DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Hmmm...I think my knife won't be very useful against sand...

1d20 + 3 - 1 + 2 + 1d6 ⇒ (3) + 3 - 1 + 2 + (3) = 10 for 1d6 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12 Rameth charges with his club in two hands, dropping his dagger as he charges.

burning last 2 inspiration


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Azubah gathers his wits quickly and reaches out his hand to touch Albus on the should. "Aroden guide you" he says. His touch sends a brief warm sensation through Albus's arm.

Guidance cantrip: Albus's next roll gains +1 bonus

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor, not too proud to fight sand, wields his hammer in two hands and swings a the creature from behind Rameth (cover may apply).

"Now what?!?!"

cold iron lucerne hammer, rage,reach: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 fordmg: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15


Map Undead M Railroad Engineer 13

Rameth's club flies past the sandling, but Dwalindor's hammer hits it with a meaty thump, causing ripples and cracks to appear throughout the elemental's form.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus steps to Rameth's side and strikes at the elemental.
Now we kill it! If we can.
Bastard Sword Attk: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Dmg: 1d10 + 6 ⇒ (9) + 6 = 15


Map Undead M Railroad Engineer 13

The sandling shifts its bulk away from Albus's swing and then seems to collapse, receding into the cracks in the floor of the staircase where it rose from.

You are out of combat for the moment.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

After several heavy breaths and a long pause following the melee, Azubah says "If that thing could move through small cracks then it would not have needed to make these tunnels. There might be other things here, lurking about." He turns to the dwarf and asks "Dwalindor, can you tell how long ago this tunneling work was done? If it was recent then the tunnelers might still be about."


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

I think this is still part of the old tomb complex. Couple of centuries would be my guess.


Map Undead M Railroad Engineer 13

Albus is right, you're still in the tomb itself.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth picks up his dagger and wax amines the next door

1d20 + 7 ⇒ (1) + 7 = 8 percep


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Not trapped! he announces and pushes open the door.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor stops his rage and leans against the wall breathing heavy.

"hang on with the questions...got to...um ok almost ready...ok what was that?. "


Map Undead M Railroad Engineer 13

The doors, as Rameth declares, are not trapped. In the next room a tapestry hangs from a frame against the south wall of this large chamber; it depicts an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire. Columns sculpted in the shape of Osirian warriors wielding khopeshes stand in all four corners of the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east (which you are coming through), and west.

If you go to the doors to the north and west they are locked.

Map of new room (complex to the east in previous maps).


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

We will need your magic at those doors b... Rameth.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth moves up to the north doors, examines them, then unlocks or disables them

1d20 + 8 ⇒ (7) + 8 = 15 Percep
1d20 + 8 ⇒ (20) + 8 = 28 DD


Map Undead M Railroad Engineer 13

Many apologies, I got sucked into Wildstar Early Launch by my guild, spent more time there than I thought I would.

Rameth opens the door easily, and you see a staircase descending below into a new chamber. The center of this large octagonal room is a raised square platform a few inches above the floor, with a stone pillar at
each corner.

A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. Stone double doors exit the room to the north and south.

New Map

Please tell me exactly where you move by grid coordinates, it's important for this room.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus steps into the room. O8


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

And casts detect magic.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth steps to N8 though he checks the ground as he goes.

1d20 + 8 ⇒ (6) + 8 = 14


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

The sarcophagus*, statues and pillars enforce the gravity that the entombed represented in life. Surely those who constructed this tomb would guard him well against despoilers, with traps and retainers of some sort. Sensing danger in everything, Azubah takes up a position where he will not impede the warriors and also where he can use the pillars as cover with but a quick step.

011

*In about 35 years of DnD, this is the first time I have typed the word "sarcophagus".Wow.


Map Undead M Railroad Engineer 13

Albus, you do detect a faint aura of transmutation on the coffin, similar to the diorama you encountered previously to the north east.

The ground itself does in the area around you seems normal enough to you Rameth, similar to the previous areas nearby.

Going to wait a bit for Dwalindor, if I don't see anything in a few you guys can advance to the next round, Dwalindor will move just inside at that time.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will move in as well.

just finished work, so posting from hone. Put in square towards front rank.


Map Undead M Railroad Engineer 13

Excellent! You're still not in combat however, so the next move is up to you all.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Getting some energy from the coffin. Faint... transmutation.
Do you guys wanna poke it?


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Perhaps it would be best if we each stand to one side of it so that whatever guards it can only attack one of us at a time and the others will able to flank it. One of us could stand at the head, foot, left and right of it."


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

A good idea. Let me move to the head of it.

Rameth does so.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor grunts in agreement with a nod and likewise moves to the side near Rameth


Map Undead M Railroad Engineer 13

Are you stepping onto the platform to surround the sarcophagus?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Yes...after a shield extract


Map Undead M Railroad Engineer 13

As you step foot on the platform, you hear the doors to the south slam shut, and you hear a clank at the doors.

You hear crackling as lightning begins to move up the pillars surrounding the coffin, but that's the least of your worries for the moment, because the doors to the north open and water begins to flood into the chamber.

Everyone roll a reflex save for me, you can also roll Spellcraft or Knowledge (religion to identify weaknesses for the sarcophagus).

At the same time, the sarcophagus begins to stir.

Initiative (Albus): 1d20 + 1 ⇒ (20) + 1 = 21
Initiative (Azubah): 1d20 ⇒ 20
Initiative (Dwalindor): 1d20 + 2 ⇒ (6) + 2 = 8
Initiative (Rameth): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Sarcophagus): 1d20 ⇒ 1

Ouch. Is there a penalty for rolling a 1 on initiative?


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Reflex
1d20 + 2 ⇒ (13) + 2 = 15

Knowledge (Religion)
1d20 + 4 ⇒ (17) + 4 = 21

Spellcraft
1d20 + 2 ⇒ (13) + 2 = 15

"$@%^*!"

Azubah does not seems to move of his own accord as much as some unseen force tries to yank him to the side as the water rushes in. Perhaps the spirits who plague his every move care for his existence in their own way.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 5 ⇒ (4) + 5 = 9 reflex
1d20 + 7 ⇒ (15) + 7 = 22 spellcraft


Map Undead M Railroad Engineer 13

Spellcraft, Religion 20+

Spoiler:

The sarcophagus in front of you is an animated trap favored by the Osiriani, and well insulated from most attacks. It is, however, slow and it's favored attack is to swallow its opponents and suffocate them.

However sarcophagi are very susceptible to cold, often breaking apart more easily when exposed to lower temperatures or ice.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Hit the thing with ice!


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex: 1d20 + 1 ⇒ (18) + 1 = 19

We could... u'know... start looking for traps as we go insted of activating them. Where is that #@$% halfling when we need him.

Albus casts enlarge person on himself.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"I have no power over ice!" Azubah replies, wondering if it is his fate to drown here.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Me neither. How do we disable this thing?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

reflex: 1d20 + 2 ⇒ (16) + 2 = 18

"Ice? What! Bah! Just hit it harder with steel I says"


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

This sarcophagus is going to try to kill us! smash it quick.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21 for 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

confirm 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 for 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Rameth slams his dagger into the Sarcophogous


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Not knowing what else to do, Azubah swings his morningstar at the sarcophagus. The wet floor makes for an unsteady footing, though, and he nearly falls over with his momentum.

Attack
1d20 ⇒ 2

Damage
1d8 ⇒ 8

Wow, I almost fumbled against and inanimate object.


Map Undead M Railroad Engineer 13

Rameth's dagger hits hard, gouging deep into sarcophagus.

New Map

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor rages and swings a mighty blow with his axe
" Rrrraarrrrt!."
attack, rage, pa : 1d20 + 4 - 1 + 2 ⇒ (4) + 4 - 1 + 2 = 9 for Dmg : 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13


Map Undead M Railroad Engineer 13

Dwalindor and Azubah both miss the sarcophagus, avoiding the rush or water and the random sparks from the pillars.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Swift action: spend arcnae pool for +1 bonus to weapon.
Albus swings his oversized sword at the sarcophagus producing a loud "CLANK" as sparks flies into the air.
Atk: 1d20 + 5 + 2 + 1 ⇒ (17) + 5 + 2 + 1 = 25
Dmg: 2d8 + 7 + 1 ⇒ (4, 4) + 7 + 1 = 16


Map Undead M Railroad Engineer 13

The sarcophagus lurches under the blow from Albus, chips of stone flying from its side.

The sarcophagus turns and lungs at Albus in response.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Azubah, don't forget your +2 to attack from flanking bonus.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Is the sarcophagus launching itself in the manner of a car being aimed at pedestrians or are the arms and such on in lashing out as if it were a golem?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor swings again...still raging

axe rage: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 damage : 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 with probably swinging wide.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth frowns at the pooling water, and at the creature.

At least there isn't a mummy coming out of it! Not happy about this water though, thats going to make getting our loot out hard...hope Sumak already has it.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth lets that dagger fall, and pops one out of his wrist, his last sharpened one and he slams it into the construct

1d20 + 3 + 2 - 1 ⇒ (17) + 3 + 2 - 1 = 21 for 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

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