DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Map Undead M Railroad Engineer 13

Ha, I was just about to remind you to close the tag! Too bad the crit isn't confirmed. Feast and famine.


Map Undead M Railroad Engineer 13

The necrophidius moves to strike at Rameth, it's mandibles snapping.

Attack (Bite): 1d20 + 6 ⇒ (3) + 6 = 9

It fails to trap the wily human in it's jaws however.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth swings again

Mutated Morning Star: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 for 1d8 + 7 ⇒ (3) + 7 = 10
To aid dwalindor Mutated Morning Star: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor steps over and swings again, still doubtful his head will hurt the serpent.

"Rameth, I think my beard may get tangled in these bones. I am sticking with old Lucy here. " as he pats the haft of his lucern hammer.

Lucern, pa, assist: 1d20 + 6 - 1 + 2 ⇒ (8) + 6 - 1 + 2 = 15 Blunt damage : 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19

Probably breaking more floor tiles, even with Rameths help.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

See! Told you.


Map Undead M Railroad Engineer 13

Rameth jumping the gun![ooc]

Rameth's in the midst of mocking Dwalindor when the hammer whips through the monster's skull and crushes it into powder.

Rameth's blow swings on a target that falls limp, causing him to spin around as his attack meets no resistance from the air that was previously filled with the necrophidius.

[ooc]You're out of combat again.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth immediately goes into his bag and pulls out three pieces of jerky.

Well done boy. You earned this. He gives a piece to each head.

Alright lets see what we can see!

1d20 + 9 ⇒ (19) + 9 = 28 percep


Map Undead M Railroad Engineer 13

You don't find any treasure, but you do detect the faint traces of an inscription on the door.

You can roll Knowledge (Arcana) DC 23 or Spellcraft DC 18 to determine the nature of the inscription.

Additionally the statue at the north end of the room is odd. You see subtle indentations around the figure's ears and chin, as if something was supposed to be placed over the figure's head or on its face. Additionally there's a fine layer of dust coating the statue's body but the head is free of dust.


Map Undead M Railroad Engineer 13

As you're searching through the rooms you suddenly hear a burst of bright, cherry music and feel a cool breeze waft through the room. When you look in your packs you see a small vial with a red and green bow tied around the neck. The liquid inside smells of peppermint and cinnamon.

Drinking the peppermint potion restores one ability, rage, inspiration or spell from your spellbook. Merry Christmas!


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rematch searches his pack and is surprised to also find a small box, wrapped brightly, inside there is a treat for Trip, he gives it to him and watches Trip play with his new toy.

1d20 + 2 + 1d6 ⇒ (18) + 2 + (4) = 24 arcana
1d20 + 9 ⇒ (3) + 9 = 12 spellcraft

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Whatcha see here, Rameth?"

Dwalindor looks around, thinking he smells peppermint...

survival: 1d20 + 8 ⇒ (20) + 8 = 28


Map Undead M Railroad Engineer 13

Rameth, you're able to determine the inscription on the inside of the door, not the heiroglyphs you took a rubbing of, are the remains of a glyph of warding that has discharged.


Map Undead M Railroad Engineer 13

You guys are up again btw.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rematch heads through the door, that was recently discharged.


Map Undead M Railroad Engineer 13

That's back out into the corridor you came from - the secret room only has one door.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

oh., do we have an updated map? In any event we would go through the other door that we didn't open up/go through.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor follows.


Map Undead M Railroad Engineer 13

Map! Only of the new room however!

Two columns carved to resemble men with their arms crossed over their chests, holding a khopesh in one hand and an ankh in the other, support the ceiling of this long chamber. Deep alcoves in the walls form burial chambers, some of which are sealed with stone doors. Other sepulchers just have sarcophagi tucked inside, while a few appear empty.

Please roll Perception and Knowledge (Religion)

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dealindor peers around the room.

"Secret rooms are supposed to hold secret treasures...right Rameth? ."

Percept : 1d20 + 7 ⇒ (14) + 7 = 21 +2 vs stone


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 9 ⇒ (9) + 9 = 18 percep
1d20 + 8 - 1 + 1d6 ⇒ (14) + 8 - 1 + (4) = 25 religion

dwalindor I think we made the right choice hiring you.


Map Undead M Railroad Engineer 13

Dwalindor's exploration of the tomb discovers the stone doors to what you presume to be alcoves are sealed - you can tell the best efforts were made to make sure the stone doors there remain sealed. Well, the best efforts of humans. You're pretty confident you could break open those sealed doors without much effort.

You look into one alcove in particular and discover another false wall, but as you open it and see a small chest, you hear the groan that you've become all too familiar with - the groan of the undead.

A corpse comes shambling out of an alcove to the southwest.

Initiative (Monster): 1d20 + 5 ⇒ (14) + 5 = 19
Initiative (Azubah): 1d20 ⇒ 5
Initiative (Calin): 1d20 + 4 ⇒ (18) + 4 = 22
Initiative (Dwalindor): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Rameth): 1d20 + 2 ⇒ (17) + 2 = 19

Slowly it stumbles towards you.

Map


Map Undead M Railroad Engineer 13

Rameth, you realize the sparseness of this burial chamber is actually a reflection of the Nethysian belief system. Unlike most Osiriani, the faithful of Nethys never believed you had to bring goods with you into the afterlife.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Zombie or other?


Map Undead M Railroad Engineer 13

It looks like a zombie if that's what you're asking.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Cool, we fought zombies before

Slash it!


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth charges 1d20 + 8 - 1 + 2 ⇒ (18) + 8 - 1 + 2 = 27 for 1d4 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9 Rameth whips out his dagger as he charges


Map Undead M Railroad Engineer 13

It's already moved so it's up to you, Calin, Dwalindor and Azubah now. I jumped the monster ahead of Calin since he's been quiet on the forum.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Slash it? You got it boss man ."

Dwalindor drops his hammer and draws his waraxe as he moves up.

Axe, fav : 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for Dmg : 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Map Undead M Railroad Engineer 13

Rameth and Dwalindor's weapons slash out - Rameth's dagger manages to drag in but Dwalindor's swing misses the monster.

Weirdly Rameth's dagger seems to catch on the skin, but it eventually yields to the attack.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 8 - 1 + 1d6 ⇒ (3) + 8 - 1 + (3) = 13 religion what is it, how do we hurt it

Just bash it! Slashing didn't seem to work


Map Undead M Railroad Engineer 13

Rameth, you've heard, vaguely, of a monster called a coffer corpse. They appear to be zombies, but they're much more dangerous - the have a habit of trying to strangle their victims to death.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

This place sucks!. Dead guys trying to strangle us!

poetry...


Map Undead M Railroad Engineer 13

Waiting on Calin and Azubah.


M Halfling Hunter | Lvl 5 | HP 35/35, AC 19, T 14, FF 16 | F 7 R 10 W 6 | CMB 2 CMD 16 | Init + 4 | Perc + 13

Calin and Tobbs followed Rameth and Dwalindor into the room. Upon seeing the corpse Tobbs charges at Calin yells, "Kill!"

Spoiler:
Kill is the command word for Tobbs' dire collar. He grows from medium to a large (long, 2 squares) creature.

Bite: 1d20 + 6 ⇒ (14) + 6 = 20damage: 1d6 + 4 ⇒ (3) + 4 = 7

Calin steps into a square trying for a clear shot.

attack: 1d20 + 6 ⇒ (8) + 6 = 14damage: 1d6 ⇒ 2


Map Undead M Railroad Engineer 13

Tobbs' jaws clamp on to the corpse and start to tear, but they resist the terrible damage well.

Calin's arrow hits the corpse but skitters across it and collapses.

The corpse does collapse after Tobbs' attack however.

Combat is not over! Describe your movements after the corpse collapses.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rematch immediately does a CDG on the thing to make sure it is dead

2d8 + 16 ⇒ (6, 2) + 16 = 24

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will stow his axe and pick up his hammer again, looking for any more of the creeps.

"Good job, Calin and Tobbs


M Halfling Hunter | Lvl 5 | HP 35/35, AC 19, T 14, FF 16 | F 7 R 10 W 6 | CMB 2 CMD 16 | Init + 4 | Perc + 13

Calin looks around the room for other threats while Tobbs attempts to get the awful taste of undead from his mouth.

perception: 1d20 + 11 ⇒ (19) + 11 = 30


Map Undead M Railroad Engineer 13
Rameth the Delver wrote:

Rematch immediately does a CDG on the thing to make sure it is dead

2d8+16

...

Calin, you discover the same secret door as Dwalindor that has a chest concealed in the wall. You don't believe the chest is trapped.

Let me know if you guys want to open the sarcophagi, sealed alcoves or chest.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Sarcophagi


Map Undead M Railroad Engineer 13

When you push one of the stone slabs off the top of one of the sarcophagi you find a mummy still interred. Aside from the sundry grave goods, a wooden holy symbol and the jars that presumably contain their organs you find a golden funerary mask.

Appraise DC 15:

The mask is worth 100 gp.

Each sarcophagus you open is the same, there are three sarcophagi that are viewable - although you might have more behind the sealed slabs.

Map.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

will take time to appraise them when we leave.

moving on to the chest

1d20 + 10 ⇒ (3) + 10 = 13 trap check
1d20 + 10 ⇒ (8) + 10 = 18 DD

[b]I could use another hit of that wand Azubah 1d8 + 1 ⇒ (8) + 1 = 9 assuming it gets done


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Oh yes, of course. Aroden mends the wounds of the brave."

Sorry for my absence. Holiday festivities took a lot of my time.


Map Undead M Railroad Engineer 13
Azubah wrote:
Sorry for my absence. Holiday festivities took a lot of my time.

No worries, welcome back.

The chest is unlocked and within you find a pair of gloves, three potions in simple glass vials, a sack containing platinum coins and several red stones.

Appraise DC 15/Identify:

The chest contains a pair of apprentice’s cheating gloves, a potion of bull’s strength, two potions of cure moderate wounds, 330 gp in platinum, and the rubies are each worth 25 gp each.


M Halfling Hunter | Lvl 5 | HP 35/35, AC 19, T 14, FF 16 | F 7 R 10 W 6 | CMB 2 CMD 16 | Init + 4 | Perc + 13

"It looks like all we have left to check here are behind the slabs. I've got a bad feeling about what we might find behind them though."

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Best get it over with then.

Dwalindor will move to one of the slabs and waits for others to get into position before opening.


Map Undead M Railroad Engineer 13

Did you guys want to state where you were standing on the map or for me to just assume you're surrounding the sealed slabs?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will stand within reach with his hammer, allowing others closer if they desire.

Can more than one person be at the foot of the slab? They seem surrounded on 3 sides by walls?


Map Undead M Railroad Engineer 13

They're all recessed, so yes you should be able to. You do have to open them by breaking them however, so if you want you can roll attack against them (I'd roll three or four damages to get through.)

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will take his lucern hammer, spit in both hands to get a good grip and then slam the hammer head down on the first slab.

Stand back!

hammer+pa: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 for dmg: 1d12 + 4 + 3 ⇒ (11) + 4 + 3 = 18
hammer+pa: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15 for dmg: 1d12 + 4 + 3 ⇒ (2) + 4 + 3 = 9
hammer+pa: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 for dmg: 1d12 + 4 + 3 ⇒ (6) + 4 + 3 = 13
hammer+pa: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 for dmg: 1d12 + 4 + 3 ⇒ (5) + 4 + 3 = 12

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