DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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As the last enemy falls an eerie quiet falls over the manor grounds.

Ill get loot in a bit


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus puts both fists out; ol'school boxer-style, and begins circling the immediate grounds.
Put'em up. Put'em up.

Ant-thony joins him.


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From the bodies you find four potions of cure moderate wounds, two breastplates, two masterword battleaxes, two potion of vanish, two +1 chain shirts, four masterwork daggers, three masterwork rapiers, four sets of fine clothing and jewelry worth 400 gp (Theo can repair the rips and tears from combat easily, or mending would work), several three armed triskelions which the cultists were using as unholy symbols. Asa had a mithral shirt on him. Daelene had a wand of scorching ray (13 charges), a ring of protection +1, and an amulet of natural armor +1. Daelene also had a key that doesn’t match any of the keys you’ve collected so far.

updated on treasure sheet, might want to distribute some of the potions, in case both Mara and Theo go under


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara checked to see if any of the fallen enemies were still alive.

Performing First Aid to stabilize if she finds one still living.

Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Heal: 1d20 + 14 ⇒ (7) + 14 = 21

"We should check the building that the kuru came out of," she suggested.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo waves goodbye to Ant-thony. The gentleman does seem to be distraught over viewing the ruined garmets.


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Moving past the carriage house and stable the party goes to the building the Kuru appeared from. Long tables covered with various utensils and food line two of the walls of this large kitchen. A fire crackles in the massive stone hearth. The kitchen is a disaster. A pile of nearly spoiled horse meat sits on the southeastern worktable, and the room smells like something else has gone bad long ago. A flight of stairs lead upwards and a door leads to another room on the western wall.

Perception
Dervak: 1d20 + 7 ⇒ (12) + 7 = 19
Ellery: 1d20 + 11 ⇒ (15) + 11 = 26
Mara: 1d20 + 14 ⇒ (10) + 14 = 24
Rowan: 1d20 + 13 ⇒ (5) + 13 = 18
Theo: 1d20 + 11 ⇒ (4) + 11 = 15

Ellery finds a trap door in the northeastern corner.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara checked the trap door for... traps!

Perception: 1d20 + 14 ⇒ (18) + 14 = 32

If she doesn't find any traps, Mara will open the trap door.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus waves at the door.
Frederick, just excels at opening doors.


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Seeing no traps on the trap door Frederick opens the door. After descending down a 10 foot ladder the party finds a bitterly cold room with walls clad with raw wooden boards. Many blocks of hazy ice and wooden crates of various sizes are stacked near the walls. A single locked door lies to the south.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Appears to be a suspicious door! Stand back, my friends!

The (over)excited gentleman casts Detect Magic.
He then searches it for traps.
Guidance.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

The White Rabbit begins to assist; but he stops, shaking and giggling.


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DM dice:
1d20 + 14 ⇒ (16) + 14 = 30

Theo finds no traps but does detect an abjuration aura. At the door's threshold Ellery sees the tell tale sparkle of diamond dust, he's sure it's trapped.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Clutching her human doll, Mara implored, "Daddy, help Ellery disarm the trap!"

Casting Guidance on Ellery.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery pulls out a tool and begins working on trying to disarm the trap.

dice=Disable Device, Trapfinding, MW Thieves' Tool, Guidance]1d20+13+3+2+1[/dice]


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery pulls out a tool and begins working on trying to disarm the trap.

Disable Device, Trapfinding, MW Thieves' Tool, Guidance: 1d20 + 13 + 3 + 2 + 1 ⇒ (5) + 13 + 3 + 2 + 1 = 24

but without being an idiot that just presses submit and walks away this time...doh


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Ellery takes some tools and tries to carefully mar the invisible marking that compose the magical trap. After about 30 seconds he realizes he's just chipping away at the door. Theo sees no change in the magic aura.

Failed check by 4 or less


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Don't forget that Ellery gets a +2 morale bonus on skill checks from Heroism.

Mara re-cast her Guidance spell on Ellery, so he could have another try at disarming the trap. Having done so, she did stand back in case something went wrong.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery takes a deep breath and gets back to it

Disable Device taking a 10, Trapfinding, MW Thieves' Tool, Heroism, Guidance: 10 + 13 + 3 + 2 + 2 + 1 = 31


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I don't think you can take 10 on disabling a trap.


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Quote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

You can, there is no immediate danger here but I'm I'm going to say the cold is distracting, especially coming from the rain. An ill timed shiver could set the trap off.

Ellery disable device: 1d20 + 13 + 3 + 2 + 2 + 1 ⇒ (13) + 13 + 3 + 2 + 2 + 1 = 34

With slow and steady work Ellery removes the glyph warding the door. Theo confirms this seeing only a lingering aura. Ellery easily pops the lock after spending a little time with it. DC 25


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

"Frederick, can you open the door please," Mara asked. She wasn't sure that Theo's unseen servant could understand her, but thought it best to humor the mad hatter.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus bows to Mara.
Frederick, open that door, my good man.

Theophilus casts Guidance.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak follows along, ready to go through a door when requested.


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After a short hallway the party sees an underground storage room that is furnished with two large wooden shelves on the west and east walls. They hold many small chests, caskets, and several loose objects. In the middle of the floor lies a wooden coffin. In the room is a black-clad figure with a pale, puffy face from which its yellow irised eyes glare with equal parts intensity and insanity.

Knowledge
1d20 ⇒ 15
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 6 ⇒ (9) + 6 = 15

No one has a clue as to what this obviously supernatural being might be. It turns to you expressionless and says with a ragged voice, "Have you found the Yellow Sign?"

Initiative
Keeper: 1d20 + 8 ⇒ (12) + 8 = 20
Dervak: 1d20 + 5 ⇒ (17) + 5 = 22
Ellery: 1d20 + 6 ⇒ (1) + 6 = 7
Mara: 1d20 + 2 ⇒ (4) + 2 = 6
Mara, Temporal Celerity: 1d20 + 2 ⇒ (17) + 2 = 19
Rowan: 1d20 + 4 ⇒ (14) + 4 = 18
Theo: 1d20 + 12 ⇒ (2) + 12 = 14

Dervak has the first opportunity to act


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Tell me the truth: Is that Theo's Patron....lol. Post after work.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak is hesitant about striking first, not knowing what this creature is. However, he readies to attack if it comes within reach.
"No. Who are you? What do you want? Stay back."

Readied Attack:

Attack, Heroism, PA: 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20
Damage: 2d4 + 12 ⇒ (2, 3) + 12 = 17
Furious Falchion is still MW, right? So +1 to hit but not to damage.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak also takes a 5' step, so if it comes to attack us, we can get more attacks on it (rather than Dervak blocking the doorway).


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Yes furious falchion is still masterwork with that bonus

Will vs disquieting aura DC 20
Dervak, heroism, vs fear: 1d20 + 6 + 2 + 4 ⇒ (7) + 6 + 2 + 4 = 19
Ellery, heroism: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Mara: 1d20 + 12 ⇒ (17) + 12 = 29
Rowan, heroism: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Theo, heroism: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

The man in black approaches silently but not close enough for Dervak to strike him. The man's unblinking guise makes you anxious. Dervak starts to feel the pressure from both within and without; his hands start to shake. -1 to saves vs fear effects, everyone else is now immune to the aura.

Dervak Will DC 20: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Spellcraft, heroism, spell-like ability, only Dervak because he is the only one to witness the effect
Dervak: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

I realize I missed heroism on knowledge check to identify but it wouldn’t have made a difference.

The man’s eyes flash and all of Dervak’s doubts and insecurities are ever present in his mind. Every time he’s failed or let the Whisper take over is fresh and ready to be re-lived. –4 penalty on attack rolls, saves, ability checks, and skill checks.


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Rest of the PCs up


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery assuming the others will want to talk to the creature takes a 5' step next to Theo but follows Dervak's lead and readies an attack in case it gets too close.

Readied Attack:

Red Destiny,Attunement, Heroism: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Damage: 1d6 + 4 + 1 + 3d6 ⇒ (2) + 4 + 1 + (1, 5, 5) = 18

Crit confirmation?: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Having noticed the fear aura from the fella, Theophilus frowns.
Not a nice thing to try!

Theo Evil Eyes him (-2 Saves).

He Cackles.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Note: Mara did not extend Time Flicker, so no concealment (2/6 minutes used).

Mara came forward to talk to the creature, trying to get some idea of its motivation. "Hello, my name is Mara. I am unfamiliar with the 'yellow sign'; can you tell me more about it?"

I don't know that diplomacy is possible right now, but just in case:

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15


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When Theo attempts to invade the mind of the Man in Black all he sees is the man's yellow eyes staring back at him, blocking the attempt. Immune to that particular effect

The man does not respond to Mara, he just sits there unflinching and continues to block the hallway.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus looks down at the White Rabbit.
The White Rabbit shrugs.

Theo rolls up his sleeves.
Misfortune DC 18

He Cackles.


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I can tell Theo's excited because he skipped a full turn. Action to Rowan


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus seems excited.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan enters snake style and draws his Cold iron Kama. He readies a flurry in case the creature comes within range.

readied attack:
flurry 1+heroism: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
damage: 1d8 + 5 ⇒ (7) + 5 = 12

flurry 2+heroism: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
damage: 1d8 + 5 ⇒ (7) + 5 = 12

flurry 3+heroism: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
damage: 1d8 + 5 ⇒ (5) + 5 = 10


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Dervak we're back to you, did you want to ready again or do something else?


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Total Defense.


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The strange man's eyes flash again and oily tendrils of darkness slither across the floor and through the air. Snuffing out any carried light sources returning it back to the unlit darkness of the cellar. The party is engulfed as he steps forward. Dervak and Mara can still clearly see in the darkness thanks to their mixed heritage but the rest of the group is effectively blind. He continues to block the hallway saying nothing more.

Spellcraft
Dervak: 1d20 + 3 + 2 - 4 ⇒ (14) + 3 + 2 - 4 = 15
Mara: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Theo: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16

No one has a clue what it was other than some form of magical darkness.

PCs have a round of action


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

"Pull back!", Mara cried, moving away a few feet. "The darkness doesn't extend very far — I'm out of it now."

Mara will guide people back out of the cellar.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

"NO! Kill it now!"
Dervak casts Long Arm.
Didn't Mara trade away Darkvision?


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I don't see it on her perception line, sorry I just assumed


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

My apologies, I forgot for a moment that Mara doesn't have Darkvision. The original GM asked me to trade away Darkvison, so she has the Skilled Alternate Racial Trait instead.
If she was unexpectedly plunged into darkness, her instinctive reaction would be to cast Daylight. I've moved her back to her previous position.


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This is something Mara can still do if you want


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Changing my action:

Panic overtook Mara as her light went out. She prayed desperately to the Heavens Spirits, and touched her axe, causing a blazing light to replace the weaker light spell on it previously.

Casting Daylight.

Slight retcon: with the change to Automatic Bonus Progression, Mara would have cast her Light spell on her Greataxe instead of the Light Mace, and would have the axe at the ready.


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Mara's effulgent light burns away the darkness, the man locks eyes with Mara and she can see the slightest hint of a smile on his face. Rowan, Ellery, and Theo have an action and can see.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Let's just use previous post, please. Off to SFS game!


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Will vs misfortune: 1d20 + 7 ⇒ (17) + 7 = 24

Again the man denies Theo's curse.

Action to Rowan and Ellery


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Suddenly being able to see again, Rowan slips past Mara and attacks the apparition.

attack with fist, heroism: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
damage, axe to grind: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

If 17 hits, Rowan will use drunken strength.
drunken strength: 1d6 ⇒ 6


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Rowan lands his punch against the unarmored man, it feels like he's punching a bag full of sawdust. The man doesn't flinch.

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