And Then TWO Skeletons Popped Out! (Inactive)

Game Master Storm Dragon


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Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Someone's quite perceptive. Figured it would be a boon in an undead heavy campaign.

Zone moves about at least 10 ft (+3 dodge AC) before flinging his knife at the incoming vermin gestalt.

Move: Move at least 10 ft
Standard: Fury of a single blade

Fury of a single blade; if two attacks hit, deals x2 damage and if three attacks hit, deals x5 damage

Attack 1: 1d20 + 23 ⇒ (3) + 23 = 26
Attack 2: 1d20 + 23 ⇒ (19) + 23 = 42
Attack 3: 1d20 + 18 ⇒ (19) + 18 = 37
Attack 4: 1d20 + 13 ⇒ (4) + 13 = 17

damage: 1d6 + 15 ⇒ (4) + 15 = 19

extra damage from mobile combat: 5d6 ⇒ (2, 4, 5, 4, 2) = 17

Attack is counted as silver & deals full weapon to swarms

critical confirm: 1d20 + 23 ⇒ (2) + 23 = 25
extra damage: 1d6 + 15 ⇒ (3) + 15 = 18


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

If that doesn't kill it, Sledge flexes into Rat Catcher and delivers a punch.

1d20 + 16 ⇒ (5) + 16 = 21
1d10 + 24 ⇒ (2) + 24 = 26


Zone wrote:
Someone's quite perceptive. Figured it would be a boon in an undead heavy campaign.

Unclear how that logic follows, but all right.

Zone obliterates the swarm.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone catches his knife.

"Let's go."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Undead seem to come with or turn into swarms often, traditionally.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Especially vampires.


Nosferatu only, on the swarm front. The only one of those you've met was friendly. =)

You descend to the bottom, coming out in the interior of the abbey. The east is open, and leads to a wider room. There is a door to the south, but it's closed.

Most importantly, at the bottom of the stairs, in the center of the bottom room, hangs the rope needed to ring the bell.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

As he descends the bell tower, Osric will cast Detect Magic and look around.
Take 10 on Perception for a 38.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone will manifest touchsight to aid his natural senses that he use to scour the new area.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Hold up I may have missed something but why is ringing the bell important?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones looks and echolocates around.
48 + 1d6 ⇒ 48 + (3) = 51


Sorry for the delay. Other stuff kept coming up.

Samuel Sledge wrote:
Hold up I may have missed something but why is ringing the bell important?

You're not sure. You could ring it to find out, if you like. It's a bit heavy, DC 15 Str check if you want to give it a shot.

Both of these open rooms are empty, though the larger (with the tables and recently extinguished fire) look as though they've been used fairly recently.

Thee is one door to the north (which leads outside), two to the south, and one to the west. You don't hear anything coming from any of them.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge will not ring the bell, but he will tell Jones to examine it - and look inside the bell itself.


The bell is at the TOP of the tower, where you came in from.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

lol

If Jones scouts ahead, Zone will follow him to sense enemies or traps using his 60 ft touchsight.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

I mean like look up and inside the bell to see the vampire waiting to drop on us.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric looks around.
"I don't think we need to ring the bell to announce our presence. They likely saw us approach."
He casts Magic Circle Against Evil.


Samuel Sledge wrote:
I mean like look up and inside the bell to see the vampire waiting to drop on us.

You were standing right next to the bell a minute ago and didn't see or hear anything. Why would you see something now, 4 floors and 80 feet of distance between you?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones retroactively decided to look up inside the bell before climbing down, having deduced that Sledge would be really damn curious about it.

48 + 1d6 ⇒ 48 + (4) = 52


it's bell


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

What a shocker.

Back in the present, Jones checks all three doors for traps. If none are found, he'll open the west door.


Perhaps, now that the stars have f*!#ing aligned in the sky and the prophecy begins to take hold, I can actually make a post on this site.

Jones checks all the doors, and they are untrapped and unlocked. The bottom two are an adjoining kitchen and pantry, devoid of life.

The western door leads into a storehouse. Jones has a moment to look around before the door on the opposite end of THAT room opens, and a man steps out. He halts, one foot through the doorway, and blinks in surprise at your presence. His surprise quickly turns to anger.

"What the bloody-How did you get in here? You're trespassing on private property!"

IT TOOK ME FOUR DAYS JUST TO POST THIS AAAAAA


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Anything on Zone's touchsight other than the man?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"I could ask you the same thing, sir. You don't look like a Countess."

Jones hopes this will keep the man talking while he studies him.

Perception: 1d20 + 1d6 + 36 ⇒ (3) + (4) + 36 = 43

Mainly checking for signs that he may be a vampire in disguise.


"I'm the stablehand you stupid git. Or did you think nobility were in the habit of shoveling s~~&, cleaning, and preparing meals for themselves?"

"Now get the hell out of here before I summon the guards! Go! Leave!"

He does not appear to be a vampire, and to Zone's senses he feels exactly as he appears: A normal, somewhat grumpy, human...at least at first.

Zone gets a puzzled look as he feels of the man, suddenly getting the impression of a MUCH larger being, with what feels like...crab claws?

You passed your Will save, Jones didn't. Your Touchsight does not automatically overcome this illusion.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Uncertain of what is going on, Osric looks at his companions and this man.
"The blessings of Saint Lymirin be upon you in this place."
He tries to pay close attention to the man's reaction.
Sense Motive: 1d20 + 15 ⇒ (12) + 15 = 27


"Yeah, whatever. Just leave. Last warning."


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone hangs back.

"Care. This man is more than he meets the eye. I think he is some kind of mob that is bigger than us and have crab claws. He is the alarm and maybe one of the muscles of this royal stowaway. We will have to pound on him if he brings trouble."

His voice is a whisper to his companions that are not occupied in a conversation with the "man."

"And if we don't?"

If the crab man attacks, do anything hostile or move to summon the guards...

Zone moves about at least 10 ft, drawing his knife (+3 dodge AC) before flinging his knife at the crab man.

Move: Move at least 10 ft
Standard: Fury of a single blade
Swift: Wind Strike (+2 to attack and daze if attack hits)

Fury of a single blade; if two attacks hit, deals x2 damage and if three attacks hit, deals x5 damage

Attack 1: 1d20 + 25 ⇒ (4) + 25 = 29
Attack 1: 1d20 + 25 ⇒ (9) + 25 = 34
Attack 1: 1d20 + 20 ⇒ (6) + 20 = 26
Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25

damage: 1d6 + 15 ⇒ (2) + 15 = 17

extra damage from mobile combat: 5d6 ⇒ (3, 1, 6, 1, 1) = 12

Attack is counted as silver.

Initiative if needed: 1d20 + 10 ⇒ (11) + 10 = 21


Zone wrote:

Zone hangs back.

[b]"Care. This man is more than he meets the eye-

STOP RIGHT THERE CRIMINAL SCUM!

Remember detecting whispered conversation is a mere DC 15 Perception. Even with slight distance penalties he hears you loud and clear.

At Zone's words, the man springs into action, becoming visibly hostile.

Initiatives: 3d20 ⇒ (14, 4, 2) = 20

Stablehand: 1d20 ⇒ 20

Initiative Order:

Zone (21)
Jones (21)
TOTALLY NORMAL STAGEHAND (20)
Sledge (11)
Osric (5)

Zone nails it with a swift knife, which stops it cold.

Jones.

Edit: Did miss ONE mitigating factor on Wind Strike.

Caster Level Check: 1d20 + 12 ⇒ (14) + 12 = 26

And you do overcome its SR. Carry on.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Forgot about PR. Guess it worked out in the end. Now it is as still as a doornail. :3


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

imma wait for this guy to take an action before i decide what to do


He doesn't get an action, Zone has OP powers


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones starts as Zone explains the situation.

"How could I have missed that...?"

No, seriously, how? I had +18 to disbelieve this illusion.

He circles around the whatever-it-is and stabs it in the back.

Attack: 1d20 + 26 ⇒ (7) + 26 = 33
Damage: 1d6 + 14 ⇒ (5) + 14 = 19

Studied Combat and Sickening Strike; If he takes damage from this, he's sickened.


You rolled a 4, Zone rolled way higher and I gave him a Circumstance bonus since he was technically touching the guy. It's only +16 by my count, anyway. +13+4-1.

Jones stabs it. Both he and Zone note that this does significantly less damage than expected.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

+2 from Heroism. Not that it would've mattered.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Not really sure why they're fighting some random guy, Sledge delivers the Mucho Lucho Bookoo Dooku.

Pummeling Charge. Apply DR only once.

Mucho: 1d20 + 18 ⇒ (14) + 18 = 32
1d10 + 24 + 4 ⇒ (9) + 24 + 4 = 37

Lucho: 1d20 + 18 ⇒ (10) + 18 = 28
1d10 + 24 ⇒ (9) + 24 = 33

Bookoo: 1d20 + 13 ⇒ (1) + 13 = 14
1d10 + 24 ⇒ (10) + 24 = 34

Dooku: 1d20 + 13 ⇒ (19) + 13 = 32
1d10 + 24 ⇒ (8) + 24 = 32


The completely normal stablehand seems surprisingly durable. And large. Your minds bend as Jones moves in to stab him, and hits him in the gut...but your perceptions tell you he's 15 feet away. The veil shatters, and the Huge creature stands before you, crab claws clicking idly and hands twitching as he is soon after punched while insensate.

Pic.

Kn. Planes identifies. Zone and Jones are up.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

I think Osric is up.
"By Aroden!"
Osric casts an Encouraging Good Hope spell.
+3 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 12 minutes.
Doesn't stack with Heroism, but a higher bonus and also applies to damage.


Whoops, sorry. You were up at the same time as Sledge and I forgot to say. Good Hope is only +2, by the way. Cool thing about it is that it adds to stuff like Initiative as well.

Edit: Ah, nvm. Encouraging Spell is apparently a thing. That's pretty cool.

NOW it's Jones and Zone.

Edit 2: Forgot to mention one other thing, it looks like there are actually NINE creatures overlapping spaces. It pre-buffs with Mirror Image before confronting people, but I figured logically Veil should hide that (and negate the effects temporarily).


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Kn. Planes: 1d20 + 1d6 + 18 ⇒ (4) + (5) + 18 = 27

Also, does it seem like Sledge's punches did full damage?


No.

It's a Glabrezu. You know everything there is to know about them.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

"This creature does not look like an undead."

Empowered by Aroden's faithful, Zone inclines his head to the cleric and nods in thanks. Catching his knife, the xeph noticed his piercing blade did little to dent the creature's hide. Zone tries to keep the creature at bay with another throw after his knife gained momentum from his movements all in the while keeping himself out of reach of its pincers.

Move: Move at least 10 ft (+3 to dodge ac bonus)
Standard: Fury of a single blade
Swift: Wind Strike (+2 to attack and daze if attack hits)

Fury of a single blade; if two attacks hit, deals x2 damage and if three attacks hit, deals x5 damage.

Attack 1: 1d20 + 28 ⇒ (7) + 28 = 35
Attack 2: 1d20 + 28 ⇒ (11) + 28 = 39
Attack 3: 1d20 + 23 ⇒ (18) + 23 = 41
Attack 4: 1d20 + 18 ⇒ (3) + 18 = 21

damage: 1d6 + 18 ⇒ (6) + 18 = 24

extra damage from mobile combat: 5d6 ⇒ (3, 4, 3, 1, 1) = 12

Overcome PR or SR: 1d20 + 12 ⇒ (20) + 12 = 32

Attack is treated as silver. If enemy is undead, +2 enhancement bonus to attack & damage & deals an extra damage.

Extra damage if undead: 2d6 ⇒ (5, 3) = 8

confirm crit: 1d20 + 23 ⇒ (12) + 23 = 35
extra damage: 1d6 + 18 ⇒ (2) + 18 = 20


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"It isn't. It's a demon known as a Glabrezu. It has several spell-like abilities, particularly a stunning Power Word and at-will Confusion. Use good-aligned attacks if you have them, and spread out so it can't cleave with its pincers."

He attacks the demon twice more, combining Osric's holy empowerment with his own flashes of inspiration to thrust his rapier with greater power.

Continuing to use Sickening Offensive.

Attack+insp: 1d20 + 1d6 + 26 ⇒ (14) + (2) + 26 = 42
Damage: 3d6 + 23 ⇒ (2, 4, 3) + 23 = 32

Attack+insp: 1d20 + 1d6 + 21 ⇒ (10) + (2) + 21 = 33
Damage: 3d6 + 23 ⇒ (1, 1, 3) + 23 = 28


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge shuts his eyes, focuses (Blind Fight), and hits it again.

50% miss chance, but can't see images. Pummeling, so only apply DR once.

1d20 + 16 ⇒ (10) + 16 = 26
2d100 ⇒ (51, 74) = 125
1d10 + 24 ⇒ (10) + 24 = 34

1d20 + 16 ⇒ (19) + 16 = 35
2d100 ⇒ (58, 46) = 104
1d10 + 24 ⇒ (3) + 24 = 27

1d20 + 11 ⇒ (19) + 11 = 30
2d100 ⇒ (51, 12) = 63
1d10 + 24 ⇒ (10) + 24 = 34

1d20 + 11 ⇒ (7) + 11 = 18
2d100 ⇒ (34, 73) = 107
1d10 + 24 ⇒ (4) + 24 = 28


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Sledge, don't forget the boosted Good Hope for +3 morale to hit and damage.


Doesn't matter, it's dead even with just Sledge's attacks. Actually kind of a bad deal for you guys; You could have bargained for a free Wish out of it if it had had an action to surrender.

The combined might of your attacks pulverizes the Demon and sends it back to the Abyss.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Glabrezu wishes always go wrong, don't try to scam us.


=p


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

"Well struck my friends. You are formidable warriors indeed.
It is good that you dispatched the glabrezu so quickly. If they employ demons of this nature and power as guards, we should move quickly before they can concentrate their forces on us. A Power Word is potent magic."

How big is the storehouse? How long to search? Don't want to burn too much time off the Good Hope spell.


The room is roughly 60 feet wide by 55 feet tall, and all the walls are stacked full f boxes and barrels; It would take quite a while. Longer than 12 minutes for certain.

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