d6 + 4 ⇒ (6) + 4 = 10

Doven protects his ally from the worst of it though, allowing the Ysoki to remain on his feet.

Initiative:

Aella
Aurika
Faldur (14/26) (Warded)
Scerzaq (3/14) (Free Step)
Kirianamu

Blue Dash (-19)
Doven (27/30) (Magic Weapon)

Everybody is up!

Horizon Hunters

NG Male (he/him) human-ish Oracle 1 | HP 15/15 | AC 17 | Fort +2; Ref +5; Will +8 | Perc: +6 | Speed 30ft| [ooc] Hero Points 2*/3 | Exploration Mode: Search | Active conditions:.

Karianamu swings his staff at the skulk.

Whump: 1d20 + 3 ⇒ (1) + 3 = 4

He casts Shield and then reaches out to touch the skulk, forcing him to see the spider ancestors scuttling across his flesh and whispering to him.

Ancestral Touch DC17 Will Save: 1d4 ⇒ 1

Spoiler:
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target is frightened 1 and takes full damage.
Critical Failure The target is frightened 2 and takes double damage.

The ancestors seek to fight for control over Karianamu as well.

Curse of Ancestral Meddling: 1d4 ⇒ 4

His body rises and settles into a warrior's pose.

"Chaga has come. You will not like him, cowardly skulk."

Vigilant Seal

Male half-orc liberator 3 | hp 44/44, focus points 1/1, hero points 1/3 | AC 21 (23 w/ shield); shield hardness 5 hp 20/20 (BT 10) | F+8, R+6, W+7 | Speed 20 (25 w/o armor) | Perc. +5, low-light vision | Reactions: liberating step (5 resistance), shield block | Current conditions: | ◆◇↺

"Hey, man, knock that off!" Doven gives Scerzaq a quick fistbump, transferring some good vibes as he goes, then steps into a more strategic position and swings his flail once more.

Flail vs. flank: 1d20 + 9 ⇒ (9) + 9 = 18
Striking Bludgeoning: 2d6 + 4 ⇒ (2, 1) + 4 = 7

◆Cast lay on hands on Scerzaq (6 hp back), ◆Step, ◆Strike


Aspenthar

will: 1d20 + 7 ⇒ (5) + 7 = 12

The skulk cowers from Karianamu's ancestors.

Doven heals Scerzaq and lands a solid blow, one almost strong enough to take down the skulk but he hangs on!

Initiative:

Aella
Aurika
Faldur (14/26) (Warded)
Scerzaq (9/14) (Free Step)

Kirianamu
Blue Dash (-30) (Frightened 1)
Doven (27/30) (Magic Weapon)

Many people still up.

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella zaps again.

Electric Arc: 1d4 + 4 ⇒ (2) + 4 = 6, DC 17 basic Reflex

Forgo third action

Vigilant Seal

Male Automaton Inventor 2 | Perc +4 (Darkvision) | Speed: 25' | HP: 26/26 | AC: 19 (21) | Fort: +7 Ref: +5 Will: +6 | Exploration: Investigate | Status: | Hero Points: 0

Faldur raises his shield.

… STUBBORN …

+1 Shield Spike: 1d20 + 7 ⇒ (15) + 7 = 22
P, Overdrive: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 Shield Spike: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
P, Overdrive: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Action 1: Shield
Action 2-3: Electric Arc

"Shield!" Aurika says, weaving a magical shield of force in place to protect her. She then moves through the gestures and incantations of a second spell, shouting, "Electric Arc!"

With a gesture she releases the magical electricity, letting it fly towards the skulk.
Electric Arc (DC 17 Reflex): 1d4 + 4 ⇒ (1) + 4 = 5


Aspenthar

reflex: 1d20 + 10 ⇒ (2) + 10 = 12

Between Faldur and Aurika they defeat the final vile skulk!

Out of Combat


Aspenthar

There's still more dungeon to explore, what's the plan down here?

101 to 150 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Pirate Play Purpose All Messageboards

Want to post a reply? Sign in.