Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Best avoid the "Bull's Strength" potions for now - they don't appear magic at all. Perhaps some natural poison or something. Anyhow shall we explore a little more?"

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

The dwarf chuckles. "Hehe. hehe. Bull urine, more like. Let's take it all. And a little more of this brandy. Then explore." He looks to Aldy with a smile.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree spits out the small sip of blue liquid and quickly rinses his mouth out with a swig of water. "If that's a potion, I don't want any of its magic." He sniffs at it. "You know that gas we ran into earlier? I think it comes from this stuff. Maybe we should hold onto some vials in case we can use it with some other bad guys." Bree puts a stoppered vial into his bag.

He snorts at Flint's comment. "Yeah, I think I'll pass on the bull's strength potion."

Ready to move on.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Some poison and some questionable potions - not much to see here. Moving on...

Aldy moves to the next hallway until he reaches a door, searching for traps as he goes.

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"Interesting. We could put these into use somehow..." Brand mutters.

Grand Lodge

The march to 1000 posts continues!

The door swings open to what appears to be a kitchen.

Official boxed text:
This room serves as a kitchen. A large hearth takes up most of the sound wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.

There doesn't seem to be anything of interest or value here.

Where to now?

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Door at the end of the hall please!

Arkolo gestures their resident lockpicker & trapspotter forward.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint nods, and follows. "So, how far down do you think this goes?"

Grand Lodge

There is a single door at the East end of the hall and also a setup of double-doors in the same corner. Which one do you want to check and open?

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Single door

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Single door it is!

Traps!

Perception for Traps: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Single works for me!

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand follows a safe distance but keeps an eye on the double doors just in case.

Grand Lodge

As you all approach the door you notice a foul smell coming from it...rather like animal feces and urine. The din of animals barking, growling, and screeching becomes louder too. You can only imagine how loud it will be if you opened the door.

The door is unlocked and looks untrapped.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint looks to the others, alarmed at the noise. ”Perhaps we come back to this door?”. He gives the air a sniff. ”If the cultists aren’t upset about the noise, they might be upset if it stops...”

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Yeah, let's go through the other door first." Bree scrunches up his nose at the smell.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"We can poison them first if needed." Brand points out with the earlier bottles found.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Lets leave this be for now and check the double doors.

Aldy will go check the double doors.

Traps: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint smiles at Brand. "Simple, yet effective. Smart. Not quite honorable, but they are animals I suppose." He nods seriously and moves on.

Grand Lodge

The door is unlocked and appears to be safe.

Official Boxed Text:
This large natural cave has been widened by excavation. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. In the eastern end, a low stone wall encloses a large pool of water.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint looks at the pool of water carefully as he walks by. If he sees nothing of note, he nods to the temple doors. ”Temple first, crypt last. I’m not over that last undead we met...”. He shivers, slightly.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Sounds good to me!"

Grand Lodge

Flint examines the pool as he enters the chamber. It appears to be a cistern of some sort that supplies the level with potable water.

As he walks further into the cavern...he doesn't see any other creatures.

Perception:
Arkolo: 1d20 + 10 ⇒ (11) + 10 = 21
Aldy: 1d20 + 12 ⇒ (5) + 12 = 17
Bree: 1d20 + 6 ⇒ (3) + 6 = 9
Flint: 1d20 + 7 ⇒ (2) + 7 = 9
Brand: 1d20 + 5 ⇒ (2) + 5 = 7

What are the rest of you doing?

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"Strange......" Brand points out.
"There doesn't seem to be anyone else here and is that water safe to drink?"

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Interesting"

Arkolo gestures the team into rough formation before moving forward to with them to the next set of doors.

Unless someone else has something they want to do first

Grand Lodge

So many doors to choose from...which one?

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"I wouldn't drink any of that. At least not until someone did more careful checking. But for now, let's just see what's behind these doors. Seems that we should start with the closest one." Bree stands in the formation that Arkolo requested and looks to the others to be ready.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint nods. "Agreed. No need to leave enemies behind us." He also forms up. Except the dogs, I suppose.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will head to the door bree indicated, search, and then open it.

Perception: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28

Grand Lodge

The door is unlocked and appears safe.

Official boxed text:
A finely woven rug with a subtle tan and moorit pattern covers the floor of this bedroom. A garderobe enclosed by a wall is in the northeast corner, and to the west of it stands a large wardrobe.

There doesn't appear to be anyone inside the room. What do you do?

I assume you search the room:
Arkolo: 1d20 + 10 ⇒ (3) + 10 = 13
Aldy: 1d20 + 12 ⇒ (12) + 12 = 24
Bree: 1d20 + 6 ⇒ (8) + 6 = 14
Flint: 1d20 + 7 ⇒ (3) + 7 = 10
Brand: 1d20 + 5 ⇒ (8) + 5 = 13

Aldy finds a secret door in the NE corner behind the garderobe (indicated with an S on the map).

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"I guess we should go the secret way - the back door as it were!"

Arkolo prepares for Aldy's search and reveal.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Everyone is always so surprised when you pop out of their secret passageway and start stabbing them!

Aldy will lead the way through the secret passage.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

Grand Lodge

The secret door appears to be safe, but it is locked.

Aldy Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29

Aldy fiddles with the lock and thinks he almost has it, but then his tool slips and clatters to the ground.

I assume you are ok with taking 20?

The secret door swings open...

Official boxed text:
This secret room is filled, floor to ceiling, with shelves and pigeonholes. The air holds the dusty aroma of ancient parchment.

What do you do?

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"Secret Store room or forgotten one?" Brand exclaims as he waits outside to allow the more agile ones to search the room.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Hmm. Just a bunch of old stuff? Ok. I guess we move on." Bree turns towards the double doors.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint sighs as Aldy takes his time with the lock. "C'mon, mate, that kitchen back there sounds mighty good about now..." After the lock clicks open, the dwarf follows Aldy into the room and searches it.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo will cast Detect Magic to check out the rooms contents.

Grand Lodge

Aldy and Flint step into the room. What treasure might they find there? They no more than step into the room that they hear movement on the far side of the room. They look up to see a human sized metallic creature raise one of its four arms towards them...

Initiative:
Arkolo : 1d20 + 7 ⇒ (18) + 7 = 25
Aldy Rolda: 1d20 + 7 ⇒ (9) + 7 = 16
Brand: 1d20 + 3 ⇒ (4) + 3 = 7
Breelajah: 1d20 + 3 ⇒ (11) + 3 = 14
Flint Jaycen: 1d20 + 5 ⇒ (1) + 5 = 6
Bad guy: 1d20 + 6 ⇒ (19) + 6 = 25

Knowledge (arcana)
Brand: 1d20 + 2 ⇒ (3) + 2 = 5
Aldy: 1d20 + 9 ⇒ (11) + 9 = 20

Aldy:
You know this is a clockwork servant. It can shoot a net and heal itself.

Grand Lodge

.
.
.
.
.
Round 1 combat order:

Arkolo
-----
Monster
-----
Aldy[/b]
Bree
Brand
Flint

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo retreats back into the cave area for a bit of distance before praying for Divine Favor

Cast Divine Favor. +3 to hit & damage.

Grand Lodge

The automaton's chest opens and a net shoot out! It flies towards...

1 - Aldy
2 - Flint
Choose your fighter!: 1d2 ⇒ 2

Flint!

Net ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19

The net wraps around Flint!

Entangled!

Grand Lodge

.
.
.
.
.
Round 1 combat order:

Arkolo Casts divine favor
-----
Monster Entangles Flint with net
-----
Aldy
Bree
Brand
Flint

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand considers going forward to help his companion.
Delay until after flint.
"Ye need help there?"

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint's eyes open wide. "I am the chosen one..." He whispers... Then he struggles and tries to get out! Can I use my axe to cut my way out? If I can, I do. If not...

Strength check to burst out!: 1d20 ⇒ 5

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree rushes forward towards the machine and swings his axe at it.

battleaxe@construct: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Knowledge(dungeoneering): 1d20 + 1 ⇒ (11) + 1 = 12 I can't remember if this knowledge will tell me anything about constructs

Grand Lodge

Here are the description for a net and the entangled condition.

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Net:
When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled.

If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Grand Lodge

Bree smashes the construct with his battle axe, leaving a very large dent.

Bree:
You did max damange, so here is a tidbit...hearing your battleaxe clang off the construct's metal skin, you suspect that it might be vulnerable to electricity.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will stab at the construct, then attempt to defend Bree against any counterattack.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d4 - 2 ⇒ (2) - 2 = 0

Bodyguard: 1d20 + 7 ⇒ (5) + 7 = 12
Bodyguard: 1d20 + 7 ⇒ (17) + 7 = 24
Bodyguard: 1d20 + 7 ⇒ (10) + 7 = 17
Bodyguard: 1d20 + 7 ⇒ (1) + 7 = 8
Bodyguard: 1d20 + 7 ⇒ (11) + 7 = 18

Bree gets +4 AC vs the first 5 attacks from the construct.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

NET! I was trying to find the rules under Entangle, and failing to find the net breaking rules. Thank you.

Flint growls and swings his dwarven axe at the net - trying to cut his way out.

Hit: 1d20 ⇒ 1
Damage: 1d8 - 2 ⇒ (4) - 2 = 2

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree grins at the dent in the construct. "If any of you can produce electricity, or something like that, I think it will bring this pile of metal down faster."

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