DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

So I think I need to take my AOO and then take my next turn. I hope that is correct. Also, I believe it is still somehow flying. Or was it forced to land? It it lands Relan is so gonna trip it.

AOO, +1 Cold Iron Ranseur: 1d20 + 20 ⇒ (10) + 20 = 302d4 + 10 + 9 + 2 ⇒ (2, 4) + 10 + 9 + 2 = 27

Round 2

Relan takes his extra attack from the Blessing of Fervor and full attacks.

+1 Cold Iron Ranseur: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 372d4 + 10 + 9 + 2 ⇒ (1, 4) + 10 + 9 + 2 = 26

Iterative: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 282d4 + 10 + 9 + 2 ⇒ (2, 1) + 10 + 9 + 2 = 24

Blessing of Fervor: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 232d4 + 10 + 9 + 2 ⇒ (2, 2) + 10 + 9 + 2 = 25


Yeah, it gains a fly speed for a minute so it is still flying. Your AoO plus full attack post is accurate

Relan strikes multiple times, slashing and stabbing and whirling. Every touch of his blade burns black smoke as it cuts through the daemon with ease. The creature howls in pain and puts its hands up ineffectually as the experienced warrior cuts the outsider down. With a final attack he stabs at the second daemon in the river bed, but the pole arm slips in his grip and he misses wide.

Braelex fires at the elemental doing noticeable harm to the water-based creature although some of the damage from the bolt is mitigated by its liquid nature.

The elemental responds by flowing toward the naga and continuing to attack her, but obviously trying to get to Braelex losing some steam as it leaves the water.

Slam: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25; Damage: 1d8 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Slam: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22; Damage: 1d8 + 5 - 4 ⇒ (5) + 5 - 4 = 6

The daemon steps back from Relan chortling and holding up a talon and then the entire cavern plunges into darkness. (For entire party: Darkvision or some sort of blindsense required to see else consider yourself blind)

At Nalar and the rest of the party


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

So, Relan has Step up.

As the creature steps back to cast his darkness the agile warrior follows him and attacks.

+1 Cold Iron Ranseur: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 312d4 + 10 + 9 + 2 ⇒ (4, 2) + 10 + 9 + 2 = 27


Awesome! Hardly get to use that well!

Relan strikes the creature while it casts causing the darkness to last for only a second before the dim light of the cavern washes back in.

Concentration: 1d20 + 11 ⇒ (3) + 11 = 14; fail


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Not so fast daemon! Relan calls as he disrupts the spell.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel will move into the room and will cast heroism on Relan.

+2 morale bonus on attack rolls, saves, and skill checks.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo commands the lantern archon to attack the hydrodaemon.

Archon attack: 1d20 + 3 ⇒ (5) + 3 = 8; ranged touch
damage: 1d6 ⇒ 2

Archon attack: 1d20 + 3 ⇒ (6) + 3 = 9; ranged touch
damage: 1d6 ⇒ 4

Vuloo holds and readies an action to cast dispel magic if the second daemon casts darkness.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Way to kick ass Relan! Shape emotions 4/9 Rounds
Nalar will move up behind Andle to keep Relan inside the Magic Circle, casting a shield spell on himself.

Prepared Spells:

5
Teleport
4
Emergency Force Sphere
Dimension Door
Emergency Force Sphere
3
Resist Energy Communal
Hold Person
2
Hideous Laughter
Glitter Dust
Glitter Dust
Mirror Image
Create Pit
1
Charm Person
Shield
Shield*


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex continues to fire at the elemental.

Acid Burst Light Crossbow: 1d20 + 19 ⇒ (10) + 19 = 29; Damage: 1d8 + 2 ⇒ (5) + 2 = 7 plus Acid: 1d6 ⇒ 5

Acid Burst Light Crossbow: 1d20 + 19 ⇒ (11) + 19 = 30; Damage: 1d8 + 2 ⇒ (5) + 2 = 7 plus Acid: 1d6 ⇒ 4

She moves back a step towards the entrance.


Let me Frog your Memory Round 3

Init: Init: Braelex, Silasni, Andel, Relan, Vuloo, Hydrodaemons, Nalar, Grodair

Nalar moves in and casts shield. Braelex fires twice more at the elemental cutting at its arcane connection to this world, but still having some edge shaved off by the liquid.

Relan cuts down the second daemon and with the loss of its master, the elemental disappears in a splash of water.

Not a normal ending to a summon, but apropos for this fight

END COMBAT!

The grodair chortles happily and raises the river back up, causing it to slosh across Relan, and with nary a goodbye it slips into the river and quickly disappears.

Silasni looks at you all and with a grudging sniff says, "Perhaps you're better suited for this than I thought."

Relan needs to make a Will Save


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Will Save: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26


Relan gets a bizarre sense of memory disorientation for just a moment, couple with the some slight nausea, but having become accustomed to strange happenings down here is able to force it down and focus on the present.

Knowledge Planes DC30, Relan Only:
You get a sense that this River is connected, but somewhat diluted to the River Styx, a river stemming from Abaddon, and the undisupted Realm of the Horseman, Charon, patron of hydrodaemons.


The Menhir

Flex time this with above as needed

Exploring ahead, the party finds an interesting sight.

This small natural cavern has a wide opening on the side leading to the bridge, and a much smaller passage opposite it. The only feature of note is an eight-foot-high square pillar of black stone, each of its clearly ancient sides etched with thin lines depicting a dense forest beneath an eclipsed sun.

Three creatures wait patiently next to the pillar and make no move to approach as you enter. Two are emaciated humanoids wrapped in flowing robes, with f lat patches of skin where their eyes should be, large crests of bone sweeping back from their skulls, grotesquely overlong fingers, and two mouths each. The third floats in the air between these two—a bloated sack of what appear to be numerous brains, its flesh curdled and whorled like brain matter.

You hear words sent directly into your minds as you enter the cavern, from one of the humanoids apparently, its voice like the drone of a million insects.

We sense that you fear us. Do not. We know you are not all of the original agents from the City Above, yet your politics do not concern the Quivering Palace. Our offer still stands. If you would recover the Sihedron fragment from the Black Keep in the heart of the Dark Forest, we will send you to it, for this goal aligns with our needs as well.

Knowledge Planes DC22:
The humanoids are caulborn, A race of telepathic prophets and historians, the strange creatures known as the caulborn wander the planes in search of new ideas, memories, and concepts to add to their collective memories.

Separate Knowledge Planes DC21:
The floating brain sack is a chrestomath, the embodiment of memory of the caulborn race. These are the living libraries of the caulborn and the subject of vast speculation amongst scholars who wish to know more ...


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Knowledge, Planes: 1d20 + 16 ⇒ (8) + 16 = 24
Knowledge, Planes: 1d20 + 16 ⇒ (8) + 16 = 24

Andel studies the creatures a moment and then identifies them for the group. "The humanoids are caulborn, A race of telepathic prophets and historians, the strange creatures known as the caulborn wander the planes in search of new ideas, memories, and concepts to add to their collective memories. The floating brain sack is a chrestomath, the embodiment of memory of the caulborn race. These are the living libraries of the caulborn and the subject of vast speculation amongst scholars who wish to know more."


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo will step forward and will voice his response to the telepathic offer. "Yes, we would appreciate the assistance in finding the sihedron fragment. But, how can we trust that you are not sending us into a trap? Why have you not recovered the fragment yourselves? What awaits us in this Dark Forest?"


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan cannot make a DC 30 planes check. He is only +9

Knowledge Planes: 1d20 + 9 ⇒ (2) + 9 = 11

Knowledge Planes: 1d20 + 9 ⇒ (6) + 9 = 15

Unsure of the creatures Relan relies on Vuloo's expertise and waits on their response.


Near simultaneously to Vuloo, Silasni moves forward and speaks as well, "Yes, well I am from the original contingent and am more than willing to go retrieve the Runelord's Shard. Send me now. You can converse with the rest of these fools as you wish."

One of the caulborn touches the stone and begins to hum, changing the stone to a bluish hue. It apparently communicates something to the naga, but the rest of you don't hear it but she moves forward and whips her tail at the menhir and then instantly disappears.

The rest of you hear the response to Vuloo's questions, apparently from the other caulborn.

We wish to investigate the Dark Forest themselves, but an ancient warding effect placed by Karzoug prevents us from even entering the demiplane as long as the Shard of Gluttony remains within

We have been communing with the librarians for quite some time. If you wish not to do this, then turn around. Perhaps the naga will succeed on her own ... we doubt it. We will leave the portal open. You may return any number of times if you wish to rest or flee something.

The Dark Forest is the domain of the Dark Rider. A smallish demiplane built within a closed sphere, so say our records, perhaps 3 miles in diameter, with the Rider's Black Keep at the central part of the lowest depression within the Forest itself. His rule is absolute and his motivations a complete mystery. He rules over undead and other creatures that could be found amongst the dead or within a cemetary. We believe there are villages of khaei there as well, a strange and mysterious race that we know very little about. I believe the Rider terrorizes them as much as he does your world whenever he comes across]


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I understand. Let us be off then. Best not to give our naga friend too much of a head's start. And since she and we quest for the same object, I fear at some point there will be conflict between us.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo nods and follows Relan. "I believe you are correct - we must be wary of Silasni."

Andel follows through the gate also.


Two votes with no naysayers, pressing on

Listening ... or rather thinking on ... the caulborn's mental explanation, the party takes a collective gulp and walks forward to touch the menhir.

And with no sense of distortion or transportation, you suddenly find yourelves on a sharply sloping hillside covered with grass so dark it’s almost black, standing near a menhir almost identical to the one you just touched, but far more weathered and leaning precariously to one side.

The world has changed. While the nearby presence of the similar black stone menhir provides a sense of familiarity, everything else about this place is different from the dungeon rooms. This world appears like nothing so much as a roughly spherical bubble of stone measuring miles across. Above, the vault of the ceiling glows softly, casting the whole realm into an eerie kind of twilight. The lower hemisphere is an enormous bowl-shaped basin, its sides wooded with green fir trees and gnarled, naked snags. Thick fog blankets the realm, and the entire place seems leeched of color, tending toward grays and blacks. Closer at hand looms a strange structure. This towering black keep rises up into the air, each new wing resting upon nothingness and creating a strange, stepped structure of towers and domed roofs that carries within its facade an almost palpable sense of menace.

After a couple moments, the menhir begins to glow with a nauseating yellow shimmer.

You get one round of action and then you will need to roll initiative

Map updated and Black Keep Image uploaded to Roll 20 journal


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo backs away from the glowing Menhir. "We better get away from this thing. Let's get to the keep."

He runs on the path towards the keep.

Init: 1d20 + 1 ⇒ (16) + 1 = 17


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel runs after Vuloo.

Init: 1d20 + 5 ⇒ (1) + 5 = 6

Can't move the tokens on Roll20.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Question - Relan's shard lets him cast Haste as a spell like abilitu once a day. I was initially thinking this was personal but what I have written down is that it lets him cast haste"." So at minimum caster level I should be able to haste at least 5 people, right? The shard may very well operate at a higher caster level.

Using the Shard of Greed Relan will haste the group before moving away from the menhir. This should help get us away quickly. he says.


Allows you to cast haste equal to your character level. So multiple characters and longer duration than when you first got it


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I was going to suggest resting first... that's what I get for lagging on posts.

Any sign of Silasni? I assume we followed only a minute or so later.

"Yup, let's go!" Braelex says as she runs off to find cover behind the shrubs to the north.

Initiative: 1d20 + 8 ⇒ (3) + 8 = 11

Can't move my token on Roll20.


Not immediately obvious. Wanna search for tracks?


Map fixed, move your characters under first round movement. Assume everyone is hasted by Relan


Nalar?


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Sorry, working through exam season
Init: 1d20 + 10 ⇒ (17) + 10 = 27
Nalar will take off at a run for the keep.

Prepared Spells[/dice:

5
Teleport
4
Emergency Force Sphere
Dimension Door
Emergency Force Sphere
3
Resist Energy Communal
Hold Person
2
Hideous Laughter
Glitter Dust
Glitter Dust
Mirror Image
Create Pit
1
Charm Person
Shield


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

After pausing to give the group Haste Relan follows at his hasted speed.


I'm assuming everyone moves to the same spot as Nalar since no one else moved their token

The party rushes ahead down the path to the doors of the Black Keep, 10-foot tall arched double doors made of slabs of black iron. Looking back at the pulsing menhir, they see wriggling forms like massive maggots the size of apples erupt out of the menhir and fall to the ground coalescing into two massive swarming piles that slowly migrate around looking for ... something. They don't appear to move toward the party.

Knowledge Nature DC22:
The piles are rot grub swarms -- foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While a rot grub can derive nourishment from dead flesh, its true hunger is for the flesh of the living

Chance?: 1d100 ⇒ 99

Actions?


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Thyrl Nature: 1d20 + 16 ⇒ (7) + 16 = 23
Thyrl looks back at the menhir, it's hackels raising. "Those are rot grubs, they feed on carrion and lust for living flesh. These foul creatures use corpses as nest to breed and swell their numbers. We should be wary of any corpses we encounter in this place."

Nalar looks at the massive irons doors, scanning it for magic before touching it. Cast Detect Magic


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel will look for any sign of traps. If the doors look safe and Nalar doesn't detect magic he will pull the doors open.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan looks at the massive doors and pulls his adamantine dagger. I have what might be a can opener. It would not be quick. If we cannot coerce the lock perhaps we knock?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Gross," Braelex recoils at the rot grubs. "Perhaps we should find a place to camp before we delve into this place? Besides, Relan might be carving for a few hours."


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan eyes the maggot swarm. I would not camp in the open. he says.


Nalar finds no magic on it and as Braelex makes mention of resting, Andel checks the doors and they swing open with ease.

Great Hall

This enormous, rectangular hall has a thirty-foot-high ceiling. Taking up the entirety of the long northern and southern walls are identical bas-relief sculptures of a headless knight riding a horse whose eyes and nostrils trail gouts of flame. In alcoves at each of the room’s four corners stand imposing suits of black armor. Both the northern and southern walls hold doors, and the room’s eastern end is taken up by a sweeping marble staircase leading up to an open landing a story above.

Of more immediate interest is what's going on in the middle of the room. A bat winged creature with the body of a woman seems to be feeding on the inert form of the naga, Silasni. The woman is nude from the waist up, and her entrails hang looses from her waist ... she has no legs!

Above her, circling around are two clouds of greenish gas, but with shadowy, ghost-like flitting shapes.

Knowledge Religion DC22:
The legless woman is a manananggl, an undead creature that disguises itself as a normal woman during the day and hunts at night, spreading fear and distrust

Knowledge Dungeoneering DC16:
The clouds are actually gaseous oozes infused with negative energy known as hungry fogs. Mindless, they are drawn to concentrations of negative energy


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Knowledge (religion): 1d20 + 9 ⇒ (9) + 9 = 18

Knowledge (dungeoneering): 1d20 + 5 ⇒ (18) + 5 = 23

Relan is unaware of the nature of the half woman but recognizes here as a threat. He does recognize the Hungry Fogs and tells the party of them. Perhaps he knows how to hurt them with his roll?


Relan is aware that wind and magic weapons are helpful. Fogs are immune or resistant to ma y types of energy damage.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I am not sure what the woman is, but she is obviously dangerous. The fogs are gaseous oozes that are immune to most energy attacks but magic weapons can harm them.

Still hasted Relan will move up and attack the woman. Unless someone advises him about the creature he uses his main weapon.

+1 keen guisarme: 1d20 + 20 + 1 ⇒ (15) + 20 + 1 = 362d4 + 10 + 9 + 2 ⇒ (3, 4) + 10 + 9 + 2 = 28


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel studies both the woman and fog, but he doesn't know anymore than Relan. "Yeah, she sure doesn't look friendly!"

Knowledge, Religion: 1d20 + 13 ⇒ (4) + 13 = 17

Knowledge, Dungeoneering: 1d20 + 12 ⇒ (12) + 12 = 24


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo squints as he studies the bat woman. "I think it's safe to say that bat winged women trailing entrails are probably bad. Dispose of her Relan!"

Knowledge, Religion: 1d20 + 9 ⇒ (6) + 9 = 15


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Thyrl Religion: 1d20 + 16 ⇒ (20) + 16 = 36
As the party enters the room Thyrl takes one look at the legless woman and flattens it's ears back "Careful Pathfinders that's a manananggl, and undead abomination."


Thyrl:
the familiar is also aware of the creature's resistance to weapons that arent either silver or infused with divine goodness. It is sensitive to light and particularly vulnerable to light blades.


Manananggal Init: 1d20 + 3 ⇒ (5) + 3 = 8
Fog: 1d20 - 3 ⇒ (7) - 3 = 4

As Relan moves in, the woman flies to meet him as the fogs continue to suck at Silasni.

Roll init and post actions (other than Relan) if you beat those above


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Init: 1d20 + 3 ⇒ (8) + 3 = 11


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Init: 1d20 + 1 ⇒ (12) + 1 = 13

Vuloo will cast burst of radiance on the Manananggal. (DC 19 Reflex)


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Init: 1d20 + 5 ⇒ (6) + 5 = 11

Andel will step in and will cast heroism on Relan.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Init: 1d20 + 10 ⇒ (14) + 10 = 24
Nalar grits his teeth, his repertoire of magic useless in this fight, wishing he'd had the foresight to buy a wand of magic missile.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

Braelex draws and fires on the undead thing. She activates her boots for haste and quickly reloads and fires again.

Acid Burst Light Crossbow: 1d20 + 19 ⇒ (20) + 19 = 39; Damage: 1d8 + 2 ⇒ (3) + 2 = 5 and Acid: 1d6 ⇒ 6
Acid Burst Light Crossbow: 1d20 + 19 ⇒ (16) + 19 = 35; Damage: 1d8 + 2 ⇒ (5) + 2 = 7 and Acid: 1d6 ⇒ 5

Confirm Crit: 1d20 + 19 ⇒ (6) + 19 = 25; TOTAL Damage: 1d8 + 2 + 5 ⇒ (5) + 2 + 5 = 12 and Acid: 1d10 + 6 ⇒ (8) + 6 = 14

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