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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel stumbles over to Sideon and gives a fist bump activating her healers gloves healing: 2d6 + 7 ⇒ (6, 4) + 7 = 17 in elvish she mutters:
That was a close one before adding in commonfar too close ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Plinteff fires white damage: 3d8 + 10 ⇒ (4, 6, 7) + 10 = 27 Merisiel goes stab
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Irlah Heals Merisiel for 4d8 + 32 ⇒ (6, 2, 8, 2) + 32 = 50 Merisiel strikes with her quickened action launching her ghost tousch silver dagger at white attack: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
<>Stand up <>pick up rapier and returning dagger <>Stride to move into flank ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Hero Point that 3rd save fort: 1d20 + 15 ⇒ (6) + 15 = 21 My gut feel is Plinteff will do more damage to white rather than irlah healing merisiel back into the fight to flail ineffectually ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Ah fiddlesticks Yep the only way to break a grapple is with an opposed grapple check in 2e I was bringing my 1e thinking with the acrobatics to wriggle free As haste gives me a strike or stride options for my first action breaking the grapple is not my first option if I want to keep the extra action ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel stabs at blue rapier stab: 1d20 + 19 ⇒ (12) + 19 = 31
Then tries to wriggle freeacrobatics vs fort dc: 1d20 + 15 ⇒ (1) + 15 = 16
Not having much luck she tries again
Before a final stab with her rapier stab: 1d20 + 14 ⇒ (11) + 14 = 25
If by some miracle 24 equal the fort dc last action is to battle medicine myselfbattle medicine dc20: 1d20 + 17 ⇒ (8) + 17 = 25
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Speaking of every opportunity opportune backstab: 1d20 + 20 ⇒ (8) + 20 = 28
You dont add your gm glpyhs on rerolls in 2e do you (just gained my first) ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel was hoping to move on to blue if Plinteff had downed white but target would have been white So should have phrased that pretty please let it be blue not white SO to set up the flank with Sideon Merisiel will have moved to the north of white (or upside if north aint up) ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Pilteneff shoots white againpiercing: 3d8 + 10 ⇒ (8, 3, 1) + 10 = 22 Merisiel will stride so she and sideon can flank the most damaged target still standing (blue pretty please) feint: 1d20 + 12 ⇒ (6) + 12 = 18
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() NPC actions is this one action per pc per round or one action per round. If former sugget heal on Sideon damage and frighteners on white and freedom of movement on Sideon. Do we know how freedom of movement interacts with spike stones. If one NPC action total per round damage white only use heals if someone falls over? Merisiel blocks the crit with her shield reducing the damage by 15 Plinteff shoots white piercing damage: 3d8 + 10 ⇒ (7, 3, 7) + 10 = 27 3 attacks without a map makes white the most dangerous of the three to me
ranged dagger: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
before casting daze on whitedc21 basic will save mental non lethal: 2d6 ⇒ (1, 3) = 4stunned 1 if crit fails ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Wait let me ... Merisiel call after sideon Casts Haste on herself I like that Mila shall I give you room to do it again she smiles as the fireball detonates Then casts shield forher final action ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel looks over the collection and wonders if there are any unusual formations or anything missing from such a collection perception to spot the unusual: 1d20 + 16 ⇒ (19) + 16 = 35
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() society: 1d20 + 13 ⇒ (19) + 13 = 32
first nine: 9d6 ⇒ (5, 3, 5, 3, 3, 6, 6, 3, 3) = 37
Merisiel puts 2 dice showing 3 by each 6 set to the table Eight sixes or eight threes take your pick she says for Star trek TNG fans: Blow shuttle bay 3 shortly followed byHello Captain Fraiser Bateson ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() GM Tiger wrote: ok, so Mila will jump across? The rest will climb down and up? Sorry also - catching up on games. Rex and Mila are in my other 9-12 so they know I had to rush my dad to the ER Monday morning... en route, the mekking ambulance broke down and it was all I could do not to threaten the ambulance crew with bodily harm... That sucks Merisiel is hoping someone come up with a better plan ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() OK So if you jump across Mila with a rope and my self ad sideon can do a long jump to get where you are and you reel us in on the rope Rila what's your solution Well that almost makes no sense. What I was trying to convey is Mila jump across hold a rope that Meri or Sideon tie to themselves beore making their own jump and then Mila and whoever ison the other side haul the rope in. Not sure it makes any more sense now I have tried to explain it but I think I have a plan. I may also have rename my character Baldrick ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() GM Tiger wrote:
Also You ALL get a hero point for surviving that!! I thought I was going to have a TPK on my hands... ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() was gong to suggest a medicine off between Merisiel and Mila but if Mila can cast spells to cure diseases then she wins that. You get your rest Mila I will look after Sideon tonight medicine treat disease: 1d20 + 18 ⇒ (18) + 18 = 36 ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() stab: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25piercing and sneak damage: 2d4 + 7 + 2d6 ⇒ (2, 1) + 7 + (1, 5) = 16
Stand still and be stabbed! ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel gangs up on white with her flow elf Stride
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() ◆Merisiel tries to retch to get rid of the bile in her throat fort: 1d20 + 14 ⇒ (14) + 14 = 28 ◆She then throws her dagger at red dagger: 1d20 + 18 ⇒ (9) + 18 = 27
Red or white She asks Sideon before ◆stride to provide flank per Sideons answer ↺If sideon hits
opportune backstab: cold iron returning dager: 1d20 + 18 ⇒ (9) + 18 = 27 flat check if required: 1d20 ⇒ 17 piercing damage: 2d4 + 2d6 + 6 ⇒ (4, 3) + (6, 1) + 6 = 20 ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Hero point on battle medicine yes 15 pc chance no healing but 35pc chance crit 50 pc stay the same I thought it worth the gamble. (also true strike also eliminates flat check for concealment) ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() ↺ Merisiel uses her shield block to reduce the damage by 15 Leaving her on 3hp
battle medicine herself dc 20: 1d20 + 16 ⇒ (6) + 16 = 22
healing: 2d8 + 10 ⇒ (7, 8) + 10 = 25 elvish: she mutters casting true strike
From hells heart I stab at thee throw at most hurt still waving tentacles: 1d20 + 17 ⇒ (1) + 17 = 18
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AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() So continuing with the dc 20 roll mila gets some healing:
battle medicine dc20: 1d20 + 17 - 1 ⇒ (6) + 17 - 1 = 22
mila receives healing: 2d8 + 10 ⇒ (6, 8) + 10 = 24 merisiel casts shield as her final action ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() So paused the turn putting my roll in spoiler My initial plan was try a dc 30 medicine check as wee need all the battle healing we can get. However a success on a dc 30 check is a crit on a dc 20 check giving 20+4d8 which averages 1 less than 30+2d8. It also gives a solid 85 per cent chance of some healing as opposed to 65 per cent no healing at all So revised plan is make dc 20 battle medicine followed by cast shield/use healers gloves if battle medicine flubs Any chance of a guidance on the battle medicine check ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() 1 I completely missed the courageous anthem was in play
Dammit time to be Kyra ◆Stride to between Mila and Red ◇Drop rapier
hang on this dc is a poor choice ignore: medicince dc 30: 1d20 + 16 ⇒ (12) + 16 = 28 ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel Double strides to flank blue with her fellow elf rapier stab: 1d20 + 18 ⇒ (10) + 18 = 28
calls out in elvish:
Come on Stab it dead opportune backstab: rapier stab: 1d20 + 18 ⇒ (16) + 18 = 34 rapier piercing: 2d6 + 6 ⇒ (2, 4) + 6 = 12 sneak damage: 2d6 ⇒ (1, 5) = 6 deadly crit damage: 1d8 ⇒ 1 ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Swapped my token for something Merisiel like as in face to face saying kyra is my token gets locked in in the first few minutes. Here i keep having to reset my brain every time I look at the game So stick torogue like token seems best. Everyone OK? Not too overcommitted on Outpost? ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() fortitude: 1d20 + 15 ⇒ (2) + 15 = 17 fortitude hero point: 1d20 + 15 ⇒ (5) + 15 = 20 Feeling very Bleurg Merisiel tries to recall what kind of creature these things are (red especially)
What weapon works best Using quick draw she throws her returning cold iron dagger at red quick draw strike: 1d20 + 17 ⇒ (6) + 17 = 23slash/piericng if I know pierce is better damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9 Then Merisiel Strides away from her enemies Knew I should have taken the antiplague not antidote ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() peception: 1d20 + 16 ⇒ (7) + 16 = 23 Merisiel looks quizically at her fellow rogue before turning to Kreighton the chaos magnet So was the team lost just now or was it nearly a hundred years ago So I cant hear anything unless its a trap and then I can hear it ![]()
AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
![]() Merisiel will take the greater antidote and one each of the two vials. Then remebers like most rogues she skipped the bomb throwing class and hands them to the gunslinger (If we still get the provisions then merisiel will take 3 moderate healing potions) Just before going through the portal she will gulp down the antidote not planning to be longer than six hours |