Merchants and Mages

Game Master bbangerter


401 to 450 of 797 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Hezrog Init: 1d20 + 1 ⇒ (6) + 1 = 7
Leo Init: 1d20 + 2 ⇒ (6) + 2 = 8
Rilumin rolled on the mages thread, init 17
Init Morvae: 4
Init Nina: 10
Init Master Hast: 16

Ian, quicker to react than anyone else, pushes past Cindy on the bridge, his weapon ready.

The skeletons rush towards him, bony claws seeking the death of the living. More than a dozen of the the jostling one another trying to reach the bridge.

Double move for all of the skeletons.
Ian take your readied attack against the first one.

Rilumin lets loose a volley of arrows at the undead horde.
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Two of the arrows strike, toppling two of their number.

Master Hast moves away from the bridge to leave room for the combatants to deal with the threat.

Issa and Cindy are up.

Map


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Know. Religion: 1d20 + 8 ⇒ (10) + 8 = 18

Before using his powers, Issa tries to know more about the creatures.


Issa:

These are standard skeletons. Fairly weak undead, resistant to physical damage except bludgeoning.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Know religion: 1d20 + 13 ⇒ (3) + 13 = 16

"The undead appear to be mindless and weak - a bother more than a threat and the Bridge makes an adequate choke point. Ian, if you will deal with them while we focus on the potential threat they may be distracting us from."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy activates her fly hex and takes off looking for a greater threat than these skeletons.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian laughs over the melee, "Leaving me with chores?"

P.Atk.V.Strike: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Dmg: 4d6 + 20 ⇒ (3, 2, 5, 5) + 20 = 35

Well nothing left of him...

After that, he'll Fight Defensively (+2 AC, -4 Atk).


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa confirms Serelina words and wait for a what will come next.

Perception: 1d20 + 14 ⇒ (20) + 14 = 34


Issa delays for now then.

Ian's blow scatters bones everywhere as the skeleton flies apart.

Unsurprisingly, two shadowy figures rush down from near the ceiling, their forms insubstantial, coming out of the rock. The room grows even more chilly as they do. Small pin pricks of light form their eyes and a palpable feeling of malevolence emanates from them.

The first one flies straight at Cindy as she floats above the area of the bridge. A grasping hand closing around her arm is freezing cold to the touch.
Attack 22. Damage 3. Cindy needs to make a DC 17 fort save or take 1 point of con drain.

The second one flies straight for Hezrog, but the half-orc evades the attack. Attack 7

Kn Religion DC 15:

These are wraiths. A dangerous type of undead capable of draining the life energy out of those they touch. Those slain in this manner likewise become wraiths.

Party is up, except Cindy. Then the skeletons, then Cindy.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

kn Religion: 1d20 + 7 ⇒ (2) + 7 = 9

Seeing the creatures come down toward the group, Cormick lets out an ear-piercing scream that only the specter grasping Cindy can hear.

Ear-Piercing Scream, DC16 Fort half, sonic: 4d6 ⇒ (3, 6, 6, 4) = 19

------------------------------------------------------
Current Effects: heroism (Ian), 15 min;


Fort save vs Ear-Piercing Scream: 16.
Damage halved as it is not a force effect. It is dazed for its next turn.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Fort Save: 1d20 + 10 ⇒ (14) + 10 = 24

Not totally caught off guard by the appearance of the greater undead Cindy resists the worst of the attack but still gives Cormick a grateful nod.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

undead don't do fortitude save against spell except if the spell target also object

Know. religion: 1d20 + 8 ⇒ (9) + 8 = 17

Issa moves AZ197 and calls for Horus' light against undead.

May Horus' Light be stronger than darkness !

Channel Will DC21 or daze 1 round: 4d3 ⇒ (1, 2, 1, 1) = 5


Issa Al'Sadri wrote:

undead don't do fortitude save against spell except if the spell target also object

Your right. I forgot about that aspect of undead traits. Cormick, you may change to a different action as you would have been aware of the general attributes of undead, even if you aren't aware what type of undead this is specifically.

Will saves vs Channel: 10, 20 - both are dazed
Skeleton will save vs channel (only one in range): 22


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@GM the skeleton still takes 5 damages even if he saves against my channel (the damages are already halved

Issa shares is knowledge about the undead with his comrades and allies.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Thanks, I had forgotten that rule about the fort saves with undead.

Cormick casts a healing spell and moves over to Hezrog, so he can deliver the effect to the specter.

Melee Touch, CLW: 1d20 + 7 ⇒ (9) + 7 = 16
Damage, CLW, DC16 Will half: 1d8 + 5 ⇒ (2) + 5 = 7

------------------------------------------------------
Current Effects: heroism (Ian), 15 min;


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina casts a spell causing small force missiles to launch from her hands and strike the wraiths focusing first on the wraiths that Cormick attacked.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin shoots at the nearest wraith.

half the below damage, i assume, since theyre incorporeal

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17


Cormick attempts to touch the wraith near Hezrog, but is unable to do so.

Morvae also moves against that wraith and wounds it.
Attack: 33. Crit confirm: 27. Damage: 30

Serelina follows up with her spell, striking the undead unerringly.

Nina for the first time takes some action, unleasing a flurry of damage missles as well, though targeted at the wraith floating overhead by Cindy. Damage 4d4: 15

Rilumin fires a volley of arrows at Nina's target, but only scores a hit with the first attack.

Hezrog, Leo, Ian are still up


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian fights defensively, slashing at the skeletons in front of him. (+2 AC, -4 Atk)

Atk: 1d20 + 15 + 2 - 4 ⇒ (8) + 15 + 2 - 4 = 21
Dmg: 2d6 + 11 ⇒ (4, 1) + 11 = 16

Atk: 1d20 + 10 + 2 - 4 ⇒ (12) + 10 + 2 - 4 = 20
Dmg: 2d6 + 14 ⇒ (1, 6) + 14 = 21


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog studies and slams at the wraith that attacked him. If he can easily step to flank with Cormick, he does so.

1d20 + 16 ⇒ (15) + 16 = 312d6 + 9 ⇒ (3, 3) + 9 = 15
1d20 + 16 ⇒ (18) + 16 = 342d6 + 6 ⇒ (5, 5) + 6 = 16
1d20 + 11 ⇒ (16) + 11 = 272d6 + 9 ⇒ (1, 3) + 9 = 13


Hezrog batters at the wraith with his shields. Had this been a living creature it certainly would have fallen under the onslaught, but its incorporeal nature has made it resistant to being put to rest.

Ian shatters the closest two skeletons.

Leo is still up. Will GM PC if he doesn't respond by end of day.


Leo invokes the blessings of his deity upon the group.
Leo casts bless, everyone gets a +1 morale bonus to attacks (and saves vs fear)

The closest skeletons step up to Ian, trying to claw away his skin.
Attacks: 17, 8, 21, 5

The others begin trying to leap across the river to get at those on the other side of the bridge.
Acrobatics: 4, 5, 15, 6, 21, 22, 8, 10, 11, 15, 18, 21, 16, 7, 12
Swim checks for those that got below 15 to keep from being swept downstream: 4, 9, 12, 16, 6, 14, 13, 18.

Only two skeletons climb out of the water. The others are pulled downstream 30' distance.

Several skeletons attack Rilumin, having leaped across successfully.
Attacks: 22 (crit confirm 7), 19. Damage 4

Cindy is up. Wraiths are dazed so don't get to attack, so rest of the group is also up.

Map


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina again invokes a magic missile, this one memorized with signifcantly more power behind it.

Dazing Magic Missile - DC 21 Will or be dazed. She focuses missiles on the first wraith until it is dazed, then moves on to the second wraith trying to daze them both.

MM: 1d4 + 1 ⇒ (2) + 1 = 3
MM: 1d4 + 1 ⇒ (3) + 1 = 4
MM: 1d4 + 1 ⇒ (4) + 1 = 5
MM: 1d4 + 1 ⇒ (1) + 1 = 2


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Well that is not good. How did so many skeletons cross the bridge?

Cindy touches the wraith in front of her, delivering positive energy into its being. After the touch she will fly to AZ-199.

Healing Hex, touch attack: 1d20 + 3 ⇒ (17) + 3 = 202d8 + 7 ⇒ (7, 6) + 7 = 20 DC 19 Will Save for half.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog tries to finish off the wraith, this time flanking with Cormick.
(power attack, bless)
attack1: 1d20 + 17 ⇒ (1) + 17 = 182d6 + 13 ⇒ (4, 5) + 13 = 22
attack1: 1d20 + 17 ⇒ (4) + 17 = 212d6 + 8 ⇒ (5, 5) + 8 = 18
attack1: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 13 ⇒ (6, 3) + 13 = 22


Cindy Lu wrote:
Well that is not good. How did so many skeletons cross the bridge?

Lots of acrobatics rolls above as they jumped across the river. About half of them made it, the other half are being swept downstream, and may or may not successfully climb out before they get swept under the cavern wall at the south.

I need to double check the HP from home, but pretty sure Hezrog finishes off the first wraith.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

5ft step down-right to avoid AoOs, then unload on the wraith

half the below damage, i assume, since theyre incorporeal

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (15) + 11 + 1 + 1 = 28
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Shot 3 crit confirm?
RS+DA+PBS: 1d20 + 6 + 1 + 1 + 3 ⇒ (6) + 6 + 1 + 1 + 3 = 17
dmg: 15 + 2d8 + 20 + 8 ⇒ 15 + (2, 3) + 20 + 8 = 48


Will saves: 7, 16. Wraith is dazed.

Hezrog smashes the first wraith with another round of shield bashes, and the dark form disperses.

Between Cindy's healing hex, Serelina's magic, and Rilumin's arrows, the second creature is also destroyed. Immediately the coldness of the cavern lessens.

Morvae moves to protect Rilumin and Master Hast from the skeletons, smashing one of them. Attack 22, damage 18

Master Hast retreats towards the south.

Ian, Issa, Leo still up


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa wait to see if any other threat is coming.

delay


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian moves back across the bridge to A195, guarding Serelina with a readied attack for any skeletons that come near.


Leo moves next to Rilumin and lets loose a blast of positive energy.
Channel to Harm undead: 4d6 ⇒ (3, 5, 5, 5) = 18

A wide swath of holy destruction is the result, leaving only a few skeletons remaining.

There are 4 skeletons left, but given they will pose no threat, just going to call the combat there.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"Hells, nice work kid." Ian lowers his sword and looks around.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Well done.

Says Issa, happy that the Light of Horus was able to put at bay undead and cast out some darkness from ancient time.

What next ?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Sighing with exhaustion from the magical efforts she has already put forth today Serelina says, "Let us find what there is to see and begone from here."


Carefully opening the sarcophagi reveals skeletons largely intact. A few have minor items of jewelry adorning them, but if there was anything of greater value buried with them it has been looted.
250gp in gold and silver rings and necklaces if anyone feels to loot it.

With nothing left in the dead end cavern to examine, the group returns to the larger cavern with the waterfall and crosses the river. An easy climb up the east side of the cavern places the group once again in a man made passageway. Only a short distance and the passage ends in a door much like the ones that sealed the water flooded room, including a chain to open the door.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian sets a hand on the chain and looks to the group. "What'dyou think?"


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

"Might as well. It'll be a good test to see if it'll jump up at us. And if we don't take it, it'll just end up in Tiny Town coffers." or wherever thieves hang out these days


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Earlier by the tombs: "Help yourself..." Ian mutters in response to Rilumin.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin will swap to his greatsword and attempt to take the jewelry, unless one of the more scholarly types has an objection to it.

Assuming he isn't attacked by the former owner, he will switch back to bow a safe distance away.


Rilumin grabs the jewelry and pockets it without incident.

Beyond the door is a large room, another laboratory, though this one is more elaborate then the previous ones found so far, and also a bit more unsettling in the equipment within.

There are several tables are along the north and south walls with chains and shackles, and a variety of instruments that could be used for examining a cadaver, or torturing the living. Several of them have the remains of the deceased upon them, while shackled to one table near the north wall is a woman who looks up and over at the door as it completes opening. Her eyes are wild. Her clothing is torn in many places, and there really isn't much left of it, revealing a great deal of her alabaster skin. Her mouth, shoulder, and chest are damp with what appears to be blood.

She pulls at the chains around her wrists and kicks at those at her feet for a moment, then lies back down again.

Kn Religion DC 18:

Whatever she may have once been in life, she is now a vampire.

Standing on either side of her are two large constructs of bone, bone golems like the one found earlier that was incomplete. Unlike the other though, these two are fully animated. Their heads also swivel towards the door, but they make no other movement.
Kn Arcana checks to reveal more about their strengths and weaknesses other than the standard that golems are immune to most forms of magic.

There is another door opposite the one entered. It is currently closed.

Map


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"The hell were they doing in here..."

Ian makes his way cautiously into the room, keeping an eye on the golems.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Kn Arcana: 1d20 + 7 ⇒ (2) + 7 = 9
Kn Religion: 1d20 + 7 ⇒ (11) + 7 = 18

Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19

"Careful how close you get to either those golems or to that vampire, Ian. I know not what magic, if those shackles are magical, or if she is just attempting a ruse, that would hold her there.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Knowledge (arcana): 1d20 + 8 ⇒ (3) + 8 = 11

Cindy wonders if her witch powers will have much effect against these golems and is unsure.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Know Arcana: 1d20 + 17 ⇒ (16) + 17 = 33
Know Religion: 1d20 + 13 ⇒ (7) + 13 = 20

GM, please let me know what I know about the Bone Golem and I will relay it to the party.


Serelina (though everyone can read since she will be relaying the info):

Bone golems are somewhat resistant to damage from any weapon that is not both adamantine and bludgeoning. Like all golems they are also immune to many spells and spell like abilities, though supernatural abilities would effect them normally, as do spells that do not allow spell resistance. So Cindy's hexes will work, so long as they don't target anything in the construct traits.

Healing energy will slow a bone golem, while negative energy will heal a bone golem. A raise dead spell will remove the golems immunity to magic, and resistance to damage for 1 minute.

Bone golems are also able to make a ranged attack, that if it hits, will imprison the target in a cage of bone. They may also ensnare one creature at a time in this fashion. Those caught in a bone prison can try to damage the prison, or slip their way out.

Vampires are a dangerous form of undead, capable of drinking the blood of those they capture and are able to hold in their grasp. Humanoids drained of blood in this fashion will rise to become vampires themselves, thralls to the vampire that slew them.

Ian moves into the room, and Morvae steps in behind him. As soon as they do the bone golems start moving to block them from approaching the vampire.

Init rolls everyone. Anyone getting higher than 23 may act immediately.
Bone golems: 23
Vampire (if it comes into play): 12


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Init: 1d20 + 5 ⇒ (20) + 5 = 25


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

init: 1d20 + 9 ⇒ (9) + 9 = 18


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Oh, uh...readied attack if an enemy gets in melee range. Otherwise just watching the golems warily.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina quickly summarizes what she knows of bone golems..

Init: 1d20 + 2 ⇒ (11) + 2 = 13


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Init: 1d20 + 2 ⇒ (11) + 2 = 13

1 to 50 of 797 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Merchants and Mages All Messageboards

Want to post a reply? Sign in.