Victasys Songdeath's page

128 posts. Organized Play character for Jellyroll.


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Grand Lodge

Ok, well, it was fun thus far.
Thanks Keith. See ya soon.

Grand Lodge

Up to you guys. If we are going to recruit more lets keep a stronger pace during the week.

Grand Lodge

"Bah!"
Vic stands and walks away from the cage.
"Leave it, its obviously in league with whomever has caused this unseasonable cold."

Grand Lodge

"Vrixx, we might be able to open this iron cage but first you must answer some questions. Who is Izoze and why is there snow here, now?"

Using the intimidate score above to force more information out.

Grand Lodge

Vic walks over to the cage observing for irregularities and traps, not getting too close he asks in a very menacing voice, "Who and what be you? Why did the bandits cage you?"
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Intimidate: 1d20 + 10 ⇒ (12) + 10 = 22

Detect magic.

Grand Lodge

What are the weapons, I'd think we'd know the make, etc...

Grand Lodge

Search unopened doors/areas of building.

Grand Lodge

Vic sleeps

Grand Lodge

No more healing here.
Bolt the doors, bar the windows! Hunker down for the night and rejuvenate like hungry stalwart champions full of cowardice.

Detect Magic.

Grand Lodge

@GM, No but I think we should rest and recoup here hence securing the room against further attacks.

Grand Lodge

"We should secure the area, search and make this shelter defensible."
With that said, Vic would like to search the area where the skeletons emerged. Traps, etc...
Perc: 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

CLW on Cadell.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

six hp plus three non lethal.
didn't know if I should total it or not.

Grand Lodge

Vic smashes the skeleton.
Me SMASH: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13Dmg: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Can only use judgement once per day and we have not rested since my first use.

Perc (earlier requested?): 1d20 + 1 ⇒ (2) + 1 = 3

Five foot step back, casting stabilize (25 ft range) on Cadell
Conc: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Grand Lodge

Stabilize/CLW Cadell
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Calling upon his 'peaceful' style of judgment, Vic offers his comrades the blessings of Korada.

Bless, +1 to attack, +1 to damage.

Grand Lodge

The V swings again!
1d20 + 3 ⇒ (9) + 3 = 121d8 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Vic heads along the table opposite Valeros swinging at a bandit
1d20 + 3 ⇒ (3) + 3 = 61d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

W, SW
Heavy Mace

Grand Lodge

Vic comes barreling in intent on smashing someones face in!
1d20 + 3 ⇒ (13) + 3 = 161d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Vic Init: 1d20 + 1 ⇒ (19) + 1 = 20

Grand Lodge

Vic quickly moves to follow his peers.

Grand Lodge

Ianto will....

Quickly retreating from the outhouse Vic motions Ianto over to detect evil on this most unholy of houses.

Grand Lodge

Vic opens the door.

Grand Lodge

Vic who does not detect evil very well creeps toward H2, listening intently and looking for mundane or magically evil traps.
Heavy mace drawn.

Perc: 1d20 + 5 ⇒ (19) + 5 = 24(add one more vs. surprise)

Consider Vic next to H2

Grand Lodge

While stealthily avoiding Ianto, Vic moves SSSSSS to peer at H2.

Grand Lodge

Vic five foot steps further away from Ianto.

Grand Lodge

Soooo, there's no magic?

Grand Lodge

Vic crouches behind the pair, detecting magic.

Grand Lodge

Detect Magic, kick the bag o' sprites and sally forth.

Grand Lodge

"Sure, lets all follow the nature lover..."
Vic chases after Ianto and Cadell, mace drawn. Keeping Cadel in sight.

Grand Lodge

Vic shoots at the remaining bandit:
Ranged: 1d20 + 1 ⇒ (18) + 1 = 19dmg: 1d10 ⇒ 2

Grand Lodge

Laying hands upon Alistair, Vic begins healing:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Move 15, fire crossbow
init: 1d20 + 1 ⇒ (11) + 1 = 12
ranged: 1d20 + 1 ⇒ (9) + 1 = 10dmg: 1d10 ⇒ 6

Detect Magic

Grand Lodge

Tally ho!

Detect Magic

Grand Lodge

Detect magic.

Grand Lodge

Vic shakes his bag o' sprites vigorously!

Grand Lodge

Vic gingerly crosses the river and approaches the legs, mace drawn.

Grand Lodge

Whoopsie
confirm: 1d20 + 1 ⇒ (4) + 1 = 51d10 ⇒ 8

Grand Lodge

Vic fires again.
1d20 + 1 ⇒ (19) + 1 = 20Dmg: 1d10 ⇒ 8

Grand Lodge

Seeing the creatures attack his filthy friend Vic aims and fires!
Ranged: 1d20 + 1 ⇒ (12) + 1 = 13Dmg: 1d10 ⇒ 5

Grand Lodge

Requested roll

"Oi dirty guy, it looks slippery out there."

Survival: 1d20 + 1 ⇒ (18) + 1 = 19

Anything?

Grand Lodge

Vic has his crossbow ready and is close to the water's edge, looking quizzically as he knows he saw something.

"Seriously, I saw something!"

Grand Lodge

15 ft
Perception: 1d20 + 5 ⇒ (14) + 5 = 19 - looking at river crossing and legs. Everyone else is looking at snowman...

Grand Lodge

Following Alistair at a distance, crossbow loaded and drawn...

Grand Lodge

Watching his new found companions wander off toward the questionable snowman Vic states loud enough for all to hear,
"I remember building armies of snow men as a child, usual ones don't stand up to a barrage of projectiles while 'extra fortified' withstood more...just saying..."

Vic begins looking for rocks large enough to throw and cause damage...

Grand Lodge

"Be my guest"

Grand Lodge

Growling in frustration Victasys calls down Justice upon this evil creature.
1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 71d10 ⇒ 2

Grand Lodge

Following Ianto's lead
1d20 + 1 ⇒ (6) + 1 = 7dmg: 1d10 ⇒ 2

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