GM Euan's Jade Regent

Game Master Euan

Roll20 Map - Tracking Sheet
The Crown of the World


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Male Dwarf
Moose:
Appr+6,Arc +12, Heal +8, Geog +10, Local+9, Nat +12, Perc +17, Driver 14,+6 SenseMot/Surv, Spellcraft +12

Teeth chattering, Mukluk delays slightly for Durgan. He doesn't want to move away just yet.


NG Human Wizard (Diviner) 7 | AC 12 T 12 FF 10 | max HP 51 | F +4 R +4 W +3 | Init +11 | Perc +1 | spells etc | Active Conditions: 1 HeroPoints, Endure Elements, Fastidiousness, Haste, Guidance, Aid

Wings are secondary, not to mention in use for flying... does this means monsters with wing attacks can use them at the same time they use them to fly? Or... magical flight in use?
I'm fine either way, but I'd like to know for future reference.
Also, fwiw:
I'm not sure how best to handle the simplified counting for diagonals in 3d, but Mukluk is under 26' from Kisaiya using the calculator method, so I'm sure it'll work out to haste them both:

Unk finishes conjuring a lantern archon at the level of Kisaiya and the dragon.
He quickly casts Haste on all his allies except Ameiko.
Unk is his own ally and the guide isn't an ally afaik xD

"Snowball, I foresee that the Archon could use help aiming." he says to the emissary of Shelyn.


NG Female | Shilvanshee | max HP 25 | AC 19, TCH 14, FF 17 | CMB 3, CMD 9 | Fort +5 Ref +6 Will +7 | Init +6, Perc +13; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions: Haste, Guidance

auto success on the fly check to fly so slowly, assuming no wind penalties
Snowball flies over to the newly manifested Archon and taps it with one paw, granting it a Bit of Luck.


LG Small Outsider |Lantern Archon| HP 17+3r|17+7g/17 | AC 15+2, TCH 11+2, FF 15+2 | CMB -4+2, CMD 6+4 | Fort +4+2+2 Ref +3+2 Will +0+2 | Perc +4; Darkvision 60', low-light vision | Speed 60' fly | Conditions: Haste (red), Aid (both)

The glowing orb of holy light begins pelting the dragon with rays of everything-piercing light.

Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 3
Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 5
Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 5

Wow, Unk really was seeing the future, here xD
hopefully starting at 10-1 for touch is enough to get a hit or two...


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +5 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan hates falling back from the fight, but he doesn't want to heal the dragon.

He moves back a bit and channels to heal. At 25' away and 15' below, he is 29' from Kisaiya so will catch here, but more than 30' from the dragon.

Channel #1: 4d6 ⇒ (2, 3, 6, 2) = 13

Durgan is at 36/52 HP.


NG Human Wizard (Diviner) 7 | AC 12 T 12 FF 10 | max HP 51 | F +4 R +4 W +3 | Init +11 | Perc +1 | spells etc | Active Conditions: 1 HeroPoints, Endure Elements, Fastidiousness, Haste, Guidance, Aid

29->16 damage :D


Male Dwarf
Moose:
Appr+6,Arc +12, Heal +8, Geog +10, Local+9, Nat +12, Perc +17, Driver 14,+6 SenseMot/Surv, Spellcraft +12

Round 1

Mukluk regains a bit of his will to live from Durgan's divine burst. He will call upon Moose to bless the party, then move away, spreading out.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 touch to hit;
1d4 + 2 ⇒ (3) + 2 = 5 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 1) = 5 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

With a spell, Mukluk offers the party 7 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (7 hours).

AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +4/+5/+12 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 1/3 used (endure elements MM/Moose alt days)

Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.

“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”

Aid. 1d8 + 3 ⇒ (6) + 3 = 9 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."


Roll20 Map - Tracking Sheet

I’m not so sure monsters with wing attacks can use them as weapons and fly, but dragons sure can. Because dragons! Also you have Snowball and the archon in the same square and the same altitude. I don’t think they can share a space, so give one of them a shift please.

Kisaiya is up and hasted... oof!


F

Lay on Hands: 3d6 ⇒ (6, 4, 2) = 12

Kisaiya spits out blood as she begins to heal up from the channel and her own healing. ”You won’t take me down, dragon. This is too important. You are better off running if you want to live.”

Primary Attack with Suishen (haste, bless, smite): 1d20 + 14 + 1 + 1 + 4 ⇒ (4) + 14 + 1 + 1 + 4 = 24
Primary Damage (smite): 1d8 + 7 + 6 + 1d6 ⇒ (4) + 7 + 6 + (2) = 19

Haste Attack with Suishen (haste, bless, smite): 1d20 + 14 + 1 + 1 + 4 ⇒ (1) + 14 + 1 + 1 + 4 = 21
Haste Damage (smite, challenge): 1d8 + 7 + 6 + 1d6 ⇒ (3) + 7 + 6 + (2) = 18

Secondary Attack with Suishen (haste, bless. smite): 1d20 + 9 + 1 + 1 + 4 ⇒ (18) + 9 + 1 + 1 + 4 = 33
Secondary Damage (smite, challenge): 1d8 + 7 + 6 + 1d6 ⇒ (7) + 7 + 6 + (5) = 25
Crit Confirm: 1d20 + 9 + 1 + 1 + 4 ⇒ (11) + 9 + 1 + 1 + 4 = 26
Crit Damage: 1d8 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20

Nutrition Facts:

HP: 52/66
AC: 23/13/20 (+4 all vs dragon)
Saves: F10/R6/W8 +1 vs fear
Hero Points: 3
Smite Evil Used: 1/2
Lay on Hands Used: 1/5
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: Smite Evil, Air Walk, Bless, Haste

Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


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NG Female | Shilvanshee | max HP 25 | AC 19, TCH 14, FF 17 | CMB 3, CMD 9 | Fort +5 Ref +6 Will +7 | Init +6, Perc +13; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions: Haste, Guidance

Snowball, being tiny, must enter the space of the creature she wishes to use range touch buffs on.
Being Tiny also means being able to enter other creature's squares, in addition to having reach 0'
If you like, can have her token be small enough so that 4 of her fit in a square, that'd better match her tiny size


Roll20 Map - Tracking Sheet

GM Rolls:
1d4 ⇒ 4

Ahhh, tiny. For some reason I thought Snowball was small! Carry on!

Mukluk blesses the party and moves far away from them. Durgan steps back and heals the party of some of their injuries from the cold. Unk completes his summons and hastes some of the party (Mukluk moved away, so Durgan, Unk (& co), and Kisaiya) before Snowball grants the archon some luck. The archon shoots hitting twice! Kisaiya only hits once, but it is a critical - and the dragon feels it keenly. Ameiko begins to inspire the party (+2). She rushes forward, under the beast, and casts Blistering Invective.

Intimidate: 1d20 + 14 ⇒ (9) + 14 = 23 vs DC 22
SR: 1d20 + 11 ⇒ (17) + 11 = 28 vs DC 20 to do Fire Damage: 1d10 ⇒ 2 +50% = 3hp
Dragon Reflex: 1d20 + 8 ⇒ (15) + 8 = 23 vs DC 16 or catch fire.

”Holy cow - it worked!” Ameiko is surprised.

The very bloodied Vegsundvaag struggles a bit with this morsel, but she’s too proud to retreat without one more blast. She breathes!
Cold: 8d6 ⇒ (6, 6, 5, 4, 3, 4, 4, 6) = 38 DC 19 reflex for half (Kisaiya, Durgan, Unk, Snowball, archon)

She then retreats back up into the fog and out of reach - provoking an AoO from Kisaiya if she’s still up.

Kisaiya:
"My lady, perhaps you should recall all of my abilities, not just air walking." the blade (link) seems to be grinning as it speaks in your head.
- - -

- Round 2 -
Mukluk - 9 (-16hp)
Durgan - 7 (-16hp)
- Round 3 -
Unk - 25 (-16hp)
Kisaiya - 18 (-14hp)
Ameiko - 17 (-16hp)
Vegsundvaag - 11 (-89hp)

• Next up everyone.


NG Human Wizard (Diviner) 7 | AC 12 T 12 FF 10 | max HP 51 | F +4 R +4 W +3 | Init +11 | Perc +1 | spells etc | Active Conditions: 1 HeroPoints, Endure Elements, Fastidiousness, Haste, Guidance, Aid

Already? Good roll on the d4 cooldown >.<
Don't forget haste for +1 if you have it~

Reflex + Haste + hero point: 1d20 + 3 + 1 + 4 ⇒ (11) + 3 + 1 + 4 = 19 I knew I could use the Guidance from Snowball xD
edit: also yay hero points

16->35 damage

Unk sees feels his fluffy companion lose consciousness and rushes over to her.
He casts Celestial Healing on Snowball.
"I foresee you'll be fine." He explains to his unconscious familiar.


NG Female | Shilvanshee | max HP 25 | AC 19, TCH 14, FF 17 | CMB 3, CMD 9 | Fort +5 Ref +6 Will +7 | Init +6, Perc +13; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions: Haste, Guidance

Reflex: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
full hp -> 28 damage for -3

Snowball flops into the snow.

taking d6-10 damage, DR works on fall damage, right?

She remains motionless as the healing magic takes effect.

-3->-2 hp though


LG Small Outsider |Lantern Archon| HP 17+3r|17+7g/17 | AC 15+2, TCH 11+2, FF 15+2 | CMB -4+2, CMD 6+4 | Fort +4+2+2 Ref +3+2 Will +0+2 | Perc +4; Darkvision 60', low-light vision | Speed 60' fly | Conditions: Haste (red), Aid (both)

Reflex: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
still goes to -2 hp.
Which brings us to one of PF1's 'contradictions'
should the Archon go poof as usual? Or should there be an exception for Summon Good Monster?
I.e. should we ignore that Summon Good Monster gives the Diehard feat, or remove the the "disappear at 0 hp" clause for summons conjured by someone with said feat? (perhaps replacing it with at -con instead of 0 hp)
edit:
Per discussion:
1) Summon Good Monster and/or the Diehard feat also adjusts summons to disappear at -con hp instead of 0
2) Temp HP + current HP being above 0 counts as not disabled :D

The archon struggles in the air a moment.
Realizing that it can attack much more effectively with a little bit more strength, it casts Aid on itself.
Aid temp hpz: 1d8 + 3 ⇒ (1) + 3 = 4 and minus 1 after the action because that's how diehard works...

It barely manages to stabilize itself.


F

Reflex Save: 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point Reroll: 1d20 + 6 ⇒ (2) + 6 = 8

Kisaiya was not expecting another blast of cold so soon and is caught in the full blast.

AoO: 1d20 + 14 + 1 + 1 + 4 ⇒ (14) + 14 + 1 + 1 + 4 = 34
AoO Damage: 1d8 + 7 + 6 + 1d6 ⇒ (8) + 7 + 6 + (2) = 23

Lay on Hands: 3d6 ⇒ (4, 4, 5) = 13

She slashes out at the retreating dragon and slaps herself with some healing.

”I would not wish to presume, Suishen-sama. If you would not be put out to provide some protection against cold, I would welcome it.”

She then pulls out her wands and gives herself a quick tap. Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Nutrition Facts:

HP: 35/66
AC: 23/13/20 (+4 all vs dragon)
Saves: F10/R6/W8 +1 vs fear
Hero Points: 2
Smite Evil Used: 1/2
Lay on Hands Used: 2/5
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: Smite Evil, Air Walk, Bless, Haste

Suishen:
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Male Dwarf
Moose:
Appr+6,Arc +12, Heal +8, Geog +10, Local+9, Nat +12, Perc +17, Driver 14,+6 SenseMot/Surv, Spellcraft +12

Round 2

Mukluk hastily double moves up, readying some magics that can possibly hurt the dragon.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 4) = 5 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

With a spell, Mukluk offers the party 7 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (7 hours).

AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +4/+5/+12 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 1/3 used (endure elements MM/Moose alt days)

Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.

“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”

Aid. 1d8 + 3 ⇒ (7) + 3 = 10 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +5 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Reflex, Haste: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Takes 19 damage, at 17/52

Durgan dodges some of the dragon breath this time, and again channels to heal.
Channel #2: 4d6 ⇒ (1, 4, 3, 2) = 10
27/52

"As soon as I have a moment I can ward us against cold."

Did not cast Communal Resist Energy earlier since we had no way of knowing in-character that the dragon was near. But he does have it prepared.


Roll20 Map - Tracking Sheet

Suishen provides resist cold 30 to Kisaiya.

Mukluk double moves back to the party. Durgan lays out the healing - helping everyone acclimate. Unk heroically dodges the worst of the cone as he aids Snowball and the archon aids itself. Kisaiya takes a parting swing (AoO) and heals herself a bit more. Ameiko takes out her bow and readies an attack as soon as she sees the dragon.

Ameiko Ready:

Ameiko bow: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 (inspire)
damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9 (inspire)

critthreat Ameiko bow: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (inspire)
damage: 2d6 + 2 + 4 ⇒ (2, 3) + 2 + 4 = 11 (inspire)
- - -

The dragon does not immediately return, but we’ll remain in initiative. As the dragon is now hiding among the clouds, you have a little time. Please feel free to take 3 more rounds of actions. Keep in mind you don’t know you have that much time, but going one round at a time while you wait is painful with PbP… :)

Ameiko watches the sky, keeping her readied action and acting as a warning should the dragon return... Just in case, and because she can, she inspires the whole time, singing a lilting tune under her breath that the party can just barely hear.

- Round 3 -
Mukluk - 9 (-6hp)
Durgan - 7 (-25hp)
- Round 4 -
Unk - 25 (-25hp)
Snowball - 25 (-17hp)
Archon - 25 (-9hp)
Kisaiya - 18 (-21hp)
Ameiko - 17 (-6hp)
Vegsundvaag - 11 (-115hp)

• Next up everyone. Remember, you're posting for three rounds.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +5 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan's next action will be to cast Communal Resist Energy (Cold) on the party. He gets 7 targets, so that is everyone including the Archon and Snowball, if they gather for the casting. Resist Cold 20.

Then he will Channel again.
Channel #3: 4d6 ⇒ (3, 5, 3, 3) = 14

Finally he will heal himself.
Shield of Faith to CLW: 1d8 + 5 ⇒ (7) + 5 = 12

Back to full.


NG Human Wizard (Diviner) 7 | AC 12 T 12 FF 10 | max HP 51 | F +4 R +4 W +3 | Init +11 | Perc +1 | spells etc | Active Conditions: 1 HeroPoints, Endure Elements, Fastidiousness, Haste, Guidance, Aid

"Come back, Archon!" Unk says, finally remembering his tiny glowing ally.
"Aid us each in turn until the beast is visible again." He commands.
Unk casts Summon Monster IV, and 1d3 ⇒ 1 more lantern archon(s) appear.
"Aid each of us in turn, until the dragon returns. Then attack." Unk orders, hoping the rather simple being can remember to switch from aid to attack when the dragon returns.
He casts Enlarge Person next, hoping Kisaiya is in range when he's finished.
Just before something happens to give Unk pause, he begins casting Summon Monster II.

25->11 damage
edit: and 6 temp hp, see below


NG Female | Shilvanshee | max HP 25 | AC 19, TCH 14, FF 17 | CMB 3, CMD 9 | Fort +5 Ref +6 Will +7 | Init +6, Perc +13; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions: Haste, Guidance

Snowball wakes up after Durgan's ministrations.
She gives herself, Unk, and then Kisaiya a minute of Guidance before something interrupts her game of kitty-tag.

it's +1 competence to a single roll, won't stack with IC for attack, but we don't have competence to any saves AFAIK :D


LG Small Outsider |Lantern Archon| HP 17+3r|17+7g/17 | AC 15+2, TCH 11+2, FF 15+2 | CMB -4+2, CMD 6+4 | Fort +4+2+2 Ref +3+2 Will +0+2 | Perc +4; Darkvision 60', low-light vision | Speed 60' fly | Conditions: Haste (red), Aid (both)

round 1
The first archon, already having cast Aid on itself...
alphabetical order (Ameiko, Durgan, Kisaiya, Mukluk, Snowball, Unk): 1d6 ⇒ 3
decides to go for Kisaiya first.
Temp HP for Kisaiya: 1d8 + 3 ⇒ (4) + 3 = 7 sadly bless and aid are both +1 morale to attack

round 2
alphabetical order (Ameiko, Archon2(green?), Durgan, Mukluk, Snowball, Unk): 1d6 ⇒ 6
Temp HP for Unk: 1d8 + 3 ⇒ (3) + 3 = 6
The original archon then goes to Aid his master next.

alphabetical order (Ameiko, Archon2(green?), Durgan, Mukluk, Snowball): 1d5 ⇒ 4
Temp HP for Mukluk: 1d8 + 3 ⇒ (2) + 3 = 5 sadly bless and aid are both +1 morale to attack
The new archon goes to Aid the one that trusts that most trustworthy of companions, Moose.

round 3
alphabetical order (Ameiko, Archon2(green?), Durgan, Snowball): 1d4 ⇒ 2
Temp HP for archon 2 (green?): 1d8 + 3 ⇒ (4) + 3 = 7 someone who gets the +1 to attack! yay! xD
The first archon then Aids the second.

alphabetical order (Ameiko, Durgan, Snowball): 1d3 ⇒ 1
Temp HP for Ameiko: 1d8 + 3 ⇒ (5) + 3 = 8 sadly bless and aid are both +1 morale to attack
And Ameiko gets the final Aid before something happens.

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