DMDM's Way of the Wicked: The Devil My Only Master (Inactive)

Game Master Douglas Muir 406

You've rebelled against your master, Cardinal Adrastus Thorn. Can you kill him before he kills you? Who will lead the forces of Asmodeus in their final assault on the noble kingdom of Talingarde?


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Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Sense Motive: 1d20 + 33 ⇒ (10) + 33 = 43

The Judge nods in understanding.

Elvish:

You desire the feeling of life being sucked from warm blooded intelligent creatures. This I understand all too well. Unfortunately some curse ties you to this place.

The Judge pauses for the ladies to consider his words.
Perhaps I can help you. I have many powers and contacts in this realm. If you told me what you require to be free of this frozen tomb, then I could assist you. One can never have too many allies to aid them in their battles and I think you three lovely ladies and I could work quite well together. I am sure that the living cities of this accursed island would appreciate your perfect harmonies and elvish ballads.

Not sure if/when another diplomacy check might be necessary, but here is one.

Diplomacy: 1d20 + 32 ⇒ (7) + 32 = 39


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

"Well..he's about as diplomat as a lawyer...just don't think those ladies are in the habit of listening."


Okay, the ladies are now sufficiently agitated that they may turn hostile. The Judge has been rocking those Diplomacy checks -- but this is an encounter where (1) it's impossible to raise their attitude above neutral / indifferent, and (2) violence is very much bubbling away beneath the surface.

So, percentile die roll; you don't want me to roll low. 1d100 ⇒ 31


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

You have to remember, the Judge is also a cocky overconfident a**hole. So, is likely to keep up the game until it is over, and then decide that he is indestructible - which might or might not be true - but is just his egotistical opinion of himself.


Well, you wanted me to roll higher than 30. So you're literally about as close to being attacked as you could be without actually being attacked.

Unless you want them to attack you (which I'm fine with), and/or you want to attack them, or do something else like searching their room... you're free to move on.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Elvish:

The Judge shrugs:
You wouldn't perchance have any information about the big icy lizard would you? As I said, I have a meeting with him, and I would hate to start off on the wrong foot.

While he is here, the Judge will carefully scan the room for anything that might be of aid to him, or the party.

Perception: 1d20 + 31 ⇒ (13) + 31 = 44


This is where I miss the old 3.0 "Search" vs. "Spot". Perception allows you to passively scan, so that you don't upset anyone...

Anyway, you don't see anything of obvious use or value, though this appears to be a burial area for Ice Elf nobles -- there might be stuff buried with them. Also, there are three niches that you can't see into from here.

But otherwise, no, you don't see anything. The three "D" shaped structures mentioned a while back are ancient harps, their strings long since rusted away, their gilded frames warped and deformed with rot.


Rummage and search, or move on? You seem to have reached a dead end in terms of interacting with the sisters.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Deciding that the sisters are not worth the trouble to discuss things with any longer, the Judge speaks a quick incantation and begins to search the area around him carefully.

Cast: Sift to allow me to search areas farther away.
--> unsure of how far away the niches are, but the spell has a 30' range.

If the Judge can get close enough to search the niches.

Perception(niche 1): 1d20 + 31 - 5 ⇒ (14) + 31 - 5 = 40

Perception(niche 2): 1d20 + 31 - 5 ⇒ (7) + 31 - 5 = 33

Perception(niche 3): 1d20 + 31 - 5 ⇒ (12) + 31 - 5 = 38

He will also cast Detect Magic to see whether there are any auras readily apparent.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp will search them. Not touching things

3d20 ⇒ (18, 4, 13) = 35 each plus 19 percep


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

"Can we just kill the evil, undead freaks and move on? They may be contracted to protect the dragon if he is attacked for all we know."

Jax frowns at Edmin.


Judge Tohram Quasangi wrote:


Cast: Sift to allow me to search areas farther away.
--> unsure of how far away the niches are, but the spell has a 30' range.

Nice. Well, you can stroll around to get within 30' of the niches, fair enough.

Quote:

He will also cast Detect Magic to see whether there are any auras readily apparent.

Unless you have Still Spell and/or Silent Spell it will be obvious that you're casting. Do you want to make a Bluff roll to claim you're doing something other than casting; make a Bluff roll to claim you're casting something other than what you're casting; or just cast?


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp will tell all what he finds via telepathy


Mm. But the Judge posted first, so I figure he's doing his stroll-around before you do your invisible scouting.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ok. I think ulp would have done that while he was talking. I did post that as soon as you said there were niches.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulps post is even tagged 2 minutes before


Hmmm... okay.

Each niche contains a very fancy-looking elven sarcophagus. They're made of some kind of shiny black stone -- obsidian? -- quite elaborately carved. Each one's surface is inscribed with the image of a noble-looking warrior in armor.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Via Telepathy "Do they look expensive?"


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

probably where their bodies are.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge will use Bluff to attempt to distract them from my casting.

Bluff: 1d20 + 40 ⇒ (15) + 40 = 55 <-- if that does not make it, we are in trouble
--> (Cha +8, Ranks 15, Class Skill +3, +8 Race, +6 Class) (class is +6 Hard Bargainer)


Crikey. That'll do it. -- Okay, you're seing pretty much what Ulp did. Detect Magic shows some sort of abjuration cast on each sarcophagus.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I actually laughed when I saw that modifier for bluff

Want me to examine and open?

Ulp thinks to judge


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge nods in response to Ulp's question.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp starts at random and checks it for any traps

1d20 + 28 ⇒ (8) + 28 = 36 Stealth to keep the scraping of any tools quiet, they can't detect me but they could detect the sound. I did not add the invis modifier
1d20 + 18 ⇒ (4) + 18 = 22 percep
1d20 + 25 ⇒ (18) + 25 = 43 DD


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin returns Jax's frown and shakes his head. "We need intel on this dragon. If they have not attacked the Judge then they probably will not unless his mouth gets the better of the situation. I do know that we are unprepared at this point and need to remedy that."


Ulp wrote:

Ulp starts at random and checks it for any traps

1d20+28 Stealth to keep the scraping of any tools quiet, they can't detect me but they could detect the sound.

Correct. Let's see if they do! 1d20 ⇒ 3 Hey, no. So you can open the sarcophagus undisturbed.

Sadly, your perception roll was not high enough to detect the magical trap. But Will is a good save for alchemists, right? [Roll a Will save.]


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d20 + 13 ⇒ (16) + 13 = 29


All right! Completely ignoring the faint flicker of ancient magic, you apply a little bit of oil and slide the lid aside.

Inside, there is -- unsurprisingly -- a skeleton. It looks very old. 1d3 ⇒ 1 It looks like there were once elaborate robes of some sort, and a mass of tarnish might perhaps have been some sort of pectoral holy symbol. But otherwise there's nothing here but dust...

...except that, around its neck on a fine golden chain, hangs a small golden bell. Chain and bell are both untarnished and shining.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Oooh shiny things...can the little dragon resist? lol

Dren readies to rise out of the ground...


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp grins as he sees the treasure. He thinks what he sees to judge and the others.

Maybe this can control the spirit or something like that. Want me to grab it? or open the other ones first. Some kind of magic hit me as I opened it.

only smart enough because a bell makes noise...for the moment


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

"Look in the others first. That looks like its worth something..we should take it."


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d20 + 28 ⇒ (19) + 28 = 47 stealth
1d20 + 18 ⇒ (10) + 18 = 28 percep
1d20 + 24 ⇒ (20) + 24 = 44 dd
1d20 + 13 ⇒ (18) + 13 = 31 will

Ulp masterfully opens the next one


Do they spot you? 1d20 ⇒ 13 Nope. Okay, this time you detected the magic trap -- I'm giving you +2 because now you're aware it's probably there.

So, 1d2 ⇒ 2 this one contains much the same -- very old bones, crumbling to dust -- but this time they're wearing ancient armor, also completely rusted through. An elven curved blade is clasped in the skeleton's crumbling hands. Unlike the armor, it appears shiny and new!


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

third verse same as the first

1d20 + 28 ⇒ (15) + 28 = 43 stealth
1d20 + 18 ⇒ (14) + 18 = 32 percep
1d20 + 24 ⇒ (10) + 24 = 34 dd


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d20 + 13 + 1d6 ⇒ (10) + 13 + (4) = 27 will using surge of it fails

Failed to copy the will save


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ie if a 23 failed I ised my surge


1d20 ⇒ 15

"Sisters! Something interferes with... their, that... over there!"

All three swoop through the air towards the third niche. The two Whit Dresses are shrieking in range and shouting strange partial phrases while Blue Dress sings a short, wordless snatch of music.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d20 + 8 ⇒ (4) + 8 = 12 init

Ulp takes a single step away from the coffin and does not move. He is ready to send a dart at the ghosts

Glad Ulp have his luck!


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Ulp, the Sacred Bond is gone from you BTW, you had to stay within 75ft of me and you have gone out of that a couple of times.

Dren will rise out of the ground and cast a Deeper Darkness on his Dagger.


Okay. Dren, you may want to roll initiative.

White Dress #1: "Where? Them?!? Not! Eeeeee! Where?"

White Dress #2: "Eeeeee! Not them! Cannot! What? Eeeeee! Where? Where?!?"

Blue Dress is still singing.


The three of them are now in the niche, swooping and swirling around and screeching like huge, insane bats. Do they detect Ulp?

1d20 ⇒ 3
1d20 ⇒ 11
1d20 ⇒ 13

Not with his +20 from invisibility, apparently. But there is a 10% chance apiece that one of them may touch him simply by accident.

1d100 ⇒ 89
1d100 ⇒ 39
1d100 ⇒ 9


Hm.

1d20 + 15 ⇒ (11) + 15 = 26
1d20 + 15 ⇒ (5) + 15 = 20
1d20 + 15 ⇒ (6) + 15 = 21


Okay, I think everyone needs to roll for initiative now.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I have a feeling I will be happy I put deathless on my armor


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
"Hm..well I saw that coming."


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Initiative: 1d20 + 11 ⇒ (11) + 11 = 22
"..A-are...these things immune to surprise attacks?" Zoren asks in the telepathic bond, hoping someone with Knowledge (Religion) will roll well.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge simply shakes his head:
Foolish living things.

Init: 1d20 + 12 ⇒ (13) + 12 = 25

The Judge calls out:
Ladies, if you wish to have more unlife, I believe not fighting would be wise.

The Judge seems rather unconcerned about what is happening, although his shield and kukri have mysteriously appeared in his hand with a speed that is beyond magical.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin curses a calls forth power from the Prince of Darkness to enhance his blade.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Initiative 1d20 + 8 ⇒ (18) + 8 = 26


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Blade of Dark Triumph

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