DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Fetchling Slayer 7/ Red Mantis 5

Did Dalamus make the climb check with the -5? Once I know this, I can give you his next actions.


Climb for rope with something to brace against is DC 5, quarter speed movement rate is 15, double move to the top

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Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
DM Fflash wrote:

Yes, climbing the stairs will get you at the same level as the priest

How far up the stairs do I need to go to have him not be in cover any more? Also, as people are running up, are they going to get in my way? If so I'd probably be better to just attack from the floor.

Thanks!


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will use a double move to the top.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Is it possible to mount the stairs from the side (2 squares west of Sam) or will I have to start at the bottom of the stairs?


It would be a climb, so it would be 1/4 speed through that square.

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Male Human Wizard (Conjuror) 10 / Loremaster 4

Gah! I forgot my archon...

Light Ray (ranged touch): 1d20 + 5 ⇒ (10) + 5 = 15; Damage: 1d6 ⇒ 3
Light Ray (ranged touch): 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 1d6 ⇒ 3


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Ok then I will drink my potion of pro-evil and move up as far as I can, I think I can get up by Epik at the top of the stairs with a normal move so I should be able to get to a 5' from the priest


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Nemoris wrote:
DM Fflash wrote:

Yes, climbing the stairs will get you at the same level as the priest

How far up the stairs do I need to go to have him not be in cover any more? Also, as people are running up, are they going to get in my way? If so I'd probably be better to just attack from the floor.

Thanks!

Any update on this one Tike? Trying to figure out how far I need to go, and where other party members are ending up when they close with the priest.


If the party to focuses on moving to leave you a lane, it will be there. Half way up the stairs will be good enough.

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai shouldn't be a factor, but he will stay out of the line of fire.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 5 || Initiative 5 || 73/73 hp || AC 18

Spellcraft: 1d20 + 2 ⇒ (3) + 2 = 5
I can't tell what's being thrown out here for spells, is everyone ok?

I'm going to forgo the movement to take a full round attack with the cover penalty and drop rapid shot for the increase in to hit:

Attack: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 1d8 + 13 ⇒ (1) + 13 = 14 Miss:1d100 ⇒ 84 Crit: 1d20 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d8 + 13 ⇒ (3) + 13 = 16 Miss:1d100 ⇒ 50 Crit: 1d20 + 8 ⇒ (13) + 8 = 21
Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d8 + 13 ⇒ (4) + 13 = 17 Miss:1d100 ⇒ 61 Crit: 1d20 + 3 ⇒ (20) + 3 = 23

(those are at -4 for cover, unsure if there are any other penalties)

If the crit hits, it is for 16 + 2d8 + 26 ⇒ 16 + (3, 8) + 26 = 53


Shrine of the Sea Mother Redux Round 5

Initiative: Nowzai, Lantern Archon, Epik, Dalamus, Nemoris, Sam, Mangh-Michtu, Magma

Nowzai casts a spell compelling the priest to move, but the creature's superior willpower prevents the magic from moving him. The lantern archon continues to have positive effect. The wizard moves forward, scrambling up the column and getting part way up, but gets close enough to get Epik in range of his circle.

Epik stands motionless. (you can make a save at the end of every round as well as a second one when Nowzai moves into range).

Dalamus also climbs the column getting to the top easily, while Nemoris fires a volley of arrows, getting only one through the creature's armor nicking it and causing a small gout of greenish-black blood.

Sam drinks a potion and moves up, almost to engagement range. The priest responds, stepping to meet him and swinging his spearlike weapon cutting through the tiefling's gut like he wasn't wearing armor at all. A gut-wrenching feeling becomes near reality as the tiefling looks down at his visible intestines, but somehow he stays on his feet.

Magma responds to the devastating attack on Sam by reaching over with his longhammer, smashing the pries in the side of the chest causing bone to crunch. He swings again, but the priest deflects the blow.

Actions Round 6?

Map here

The Dice:

M2 Will Save: 1d20 + 16 ⇒ (14) + 16 = 30; success
M2 vs Sam: 1d20 + 16 ⇒ (19) + 16 = 35; HIT!; Crit Confirm: 1d20 + 16 ⇒ (15) + 16 = 31; CRIT!; Damage: 2d10 + 26 ⇒ (10, 7) + 26 = 43
M2 vs Sam iterative: 1d20 + 11 ⇒ (1) + 11 = 12; miss


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Can I 5' to the NW of the priest to open up room for Magma?


can't 5' in difficult terrain. Magma is using a reach weapon so can attack from where he is. If he moves in, he will have to swap weapons

-Posted with Wayfinder


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I didn't think the platform we are on now was difficult, just the stairs. Is the whole area difficult?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sorry didn't see the reach weapon comment, I just saw the terrain comment, I guess it doesn't matter if I move.

I dont have my character sheet with me this week, I will post tomorrow when I am back home


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Will save:1d20 + 3 ⇒ (3) + 3 = 6


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Epik I think you get 2 saves in round 5, one when Nowzai got close enough and then one at the end of the round and every round until you make it. Is this right Tike?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Dgih vgdzd

-Posted with Wayfinder


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 6 || Initiative 5 || 73/73 hp || AC 18

Do we get out of rough terrain by climbing up the stairs? I'd like to try and get up the stairs and taking a running jump across the gap (granted I'm reading the map correctly and it's only 10 feet across in the gap just south of Dalamus).

From what I can tell, even without a running start the check for a 10 foot jump is DC 20, and we're at a +12 from haste:

Acrobatics: 1d20 + 15 ⇒ (10) + 15 = 25

If everything is double move, then I don't think I have the movement to make the jump and I'll need another action.


difficult terrain stops at the top of the stairs to the surrounding catwalks

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 6

Nowzai:

hp 26 of 46
AC 17 (t 15, ff 15)
Status darkvision (7 hours), mage armor (60 min), magic circle vs evil (70 min), stoneskin (70 min/70 hp), haste (6 rounds)

Spells Prepared
Cantrips: detect magic, light, open/close, sonic snap
1st: identify, benign transposition, feather fall (x2), lsr orb of sound, magic weapon
2nd: baleful transposition, levitate, smn mon II
3rd: sound lance
4th: smn mon IV

Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining

Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 33 charges
Wand of magic missile 29 charges
Wand of unseen servant 50 charges

Crossbow bolts 17

Nowzai finishes climbing up to the platform, then casts another sonic attack at the priest.

Lesser Orb of Sound (ranged touch): 1d20 + 5 ⇒ (9) + 5 = 14; Sonic Damage: 3d6 ⇒ (2, 6, 2) = 10

The archon moves to keep line of sight with the priest before firing more rays.

Light Ray (ranged touch): 1d20 + 5 ⇒ (8) + 5 = 13; Light Damage: 1d6 ⇒ 3
Light Ray (ranged touch): 1d20 + 5 ⇒ (3) + 5 = 8; Light Damage: 1d6 ⇒ 6


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will move in attempt to sneak attack the priest, moving with fast stealth.

Attack w/Dagger
1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10

Damage
1d4 + 4 ⇒ (1) + 4 = 5
Sneak Attack bonus
4d6 ⇒ (3, 1, 2, 1) = 7


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I was not speaking in tongues above. Don't let a child play with your phone

-Posted with Wayfinder


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

i will attack the priest again Round 6

Attack 1d20 + 14 ⇒ (19) + 14 = 33 damage2d6 + 11 ⇒ (3, 2) + 11 = 16

Attack 1d20 + 14 ⇒ (6) + 14 = 20 damage2d6 + 11 ⇒ (3, 6) + 11 = 20


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

OK back home and ready to post. Sorry for the delay

Sam staggers from the evil blow and almost lose conscientious. Pulling himself back from the brink, he concentrates and casts another spell and attacks with blinding speed, dancing in and out as his flaming blade strikes the evil priest.

Round 6 / AC 27 / Init 21 / HP 25/72 (10 Non-Lethal)

Sama'el:

Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue

Level 1

Level 2


Level 3

Arcane Pool
Arcane Pool Power Points – 8.75
Arcane Pool Power(s)

  • Wand Wielder

Wands

  • Shield - 44Charges
  • True Strike - 45 Charges
  • Obscuring Mist - 49 Charges
  • Weapon Wand - 48 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (0/1 left)

I will cast Frigid Touch and attack the priest (No save, damage and staggered for either one round or one min if I crit.)

To Hit - 1d20 + 10 ⇒ (12) + 10 = 22
Damage - 1d6 + 6 + 1d6 + 4d6 ⇒ (4) + 6 + (6) + (2, 5, 3, 1) = 27 Rolling spell damage here but not sure if this will hit

To Hit - 1d20 + 10 ⇒ (19) + 10 = 29
Damage - 1d6 + 6 + 1d6 + 4d6 ⇒ (5) + 6 + (4) + (3, 4, 1, 6) = 29
Confirm Crit - 1d20 + 10 ⇒ (11) + 10 = 21
Total Damage - 1d6 + 6 + 1d10 + 4d6 + 29 ⇒ (5) + 6 + (9) + (5, 5, 3, 1) + 29 = 63

Rolling spell damage here as well because I am fairly sure this will hit

To Hit - 1d20 + 10 ⇒ (13) + 10 = 23
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (2) = 10

Defensive Cast - DC 19 1d20 + 13 ⇒ (18) + 13 = 31

"If anyone has any healing, I am on the brink here."

Mord'ael:
That hurt, more then a little


Hey! It only took Sam 7 posts to get his action in ... padding the post count for recruitment in another game, I see!

Shrine of the Sea Mother Redux Round 6

Initiative: Nowzai, Lantern Archon, Epik, Dalamus, Nemoris, Sam, Mangh-Michtu, Magma

Nowzai and the archon assail the priest with more magic, burning and staggering him. The priest is definitely injured and a sense of desperation appears in his furtive movements.

Epik continues to struggle against the force of the priest's magic while Dalamus sneaks in behind unnoticed for an attack. The mummy's drain on him hurts though, as he is unable to find a seam in the priest's armor. Nemoris flies up the stairs near him, getting to the top and pausing only a moment to grip his bow tight as he makes a tremendous leap across the gap, the water-soaked floor sailing 30 feet beneath him. He lands with a skid on the dais, but keeps his feet.

Sam comes in with a fire and ice enhanced blade, his first strike is deflected but his second finds a narrow seam in the priest's armor, His sword bites flesh but as his spell goes off, an amulet glows red around the priest's chest and then crumbles to dust and the spell dissipates harmlessly.

The priest returns with a mighty blow of his own, losing all inhibition in his strikes and pounding hard as a wave of chaos and destruction radiates from him. (everyone gains +4 damage and automatic crit confirmation if within 30 feet)

Sam easily parries his first strike but the second penetrates under his guard and cuts his throat. The magus collapses to the ground in a fountain of blood. Magma retaliates,hitting the priest upside the head and sending him reeling.

Sam:
Just noted that ablative barrier is an armor bonus so it doesn't stack with your chain shirt. Doesn't make a difference here, but of note for the future

Map here

The Dice:

M2 vs Sam: 1d20 + 16 ⇒ (8) + 16 = 24; miss
M2 vs Sam: 1d20 + 11 ⇒ (19) + 11 = 30; HIT!; Auto-confirm Crit; Damage: 2d10 + 34 ⇒ (8, 4) + 34 = 46


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

So out of all the other spells that hit him the amulet only goes off here when the spell would have stopped him from getting a second attack and he is able to kill me.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Anyway, I am out. I seriously doubt anyone will spend the coin to raise Sam as he wasn't really getting along with anyone and I am not going to waste my time creating another toon.

I had fun guys, you take it easy


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Also not to keep betting a dead horse here but if his weapon is a standard Kuo Toa pincer staff then it's a reach only weapon that crits on 20 not 19 and he couldn't attack me adjacent like he has been.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Round 7
Attack 1d20 + 14 ⇒ (15) + 14 = 29 damage 2d6 + 11 ⇒ (1, 1) + 11 = 13

Attack 1d20 + 14 ⇒ (14) + 14 = 28 damage 2d6 + 11 ⇒ (6, 4) + 11 = 21


You wanna metagame this a bit more? How about I remind you for the 5th time, that this is a conversion, not straight stats from 3.5. I didn't have a grappling auto-damage every round pincer staff. I got rid of the grapple and the reach and made it an exotic spear that has an increased damage die and expanded crit range ... you know, the exact same stats as a bastard sword except piercing damage and no 1-handed option. Seemed "fair", but never mind that.

I'd also rather you let the game play out than the nuclear "take my toys and go home approach" but it's all up to you. If you have any other issues with how I run my game, take it to email or PM


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Relax Sam. We'll raise you.

Round 7

Two will saves since Nowzai is next to Epik.

Will save 1:1d20 + 3 ⇒ (4) + 3 = 7
Will save 2:1d20 + 3 ⇒ (19) + 3 = 22

Released from the paralysis, Epik furiously attacks the priest. "This ends now!!!"

Effects: Divine Bond (+1), Bull's Strength (+2), Divine Favor (+1), 4 neg levels (-4), Protection from Evil, Smite Evil, Power Attack, Sickened (-2), Smite Evil (+4/+7)

Attack:1d20 + 12 ⇒ (2) + 12 = 14 Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Attack:1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d8 + 13 ⇒ (5) + 13 = 18


@Epik, yes. Once you make the save, you can act automatically.

-Posted with Wayfinder


Male Fetchling Slayer 7/ Red Mantis 5

Does it appear as though there is any shot of stabilizing Sam? I am not sure of where is stat wise, but my character wouldn't know that detail. Dalamus has the special gift that he will use to stabilize, if there appears to be any hope.

Let me know, and I will lay out my actions once way or the other.

Sam, give us a chance bro, we will handle this.


He's not moving and a huge pool of blood has formed from his throat ... doesn't look good.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will give it a shot anyways.

Dalamus will dive to Sams aid, dodging any attacks that may come his way.

Can you use dodge against AoO?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Dalamus Othreleth wrote:

Dalamus will give it a shot anyways.

Dalamus will dive to Sams aid, dodging any attacks that may come his way.

Can you use dodge against AoO?

I think you can make a tumble/acrobatics check to avoid the AoO, or use a full defensive action to boost your AC if nothing else.

Round 7 || Initiative 5 || 73/73 hp || AC 18

I'll make another full round attack:

Attack: 1d20 + 10 ⇒ (17) + 10 = 27 Damage: 1d8 + 17 ⇒ (8) + 17 = 25 Miss:1d100 ⇒ 22 Crit: 1d20 + 10 ⇒ (3) + 10 = 13
Attack: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d8 + 17 ⇒ (6) + 17 = 23 Miss:1d100 ⇒ 32 Crit: 1d20 + 10 ⇒ (5) + 10 = 15
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d8 + 17 ⇒ (3) + 17 = 20 Miss:1d100 ⇒ 43 Crit: 1d20 + 5 ⇒ (3) + 5 = 8
Attack: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d8 + 17 ⇒ (3) + 17 = 20 Miss:1d100 ⇒ 100 Crit: 1d20 + 10 ⇒ (5) + 10 = 15


Nemoris wrote:
Dalamus Othreleth wrote:

Dalamus will give it a shot anyways.

Dalamus will dive to Sams aid, dodging any attacks that may come his way.

Can you use dodge against AoO?

I think you can make a tumble/acrobatics check to avoid the AoO, or use a full defensive action to boost your AC if nothing else.

Nemoris is correct on both options. If you fail the acrobatics checks (may be multiple based on the squares you move through), you stop advancing. Total Defense is a standard action that adds a +4 dodge bonus to your AC


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'm completely for raising Sam too, this was a hard fought battle and assuming we make it out alive, I can't see us ever not bringing a companion back!


Male Fetchling Slayer 7/ Red Mantis 5

Ok Dalamus will tumble to Sam and lay his Sacred touch on him when he gets there.

Acrobatics
1d20 + 12 + 1 - 4 ⇒ (2) + 12 + 1 - 4 = 11


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai lets the archon continue to pelt the priest.

Light Ray (ranged touch): 1d20 + 5 ⇒ (13) + 5 = 18; Light
Damage:
1d6 ⇒ 5
Light Ray (ranged touch): 1d20 + 5 ⇒ (11) + 5 = 16; Light Damage: 1d6 ⇒ 1

If the priest still stands, he lobs a glob of acid at the kuo toa also.

Acid Dart (ranged touch): 1d20 + 5 ⇒ (20) + 5 = 25; Confirm Critical: 1d20 + 5 ⇒ (10) + 5 = 15; Acid Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10


Shrine of the Sea Mother Redux Round 6

Nowzai and the archon pummel the priestm who is standing victoriously over Sam's body. The combination of the good-infused light, the acid, and the destructive aura are too much and the frogman crumples under the assault, his body simultaneously smoking, melting, and bleeding.

With a sudden sharp crack, a deafening noise echoes through the room. The statue nearly breaks in two as a large fracture extends up through the body towards the head. It doensn't fully break, nor does the portal stop but it slows it's spinning significantly. Odd visible pulses of purple and black light radiate from the statue and the whole room feels less ... oppressive, but yet, something lingers ...

Dalamus gets over to Sam to stabilize him, but realizes it's too late.

Knowledge Religion DC16:
The statue's power and structural integrity seems to be tied to the faith of its worshippers. There must be a very small few left, one of whom must be devout enough to keep this structure intact.

Knowledge Planes DC20 (DC18 if you succeeded on previous portal Knowledge checks):
The portal has slowed to a tenth of it's previous speed, but the arcane energies are somehow different. It will open in roughly 20 minutes, and this time ... it will be permanant.

END COMBAT! I'll get a loot list together once I return home. Immediate actions for now?


Male Fetchling Slayer 7/ Red Mantis 5

"We have lost Sam....maybe he is not truly lost if we can bring him back to the priestess? Let's get him downstairs and out of this room, before that thing appears."

Dalamus will say a little something over Sams body "Rest sii' my friend, nan' esta too long. We will be sinome iire lle walk again."

Elven:
Rest now my friend, but don't rest too long. We will be here when you walk again.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Knowledge Religion check: 1d20 + 4 ⇒ (14) + 4 = 18

Knowledge Planes: 1d20 + 4 ⇒ (11) + 4 = 15

Edit: For this statue to crack it must mean that very few of the worshippers are still alive. At least one must be strong enough in the faith to keep this from shattering entirely. I think we should quickly try to find them.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sorry I lost my cool there guys. Always sucks to lose a character. I am down for whatever you guys decide.


Male Fetchling Slayer 7/ Red Mantis 5

It's all good. We will raise you. On the bright side, you really laid some hurt on him before you went!!


Loot is as follows, +1 mithral full plate, +2 pincer-staff, 2 masterwork morningstars, 2 masterwork heavy wooden shields

The plan from here? There are doors out on the southern wall of each of the three levels in this room. The middle level is where you came in the first time and fled back through


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik will also say a prayer for Sam.

He looks up and nods at Nemoris, "I agree, we need to quickly find Zenith Splintersheild and then get out of here. If we wait too long we won't be able to raise Sama'el."[b]

Epik points to the full plate. [b]"Magma, go ahead and take the armor."

"As much as I would like to rest, let's keep moving. Does anyone need healing?"

With that Epik will pick up Sam's body and will prepare to move out.

"Dalamus, can you open the secret door to the room where we were trapped? I don't see any other exits."

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