Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"I'd worry about the sideburns. " joke

"Well, I'm ready. "


Map

Just confirm your positions on the map, in case anything should happen. :) The red hourglass is the prisoner. I am using a pregenerated map so no worries about the pool and other features on the map that I did not describe.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Looks OK, though I should be in front of the squishies.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

I'm good where I'm at, as I am about to hop over.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

fine with me


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Im good where I'm at as well.


Malugor dimensional hops to the location where female prisoner is staked to a wooden “X” cross. The female is naked and unconscious. Now that he is close, Malugor can tell that the female’s body has dozens of paper thin cuts all across her body, expertly inflicted as a means of torture. There is an impressive level of skill with which the cuts were inflicted. Her face is also very bruised and her abdomen shows signs of broken ribs and internal damage. Mal also sees that some kind of black ichor has been rubbed into the wounds as well. The prisoner is barely breathing and as Malugor carefully kneels down to get a look at the prisoner's face, he instantly recognizes her as Sheyla, although she is currently unconscious. What is the rest of the party doing? Just watching from 90' away?


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Once the prisoner is revealed to be Sheyla, Elise will move up to administer help..

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Siggut will advance with the healer to act as a bodyguard. He still doesn't trust this place.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Rav comes closer and tries to position himself close enough to cast a wall of force on the cave entrance if needed, angling off to the side so he has a direct line of sight on the cave entrance. 60ft from the cave if possible but most importantly he will stay far enough away to keep from being caught in an AOE 45ft rad or less that affects any of the group. Distance from the group being more important as he can always lob a long distance dazing fireball if he is out of WoF range

Mal... See if she still radiates good as a paladin or if her aura has been corrupted.. Be careful


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

My intention is to move up and cast Heal on her.. Unless Mal says otherwise..


As Mal examines Sheyla and the rest of the party beings its careful approach toward him, suddenly a snake-bodied fiend with a six-armed woman’s torso, each arm bearing a longsword, pointed ears, and glittering, otherworldly eyes pops into existence next to Mal! The marilith speaks, "S-s-seems your pesssky friendssss who have been causing trouble in the prison are mounting a rescue attempt for you S-s-Sheyla....how deliciousssss!"

Right behind Elise appears a towering creature with four arms. The monster’s eyes shine with a mix of intelligence and cruelty.

Initiative:
Marilith: 1d20 + 8 ⇒ (17) + 8 = 25
Glabrezu: 1d20 ⇒ 9
Elise: 1d20 + 3 ⇒ (11) + 3 = 14
Malugor: 1d20 + 11 ⇒ (10) + 11 = 21
Ravarel: 1d20 + 12 ⇒ (8) + 12 = 20
Siggut: 1d20 + 3 ⇒ (14) + 3 = 17

Round 1: Marilith
The powerful snake-bodied fiend unleashes her weapon attacks on the flat-footed inquisitor, evidencing great skill as she catches the unaware inquisitor with several expertly placed slashes of her swords, each one inflicting unholy damage on him! One blow is so vicious and expertly placed that it opens a gushing wound down the inquisitor's back! After the flurry of hits, Mal is left barely standing and conscious before the towering fiend! As he lifts his bow to attack or perphaps teleport away, the wound on his back is too much and he collapses to the floor at the fiend's feet! The look of gratification on the marilith's face is readily apparent!
Believe FF AC is 26 and CMD is 30/23 FF.
Attack: 1d20 + 24 ⇒ (6) + 24 = 30...hit!
Damage: 4d6 + 8 ⇒ (4, 2, 6, 2) + 8 = 22
Attack: 1d20 + 19 ⇒ (8) + 19 = 27...hit
Damage: 4d6 + 8 ⇒ (4, 6, 2, 4) + 8 = 24
Attack: 1d20 + 14 ⇒ (7) + 14 = 21...miss
Attack: 1d20 + 9 ⇒ (14) + 9 = 23...miss
Attack: 1d20 + 24 ⇒ (18) + 24 = 42...threat
Confirmation: 1d20 + 24 ⇒ (4) + 24 = 28...confirmed
Damage: 6d6 + 16 ⇒ (1, 1, 5, 2, 6, 3) + 16 = 34
Attack: 1d20 + 24 ⇒ (11) + 24 = 35...hit
Damage: 4d6 + 8 ⇒ (2, 5, 3, 4) + 8 = 22
Attack: 1d20 + 24 ⇒ (3) + 24 = 27...hit
Damage: 4d6 + 8 ⇒ (1, 3, 6, 3) + 8 = 21
Attack: 1d20 + 24 ⇒ (10) + 24 = 34...hit
Damage: 4d6 + 8 ⇒ (2, 2, 4, 4) + 8 = 20
Disarm: 1d20 + 24 ⇒ (1) + 24 = 25...miss
Tail Slap: 1d20 + 17 ⇒ (12) + 17 = 29...hit
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5..no grab on account of FoM
Total damage: 148!
Bleed damage at start of Mal's turn: 2d6 ⇒ (3, 6) = 9...he drops!

Party is up!

Combat Map


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Not liking the look of the big demon that suddenly appeared next to him ...Rav Dimension Slides (move action, No AOO) up to 140 ft away using 1 arcane pt

Rav will reappear as far away as possible from both demons max 140ft while still maintaining LOS

Once at a comfortable distance Rav launches 2 Fireballs

The first an Intensified Quickened(free mm) at the Glabrezu aimed to affect only it ..hoping to soften it up for Sig's full attack

spell details DC25:

Intensified Fireball DC25: 14d6 + 14 + 7 ⇒ (6, 3, 1, 2, 5, 1, 3, 2, 5, 5, 4, 1, 6, 1) + 14 + 7 = 66

SR=14+6(elf,spell penetration

SR vs Glabrezu: 1d20 + 20 ⇒ (5) + 20 = 25

The second one an Intensified, Dazing (free mm from spell perfection) at the Marilith...hoping to Daze it and temporarily neuter the threat

spell details DC27:

Rav casts an Intensified Dazing Fireball (from 3rd lvl slot) centered so it will affect only the Marilith.

Evocation Spells DC= 19+spell level(School Power +2), +5 HP dam, +1hp dam per die of spell dam (orc bloodline power)
+1DC to metamagicked spells (arcane bloodline power)

Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 27
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir 15/17 to add +2DC
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

Intensified Dazing Fireball DC27: 14d6 + 14 + 7 ⇒ (1, 1, 4, 5, 4, 1, 2, 1, 2, 4, 4, 6, 1, 4) + 14 + 7 = 61

1arc pt=+2DC
SR=14+6(elf,spell penetration

SR vs Marilith: 1d20 + 20 ⇒ (15) + 20 = 35

Nerfed Daze Metamagic:

You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Dazing is a mind affecting effect. And therefore creatures immune to those effects like undead are not affected.

once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round

the logic behind these changes is that high level enemies tend to have reflex as their poor save particularly huge and colossal enemies. Giving enemies a chance to resist the Daze round by round after the initial round with their stronger save (Will) weakens the power of Dazing metamagic significantly. I think this is a fair nerf that allows me to continue using Daze without overpowering encounters

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.

summary 2 3rd slots used 3/6 and 2 arcane pts 14/17


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Elise casts Grace as a swift action and then moves 20' straight forward. She then snaps her finger and a rod appears in her hand, reach rod via glove of storing. She then begins to cast a spell..

Casting Reach Heal on Mal, full hp..

"We are servants of the light and will not be intimidated by the likes of you!"

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"Grow em big where you're from eh?" he mutters as he starts to hack away at the huge demon.

power attack, hero's feast, +1 heartseeker adamantine pick
to hit: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 1d6 + 23 ⇒ (4) + 23 = 27
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 1d6 + 23 ⇒ (4) + 23 = 27
to hit: 1d20 + 15 ⇒ (6) + 15 = 21 damage: 1d6 + 23 ⇒ (2) + 23 = 25

That could have gone better


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Not that it matter in this instance but I noticed the everyone is missing the +2 initiative from Hunter's Blessing. Please don't forget the +2 sacred bonus to hit and damage as well..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

noted.... I need to do a better job of casting heightened awareness before obvious encounters... That +4 to Init could have prevented mal from getting skewered like like prize pig.... If the dazing fireball worked which is still in doubt... Capturing the lead for Init is pretty important for Rav so he can shape the encounter


Ok, lots to resolve which could end this fight quickly.
Marilith Dazing fireball save: 1d20 ⇒ 19....success, 20 damage
Glabrezu Fireball spell: 1d20 ⇒ 20...auto success, 23 damage
Only one of Siggut's attacks strikes the Glabrezu, inflicting 17 more damage (40 total damage)
Elise heals Mal for 150, closing his wound and bringing him from -4 to 146 hps.


Will update later tonight.


Round 1: Glabrezu
The demon moves around the dwarf, provoking AoO, and tries to pincer Elise!
Attack: 1d20 + 20 ⇒ (10) + 20 = 30...how did you get 31 AC Elise? 24+4 from shield of faith=28, where does other +3 come from?
Will assume a hit, until otherwise indicated.
Damage: 2d8 + 10 ⇒ (2, 3) + 10 = 15

Round 2: Marilith
The serpentine warrior smiles, "Thissss warrior must be important, priestess, for you wanting to ssssave hissss life. Let me end it in front of your eyes!" The marilith proceeds to flurry on the prone inquisitor, each blow causing him to scream in pain as her blades find chinks in the armor with each blow, leaving him a bloody mess. She then takes a 5' step toward Elise.
Full-attack:
1d20 + 24 + 4 ⇒ (18) + 24 + 4 = 46...hit, threat
Damage: 6d6 + 16 ⇒ (4, 2, 3, 5, 2, 6) + 16 = 38
1d20 + 19 + 4 ⇒ (17) + 19 + 4 = 40...hit, threat
Damage: 6d6 + 16 ⇒ (3, 2, 6, 2, 4, 3) + 16 = 36
1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22...miss
1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30...miss
1d20 + 24 ⇒ (17) + 24 = 41...hit, threat
Damage: 6d6 + 8 ⇒ (4, 4, 4, 4, 3, 3) + 8 = 30
1d20 + 24 ⇒ (10) + 24 = 34...hit
Damage: 4d6 + 4 ⇒ (5, 4, 3, 3) + 4 = 19
1d20 + 24 ⇒ (15) + 24 = 39...hit
Damage: 4d6 + 4 ⇒ (1, 1, 5, 4) + 4 = 15
1d20 + 24 ⇒ (17) + 24 = 41...hit, threat
Damage: 4d6 + 4 ⇒ (2, 6, 1, 3) + 4 = 16
1d20 + 24 ⇒ (4) + 24 = 28...miss
Tail: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Confirmation #1: 1d20 + 24 + 4 ⇒ (11) + 24 + 4 = 39...yes
Confirmation #1: 1d20 + 19 + 4 ⇒ (15) + 19 + 4 = 38...yes
Confirmation #1: 1d20 + 24 + 4 ⇒ (5) + 24 + 4 = 33...yes
Confirmation #1: 1d20 + 24 + 4 ⇒ (1) + 24 + 4 = 29...no
Total damage: 38+36+30+19+15+16+9 = 163 damage
Bleed damage: 2d6 ⇒ (1, 4) = 5
So at start of his turn, Mal takes 168 damage, dropping him to -22.

Sigg has AoO.
Then rest of party is up!


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Ouch, looks like I am a goner...but GM, no hard feelings. I can see how you wouldn't want to give up 10 attacks to get one...:)

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

AOO
hunter's blessing, power attack, hero's feast
to hit: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31 damage: 1d6 + 23 + 2 ⇒ (5) + 23 + 2 = 30

wow, that's one hot D20

5' step to the NW and full attack the demon
to hit: 1d20 + 25 + 2 ⇒ (3) + 25 + 2 = 30 damage: 1d6 + 23 + 2 ⇒ (4) + 23 + 2 = 29
to hit: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28 damage: 1d6 + 23 + 2 ⇒ (5) + 23 + 2 = 30
to hit: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 damage: 1d6 + 23 + 2 ⇒ (5) + 23 + 2 = 30

OK, it says d20 but rolls like a d6


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

+3 from magic vestment on shield, +4 from shield of faith. Also what one hand weapon does 4d6 damage per hit..

Is Mal dead or close? Matters for my decision..

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Con is 19, at -22. He's dead unless you breath of life him.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Yea I figured but the chick is just gonna chop him up again.. She keeps going after people are down... I guess I have no other option though..

Elise defensive cast breath of life on Mal using her reach rod.. She channel as a move action as well.

Max Breath: 40 + 15 = 55

Empower Channel: 10d6 + 18 ⇒ (3, 4, 5, 6, 3, 1, 4, 4, 3, 3) + 18 = 54

109-22=Mal at 87..

He will get to act finally..

The light will prevail fiend!

Everyone but baddies gets that channel heal btw..


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

That Reach Rod is amazing...and here I was thinking about my next character - a dashing dexterous daring champion! Guess will hold off on that thought for now. But I do not get to act yet, since my turn in the initiative already passed, so marilith goes before me and I may get chopped to bits again! LOL..


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I mean its still the same turn and u havent acted yet..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Another ball of arcane destruction envelopes the Marilith

spell details:
Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir 15/17 to add +2DC
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

Intensified Dazing Fireball DC27: 14d6 + 14 + 7 ⇒ (6, 6, 5, 6, 1, 6, 4, 6, 6, 1, 2, 5, 5, 6) + 14 + 7 = 86

SR=14+6(elf,spell penetration

SR vs Marilith: 1d20 + 20 ⇒ (2) + 20 = 22
bleh

After launching the fireball Rav dimension slides over to Mal standing over him protectively ready to use an immediate action to raise an emergency force sphere if the Marilith moves towards us

2 arcane points used 12/17..... One 3rd level slot used 2/6

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