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)

Distracted by the cornucopia of alchemy paraphernalia, Braelex is slow to take notice of Vuloo's tinkering. Just as he picks up the last flask, she realizes the danger too late. "Wait, no..." she cries, just as the chemicals explode.

Reflex save vs Fire: 1d20 + 12 ⇒ (14) + 12 = 26
Reflex save vs Acid: 1d20 + 12 ⇒ (13) + 12 = 25
Reflex save vs Cold: 1d20 + 12 ⇒ (17) + 12 = 29
...29 damage total

Braelex dives, avoiding the worst of the chain-reaction, and recoils from the escaped ooze. She backs up and fire her crossbow.

Initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Light Crossbow (DA/PBS/FS): 1d20 + 12 ⇒ (2) + 12 = 14; Damage: 1d8 + 9 ⇒ (6) + 9 = 15


Accidental Ooze Round 1

Nalar, Andel, Relan, Ooze, Braelex, Vuloo

Nalar moves south and casts a shield spell, his knowledge noting the creatures as gray ooze, but the distraction of the enchantment lab is preventing him from recalling any specific abilities or weaknessess.

Andel, however, backs him up specifying loudly, "Gray oozes, immune to cold, fire and acid. They eat metal and wood, dissolving it upon touch -- ware your weapons! They are both blind and mindless."

The Dice:

Ooze Init: 1d20 - 5 ⇒ (15) - 5 = 10
Relan Init: 1d20 + 2 ⇒ (9) + 2 = 11

At Relan


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 says something unpleasant and begins to apply Bladeguard to his weapon.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

"Gray oozes, master." Thyrl says, settling next to Nalar as the wizards makes a couple gestures in the air, sending a wave of magic missles off at one of the blobs.

"I see, thank you Thyrl. Shouldn't be too much trouble."

Damage: 4d4 + 4 ⇒ (2, 1, 2, 3) + 4 = 12

Prepared Spells:

0
Prestidigitation
Detect Magic
Read Magic
Light
1
Charm Person
Cultural Adaption
Magic Missile (2)
2
Investigative Mind
Protection From Evil Communal
Mirror Image (2)
Create Pit
3
Heroism
Dispel Magic (2)
Displacement
Magic Circle Against Evil

4
Charm Monster (3)
Dimension Door


Accidental Ooze Round 1 (cont)

Relan pulls out a pot of bladeguard and liberally applies it to his newfound polearm. (Uses the whole pot, takes a full round)

The oozes flow forward catching up to the shocked halfling before he gets to depart the room, however their pseudopods thrash recklessly and knock over other pieces of (probably valuable) alchemical equipment.

To hit Slam: 1d20 + 6 ⇒ (5) + 6 = 11
To hit Slam: 1d20 + 6 ⇒ (1) + 6 = 7

Braelex dodging back from the blast fires a bolt at the closest one and it sinks it deep, causing the thing to flinch before it absorbs and destroys the bolt.

Vuloo withdraws out/

Round 2

Nalar leans in the room firing magic missiles at the ooze he can see, pummeling it provoking the same reaction Braelex did.

At Relan (and Andel)


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)

Have the oozes positions been updated? I will assume so but am not sure. If so....

Relan moves into the room and chops at the closer ooze, power attacking.

+1 Cold Iron Ranseur: 1d20 + 17 ⇒ (18) + 17 = 352d4 + 9 + 6 ⇒ (1, 3) + 9 + 6 = 19


Yes, positions are current

-Posted with Wayfinder


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

Before Relan moves, Andel casts heroism on him.

+2 morale bonus on your attack/save rolls in addition to the +2 insight bonus.


Accidental Ooze Round 2 (cont)

Relan, inspired with heroism from Andel moves in and strikes the northern ooze damaging it for the first time, the sizzling sludge burning as it falls off leaving the weapon untouched.

Of note, since applying bladeguard is a full round action and you had to use a move action (at best to pull it out ... standard if it was a stored item), you probably couldn't have attacked this round, but in the spirit of moving things along, I'll let it go

The oozes move to attack the warrior, being the closest source of food. (the far one provokes an AoO from Relan) but their slow swings of their pseudopods are easy for the fighter to dodge.

To hit: 1d20 + 6 ⇒ (2) + 6 = 8
To hit: 1d20 + 6 ⇒ (4) + 6 = 10

At Braelex ... everyone post, please


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 takes his AOO on the one that provokes. He delays and asks Braelex go move back so he can step back and fight. Assuming she does so, he steps back and full attacks.

AOO: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 212d4 + 9 + 6 ⇒ (3, 2) + 9 + 6 = 20

+1 Cold Iron Ranseur: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 242d4 + 9 + 6 ⇒ (3, 2) + 9 + 6 = 20

+1 Cold Iron Ranseur: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 342d4 + 9 + 6 ⇒ (4, 1) + 9 + 6 = 20 Assuming that I cannot crit this critter. :)


Are you using the ranseur still or did you switch to the guisarme?

-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 will stick with the weapon with the Blade Guard on it. Why would he change?


Sorry, I meant earlier. Thought you had transferred to he new weapon wholesale

-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)

Since the guisarme is keen and thus more valuable I thought it more sensible not to risk it on these things. The ranseur is cold iron and better and disarming. The guisarm is keen and better at tripping. I like having the set. :)


Works for me!

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker)

Braelex nods and winks to Relan as she steps back. She deftly reloads and fires again.

Light Crossbow (DA/PBS/FS): 1d20 + 12 ⇒ (16) + 12 = 28; Damage: 1d8 + 9 ⇒ (4) + 9 = 13


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar will unleash another barrage of bolts at the ooze he's already damaged.
Damage: 4d4 + 4 ⇒ (4, 2, 1, 2) + 4 = 13

Prepared Spells:

0
Prestidigitation
Detect Magic
Read Magic
Light
1
Charm Person
Cultural Adaption
Magic Missile
2
Investigative Mind
Protection From Evil Communal
Mirror Image (2)
Create Pit
3
Heroism
Dispel Magic (2)
Displacement
Magic Circle Against Evil

4
Charm Monster (3)
Dimension Door


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)

Both Vuloo and Andel step back and watch in amazement as Relan shreds the oozes.


Accidental Ooze Round 2 (cont)

Braelex and Nalar put bolts of wood and force into the southern creature after Relan's successful attack of opportunity and it melts into a pile of unmoving goo.

Facing only one foe, that he has previously injured, Relan puts all his energy into two vicious cuts throwing bits of gray goop everywhere. When he is finished, the puddle shivers once and then discorporates into a liquid mess.

END COMBAT! A quick search of the remnants of broken things in the room turns up only 4 of the magical vials left and a closed box that was sealed into one of the now broken urns. The box contains a velvet wrapped book entitled, "Oenopian Ooze Alchmey", (which if used by a caster who meets all the other prerequisites allows the use of the Craft Ooze feat from the Alchemy Manual p22)and the following alchemical items (from the same book, p23): 3 acid neutralizers, 1 bloating solution, 1 congealer spray and 2 slime grenades.

Anything else before the conjuration lab?


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)

I could use some healing after that explosion.


Female Azlanti Pureblood Alchemist (Trap Breaker)

After the oozes are destroyed, Braelex waves the others out of the alchemy lab, making a slow and steady search through the blasted remains, careful not to set off any further admixture explosions. She gathers up whatever remains of value.

I meed the pre-req's for Craft Ooze, except for Craft Wondrous Item. Not sure it would be worth the feat burn to use the book, but I love the flavor!


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)

And Craft Wondrous is a nice feat in its own right...


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

If you do that we could make twice as many items in half the time!


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 again examines the magical vials. "Braelex, Nalar, can you identify the contents?"

Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27

Vuloo will channel to heal Relan and anyone whom is injured.

Channel: 4d6 ⇒ (1, 3, 5, 2) = 11
Channel: 4d6 ⇒ (5, 5, 2, 5) = 17
Channel: 4d6 ⇒ (5, 6, 2, 4) = 17

He then moves to examine the remaining lab.


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)

My thanks Vuloo. Relan's wounds seem to close completely.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar will look over the vials Vuloo can't identify. Spellcraft: 1d20 + 17 ⇒ (13) + 17 = 30
Spellcraft: 1d20 + 17 ⇒ (4) + 17 = 21


The party heals up, identifies the potions and vials (a potion of displacement, an elixir of love, 1 dose of stone salve, and an urn containing 10 doses of wax of defiance.)

Conjuration Lab

Vuloo joins Andel heading into the conjuration lab and no sooner than they take a couple steps into the room and the air explodes with arcane energy. A loud pop and the the sound of rushing air, followed by a roar of fiery heat and the smell of brimstone as a 14-foot long snake appears with an unearthly scream. This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.

Knowledge Dungeoneering DC21:
The creature is a seugathi, a neolithid spawned beast sent on missions of cruelty and madness around the Darklands and sometimes the surface. (Exceed the check to learn more)

Knowledge Planes DC15:
The creature is touched by fiends and likely has resistances to cold and fire, possible damage reduction to non-good aligned weapons and limited spell resistance

Everyone must immediately make a DC20 Will save or be confused for 1 round. Roll your d100 if you follow your save and adjudicate your actions here

Initiative and first round actions if you beat its initiative! Image up on Roll20

Monster Init: 1d20 + 9 ⇒ (11) + 9 = 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)

Even though you call for the rolls our of order I believe you always want the save first, correct?


Yes, house rule is save before all else regardless what I ask for

-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)

Will: 1d20 + 7 ⇒ (17) + 7 = 24
Init: 1d20 + 1 ⇒ (7) + 1 = 8
Knowledge Planes: 1d20 + 4 ⇒ (17) + 4 = 21


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

Will: 1d20 + 9 ⇒ (5) + 9 = 14
Confusion: 1d100 ⇒ 92

Init: 1d20 + 5 ⇒ (6) + 5 = 11

Andel smacks Vuloo with his quarter staff.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 4


Female Azlanti Pureblood Alchemist (Trap Breaker)

Will save: 1d20 + 4 ⇒ (3) + 4 = 7
Confusion: 1d100 ⇒ 5 ... acts normally!

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Will: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Planes: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21
Dungeoneering: 1d20 + 16 ⇒ (7) + 16 = 23
Init: 1d20 + 10 ⇒ (13) + 10 = 23
Will Thyrl: 1d20 + 7 ⇒ (10) + 7 = 17
Confusion Thyrl: 1d100 ⇒ 39

Thyrl babbles incoherently next it's master who upon seeing the beast lets out a yelp of surprise as a wave on confusion spreads through the group before waving his hands in the air, thrusting them down to the ground as he opens a pit beneath the monster. "Into the hole, need time to get a grip on the situation." He says, his body reacting with preternatural speed as the chaos begins to unfold around him.

Prepared Spells:

0
Prestidigitation
Detect Magic
Read Magic
Light
1
Charm Person
Cultural Adaption
Magic Missile
2
Investigative Mind
Protection From Evil Communal
Mirror Image (2)
3
Heroism
Dispel Magic (2)
Displacement
Magic Circle Against Evil
4
Charm Monster (3)
Dimension Door

DC 18 Reflex save, the pit is up on Roll 20 as a blue circle.


Creature Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Relans Init: 1d20 + 2 ⇒ (6) + 2 = 8

Rolling Relan's init to move along. He can roll his save when he posts and act accordingly

The creature arches quickly with its serpentine body and catches either side of the pit before it rears back up in the northeast corner of the room. It opens its mouth wide and disgorges a thin greenish mist that surrounds you all.

Make a DC 19 Will save or take a -10 penalty to Wisdom checks and Will saves. If you failed your confusion roll previously save again every round

Andel attacks Vuloo while babbling incomprehensible words.

Actions from everyone. Don't forget the various saves, fog first except Relans who needs to roll the appearance save first. I'll update the map later

-Posted with Wayfinder


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Will Thyrl: 1d20 + 7 ⇒ (7) + 7 = 14
Will: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23

Thyrl confusion will save: 1d20 - 3 ⇒ (10) - 3 = 7
Confusion: 1d100 ⇒ 64

Thyrl injures itself in it's confusion!
Damage: 1d8 - 4 ⇒ (8) - 4 = 4
But it was ineffective! Can't pierce it's DR.
Seeing things begin to spiral out of controll Nalar raises a hand above his head, his eye glowing for a moment before a thin band of gold light manifests in the air at a 10ft radius from him.

Casting Magic circle against Evil.

Prepared spells:

0
Prestidigitation
Detect Magic
Read Magic
Light
1
Charm Person
Cultural Adaption
Magic Missile
2
Investigative Mind
Protection From Evil Communal
Mirror Image (2)
3
Heroism
Dispel Magic (2)
Displacement
4
Charm Monster (3)
Dimension Door


Fog saves, Nalar

-Posted with Wayfinder


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

My bad, the first two will saves are the fog saves.


So they are.

-Posted with Wayfinder


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Sorry, should've marked it better


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)

Will: 1d20 + 6 ⇒ (20) + 6 = 26; mist save

Vuloo takes a 5' step away from Andel and then casts blessing of fervor on the group.


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

Will: 1d20 + 6 ⇒ (4) + 6 = 10; mist save
Will: 1d20 + 6 ⇒ (6) + 6 = 12; confusion
Confusion: 1d100 ⇒ 65

Andel smacks himself with his own quarter staff.

damage: 1d8 ⇒ 2


Those saves vs confusion for Andel will be with a -10 from here on out


On Nalar's turn, anyone who has failed a save vs either confusion or fog may reroll with a +2 morale bonus


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)

Sorry for the delay. I have been on the road traveling.

Will Save: 1d20 + 4 ⇒ (6) + 4 = 10

Confusion: 1d100 ⇒ 70

Relan looks confused and attacks himself.

Damage: 1d8 + 5 ⇒ (8) + 5 = 13


Female Azlanti Pureblood Alchemist (Trap Breaker)

Will save vs mind fog: 1d20 + 4 ⇒ (11) + 4 = 15
Will save re-roll vs mind fog: 1d20 + 4 + 2 - 10 ⇒ (2) + 4 + 2 - 10 = -2
Will save re-roll vs confusion: 1d20 + 4 + 2 - 10 ⇒ (9) + 4 + 2 - 10 = 5

Confusion: 1d100 ⇒ 92 ... attack nearest creature!
Nalar or Relan?: 1d100 ⇒ 97 ... Relan!

"What are these things?!? They're coming outta the walls!" Braelex cries in alarm, spinning around and firing point-blank at Relan. She eyes him with horror, as if he were another worm-abomination.

Light Crossbow: 1d20 + 14 ⇒ (14) + 14 = 28; Damage: 1d8 + 1 ⇒ (4) + 1 = 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)

Still catching up.

Will save VS fog: 1d20 + 4 ⇒ (5) + 4 = 9

Relan seems pretty screwed here He will need a nat 20 to break free.

Will save vs confusion: 1d20 + 4 ⇒ (11) + 4 = 15

ACtion: 1d100 ⇒ 54

Hits himself: 1d8 + 5 ⇒ (6) + 5 = 11

That's 24 points of self harm...


Summon, Interrupted Round 1

Init: Nalar, Creature, Andel, Relan, Vuloo, Braelex

Relan harms himself.

Round 2

Nalar casts his circle vs evil. (As I see above, only Braelex has taken the rerolls ... Thyrl, Relan and Andel still have the opportunity to reroll with a +2 (-10 from a failed fog still applies))

(Rereading create pit, I should've made a reflex save last round as well, so here is a retconned one plus one for this round)

Reflex vs Create Pit Round 1: 1d20 + 2 + 8 ⇒ (13) + 2 + 8 = 23
Reflex vs Create Pit Round 2: 1d20 + 2 + 8 ⇒ (12) + 2 + 8 = 22

The beast scrabbles at the side of the wall, still able to hold itself up, although it continues to slide toward the pit. With nowhere to go, it whips its tail forward at Andel slashing with the sword in one of it's forks and biting out with its fanged maw. Andel gets cut twice before he turns to see what's striking him and just misses being bitten. (Note confusion requirements for being attacked)

A wave of energy pulses out from the creature and Thyrl is affected ... the familiar attacks Nalar this turn. (instead of rolling on the confusion table, unless he passes the reroll save above, then ignore)

Sword vs Andel: 1d20 + 11 ⇒ (8) + 11 = 19; Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Sword iterative vs Andel: 1d20 + 6 ⇒ (11) + 6 = 17; Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Bite vs Andel: 1d20 + 5 ⇒ (10) + 5 = 15; miss

<insert Andel's action here ... move to attack and then save vs pit>

Relan attacks himself and so does Braelex, harming the warrior. Vuloo casts blessing of fervor (please annotate with every post what you are choosing that round)

@Nalar 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)

Reroll Confusion: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Reroll Mind Fog: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Nothing to see. Move along.


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 did have a confusion save and action in the last post - did you want another?

Will: 1d20 + 6 + 2 - 10 ⇒ (20) + 6 + 2 - 10 = 18


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Taking the +2 AC, Saves
Thyrl Will save: 1d20 - 1 ⇒ (5) - 1 = 4
Thyrl Attack: 1d20 + 6 ⇒ (6) + 6 = 12

Dispel: 1d20 + 8 ⇒ (9) + 8 = 17
Thyrl rounds on Nalar biting at him ineffectually as the outsider raves nonsense. Nalar grits his teeth as he moves out of the way of his familiar, throwing an abjuration at Relan, hoping to break some of the magic clouding his mind.

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