GM Chadius presents: 2-23 An Agent's Obligation

Game Master chadius

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Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Hancock is using the search mode as usual.

"Jl. findm."

Hancock starts moving forward.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC ally of Hancock the Angry

"I think he wants to see if anyone needs rescuing from the jail area" 'echoes' the well fed diplomat as he sucks on an after breakfast straw.


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The first thing you find is a barred gate preventing you from getting into the jail cells. An expert thief might be able to pick it open.

5 DC 30 Thievery checks are needed. Critical Failure removes a success.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Unfortunately that is far beyond Hancock's skill (trained at +9), so time to look for keys.

Radiant Oath

SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 5 | Acrobat Dedication | ◈◇↺ | HP 66/66 | AC 22 (24 w/ buckler) | F/R/W: 11/13/11 | Perc +11, Low Light | 30 feet | Class DC 21 | Resistances: Void 1 | Performance(Dance): +14, Performance(E)/Acrobatics(E): +13, Deception/Diplomacy/Thievery/Stealth: +11, Medicine: +9, Athletics: +8, Lore (Music, PFS): +7 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Roark's Thievery is +11. I'd need 5 Natural 20s to get that open!

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Martin lets out a deep sigh. "Agreed, the key should be somewhere in this place."

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Hancock gives Martin a startled look, like, maybe, he was reading his mind! In any case he starts rummaging through the area looking for prisoners and keys. If there are prisoners and they have a view of the area, they might even know where the keys are stored.

Radiant Oath

Female Sprite Investigator 3 | HP 23/33 | AC 20 | F+6 R+10 W+7 | Perc +7 | Speed 20ft | Hero Points 0 | Exploration: Avoid Notice| Active Conditions: None | Leads: Missing agents, Daughters of Cocytus

Natural 20s would be crit successes, so you'd only need 3! And we could pretty reliably Aid you. That's still... bad.

"I could help you," Shimmer offers Roark doubtfully, "but maybe we should check the other rooms first." She points to the door on the right. "That's closer to the outside wall where we came in, so it's not likely to lead further in, but I think we should check it first."

Envoy's Alliance

Anvil Dwarf Cloistered Cleric 3 (Healing) | AC 15 | HP 40/40 | Hero 1/3 | F +9 R +5 W +11 | Per +9 Medicine(E) +11 Religion +9 Occultism +6 Nature +9 Diplomacy +6 Intimidation +6 Religion/Survival +9 Society +6 | DC 19 Attack +9

"Aye. That's a good place to start," Kargoth says.


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The gate to the jail is much too secure. You begin to search the remaining rooms. An abandoned office, layered in dust. A food hall that needs to be cleaned more, you can still see some trash in the corner.

You don't hear much from the jail cell, but you do hear someone outside shouting orders from the courtyard.

How will you approach the courtyard? North side or East side?

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

I vote west. Is there anyone in the jail? That was the first think Hancock checked. If he could not hear anything and could not see into it, he would have knocked on the door and grunted.


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You didn't hear or see anything in the jail from behind the gate.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Well, whoever is in the courtyard would be alerted if they started shouting loud enough for any occupants to hear them, so Hancock is ready to confront the folks out there.

Radiant Oath

Female Sprite Investigator 3 | HP 23/33 | AC 20 | F+6 R+10 W+7 | Perc +7 | Speed 20ft | Hero Points 0 | Exploration: Avoid Notice| Active Conditions: None | Leads: Missing agents, Daughters of Cocytus

"The west door is probably closer to the middle of the room, if it is one big room. Or maybe courtyard? I have range, so a door that might give us some distance suits me, but I think overall the middle door is probably best."


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One woman stands above the others. Her deep purple dress and wild black hair draw you to her most distinct feature- one green eye, one blue. She raises a hand to her chin, tapping it with her razor-sharp nails. "And who is this? Someone stupid enough to walk into my home? Or more test subjects?"

An orb of purple light hovers near her. "Oh who cares? I caught a whiff of fear from them. Let's eat 'em!"

Initiative:

Hancock: 1d20 + 10 ⇒ (15) + 10 = 25
Roark: 1d20 + 11 ⇒ (13) + 11 = 24
Shimmer: 1d20 + 8 ⇒ (9) + 8 = 17
Martin: 1d20 + 12 ⇒ (9) + 12 = 21
Kargoth: 1d20 + 9 ⇒ (15) + 9 = 24

Mother: 1d20 + 12 ⇒ (15) + 12 = 27
Urkhas: 1d20 + 11 ⇒ (17) + 11 = 28
White Green: 1d20 + 8 ⇒ (19) + 8 = 27
Gray Red: 1d20 + 8 ⇒ (16) + 8 = 24

Even is Hancock: 1d2 ⇒ 1
Shock: 1d20 + 12 ⇒ (4) + 12 = 16

The Orb of light turns invisible and unleashes a small thunderbolt at Mavenee. But its aim is so off it doesn't matter.

"Go! Devour them!" Mother Forsythe moves towards the door before using her magic to seep into your minds and bring forth your deepest fears. Death? Drowning? Twin Drakes blasting you with thunder?

Casts >Fear< on Hancock, Mavenee, Martin. Will Save DC 22 to resist.

The four human women carry lit torches in one hand and draw clubs with the other. They have enough time to swing once.

Even is Hancock: 1d2 ⇒ 2
White Club: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
Sneak Attack: 1d6 ⇒ 4

Green Club vs Off-Guard Mavenee: 1d20 + 9 ⇒ (11) + 9 = 20
Bludgeoning: 1d6 + 5 ⇒ (3) + 5 = 8
Sneak Attack: 1d6 ⇒ 5

Both catch nothing but air... unless they were too afraid to dodge properly...


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Hancock, Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.
Roark, Kargoth: You are tied for initiative with Gray & Red. If you have a way of beating ties you can take your turn now.

Round 1
Urkhas (Hidden Flat DC 11, Position is known)
Mother Forsythe (Spells cast: 3rd Fear)
White and Green
Hancock (DC 22 Will Save vs Fear, 14 damage if you don't critically succeed)
Gray Red (Unarmed)
Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 14 damage if you don't critically succeed)
Roark
Hancock
Kargoth
Shimmer

Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

Radiant Oath

SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 5 | Acrobat Dedication | ◈◇↺ | HP 66/66 | AC 22 (24 w/ buckler) | F/R/W: 11/13/11 | Perc +11, Low Light | 30 feet | Class DC 21 | Resistances: Void 1 | Performance(Dance): +14, Performance(E)/Acrobatics(E): +13, Deception/Diplomacy/Thievery/Stealth: +11, Medicine: +9, Athletics: +8, Lore (Music, PFS): +7 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

"Uh oh..."

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

will save: 1d20 + 10 ⇒ (17) + 10 = 27

Even as the spell tries to latch onto Hancock's mind, his rage builds and counters the niggling emotions. With a roar, ignoring the enemies in front of him, Hancock charges the caster.

  • to hit maul, frightened 1: 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 21
  • damage maul; bludgeoning, cold iron, ghost touch, draconic rage: 2d12 + 4 + 4 ⇒ (5, 12) + 4 + 4 = 25
    4 of that damage has electrical, arcane, and evocation traits

  • to hit maul, frightened 1, iterative 1: 1d20 + 14 - 1 - 5 ⇒ (14) + 14 - 1 - 5 = 22
  • damage maul; bludgeoning, cold iron, ghost touch, draconic rage: 2d12 + 4 + 4 ⇒ (9, 3) + 4 + 4 = 20
    4 of that damage has electrical, arcane, and evocation traits

    *stride
    *attack
    *attack

    Note: Hancock has 1 mental resistance from the mind quake scars boon and 9 temp HP from rage, so I think he takes 4 damage and loses his temp HP. Note also that though Hancock has a 14 des, there is a dex cap or +1 so he only gets 1 AC from dex, if it matters.


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    Hancock ignores the damage and charges straight for Mother Forsythe.

    He rushes past the two guards at the door who immediately react and try to bash him.
    White: 1d20 + 9 ⇒ (4) + 9 = 13
    Green: 1d20 + 9 ⇒ (7) + 9 = 16
    He ignores them both and pummels Mother Forsythe once.

    "What are you idiots waiting for! Protect me!" Mother Forsythe spits some blood.

    "R-right..." The Daughters of Cocytus pull out their clubs and go for Hancock. One of them manages to flank and hit him.
    Gray: 1d20 + 9 ⇒ (5) + 9 = 14
    Red: 1d20 + 9 ⇒ (12) + 9 = 21
    Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
    Sneak Attack: 1d6 ⇒ 5


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    Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.

    Round 1
    Urkhas (Hidden Flat DC 11, Position is known)
    Mother Forsythe (20 damage, Spells cast: 3rd Fear)
    White (Reaction Used)
    Green (Reaction Used)
    Hancock (Frightened 1, 18 damage, RAGE)
    Gray
    Red
    Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 11 damage if you don't critically succeed)
    Roark
    Hancock
    Kargoth
    Shimmer

    Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
    >Hell's Light<

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

    Hancock is not up, right? You have him listed twice, once bolded.

    Radiant Oath

    SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 5 | Acrobat Dedication | ◈◇↺ | HP 66/66 | AC 22 (24 w/ buckler) | F/R/W: 11/13/11 | Perc +11, Low Light | 30 feet | Class DC 21 | Resistances: Void 1 | Performance(Dance): +14, Performance(E)/Acrobatics(E): +13, Deception/Diplomacy/Thievery/Stealth: +11, Medicine: +9, Athletics: +8, Lore (Music, PFS): +7 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

    Roark tucks his head and tumbles through White's space.

    Acrobatics(E): 1d20 + 13 ⇒ (13) + 13 = 26

    Assuming that succeeds, Roark has Panache and White is FF (Tumble Behind)

    He slams his beak into White's back with confidence.

    Beak, OG: 1d20 + 14 ⇒ (4) + 14 = 18 for Piercing Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
    Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn

    Beak, OG, HP, T-Shirt: 1d20 + 14 ⇒ (10) + 14 = 24
    Confident Finisher: 2d6 ⇒ (3, 5) = 8
    Crit?: 1d8 ⇒ 8

    He then dances for the other villains.

    Performance, Virtuosic Performer(E), Dancing Scarf: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21

    ◈ Tumble Through
    ◈ Beak
    ◈ Dance


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    Roark spins into the room, catching the curious eye of the White shrouded woman before impaling her with his beak.

    Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.

    Round 1
    Urkhas (Hidden Flat DC 11, Position is known)
    Mother Forsythe (20 damage, Spells cast: 3rd Fear)
    White shroud(19 damage, Reaction Used)
    Green (Reaction Used)
    Hancock (Frightened 1, 18 damage, RAGE)
    Gray
    Red
    Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 11 damage if you don't critically succeed)
    Roark (Panache)
    Kargoth
    Shimmer

    Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
    >Hell's Light<

    Envoy's Alliance

    NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

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

    Mavenee Will Save: 1d20 + 10 ⇒ (20) + 10 = 30

    Martin is very much affected by the Fear spell but Mavenee manages to shake it off.

    With a trembling gesture, Martin surges Mavenee's vitality and reinforces her with several spells. The eidolon shoves the White creature with her horn.

    Horn: 1d20 + 14 ⇒ (6) + 14 = 20
    Piercing: 2d8 + 4 ⇒ (6, 4) + 4 = 14

    ◈Act Together (◈Lifelink Surge, ◈Strike), ◈Reinforce Eidolon, ◈Protect Companion. Mavenee AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire

    Radiant Oath

    Female Sprite Investigator 3 | HP 23/33 | AC 20 | F+6 R+10 W+7 | Perc +7 | Speed 20ft | Hero Points 0 | Exploration: Avoid Notice| Active Conditions: None | Leads: Missing agents, Daughters of Cocytus

    "We actually just had a few quest--yeah okay that's the bad guy."

    Shimmer watches the leader, but she's moving too much to have a clear shot. She catches the glimmer of movement that helps her pinpoint the invisible skull and fires at it instead, but there are too many people in the way still.
    She has to jerk her gun to avoid hitting Martin, and plants a bullet in the ground.

    Hmph. She reloads.

    ◆ Step
    ◇ Devise a Stratagem vs Forsythe Devise: 1d20 ⇒ 3. Gonna make that a skill stratagem
    ◇ Known Weaknesses to RK against Forsythe. Society +11 is probably my best relevant skill, +12 with the bonus from the skill stratagem. On a critical success, Shimmer spots an opening and calls it out, granting a +1 circumstance bonus to each ally's next attack bonus against her.
    ◆ Strike Urkhas Concealment: 1d20 ⇒ 3. I'll spend a Hero Point: 1d20 ⇒ 19. Jezail: 1d20 + 9 ⇒ (1) + 9 = 10 for concussive piercing damage: 1d8 ⇒ 6
    ◆ Reload

    Envoy's Alliance

    Anvil Dwarf Cloistered Cleric 3 (Healing) | AC 15 | HP 40/40 | Hero 1/3 | F +9 R +5 W +11 | Per +9 Medicine(E) +11 Religion +9 Occultism +6 Nature +9 Diplomacy +6 Intimidation +6 Religion/Survival +9 Society +6 | DC 19 Attack +9

    "Come on lads!" Kargoth says."We've got the blessing of the brew on our side."

    ◆ ◆ Cast Bless
    ◆ Recall Knowledge on Forsythe


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    GM Screen:

    Shimmer: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
    Kargoth: 1d20 + 6 ⇒ (16) + 6 = 22

    Shimmer realizes Mother Forsythe is probably an intelligent undead creature like a vampire. Silvered weapons will work well, but they'll have to find her coffin later to finish the job, or she'll just come back.

    Kargoth is completely sure what to make of her. A changeling, perhaps? Either way she seems to enjoy scaring her opponents.

    Mavenee gores one of the women, but she still stands, her White shroud blooded from the combat. Kargoth calls for blessings, but it doesn't help Shimmer.

    More cursed electric sparks shoot forth from Urkhas.
    1 is Roark, 2 is Mavenee, 3 is Kargoth: 1d3 ⇒ 1
    Shock: 1d20 + 12 ⇒ (7) + 12 = 19
    Shock: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
    Electricity: 2d4 + 2 ⇒ (4, 1) + 2 = 7
    Evil: 1d4 ⇒ 4

    Roark tries to dance around it but gets a face full of lightning instead. "Hehehehe!" Urkhas moves away, you're not sure where.

    "Enough." Mother Forsythe reaches for her necklace, loosens a earthen bead from it and tosses it at the doorway. The pebble explodes like a volcanic eruption across disposable pawns and foes alike.

    Fire Damage: 5d6 ⇒ (5, 6, 1, 5, 5) = 22
    White Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
    Green Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
    Kargoth, Roark, Martin, Mavenee, Shimmer: Reflex Save DC 21 vs 22 Fire Damage

    The woman's White shroud is now a mess of charred flesh, and the woman with Green gauntlets isn't doing much better.

    She stares directly into Hancock's face as her eyes glow with malice. "You remind me of that idiot. What was their name? Jespya. I wonder how I'll dispose of you when I'm done."

    The face sickens Hancock to his core.
    Hancock: Will Save DC 22 or Sickened 1

    She sees the woman with Green gauntlets looking at her former teammate and snarls. "She was lucky. Disobey me and I'll do much worse to you! Kill them!"

    The woman gulps and presses on. She Steps into the doorway and swings her club twice more.
    Even is Mavenee: 1d2 ⇒ 2
    Club: 1d20 + 8 ⇒ (12) + 8 = 20
    Club: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
    Unable to do much, she prepares to react to anyone dropping their guard around her.


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    Kargoth, Roark, Martin, Mavenee, Shimmer: Reflex Save DC 21 vs 22 Fire Damage
    Hancock: Will Save DC 22 or Sickened 1

    Round 2
    Urkhas (Hidden Flat DC 11)
    Mother Forsythe (18 damage, Spells cast: 3rd Fear)
    Green gauntlets (22 damage)
    Hancock (18 damage, RAGE, DC 22 Will Save vs Evil Eye)
    Gray
    Red
    Martin (Reflex DC 21 vs 22 Fire Damage) and Mavenee (AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire, Reflex DC 21 vs 22 Fire Damage)
    Roark (22 damage, Panache, Reflex DC 21 vs 22 Fire Damage)
    Kargoth (Bless 15ft, Reflex DC 21 vs 22 Fire Damage)
    Shimmer (Reflex DC 21 vs 22 Fire Damage)

    Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
    >Hell's Light<

    Radiant Oath

    SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 5 | Acrobat Dedication | ◈◇↺ | HP 66/66 | AC 22 (24 w/ buckler) | F/R/W: 11/13/11 | Perc +11, Low Light | 30 feet | Class DC 21 | Resistances: Void 1 | Performance(Dance): +14, Performance(E)/Acrobatics(E): +13, Deception/Diplomacy/Thievery/Stealth: +11, Medicine: +9, Athletics: +8, Lore (Music, PFS): +7 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

    Reflex: 1d20 + 13 ⇒ (8) + 13 = 21

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 72/90 (0/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 22 | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +14, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

    Will save: 1d20 + 10 ⇒ (14) + 10 = 24

    Not bothered!

    Looking around and finding himself surrounded, Hancock howls with glee. His slouch is completely gone and there is a fiery gleam in his eyes.

  • to hit maul on caster: 1d20 + 14 ⇒ (10) + 14 = 24
  • damage maul; bludgeoning, cold iron, ghost touch, draconic rage: 2d12 + 4 + 4 ⇒ (4, 5) + 4 + 4 = 17
    4 of that damage has electrical, arcane, and evocation traits

  • to hit maul on caster, iterative 1: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
  • damage maul; bludgeoning, cold iron, ghost touch, draconic rage: 2d12 + 4 + 4 ⇒ (1, 1) + 4 + 4 = 10
    4 of that damage has electrical, arcane, and evocation traits

  • athletics to shove grey with maul, iterative 2: 1d20 + 14 - 10 ⇒ (13) + 14 - 10 = 17 vs. Fort DC

  • Radiant Oath

    Female Sprite Investigator 3 | HP 23/33 | AC 20 | F+6 R+10 W+7 | Perc +7 | Speed 20ft | Hero Points 0 | Exploration: Avoid Notice| Active Conditions: None | Leads: Missing agents, Daughters of Cocytus

    Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
    Hero Point: 1d20 + 10 ⇒ (16) + 10 = 26 Oh, it worked! Success reduces it to 10 damage.


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    Hancock ignores her words and focuses on the task. He hits Mother Forsythe once and fails to get much traction on the goons surrounding him.

    Mother Forsythe knows another hit like that will be the last. "Kill him! What are you waiting for?"

    The two women surrounding Hancock tremble as she screams at them. They focus on Hancock.

    Gray Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
    Gray Club: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
    Gray Club: 1d20 + 7 - 10 ⇒ (11) + 7 - 10 = 8

    Red Grapple: 1d20 + 7 ⇒ (12) + 7 = 19
    Red Club: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
    Red Club: 1d20 + 7 - 10 ⇒ (8) + 7 - 10 = 5

    But it's too late. Hancock is having the time of his life.

    Kargoth, Martin, Mavenee: Reflex Save DC 21 vs 22 Fire Damage


    2-23 (Thread|Slides) ◆◇↺ | 4-05 (Thread|>Slides<)

    Round 2
    Urkhas (Invisible; Hidden Flat DC 11)
    Mother Forsythe (35 damage, Spells cast: 3rd Fear)
    Green gauntlets (22 damage)
    Hancock (18 damage, RAGE)
    Gray
    Red
    Martin (Reflex DC 21 vs 22 Fire Damage) and Mavenee (AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire, Reflex DC 21 vs 22 Fire Damage)
    Roark (44 damage, Panache)
    Kargoth (Bless 15ft, Reflex DC 21 vs 22 Fire Damage)
    Shimmer (11 Damage)

    Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
    >Hell's Light<

    Envoy's Alliance

    Anvil Dwarf Cloistered Cleric 3 (Healing) | AC 15 | HP 40/40 | Hero 1/3 | F +9 R +5 W +11 | Per +9 Medicine(E) +11 Religion +9 Occultism +6 Nature +9 Diplomacy +6 Intimidation +6 Religion/Survival +9 Society +6 | DC 19 Attack +9

    Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

    "Oof.. that burns.." Kargoth says. "Stay up, birdie.."

    ◆ Sustain/Expand Bless (25')
    ◆◆ Cast Heal on Roark Heal: 2d10 + 16 ⇒ (1, 5) + 16 = 22

    Radiant Oath

    SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 5 | Acrobat Dedication | ◈◇↺ | HP 66/66 | AC 22 (24 w/ buckler) | F/R/W: 11/13/11 | Perc +11, Low Light | 30 feet | Class DC 21 | Resistances: Void 1 | Performance(Dance): +14, Performance(E)/Acrobatics(E): +13, Deception/Diplomacy/Thievery/Stealth: +11, Medicine: +9, Athletics: +8, Lore (Music, PFS): +7 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

    "Thanks Kargoth!" Roark calls, before slamming his beak into Green.

    Beak, OG, Bless: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 for Piercing Damage: 2d6 + 1 ⇒ (2, 5) + 1 = 8
    Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn
    Confident Finisher: 2d6 ⇒ (6, 1) = 7

    He pulls out the potion he got from the lodge and chugs it down.

    Moderate Healing: 3d8 + 10 ⇒ (5, 8, 2) + 10 = 25

    ◈ Beak
    ◈ Interact
    ◈ Bottoms up!

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