DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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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)
Vuloo wrote:
Daghop would have had to make a second roll again - ill omen lasts for two rounds. Vuloo fires again on the lead boggard. Attack: 1d20 + 5 + 1 - 4 ⇒ (3) + 5 + 1 - 4 = 5 Damage: 1d6 ⇒ 4

That will retcon the kill on the ellie, then. Aidon, 1 more for your rolls.

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

Sorry all catching up.

Aidon will just hold his action on Round 3 and not cast haste, seeing his elementals do well.

Can I try and catch Relan before he runs past us?If So what would that check be?

Round 4

Elemental Attacks:

2

To Hit - 1d20 + 8 - 1 + 2 - 2 - 1 ⇒ (20) + 8 - 1 + 2 - 2 - 1 = 26
Damage - 1d6 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Confirm Crit - 1d20 + 8 - 1 + 2 - 2 - 1 ⇒ (1) + 8 - 1 + 2 - 2 - 1 = 7
Total Damage - 1d6 + 6 + 1 + 1 + 12 ⇒ (5) + 6 + 1 + 1 + 12 = 25

3

To Hit - 1d20 + 8 - 1 + 2 - 2 - 1 ⇒ (20) + 8 - 1 + 2 - 2 - 1 = 26
Damage - 1d6 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Confirm Crit - 1d20 + 8 - 1 + 2 - 2 - 1 ⇒ (3) + 8 - 1 + 2 - 2 - 1 = 9
Total Damage - 1d6 + 6 + 1 + 1 + 14 ⇒ (1) + 6 + 1 + 1 + 14 = 23

4 Running

5

To Hit - 1d20 + 8 - 1 + 2 - 2 ⇒ (18) + 8 - 1 + 2 - 2 = 25
Damage - 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10

6

To Hit - 1d20 + 8 - 1 + 2 - 2 ⇒ (13) + 8 - 1 + 2 - 2 = 20
Damage - 1d6 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9

7

To Hit - 1d20 + 8 - 1 + 2 - 2 ⇒ (2) + 8 - 1 + 2 - 2 = 9
Damage - 1d6 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13


You want to grapple him? Roll and add CMB

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

Aidon attempts to slow Relan down, instead he trips himself and sprawls painfully on his back wheezing.

1d20 + 1 ⇒ (1) + 1 = 2


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)

Flee you fools! Can you not see the threat?!? Relan goes running by.

:P


The barbarian boggard leader is lost in a wave of stony arms and bodies and doesn't come up out of it.

END COMBAT!

I don't think Relan flees quite far enough before fear runs out to end up back in the boggard village

A quick search turns up the following: masterwork hide armor, +1 warhammer, 4 morningstars, 4 sets of leather armor and in three separate piles on the largest rock (along with nine colored gambling stones) are 800 cp, 420 sp, 150 gp, 35 agates worth 350 gp in all, nine bloodstones worth 450 gp in all, two violet garnets worth 500 gp each, and a necklace made of platinum links worth 900 gp.

You glance around the corner from where the frogs and chieftan came from ...

The Chieftan's Hideout

The floor of this cavern is muddy and damp. Moisture runs from the walls and drips from the ceiling to gather in pools on the ground. To the south, a carving of a multiheaded frog looms between two smaller passageways. A pair of pottery jars caked with sticky orange fluid sit on a niche below this carving—more of this stuff is smeared over the walls and floor of both the smaller southern passageways.

DC20 Knowledge Nature or Craft (Alchemy):
Each jar is worth 50 gp to an alchemist. A single jar smashed on the ground is enough to lull all solifugids (but not other vermin) within a 60-foot spread into a state of lethargy for 1d4 hours (a successful DC 18 Fortitude negates, but a new save must be made each round the solifugid remains in the area). Alternatively, a jar used to coat a swath of ground makes that area into a region that any solifugid resists crossing for 2d4 days. A lethargic solifugid does not initiate attacks, but is not helpless—if the solifugid is attacked, it fights back but functions as if sickened.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel walks up to examine the sticky orange fluid.

Knowledge, Nature: 1d20 + 10 ⇒ (4) + 10 = 14

"Levelle, do you have any idea what this orange fluid is?"


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Kno Nature: 1d20 + 7 ⇒ (3) + 7 = 10

Levelle shoulders her bow and moves to look at the jars with Andel. As the elf looks at it she mutters to herself and shakes her head, I can't say with any certainty. A number of substances come to mind with the coloration but not this consistency. I'm sorry.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Craft (alchemy): 1d20 + 14 ⇒ (1) + 14 = 15

Braelex shrugs.


Phenomenal rolls

Actions from 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)

Eventually the irrational fear fades and Relan sheepishly makes his way back to the group.

Seeing the jugs in the chief's cavern Relan wonders what they might contain.

Knowledge Nature: 1d20 + 5 ⇒ (20) + 5 = 25 Lore Warden strikes again! :)

Hey, I recognize this stuff. Its valuable to an alchemists. Maybe worth 50 gold per jar. A jar can be smashed on the ground to lull all solifugids within a 60-foot spread into a state of lethargy for a few hours And a jar can be used to coat a path of ground to make it so that any solifugid resists crossing for days.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex ponders. "I'll make a wild guess that soligufids are commonly encountered in these parts."


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Striking from the shadows, the bane of criminals everywhere, its Lore Warden!!!

Levelle offers a crooked smile at the alchemist, Wonderful. Well what now?


Male Aasimar Master Summoner / 6

Aidon is still laying on the ground huffing and puffing when Relan comes back, huffing and puffing

"I almost had you." he says with a grin, holding out his hand for help up


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 helps the summoner up with a smile and nods. A little more practice and you'll be there. Lets have two different people carry those jars. I am now officially worried about swarms.


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Levelle reaches out and grabs one gesturing to Braelex to grab the other, Seems to me we ladies are the best throwers in the group I would wager. Levelle looks back at Relan and the others, Glad to see you got that out of your system. Quite a bit of value sitting around here. Should we split it up and carry it? I have a magic bag if we want to worry about it later...


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex takes the jar and nods, "Now, does anyone know what a sogulifid is?"


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)

Its an arachnid, similar to a scorpion or spider. No Webs though.


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 frowns, "The southern passages are covered with the orange goo, which means the frogs may have been warding against sogulifids. The southern passages appear to be the only exits. Be ready to use those jars."

Vuloo peers down both passages, "Are we ready to proceed?"

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Male Aasimar Master Summoner / 6

I can send out the remaining elementals to scout for us. They can easily move through stone and map out a huge area for us in the several minutes they will be around. I do now speak Terran


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)

Sounds quite handy to me.


Male Aasimar Master Summoner / 6

Or we could just move up with them in the front as well


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

SEems like moving with them would be a happy compromise, that way if they get attacked we know what the heck happened?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex reloads her crossbow and nods, "Alright then, let's go."


We'll assume 1 minute for each of the caves and 2 minutes to travel

The two southern tunnels converge on each other and then curve back around to the northwest, travelling for some distance before they open into a cave. The party follows the elementals to the edge of the small entrance.

Solufigud Cave

The intersection of four tunnels forms a sizable cave here. The domed ceiling rises to a height of twenty feet, while near the center of this cave stands a monument made of polished black basalt, seven-sided with the same great rune carved on each face. The top portion of the monument has broken away, revealing what appears to be a hollow space within in the shape of a female figure. An astounding number of strange albino insectoid creatures, each the size of a man’s finger, scuttle and scurry along the walls. Three giant ones, the size of a man, crouch upon the basalt wreckage.

Image loaded and map updated


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 whispers, "Now may be a good time to apply the jars."


Male Aasimar Master Summoner / 6

"Or we could just send in my elementals to destroy them, I am not sure how long that stuff will last but I would hate to have to come back through here later, maybe tired and have to deal with them then. We still have some time before my friends have to go home, lets use them"


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)

Can they hurt swarms though? That stuff will last an hour at least, if it works at all... Fort save negates...


Male Aasimar Master Summoner / 6

"Well I think thinking more those 3 giant looking things on the statue, they can hurt those for sure." Aidon pats one of the earth elementals, "as for swarms, I can always bring up a couple of magma elementals, the lesser known cousin of my earth elementals here, or Braelex can fire bomb them to death."

Aidon shrugs and adds, "Or we could use the jar and hope we are not needing to come through here after the hour has passed, while being chased by something "


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)

Send them in but be ready. Relan takes a step or two back.


Male Aasimar Master Summoner / 6

Aidon looks to everyone else, "We ok with this plan?"


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Levelle un-shoulders her bow and nods at the summoner.


Male Aasimar Master Summoner / 6

Aidon giggles like a school girl, happy that anyone thinks his plan is good, lowers his voice down a few octaves and says to his elementals, "Alright boys, once more unto the breach dear friends, once more"

Elementals:

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+2)
Fort +4[6], Ref –1, Will +3
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6[+8] (1d6+4) [1d6+6]
Special Attacks earth mastery

STATISTICS
Str 16[20], Dex 8, Con 13[17], Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

EE1
To Hit - 1d20 + 8 - 1 + 1 ⇒ (18) + 8 - 1 + 1 = 26
Damage - 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8

EE2
To Hit - 1d20 + 8 - 1 + 1 ⇒ (6) + 8 - 1 + 1 = 14
Damage - 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

EE3
To Hit - 1d20 + 8 - 1 + 1 ⇒ (4) + 8 - 1 + 1 = 12
Damage - 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12

EE4
To Hit - 1d20 + 8 - 1 + 1 ⇒ (9) + 8 - 1 + 1 = 17
Damage - 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

EE5
To Hit - 1d20 + 8 - 1 + 1 ⇒ (17) + 8 - 1 + 1 = 25
Damage - 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11

EE6
To Hit - 1d20 + 8 - 1 + 1 ⇒ (6) + 8 - 1 + 1 = 14
Damage - 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9


The elementals charge in, three of them getting strikes in on the lethargic giant solufiguds before they start moving.

Before the giant creatures are able to retaliate however, the tiny fingerlings sized ones swarm together into a (huge-sized) massive pile of angry arachnids and shred the elementals leaving four of them in a pile of rocks.

Damage: 3d6 ⇒ (6, 4, 3) = 13

Roll attacks for the other 2 ... they will likely not survive another round.

I'll update the map if you all decide to engage in combat


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"So, we use the grenades now?" Braelex chuckles.


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 backwards with a look of concern, "Yes, let's use the grenades."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex snorts and shakes her head, then hurls the pot at the swarm-beast.

Grenade (ranged touch): 1d20 + 11 ⇒ (3) + 11 = 14


Braelex hucks the pot of orange goo into the center of the swarm. It shatters spraying the flourescent sticky fluid in and around the room.

Will Save 1: 1d20 + 2 ⇒ (6) + 2 = 8
Will Save 2: 1d20 + 2 ⇒ (15) + 2 = 17
Will Save 3: 1d20 + 2 ⇒ (19) + 2 = 21
Will Save 3 Round 2: 1d20 + 2 ⇒ (5) + 2 = 7

The swarm dissipates immediately, the individual creatures just falling off the remaining elementals. Two of the larger ones settle back down, but one shreds two more elementals before it too collapses into a slumber.

Bite: 1d20 + 7 ⇒ (13) + 7 = 20; Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Claw: 1d20 + 7 ⇒ (8) + 7 = 15; miss
Claw: 1d20 + 7 ⇒ (13) + 7 = 20; Damage: 1d6 + 3 ⇒ (6) + 3 = 9

They'll be out for a few hours ... where to now?

Survival DC20:
You spot week-old reptilian prints leading out the NE passage and fairly recent booted prints headed out the NW passage. The SE passage appears to not be traveled at all in recent times


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Survival!: 1d20 + 12 ⇒ (17) + 12 = 29

Levelle nods at the others then checks the ground of the area, pointing as she speaks, Week-old reptilian prints leading out the NE passage. Fairly recent booted prints headed out the NW passage. The SE passage appears to not have been used any time recently.


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, "Well, the booted prints must be the gray maidens. They should lead us to the Lady's Light. Let's head northwest."


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)

Pole arm at the ready and quite thankful for the alchemical they had found Relan begins to move in the northwast direction.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex eyes the south east exit curiously, but nods with Vuloo's suggestion and stays on the mission.

... and it might be a froghemoth.


You finish checking the room and make your decision to depart by the NW passage. As you pass by the stone, you notice the the hollow in the middle (like a mold) is of a beautiful woman wrapped in wings.

DC 22 Knowledge Planes:
The mold is of a succubus

DC 15 Knowledge Engineering:
This mold was broken many months ago, although the stone was mined centuries if not millennia beofre that

You follow the cavern some 5 or 6 hundred yards when the rough cave walls give way to a chamber of worked stone, with walls made of blue-veined white marble. The ceiling is supported by columns masterfully sculpted to depict voluptuous warrior women wielding two-headed guisarmes, with each column unique and strikingly detailed. At the center of the room, a ten-foot-square shaft leads down into the darkness below.

Map Updated


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)

Knowledge, the Planes: 1d20 + 4 ⇒ (20) + 4 = 24

Vuloo raises an eyebrow, "The mold is of a succubus. Interesting."

Vuloo peers down into the darkness of the shaft, listening for any echoes.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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)

Knowledge Engineering: 1d20 + 5 ⇒ (11) + 5 = 16

Relan looks closely at the mold before adding Interesting indeed. This mold was broken many months ago, although the stone was mined at least centuries before that. What has been released down here? Vuloo can you tell us about a succubus and how it might be fought?


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Levelle shifts uncomfortably at the mention of the mold's pattern, such creatures were foreign to her and typically viewed as foul mirrors to her reverence to nature. The hunter listens intently however, interested in both Relan's comments and his question.

The elf cannot help but slowly approach the hole in the center of the room, Anyone have a light they want to throw down? Perception!: 1d20 + 12 ⇒ (3) + 12 = 15


Caryatid Quartet

As Vuloo and Levelle move forward, a swirl of black and purple smoke wrap around the columns in the corners of the room and the finely sculpted double-headed guisarme (guisarme-guisarme anyone?) wielding women suddenly animate and step down from their platforms. Soundlessly, they move to engage!

Perception DC20:
You note some inconsistencies in the statues before they begin to move and you are not suprised, you may act in the surprise round, post your SINGLE surprise round action (either standard or move) with your initiative roll below

Column Init: 1d20 - 1 + 6 ⇒ (13) - 1 + 6 = 18

Knowledge Arcana DC23:

The constructs are caryatid columns, relatively inexpensive constructs used to guard items or areas, normally hidden amongst non magical versions of themselves. As all constructs, they are minorly resistant to weapon damage. They are magically hardened and can damage weapons that strike them

Roll Initiative for yourselves on this go


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)

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Sensing the inconsistencies in the statues, Vuloo casts sanctuary on himself before they can begin moving.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative: 1d20 + 5 ⇒ (2) + 5 = 7


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Know (arcana): 1d20 + 14 ⇒ (15) + 14 = 29

"Caryatid Columns," Braelex calls in warning. "They will wreck your weapons, so only use ones you were planning to throw away!"

Crossbow (focused shot): 1d20 + 11 ⇒ (3) + 11 = 14; Damage: 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10

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