Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Argh! Just realized my gameplay post I made last night didn't stick. Will repost tonight when I'm back from work


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:

At level 6, Sidious can re-shape 16cu.ft per spell. Creating a wall in the dimensions as I put in the map 35ft in length, 10ft high, 1ft Width is the same as 350cu.ft.

Ah, but it doesn't have to be 10 ft high and 1 ft thick. I was thinking two feet high and 2 inches thick. that's about 11.5 cubic feet each teleporter, so he should be able to cover all three with two castings. If he can only cover one, we (the minions) should be able to build another manually out of oilcloth, masonry, etc to contain the mud pit. Anyone teleporting in would find themselves knee deep in acid or mud - certainly enough to slow them down for the boggards to sound the alarm.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

When dawn breaks he is at Cedric's side...

Don't want to split the party here - I'll stick with Cedric

Cedric is dead!

You may be near Father Sidious, if that's what you were thinking.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ooops - I mean Johan... will update post


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Everyone else is insane - Eldred is the only sane one.

At least thats what I tell myself...


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:
Agrippa continues his warding of the entrances, not that it has proven useful. He also awaits his infernal minion's report...and explanation as to why they did not warn the Knot that this Harkon was approaching.

So, I feel like I should give you the proper expectations about this to avoid confusion in the future.

Here are the facts:
You have two servants (fly, invisible)
You want them to know what is happening in a city that has about 7,000 habitants.

The cardinal sent another knot, a full-fledged adventure team, skilled at deception to handle the task you are trying to impose in your servants.

The seventh knot created a spy network and uses it to gather information which in turn they send to you. (There are several possibilities of why you didn’t receive any information about Harkon, the simplest one: Even the Seventh knot didn’t know about the man.)

Some time ago I proposed you this:

DM Aku wrote:
Heinrich Cornelius Agrippa wrote:
Could we have the Followers do the same thing? Basically acting as a scouting network?

Somewhat, yes, you could. It takes your organization actions tho.

You will need to test Espionage and see if your minions were able to gather the information you want.
The Test DC will vary from week to week, since some adventurers keeps a low profile, others want to be known.

However you are still using your minions to summon outsiders.

==//==

When Harkon was moving out of Farhold, I counted all the possible ways he could use to move out of the city.
The man was keeping a low profile, having heard about what happened to previous adventure teams, so he is actively avoiding places where they might congregate. Also the Inquisitor uses alternatives routes to leave the city.

With all that, I rolled for a chance of your servants notice the inquisitor party leaving farhold, but they didn’t notice the man.

==//==

To sum it up:
The idea is a great one, and I really like the thought of having the mastermind wizard safely tucked inside his dungeon as the webs spread from his fingers, manipulating and hearing everything in the nearby city.
However, if you want to replace the seventh spy network, you’ll need to invest a lot more than simply sending two servants to observe the town.
You have the option to roll espionage and learn about that sort of things, but unless Agrippa is really focused on that, you may not get the information you want.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3
Agrippa over a month ago wrote:


Agrippa directs the Followers to begin summoning outsiders to stock the dungeon

Connections Week 6: 1d20 + 3 ⇒ (3) + 3 = 6 the first attempt is a failure and Agrippa is wroth
Connections Week 7: 1d20 + 3 ⇒ (1) + 3 = 4 the second attempt is even worse and some of the Followers are eaten.
Connections Week 8: 1d20 + 3 ⇒ (6) + 3 = 9 the third attempt is another failure and Agrippa falls into a black depression.

Week 9 Agrippa orders the followers to watch the Caer Byre.

When the giant voice booms throughout the Horn, Agrippa barely notices, so intent on figuring out why his attempts at summoning devils have failed.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Organization rules are meant to give the player freedom to perform several tasks without needing to consult the GM, not unlikely downtime rules. Not that it has been working so far.

In any event, you described your action for week 9 but no roll was provided.
Espionage Week 9 DC 10: 1d20 + 3 ⇒ (6) + 3 = 9

Also, we are in week 10, so...
Espionage Week 10 DC 18: 1d20 + 3 ⇒ (9) + 3 = 12

Why the difference in DC's? Week 9 there was no much to learn, only what the seventh killed a bunch of barbarians.

Week 10, the inquistor party was actively keeping a low profile, which made the test several times harder.

==//==

Just to put this matter in the past: I'll from now on explicitly declare each week we are in and when they start. At that point, I’ll expect the organizations actions. If none is provided, I’ll just assumed the organization did nothing, with no ‘re-dos’.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Sounds good.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Some hard days at work.
Sorry for the delay. I’ll try to update later today.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Tactics.

You guys are currently in the second floor. I assumed that when positioning the party because all of the knot sleeps and rest in this floor.

The invaders are attacking the first level (Servants quarters, Sir Valin is imprisoned here);
So you guys are planning to sit tight in the second floor and wait until the invaders reach you?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ooops - maybe not. Otherwise they'll steal our sacrifice and teleport back out and thats the last we'll see of them until tomorrow


Human Hero Killer1 / Holy Assassin1 / Deceiver2

xD

Don't forget to post that in gameplay!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

No one expects the Mitran inquistion!


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
ELDRED CROFTER wrote:
No one expects the Mitran inquistion!

Amongst their chief weapons are such things as fear and, erm...

How high is the ceiling in the hall? I only see it described as "massive" and 'vaulted." Do the black tentacles extend all the way to the ceiling?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lord Cedric Barca wrote:
I thought Cedric was going to show up in this fight. I mean I'm not sure what you had planed, but fights as this level are normally 2-4 rounds. Oh well Johan will take it out on the Inquisitor. We will see what you have prepared for Cedric's entrance.

Tought wrong!! WMAUAHAHAHAHAA!!!!! *Evil GM laugh!*

Okay, kidding. :)

==//==

P.S.

Aku wrote:

Somewhere nearby…

Darkness, pain, fire, hatred, vengeance.
A bestial howl is heard, coming from the floors above. No man would have been able to produce a sound like that, is the horn being attacked from another front?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I saw the post, just not sure Cedric would make it to make a difference. If he comes to this round here would be the break down. He was in 2-13 I think.

round 1: Move pick up weapon

round 2: pick up shield move to door.

Round 3: Run

Round 4: Run

Round 5: Double move

Round 6: run What was the action to teleport? If it was swift then he can in not it would be 6-7 rounds from now. Party will either be dead or have won by then.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

How did that soldier get an AoO on Grumble? Not arguing it, just genuinely curious.

Also, didn't see any ref saves for my blistering invective. Are they on fire? Shaken?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Reach weapon... they all have halberds etc. Right?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:

How did that soldier get an AoO on Grumble? Not arguing it, just genuinely curious.

Also, didn't see any ref saves for my blistering invective. Are they on fire? Shaken?

Because I'm dumb.

Did I described as AoO?
It's just a readied action.

@Saves

I'll roll them once the action gets back to the enemies.
At the time, I thought: O well, it's just 1 dmg, I don't even need to roll reflex.

However, I had forgotten about the catching fire effect and when I remembered, the edit time had passed already.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

Waiting your action to continue.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lord Cedric Barca wrote:
I saw the post, just not sure Cedric would make it to make a difference.

It's not about making a difference. It's about flashy entrances. :)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I'm with you :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Cedric

Yep, Grumble has an AoO.

The guy that charged to attack Eldred, charged thru Grumble's area.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Eldred stands and draws his great sword Can attempt draw as part of a move action

Nops.

You can only draw as part of a move, when you actually... move.

Stand is a move action, not moving itself.

And by that effect, 5ft isn't not considered a move for the purpose of drawing weapons as well.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

fair nuff... I then use my Move to stand


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I have no idea what the CR of this fight is but its gotta be a deadly one. The flunkies are 6th level or 7th level.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Are those HP totals at the top accurate? When did Agrippa take that much damage?? All I saw was a single arrow hit him for 14 HP, after his protection from arrows that's 4 HP damage total. Edit Oops found that - the blind warrior hit him for 19 HP, which should put him at 25?

Also, Eldred could have avoided that tripping AoO by just 5' stepping backwards into the corner before firing right?

and finally... I count Grumble's remaining HP at 18:
hit by readied attack for 12 -5DR = 7
Hit by full attack for 22 -5 DR = 17
Hit again once in full attack for 19 -5DR = 14
for a total of 56 - 7 - 17 - 14 = 18

Grand Lodge

I thought I was out of space.

Look its ok. What is done is done but my concern is that the flunkies are getting 2 attacks a round, which makes them real threats in their own right. A level 8 vs a level 6 is still a tough fight. It comes down to rocket tag - who can get the bigger hits in first. In my case I am behind the 8 ball.

Not complaining here but I need to work on my AC some as well. 22 doesn't cut the mustard vs anything with a BAB + stats of +12-14.

In any case this is a deadly level fight and we've only taken out 1 of the guys due to blindness. We've got 2 spell slingers equipped with dispel magic and for an inquisitor to have level 3 spells I believe they need to be at least 7th level. Couple that with a decent buffing cleric and they've got us on CR.

Ultimately we've got to hope Cedric shows up soon and is decisive because we are going to be down 1 archer in 2 rounds, if not sooner.


yep, yep, but what encounter in this campaign would be complete with out me nitpicking :>

We also, typically it seems, started out with some terrible rolls while the enemy managed to succeed on all of theirs. They managed to hit both of those dispel checks, and most of the concentration and saves checks we've thrown at them for example.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh, well

Grumble I was wrong on two accounts:
I forgotten to consider the readied attack,
I wasn't considering the damage reduction.

@Eldred
Yep, he could have avoided with a 5ft step.

@Agrippa
Proction from arrow is 10/magic

@Rolls
Yep, there have been some high rolls here.

@Johan AoO.
Can I change it to a Disarm?
I think you forgot about the Blessing of fervor and the amazing stand as swift.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Also, finally...

@Eldred

I know you want to play your character, but please wait until I tell you it's okay to post your action. :P


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:


@Agrippa
Proction from arrow is 10/magic

Gotcha. This is where I could use a bit more communication from you though; if the arrow rips through his protection spell, tell us, rather than leaving us wondering if it was a magical attack, or if you expect the player to apply the reduction, or if you just forgot.

Its like the readied attack on Grumble. Saying there are "three guys with a variety of weapons" is going to make use choose different tactics than if you had said "three guys with halberds drawn and waiting for your approach."

DM Aku wrote:


@Rolls
Yep, there have been some high rolls here.

And some really low ones! I mean, three 1s and four 2s on a fireball, followed by a 3 and 4 on the next two d20s?? who rolls like that? Oh right,..me.

DM Aku wrote:


@Johan AoO.
Can I change it to a Disarm?
I think you forgot about the Blessing of fervor and the amazing stand as swift.

Mmm.. yes please <sheepish grin>


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

Oh, well

@Eldred
Yep, he could have avoided with a 5ft step.

Looking at the map at the time I was thinking I didnt have another 5 ft to move into. My bad.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
Saying there are "three guys with a variety of weapons" is going to make use choose different tactics than if you had said "three guys with halberds drawn and waiting for your approach."
DM Aku wrote:
All of the veteran soldiers, hearing the man's command, moves to form a defensive line, halberds ready to attack anyone that gets closer.

But, but...


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

ok, you're right, I fail at reading


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

So is Gumble at 18 or 3. I just assumed they all have magic weapons. We are 8th level so I'm sure they range between 6-12. I wouldn't rely on protection from arrows at this level.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Irrelevant, the archer is in a life or death melee combat. I did manage to tag the inquisitor once so I think he's hitable.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Happy Thanksgiving (CND)!

Mmmm... Turkey :). Eventually - currently stuck in traffic trying to get to the inlaws house


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I thought Canadians were thankful about everything all the time anyways?

;)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I am thankful for everyday after today that it doesn't snow!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Hp

I adjusted Grumble HP.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

Oops!

That's a part from a mini campaign I'm running in the boards.

The players are running some errands to a shady character (Rule-of-Three) in the attempt to solve the recent drow attacks in the material plane.

It’s an interplanar adventure where the players keep getting tossed from one plane to another, but their base of operation is Sigil, the city of doors.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Wont post this turn... but if the guard is prone do I get my d6 sneak attack as well?

If the guard stands my AoO will be a trip manuever. Lets see how he likes it. Hoping my fav. enemy bonus applies.

Am I healed 12? I could surely use that.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

*facepalm* Turns out my earlier arrow shots I forgot fav. enemy... Lucky that the GM remembered it for my great sword attack. If I get my bow back I am gonna make some corpses.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
but if the guard is prone do I get my d6 sneak attack as well?

Nops, he is not denied his dex to AC, he only gets a penalty for being prone.

ELDRED CROFTER wrote:
If the guard stands my AoO will be a trip maneuver. Lets see how he likes it.

Unless you have improved trip, you cannot, in an AoO, initiate an action that causes an AoO.

ELDRED CROFTER wrote:
Am I healed 12? I could surely use that.

Yep.

Edit:

Also, please put that information about fav bonus on your sheet as well.
I had to make an educated guess it was human (based on the increase for your skills).


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Nice intro, I was hoping to be able to speak so I could dismiss the inquisitor and the power he thought he had. We wanted to measure who's god was stronger. The cleansing flames he thought to consume me in were turned into the hellfire flames of Asmodeus and now I am reborn. Muwahahaha.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lord Cedric Barca wrote:
I was hoping to be able to speak so I could dismiss the inquisitor and the power he thought he had.

I considered that as well, but in the end, you people are evil and made a pact with an evil deity; evil guys don’t appear in shinning light, clean and pure.

:P


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Villain points:

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

You can't really add after the result is revealed:

Johan Hale wrote:
If this misses, I'd like to spend a VP to add +4(I think) to hit

And since you can preview your result before posting, the part about before and after is kinda meaningless as well.

With that, let’s change it a bit:

Bonus: If used, a hero point grants you a +5 luck bonus to any one d20 roll. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grants only +3.

With that said, don’t forget it’s a typed bonus (luck), and it don’t stack with bonus of the same type. (Divine Favor, Divine Power, Prayer, Headband of fortune, robe of stars, Wizard foresight, etc..)

So, I'm considering Johan spent the point and both of this attacks hit the inquisitor.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Eldred remains prone but rolls around erratically trying to avoid unseen blows.

Eldred, you are not prone.

'-'

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