JaceDK's Realm of the Fellnight Queen (Inactive)

Game Master Jacob Trier

"That fell creature sought to twist our minds, remove our souls, and make us forget what we are, rendering us into nought but crude beasts."
- Jervaise Toppington, Steel Falcon of Andoran


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Taecuss whip coils around the ankles of the remaining spriggan, and a sharp tug sends it sprawling. Unfortunately, even in this exposed position, it is still too mobile for Alarien to strike and her thrust strikes the stone floor instead.

Goodluck is up


Not quite certain if I can get to within striking distance in one move action or not. If I can't then I'll move to flank if at all possible.

Goodluck moves into the room and uses his electrical trident as a touch attack! Melee Touch: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 4 ⇒ (2) + 4 = 6 electrical damage!


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Goodluck moves up besides Caelin and Alarien to assault the prone spriggan. The trident-shaped lightning in his hand connect with the bramble-covered skin, which immediately blackens in a nasty electrical burn.

Hit. Caelin is next.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Positioning himself as best he could in the now-crowded chamber, Caelin thrust mightily with his sword.

Inspired and vs. Fey

Power Attack with Cold Iron Greatsword +1 #1: 1d20 + 11 + 2 + 4 ⇒ (19) + 11 + 2 + 4 = 36
threat confirm: 1d20 + 11 + 2 + 4 ⇒ (17) + 11 + 2 + 4 = 34
Damage: 2d6 + 16 + 2 + 4 ⇒ (5, 6) + 16 + 2 + 4 = 33
crit damage: 2d6 + 16 + 2 + 4 ⇒ (3, 6) + 16 + 2 + 4 = 31

Power Attack with Cold Iron Greatsword +1 #2: 1d20 + 6 + 2 + 4 ⇒ (11) + 6 + 2 + 4 = 23
Damage: 2d6 + 16 + 2 + 4 ⇒ (1, 4) + 16 + 2 + 4 = 27

should be 64 points of damage from the first hit, and perhaps 27 more from the second.

Caelin hissed at Aumgwe to keep him away from the swirling melee.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The spriggans are not technically fey, but that hardly matters in this case. Brutal hit!

The prone spriggan's luck finally runs out, and it dies screaming as Caelins greatsword descends to cut it in two.

As the echoes of the spriggan's death cry fade, an eerie silence fills the chamber, only broken by Taecuss magic song and the occasional cry from one of the birds.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

"Search the bodies...perhaps they have something of use", Caelin said as he wiped some of the spriggan's gore from the side of his face. "I'll check the exits to see if anyone heard us."

Perception #1: 1d20 + 15 ⇒ (7) + 15 = 22
Perception #2: 1d20 + 15 ⇒ (15) + 15 = 30


Female Elf Fighter 1 (weapon master)

The immediate threat ended, Alarien goes against her better judgment and rushes to the side of the body the spriggans had been removing from their torture implements. A feeling of dread washes over her as she looks the body over, as she fears that it is Tessarda.


Taecuss will check the bodies for anything useful, especially keys.


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Alarien needs only a brief glance to identify the naked and mangled body as Tessarda. The unfortunate wizard appears to have died in great agony.

The two spriggans have little of use or value.

Which exit does Caelin move to check first - north or south?


Female Elf Fighter 1 (weapon master)

Alarien murmurs quietly, "Oh, Tessarda...."

She blinks back angry tears and looks for a cloak or something to drape over the body.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin checks north, then south


Mummy's Mask Campaign slides | Storyteller extraordinaire

I've been busy prepping for running a scenario at a local con tomorrow, but further updates should be up this weekend.


Mummy's Mask Campaign slides | Storyteller extraordinaire

All right, we are back and running - sorry for the delay. I'm keeping the previous initiative to move things along.

GM rolls:
Jaxir blowgun att: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31Locust dart dmg: 2d6 ⇒ (1, 5) = 6

- Tussle in the Torture Chamber, part 2 -

Round 1

As Caelin moves towards the northern door and the rest of you continue the task of removing Tessadras body from the rack, the door to the southern room suddenly bursts open. A pair of spriggans rush out and grow to large size, each brandishing battleaxes dripping with green ichor.

Behind them, a slender grey creature appears.

Knowledge nature DC 18, bonus vs fey apply:
This creature is a banshrae, a fey which favors using it's high mobility to employ evasive tactics in combat. Banshrae can summon up a magic flute which can be both played to weaken enemies but also used as a blowgun. They are resistant to damage from weapons not made from cold iron, and are very hard to hit with a bow. The cannot speak, but communicate via telepathy.

Alarien only:
You recognize this creature as Jaxir, the head jailor. Check your PMs for info on him from your backstory

It is playing a large flute, and the melody is so hauntingly disturbing that you literally feel as if simply listening to it could overwhelm you with dread. Everyone, make a DC 22 Will save or be shaken. This is a mind-affecting, sonic-based fear effect.

The strange creature moves into the corner behind the spriggans, pauses for a moment to regard the group, then lifts the flute and blows a particularly high-pitched note. A fine dart flies from the flute and strikes Taecuss in the neck. Taecuss, after you determine whether or not you are shaken, please make a DC 20 Fort save.

Initiative
Meycho/Falling star - 28
Taecuss - 22
Alarien - 19
Goodluck - 13
Caelin/Aumgwe - 10
Spriggans - 5
Jaxir - 5

MAP


Female Elf Fighter 1 (weapon master)

Save vs. fear: 1d20 + 9 ⇒ (17) + 9 = 26

"Watch the flautist in the back! He's the head jailor!" Alarien calls as she catches sight of the one she heard referred to as Jaxir.


Knowledge Nature 1d20 + 13 ⇒ (13) + 13 = 26

Will save, 1d20 + 7 ⇒ (6) + 7 = 13

Tae is shaken.


Male Halfling Inquisitor 8

[retcon]Meycho places a comforting hand on Alarien's arm, as she mourns over her dead friend. I'm sorry for your lose, and I swear, it will be avenged.
[/retcon]

Will Save: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22


Mummy's Mask Campaign slides | Storyteller extraordinaire
Taecuss dyn Bru wrote:

Knowledge Nature 1d20+13

Will save, 1d20+7

Tae is shaken.

Which is fairly inconvenient for him, considering he still has to make a Fort save with a pretty steep DC.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

dice:

Knowledge Nature vs. Fey: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25

Will save with Iron Will Adaptation (activated when we entered the complex less than 10 minutes ago, I think): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Recognition flooded Cealin's mind. He shouted quickly, "Banshrae! Get close and use cold iron!"

Hefting his massive sword as indication, he tried his best to suppress the fear the creature's music was calling forth in his mind.

Gritting his teeth in triumph, a fierce growl began to crescendo in his throat.


Knowledge Nature: 1d20 + 12 ⇒ (5) + 12 = 17
Will Save: 1d20 + 6 ⇒ (16) + 6 = 22

Goodluck nods and readies his trident.


Fort Save 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10


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GM rolls:
locust dart: 2d6 ⇒ (1, 2) = 3locust swarm: 2d6 ⇒ (2, 4) = 6

Taecuss hardly feels the dart as it hits him in the neck. Just a slight prick, no real injury. But then an itch starts to spread out from the wound, growing in intensity as it radiates down over his arms and torso.

Then, he feels his skin start to bulge and writhe, and the itch turns painful, as if thousands of tiny claws are raking him from the inside in an effort to escape.

A heartbeat later, the first bulge on his skin splits open, and a large insect wriggles out and takes to the air with a high-pitched buzzing. Taecuss just has time to identify it as a locust before he spasms over in agony as hundreds more burst from a dozen other parts of his body. Within seconds, both he and Meycho are caught in the middle of a thick swarm of locust, all of whom seek out every exposed scrap of organic matter to devour.

Taecuss, take 3 dmg from the eruption of the swarm, and then Meycho and Taecuss both take 6 dmg from being in the swarm. Make a DC 12 Fort save or be nauseated for one round. Then it's Meycho's turn.


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And as I'm sure you are all groaning at this....yes, it's another swarm! :-)


For a moment, Taecuss flails against the swarm, before he tries to move away. Covering his mouth with his hand, he starts singing, the arcane power flowing to his allies even though his voice is muffled. As he backs away, his other hand draws forth a wand.

Step to AC20, start performance to Inspire Courage all allies: +2 morale on saves vs. charm and fear, +2 competence on attack and weapon damage rolls, and ready wand of wind wall.

53 of 59 hit points, Shaken


Mummy's Mask Campaign slides | Storyteller extraordinaire

Ok, Meycho posted yesterday, but the post got eaten. Taking his action to move us along. Taecuss, you have taken a total of 9 dmg, so your current hp should be 50. Also, remember those distraction rolls.

Meycho activates his fast healing judgment and fires twice at the jailer.

Meycho Fort save vs distraction: 1d20 + 7 ⇒ (16) + 7 = 23

Meycho attack #1: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Meycho dmg #1: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Meycho attack #2: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Meycho dmg #2: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

With inhumane speed, the fey jailer slaps the first arrow away before it can hit him, but he is not fast enough to deflect the second too. He hardly seems troubled by the grazing wound it leaves, though.

Next in line we have Alarien, Goodluck and Caelin.


Female Elf Fighter 1 (weapon master)

Alarien speaks a quick incantation, at the end of which the odd mark on her breast seems to briefly pulse with a bright yellow light. A wave of positive energy radiates outward from the cleric, healing her allies' wounds while leaving their foes unaffected.

Channel positive energy, excluding the three fey. Should get everyone with the channeling.

4d6 ⇒ (4, 6, 6, 1) = 17

HP 57/57, 3 nonlethal; AC 16


Fort save 1d20 + 6 ⇒ (4) + 6 = 10

HP 50/59, Shaken, Nauseated.

So, no Inspire Courage yet due to nauseated condition.


- A few years from now -

Elyin took a sip from his mug of ale and leaned forward to continue his tale to the crowd gathered around his table at the Drunken Treant Inn in Bellis.

Aye, Taecuss dyn Bru, now there's a remarkable elf if I ever did meet one. Always a weird tale to tell you and always cheerful - 'cept when there's bees round, mind you. Ever since that incident back at my wedding, he can't stand the sight or sound of bees or any other bug or vermin. Just the slightest buzz, and he gets sick to his stomach, poor fellow.....


- A few more years from now

Taecuss glanced at his scrying mirror, noting the progress of the so-called heroes. He sneered at their efforts, for he knew they would be too late.

Fools! The ritual is almost complete. It took decades of dedicated study in sorcery to accomplish it, but then, elves have the decades to spare. A few minutes more and every bee on Golarian will be dead! I know those coming for me believe bees are important to the balance of nature, but they haven’t seen the evil they have wrought as I have!

Taecuss checked again on their progess, and furrowed his brows at what he saw. They were getting closer than he liked. With another glance at the ritual being conducted, he confirmed that it was proceeding as expected to completion.

Yes, a small delay will do. The minions of Graffiacane couldn’t stop me, and those druids and rangers couldn’t stop me. Certainly a few swords-for-hire enlisted by honey merchants won't be a challenge!


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Bump - Caelin and Goodluck, your turn.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Sorry, was waiting on Goodluck. Healed to full by Alarien.

Caeilin silently cursed this newest swarm of insects, mightily concerned with Aumgwe's safety. He hoped drawing the bird towards the nearest spriggan would keep him away from the bees.

He let out a deep squak and pointed at the western spriggan, stepping forward at the same time and then setting his grip for a swing.

Move to AB25 and attack western spriggan...maybe cover in AA 25 prevents AoO?

Power Attack with Cold Iron Greatsword +1: 1d20 + 11 ⇒ (13) + 11 = 24
dmg: 2d6 + 16 ⇒ (5, 6) + 16 = 27

Aumgwe to AB23 and attack
talon: 1d20 + 7 ⇒ (5) + 7 = 12
dmg: 1d4 + 2 ⇒ (4) + 2 = 6


Goodluck attacks with his electrical trident!

Melee Touch: 1d20 + 8 ⇒ (12) + 8 = 20 for 1d8 + 4 ⇒ (1) + 4 = 5 electrical damage!


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The bad guys are up. Unfortunately I did not get around to taking their turn before leaving on a family trip. I'll update Wednesday, when we get back home.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Spriggan #3 attack roll: 1d20 + 3 ⇒ (2) + 3 = 5
dmg: 2d6 + 1 ⇒ (5, 4) + 1 = 10

Spriggan #3 attack roll: 1d20 + 3 ⇒ (8) + 3 = 11
dmg: 2d6 + 1 ⇒ (6, 2) + 1 = 9

Jaxir acrobatics: 1d20 + 25 ⇒ (7) + 25 = 32

Jaxir spring attack: 1d20 + 15 ⇒ (2) + 15 = 17
dmg: 2d6 + 3 ⇒ (2, 3) + 3 = 8

locust swarm damage: 2d6 ⇒ (6, 2) = 8
locust swarm duration: 2d6 ⇒ (3, 6) = 9

Caelin, Aumgwe and Goodluck all lay into the nearest enlarged spriggan, and the giant, thorn-covered plant-creature staggers under the onslaught but remains standing. Remember the Fellnight spriggans are not technically fey, but plant type in regards to Favored enemy etc.

Recognizing the greatsword-wielding ranger as the most dangerous enemy, both spriggans swing their battle axes at Caelin. The nimble elven ranger easily avoids the clumsy chops.

Then Jaxir surges forward with otherworldly grace. In a series of leaps and twist, he closes with Caelin, slams a fist into his solar plexus, then spins and takes off down the hallway to the north. Although Caelin manages to twist so the blow glances harmlessly off his armor, the banshrae moves far too fast and confusing for him to counterattack.

As the banshrae moves out of sight, the mournful tune from his pipes can still be heard. Another DC 22 Will save to avoid being shaken

The locust swarm seems content to chew away at Meycho, tearing hundreds of tiny pieces out of his exposed flesh. Meycho, 8 dmg and another distraction roll, Fort DC 13

Round 2

Initiative
Meycho/Falling star - 28
Taecuss - 22
Alarien - 19
Goodluck - 13
Caelin/Aumgwe - 10
Spriggans - 5
Jaxir - 5
Locust swarm - 5

MAP


Male Halfling Inquisitor 8

Fort: 1d20 + 8 ⇒ (5) + 8 = 13

Barely able to keep his cool, Meycho dodged out of the swarm and sent two arrows at the nearest foe.

5' step to AB20

Attack: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Attack: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


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Meychos first arrow drops the heavily wounded spriggan, and the second struck the one behind it.

The rest of the gang is up - remeber those DC 22 Will saves to avoid being shaken


Will save 1d20 + 7 ⇒ (4) + 7 = 11. Taecuss remains shaken.

Again, Taecuss tries to raise his voice in support of his allies. As he does so, he focuses his will on the wand in his hand, trying to invoke its unfamiliar power.

Move action to Inspire Courage: all allies +2 morale vs. charm and fear, +2 competence on attack and weapon damage rolls.

UMD check for wand of wind wall, DC 20 1d20 + 15 ⇒ (4) + 15 = 19. That's a fail too.


Female Elf Fighter 1 (weapon master)

Will save: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15

(EDITED)

Alarien vaults over the torturer's table, shouting defiance in the face of the dread washing over her and closing with the remaining spriggan. Still unused to her blade, she ducks under a swing from the nearby spriggan and jabs him in the gut.

Move to AD24.
???
Profit.

1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25

1d6 + 2 + 2 - 2 ⇒ (2) + 2 + 2 - 2 = 4

Boy do I miss that longsword on my character sheet....

Also, can't you Countersong that banshrae's flute, Taecuss? Not that you aren't effectively cancelling it out with the Inspire Courage, but anyway....

HP 57/57 (3 nonlethal); AC 16; shaken; under Inspire Courage's effects


Mummy's Mask Campaign slides | Storyteller extraordinaire

Alarien, the spriggan closest to you was killed by Meycho's first shot. You can move to attack the second one (and keep the roll), but be aware that as large creatures the spriggans have reach and that you would provoke an AoO to move into range.


Female Elf Fighter 1 (weapon master)

Ooo, missed that. Then yes, editing that now. And the AoO is half the fun.


Mummy's Mask Campaign slides | Storyteller extraordinaire

That's the spirit!

Spriggan attack of opportunity: 1d20 + 3 ⇒ (3) + 3 = 6 miss
dmg: 2d6 + 1 ⇒ (5, 2) + 1 = 8 does not apply

The spriggan does his best to hack down Alarien before she can close, but the nimble elf cleric easily dodges under the swing and thrust her borrowed rapier into the thorn-covered brute, causing him to sneer in pain.


Female Elf Fighter 1 (weapon master)

Immediate action: Sudden shift to teleport to AC26, then stabbing the spriggan.

Ducking under the spriggan's wild swing, the elven cleric disappears, vanished from the spriggan's sight. An instant later, he feels the prick of her rapier as she reappears to the hulking giant's side.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Will Save DC 22 with Iron Will Adaptation, and inspired courage: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24

Caelin was able to pick out Taecuss's melody from under the banshrae's haunting dirge and used it to keep the feeling of dread at bay.

As the strange fey fled down the hall, Caelin glanced at his chest where the creature had punched him. What? You just hit me and ran away?! Great Gozreh's hairy...

As Alarien appeared beside him, distracting the spriggan, Caelin charged after his enemy, anger starting to glow in his chest.

"Won't get away!" he announced to everyone, and then chirped at Aumgwe to help Alarien.

He got close to the creature at the northern door. He thrust his mighty greatsword forward...

Move to Y25
Cold Iron Greatsword +1, vs. Fey, Inspired: 1d20 + 14 + 4 + 2 ⇒ (9) + 14 + 4 + 2 = 29
damage: 2d6 + 7 + 4 + 2 ⇒ (3, 2) + 7 + 4 + 2 = 18
Hopefully this hits...

Aumgwe fluttered, flapped and clawed around the thorny spriggan's eyes, like he was trying to pull a sparrow from a rose bush.

Move to AD 24
Talon, Inspired: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5


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Nifty trick, Alarien.

Caelin catches the elusive fey by the northern door, and lays a nasty cut across his back. The banshrae's eerie tune only wavers for a split second as the head jailer spins to face the elven ranger.

In the mean time, Aumgwe's talons tear a deep gash into the face of the spriggan.

Goodluck left to act before the bad guys get to fight back.


Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

Electric Tickle!: 1d20 + 8 ⇒ (13) + 8 = 21 for 1d8 + 4 ⇒ (3) + 4 = 7 electrical!

Goodluk presses the attack!


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Goodluck, like Alarien you need to move to reach a standing enemy. I'm assuming you move to the nearest open square adjacent to the surviving spriggan. I'm headed to bed, round summary post coming tomorrow.


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GM Rolls:

Spriggan #3 attack roll: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 2d6 + 1 ⇒ (6, 4) + 1 = 11

Jaxir Stunning Fist unarmed attack: 1d20 + 15 ⇒ (11) + 15 = 26
dmg: 2d6 + 3 ⇒ (2, 6) + 3 = 11

locust swarm damage: 2d6 ⇒ (3, 1) = 4

Goodluck Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
Caelin Fort save: 1d20 + 7 ⇒ (1) + 7 = 8

Surrounded and heavily wounded, the large spriggan swings his axe in a blow borne of desperation and barely manages to break though Goodluck's ice armor. The cut is deep, and Goodluck also feels a burning sensation start to spread out from the wound. Goodluck, 11 dmg and 1 Con dmg. Make a DC 13 Fort save vs poison at the start of your next turn.

The banshrae gives Caelin a scornful stare, then dodges under his arm to smash a balled fist into a nerve cluster on his lower back. Caelin feels rivers of fire shoot up his back as his greatsword drops from suddenly powerless fingers. Jaxir calmly steps back to the door and turns the handle. The door swings open, revealing a large circular area with a stair leading up, as well as a door on the opposite side. Jaxir pauses in the doorway to play another handful of notes on his enchanted flute. Caelin, 11 dmg and you are stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.

Finally, the hungry locusts swarm over Meycho and Taecuss, adding further bites to the dozens they are already sporting. 4 dmg to each, and a fresh distraction roll.

Everyone, DC 22 Will save to avoid being shaken.

Round 3

Initiative
Meycho/Falling star - 28
Taecuss - 22
Alarien - 19
Goodluck - 13
Caelin/Aumgwe - 10
Spriggans - 5
Jaxir - 5
Locust swarm - 5

MAP


Male Halfling Inquisitor 8

Fort vs. Distraction: 1d20 + 8 ⇒ (5) + 8 = 13

Will vs. Fear: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31

Ignoring both the stinging insects and the haunting melody, Meycho once again steps out of the cloud and unleashes two arrows on the only remaining Spriggan, his shoots bolstered by the inspirational tunes from Taecuss.

Five foot step to AA21

Attack: 1d20 + 13 + 1 + 2 ⇒ (5) + 13 + 1 + 2 = 21
Damage: 1d6 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

Attack: 1d20 + 8 + 1 + 2 ⇒ (18) + 8 + 1 + 2 = 29
Damage: 1d6 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7


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Despite the buzzing insects and the intense fighting in the crowded room, the enlarged spriggan makes an easy target, and both arrows strike him, causing him to sag notably. He is now bleeding heavily from several wounds.


Female Elf Fighter 1 (weapon master)

Will save: 1d20 + 9 + 2 - 2 ⇒ (16) + 9 + 2 - 2 = 25

I'm assuming Alarien is no longer shaken?

Five foot step to AD27 for flanking.

1d20 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14

1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Looking for an opening in the enlarged spriggan's defenses, Alarien feints and jabs. Two arrows streak through the air and thunk into the enlarged spriggan's chest and side, and the cleric sees her chance, thrusting with her borrowed blade at the overly-large gnome's back.

HP 57/57, 3 nonlethal; AC 17; inspired


Will save DC 22 1d20 + 7 ⇒ (6) + 7 = 13
Fort save DC 13 1d20 + 6 ⇒ (10) + 6 = 16

Taecuss lurches out of the swarm again, taking advantage of the brief respite to put some distance between himself and the insects, and to again try to use the wand.

Move to AB23 and cast Wind Wall. I have a wall up to 50' long and 25' high, so it should be no problem to create a cylinder around the swarm.

UMD 1d20 + 15 ⇒ (17) + 15 = 32

Edit: Free action used to maintain performance for another round.

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