Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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Per +11

"Stop! I may still be out of phase, and touching me might extend the effect to yourself!... Sir."


Male Human Wizard 9 (Teleport) Perception +8

@Network:

Not sure what rolls need to be made.
Q: Does Caromarc have any idea how to get MM out?
Q: Will touching him extend the effect to Caromarc?
Q: Can he be dimension doored out of the wall?
Q: Will damaging the wall free, or hurt, him.


DM

The basket that Sandru tips over thuds to the floor. The lid falls off. A slender, stunningly attractive young woman who was crouched in the fetal position rolls out of the basket. She is dressed in a bomber jacket, a billowy linen shirt, khaki jhodpurs, and a brown handkerchief wrapped around her head. Her skin is suntanned. She tucks into a roll elegantly, tumbles a few times, puts her hands on the floor to steady herself, and stands. The whole movement is executed in a way that's preternaturally agile and strangely gymnastic.

When she speaks, she looks to the floor in a way that's exotic and demurely shy.

"Oh! Who are you?" She looks around. "We...I...am trapped in here! Have you come to free me?" The alternative occurs to her. "Or to kill me?"

Shing! She draws a dagger.


DM

@Caromarc:
Assuming Knowledge (arcana) Take 10:
A: No.
A: No.
A: No.
A: This is unclear. From what you've seen, there is clearly a risk to anyone or anything that comes into contact with the wall.
But there's another way yet to be revealed...


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I drop my shield into place and advance. Lies...

Perception, inhuman features: 1d20 + 16 ⇒ (17) + 16 = 33, add +6 for hidden/secret


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Possibly. Sandru, calm down. Tell us how you came to be here."


DM

@Sandru:
The glowing eyes...

The woman rears back, alarmed. "You're one of them, then. Thieves!" She slashes her dagger at Sandru. The gesture is impotent.

In response to Ianez's question, she turns coquettishly with averted gaze. "These thieves of Norgorber, see for yourselves. They are ruthless! They led us here into this trap. We were...I was...hiding from them." She catches on her words. There is something unusual. She keeps tabs on Sandru from the corner of her eye.

"Wait!" she cries. "Can it be? Is it Ianez Gastnicht? Do you remember me?"


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Please consider Sandru alert and as readying an action. Slice...

Ianez:
A whisper from as now familiar voice, Sandru. Her eyes glow, magic to deceive you. Maybe read your thoughts.


Female Aasimar Urban Druid 9

La Siréene sighs as the party is forced to move on without time to rest. However, She immediately trusts Caromarc, and follows him through, but with eyes open, in amazement and enjoyment as reality turns into something else and back again... only to see the librarian disintegrate into dust, to La Siréene's puzzlement.

Huh. The librarian died. Odd.

La Siréene has Darkvision, if this is relevant.

Perception, Librarian: 1d20 + 21 - 1 ⇒ (4) + 21 - 1 = 24

Sense Motive, Librarian: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9

La Siréene carefully observes the panicked woman, studying her features carefully. as she does, she reaches for her spell component pouch...

La Siréene readies an action to cast a spell.

Perception, panicked woman: 1d20 + 21 - 1 ⇒ (12) + 21 - 1 = 32

Sense Motive, panicked woman: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Sorry. Got caught with work matters. Will participate.

Quinn moves closer to the woman with hands and palms opened towards her, revealing that he is unharmed."I am Officer Quinn of the 'Swamplights' division. We are not here to harm you......and you are?"

The policeman waits for an answer.

Perception: 1d10 + 17 ⇒ (6) + 17 = 23
Sense Motive: 1d10 + 10 ⇒ (4) + 10 = 14


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre watches the girl's response to Quinn's question closely activating his detect lies SLA as an immediate action, but makes no immediate move to draw a weapon.

perception: 1d20 + 13 ⇒ (10) + 13 = 23
sense motive: 1d20 + 17 ⇒ (15) + 17 = 32


DM

@La Siréene:
re Perception, Librarian: You notice in the dark corners of the crypt there are skulls, femurs... It's as if this chamber itself wants to present as a puzzle to you. But you're too astute for such games. Those are the remains of unlucky adventurers trapped in here before you.

re Sense Motive, Librarian: Right before the librarian's betrayal, a ghostly blue light passed over his features. Usually, you could tell if that was significant. But the light seems to be playing tricks on your eyes. You're left with only the jarring note of his bizarre, abrupt end.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"You have me at a disadvantage, ma'am. I feel that I should know you, but I do not remember your face."


DM

@La Siréene:
re Perception: The girl's eyes are strangely luminescent.

re Sense Motive: Something about her behavior is wrong. You would do well to doubt her.

@Blackacre:
re Perception: The girl's eyes are strangely luminescent.

re Sense Motive: Something about her behavior is wrong. She seems untrustworthy.

re discern lies: There's a green aura around the woman, bleeding out to gray around the edges. This aura is alien. Also, one of deception. It appears that indeed, something is up...

@Quinn:
re Perception: The girl's eyes are strangely luminescent.

re Sense Motive: She seems like a sympathetic sort of kid. Maybe she really does need help.


DM

"Let me refresh your memory," says the woman.

"There was a man named Eibor Gastnicht, a world famous adventurer who treasure-raided Osirion tombs.

"Eibor's son, named Sasha Gastnicht, followed in his father's footsteps.

"Sasha's daughter, name of Ingret Gastnicht, notoriously kept up the family tradition.

"Ingret had a son named Tibor Gastnicht, who kept the museums of Ustalav full and the sacred sites of Osirion empty."

And she tells her tale...so on, and so on...down through the years... Her words laced with bitterness and venom.

...this grandson a treasure-seeker...
...that great-grandson a scholar...
...this great-great granddaughter an expatriate...
...that great-great grandchild a bounty hunter...

"All of them had one thing in common. The end justified the means."

The woman folds her arms in a defensive posture. "Let me be plain. It was all corrupt colonialism, and theft in the guise of respectability." She paces back and forth. "Maybe you're not aware of the crimes of your ancestors, Ianez Gastnict. But since you're a historian, I highly doubt it. That very first raid of your ancestor Eibor resulted in an unexpected consequence. The pharoah cursed him...and all of his descendants down through the ages! At first, the curse could be lifted by returning the stolen goods. But the Gastnichts were too stingy and shortsighted to do that.

"Ianez, did it ever seem odd...the dire fates that befell your family? Did you think it by chance? Or chance mingled with design?"

Another similarly-dressed woman climbs from one of the other baskets. "I'm an Osirion guide, named Shanti. This is my sister, a laborer, named Jubet. We worked on one of your recent excavations, Mr. Gastnicht. You had your head in your books. You didn't realize we wanted you out of Osirion. You didn't see we were plotting against you.

"Now it comes down to this...a reckoning with Eibor's heir.

"We have a new employer now. The pharoah your ancestor originally wronged. He will collect on your debt that is due, and fulfill the curse on your family line!" She cackles hysterically. "You don't remember my face? Well, here, let me remove my hat so you can take a better look! HA!" Both women whip the handkerchiefs off of their heads. Their hair are nests of writhing snakes! At the same time, the lid on a sarcophagus slams open. A cold, dry gust of air blows through the room. It takes your breath away. There is the moan again.

Out steps the mummified pharoah!

GASTNICHT!...

Roll initiative.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


DM

Initiative:

La Siréene:1d20 + 8 ⇒ (2) + 8 = 10
Quinn:1d20 + 4 ⇒ (15) + 4 = 19
Caromarc:1d20 + 4 ⇒ (5) + 4 = 9
Phoebe:1d20 + 2 ⇒ (8) + 2 = 10

(I forget who I roll initiative for. I think it was Ianez (who already did), and then LS, Quinn, Caromarc & co.)


DM

The MAP for the encounter. (Also posted to 'Campaign Info' page).


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

initiative: 1d20 + 4 ⇒ (11) + 4 = 15


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

I'll take that init.


DM

Initiative order:

1) Sandru*
2) Medusa #1
3) Quinn
4) Ianez
5) Blackacre
6) La Siréene
7) Phoebe
8) Caromarc
9) Mechanical Manservant
10) Elspeth
11) Mummy

It is Sandru's turn.

*Note: Sandru gets +1 bonus to attack rolls, damage rolls, and saves for this battle because he drew The Desert card during the harrowing.

(I also think this is the last battle that Caromarc and La Siréene take -1 penalty for resurrection.)


DM

Whoops. Forgot Medusa #2, who takes her turn after Blackacre.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

This is a more serious threat... I move to Phoebe, to protect the young Oracle of Flames.

Phoebe, be ready! Blackacre, Ianez, Caromarc... weaknesses?

Move to I13.


DM

The following rule applies for this encounter -

Under 'Gaze (Su), Universal Monster Rules':

Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes (50%): The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Blindfold (100%): The other way is by wearing a blindfold, (or turning away from the creature, or shutting one's eyes.) In that case, the opponent gains total concealment.

_______________________________

Ongoing effect with the medusas - 30 ft range, Gaze attack, Fort save (DC 16).

On their turns in initiative order, each medusa can actively gaze as an attack action by choosing a target within range. That player must attempt a saving throw, but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn.

Everyone except MM is currently within range of Medusa #1's gaze attack. No one has to make the Fortitude save at the beginning of their turn this round, because of your previous Perception checks. (Your party either saw these were monsters, or you warned each other.) Note also MM and Elspeth are immune to the gaze attack.

At the start of this battle, the monsters are all considered averting their eyes to each other's gaze. (They aren't facing each other.)

_______________________________

The first medusa, Ianez's former guide, Shanti, attacks. The snakes on her head hiss, swaying to and fro. The effect is mesmerizing. She grins with malice triumphantly, and opens her eyes wide. They glow evilly in the gloom.

"Time to pay for your family's sins!" she says. She turns to Ianez and unleashes her gaze on him.

@Ianez, make a Fortitude save. If you avert your eyes, you have a 50% chance to avoid making the saving throw, and Medusa #1 gains concealment against you. If you're blindfolded, you avoid making the saving throw, and she gains total concealment.

_______________________________

It is Quinn's turn.


Male Human Wizard 9 (Teleport) Perception +8

@Network:

Can Caromarc (and Elspeth) roll to know what they are? I know mummy is religion, but I don't want to look up medusa to see what knowledge they fall under... guessing Nature?


Female Aasimar Urban Druid 9

Knowledge: Nature, the Medusas: 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26

Monstrous Humanoids, so nature, yes.


Male Human Wizard 9 (Teleport) Perception +8

@Network:

Caromarc:
knowledge: Nature: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
knowledge: Religion: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15

Elspeth

knowledge: Nature: 1d20 ⇒ 12
knowledge: Religion: 1d20 ⇒ 1

MM
knowledge: Nature: 1d20 + 11 ⇒ (12) + 11 = 23


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Kn Nature: 1d20 + 3 ⇒ (17) + 3 = 20


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Round 1:

Ianez also has Knowledge (Nature), and will get a 22 on his check.

Once again the archaeologist calls upon the luck that has saved him so often in the past, but his face shows an internal conflict as he turns away from the angry medusa. She's right...I knew all that, but set it aside. The quest for knowledge is noble enough, but theft is theft.

Chance of successfully avoiding gaze; high=gaze avoided: 1d100 ⇒ 70

ETA: Ianez gets a 23 on his Knowledge (Religion) check to know something about the mummy.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Averting Eye (50%) - The creature with the gaze attack, however, gains concealment against that opponent.
Assuming this is not total coverage so Quinn can still use Improved Precise Shot.

Quinn averts seeing at the creature, he either focuses on her body or uses his trainging as a monk to "feel" the target.
He fires his typical barrage of 3 arrows at medusa #1.
Bow Attack #1: 1d20 + 13 ⇒ (9) + 13 = 22
Bow Attack #2: 1d20 + 13 ⇒ (6) + 13 = 19
Bow Attack #3: 1d20 + 8 ⇒ (13) + 8 = 21

Damage #1: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14
Damage #2: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (1) = 13
Damage #3: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12


DM

@La Siréene, MM, Sandru:
You know that medusas can attack normally with weapons, but also have a poisonous bite. It is strongly advised to not look at them directly, as their gaze can petrify those who do and turn them into stone permanently. Their hair, composed of snakes, lets them see in all directions. Thus, they cannot be flanked.

@Caromarc, Elspeth:
The medusas seem scary and exotic. This encounter presents an interesting opportunity to expand your knowledge of Golarion's monstrous creatures.

Likewise, you regret not conferring with Osirionologist colleagues more deeply. While mummies loom large in myth and legend, a tall tale over brandy in the library in front of a fire, this one before you is the real deal. Full of rage at you as a meddling interloper!

@Ianez:
You know that medusas can attack normally with weapons, but also have a poisonous bite. It is strongly advised to not look at them directly, as their gaze can petrify those who do and turn them into stone permanently. Their hair, composed of snakes, lets them see in all directions. Thus, they cannot be flanked.

Mummies can attack normally. An aura of despair surrounds them, which can paralyze even the bravest adventurers. They inflict a vile disease called 'Mummy Rot', which is both a cure and disease...removing this condition is complicated. Better to avoid it if you can. Some mummies are also priests and spellcasters. This looks like a high-level specimen. He might be one of those. Oh yes...you recall that mummies are vulnerable to fire.

Ianez avoids the medusa's wrathful gaze.

Quinn's daring strategy pays off. All three arrows strike the medusa! She twitches, staves off the pain, extracts the arrows, and tosses them to the floor.

Medusa #1 takes 39 damage.

It's Ianez's turn.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

knowledge (religion): 1d20 + 11 ⇒ (1) + 11 = 12
knowledge (nature): 1d20 + 6 ⇒ (3) + 6 = 9

eww.

Blackacre draws his crackling sword as he steps confidently up to the closer Medusa. Blackacre doesn't think to avert his eyes at this point. Assuming he can identify these as monstrous humanoids... He imbues his blade with the power to destroy monstrous humanoids and takes a two-handed slash as he yells, To the hells with you!

attack: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
damage: 1d10 + 7 + 1d6 + 2d6 ⇒ (5) + 7 + (5) + (2, 5) = 24


DM

(Quinn's strategy to use Improved Precise Shot is good for future rounds, but technically everyone avoids the default Fort save for Round 1 because you were alert to the medusa's shenanigans. Ianez only had to roll because she attacked him directly on her turn this round.)


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Round 1:

Still torn, Ianez lets reflex take over and sidesteps before casting a spell. Ectoplasmic ichor appears at his call, slicking the area around the mummy king. 5' step to I-11 before casting grease to cover J-2/K-2/J-3/K-3. DC 14 Reflex save to avoid falling.


DM

@Blackacre:
You're don't know what to make of the medusas, aside from the fact they're monstrous humanoids. They seem ruthless, and intent on killing you and your friends.

Likewise, you can only imagine what exotic religion or rituals can create a creature like the mummy. But it views you as quite foreign too, and is full of rage at you as a meddling interloper!

Blackacre delivers swift retribution! The hair of snakes dart their forked tongues and angrily hiss.

Medusa #1 takes 24 damage.

"No!" the second medusa cries out. "Meddling fool!" She steps out from behind her basket (move to O-7), and turns her glowing eyes on Blackacre.

@Blackacre, make a Fortitude save. If you avert your eyes, you have a 50% chance to avoid making the saving throw, and Medusa #2 gains concealment against you. If you're blindfolded, you avoid making the saving throw, and she gains total concealment.

It is La Siréene's turn.


Female Aasimar Urban Druid 9

...I can't find La Siréene on the battle map? She did keep back, keeping an eye on Medusa #1, so perhaps she should be close to Quinn alongside the wall, 14M?


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre would avert his eyes, but with that low knowledge roll, I don't think he would realize the danger.

Fort save: 1d20 + 8 ⇒ (6) + 8 = 14

Never one to ignore an allegation of foolery, Blackacre turns his eyes on the second medusa...


DM

@La Siréene - accidentally removed it when I was moving stuff around and didn't add back in. Sorry, fixed now.


Female Aasimar Urban Druid 9

La Siréene, faithful that her teammates are perfectly capable of taking down the closest Medusa without her assistance, decides to target the other, first moving towards her to give her a straight line of attack, then placing her palm over both her human and her mechanical eye, closing them to this enemy.

Medusa#2 now has full concealment from La Siréene, 50% miss chance

Then, enjoying herself immensely, she makes a high-pitched, close imitation to a snake’s hiss, as she lets fly venom from her lips, straight towards the Medusa, striking her blind.

"HSSSSSSS!"

Spit Venom, ranged touch attack: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13

Roll versus full concealment, high roll hits: 1d100 ⇒ 70

AAAND WE HAVE A WINNER!


DM

Blackacre, victorious from his attack against the first medusa, falls into the gaze of the other one standing behind her. Their eyes meet. The inquisitor fades to gray all over and turns into stone.

Blackacre is petrified.


DM

The second medusa screeches. "You witch!" She clutches her eyes in pain.

Medusa #2 is blinded. She is poisoned by black adder venom and takes 2 Con damage.

It is Phoebe's turn.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Phoebe, the Pharaoh!


NPC

Phoebe's eyes turn molten. Her body bursts into flame like a big candle. She clenches her fists, and strides towards the mummy. When she is halfway across the room, the mummy opens its mouth and sighs. The sound is deep, hollow. The fire around Phoebe changes from normal orange to the violet, heatless fire that was in the brazier. She douses, then reignites. The flames are now violet.

She turns back to Sandru. "What happened?" She looks around confused. She snaps her fingers together like flint, examining the sparks. "I can't light normal fire in here. Something about the air in this room."

She casts detect magic in the direction of the mummy, and focuses her eyes a moment on the images that start to rise, hazy and wavering, like to the surface of a lake. "There are magical blue auras in the room. Hieroglyphs." She turns in a circle. "On the walls." She turns some more. "On the sarcophagus." She keeps turning. Her jaw drops.

"Oh my gosh. All over the place..."

It is Caromarc's turn.


Per +11

"Don't meet their gaze! It will petrify you!" The manservant calls, then starts calling out advice to those who are attacking the medusae
Full round: trying to help ameliorate the blindness penalty


Male Human Wizard 9 (Teleport) Perception +8

screwing up hs eyes, Caromarc starts casting
Casting Summon Monster IV. step to F14


STATUE:?? BODY: 16/20 HP HP Per +11

Elspeth glides towards the closest medusa - and attacks!
incorporeal attack: 1d20 + 11 ⇒ (18) + 11 = 29 str dam: 1d6 ⇒ 1


DM

The medusa throws a vicious kick at Elspeth. She only manages to stumble into her attack.

Medusa #1 takes 1 Str damage.

_____________________________

The pharoah utters his unholy, staggering moan. AAAHHHoooOOOH! GASTNICHT! He raises his palm towards Ianez and projects a blast of light from his open palm (casts searing light).

DIE!

The archaeologist is blasted by the POWER OF THE SUN!

Ianez takes 14 damage.

_____________________________

Round 2:

It is Sandru's turn.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I ignore the snake-witches and quickly rejoin Phoebe, throwing my cloak over both of us. The others seem fine, besides poor Gaston. Help me understand what magic besides fire the Oracle has...


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Sending my Round 2 actions because not sure if I will get a chance later on due to work.

"Gaston!!!" the monk shouts in horror as he is turned to stone.
Seeing the real threat of these snake-headed women, the Zen Archer focuses his anger and unleashes another volley at medusa #1. He does not stare at the medusa but keeps his focus on her feet.

Bow Attack #1: 1d20 + 13 ⇒ (7) + 13 = 20
Bow Attack #2: 1d20 + 13 ⇒ (13) + 13 = 26
Bow Attack #3: 1d20 + 8 ⇒ (17) + 8 = 25

Damage #1: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (3) = 9
Damage #2: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (5) = 18
Damage #3: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (4) = 16

Fortitude Save, if needed: 1d20 + 8 ⇒ (14) + 8 = 22

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