DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


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Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex drinks a vial of yellowish liquid.

Cat's grace extract.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo steps back to the wall.


Male Aasimar Master Summoner / 6

I will get a post up asap, I will summon something, just not sure what yet but Aidon is pretty low in the order


Southern Guardroom Surprise Round

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

Braelex drinks an extract as Relan moves back up the stairs, setting a defensive posture.

Fulmen does something and Vuloo moves back as well.

The creatures, barely visible and vaguely humanoid it appears, swim beneath the surface at a rapid rate converging on where Relan used to be and then descend out of sight. Ripples in the water come from everywhere as they continue to move, although you're not certain where.

End of Surprise Round. Round 1 actions?

Map here


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

These things guard the path forward. We need to engage them, but not on their terms.

Relan moves up to the water's edge standing on the first step into the water and readies to attack anything that approaches. He should get both is readied attack and AOOs of anything he can see approaches.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo establishes a life link with Relan.

"Aidon, can you summon something to lure them out of the water?"


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)
Relan* wrote:
These things guard the path forward. We need to engage them, but not on their terms. Relan moves up to the water's edge standing on the first step into the water and readies to attack anything that approaches. He should get both is readied attack and AOOs of anything he can see approaches.

Leaving Combat Expertise up?

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Yes.


Southern Guardroom Round 1

The party gathers behind Relan as Vuloo establishes a lifelink. The stalwart warrior stands focused and ready, his ranseur poised in his arm as he watches the murky water carefully in front of him.

He catches a glint of movement and thrusts out quickly like a fisherman on the edge of a rock, but as soon as his blade hits the water, he sees how the light bends underneath and the creature he was thrusting at swims away easily.

Actions?

The Dice:

Relan Readied Attack: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12[/dice]


Male Aasimar Master Summoner / 6

"Hmm...yes I could summon a few dolphins that could perhaps distract them and we could cross while they are distracted, no guarantees there though, maybe we could find a place to anchor a rope and use it to cross?


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo rubs his chin, "Someone would still have to cross to tie the rope. I doubt the beasts will be fooled for long by dolphins. We may just have to wade in and kill the creatures."

Vuloo brings out his scroll tube.

"We also have another scroll of water breathing. This should minimize our risk of engaging the creatures."


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Engaging is what I have in mind. Relan says as he steps down onto the next step.

I believe water breathing is still on from before.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex nods and readies her crossbow, eyeing the corners of the room carefully.

Are they invisible?


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

No, just concealed by the ancient stagnant water

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan is thinking about going in and backing into a corner. If he goes under water I wonder what the visibility is.

Can we get some light under the water here? he asks.


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

I'd equate it to obscuring mist or fog cloud with aboutt 10 feet of partial concealment

-Posted with Wayfinder


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo cast light on a copper piece and will flip it into the water.


Male Half-elf Druid 3 Monk 2

"If the creatures aren't willing to get out of the water let's try to cross as fast as we can while we still have water breathing and hope we don't have to come back this way. Or we could backtrack and try the other passage."


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

"So, do we follow Relan in and fight or rush across?"

-Posted with Wayfinder


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

"I suggest that those whom can fight effectively in the water follow Relan in. I for one, will be providing him support from the ledge."


Southern Guardroom

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

Tracking Vuloo's coin into the water, Amiculus and Braelex hang back watching events unfold, while Andel draws his dagger and tentatively follows behind the warrior.

Relan steps further into the water, letting it lap up over his chest and then over his head, taking a deep breath of the stagnant cloying liquid as he does so. His vision greatly reduced, but his hearing increased, he can't see but 10 feet, but he hears the motion and movement as the creatures in the water respond to his entrance.

Assuming 5 foot in and readied action ... if so, roll me a few attack rolls (readied plus potential AoOs)

Assuming Fulmen either follows into the water to fight or takes the rope across himself ...


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Readied actually goes off first. AOOs only go of as the creatures move from 10' to 5'

Ongoing Effects:

Combat Expertise for +2 to AC. Current AC is 19.
Life Link so wounded by 5 or more will heal 5 on Vuloo's turn.

Readied attack, +1 Cold Iron Ranseur: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 192d4 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16

AOO 1, +1 Cold Iron Ranseur: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 192d4 + 7 + 6 ⇒ (3, 4) + 7 + 6 = 20

AOO 2, +1 Cold Iron Ranseur: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 142d4 + 7 + 6 ⇒ (4, 3) + 7 + 6 = 20

AOO 3, +1 Cold Iron Ranseur: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 232d4 + 7 + 6 ⇒ (4, 1) + 7 + 6 = 18


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Delay to see what happens...


Male Aasimar Master Summoner / 6

Is the water deep enough for me to summon something like a dolphin?


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

10 feet

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10
Aidon Jade Davian wrote:
Is the water deep enough for me to summon something like a dolphin?

What's a dolphin gonna do... bump it aggressively with its nose? Can you summon a shark, or even some ill-tempered sea bass?


Male Aasimar Master Summoner / 6

Sorry all, work has been brutal

Braelex wrote:
Aidon Jade Davian wrote:
Is the water deep enough for me to summon something like a dolphin?
What's a dolphin gonna do... bump it aggressively with its nose? Can you summon a shark, or even some ill-tempered sea bass?

Is it possible to summon a squid directly on Braelex's face? I know it won't help us in the fight, but somethings are worth it

Sadly no ill-tempered sea bass with lasers on their heads

There isn't really a way to talk to my summons yet is there? I wouldn't be able to summon say an earth elemental on the other side of the water and throw it a rope that we could use to cross or anything like that can I?


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

If you speak their language you can comm with them. Elementals each have their own language. Update coming soon. Have been travelling. Am settled now

-Posted with Wayfinder


Southern Guardroom Round 2

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

The muffled sounds underwater make it difficult for Relan to see what's happening until the creatures appear suddenly within a few feet launching themselves at him, wide mouths open.

Similar in appearance to the pathetic creature they skewered in the dungeon cell above, these particular sinspawn have gills in the sides of their necks, webbed hands and feet and a milky film over their eyes that generally signifies blindness.

Relan is quick on his reactions and stabs out at the first creature as it comes at him but the poor visibility causes him to miss, it's aggression making it continue on and causing the erstwhile warrior to stab again striking it through the heart. No sooner than he pulls his ranseur out of that one, three others come rushing in, he stabs and misses another and gets close on the third, but the three of them charge through, one biting his arm and causing wrathful thoughts to fill his mind (DC12 Will Save or be sickened for 1d6 ⇒ 3 rounds)

miss chance is 20% from 5 to 10 feet and 50% beyond that (essentially invisible). Everyone please roll concealment with all attacks

Map here

The Dice:

Relan 20% miss chance Readied: 1d100 ⇒ 14; miss
Relan 20% miss chance AoO1: 1d100 ⇒ 52; HIT!
Relan 20% miss chance AoO3: 1d100 ⇒ 11; miss
Sinspawn 2 charge vs Relan: 1d20 + 5 ⇒ (14) + 5 = 19; HIT!; Damage: 1d6 + 1 ⇒ (1) + 1 = 2 + save above
Sinspawn 3 charge vs Relan: 1d20 + 5 ⇒ (9) + 5 = 14; miss
Sinspawn 4 charge vs Relan: 1d20 + 5 ⇒ (11) + 5 = 16; miss

At Vuloo and Aidon for action


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Will Save: 1d20 + 2 ⇒ (18) + 2 = 20

The map shows the 4 creatures in their corners. Relan killed one, right, and the other three should now be adjacent to him?


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

True statement ... let me check my map cut ans paste error

-Posted with Wayfinder


Correct map here


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo fires his crossbow at the nearest creature.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 6

Concealment (low misses): 1d100 ⇒ 41


Vuloo fires his crossbow and the bolt enters about a foot of water before it tumbles off center and floats to the surface.

Rules note: submerged creatures have total cover from on land creatures

Aidon summons a dolphin which appears a distance from the creatures and charges in ramming its head at the nearest sinspawn.

Dolphin vs 2: 1d20 + 2 + 5 ⇒ (11) + 2 + 5 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Round 3 actions for Amiculus, Braelex, Relan, Fulmen

DM Use:

4
0
0


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan, finding himself unable to 5' step and with a reach weapon in his hands withdraws first to the space north of Andel and then 5' back towards the party. Still on the steps he stands ready to take attacks of opportunity should the creatures approach.


Male Aasimar Master Summoner / 6

I would actually have gotten 1d3 + 1 ⇒ (3) + 1 = 4Dolphins

Dolphins:

D2

To Hit - 1d20 + 5 ⇒ (9) + 5 = 14
Damage - 1d4 + 3 ⇒ (4) + 3 = 7

D3

To Hit - 1d20 + 5 ⇒ (4) + 5 = 9
Damage - 1d4 + 3 ⇒ (2) + 3 = 5

D4
To Hit - 1d20 + 5 ⇒ (11) + 5 = 16
Damage - 1d4 + 3 ⇒ (3) + 3 = 6


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

2 of the other dolphins also get hits in.

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will move to the edge of the water and ready her crossbow. If any of the creatures emerge, she will fire.

Can't do much from up here...


Male Half-elf Druid 3 Monk 2

While the battle rages on Fulmen takes the opportunity to sneak around the south side of the pool with the rope.


Southern Guardroom Round 3

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

Braelex hunts around looking for a shot, but can't find one as the creatures swim around just out of view. Andel takes a stab with his dagger and catches the creature just below the eye sending a gout of foulness into the water. The scribe, surprised at his success, takes a step back with Relan, who pulls out further behind him.

Meanwhile, Fulmen slips over the south side of the stairs quietly and starts moving around, trailing a rope.

At Fulmen to roll swim and stealth unless you're walking along the bottom of the pool, then just roll stealth. The sinspawn will not emerge from the water this round, but may trigger an AoO from Relan depending on Fulmen's rolls. Will need attacks from Aidon's dolphins and actions from everyone else.

Map here

The Dice:

Andel vs 4: 1d20 + 3 ⇒ (20) + 3 = 23; HIT! Crit confirm: 1d20 + 3 ⇒ (20) + 3 = 23; CRIT! Damage: 2d4 ⇒ (3, 3) = 6

DM Use:

11
6
0


Male Aasimar Master Summoner / 6

Aidon will attempt to shoot one if they surface

To-Hit1d20 + 5 ⇒ (9) + 5 = 14
Damage - 1d8 ⇒ 3
Miss Chance - 1d100 ⇒ 50

Dolphins:

They will all smite evil on who ever they are attacking

D1

To-Hit - 1d20 + 5 ⇒ (4) + 5 = 9
Damage - 1d4 + 4 ⇒ (2) + 4 = 6

D2

To-Hit - 1d20 + 5 ⇒ (2) + 5 = 7
Damage - 1d4 + 4 ⇒ (2) + 4 = 6

D3

To-Hit - 1d20 + 5 ⇒ (16) + 5 = 21
Damage - 1d4 + 4 ⇒ (3) + 4 = 7

D4

To-Hit - 1d20 + 5 ⇒ (15) + 5 = 20
Damage - 1d4 + 4 ⇒ (1) + 4 = 5


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan re-enters the deeper water, splashing as he does so, hoping to attract the creatures attention away from Fulmen. He moves into the square diagonally NW from where he is now and attacks the sin spawn that is within his reach.

+1 Cold Iron Ranseur: 1d20 + 10 ⇒ (19) + 10 = 292d4 + 7 + 6 ⇒ (2, 2) + 7 + 6 = 17 Note that he may also get flank with a dolphin there but I do not think he needs it this round.


Male Half-elf Druid 3 Monk 2

Fulmen will walk along the bottom. Less likely to splash.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo extends a life link to Fulmen.


Southern Guardroom Round 3 continued

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

Fulmen is able to reach the other side without any interference from the sinspawn and begins to climb out of the water (Climb check, please)

The sinspawn turn to rail on the dolphins and thrashing two of them into a bloody mess. (I calculate dolphins 2 and 3 are down)

The dolphins fight back getting a head butt on the northern sinspawn who is mangled but still fighting.

Southern Guardroom Round 4

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Baddies, Vuloo, Aidon

Braelex holds her action and Andel delays to follow Relan, the two splashing loudly into the water. Relan thrusts his ranseur out again skewering the sinspawn in the northern part of the stairs.

Back at Fulmen

Map here

The Dice:

Sinspawn 2 bite vs Dolphin 2: 1d20 + 3 ⇒ (1) + 3 = 4; miss
Sinspawn 2 vs Dolphin 2: 1d20 + 3 ⇒ (15) + 3 = 18; HIT!; Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Sinspawn 2 vs Dolphin 2: 1d20 + 3 ⇒ (18) + 3 = 21; HIT!; Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sinspawn 3 bite vs Dolphin 3: 1d20 + 3 ⇒ (12) + 3 = 15; HIT!; Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sinspawn 3 vs Dolphin 3: 1d20 + 3 ⇒ (10) + 3 = 13; HIT!Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sinspawn 3 vs Dolphin 2: 1d20 + 3 ⇒ (10) + 3 = 13; HIT!; Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sinspawn 4 bite vs Dolphin 4: 1d20 + 3 ⇒ (17) + 3 = 20; HIT!;Damage: 1d6 + 1 ⇒ (3) + 1 = 4; plus Will Save DC12 or be sicked 1d6 ⇒ 5 minutes

DM Use:

0
0


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo fires on the nearest sinspawn with his crossbow.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 4
Miss Check - low misses: 1d100 ⇒ 95


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex moves into the water south of the thrashing, firing her crossbow once she can see a target.

Light Crossbow: 1d20 + 13 ⇒ (20) + 13 = 33; Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Confirm Critical: 1d20 + 13 ⇒ (19) + 13 = 32; Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Male Half-elf Druid 3 Monk 2

Fulmen climbs out of the water and begins to look for a place to secure the rope, preferably high enough that the group can get across without touching the water.

Climb: 1d20 + 8 ⇒ (12) + 8 = 20


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan moves to just above the closest dolphin and power attacks the northernmost sin spawn, cutting into it deeply.

+1 Cold Iron Ranseur: 1d20 + 10 ⇒ (18) + 10 = 282d4 + 7 + 6 ⇒ (2, 4) + 7 + 6 = 19


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Need Aidon, please.

-Posted with Wayfinder

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