GM Raltus' Demon Hunting

Game Master Raltus

Book 2 Maps l Loot Lists l Hand Outs


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Once you head down:

The air in this basement is damp and musty-smelling. The
walls and floor are packed earth, while dozens of gourds hang
from the ceiling beams. A sludge of rotting plant matter covers
the floor. Against one wall, a wooden table holds a strange
apparatus that looks like a clockwork toy of a snake-bodied, sixarmed
woman holding a sword in each hand. A tightly corked
bottle, filled with what looks like water, sits before the statue.
A wooden chest covered with engraved runes stands under the
table, and a sinister image of a star surrounding a goat’s face is
painted on the wall above the table.

new map up


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Knowledge Religion: 1d20 + 4 ⇒ (15) + 4 = 19

”Fookin’ abyss...are these symbols of...”


someone want to add?


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Cautiously moving down off the stairs, Terry looks at the room with some disgust.

"Not what I would call welcoming. Little concerned over whether that clockwork is active defense or not. Don't think we should trust anything over there. Watch that stuff, I want to give the rest of the room a once over if she doesn't try to stop me . . .."

Terry will begin a careful examination of the room, working his way around it in arc, saving the area around the table and the table itself for last.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24 +1 Trapfinding, +1 Danger Sense in addition, as appropriate.


"Definitely some kind of abyssal cult symbol. This store was just a front," says Jocasta with disgust after she casts dancing lights so that she can see in the dark room. She sends one of the bobbing lights over to the statue so that Terry can see it more easily.

"I agree, Terry, that statue is suspiciously intricate."

She moves carefully to one side of the room, sword in hand, pushing gourds out of the way as she peers about looking for any threats.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

The statue and symbol seem eerily familiar to Lorena...

knowledge (planes): 1d20 + 8 ⇒ (20) + 8 = 28
knowledge (religion): 1d20 + 5 ⇒ (19) + 5 = 24


Lorena:

That is a more rare symbol of Baphomet, one used by Human Cultists as opposed to Demonic worshipers."


Terry:

Terry feels like there is more to this and the little statue and bottle have something to do with it but he is to far away to inspect what he feels is a trap

Jocasta moves about some of the vegetation but finds nothing other than what the Alchemist might have used to grow some of his ingredients.


Cricket


"So what's the word, Terry? Traps? Tricks?"


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Lorena feels a flash of memory being pushed into her head, like her dreams but much less visceral. Either way, she clearly knows what is being shown here. "The symbol of Baphomet again, just like that woman in Horgus's home. Looks like their cultists have been in the city for a while. And that statue is of a demon, of course...I'd be careful."

Marilith, right? I figure the planes roll would be high enough to identify the general shape.


Jocasta lowers her sword slightly and frowns, then turns to look at the statue and the symbol and casts detect magic.


Yes Marilith

Jocasta:

After concentrating for about 20 seconds you can see that on the Unholy symbol a spell from the school of Illusion is placed there.


"Hm. It's enchanted - some kind of illusion. Take extra caution, Terry," says Jocasta.

Knowledge (arcana) to identify spell: 1d20 + 8 ⇒ (4) + 8 = 12

Depending on your interpretation, this is either "identify a spell by aura" (DC 15 + spell level) or "identify a spell effect in place" (DC 20 + spell level). Probably the former because it's being identified via detect magic and the spell doesn't appear to have a visible element. Either way, though, that crummy roll is a failure.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

"A quick check of the rest of the room didn't give me reason to worry about anything other than that table . . .. Guess it is time to start looking it over. What have we here?"

Perception w/ Trapfinding & Danger Sense: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

”Another cultist hideaway. Mayhaps we will find some evidence pointing to other cells.”

Taking 20 On Perception


Are you moving or observing from a distance?


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Moved him on the map.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Thank you!


As Terry approaches the mouth on the Unholy symbol moves. "mouth—“Ahh... I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!”

As the last word rings out the tiny Marilith swings a small sword and breaks the bottle. The Vapor quickly fills the room.

DC 14 Fort save each turn or roll 1d8:

d8 Result
1 The subject takes 1d6 points of acid damage.
2 The subject’s eyes glow red for 2 hours, during
which time it gains darkvision out to 30 feet.
3 The subject takes 1d6 points of fire damage.
4 The subject develops wheezing, labored breathing for
2 hours, which imposes a –2 penalty on Stealth checks.
5 The subject takes 1d6 points of cold damage.
6 The subject develops a persistent nosebleed, taking
1d4 points nonlethal damage every 10 minutes for
the next hour.
7 The subject takes 1d6 points of electricity damage.
8 The subject experiences a persistent adrenaline rush.
For the next 2 hours, subject receives a +2 bonus on
Initiative checks but takes a –2 penalty on Dexteritybased
skill checks due to uncontrollable trembling

A horrible looking plant creature crawls out of the vegetation to the south.

Initiative:

Initiative Khaz: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Terry: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Lorena: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Carson: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Firinn: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Jocasta: 1d20 + 3 ⇒ (1) + 3 = 4
Creature: 1d20 + 4 ⇒ (17) + 4 = 21

Topaz Solutions - Round 1
Creature, Terry <---
Firinn
Khaz
Lorena, Jocasta

The Creature lets out a shriek that fills the room.

Will DC 15:
nauseated for 1d4 rounds.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Spell Resistance applies. “Area Spells. Spell resistance applies if the resistant creature is within the spell’s area. It protects the resistant creature without affecting the spell itself.” So it needs to overcome SR11. Are either of those spells?

Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Will: 1d20 + 6 ⇒ (7) + 6 = 13
1d4 ⇒ 2

Actually only matters on the will save


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

dc14 fort: 1d20 + 3 ⇒ (11) + 3 = 14
trap effect, just for fun: 1d8 ⇒ 1
dc15 will: 1d20 + 4 ⇒ (9) + 4 = 13
nauseated: 1d4 ⇒ 1 turn

Lorena keels over at the sound, and stays still until it passes.

also...is that a Butterfree on the map for Rionnag? LOL.


[ooc}The Shriek is sonic mind effecting, the bottle is poison[/ooc]


it sure is, best icon EVER!


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Fort: 1d20 + 2 ⇒ (10) + 2 = 12
Poison Effect: 1d8 ⇒ 5
Cold Damage: 1d6 ⇒ 6

Will: 1d20 + 2 ⇒ (12) + 2 = 14
Rounds Nauseated: 1d4 ⇒ 3 unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Well, that's a useless character . . ..

Terry nearly doubles over as the two attacks wash over and through him, hands to the side of his head. A quick look at the table and he starts stumbling away form the threats he can barely even acknowledge right now . . ..


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Re-roll! Campaign trait: 1d20 + 6 ⇒ (15) + 6 = 21

Quote:
Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Of course only works from a demon, but I think it applies here. If it doesn’t I’ll use legalistic for a +4 Bonus to make my last roll succeed.


Topaz Solutions - Round 1
Creature, Terry (N3)
Firinn <---
Khaz
Lorena (N1), Jocasta

Khaz digging deep is able to shrug off both attacks.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Posting while I have time, if Firinn kills it first then ignore this

Shaking off the effects of the evil outsider, Khaz ran forward with his mace raised overhead.

”Bolka!” He yelled, his mace glowing with a golden light.

Smite Evil: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21

While the mace did not have the stopping power of his old axe, it had the distinct benefit of being a holy weapon gifted by his goddess. Invoking her name had predictable effects on the demon.


Sorry, out right now. With all these saves etc the post will have to wait til I get home. And Khaz? Finn liking anything... good one! :P


It is a plant not an evil outsider


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

If it is evil then it takes 18 damage. If it isn’t evil then it takes 15 damage


Fort, DC14: 1d20 + 5 ⇒ (15) + 5 = 20
Will, DC15: 1d20 + 5 ⇒ (16) + 5 = 21

Firinn shrugs off both the gas and the shriek, having endured far worse in his time at the cult of Zon-Kuthon. He draws and fires rapidly, hoping to down the thing quickly. Unfortunately its fibrous exterior proves proof against his arrows.

Longbow: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d8 + 1 ⇒ (6) + 1 = 7

See? Never kill anything!


Fort Save DC 14: 1d20 + 5 ⇒ (20) + 5 = 25
Will save DC 15: 1d20 + 5 ⇒ (4) + 5 = 9
Nauseated: 1d4 ⇒ 3

Jocasts shrugs off the poison in the room, the Shriek echos around the room and it just to much for her.

Topaz Solutions - Round 2
Creature (-18), Terry (N2)
Firinn <---
Khaz
Lorena, Jocasta (n2)

The Creature turns on Khaz as he just came up to smash it.

Bite: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 2 ⇒ (1) + 2 = 3
slam: 1d20 + 8 ⇒ (5) + 8 = 131d4 + 2 ⇒ (2) + 2 = 4
slam: 1d20 + 8 ⇒ (8) + 8 = 161d4 + 2 ⇒ (2) + 2 = 4

Free Grab: 1d20 + 3 ⇒ (7) + 3 = 10

Everyone needs to make fort DC 14 saves vs the poison in the air again


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Fort with legalistic: 1d20 + 8 ⇒ (2) + 8 = 10
1d4 ⇒ 1

Coughing and sputtering Khaz barely beat the creature back.

Missed this turn. Unless I used trait reroll last time, in which case legalistic would help here


Not a demon so no trait


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Roger will mark off legalistic then


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Fort DC 14: 1d20 + 2 ⇒ (5) + 2 = 7
Effect merry-go-round: 1d8 ⇒ 6 Nosebleed, 1d4 non-lethal every 10 minutes 6 times. I assume immediate.
Non-lethal: 1d4 ⇒ 3

So, that's 6 lethal and 3 non-lethal damage taken, and 2 rounds (of 3) nauseated. Yep. Worthless character at the moment. Not even absorbing attacks for anybody else.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

dc14 fort: 1d20 + 3 ⇒ (12) + 3 = 15
trap effect, just for fun: 1d8 ⇒ 3

Her mind clearing up, Lorena moves forward to strike at the plant thing.

attack (longspear): 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
damage (longspear): 1d8 + 4 ⇒ (4) + 4 = 8

Khaz's location on the map hasn't been updated, by the way.


Nauseated by the gas, Jocasta is unable to help.


Topaz Solutions - Round 2
Creature (-18), Terry (N1) <---
Firinn <---
Khaz
Lorena, Jocasta (n1)

Khaz being in front of the creature then falling into a coughing fit bare able to defend himself causes Lorena's attacks to miss the creature.

The creature launches itself at Khaz again.

Bite: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 2 ⇒ (4) + 2 = 6
slam: 1d20 + 8 ⇒ (11) + 8 = 191d4 + 2 ⇒ (3) + 2 = 5
slam: 1d20 + 8 ⇒ (9) + 8 = 171d4 + 2 ⇒ (4) + 2 = 6
Free Grab: 1d20 + 3 ⇒ (12) + 3 = 15

The Creature just cannot penetrate Khaz's armor

Firinn can go twice, in the interest of progressing this fight


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

So, if I know the pattern now . . ..

Fort DC 14: 1d20 + 2 ⇒ (4) + 2 = 6
Effect Merry-go-round: 1d8 ⇒ 7
Electricity Damage: 1d6 ⇒ 5

So, now 11 Lethal and 3 nonlethal, and this would be the final round of incapacitating nausea.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

1 round lost is done, so...

Fort: 1d20 + 8 ⇒ (16) + 8 = 24

Hit: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 10 ⇒ (3) + 10 = 13

Confirm: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 10 ⇒ (4) + 10 = 14

Fighting through the nausea, Khaz held his breath and swung his mace with every ounce of strength he had. And with a silent prayer to Bolka for her protection.


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

dc14 fort: 1d20 + 3 ⇒ (7) + 3 = 10
trap effect, just for fun: 1d8 ⇒ 7
electricity damage: 1d6 - 5 ⇒ (5) - 5 = 0 energy resistance :)

Lorena tries again with the stabbing, more successfully this time.

attack (longspear): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage (longspear): 1d8 + 4 ⇒ (8) + 4 = 12


Attack 1: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Attack 2: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Attack 1: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack 2: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Firinn fires a lot of arrows, to very little effect.

This is... I really don't know how to describe it!


Khaz and Lorena manage to kill the plant creature, I was going to have it burrow next round.

I need 8 more rounds of DC 14 fort Saves as the bottle takes 1 minute to disapate

After the cloud goes away, the room is quiet. The Chest contains 5 holy Symbols of Iomedae. A note lays in the chest as well.

Note:

“We don’t need these anymore, but figured if you survived our surprise, it would be just plain rude to leave behind an empty chest for your troubles!"


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Fort: 1d20 + 8 ⇒ (5) + 8 = 13
1d4 ⇒ 4
Fort: 1d20 + 8 ⇒ (8) + 8 = 16
Cough rnd2
Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Cough rnd3
Fort: 1d20 + 8 ⇒ (12) + 8 = 20
Cough rnd4
Fort: 1d20 + 8 ⇒ (3) + 8 = 11
1d4 ⇒ 2

For over half a minute Khaz kneeled, couched, sputtered, and tries to keep his breakfast in.

When it was finally over he looked around at the group and said ”That was the worst experience of my life! Certainly not as heroic as I imagined this day could have been. Are ye all alright?”


Firinn retreats up the stairs, rather than face the rest of the gas. Once it's dispersed and he hears Khaz speak he looks down the stairs again. "We'll at least we won..."


Fort save: 1d20 + 5 ⇒ (9) + 5 = 14
Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
Fort save: 1d20 + 5 ⇒ (4) + 5 = 9
Fort save: 1d20 + 5 ⇒ (13) + 5 = 18
Fort save: 1d20 + 5 ⇒ (12) + 5 = 17
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21

Jocasta staggers into one of the corners and coughs and staggers until the smoke finally clears.

Once she catches her breath, she casts detect magic again to check the holy symbols.

"I bet this is another trap," she says wryly. "If I were the person laying these traps I'd stick a spell or poison or something on these."


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

gas rolls:
dc14 fort: 1d20 + 3 ⇒ (20) + 3 = 23
dc14 fort: 1d20 + 3 ⇒ (16) + 3 = 19
dc14 fort: 1d20 + 3 ⇒ (11) + 3 = 14
dc14 fort: 1d20 + 3 ⇒ (13) + 3 = 16
dc14 fort: 1d20 + 3 ⇒ (20) + 3 = 23
dc14 fort: 1d20 + 3 ⇒ (20) + 3 = 23
dc14 fort: 1d20 + 3 ⇒ (15) + 3 = 18
dc14 fort: 1d20 + 3 ⇒ (5) + 3 = 8
trap roulette: 1d8 ⇒ 7
electricity damage: 1d6 - 5 ⇒ (4) - 5 = -1

Lorena moves up to look in the chest, then back towards the stairs, still unaffected by the gas. With a bit of ridicule in her voice, she muses, "So much effort to protect absolutely nothing of worth. Let's move on."


Jocasta detects no magic on these silver holy symbols. The only other thing of interest in this room is the small toy Marilith on the table that smashed the bottles.

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