Carrion Crown Blues: Broken Moon

Game Master Kartari


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HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Same here. Oh, and I can flail around too!" Naught grins back.


Herald of the Netherworld

Zelda opens the secret door and steps into a small, 5' by 10' dungeon room. The room appears to be a jail cell. There is an iron door on the right wall. The chanting is now much louder - it is clearly coming from the other side of the iron door.

Everyone make a Will save please and roll initiative.

Roll20 has been updated.

Perception DC20:

You notice drops of blood welling up along the walls.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Will: 1d20 + 4 ⇒ (11) + 4 = 15

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

...


Human

Will: 1d20 + 3 ⇒ (2) + 3 = 5 (+2 vs fear)

Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Perception: 1d20 + 1 ⇒ (3) + 1 = 4


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

GM:
Special Will vs DC 16: 1d20 + 5 ⇒ (3) + 5 = 8

Per GM request:
Will: 1d20 + 5 ⇒ (20) + 5 = 25
Init: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

will: 1d20 + 1 ⇒ (15) + 1 = 16
Init: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Herald of the Netherworld

Surprise Round

A large gray ooze emerges from the waters of the cavern between Aliseya and Naught and slams Naught with an acid laden pseudo pod (-15 HP damage). The ooze locks Naught in a grapple. You feel the acid begin eating away at your armor, clothes and skin.

Zelda, Naught and Aliseya may take a surprise round action - either move or attack (not both). Zelda and Govannon may take their first round actions.

All, please make another Will save.

Init=Zelda, Govannon, ooze, Naught, Aliseya

Naught:

You see a bloody "N" being written on the dungeon wall in blood. -2 wisdom damage.

Govannon:

You hear an insidious voice in your head. "I've been expecting you. Welcome to the Nevermore. Welcome to your doom. You should never have touched my spell book."

dice:

ooze target: 1d4 ⇒ 3;1=A, 2=G, 3=N, 4=Z
init: 1d20 - 5 ⇒ (12) - 5 = 7
ooze attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
grapple: 1d20 + 10 ⇒ (6) + 10 = 16
splatter man init: 1d20 + 1 ⇒ (7) + 1 = 8
summoned dire rats: 1d3 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda wearly turns around and swings at the ooze.
Short Sword: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
But her weakened state makes her swing hit the floor.

With a look of determination she tries again.
First round attacks
Short Sword: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 2 ⇒ (1, 5) + 2 = 8

crit: 1d20 + 6 ⇒ (4) + 6 = 10
Damag: 1d6 + 2 ⇒ (5) + 2 = 7


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Surprise Thwack: 1d20 + 3 + 2 + 2 ⇒ (10) + 3 + 2 + 2 = 17
Damage: 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Will: 1d20 + 4 ⇒ (1) + 4 = 5


Human

Round: 1, Initiative: 14

Status:
AC: 14 (f13/t11) HP: 21/22
Weapon Equipped = Morning Star
Conditions = None
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 1/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will save: 1d20 + 3 ⇒ (11) + 3 = 14 (+2 vs fear)

A look of panic crosses Govannons face, and he whirls around looking for… something. He doesn’t find it however and grips his weapon a little tighter as he peers into the chamber beyond the ooze.

He moves up (if needed) and strikes the slimy creature, hoping to free Naught from its grasp by killing it quickly… or trying to.

Morning Star (magic): 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 3 ⇒ (8) + 3 = 11


Herald of the Netherworld

Zelda, there is no space in the small cavern for you to attack the ooze, unless one of the others moves out of the way. You may re-post your action.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Surprise Round

The witchy woman carefully steps back from the slimy ooze. She peers at the gray ooze with wicked curiosity.

As the creature takes hold of Naught, she begins to mutter in the dark tongue. The palm of her wand glows violet. Ali gets a touch in on Naught where the ooze has not wrapped itself yet... the storyteller feels some momentary relief from the acidic burning.

5 ft. step [free], then cast clw on Naught [std]:
HP Naught heals: 1d8 + 1 ⇒ (3) + 1 = 4

Speak Aklo:
Ali mutters a brief prayer to Pharasma for healing aid.

Per GM request:
Will save: 1d20 + 5 ⇒ (10) + 5 = 15


Herald of the Netherworld

Surprise Round

Naught slams the ooze with her axe and splatters a portion of it on the wall. Aliseya heals Naught and then steps out of the way so that Zelda may move in. Zelda attacks and dissects a portion of the ooze.

Round 1

Zelda continues to attack and again slashes the ooze. Govannon enchants his morning star and then bashes the ooze hard.

The ooze's pseudopod tightens around Naught and she feels the acid destroying her armor and melting her skin (-1 HP damage).

All, please make a DC 20 reflex save each time you have or will hit the ooze, or your weapon takes 1d6 acid damage.

Suddenly, two dire rats poof into existence in the dungeon cell.

Naught and Aliseya may take their first round actions. Zelda and Govannon may take their second round actions.

dice:

acid damage: 1d6 ⇒ 1


Human

Round: 2, Initiative: 14

Status:
AC: 14 (f13/t11) HP: 21/22
Weapon Equipped = Morning Star
Conditions = None
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 1/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Reflex Round 1: 1d20 + 1 ⇒ (12) + 1 = 13 vs DC 20 or 1d6 ⇒ 3 damage to morning star (hard:5 HP: 5)

He focuses his attacks on the blob, hoping the rats can be handled by others for now, though he worries…

Morning Star: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Reflex Round 2: 1d20 + 1 ⇒ (18) + 1 = 19 vs DC 20 or 1d6 ⇒ 1 damage to morning star (hard:5 HP: 5)


Herald of the Netherworld

Edit to Round 1

Zelda:

On the cavern wall you see a bloody "Z" spell out in blood.

You take two points of wisdom damage.

Naught:

On the cavern wall you see a bloody "A" spell out in blood next to the N.

You take another two points of wisdom damage.

Govannon:

On the cavern wall you see a bloody "G" spell out in blood.

You take two points of wisdom damage.

All, please make a will save each round.

dice:

Zelda Will: 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

will: 1d20 + 1 ⇒ (2) + 1 = 3

Zelda steps up the a rat.
"Will this never end!"

Rapier: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Short Sword: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Sorry for my longer than usual delay, my account was suspended.

Thwack: 1d20 + 3 + 2 + 2 ⇒ (13) + 3 + 2 + 2 = 20
Damage: 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Will: 1d20 + 2 ⇒ (20) + 2 = 22

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Round 1

The dark witch points with a bony index finger at the dire rats. Speaking in the dark tongue once more causes her allies (except Naught) to cringe yet again.

But they cringe all the more as four horrifying and body-less hands once more make their appearance!

The hands rapidly crawl into the cavern: along the walls, along the ceiling, along the floor. Fingers unnaturally titter along as the legs of a spider would, creepily slipping past the legs of one or two of Ali's friends.

Yet pass her friends they do, for they head straight for the rats this time. They attempt to batter and claw at them, seeking to murder by ripping flesh from bone.

Command undead hands to move up to and attack the dire rats [std act]. >:D

GM requested:
Will save: 1d20 + 5 ⇒ (4) + 5 = 9

Speak Aklo:
Ali commands the undead hands to attack her enemies... wait WHAT?! O_o?


Human

Will: 1d20 + 3 ⇒ (3) + 3 = 6 (+2 vs fear)

Round two will save. And my high rolls continue! :)


Herald of the Netherworld

Round 2

Zelda breaks away from the gray ooze and moves back into the jail cell where she skewers one of the two rats. Govannon again batters the ooze with his morning star. The acid chews at the metal of his weapon, but the enchanted morning star remains intact.

The ooze continues to squeeze Naught (-6 HP acid damage). The acid from the ooze consumes Naught's leather armor - rendering it useless.

Naught retaliates and smashes the gray to ooze bits - destroying the creature.

The remaining rat lunges at Zelda, but misses her.

Aliseya speaks in dark cant and points her finger at the dungeon cell - a moment later four severed undead hands come skittering out of the darkness towards the rat.

Suddenly the iron jail cell door slams open and a black robed man with his face painted black and white to resemble a skull steps through. "This ends tonight, worms!"

Aliseya is alarmed to see a bloody "A" being written on the wall next to her (-2 wisdom damage).

The rest of you whom failed the DC 15 will save see another letter of your name spelled on the wall and take another 2 points of wisdom damage. Please continue to make will checks each round.

Round 3 actions?

dice:

Zelda Ref: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 ⇒ 4
Zelda Ref: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 ⇒ 4
Govannon Ref: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d6 ⇒ 6
Govannon Ref: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 1d6 ⇒ 5
Govannon Ref: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d6 ⇒ 3
Govannon Ref: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d6 ⇒ 2
Naught damage: 1d6 ⇒ 6
rat attack: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d4 ⇒ 4
Cultist init: 1d20 ⇒ 4


Human

Round: 3, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = None
Conditions = -4 wisdom damage, Shield (1/20r) directed at black robed skull
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 1/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will: 1d20 + 3 ⇒ (15) + 3 = 18 (vs DC 15, or take 2 points of wisdom damage)

Freaking out more than a little, ”I think there’s a haunt in here with us too! Anybody still have a siphon - though I don’t know where to direct it. My name is being written in blood on the walls!!”

He cannot get to the new guest, so he casts Shield (standard) and puts away his morning star (move), preparing to draw his preferred weapon just as soon as he can.

”Zelda, fall back, you cannot face it alone!” he takes a 5’ step back to make room for the woman.
Let me know if I’m not in a legal space. It’s kinda cramped in here. :)

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Wis: 1d20 + 1 ⇒ (13) + 1 = 14
Zelda attacks the rat hopping to remove one combatant.

Rapier: 1d20 + 7 - 3 ⇒ (10) + 7 - 3 = 14
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Short Sword: 1d1 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Damage: 1d6 ⇒ 4

She then quickly moves back to give Govannon room to fight.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"You're damn right it does!" Naughy growls out before she moves over to attack the man. If she can.

Thwack: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
Damage: 1d4 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

Will: 1d20 + 2 ⇒ (17) + 2 = 19


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Round 3

Seeing the letter 'A' written in blood, dark Ali barely responds and actually laughs instead... a rather sinister laugh. She retorts the new arrival in the dreamtime speech, turning the stomachs of most with dread.

She mutters more dark speech, and touches Naught on the shoulder. The violet glow of her palm effervescently dissipates into the axewoman's body, tingling with healing power. She then speaks some more dark words to Naught.

She then points to the black-robed man, uttering yet more foul words of the dark. The disembodied hands then spider walk up to the skull-faced newcomer, attempting to climb onto, punch, or strangle him.

Speak Aklo:
To the black-robed man, "'Aliseya' is not here."

To Naught, "Slay him for me, my Pet." Seeing holes in the storyteller's armor and spotting parts falling to the ground, "Soon, preferably... so we make it to the clothes shop before they close." Naught's a bit too focused on life and death at the moment, but... is there a hint of delight in Ali's witchy voice?

Concerning the hands, she commands them to assault the man in black.

Cast clw on Naught, using a spell and not the wand, for the extra +2:
HP Naught heals: 1d8 + 3 ⇒ (8) + 3 = 11

GM request (-1 previous Wis damage):
Will vs DC 15: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14 Doh!

GM - Does this man look familiar? Like the "necromancer" that assaulted Ali early on in the bedroom?


Herald of the Netherworld

The current Roll 20 map is posted on Google Docs. This link is also on the Campain Tab.

Current Roll 20 Map

Round 3

Init=Zelda, Govannon, Naught, Aliseya, Splatterman, Cultists

Zelda slays the remaining rat and then steps back. Govannon hesitates, as he fights an irrational fear to not use his arcane abilities, before finally casting a shield spell. He then begins switching his weapon. Naught moves up to the cultist and wallops him with her axe. The man is slammed against the dungeon wall, but he remains on this feet. Naught sees a room full of cultists lining up behind the man she is attacking.

Govannon:
The spellbook in your backpack vibrates with energy.

You must make a DC 14 will save to successfully casts a spell. Failure means that you simply decide to not cast the spell - the spell is not lost.

Govannon, Knowledge Arcana DC 20:
You know that the spellbook is linked to the Splatter man. Damaging the book damages the ghost.

The four severed hands race past Zelda and Naught and attack the wounded cultist. The hands pull the cultist down screaming as they rend through his face and throat.

Aliseay, you are unable to move to Naught to heal her. You may retcon your Round 3 action.

The cultist just outside of the cell door intones a spell and points at Naught. DC14 Will save or suffer the effects of a doom spell.

A ghostly mage steps through the wall into the cavern passage behind Aliseya. "So, we finally meet in person. I've greatly enjoyed tormenting you, but now I grow bored. Now that Vesorrianna has been suppressed, I have a town to slaughter."

A blast of energy leaps from his outstretched fingers and sears Aliseya (-11 HP damage).

Round 4 actions please. Please continue to make your DC15 Will checks each round.

dice:

hand attack: 1d20 + 5 ⇒ (9) + 5 = 14
grab: 1d20 ⇒ 13
hand attack: 1d20 + 5 ⇒ (15) + 5 = 20
grab: 1d20 ⇒ 15
hand attack: 1d20 + 5 ⇒ (20) + 5 = 25
grab: 1d20 ⇒ 16
hand attack: 1d20 + 5 ⇒ (3) + 5 = 8
grab: 1d20 ⇒ 12
MM damage: 1d4 + 1 + 1d4 + 1 + 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (1) + 1 + (4) + 1 + (1) + 1 = 11
Govannon Will: 1d20 + 3 ⇒ (15) + 3 = 18; DC14


Human

Round: 4, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = Scimitar
Conditions = -6 wisdom damage, Shield (2/20r) directed at new foe, Arcane Scimitar (+1) (1/10r)
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 0/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 (vs DC 15, or take 2 points of wisdom damage)

Knowledge Arcana: 1d20 + 8 ⇒ (6) + 8 = 14

Govannon panics more than a little as he feels his magics waver. He considers taking out the spellbook to study the problem, but there are too many enemies before them at present and decides rather to forgo his spells for now… though he is deeply troubled.

He watches as Naught charges in on the cultists and hopes she’ll do well on that front. He wonders how he’ll join in, when he hears the challenge behind Alliseya. ”There’s someone behind us too!” he shouts toward Naught and Zelda. He draws his scimitar as he moves and enchants it, using the last of his arcane power.*

Assuming he can get past Ailiseya and into the tunnel, he attacks the new mage.

Scimitar (magic): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 (arcane)
damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 (arcane)

Crit Threat Scimitar (magic): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (arcane)
damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (arcane)

*Arcane Pool for +1 enchantment on the weapon.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda shakes her head as if to waken herself from a bad dream.
Moving forward she attacks the cultist.

Rapier+1: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Short Sword: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Sorry I forgot
will: 1d20 + 1 ⇒ (5) + 1 = 6

We tried to effect the last ghost by destroying his item. Maybe destroying that spell book will effect this one?"


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Will vs Doom: 1d20 + 2 ⇒ (14) + 2 = 16
Will vs Haunt?: 1d20 + 2 ⇒ (7) + 2 = 9

Thwack: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26
Damage: 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Claw: 1d20 + 3 + 2 - 5 ⇒ (8) + 3 + 2 - 5 = 8
Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Snarling, Naught lashes out with both hammer and her free hand at the cultist.


Human
Zelda Lamplighter wrote:
We tried to effect the last ghost by destroying his item. Maybe destroying that spell book will effect this one?"

"Destroy a spell book?!" Govannon shouts, not believing what he's hearing. Spellbooks are expensive, they're worth a lot of money! he thinks to himself.

Not wanting to seem overly greedy however he keeps that thought to himself. He considers the question.

Maybe I can threaten him with it... See how he reacts he decides.

He turns back to the mage, "Look here you, Zelda's right. If you don't give up right now, we're going to destroy your spellbook!"


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Don't threaten to do it, DO IT!"


Herald of the Netherworld

Zelda, the only way into the main room is through the cell door - you moved your character through a wall (not that easy to tell from the map, I know). Since you have the highest initiative, you can jump in front of Naught and attack the next cultist in line, but it will prevent Naught from attacking.


Herald of the Netherworld

Round 4

Init=Zelda, Govannon, Naught, Aliseya, Splatterman, Cultists

Zelda steps in and attacks the next cultists but is unable to penetrate the man's chain armor. Govannon attacks the ghost and his enchanted blade rips through the spirit's essence. Naught pauses and waits for an opening to attack while she is healed by Aliseya. The severed hands spread into the gaggle of waiting cultists and continue their murderous attacks - panic begins to spread among the cultist ranks.

The ghost hisses upon the mention of the spell book. "Fool, you know not what you possess."

He then steps into the wall and disappears.

The cultist facing Zelda attacks her with a cruel mace, but she easily dodges the clumsy swing. Two of the waiting cultist cast spells on Zelda (Zelda make a DC14 Will save or suffer the effects of a Doom spell; Zelda, Naught and Aliseya, make a DC14 will save or suffer the effects of a Bane spell)

Suddenly you hear the squeal of bending iron - someone is attempting to open the portcullis!

Round 5 actions?

dice:

hand attack: 1d20 + 5 ⇒ (3) + 5 = 8
grab: 1d20 ⇒ 1
hand attack: 1d20 + 5 ⇒ (11) + 5 = 16
grab: 1d20 ⇒ 16
hand attack: 1d20 + 5 ⇒ (8) + 5 = 13
grab: 1d20 ⇒ 8
hand attack: 1d20 + 5 ⇒ (12) + 5 = 17
grab: 1d20 ⇒ 3
cultist attack: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d8 + 1 ⇒ (5) + 1 = 6


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Round 5

Feeling her life force suddenly shaken by the impact of the creepy ghost's magical jolt, Ali screams in pain...

Turning to face her enemy, a look of sheer wrath overcomes her... but the ghostly mage disappears into the wall.

Frustrated, Ali speaks another dark prayer. She touches herself with the now familiar violet effervescence, relieving the wracking pain.

She speaks some more in the nightmarish speech, seemingly barking at the undead hands.

GM request:
Will DC vs 14: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15

Physician, heal thyself! Also, command the hands to keep ripping the cultists apart.
HP Ali heals: 1d8 + 3 ⇒ (7) + 3 = 10

Speak Aklo:
Ali mutters, "Coward," as the ghost mage runs away after taking a cheap shot.

She then barks at her new minions, "Don't just sit there! Rip enemies' flesh from bone!"


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Will vs Bane: 1d20 + 2 ⇒ (1) + 2 = 3

Thwack: 1d20 + 3 + 2 + 2 ⇒ (16) + 3 + 2 + 2 = 23
Damage: 1d4 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

Claw: 1d20 + 3 + 2 - 5 ⇒ (14) + 3 + 2 - 5 = 14
Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Wait, I'm confused, is Ali missing an action?


Human

Round: 5, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = Scimitar
Conditions = -6 wisdom damage, Shield (3/20r) directed at new foe, Arcane Scimitar (+1) (2/10r)
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 0/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will: 1d20 + 3 - 3 ⇒ (15) + 3 - 3 = 15 (vs DC 15, or take 2 points of wisdom damage)

Faced without a threat, Govannon takes the opportunity to remove the spell book from his pack (move, provokes) and he drops it to the floor (free). He then attacks it with his scimitar, hoping it will result in injury to the ghostly wall-stepping mage.

Scimitar (magic): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 (arcane)
damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (arcane)

I'll keep the book in hand if it's easier to damage/attack that way. Just felt like it'd be easier if it was on the ground. Let me know.


Herald of the Netherworld

Round 5

Init=Zelda, Govannon, Naught, Aliseya, Splatterman, Cultists

Zelda moves aside and clears room for Naught to step forward and cut down the next cultist in the room. Govannon throws down the spellbook and then begins shredding it with his scimitar. You hear howls of pain echoing through the stone as the mage steps back through the wall and blasts Govannon with a bolt of energy (maximized magic missile - 20 HP damage). "I'm going to show you why they call me the Splatterman. Prepare to die, Magus."

Aliseya heals herself as her severed hands continue their assault.

Naught hears the sounds of battle erupt in the north side of the room.

Please continue your will saves each round and track your Will damage. If you drop to zero Will you go unconscious. Each round your names continue to be progressively written on the wall in blood.

Round 6 actions?

dice:

spellbook book damage to SM: 1d61d6 ⇒ (6, 4, 6, 4, 5, 3) = 28
hand attack: 1d20 + 5 ⇒ (7) + 5 = 12
grab: 1d20 ⇒ 12
hand attack: 1d20 + 5 ⇒ (16) + 5 = 21
grab: 1d20 ⇒ 16
hand attack: 1d20 + 5 ⇒ (2) + 5 = 7
grab: 1d20 ⇒ 4
hand attack: 1d20 + 5 ⇒ (5) + 5 = 10
grab: 1d20 ⇒ 9
cultist attack: 1d20 + 2 ⇒ (8) + 2 = 10; Naught
damage: 1d8 + 1 ⇒ (6) + 1 = 7
cultist attack: 1d20 + 2 ⇒ (10) + 2 = 12; Hand
damage: 1d8 + 1 ⇒ (8) + 1 = 9
cultist attack: 1d20 + 2 ⇒ (20) + 2 = 22; Hand - dead
damage: 1d8 + 1 ⇒ (7) + 1 = 8
cultist attack: 1d20 + 2 ⇒ (15) + 2 = 17; Hand
damage: 1d8 + 1 ⇒ (8) + 1 = 9
cultist attack: 1d20 + 2 ⇒ (19) + 2 = 21; Hand - dead
damage: 1d8 + 1 ⇒ (3) + 1 = 4


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Human

Round: 6, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = Scimitar
Conditions = -8 wisdom damage, Shield (5/20r) directed at mage, Arcane Scimitar (+1) (3/10r)
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 0/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will: 1d20 + 3 - 3 ⇒ (5) + 3 - 3 = 5 (vs DC 15, or take 2 points of wisdom damage)

Govannon is riddled with missiles, and would have very nearly dropped, if it weren’t for his Shield spell (link) which protects him from the magical onslaught. He laughs at the mage who very nearly just killed him, and again attacks the book with as much fervor as he can manage!

Scimitar (magic): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (arcane)
damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (arcane)

Sadly, his laugh is cut short, as he cannot even manage to hit an inanimate object at his feet...


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Round 6

Though she cannot understand the miserable utterings of her friends besides Naught, Ali makes the connection between book and ghost mage. A look of glee comes over her wicked face as she faces the ghostly mage and snaps her fingers...

...the spell book suddenly catches fire and begins to burn.

Cast spark on the spell book. I believe a torch does 1d4+1 fire damage per round, though no damage die is listed for the spell: so I'll leave that determination to our esteemed GM. :)

Booyah:
Will vs DC 15: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23

GM - Is it at all apparent what the source of this wisdom damage is? The mage? The cultists? Neither? Thanks.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Will vs Haunt: 1d20 + 2 ⇒ (6) + 2 = 8 -2 Wisdom
Will vs Haunt: 1d20 + 1 ⇒ (19) + 1 = 20 Saved

Thwack: 1d20 + 3 + 2 + 2 - 1 ⇒ (20) + 3 + 2 + 2 - 1 = 26
Damage: 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7
Confirm: 1d20 + 3 + 2 + 2 - 1 ⇒ (16) + 3 + 2 + 2 - 1 = 22
Critical: 2d4 + 4 + 4 + 2 ⇒ (2, 4) + 4 + 4 + 2 = 16
23 if confirmed.

Claw: 1d20 + 3 + 2 - 5 - 1 ⇒ (12) + 3 + 2 - 5 - 1 = 11
Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Will: 1d20 + 1 ⇒ (18) + 1 = 19

Zelda attempts to flip pass the cultist to flank with Naught
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15

If I can I will attack

Rapier: 1d20 + 7 ⇒ (8) + 7 = 15+2 if I am flanking
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Sneak attack: 1d6 ⇒ 4


Herald of the Netherworld

Round 6

Init=Zelda, Govannon, Naught, Aliseya, Splatterman, Cultists

Zelda tumbles past Naught into the room where she now faces a cultist in front of her and one to her flank. She notes that there is a 10' square pool of murky water in the middle of the room. To her alarm, Kendra hangs from chains over the center of the pool - she appears to be in some sort of fugue state. Zelda also notes a cultist at the end of the room wearing a wide brimmed hat - he is casting a spell. Undaunted, Zelda attacks the cultist in front of her and wounds the man.

Govannon laughes as the ghost's powerfull spell is harmlessly absorbed by his shield spell. But, as the ghost rushes him, he is unable to hit the spellbook with his scimitar in his haste.

Naught reaches through the door and attacks the cultist on Zelda's flank and smashes his face in with her axe.

Aliseya sparks a flash of fire over the spellbook and singes several pages. The remaining hands are finally destroyed by the cultists after delivering numerous wounds.

The Splatterman howls in frustration and charges Govannon with wicked claws extended, but his attack is deflected by the Magus's shield spell.

Two cultists attack Zelda but are unable to hit the nimble rogue.

The cultist at the end of the room with the wide brimmed spell sends a black ray lancing at Zelda (6 points str damage; DC15 fort save for half).

The sounds of battle on the north side of the room intensify.

Round 8 actions?

dice:

spellbook book damage to SM: 1d6 ⇒ 3
hand attack: 1d20 + 5 ⇒ (18) + 5 = 23
grab: 1d20 ⇒ 19
hand attack: 1d20 + 5 ⇒ (1) + 5 = 6
grab: 1d20 ⇒ 6
cultist attack: 1d20 + 2 ⇒ (5) + 2 = 7; Zelda
damage: 1d8 + 1 ⇒ (2) + 1 = 3
cultist attack: 1d20 + 2 ⇒ (13) + 2 = 15; Zelda
damage: 1d8 + 1 ⇒ (2) + 1 = 3
cultist attack: 1d20 + 2 ⇒ (17) + 2 = 19; Hand
damage: 1d8 + 1 ⇒ (6) + 1 = 7
cultist attack: 1d20 + 2 ⇒ (9) + 2 = 11; Hand
damage: 1d8 + 1 ⇒ (1) + 1 = 2
SM attack: 1d20 + 5 ⇒ (13) + 5 = 18;
damage: 6d6 ⇒ (3, 6, 5, 4, 6, 3) = 27
cultist ray ranged touch attack: 1d20 + 3 ⇒ (20) + 3 = 23
str damage: 1d6 + 2 ⇒ (4) + 2 = 6


Human

Round: 8, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = Scimitar
Conditions = -10 wisdom damage, Shield (6/20r) directed at mage, Arcane Scimitar (+1) (4/10r)
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 0/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Will: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 (vs DC 15, or take 2 points of wisdom damage)

His willpower spent, Govannon collapses to the floor, gibbering quietly to no one in particular…

Yeah, I hope I’m contributing OK. A level behind and with no money I feel like I’m not helping when we’re in a pinch. I have no depth. I expect this will improve with time - if we survive. :)


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

*offers hugs to Gov*

Will vs Haunt: 1d20 + 1 ⇒ (3) + 1 = 4 -2 Wisdom

Naughy takes a step to try to get into a flank with Zelda.

Lucky Hammer Thwack: 1d20 + 3 + 2 + 2 - 1 ⇒ (18) + 3 + 2 + 2 - 1 = 24
Damage: 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Claw: 1d20 + 3 + 2 - 5 - 1 ⇒ (18) + 3 + 2 - 5 - 1 = 17
Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

For some reason my picture was moved in roll20. I moved her back. I hope that is ok. I was trying to flank with naught.

Fort: 1d20 + 2 ⇒ (9) + 2 = 11
Zelda flys back from the ray and fall to the ground.


Herald of the Netherworld

Round 7

Zelda, you moved your yourself into a cell. There is a wall there between you and the cultist. I've move you to a position where you can flank with Naught. Also, the ray of enfeeblement dealt strength damage only - you are still in the fight.

Init=Zelda, Govannon, Naught, Aliseya, Splatterman, Cultists

Zelda attacks a cultist's flank but is unable to hit the man. She is surprised to see the armored half-orc from the chapel move into the room and decapitate a cultist next to Zelda. Behind the half orc Zelda sees Grey, Ysmerelda and Sariana. Govanon attempts to make a heroic last stand against the Splatterman, but collapses from the haunt's debilitating wisdom drain. Naught, using axe and claw, cuts down another cultist.

The Splatter man smiles as Govannon falls. "I'm not done with you Magus ..."

He then takes a 5' step and unleashes a powerful force bolt at Aliseya - blasting her against the wall (maximized magic missile - 20 points damage)

The two remaining cultist converge on Naught - one hits her with a glancing blow (3 points damage.)

The cultist with the wide brimmed hat disappears.

Round 8 actions?

dice:

Zelda attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 ⇒ 5
Bandit attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Bandit attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 1 ⇒ (2) + 1 = 3


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Will vs Haunt: 1d20 ⇒ 14 -_- -2 Wisdom

Naught snarls and attacks back.

Lucky Hammer Thwack: 1d20 + 3 + 2 + 2 - 1 ⇒ (17) + 3 + 2 + 2 - 1 = 23
Damage: 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Claw: 1d20 + 3 + 2 - 5 - 1 ⇒ (14) + 3 + 2 - 5 - 1 = 13
Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Human

Round: 9, Initiative: 14

Status:
AC: 14 (f13/t11) (+4 from shield NOT applied) HP: 21/22
Weapon Equipped = Scimitar
Conditions = -10 wisdom damage, Shield (7/20r) directed at mage, Arcane Scimitar (+1) (5/10r)
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 0/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp

Govannon rests comfortably on the cold stone floor as his mind wanders the realms of insanity. He curls up against the cold, partly fetal, and tries to improve a non existent pillow with his hands.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Thanks
Zelda strength has fled her but she still attempts to attack the cultist

Rapier: 1d20 + 4 + 2 - 2 ⇒ (11) + 4 + 2 - 2 = 15
Damage: 1d6 - 1 + 1 ⇒ (1) - 1 + 1 = 1

Short Sword: 1d20 + 3 + 2 - 2 + 2 ⇒ (20) + 3 + 2 - 2 + 2 = 25
Damage: 1d6 - 1 ⇒ (1) - 1 = 0

Crit: 1d20 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6
Damage: 1d6 - 1 ⇒ (3) - 1 = 2


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Round 8

The witchy woman smacks against the wall, shrieking with agonizing pain along the way. Sliding slowly to the ground, her face relaxes, and her beautiful eyes glisten sadly as all goes dark...

Con check vs DC 10 to stabilize: 1d20 - 3 ⇒ (7) - 3 = 4

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