Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Which areas have we explored so far? There's a chamber with big beds to the east and a circular chamber to the WNW that I don't think we explored yet. Also looks like there are tracks leading into tunnels. I'd like to check the WNW area first & visit Habblegash on the way.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:
Which areas have we explored so far? There's a chamber with big beds to the east and a circular chamber to the WNW that I don't think we explored yet. Also looks like there are tracks leading into tunnels. I'd like to check the WNW area first & visit Habblegash on the way.

that sounds good


Venture Lieutenant, Play by Post (online)

Everything covered with rectangles is where you have not been; everything revealed you have already explored. The NW corner of the map is where you just avoided the worm.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus is fine with any direction and will go with the group where Arcturus indicates.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

How about we explore smallest rectangle first, then medium rectangle, then large? Looks like a good order of flow to do them. Easy-peasy.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar follows Arcturus.

I wonder what's up head

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Arush also follows the priest of Shelyn

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
Arcturus of Shelyn wrote:
How about we explore smallest rectangle first, then medium rectangle, then large? Looks like a good order of flow to do them. Easy-peasy.

Good plan. :)

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Agreed. Start small and work our way up.


Venture Lieutenant, Play by Post (online)

The first area you investigate is just a small empty room. Its only contents other than rubbish are one of Habblegash's traps.

The next area you can access is another of Habblegash's secret stashes. Because of his descriptions, you easily see a secret door that allows access. Inside, you find two elixirs of hiding, three vials of silversheen, a bead of force, a jar of restorative ointment, and a rope of climbing.

I'm pausing here for you to react. Also, are you OK with me rerouting you slightly so that you follow the main path for a while?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"I'll take one of these, thank you."
Arcturus says in delight as he plucks a vial of silversheen from the pile then places it in his haversack.
"Aaaand, since I seem to be the party medic, I'll take this too."
He takes the restorative ointment and places it in his pack while giving the group a wink.

I'm all good with following the main path.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus responds to Arcturus, "I too have the power to heal, although it seems such ability may not be needed with this group. We'll see.
Feel free to take whatever you want. Those elixirs could be useful for the less stealthy among us."

I believe that would be Arcturus and Rogar, if we wanted to try Stealth as a group.

The half-elf isn't terribly interested in the loot, although he is mildly curious about the Rope of Climbing.

"Hmm."

He looks at it and leaves it for someone else.

@GM, fine with you rerouting us.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Yes, Ranalus. I agree. We do seem to be a more than capable group."
Arcturus says with a proud smile as he looks around at his companions.

He then holds the end of the magical rope and looks at it closely.
"Ahh! Yes. I've used one of these before on a past excursion. A quite remarkable thing. This should come in very handy down here in these mines. I'm sure we'll need to do a bit of climbing while we're in these mines. If we need to cross over a large crevasse, I do have a communal air walk for us."


Venture Lieutenant, Play by Post (online)

only two, not three, people have said they're OK with the re-routing, but I'm going to push forward with it so we don't stall too badly...

The next area you explore is a sparsely decorated living area. It is furnished with a sturdy bed, a rickety desk and wardrobe, and a three-foot-tall iron safe in the western corner. Slash definitely notices that the safe is trapped.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Trap here. Shall I assist in it's disarming?

In this group I am likely second best at disarm. maybe third. lol

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"You need not be the assistant. Take your best shot at it."

You are here and are posting. Your bonus is very high. I see no reason to wait for anyone else. The challenges of PF1, as printed, do not require the utmost level of optimization.

"If you are unsure of your skill, I can cast Bestow Insight on you."

Bestow Insight grants a +5 Insight bonus on any one skill that Ranalus is trained in (Disable Device is one), and the ability to dismiss the spell to roll twice and take the better. I think Slash's bonus is so amazingly high that it would be a waste of a spell here, but it is an option.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Or, Slash,"
Arcturus interjects,
"Have a bit of blessing of luck from Shelyn!"

Casting guidance. A big ol' +1 to your roll!

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

I believe Slash has an item that gives a Competence bonus on Disable Device already, or I'd have offered a Guidance, but I could be mistaken.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Save your resources. I will take a look." The detective kneels at the safe and gets to work on the trap.

TRAP
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (8) + 35 + (4) + 2 = 49

LOCK
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (2) + 35 + (2) + 2 = 41
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (16) + 35 + (6) + 2 = 59

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

And Slash auto aids for +2

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Fedel, what you're doing looks like a dance or an art. Someday our world will no longer need dungeon explorers, and people like you will make great masters of engineering. If only these happy times of harmony and order would come soon... - Arush talks out loud, watching as Fendel (with Slash aid) deals with trap and lock.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Nodding at the kind words. "Thank you Arush. While others in The Society have worked hard at blade or spell, I have invested a great deal of time on some of the more mundane threats and dangers."

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

"Traps aren't my thing good luck!"

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus nods in agreement with Arush's comment.
"Yeah. It's like his hands are tiny graceful dancers."
He says while gazing in awe as Fendel works his magic.


Venture Lieutenant, Play by Post (online)

Fendel and Slash think they have disarmed the trap, and are able to open the first two layers of the trap. They aren't done yet, though.

another disable device needed for the lock

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

I posted for the trap and the lock earlier, but here are more.

Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (6) + 35 + (2) + 2 = 45

Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (16) + 35 + (5) + 2 = 58

Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (6) + 35 + (2) + 2 = 45

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

[And Auto Assist for +2


Venture Lieutenant, Play by Post (online)
Fendel, CSI: Absalom wrote:

I posted for the trap and the lock earlier, but here are more.

Yes, I know you posted those; I have already taken those into consideration in my earlier post. As I said, those were the trap and the first two stages of the lock. You still needed to use disables device one more time for the third stage of the lock.

As Fendel and Slash continue their work, the lock clicks open. Inside are a large number of gems and gold pieces, as well as a periapt of health.

Do you follow the red arrow or the yellow arrow to explore the next area?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

I vote yellow, then snake around & head north.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

That sounds good to me, Arcturus.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

+1 to Arcturus of Shelyn

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar twirls his mustache.

"Yeah let's head southeast!"

yellow is good

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Slash will rake up the look but not touch anything with his skin. Anyone wanna mess with this amulet before I bag it with the rest of the loot?

Good with the moving forward plan


Venture Lieutenant, Play by Post (online)

You move into an area that appears to be a kitchen. Among the last remains of food, you see something tiny wriggling in large numbers...

please move your tokens into the orange box on the new zoomed in map, and roll initiative for yourself.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
As a reminder, Ranalus has constant DR 10/Cold Iron, which I have a hunch may matter here.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Ugh. Gross. What's that moving around over there?"
He mutters quietly as he points at the writhing mass of creatures.
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Arcturus has barkskin, life bubble, & magic circle against evil (10' radius) active. He also wears a swarmbane clasp.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Init: 1d20 + 5 ⇒ (5) + 5 = 10

how much time has passed since the previous fight?

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Init: 1d20 + 6 ⇒ (17) + 6 = 23

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Init: 1d20 + 1 ⇒ (18) + 1 = 19

Rogar steels himself for the fight.


Venture Lieutenant, Play by Post (online)
Arush Al-Fasi wrote:

how much time has passed since the previous fight?

an hour or two. If you have a spell whose duration means I need to be more precise, let me know.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

How could it have been "an hour or two”? I would say 10 minutes, tops. We spent a few minutes disarming the chest and identifying items, then a minute or two of walking to the new area. We didn't stop to have lunch and take a nap afterwards.


Venture Lieutenant, Play by Post (online)
Arcturus of Shelyn wrote:
How could it have been "an hour or two”? I would say 10 minutes, tops. We spent a few minutes disarming the chest and identifying items, then a minute or two of walking to the new area. We didn't stop to have lunch and take a nap afterwards.

sigh, OK, I'll figure out the exact details.

68 rounds of walking=11 minutes

8d4 ⇒ (1, 3, 4, 3, 4, 1, 3, 4) = 23
23 rounds=4 minutes on the trap and locks in the safe

also, time spent discussing direction to go and strategy, as well as looking around (perception), including finding the secret entrance to Habblegash's stash and noticing several of Habblegash's traps which you just avoided, as well as carefully searching the room where the last combat happened. (another 15 minutes)

The time the elemental spent distracting the purple worm, time the elemental spent telling you what it found, and time you had to spend moving very slowly and quietly and perhaps out of your way to avoid the purple worm. (another 15 minutes)

Time to ID 17 items is another eight and a half minutes.

That adds up to 53 1/2 minutes. Some of the intervals are an estimate, but there is no way to make that add up to less than ten minutes.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

That all sounds reasonable, GM.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Oh, snap! I forgot about all the purple worm stuff. I thought the last combat was with the gugs. Okay, that works for me. Sorry to make you go through all of that.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Initiative: 1d20 + 11 ⇒ (20) + 11 = 31

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Thanks! I was checking what I had left of the buffs.


Venture Lieutenant, Play by Post (online)

swarm initiative: 1d20 + 3 ⇒ (10) + 3 = 13

These are:

kn:nature, DC 17:
Rot grub swarms. As a swarm, they are immune to weapon damage and mind effecting effects. They can infest you and do constitution damage if they hurt you.

round 1, bold may post:
Fendel
Ranalus
Slash
Rogar
Arcturus

swarms
Arush

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Knowledge (Nature): 1d20 + 5 ⇒ (12) + 5 = 17
"Rot grub swarms. Normal weapons are useless, unless you have a Swarmbane Clasp. I will try to stun them."

Ranalus casts Sound Burst, catching both swarms.
He will use Alien Mind (PrC ability) as an immediate action for +4 Wis for a round.

Damage: 1d8 ⇒ 3 Should be +50% vs swarms for 4 damage.

No save on the damage, but a DC 20 Fort save to avoid being stunned for 1 round. I do not believe that either vermin or swarms have immunity to stunning.

He then moves back.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Haha!"
Arcturus smiles as he glances down at the clasp holding his cloak around his neck.

He moves along the cavern wall and gets behind Fendel. He points his glaive forward, ready to strike if a swarm gets too close.
Ready action (10'reach):
+3 corrosive glaive: 1d20 + 18 ⇒ (16) + 18 = 34
slashing: 1d10 + 8 ⇒ (6) + 8 = 14
acid: 1d6 ⇒ 6

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Slash knows he cannot do much to swarms so he flies up out of their reach and pulls an alchemist's fire.

Unsure how how the ceiling is but he would like to be at leat 10' up.

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