Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Seoni doesn't really hear Seveen's question as she is concentrating on more magic to throw at this thing. :-) three-action magic missile at Bony McBoneface: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Unfinished, eh? We can finish you, I think. Seoni opts for another electric arc cantrip, targeting the Black zombie and arcing to the skeleton. electricity: 1d6 ⇒ 2 DC 15 Refl for half dmg
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Seoni grimaces. More undead. How unpleasant.
electricity: 1d6 ⇒ 4 DC 15 Refl for half
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
I do not see Seoni on the map. I mean I guess she could've run away, LOL, but still. Assuming she is not more than one Stride action away... Seoni moves within 10 feet of the bat swarm and gestures frantically with her hands, murmuring arcane words in a low voice. A gout of flames explodes from her hands and washes over the swarm! fire: 2d6 ⇒ (4, 4) = 8 DC 15 Refl
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
You can surrender now, if you value your life, Seoni says in Common, moving forward (Stride action) to where she can see the kobold. Or you can die. Up to you. Seoni uses the Ready action to use magic missile as a Reaction, triggered if the kobold takes any threatening action.
if triggered: force dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Going to stand your ground? Seoni says with a chuckle. Okay, so ten out of ten for style, but minus several million for good thinking, yeah? Stride, then use her two remaining actions to cast electric arc at Black and Red. DC 15 Refl for half: 1d6 ⇒ 3
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Oh, are we going the violent route? Seoni asks with a smirk, as she moves toward the corner behind Seveen and Alric, electricity crackling at her fingertips. I'm surprisingly okay with that. Stride, then use her two remaining actions to cast electric arc at Black and Green. DC 15 Refl for half: 1d6 ⇒ 3
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Regarding secret rolls, I don't object to them. As DM S states, it's been part of the game forever. (I started playing in the same edition, though a few years earlier.) Moreover, I feel it's important as a player to play the rolls as they fall. If I see someone botch a Sense Motive roll, as a player my instinct is to roll my own; but as a character one should evaluate how much you trust this other PC and play accordingly. And if the GM is one who says to roll your own Stealth check and I roll low on that, it's incumbent upon me the player to play that correctly. Quote: Seoni is convinced she was as quiet as a mouse, without realizing her whispers of all clear were a little too loud to not be overheard. That sort of thing. It's part of being a good player.
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
Seoni nudges Alric to the fore. Greetings and salutations! she says brightly. As you can see by his unkempt mane, my friend Alric is badly in need of a Barber. Please do take care, though — he's a delicate sort and we do not want to see him Bloody. Diplomacy (make an impression): 1d20 + 5 ⇒ (16) + 5 = 21
Spell points: 4/4 | Resonance: 5/5 | Hero Points: 1/1 | Lv 1: 1/3 Sorcerer 1 (HP: 15/15) | AC: 13, TAC: 13 | Perception +2 | F: +2, R: +3, W: +3 |
A tattooed Varisian has listened intently to the Venture-Captain speak, but has displayed no reaction beyond a few simple nods. Outside, she appears quite someone else entirely, chatting amiably about the weather and some tidbits of gossip while digging up information about the Bloody Barbers and, perhaps, something of their whereabouts. Diplomacy (Gather Information): 1d20 + 6 ⇒ (8) + 6 = 14
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