The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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Lol, you surprised me with questioning this. I had just taken it for granted and that is probably just a holdover from my 1st and 2nd edition days where destroyed stuff used to go nova as the energy was released leaving nothing behind. Hadn't really given it much thought but I can see your point. There is always the question in my head about spells remaining in effect on a deceased person also. Since the object obviously retains it's enchantments for the make whole to work, than sure there is no reason it shouldn't retain the Greater Magic Weapon spell.

P.S. My bad guys need all the help they can get against the arcane/divine/song powered whirlwind of steel death that is the ranger :)


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

LOL..yeah but unbuffed, Valgrim's much much easier to deal with (31 AC down from 48!) and going last after all the bad guys worries me! And I count 6 bad guys! I can recognize 5 of them (Darl - duh, Sinfire - definitely tiefling last name so the two tieflings, Malhazzar - we knew was the efreeti and his mount, but who the hell is Nalhazzarath - evil outsider name, if I ever heard one! LOL!...so unless the rest of team rolls better initiative scores, we're in trouble!
P.S. Just realized that Darl also had a minotaur and the kenku assassin with him too when he started this mission! The guy was packing an army with him!! :)


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

I assume I would be in the alcove near Friar Ferez.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Bored so I collected everyone's spells.

Friar's spells for the day (Updated):
Domain: Searing Light, Holy Smite, Flamestrike, Undeath to Death, Sunbeam
1st level: Detect Evil, Liberating Command, Remove Fear
3rd level: Invisibility purge, Searing Light
4th level: Death Ward, Freedom of Movement
5th level: Breath of Life, Cleanse, Flame Strike, Forbid Action (Greater), Spell Resistance
6th level: Cold Ice Strike, Heal
7th level: Destruction, Waves of Ecstasy
8th level: Spell Immunity (Greater), Stormbolts

Vug's Extracts Prepared (remaining)
Level 1 [DC 19/18]: Enlarge Person (Valgrim), True Strike (Bub), Summon Nature's Ally I x2
Level 2 [DC 20/19]: Barkskin (Feres), See Invisibility x2 (Valgrim, Vug)
Level 3 [DC 21/20]: Summon Nature's Ally IV x2, Communal Darkvision
Level 4 [DC 22/21]: Summon Nature's Ally V, Greater Invisibility
Level 5 [DC 23/22]: Summon Nature's Ally VII
Level 6 [DC 24/23]: Walk Through Space, Heal

Valgrim's spells left today:
1st level - Lead Blades,Resist Energy
2nd level - Hunter's Eye
3rd level - Burst of Speed

I was unaware that Friar had a barkskin potion left. He would have given it to Valgrim for his guard duty.

RPG Superstar 2009 Top 16


Cantrips:(9 known)
Detect Magic, Read Magic, Dancing Lights, Spark, Ray of Frost, Breeze, Drench, Jolt, Dancing Lights[ooc]

[ooc]1st (6 known/ 6 per day Cast: )
Shield, Magic Missile, Ear piercing scream (DC 22), Shocking Grasp*, Feather Fall, Alter Winds, Air bubble

2nd (5 Known/ 6 per day Cast:4 )
Scorching ray (3 rays, 4d6), Gust of Wind*, Frigid Touch (4d6), Defensive Shock (6d6/6d4/6d3/6d2/6), Fog cloud, Resist Energy

3rd(5 Known/ 6 per day Cast: )
Hydraulic Torrent (Bullrush all IN 60' line CMB +12), Blink, Lightning Bolt (DC 26, 10d6) *, Aqueous orb (2d6 nl DC 24 Reflex save), Vengeful comets (2 comets, 1d6 bl 3d6 cold)

4th (4 Known *+1 /6 per day Cast: )
Ice Storm (5d6), Shout [DC 25](5d6, deaf for 2d6 rounds),Ball lightning* 3 globes (3d6)[DC 26], Protection from Energy Communal, Boneshatter (15d6, exhausted for 15 mins) [DC 24]

5th (3 known *+1/ 6per day Cast:1 )
Cone of Cold (15d6) [DC 26], Overland flight, Fickle winds, Lightning arc (15d6 2 targets and all between) [DC 28].

6th (3 known/ 6 per day Cast: )
Cold Ice Strike (15d6), Sirocco (4d6 fire, prone, fatigued), Chain Lightning (13d6, up to 13 secondary bolts) [DC 29], Elemental Assessor (2d6 each typer +4d6 of most damage for next 4 rounds)[DC 28][/oo]

[ooc] 7th (2 known/ 4 per day Cast: )
Prismatic Spray [DC 28 (30 Electricity)], Control Weather, Hungry Darkness 3d6/ 2 Con

8th Storm Bolts


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Friar wasn't as bored as he thought - he missed two spellcasters' lists of spells! Bubba's inability to sleep means his spell selection is greatly decreased. I tried to be a little conservative for the titan fight, but there's not much left.


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Initiative rolls:
Jalagar and Sabir Sinfire: 27
Malhazar and Blackfire: 19
Bublaka: 17
Nalhazzarath: 16
Darl Quethos: 15
Valgrim: 9
Friar Ferez: 5

Vulcan: ???
Vug Vang: ???

Placed a link on the discussion thread for a campaign map link. See if you can join.

Valgrim: Where are you keeping Krathanos' belt?

Friar Ferez: Vug drank her See Invisibility potion this morning as an edit to your list.


Female Elf Alchemist (preservationist) 18

Vug init: 1d20 + 3 ⇒ (13) + 3 = 16


GM rolls:
Perception check to notice Valgrim (for whenever each of them gets in range):
Jalagar: 1d20 + 20 ⇒ (1) + 20 = 21
Sabir: 1d20 + 20 ⇒ (19) + 20 = 39
Malhazar: 1d20 + 17 ⇒ (15) + 17 = 32
Blackfire: 1d20 + 22 ⇒ (11) + 22 = 33
Nalhazzarath: 1d20 + 24 ⇒ (5) + 24 = 29
Darl: 1d20 + 30 ⇒ (8) + 30 = 38

Initiative rolls:
Jalagar and Sabir Sinfire: 27
Malhazar and Blackfire: 19
Bublaka: 17
Vug Vang: 17
Nalhazzarath: 16
Darl Quethos: 15
Valgrim: 9
Friar Ferez: 5

Vulcan: ???


Male Human Sorceror (Stormborn) 18

Init: 1d20 + 3 ⇒ (8) + 3 = 11


Ok, ready to rumble? Hope so.

We'll start with the surprise round. While you didn't hear the tiefling twins Valgrim, you couldn't help but notice the sounds of several others approaching through the mists.

Resting in your alcove you suddenly awaken to unnatural silence...

Valgrim:
The silence disappears only to reveal more ominous sounds coming from the direction of the entrance. With its hooves never touching solid ground, from the steam gallops a towering, burning equine. The hellfire that shimmers in its hateful eyes focuses upon Valgrim as it passes by. Upon it's back sits a muscular giant with crimson skin, smouldering eyes, and small black horns jutting from his forehead. His eyes also lock with the ranger's as if he was somehow expecting him to be there. He wields a massive red-hot falchion that he swings in a low deadly arc at the dwarf as his steed takes him charging by.

Partial charge with Malhazar falchion swing: 1d20 + 35 ⇒ (5) + 35 = 40
Spirited Charge Damage: 4d6 + 36 ⇒ (6, 5, 5, 5) + 36 = 57

Following closely on massive wings comes a creature from the hells themselves. Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain. It looks around as if searching for something before saying in a voice that makes your skin crawl with evil, "The twins said the lookout was right here...they lied!"
The steam is swept aside as a flying man surrounded by a tight hurricane of wind sweeps into view. His purple cloak edged with embroidered eyes that seem to be watching you. In his right hand he wields a wickedly flanged heavy mace but it's his left hand that draws your immediate attention as its dessicated claw-like fingers twitch unnaturally as if with a mind of their own. From within his cowl comes a calm sonorous voice, "His name is Valgrim, from the Twin-Axe clan, and he's right in front of you Nalhazzarath." Switching to address the ranger directly, "Did you really think you could hide from the Master of Secrets? I do not wish conflict with you or your friends Valgrim. However, I am not foolish enough to believe that you will hand over the belt willingly. So now I demonstrate my power until you acquiesce to my wishes."

Devil and Darl are flying 10' feet above the cave floor. Your free to move from the devils area, if you wish, as he doesn't see you yet.

Valgrim: Ok, you now get your surprise round standard action. Then we move to the top of round 1.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Surprise Round:
Feeling the pain of the efreeti's attack, Valgrim summons the magic of his ring and disappears from sight, turning invisible. He takes a 5' step north.


Two muscular men appear out of thin air next to the quartet of resting adventurers. Dressed in rich red and gold silks the swarthy men have a distinct foreign air to their complexion and identical facial features. In perfect silence they strike both the alchemist and the bard with powerful blows from one of their bare open hands while they hold a finger up to their mouths to indicate their victims should remain silent...as if you have any choice at the moment...

Jalagar Quivering Palm attack on Vug Vang: 1d20 + 23 ⇒ (1) + 23 = 24
Damage: 2d8 + 6 ⇒ (5, 7) + 6 = 18
Sabir Quivering Palm attack on Bublaka: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 2d8 + 6 ⇒ (2, 4) + 6 = 12
No saves required yet...


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Quivering palm is once per day, so you might have to edit the second Jalagar to Sabir. :)


Whoops, that was a copy and paste error. It is indeed supposed to be Sabir. It is corrected.


The Efreeti Noble frowns as Valgrim disappears from sight but then shrugs and rides off further into the cavern, his steed trailing noxious smoke from hooves and mouth.

You can take an AOO if you wish Valgrim but of course that'll break the invisibility. Either way let me know what you decide as it effects the rest of the efreet's action.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Depends, as long as I don't see him gearing up for a charge. He cannot charge the party correct from his present location? Because Spiky is only 10' in the air and blocking the straight path. If that is correct, no AoO.


Yeah, no charge this round but seems like he is getting into better position for one next round.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

I assume the natural 1 on Vug means that Quivering Palm attack was wasted. I also assume that Bublaka is fatigued once again.


Yes sir, no quivering palm for her. Your not fatigued yet, you will be by morning.


As the efreet reaches the far side of the cavern he looks back and says an arcane word. A 20' high ring of flames springs from the floor around the area he just left. He chuckles, "Let's see if you can get around that, invisible one." Darl and the devil seem unconcerned about their proximity to the raging fires.

Still working on the fire graphic. He surrounds Valgrim's last known location with it knowing he couldn't have gotten far yet. Fire damage (within 10' feet): 2d4 ⇒ (4, 2) = 6


Initiative rolls:
Jalagar and Sabir Sinfire: 27 Appear and quivering palm both Vug Vang and Bublaka
Malhazar and Blackfire: 19 Ride across cavern and casts Wall of Fire
Bublaka: 17
Vug Vang: 17
Nalhazzarath: 16
Darl Quethos: 15
Vulcan: 11
Valgrim: 9
Friar Ferez: 5

Ok, Bublaka and Vug Vang are up!

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 140/203
Bublaka 132/144
Vug Vang 169/169
Friar Ferez 133/133
Vulcan Stormwrath 108/108

Damage to enemies: (Lethal/Non-Lethal)

Darl: Untouched
Jalagar: Untouched
Sabir: Untouched
Nalhazzarath: Untouched
Malhazar: Untouched
Blackfire: Untouched

Conditions in effect:
----------
Bublaka: Quivering Palmed
Friar Ferez: Wind Walk 2 hours left(cast on whole party)
Valgrim: Greater Magic Weapon 2 hours left
Valgrim: Magic Vestment 2 hours left
Vulcan: Endure Elements 24 hours
Vug Vang: Greater Mutagen 9 hours left

Special Item and Ability Uses
----------
Vug Vang: Bombs 14/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 25/40
Friar Ferez: Cleric Channel Positive Energy 2/8
Valgrim: Rage 8/10


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bublaka yells out, but considering how quietly the attacks came, he expects to magically silenced, so he reaches out and grabs the cleric's arm to wake him up.

Once he knows if he is silenced, the rest of his action can be determined.


He is indeed silenced. Everyone but Valgrim is in an area of magical silence.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

I would like to grab the whip of fury and attack from prone, but I'm not sure that's possible. With Combat Expertise. Obviously, no shield is available, but Bublaka sleeps in his armor.


Yes, you can attack from being prone but suffer a -4 to your attacks.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

More dumb questions. He has a CMB of +19 for a trip and is able to attack three times/round due to iterative attacks. Does that mean he can attempt to trip his target three times, at +19, +14, and +9?


Not dumb at all. I have had a crash course in combat maneuvers myself as of late due to sunders, grabs, etc... Yes, indeed it does mean you can try and trip him 3 times. You would still suffer a -4 to the rolls due to being prone though.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Per Valgrim's suggestion:

Bublaka tries to grab the whip and trip his adversary before standing to face him.

Trip (no AoO due to feat): 1d20 + 19 - 4 - 4 ⇒ (19) + 19 - 4 - 4 = 30 Combat Expertise, Prone penalty

AC 24 - 4 (no shield) + 4 (Combat Expertise)


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

If anyone was threatening my target, he would provoke AoO because of my Greater Trip feat. Alas!


The man is nimble as a cat as he sidesteps the entwining whip. He responds by kicking the half-orc in the ribs as he stands.

AOO for standing: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

A valiant effort my friend.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

In a zone of silence, I'm just a speed bump.


Female Elf Alchemist (preservationist) 18

Vug wakes up Vulcan (if necessary), drinks her infusion of Walk Through Space (provoking an AoO) and teleports out of reach of the mad monks.


AOO for drinking infusion: 1d20 + 23 ⇒ (1) + 23 = 24 LOL, apparently Vug is wearing a charm of protection from this monk.
Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18

In a rare display of complete gracelessness the man first accidentally strikes the stone floor instead of Vug (she's a lot thinner than he expected under her sleeping furs). As he cradles his smarting hand, he tries to kick the woman as she drinks a potion only to have his foot catch in his somewhat voluminous pants. Despite the magical silence you can almost hear his companion laughing at him.

Vug Vang: Where do you teleport to? You can move your token, the map is interactive. Or Valgrim can move her if he sees this first.


Female Elf Alchemist (preservationist) 18

I've moved.


Sounds of the world suddenly return to Vug as she comes out of her teleport. The devil hisses and with one flap of it's mighty wings reaches the now lone elf. The cruel spiked chain it carries lashes out...

Spiked chain vital strike: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 6d6 + 19 ⇒ (5, 3, 4, 2, 3, 5) + 19 = 41
DC 27 Fort save or be stunned for: 1d4 ⇒ 2 rounds.


Flying through the wall of fire, the evil priest looks down on the dwarf, "You can end this at anytime by surrendering the belt. Do not fail your friends here like you did the brothers of your clan..." The priest continues through the other side of the flaming ring, gaining altitude as he does so. He stops on high in the chamber and raises the sickly twitching skeletal hand. It unleashes a black wave a power, that saps your strength and makes the world spin, unto you all. Vug hears the man address her, "Perhaps you will be more reasonable Erulissë Nhaéslal." The alchemist stiffens momentarily as she has not heard anyone utter her birth name in a very long time.

BLASPHEMY!(Everyone roll a Fortitude DC 20 save or Dazed for 1 round and lose 2d6 ⇒ (2, 3) = 5 strength - Save negates daze and halves strength loss).

Darl is now 20' in the air.

Vulcan, Valgrim, and Friar Ferez are up!


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Fort save: 1d20 + 22 ⇒ (18) + 22 = 40

The dwarf steels himself for the onslaught from the famed artifact. After the wave of black energy passes and he feels a little weaker, he looks up at the cleric, who can obviously see him in his invisible form. "I hope that Hand does more than that...because otherwise you got hosed for cutting your hand off for that weak magic!!"

-2 Str


Female Elf Alchemist (preservationist) 18

Fort save: 1d20 + 16 ⇒ (15) + 16 = 31


You need to make a second fort save Vug. We'll count that great roll as the save against the Devil's stun. Now just the DC 20 one left.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Fortitude save: 1d20 + 15 ⇒ (15) + 15 = 30

-2 Str

Interesting that the spell has the sonic descriptor and only has the verbal component. Makes one wonder how it interacts with an area of silence and if Bublaka's bardic save bonus applies.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Round 1:
Friar wakes up to see the imminent the danger the party is in and he immediately notices the lack of sound. As a standard action, he awakens the magic in his Winged Boots and as a move action flies up 30', hopefully out of the zone of silence.
Nobody threatens him so no AoO.
Fort save: 1d20 + 19 ⇒ (16) + 19 = 35..if we are not immune.


Male Human Sorceror (Stormborn) 18

Fort VS Blasphemy: 1d20 + 10 ⇒ (8) + 10 = 18 5 str loss, dazed

As Vug awakens him, the sorceror stands just in time to see her teleport out. Realizing the eerir silence is not due to anything natrural, he runs through his options, pnly to be overwhelmed by a wave of evil that saps some of the strength from his body.


Female Elf Alchemist (preservationist) 18

Fort save: 1d20 + 16 ⇒ (18) + 16 = 34


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

You're not dazed, Vulcan.

Round 1:
Valgrim drinks his potion of enlarge person and still invisible, grits his teeth and walks through the wall of fire. Do damage and even if he could see me, the efreeti should not be able to charge me with the devil in the way. Already moved him on the map. GM, you just need to make token large now.


Male Human Sorceror (Stormborn) 18
Quote:
BLASPHEMY!(Everyone roll a Fortitude DC 20 save or Dazed for 1 round and lose 2d6 ⇒ (2, 3) = 5 strength - Save negates daze and halves strength loss).
Quote:
Fort VS Blasphemy: 1d20 + 10 ⇒ (8) + 10 = 18 5 str loss, dazed

How exactly am I not Dazed?


Wall of Fire damage: 2d6 + 11 ⇒ (5, 4) + 11 = 20

Vulcan: You are not dazed and are free to take your action. The blasphemy spell ended up being ineffective against you.

Valgrim: Feel free to adjust your token if I enlarged it into the wrong squares.


Male Human Sorceror (Stormborn) 18

Realizing that spellcasting would be a problem inside the area of silence, Vulcan's mouth shifts into a wicked smile. Without a word, the sorceror shifts into a bolt of living lightning, hurtling to strike the creature standing over Vug and remaining in lightning form.

Ride the Lightning. 15d6 ⇒ (4, 2, 4, 5, 5, 1, 2, 5, 2, 5, 3, 6, 1, 1, 2) = 48 half eletricity, half sonic


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

The devil has SR, Vulcan. Need to roll.


Vulcan: First of all: That is an awesome way of getting out of the silence, nice! Yes spell penetration will need to be rolled. Shouldn't it be 16d6 instead of 15?

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