Ghoul

Morsum's page

185 posts. Alias of Tirion Jörðhár.


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Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum bites off Bref's head. Unfortunately it has little effect on the ghostly goblin.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Unknown purpose roll: 1d20 ⇒ 2


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum, bleeding and badly injured, retreats back into the air.

Withdraw action.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Init-Morsum: 1d20 + 2 ⇒ (3) + 2 = 5


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

HP: 1d10 ⇒ 7

Feat: Improved Natural Attack (bite)

Evolutions:
Lose Energy Attack
Gain Flight
Gain Improved Damage(bite)

Skills:
Acrobatics
Knowledge(planes)
Perception
Stealth
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Was considering completely changing him up, but decided to stick with pretty much the same friendly guy you all know. Except now he has large batlike wings to go along with his stellar personality and stone on stone grating voice.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Mmmm, Lurkers taste like chicken . . . fresh bloody chicken.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Will: 1d20 + 4 ⇒ (12) + 4 = 16

-- Can the Judge see through Morsum's senses?


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Seeing the Monk fall, Morsum takes off up the ladder after the fleeing archer, his grating voice preceding him:
Your blood will feed my master. Followed by a laugh reminiscent of someone dumping gravel into a flour grinder.

Morsum will climb up and then take off in whatever direction the archer ran to.

Climb: 1d20 + 10 ⇒ (7) + 10 = 17


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Reflex: 1d20 + 3 ⇒ (10) + 3 = 13

Morsum just manages to avoid the plummeting ogre.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum, seeing the Commander fall, immediately rips into the helpless man with claws and bites.

He will start with his claws, since the Commander is helpless, I believe he is at -5 to AC (0 Dex), and I will include the +4 for prone.

Attack-claw1: 1d20 + 9 + 4 + 1 ⇒ (20) + 9 + 4 + 1 = 34 <-- not sure if Xen has lingering performance. If he does, add +1.
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Crit:1d20 + 9 + 4 + 1 ⇒ (7) + 9 + 4 + 1 = 21
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Attack-claw2: 1d20 + 9 + 4 + 1 ⇒ (19) + 9 + 4 + 1 = 33
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Bite: 1d20 + 9 + 4 + 1 ⇒ (4) + 9 + 4 + 1 = 18
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Haste-Bite: 1d20 + 9 + 4 + 1 ⇒ (9) + 9 + 4 + 1 = 23
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Trip1 (bite attack): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Trip2 (haste bite): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

If the Commander dies, then all additional attacks will be at the archer, or the monk if the archer is beyond his 15' reach.

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Also, do not forget that the archer is within the reach of both Morsum and Grumblejack if he is standing directly at the top of the stairs and able to shoot almost anyone in the room.

------
Also, I am not sure whether the Smite Evil continues if the paladin is unconscious. It says that it remains until he rests, not sure if unconscious counts as resting.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum closed in with the Commander, that should draw the attacks.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum grins as the Commander moves down. He then closes in and attacks.

Enlarged, Haste, Mage Armor, Shield
AC31 <-- +4 Shield, +4 MA, -1 Size, +1 haste

Attack(bite): 1d20 + 9 + 1 - 1 + 1 + 2 ⇒ (13) + 9 + 1 - 1 + 1 + 2 = 25 <-- +4 BAB, +5 Str, -1 Size, +1 bless, +1 haste, +2 flanking
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Trip(if bite hit): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 <-- +4 BAB, +5 Str, +1 Size -- don't think bless effects CMB

Attack(claw 1): 1d20 + 9 + 1 - 1 + 1 + 2 ⇒ (2) + 9 + 1 - 1 + 1 + 2 = 14
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Attack(claw 2): 1d20 + 9 + 1 - 1 + 1 + 2 ⇒ (11) + 9 + 1 - 1 + 1 + 2 = 23
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Haste-Attack(bite): 1d20 + 9 + 1 - 1 + 1 + 2 ⇒ (16) + 9 + 1 - 1 + 1 + 2 = 28
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Trip(if bite hit): 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13

The shadowy monstrosity fails to take the commander down, but does manage to land a few solid blows.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum cackles in his stone grinding on stone voice:
You taste good. Master will like your blood.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum begins to move closer to the Commander trying to get close enough that he can trip the man with this distended shadowy maw. - I have a 10' reach.

Acrobtics(if necessary) to avoid AoO: 1d20 + 7 ⇒ (11) + 7 = 18

Attack(bite): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Trip(if bite hit): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Str: 1d20 + 5 ⇒ (15) + 5 = 20
Str: 1d20 + 5 ⇒ (9) + 5 = 14
Str: 1d20 + 5 ⇒ (12) + 5 = 17

Not sure how DMDM does this, I assume highest is the roll used and the others are assists at +2 each. If so, then the second roll makes it assisting Edmin. Still need another +3 for the first one and +6 for the third.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

I can easily send Morsum there with the Alchemists Fire.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Don't forget, Morsum was downstairs and wiping out guards while everyone else was still upstairs. When the guards were down, he made a quick cursory look for flammable things on the main floor and then immediately went to investigate the two lower levels. This would have been before anyone came downstairs through the trapdoors.

Post 10963


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

With his 0 constitution, the Judge will stay on the roof.

Why is it so smokey in the gatehouse? I thought the fire was on the roof.

Did Morsum find anything in either of the lower rooms? He was going to search the southern room first.

I think that we would have searched these lower rooms before trying to unlock things as we would not want to leave a place for other guards to be hiding, or another way for the commander and his monk(ey) to get behind us. But, we seem to have several rounds of unlocking and I have not heard what Morsum found down below.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum is looking for anything flammable. If there are no readily visible stockpiles on the second floor, he will open one of the trap doors and go to a lower level. Remember that he still has darkness on him.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum calls to the Judge that there were only two guards, and one is down, the other is being attacked.

He then attempts to maul the last guard.

5' step to get next to the guard again.

Attack-bite: 1d20 + 8 + 1 - 1 + 1 ⇒ (20) + 8 + 1 - 1 + 1 = 29 <-- +4 BAB, +5 Str, -1 Size, +1 Bless
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Trip-bite: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

Attack-claw 1: 1d20 + 4 + 1 - 1 + 1 ⇒ (4) + 4 + 1 - 1 + 1 = 9
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Attack-claw 2: 1d20 + 4 + 1 - 1 + 1 ⇒ (12) + 4 + 1 - 1 + 1 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Crit Confirm-bite: 1d20 + 8 + 1 - 1 + 1 ⇒ (11) + 8 + 1 - 1 + 1 = 20 <-- +4 BAB, +5 Str, -1 Size, +1 Bless
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

I have the trip evolution tied to my bite attack. Any time I hit, I get a free trip, this is like a Wolf's trip attack, or all the monsters with Grab special attacks.

I also have the reach evolution on the bite attack, which is why he has a 15' reach instead of the usual 10' he would have with Enlarge Person.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Sorry, skiing with the family, short post.

Morsum will move next to the closest guard, and then attack the farther guard. He has 15' reach with his bite. This will also put both within his threatened range.

Attack-bite: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Trip: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20 if attack hits.

I am attacking/tripping the farther guard.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Yup, the Darkness is on the backpack since it says that it must be cast on an "object". Also, this means that it can be dropped if necessary.

The Darkened Morsum will enter the door. The Judge will tell the rest of the party so that we can open the trapdoor and drop through a round after Morsum surprises those inside when those within are focused on the dark nightmare coming in from the catwalk.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Unless Edmin quickly gives a different order, the darkness enshrouded Morsum will fly down the catwalk and attempt to enter the Gatehouse from the catwalk.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

As noted, Morsum has the reach evolution on his bite. He also has energy attacks(fire) which make all attacks do an additional 1d6 of fire damage.
Seeing the soldier suddenly appear, and Xen flail ineffectively at the guard, Morsum's long and shadowy head suddenly snakes out with its mouth of long red teeth.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 <-- extra 1d6 is fire damage

Trip: 1d20 + 8 ⇒ (7) + 8 = 15 <-- if bite hits

Confirm Crit:1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10 <-- extra 1d6 is fire damage


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum has reach, does he get an attack as well as Edmin?


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

When we are getting close to the commander's room, the Judge will cast Shield and Evolution Surge(grab, claws) on Morsum.

Morsum: AC31
--> Hopefully enough to be able to trip and/or grapple the commander.
--> If there is enough space, I will also cast enlarge person on him immediately before entering the Commander's chamber.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

As a note, I will be at CarnageCon this weekend, so my posting is likely to be light.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

HP - Morsum: 1d10 ⇒ 10


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Silence is the way to go. Even if the father makes the save, it will keep any other noise to a minimum. No sounds of swords on shields, no crunch as Morsum crushes his skull.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum's best skill is tripping. He can be enlarged and grapple, but this will give an AoO. The Judge could use the evolution surge to give him an Evolution Surge(grab) which would definitely buff him up some.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)
Douglas Muir 406 wrote:
Killjoy.

Sorry - while I do not care about him dying, I think having a evil outsider suddenly appear in the middle of a Mitra temple, or kill inattentive clerics, would likely put the whole fort on alert. My plan all along was to scout and then dismiss when discovered.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

And with that, Morsum suddenly pops out of existence as fast as the angel appeared.

The Judge dismisses Morsum.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

With the lower lever scouted out, Morsum will return up the stairs and see what happens when he enters the sanctuary. He will quickly proceed through the room before heading farther on. If anything, like a statue, moves, the Judge will immediately banish him.

Stealth(when needed): 1d20 + 14 ⇒ (13) + 14 = 27
Perception(when needed): 1d20 + 6 ⇒ (5) + 6 = 11

Blind and invisible.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Stairway - doors sound like holy land.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Despite Morsum's desire to taste the blood of a good cleric, the Judge instructs him no. This is not the time. Too great a risk.

Morsum continues his careful search.

What do I have left in this area? The big doors and the stairway?


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

At a signal from the Judge, Morsum goes to check the 5 smaller doors. If they turn out nothing, then he will check the north door. He will not proceed through the north door, just crack it open and look through.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Locate Other/hunting dogs are good at finding buried things. Let them find him, partially eaten by some monster and dragged far away. They will be able to spend quite some time trying to figure out what made the tracks that Morsum will leave.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Hearing about the sunburst of Mitra, the Judge becomes concerned.
Could this be where the holy warriors are? Or simply the chambers for the lower clerics?

Deciding that the risk is worth the reward, the Judge directs his minion to continue his prowling.

Stealth: 1d20 + 14 ⇒ (9) + 14 = 23

Onward to the Mitran door.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Yup, next door. Going clockwise around the room.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

While the play is ongoing, Morsum attempts to move across the large hall and pass through one of the other door. He sticks to the walls moving behind furniture and passing from shadow to shadow as well as he can.

Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

Let me know how many stealth rolls I need.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum whispers back from the end of the hall:
Sleep people in first room. Fire light is under big door.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum whispers back to Cy:
Men sleep in first door. There five doors here. Big door at end.

A moment later over the message Cy hears:
We kill sleep men?

Gonna let DMDM roll my perception checks from now on. Just glad it was not the guards with those 19s and 20s.

Morsum will continue to advance down the corridor listening at each door including the last one.

Perception (first left door): 1d20 + 6 ⇒ (6) + 6 = 12
Perception (second left door): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (second right door): 1d20 + 6 ⇒ (6) + 6 = 12
Perception (big door): 1d20 + 6 ⇒ (12) + 6 = 18

I assume the 6+14 (+1 from guidance) for stealth is still good unless you want me to keep rolling over and over as I check each door.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Per Cy's request, Morsum shall continue to slowly and stealthily make his way forward to the next room.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Works for me.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

When he sees the next room, Morsum calls back through Cy's Message Spell (which I assume she would have memorized and cast with a scouting mission in the works.)

This room is smithy. Appears empty at night.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum looks at the others as they discuss how to proceed forward.

Then the voice from this long distended neck grates forth:
Master says I go. Morsum hard to see. If guards see, Master can send Morsum home. Master say witch can talk to Morsum with magic.

Assuming the rest of the party does not object, Morsum will do the scouting. His Stealth is +14, 5 better than Jax, and if he runs into trouble, the Judge can simply dismiss him resulting in the guards thinking they just saw a shadow (with bloody red eyes and teeth).

If necessary:
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Stealth: 1d20 + 14 ⇒ (20) + 14 = 34
-->Ok, he cannot pay attention, but he is invisible.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum nods and then responds to Cy with his usual grating voice:
So has Master commanded. We know the word. Now we learn why.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum, standing in the shadows motionlessly, listens to the rather loud innkeeper and smiles, his blood red teeth gleaming for an instant before once more disappearing into the shroud that is his face.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum turns back to the others and simply shrugs. After a moment of communication with Tohram, the shadowy nightmare speaks:
Master can make read. But, it use powerful magic.

--> I can cast Evolution Surge to grant him Minor Magic/the ability to cast Comprehend Language.

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