DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

But if you could get a cutting blade to go with your piercer there it might be good. Segang adds.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

"Poison traps and undead in the basement of a "hospital." This gets better by the day. We're definitely honing in on something, although the undead scare me. Not just because I think necromancy is arcane laziness, but I'm guessing we're closer to this Rolf clown. He's been a slippery bastard so far. Hopefully we can find the boy."

Seren dispels his pit and then indicates the previously trapped door, "Shall we?"


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I am pretty sure Mr. Pit is not impressed with your attempt to dispel it. Outside of dispel magic I think its there for the duration, making the spell even more of a two edged sword.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

You are correct, it's not dismissable, so we will wait 2 more round, OMG!

-Posted with Wayfinder


Still a bit fuzzy-headed from the poison gas, Segang leads the way through the eastern door and into a chamber of horrors.

Dozens of the living dead line the walls of this chamber, their rotting faces sneering and broken fingers clawing at each other. A layer of rotting bodies lines the floor, the shattered forms twitching in vain, bones and splintered appendages grasping hopelessly. Yet, rather than some massive nightmare grave, this horror-show seems instead to be a stomach-churning attempt at art, as the mangled living dead lie trapped behind glass walls and beneath a floor of thick glass.

Sadly, I have no picture...

Doors lead north and south, as well as another set of double doors to the east.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"Sweet Pharasma's Grace..." Melianthe covers her mouth.

"We should put all of these horrors out of their misery."

She looks to Cherias. "Do you have the ability yet to...although perhaps we should save it for anything not trapped." Her face darkens. "Someone is laughing at us, at the whole city. They need to be silenced forever."


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

"This ... this ... can't be happening. What sick fool does this for ... entertainment?" Seren looks about aghast, sickened by the display.

"Straight through?" He asks, barely slowing down as he quickly heads that way trying not to look at the floor.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"Tarry but a moment. One shall take point," Absinthe says, her face slightly paler than usual. "Avoid stepping on or near the glass."

Abby scouts ahead. Perception 1d20 + 7 ⇒ (11) + 7 = 18. Add +2 to find traps. Stealth 1d20 + 10 ⇒ (15) + 10 = 25. Detect magic active and maintained.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Segang's face takes on a grimace and he states We must put an end to those who create such works. But not strait through. We left a door behind unopened. I would prefer to check that door before advancing further into this place.


Absinthe:
You can see no obvious traps, and the only magic detected is minor necromancy coming from the zombie "art".

Forward or back?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Segang has already recommended going back to the missed door. That was his preference even before he saw this macabre hall.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"I agree, Segang...the last thing I want to do is be trapped in any of these rooms," says Melianthe.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren, still wearing Dcotor Davalus' likeness, looks back nervously over his shoulder. "Sure Segang, open the door quickly and let's be quit with this place."


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"Or we can check it for traps first," Absinthe suggests.

Party Rogue here; checking for traps is pretttty central to my job. ;) That and the backstabbing. :p
Once more, as before, Perception 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25. Detect magic active.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Thought we checked all the traps on those doors, except, you know, for the one we triggered

-Posted with Wayfinder


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

I know I didn't get them all, so I'm checking again to be safe... :-/


You backtrack out of the gruesome bacchanal and re-check the door to the north. Satisfied there are no further triggers, Absinthe opens the door. Cabinets and low benches fill this chamber. From pegs on the opposite side of the room, the empty black eyes of several beaked masks glare with soulless, unblinking stares.

A careful search of the room shows that the cabinets are filled with the dark leather robes, high boots, wide-brimmed hats and masks of the Queen's Physicians. A large cabinet on the west wall holds glass shelves covered in a variety of doctor's instruments -- jars of unguents, syringes, magnifying glasses, and the like. A second cabinet is locked.

A single door leads to the east.

Four of the masks radiate magic, similar to the masks you took from the physicians upstairs.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Absinthe subjects the locked cabinet to a professional scrutiny, and then sets about opening it.

Perception to find traps 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21.
Disable device to unlock 1d20 + 17 ⇒ (13) + 17 = 30.
Maintaining Detect magic.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Segang stands back allowing Absinthe to work. After checking the cabinet Ab, check this door.

Are we all wearing these masks? I have forgotten?


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

"Segang, how are you feeling? That poison was pretty bad -- do you feel lightheaded at all?"

The duration of the poison was 6 rounds, right? So I would have no more energy body rounds left. However, I would have used the remaining rounds to heal everyone up to full.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I think I screwed up the continued rolls but also think Segang got a neutralize poison from you, no? Also, after the fact he made the third save using Fortune. I think he is down 4 wisdom. But will take whatever our DM says is right.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

Cherias touches Segang's forehead with a glowing finger.

Lesser restoration: 1d4 ⇒ 4


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

A bit of brightness returns to Segang's eyes and he responds My thanks.

If he is not already doing so Segang will don robe and mask before proceeding.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Mel put on one of their set of robes and masks, for sure. I don't recall about everyone else...


Absinthe finds no traps and easily unlocks the cabinet. Inside are four healer's kits, 23 black onyx gemstones, and a satchel holding four flasks. The flasks radiate magic.

Checking the East Door (Perception DC 23):
You spot no traps, but through the door you catch a hoarse whisper. "Be silent! They're just beyond the door."


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Perception 1d20 + 7 ⇒ (1) + 7 = 8 on next door, +2 for finding traps, Detect magic active. Disable device 1d20 + 17 ⇒ (13) + 17 = 30

"Someone please analyze these flasks while one works on the next door," Absinthe says. The tiefling starts to work on the next door...


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

East Door: 1d20 + 10 ⇒ (3) + 10 = 13

-Posted with Wayfinder


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Segang readies himself at the door.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

Cherias takes a careful sip of one of the flasks, trying to identify the potion by taste, and ready to spit it out if it tastes poisonous.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Spellcraft: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Spellcraft: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Spellcraft: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Spellcraft: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19

"On it, Abby," whispers Melianthe. She holds her wand of Ill Omen ready to start the usual debuffing.


You identify the potions as 3 of cure moderate wounds, and one potion of poison.

Absinthe finds nothing on the door and gives Segang the nod. When he pulls open the door, he finds a zombie waiting for him on the other side. It lashes out, cracking him across the chin with a rock-hard fist.

Zombie readied attack vs Segang: 1d20 + 6 ⇒ (18) + 6 = 24; Damage: 1d6 + 7 ⇒ (5) + 7 = 12

The chamber beyond appears to be some sort of barracks. Numerous black-sheeted cots fill the room, their satin coverings and overstuffed pillows seeming more akin to funerary trappings than the resting places of the living. Numerous skulls are set evenly within the room's stone walls, with candles inside causing them to glow like morbid jack-o-lanterns and cast dim light across the room.

"They're here! Attack!" a man shouts. He wears a black cassock and breastplate engraved with the symbol of a bloated fly with skull image on its back. A similarly dressed woman stands ready to the north. Between you and them are two of the rune-inscribed zombies.

Knowledge (religion) DC 15:
The fly symbol is that of Urgathoa, the Pallid Princess, the Varisian goddess of physical excess, disease, and the undead.

***

Initiative:
Absinthe: 1d20 + 3 ⇒ (20) + 3 = 23
Cherias: 1d20 + 2 ⇒ (18) + 2 = 20
Melianthe: 1d20 + 7 ⇒ (8) + 7 = 15
Segang: 1d20 + 2 ⇒ (6) + 2 = 8
Seren: 1d20 + 2 ⇒ (9) + 2 = 11

Zombies: 1d20 + 9 ⇒ (7) + 9 = 16
Priests: 1d20 + 1 ⇒ (5) + 1 = 6

Initiative Order:
[23] Absinthe
[20] Cherias
[16] Zombies
[15] Melianthe
[11] Seren
[08] Segang
[06] Priests

Absinthe's turn...


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Can I move or attack past Segang? If not, I'll delay until he's moved out of the way.


The doorway is blocked, though you could attempt to Acro through (DC 25)


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Yyyeah no. That would put me in between two rune-zombies I can't seem to damage and two clerics(?) alone. I'll delay for Segang to move out of my way or someone else to clear the deck.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I had suggested this in discussion and will do so here as well. Go around? Before we were not sure those other doors connected, but now we see that they do. Would be nice to cut off any escape too.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

If Cherias has enough channelling left to vaporize these chumps, that'd work as well. I'm not even sure there are any other doors into the next room. DM?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Er, are you looking at the Map? Perhaps IC you cannot not see the other doors, but Segang can.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

I suggest that Segang hold this position with a reach weapon; Mel will Ill Omen and Misfortune each zombie in turn. Abby can go to the other door, and Cherias can keep Abby buffed, or just vaporize them, and Seren can also provide magical support. What do you all say? Yay ooc telepathy...


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe moves to the door and hexes the zombie with Evil Eye versus saves. oops, Ill Omen is mind affecting. anyhow, DC17 Will or 7 rounds at -2 to saves. Even if it makes the save, it still loses it for one round.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I was thinking undead were immune to mind effecting magic like I'll omen.


They are. Still need Absinthe's action. You can see the other doors that are on the map.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Absinthe runs away, moving through a door to the south and out of view.

Double-move!


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren casts a quick spell, inducing uncontrollable gales of laughter in the robed man, (hideous laughter, Will Save DC16)


Absinthe spies a side entrance and runs out the door, making her way around.

Absinthe:
As you approach the northern doors in the bacchanal chamber, you hear the door to the south open. A hideously bloated corpse shambles forth slowly, green ichor oozing from its eyes, nose, mouth and ears. Two other runed zombies stand behind it, and you catch sight of a robed man in the back of the room beyond.

Cherias up!


Cherias moves behind Segang and channels a blast of holy energy over the undead, damaging both significantly.

Channel vs Undead: 3d6 ⇒ (6, 2, 4) = 12
Z1 Will save: 1d20 + 1 ⇒ (2) + 1 = 3
Z2 Will save: 1d20 + 1 ⇒ (7) + 1 = 8

The front zombie swings at Segang again and lands a bruising hit.

Z1 vs Segang: 1d20 + 6 ⇒ (20) + 6 = 26; Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Z1 confirm critical: 1d20 + 6 ⇒ (7) + 6 = 13

***

Initiative Order (Round One):
[23] Absinthe
[20] Cherias
[16] Zombies
[15] Melianthe <<<
[11] Seren
[08] Segang
[06] Priests

Melianthe (change target based on undead immunities?), Seren and Segang up!


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

Sorry about that! Thanks for moving for me, that's pretty much what I would have done anyway.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Also on your turn Cherias, you take 5 points from the life link assuming that Segang is still linked. What other buffs are currently running?


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Mel will change that first Hex to Misfortune, sorry! Same DC. I think she also can't Fortune Hex Segang, and she's too far to hex anyone else...

Melianthe begins cackling to extend the effect of Misfortune, and also sends a spell toward the bald fellow as she laughs.

Ear Piercing Scream: 3d6 ⇒ (1, 5, 5) = 11 DC 15 Fort or be dazed for 1 round. Save also halves the damage.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Yup, no Fortune...these are long adventure days! :D


Melianthe changes her tactics slightly, focusing a damaging scream at one of the cultists. He recoils slightly, but bears through the effects, sneering at Melianthe.

Cultist B Fort Save: 1d20 + 7 ⇒ (16) + 7 = 23

Seren follows up, hitting the man with his own spell. The cultist grins madly for a moment, but then shakes his head and regains control.

Cultist B Will Save: 1d20 + 6 ⇒ (19) + 6 = 25

Segang!

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