Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack with magic mace: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Move back to draw it out into the room.

Windom will move back with the group if they fall back, taking a parting swing on the creature.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Oops I misread the map. I guess I need to wait to cast anything :P.

Grand Lodge

Your fine as the map is imperfect. 1 square is supposed to equal 10 feet as opposed to the standard 5 feet.

Zavar's snowball hits and successfully freezes the jelly!

Windom's mace lands a solid blow taking a chuck out of the protoplasm!

Drasven will withdraw as he realizes his weapon will do more harm than good.

nDevere?


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

[Ooc]Activating Monkey style-swift, adjusting position to bait it out- move, falling prone so as not to provide cover for Zavar-free, ready to attack if it comes out-standard.
unarmed strike--hit;damage: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 1 ⇒ (5) + 1 = 6
"I'll give it a juicy target, I have been practicing a new fighting stance that looks far more vulnerable than is truth."

Grand Lodge

Slam: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 + 3 + 1d4 ⇒ (1, 4) + 3 + (4) = 12
Grapple: 1d20 + 11 ⇒ (13) + 11 = 24
Constrict Damage: 2d4 + 3 + 1d4 ⇒ (4, 4) + 3 + (2) = 13

The jelly swallows a prone nDevere severely burning her limbs with acid. She is trapped inside it (grappled).

Party up!

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar hurls another snowball at the creature.

ranged touch attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
(Fortitude save or staggered)

damage: 4d6 ⇒ (3, 5, 3, 4) = 15

"I'm low on magic. We must dispatch the creature quickly!"

Grand Lodge

Round 1 Fort DC 15: 1d20 + 8 ⇒ (2) + 8 = 10
Round 2 Fort DC 15: 1d20 + 8 ⇒ (11) + 8 = 19

Oops, forgot to roll for previous round. Staggered in Round 1, but only attacked nDevere since she was adjacent. It is not staggered in Round 2, so it may move and attack.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra will cast Cure Moderate Wounds on nD, since that seems to be about the only useful thing she can do.

CMW: 2d8 + 5 ⇒ (8, 7) + 5 = 20 Healing


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 4 ⇒ (2) + 4 = 6

-Posted with Wayfinder


Male Dwarf Warpriest 5 | HP: 54/54 | AC: 15/11/14 |Init: +1 | Perc: +6 | Fort: +7 | Ref: +2 | Will: +7| CMB: +6 | CMD: 17 | D.Longaxe: +6;1d12+4| L.xBow:+5;1d8| Inspiring Word, Agile Feet, Prohibition 6/day| Fervor 2d6 5/day|
Skills:
Acro: +1| Appraise:+6| Bluff:-1| Climb:+1 Diplo:+5| Heal:+7| Intimidate: -1| Kn.(Reli, Eng): +8,7| Kn. Others: +3| Lin:+2| Sense Motive: +9| Stealth: -1| Survival: +8| Swim: +1|

Damm I'm lost.... Drasven will hammer and destroy every single thing in the room that looks like torture equipment...He'll also run and look for a club to use....Then return to club said ooze to pieces....Oh yeah I'm back.

Grand Lodge

There are several improvised weapons in the torture room that can be used as a club. Feel free to get creative.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere doesn't bother getting up but rather seeks out a few places where strikes would be most effective. She finds what she is looking for but fails to account for her entanglement with the foe.
from Roll20 exploit check (22), flurry, hits AC 8 and 26 for 5 and 4 damage.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Happy Festivus Everyone!

-Posted with Wayfinder

Grand Lodge

Slam: 1d20 + 5 ⇒ (5) + 5 = 10

The jelly releases nDevere and misses her with its slam attack! It moves away provoking AoO's.

Party up!


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

AoO: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 1 ⇒ (3) + 1 = 4


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Aoo: 1d20 + 6 ⇒ (17) + 6 = 23
Aoo Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra had no weapon out.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

how far away did it go? is there room to squeeze past it? I'll tumble past if possible and within 20 feet, regardless stand as a swift action acrobatics v DC 20: 1d20 + 17 ⇒ (8) + 17 = 25then follow Windom after the jelly, ending movement behind Windom if the other side of the creature is more than 20' away or I fail the check to tumble past.
acrobatics v CMD+5: 1d20 + 17 ⇒ (18) + 17 = 35
attack if I make it to the other side. unarmed strike attack;damage: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Windom and nDevere bludgeon the jelly into a pool of protoplasm. nDevere is covered head to toe with yellow, orange, and brown slime! It moved just 10 feet away. COMBAT OVER!

1d6 ⇒ 2

Inside the goo, you find a magical belt that Zavar easily identifies as a Belt of Incredible Dexteritiy +2.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Good work everyone. I think we have one last hallway to address.

Reluctant to meta-game about the secret door, but is there any reason to search the room?

If everyone is ready Windom will sneak to the south hallway (U11)

Grand Lodge

Nothing else is found in the secret tunnel. You are headed to the last room.

The Nevermore (U11)
Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Anyone entereing The Nevermore (U11) needs to make a perception check.

Perception DC 20:
You notice drops of blood welling up along the walls

History or Local DC 20:
Sometimes, in the case of truly heinous crimes, executions were considered too merciful. In these rare cases, prisoners sent to Harrowstone were consigned to this cellblock, aptly named the “Nevermore,” with the knowledge that those who were imprisoned in a cell here would never again see the light of day, with their only trips out of the block being short journeys through a secret passageway to the torture room for grisly, recurrent punishments. These sentences were relatively rare, and as a result, this cellblock was often quite underpopulated. At the time of the fire, the only inhabitant of Nevermore was Professor Hean Feramin, the so-called Splatter Man.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge History: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Local: 1d20 + 2 ⇒ (5) + 2 = 7

"The Splatter Man was the only occupant of those most awful of prison areas at the time of the fire. I would bet that his essence is still here, somewhere."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

Perception: 1d20 + 12 ⇒ (7) + 12 = 19
History: 1d20 + 5 ⇒ (12) + 5 = 17
nDevere follows Windom. All the while sloughing off remnants of the jelly from her skin hair and clothes.
"Zavar? sweety? Any chance you could help a girl clean up after that mess or are you too drained for even that?"
She smiles coyly as she presents her back to him, touches a suggestive finger to her chin (just over her right shoulder), and bats her eyes.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Blood, Blood on the walls.

Grand Lodge

I also need initiative checks and wills saves from everyone in the room.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

init: 1d20 + 5 ⇒ (5) + 5 = 10
will save: 1d20 + 7 ⇒ (10) + 7 = 17 (+2 v fear)
Did we use the secret door or go around? Feel free to move my token as appropriate for our entry direction.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Init: 1d20 + 3 ⇒ (8) + 3 = 11
Will: 1d20 + 8 ⇒ (9) + 8 = 17


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

init: 1d20 + 7 ⇒ (18) + 7 = 25
will: 1d20 + 9 ⇒ (16) + 9 = 25

-Posted with Wayfinder

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Init.: 1d20 + 4 ⇒ (3) + 4 = 7
Will: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Zavar Perc: 1d20 + 5 ⇒ (5) + 5 = 10
Drasven Perc: 1d20 + 5 ⇒ (8) + 5 = 13
Drasven Init: 1d20 ⇒ 20
Drasven Will: 1d20 + 7 ⇒ (7) + 7 = 14
GM: 1d20 + 1 ⇒ (18) + 1 = 19

Religion DC 21:
This is an isolation room that draws men insane. This haunt can be damaged by physical attacks directed against the letters forming on the walls.

Two bloody letters, "Z" and "D", begin form on the wall.

Surprise Round
Windom-standard action only
-------------------------------------------------------------------

Round 1
Windom
Drasven
???
Cass
nDevere
Zavar

Zavar & Drasven:
Your entire name suddenly appears on a wall near you, written in fresh blood. Each round, your soul is being stolen by having your name appear on the wall, and that by destroying the bloody words, you can reclaim it. Each of you take 2 points of Wisdom damage.


Male Dwarf Warpriest 5 | HP: 54/54 | AC: 15/11/14 |Init: +1 | Perc: +6 | Fort: +7 | Ref: +2 | Will: +7| CMB: +6 | CMD: 17 | D.Longaxe: +6;1d12+4| L.xBow:+5;1d8| Inspiring Word, Agile Feet, Prohibition 6/day| Fervor 2d6 5/day|
Skills:
Acro: +1| Appraise:+6| Bluff:-1| Climb:+1 Diplo:+5| Heal:+7| Intimidate: -1| Kn.(Reli, Eng): +8,7| Kn. Others: +3| Lin:+2| Sense Motive: +9| Stealth: -1| Survival: +8| Swim: +1|

"Wh---?"
Knowledge (Religion) 1d20 + 7 ⇒ (18) + 7 = 25

"Destroy the words and reclaim yer souls! This beastie steals it by attempting to spell out yer name and claim it. My name is my own Spirit" He spits out the last as he swings his own trusty greataxe at it..

Attack 1d20 + 7 ⇒ (20) + 7 = 271d12 + 4 ⇒ (11) + 4 = 15 Can you even crit a wall I'm guessing no.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d20 + 4 ⇒ (1) + 4 = 5

Windom will follow Drasven's lead and hit the nearest letter on the wall.

-Posted with Wayfinder

Grand Lodge

Both bloody letters are destroyed, but a ghostly maniacal laughter errupts!

"You cannot defeat me! I will destroy you and then you will become my servants for eternity!"

Spellcraft DC 24:
Empowered Summom Monster II is being cast but you cannot see its source.

Cass and the rest are up! You cannot see who is speaking to you.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Attempting to perceive where the voice is coming from.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

activate monkey style, and ready to attack any new threats, like a ceature or additional letters.
nDevere adapts a clumsy looking posture and scans the room ready to strike at any threat she can find.
perception: 1d20 + 12 ⇒ (6) + 12 = 18

readied attack if triggered:
attack;damage: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 1 ⇒ (1) + 1 = 2


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Standard Action - Touch of the Spirit World

Touch of the Spirit World :
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Swift Action - Destruction Judgement

Destruction Judgment :
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Get Defensive

-Posted with Wayfinder


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

What Cassandra does will depend on whether she is able to perceive from where the voice is coming from, and if she is able to determine what it is.

Grand Lodge

Cass hears the voice echoing as if was in a tunnel east of her location.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Hmm, ok. Are we still where the maps shows us, or have we all moved over to what appears to be Room U11?


Male Dwarf Warpriest 5 | HP: 54/54 | AC: 15/11/14 |Init: +1 | Perc: +6 | Fort: +7 | Ref: +2 | Will: +7| CMB: +6 | CMD: 17 | D.Longaxe: +6;1d12+4| L.xBow:+5;1d8| Inspiring Word, Agile Feet, Prohibition 6/day| Fervor 2d6 5/day|
Skills:
Acro: +1| Appraise:+6| Bluff:-1| Climb:+1 Diplo:+5| Heal:+7| Intimidate: -1| Kn.(Reli, Eng): +8,7| Kn. Others: +3| Lin:+2| Sense Motive: +9| Stealth: -1| Survival: +8| Swim: +1|

"Hmph I don't think so." Drasven holds up his own axe as he invokes his patron.

"Angradd's blessing upon me. His flames both pure and strong!" holding out his weapon as the dwarf asks for protection from the evil.

cast Protection from Evil.

Grand Lodge

I updated the map and moved the party into the room. The room is dimly lit. Your current light source is not sufficient enough to see the hidden caster unless you have darkvision. Drasven was busy attacking the wall in Round 1.

Round 1
Windom - attacks wall
Drasven - attacks wall
???
Cass - action pending
nDevere - delay
Zavar - attacks wall

Although the visible bloody letters are gone, Zavar thrashes away at the wall with a melee weapon.

Round 2
Windom Will saves: 1d20 + 9 ⇒ (5) + 9 = 14, attacks the wall, performs stated actions.
Drasven Will saves: 1d20 + 7 ⇒ (13) + 7 = 20, casts PoE
Dire Rats appear and attack
Cass Will saves: 1d20 + 8 ⇒ (13) + 8 = 21 action pending
nDevere Will saves: 1d20 + 7 ⇒ (11) + 7 = 18 action pending
Zavar Will saves: 1d20 + 4 ⇒ (17) + 4 = 21 action pending

GM: 1d3 + 1 ⇒ (2) + 1 = 3

Four dire rats appear before Cass and nDevere followed by four bolts of force at Cass!

Rat 1 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 3
Rat 2 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 1
Rat 3 @nD: 1d20 + 1 ⇒ (7) + 1 = 8
Rat 4 @nD: 1d20 + 1 ⇒ (10) + 1 = 11

Cass, take 25 point of damage. 20 is from 4 maximized magic missiles!

During nDevere's monkey style pose, she can react to those dirty, dirty rats!

Drasven, no longer preoccuppied with the haunt, sees a ghostly figure with his darkvision floating five feet below the barred flooded oubliette hole before quickly disappearing.

Windom:
You see your entire name written in blood on the wall even after nDevere destroys the first letter. You are compelled to attack the wall instead of your stated actions. Also, take 2 points of Wisdom damage. Your stated actions happen.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

OK, Round 1 Action: Cast Protection from Evil on Windom.

Since there is still some sort of haunting presence, and not sure about the caster or it's location, Round 2 action is Channel to Harm Undead for 21 damage from Roll 20. Will save DC 16 for half, no Channel Resistance. Hoping if the caster is undead that it is within range, but since I am not completely sure, I'm just hoping.

Seems the most productive Cassandra can be at the moment.

Grand Lodge

Cassandra destroys the Haunt! But there is still four dire rats and a ghostly hidden wizard afoot!

The caster is in range but has total cover and concealment therefore it has no effect on him.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Woah, that was updated and changed while I was typing.

Grand Lodge

Cue the final big bad fight music! Your actions changed Round 2's dynamics as it pushed Windom's will save from failure to success and changed nDevere's action from attacking the wall to rats. Cass is such a boss in this Adventure Path.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

I don't know that I would use the term "boss" for Cass. That was a pretty major thumping you just put on her. She won't last another round like that. Hopefully the party can pick her up.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere lashes out at rat3 with a flurry of kicks. from roll20 hitting AC19 & 16 for 6 & 3 damage.

Grand Lodge

nDevere kills rat with one kick and injures another (rat 4).

Zavar steps up and roasts two rats (1 & 2) attacking Cass with Burning Hands while casting defensively. Roll 20 for 12 and 6 damage.

One dire rat remains adjacent to Drasven and nDevere. It appears aggressive but doesn't oppose much of a threat. The ghost remains hidden.

Round 3
Windom - action pending
Drasven - action pending
Rat & Ghost
Cass - action pending
nDevere - action pending
Zavar - action pending

Zavar:
A dark whisper hisses from your recently aquired moldy spellbook. "Join me in undeath by killing your companions! Great power and knowledge will be yours!"


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Read an action to attack the ghost if it appears.

Attack and Damage:

Rolling them just in case.
Magic Ghost Touch Weapon: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 6 ⇒ (3) + 6 = 9 Extra +2 (Sacred Bonus) from Destruction Judgment


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra acts after the rat and ghost, so she will have to wait and see if she's still alive after they act to see what she can do.

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