GM Endless Forms' Dragon's Demand (Inactive)

Game Master Mike Tuholski

Module played for PFS credit. The Dragon's Lair

Monastery (main) | Monastery (upper and basement)

Belhaim


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Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

"I don't need any of that stuff. I must admit, I wasn't so sure I'd be able to command that woman - but it worked, eh?"

Harsk chuckles softly to himself and hangs his warhammer back on his belt.

"We may as head down to the basement. Didn't what's-his-face say that's how to get to Szangi?"


The Flaxseed Pathfinder Lodge

Unfortunately Milloy can't learn anything from the formula book, but you can always sell it. It is worth 50% of however much it would cost to scribe it.

A flight of stairs descends to a cellar room with alcove-lined walls. Each alcove hosts a statue of an athletic man or woman with a long braid, and each figure is in different pose of martial performance.

DC 15 Knowledge (religion):
the layout of this room is a common one in places sacred to Irori—this room is the start of the Aspirant’s Path, a series of challenges that form a sort of obstacle course meant to train worshipers in the various physical traits and skills Irori demands on the road to self-perfection. the first task is always one of observation. The actual entrance to the path is invariably a secret door the aspirant must locate in order to even begin the trial.


Signboy77's PFS Scenario-rama

Take 10 Religion: 10 + 9 = 19

Harsk's bushy eyebrows furrow close together as he considers what he sees in the room.

"Well, the layout of this room is a common one in places sacred to Irori—this room is the start of the Aspirant’s Path, a series of challenges that form a sort of obstacle course meant to train worshipers in the various physical traits and skills Irori demands on the road to self-perfection. the first task is always one of observation. The actual entrance to the path is invariably a secret door the aspirant must locate in order to even begin the trial."


Inactive

"So this basement is some sort of obstacle course for monks?" Alice looks around for said secret door. Perception: 1d20 + 10 ⇒ (18) + 10 = 28


The Flaxseed Pathfinder Lodge

Sure enough, Alice locates a secret door that leads further into the dungeon!

This room has a fifteen-foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into darkness.

The pit is 40 feet deep. Balancing along the ledges requires an Acrobatics check or climbing down and back up requires a Climb check. You can also come up with more creative methods.

DC 15 KN (religion):
Monks were expected to traverse the pit however they wished; the pit symbolized the darkness of chaos.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Who needs a piggy-back ride?" Kurth says, before ferrying the group around the pit using his slippers of spider climbing.

I'm guessing no checks needed that way?


The Flaxseed Pathfinder Lodge

That will work!

Kurth leads the party across the pit and further on down a passage beyond. Sixteen five-foot-wide alcoves, each containing the crumpled remains of a sparring dummy, filling the room.

DC 15 KN (religion):
The aspirants were likely blindfolded to simulate the lightless conditions of the darkness between the stars, and then challenged to move quickly through the chamber and topple 16 separate dummies from their stands as quickly as possible.

DC 30 Perception:
There is a secret door in the northeast corner.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Religion: 1d20 + 8 ⇒ (16) + 8 = 24

Hmm, interesting. As Harsk could likely tell you, the aspirants were likely blindfolded to simulate the lightless conditions of the darkness between the stars, and then challenged to move quickly through this chamber and topple the 16 separate dummies from their stands as quickly as possible. Nothing more of interest here. Milloy still continues to scry for magic auras, however.


Inactive

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

I'm pretty sure I know what's under that spoiler, but I don't want to cheat.

"Do you think if we knocked down all these dummies, we'll get a reward?" Alice will actually try that out.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

"Milloy's got the right of it, yeah." Harsk nods as he does his best to help Alice take a look around.

Perception Assist: 1d20 + 3 ⇒ (8) + 3 = 11 +2 if it involves stonework.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

If we can assist on Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Running around in the dark knocking over mannequins - these monks don't seem all that in-lightninged to me," Kurth says, helping Alice search and make sure all the dummies are knocked over.

Aid Another on Perception: 1d20 + 8 ⇒ (5) + 8 = 13


The Flaxseed Pathfinder Lodge

It does involve stonework and with the aids you guys get it.

The party finds the secret door and is able to navigate through the corridor beyond to a large stone door.

Beyond that door, three fifteen-foot-diameter platforms lie in the room, each rising three feet high. In the center of each platform, a globe-shaped container of murky liquid sits in the embrace of an octopus-shaped brass cradle. Each globe is about two feet across-the two westernmost globes are intact, and a dark indistinct mass floats in the center of each. The eastern globe has been shattered, and a large stain has spread out around it on the floor. Along the wall near the eastern door sits a tiny wooden cabinet with a message scribbled on its front that is hard to read from far away. A similar one sits beside the western door.

As you enter the chamber, the organ-like creature in the central globe begins to move!

DC 15 KN (religion):
This room was likely designed to teach the aspirants focus, making them endure the psychic noise emanating from the globes and the creatures within them as they crossed the room.

gm rolls:

brain ooze: 1d20 + 6 ⇒ (8) + 6 = 14
Harsk: 1d20 + 4 ⇒ (14) + 4 = 18
Kurth: 1d20 + 2 ⇒ (1) + 2 = 3
Alice: 1d20 + 8 ⇒ (5) + 8 = 13
Milloy: 1d20 + 6 ⇒ (14) + 6 = 20
Maffei: 1d20 + 8 ⇒ (14) + 8 = 22

Initiative:

1. Maffei, Milloy, and Harsk
2. Brain!
3. Alice and Kurth

Milloy and Harsk are up!

DC 17 KN (dungeoneering):
Inside the globe is a brain ooze. They let off a small aura of psychic noise, likely amplified by the container it is in. They can also deal Intelligence damage and have some enchantment abilities.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Knowledge (Religion): 1d20 + 9 ⇒ (16) + 9 = 25

"By the looks of things, this room was likely designed to teach the aspirants focus - making them endure the psychic noise emanating from whatever creatures are in those globes as we cross. Stay sharp!"

Is there a message scrawled on the cabinet near the western door?

Harsk starts to move across the room, keeping himself as far from the globes as possible.

Double Move.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Dungeoneering: 1d20 + 13 ⇒ (11) + 13 = 24 Inside the globe is a brain ooze. They let off a small aura of psychic noise, likely amplified by the container it is in.

This is not good.

Milloy casts Scorching Ray, hoping to defeat the ooze before it can cause harm!

Ranged Touch: 1d20 + 5 ⇒ (9) + 5 = 14 for 27 points of damage (using the metamagic rod for this one).


Inactive

Assuming there is, in fact, a message there:

"Maffei, what does that message by the door we came through say?"


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"That don't look healthy," Kurth says, advancing along with Harsk so he can get a closer look at the brain thing and the globe it is in.

I can't manipulate the map from my phone, but Kurth will double move to the square north east of Harsk.


The Flaxseed Pathfinder Lodge

The western cabinet reads, Return what is no longer needed here, lest it weight you down. Nothing remains in the cabinet.

Harsk moves into the room as Milloy shoots at the brain with a scorching ray! The ray shatters the globe, releasing the brain but missing the evasive ooze!

Maffei moves further into the room as the brain ooze lets out a blast of psychic noise as it approaches Harsk!

DC 19 Will save or dazed for 1d4 ⇒ 1 rounds

It then reaches out to hit Harsk with a tentacle!

tentacle: 1d20 + 13 ⇒ (9) + 13 = 22
electricity: 1d6 ⇒ 5
DC 18 Fort save or 1d6 ⇒ 2 Intelligence damage and staggered for 1d4 ⇒ 2 rounds

Initiative:

1. Maffei, Milloy, and Harsk
2. Brain!
3. Alice and Kurth

You guys are up!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy now elects to use Lightning Bolt: 6d6 + 3 ⇒ (5, 2, 2, 5, 2, 4) + 3 = 23 DC 19 Reflex for half


Inactive

Alice steps around the globes and fires an arrow! Attack: 1d20 + 11 ⇒ (16) + 11 = 27; Damage: 1d8 + 7 ⇒ (6) + 7 = 13


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Will Save: 1d20 + 10 ⇒ (8) + 10 = 18

Harsk stands motionless.

Fortitude Save: 1d20 + 11 ⇒ (15) + 11 = 26

While standing still in an apparent stupor, Harsk thinks to himself We just had to walk through, why'd that blasted wizard attack the thing?


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"No time to slouch, Harsk - this thing looks hungry!" Kurth yells as the dazed dwarf stands slack-jawed.

Whipping his flaming sword from its scabbard, Kurth charges the brain!

Charging Power Attack!: 1d20 + 14 - 2 + 2 ⇒ (15) + 14 - 2 + 2 = 291d8 + 9 + 4 ⇒ (3) + 9 + 4 = 16 and fire damage: 1d6 ⇒ 6


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 9 ⇒ (20) + 9 = 29

Milloy hits the brain with a jolt of electricity! Alice puts an arrow into it and Kurth rushes in, dealing it a nasty blow.

@Kurth: DC 19 Will against its psychic noise or dazed for 1d4 ⇒ 2 rounds

The brain tries to go for Kurth this time!

tentacle (touch): 1d20 + 13 ⇒ (17) + 13 = 30
electricity: 1d6 ⇒ 3
DC 18 Fort save or 1d6 ⇒ 4 Int damage and staggered for 1d4 ⇒ 1 rounds

tentacle (touch): 1d20 + 13 ⇒ (20) + 13 = 33
electricity: 1d6 ⇒ 1
DC 18 Fort save or 1d6 ⇒ 5 Int damage and staggered for 1d4 ⇒ 1 rounds

Forgot about Maffei:

1d4 + 1 ⇒ (4) + 1 = 5
Will: 1d20 + 6 ⇒ (7) + 6 = 13

Maffei hits the brain with a shadowy missile!

Initiative:

1. Maffei, Milloy, and Harsk
2. Brain!
3. Alice and Kurth

51 dmg

You guys are up!


Inactive

"I can't believe someone thought it was a good idea to keep these as pets!" A pair of arrows flies from her bow.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11; Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Attack: 1d20 + 9 ⇒ (18) + 9 = 27; Damage: 1d8 + 7 ⇒ (8) + 7 = 15


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Will save: 1d20 + 6 ⇒ (13) + 6 = 19

Fort save: 1d20 + 8 ⇒ (18) + 8 = 26

Fort save: 1d20 + 8 ⇒ (10) + 8 = 18

Wow, I was not expecting to come out of that round in one piece!

"I don't think you'd like the way I taste, anyway, brain!" Kurth says as he hacks away at the ooze.

Power Attack!: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 241d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19 and fire damage: 1d6 ⇒ 3

Iterative Power Attack!: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 271d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18 and fire damage: 1d6 ⇒ 6

Critical hit?: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 121d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Edit: And that's 2 damage to me and 2 to Harsk from the tentacles.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk circles around the brain and draws out his warhammer, "What do ya think o' this!?"

Hammer Time, Flank: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Bludgeon: 1d8 + 3 ⇒ (8) + 3 = 11

Provoking AoO.


The Flaxseed Pathfinder Lodge

With an arrow from Alice and a powerful hit from Kurth the brain turns into a puddle of goo on the floor!

Out of combat!

The message on the cabinet by the eastern door reads, in Common: “Herein lies safety—but know that to rely on such crutches is to fall from the Path.” In the western cabinet, three beads of force sit on a set of cushions.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Those would have been useful a moment ago. Alice, perhaps you would be best at tossing these. Milloy will explain what they are to Alice if needed.


Inactive

"I don't know, maybe we should spread these beads around. They do seem useful. I'll definitely take one."


The Flaxseed Pathfinder Lodge

Heading through the door at the end of the room, you find an empty chamber.

DC 20 Perception:
There is a secret door at the end of the chamber.

DC 20 KN (religion):
There was likely a senior priest who waiting to congratulate the monks who made it through. However, it was likely that the priest was lying and the test in this room was for the student to pick up on the lie and continue on regardless. If they failed to pick up on the lie, they would have had to start over again without being told why they failed.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Perception: 1d20 + 3 ⇒ (11) + 3 = 14 Know (Religion): 1d20 + 9 ⇒ (6) + 9 = 15

"Well, I'd say you have the best arm of is, Alice. I don't think I would do much with one of them."

-Posted with Wayfinder


Inactive

"Okay then, I won't complain about getting to keep all the loot!" Alice collects the beads of force.

In the next room, she again looks about for secret doors. "I'm sure there must be one here, like there's beein in practically every dead end." Perception: 1d20 + 10 ⇒ (2) + 10 = 12. But Alice can't seem to find it.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

"I don't see nuthin', neither. Maybe you oughta give it a once over real good, Alice. Them monks seem pretty sneaky, even if they do spend all their time posing and reading books."

I assume Alice could Take 20 if needed?


Inactive

Alice will take a good look for the door. Take 20

-Posted with Wayfinder


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Know Religion: 1d20 + 8 ⇒ (3) + 8 = 11

Milloy will scan for magic as usual, if he hadn't already.


The Flaxseed Pathfinder Lodge

Milloy doesn't detect any magic but Alice does find the secret door!

Following it around, you find a long chamber taken up by a large, deep pool of calm water, irregularly shaped ledges and an artificial island of stone rising from the waters.

DC 15 KN (religion):
This room likely challenged the aspirant's skill at navigating obstacles, but unlike the pit earlier the pond was (and perhaps is) stocked with dangerous creatures meant to further challenge the aspirant. Disturbing the water in any way likely alerted the creatures below to attack.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Take 10 Religion: 10 + 9 = 19

"Whoah everyone! Careful not to disturb the water. This room looks like it was meant to test the aspirant's skill at navigatin' obstacles - kind of like that pit you carried us across with such skill, Kurth." Harsk gives the fighter a hearty slap on the back.

"However, this pond woulda been stocked with some right bastard creatures that would be alerted to attack anything that touched the surface of the water."

Harsk looks across the pond to the far end, "Thank Alice for findin' all them secret doors. Otherwise, we'd a had to deal with whatever foul things are in there." He gives Alice a wink.

When the group is ready, Harsk will open the door to the east. Moved myself on the map.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Yeah, I don't fancy finding out what's under that water. Good to skip it and head to the east. Lead on, dwarf, less you want to let Alice have a look at the door first," Kurth says.


The Flaxseed Pathfinder Lodge

A tiled pool dominates this chamber, which has a fifteen-foot-high barrel-vault ceiling. The waters are clear and three feet deep. Three marble platforms featuring the same mosaic design found in the monastery above rise along the pool’s center, protruding six inches above the water’s surface. Four octagonal, domed alcoves in the corners each hold a marble pillar. Near the southeast alcove, a large hole has been dug in the wall.

There’s a strange serenity in this room, and the sound of the pool’s water gently lapping against stone echoes rhythmically. Tiles of blue and gold on the north wall form the message: “In the Midst of Chaos, a Disciplined Mind Imposes Order.” The pillars in the alcoves are etched with the names of those who triumphed on the Aspirant’s Path.

A pair of grioth priests have been posted here to watch over the underground entrance to Aeteperax’s lair. Upon noticing intruders, one of the clerics immediately takes wing down the tunnel, hoping to reach the dragon to warn him of the intruders while the remaining grioth turns to attack you!

gm rolls:

grioth: 1d20 + 3 ⇒ (1) + 3 = 4
Harsk: 1d20 + 4 ⇒ (7) + 4 = 11
Kurth: 1d20 + 2 ⇒ (9) + 2 = 11
Alice: 1d20 + 8 ⇒ (8) + 8 = 16
Milloy: 1d20 + 6 ⇒ (9) + 6 = 15
Maffei: 1d20 + 8 ⇒ (15) + 8 = 23

Initiative:

1. Maffei, Alice, Milloy, Harsk, and Kurth
2. Grioth

You guys are up!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy flicks his wrist and retrieves his wand of Web and tries to snare the two enemies!

I'll try to hit them and cover the hallway if I can. I do not want them to get away and warn anything.


Inactive

Alice heads on inside and fires at the nearest priest! Attack: 1d20 + 10 ⇒ (8) + 10 = 18; Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk steps forward, drawing his crossbow. But instead of firing it, he holds his right hand forward, shouting, "By the light of Torag's flames!" He then points his open palm at priest that remains. A searing light blasts forth.

Ranged Touch attack: 1d20 + 4 ⇒ (9) + 4 = 13 (He's flat-footed, right)
Damage: 3d8 ⇒ (8, 2, 4) = 14


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Kurth chugs a potion of expeditious retreat and starts running around the pool.


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 7 ⇒ (3) + 7 = 10
Ref: 1d20 + 7 ⇒ (1) + 7 = 8
3d6 ⇒ (5, 6, 2) = 13

Milloy catches the two grioth in his web! Milloy puts an arrow into the nearest one but Harsk's spell is off-target. Kurth gulps a potion of move really fast and runs around the pool! Maffei follows in his wake.

CMB: 1d20 + 5 ⇒ (5) + 5 = 10
concentration: 1d20 + 6 ⇒ (11) + 6 = 17

Spellcraft DC 17:
blindness

The red one tries to break from the web to warn Aeteperax but can't break free! The other one tries to cast a spell but the web prevents it from performing the movements properly.

Initiative:

1. Maffei, Alice, Milloy, Harsk, and Kurth
2. Grioth

red: grappled by web
blue: 22 dmg, grappled by web

You guys are up!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy uses his wand of Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 on the injured one!


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Kurth will keep running around the pool, drawing his sword as he approaches the trapped grioth.

Double move, trying to get close without getting stuck in the web.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk loads his crossbow and lets a bolt fly.

Heavy Crossbow: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 ⇒ 3


The Flaxseed Pathfinder Lodge

Milloy and Kurth injure the trapped grioth and Kurth moves in for the kill!

Initiative:

1. Maffei, Alice, Milloy, Harsk, and Kurth
2. Grioth

red: grappled by web
blue: 28 dmg, grappled by web

Alice is up!


Inactive

"Nice work, Milloy!" Alice lets a few more arrows fly at the injured one.

Attack: 1d20 + 10 ⇒ (6) + 10 = 16; Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Attack: 1d20 + 10 ⇒ (17) + 10 = 27; Damage: 1d8 + 6 ⇒ (2) + 6 = 8


The Flaxseed Pathfinder Lodge

Alice finishes off the injured grioth as Maffei makes her way around the pool. The cleric captured in the web calls out, "Nyarlathotep! Bring your chaos down upon them!"

A blast of negative energy washes over Kurth.

negative energy: 2d6 ⇒ (4, 5) = 9
DC 13 Will save for half

Initiative:

1. Maffei, Alice, Milloy, Harsk, and Kurth
2. Grioth

red: grappled by web

You guys are up!

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