Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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NPC

The man listens to Sandru's tale. He looks a little better from the Manservant's care. "I'm an assassin...member of the Anaphexia. Was out there in the night defending this place. I was swarmed by hundreds of undead. Beat up pretty good." It is unclear whether he will survive, but the Manservant's efforts have been definitely palliative.

At the news that Dr. Nym is dead - "Yes, I know that Nym is dead." And then in response to Caromarc's question - "No, you don't know me. You may have seen my face before, but you don't know my identity."

He goes on to explain. "Dr. Fennick Nym, colleague of Caromarc, creator of Sandru, was a respected scientist...in the day world. But secretly, he was also a member of the Anaphexia. We met and worked together in that context. I visited him at his laboratory in town from time to time. But, of course, we kept the true nature of those business meetings hidden.

"Nym was too careless. He ended up having a problem with this niece of his. She was a bright girl, but snoopy. Took long strolls at odd hours...came across the Library of Anaphexia. Remembered certain books of her uncles that he kept in his office. One thing led to another, she deduced his secret associations, investigated further into the nature of them, and confronted him about it.

"We decided to kill her and make it look like a freak accident. Rampaging undead, attack in the night...that sort of thing. Nym died before the matter was resolved. But me and some cohorts, we carried out the assassination. Late at night. Dark alley. She was with some boyfriend doctor chap.

"We scouted the scene afterwards. Saw you all try to save the girl. Was touch and go there, for a moment. You almost foiled our plans. But things worked out in the end." He smiles to himself. "We do good work."

"I tell you all of this for two reasons. First, because I am evil and want to gloat. Second, keeping it secret doesn't matter anymore. The rest of my men lay out there now, dead, butchered by zombies. Only me left." He looks around. "Gonna miss this place. Looks like none of us are going to make it."

At the Manservant's suggestion, his mind shuts like a steel trap. "Ain't no way I'm helping any of you."

@Caromarc:
In his hand is a poison pill, a lethal dose of hemlock. The kind that facilitates a quick and painless death.

The clockwork pendant, Olivia's Heart, hanging around La Siréene's neck, is softly keening.


Female Aasimar Urban Druid 9

La Siréene takes the pendant in her hand, holding it tight.

Then, she moves over to the Assassin at 10-I and crouches down beside him, tipping her head slightly to the left quizzically, letting her hair fall aside to reveal her eye.

"Sir, I do feel you have... inconvenienced us. Now, I am not one to hold a grudge, and I’d prefer not to make a habit of it, so I’d really rather you helped my friend like the good boy we both know you are not, hm?"

Intimidate Check: 1d20 + 10 ⇒ (17) + 10 = 27


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

You never existed. All dead, tower destroyed. There won't even be wives' tales. Pathetic. A team of mighty assassins to kill a defenseless girl. I spit at the floor.

The demons, they are gonna need a communal whore. They don't need to wait long now... Take the pill. What you could not handle, we will. We might not be able to kill the man responsible without Gaston. You want revenge, restore him... Mighty Assassin.

Or... shut up and die, useless as you are. Be nothing.


NPC

Given the apocalypse happening around you, given the dying man's fatalistic attitude...it would seem he couldn't be demoralized any further. Yet, there is something about La Siréene's emerald eye that strikes fear in his heart. Intimations of a scary, uncertain afterlife. One which this woman has wrestled and returned from, which puts her ahead of him where bravery is concerned, for all of his big words.

Her smooth words prickle at the back of his brain, make him anxious that he hasn't offed himself yet. Something about the keening from that necklace she holds... A siren call of justice for his crimes.

He doesn't say a word. Sulkily, under Sandru's watchful glare, he struggles to divest himself of his leather tunic, as to not interfere with spellcasting. He dabs his finger in blood at the wound on his side, traces a pentagram on the stone floor, mutters an incantation, and waggles the fingers of his other hand at Blackacre. He casts the spell, stone to flesh.

The inquisitor turns from stony gray back to the normal pink color of human skin. Having fulfilled La Siréene's demand, the thief deftly swallows the pill that was hidden in his hand, and ingests a lethal dose of hemlock. He dies.

@Blackacre, make a Fortitude save.

@Ianez, I need to know where you are on the map.


Female Aasimar Urban Druid 9

La Siréene watches her friend in stone turn to flesh...

La Siréene is readying an action to hug.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

J-12, behind the Mechanical Manservant.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Here goes nothing...

Fortitude Save: 1d20 + 8 ⇒ (20) + 8 = 28

Good time for a 20!

Returned to his fleshy form, Blackacre gasps deeply. His body folds and his sword clangs to the floor as he doubles over, wheezing and panting. After a few deep breaths, he picks up his blade and gathers himself.

What happened?


Female Aasimar Urban Druid 9

La Siréene takes her readied action.

"You're alive, mad man." La Siréene says, smiling brightly. She then steps back before she chokes him to death.

"About nine hours is what happened. You should not look ladies with snakes for hair in the eyes. This dead, horrible man brought you back, because he was capable of fear and I have a scary eye, apparently."


DM

BOOM! KRAKOOM! KRAAAKOOOM! A series of quakes rocks the entire library, larger than any of the tremors before. Beams crack and splinter. Stonework crumbles. The pillar in the center of the room detaches from the ceiling, breaks into pieces, and falls to the floor. The passage with the tunnel leading to the exit caves in, blocking your way. Similarly, the way from which you came, through the sarcophagus, is sealed shut.

BOOM! BOOM! BOOM! The whole ground shakes. Phoebe is thrown violently to the ground.

KRAKOOM! A massive tentacle shoots up from below, breaks through the floor, and flails wildly about! A quarter of the room crumbles and falls away. The deceased thief and the broken pillar are sucked into the hole. A gale force suction of air pulls all adventurers towards the Abyss.

_____________________________

The room takes massive structural damage. 1/4 of the floor drops away in a square K1-K9-T1-T9.

All PCs make a Fortitude save against the strong winds.

Updated MAP.


DM

Suggested music


Female Aasimar Urban Druid 9

Fortitude Save: 1d20 + 9 ⇒ (7) + 9 = 16


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Fortitude Save: 1d20 + 10 ⇒ (3) + 10 = 13


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre smiles and chuckles at La Sireene. He is about to speak when the world erupts.

fort save: 1d20 + 8 ⇒ (6) + 8 = 14

Not so fortitudinous this time.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Fortitude Save: 1d20 + 8 ⇒ (20) + 8 = 28

WOW! Talk about a save.

Can Quinn scoop up Pheobe?


DM

Sure, you can make an additional Reflex save (you rolled a 20, so even with a penalty for steadying you and Phoebe, you'd still be okay).


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Reflex Save: 1d20 + 8 ⇒ (4) + 8 = 12
Oh well. Not sure if this is enough to save the girl.

The monk steadies himself as the forcefull winds try to push him into the abyss. His strong legs have him anchored. Quinn tries to reach down to scoop up Pheobe.


Male Human Wizard 9 (Teleport) Perception +8

saves:
Caromarc: fort: 1d20 + 4 ⇒ (14) + 4 = 18
Elspeth (incorporeal): 1d20 + 2 ⇒ (4) + 2 = 6
MM: 1d20 + 5 ⇒ (13) + 5 = 18


DM

La Siréene...Sandru...Gaston Blackacre...the three of them scramble and lose their footing. Nothing to grasp. One by one...like ants...swept away...

Quinn grabs the flame oracle and tries to keep her with him. He catches her small wrist for a moment...safe. The winds are too strong. She flies away from his grasp! Twirling away in the gale force winds.

In a moment's notice, what seems like a dream, but is not...all of them...swept away...

The policeman, Quinn, and the wizard, Caromarc, his construct, and his familiar, are the only ones left on the precipice of the maelstrom. They resist the gale force winds drawing them into the Void. The winds wildly whip at Caromarc's hair.

Noooooooo!

The light of distant stars illuminates the horrified expression on their faces.

(Ianez, yet to be determined...)


Male Human Wizard 9 (Teleport) Perception +8

Caromarc starts to freeze again, his mind flashing back

Quote:


"And lastly, the negative future." Agnes flips the card at the bottom right and reveals The Cyclone.
"This card is called 'The Cyclone'. Unfortunately, it is a perfect match. This card is chaotic evil, and in the chaotic evil position in the spread. That means it's powerful and of special import."
"This represents a force that tears through whatever it meets. This disaster doesn't come in the course of natural order, but is one that comes from the plots of intelligent beings. The Cyclone signifies war, arson, and other plans that destroy everything they touch. It is reasonable to assume this is about Hareton's experiments with threnodic energy."
She looks at Caromarc's patchwork skin and gently brushes aside La Siréene's hair, taking in her modified features. "I fear Hareton will strike again. There will be more casualties before we can stop him."

His face freezes in horror

Quote:


Agnes turns over the first card and reveals The Waxworks.
"Lord Caromarc, this harrow card is called 'The Waxworks'. It represents a place of helplessness and physical entropy. The mind might be willing, but the flesh is frozen in this place of horror. It is the card of torture and imprisonment, signifying literal inability to move, or paralysis of a more prosaic kind. When interpreted in a positive light, it indicates abundance of energy at a crucial moment that changes all."
The oracle traces a path with her eyes along the thick black stitching of Caromarc's patchwork skin. "You have already experienced physical imprisonment and torture of a kind. A literal waxworks of your appearance."
"However, a master of the arcane such as yourself...you are familiar with the Void, with nameless dread? This card is associated with chaotic evil. There's a sleeping horror out there somewhere in the universe waiting for you, for all of you. Will you be frozen with fear when confronted by it? Helpless? Unable to move?"
She reaches out, runs a hand down Elspeth and gently pets her. "Or perhaps you will find some other way?"

"No. I can move. I can run!"

Instead of fleeing, he lets the wind start to take him. Starts to run into it.

Quote:


She reaches out, runs a hand down Elspeth and gently pets her. "Or perhaps you will find some other way?"

"Elspeth - you are my beacon!"

Quote:


"Phoebe knows," Agnes says, "We've discussed it already. No one of us is above the mission."

Flicking past Quinn he grabs the end of his silk rope and flings himself into the void after his friends.

mechanics:

5 foot step towards Quinn. Standard action to grab rope end. Shift 20ft in.
Incidentally, now interacting with effect if it is now an illusion ;P


Per +11

The Mechanical Manservant sees what is happening with unbelieving eyes, and turns and sprints for Quinn.
Charge Quinn's rope. Initiate grapple.


NPC

Those swept away fall into an expanse of dark, swirling matter with chunks of rock and space debris drifting aimlessly. Far above (although turned around as you are this seems off to the side), you see a tiny spot of light from the room you left behind. In the center of this weird universe is a gigantic creature, a black blob of flesh with bright green spots, with a hundred eyes, an enormous mouth with stalactite fangs, and humongous, writhing, grabbing tentacles. Several smaller, similar creatures...octospawn...float in its orbit.

The rope connecting Caromarc goes taut.

There are two maps for this encounter. (Also posted to 'Campaign Info' page.)

(The Void) MAP #1
(The Disintegrating Room) MAP #2

For PCs swept into the Void, you've been randomly placed on the map to indicate where you fell.

Roll initiative.

Caromarc 1d20 + 4 ⇒ (10) + 4 = 14
Ianez 1d20 + 2 ⇒ (9) + 2 = 11
La Siréene 1d20 + 8 ⇒ (5) + 8 = 13
Quinn 1d20 + 4 ⇒ (16) + 4 = 20
Phoebe 1d20 + 2 ⇒ (1) + 2 = 3

We'll use the following modified rule for this encounter. It only applies to the Void, and not to the disintegrating room (which retains normal gravity so far.)

Subjective Directional Gravity:
The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. (The rules specify a distance, but we'll use your normal speed.) Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated “down” direction.

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.


DM

From the room above, it looks like a gigantic aberration is ripping up the floors, rising from the hellish bowels of the library...


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

intiative: 1d20 + 4 ⇒ (15) + 4 = 19


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Fort save: 1d20 + 3 ⇒ (14) + 3 = 17


DM

The vortex sucks in Ianez. Alley-oop! He loses his footing and goes over the side.

Initiative order:

1) Future Elspeth
2) Quinn
3) Blackacre
4) Octopoid #1
5) Caromarc (MM, Elspeth)
6) Sandru
7) La Siréene
8) Octopoid #2
9) Ianez
10) Octopoid #3
11) Phoebe


NPC

The nightmare aspect of Elspeth from the future looms forward through the dead sky. Her flight is calm...silent...except for the low, long blare of a foghorn, signaling certain doom. She flails a storm of tentacles, each twenty feet in length, at her master, Caromarc, and at the helpless flame oracle!

The tentacles that hit try to slither around and choke both of them. One tentacle successfully grapples and constricts Phoebe.

Caromarc takes 14 damage. Phoebe takes 19 damage and gains the grappled condition.

It is Quinn's turn.


NPC

"Ggrhrmmph!!" The girl disappears amid the leathery coils.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Sorry for the wait. Was going to post last night but did not want to attack without being provoked. Trying to act lawful good here.

Quinn sees Pheobe get taken by one of the tentacles. An anger begins to boil under the surface that is the monk. He training has taught him to not let his emotions get in the way but to channel his feeling into an attack. The policeman unleashes a volley of arrows towards the creature.

Flurry of Arrows #1: 1d20 + 13 ⇒ (11) + 13 = 24
Flurry of Arrows #2: 1d20 + 13 ⇒ (14) + 13 = 27
Flurry of Arrows #3: 1d20 + 8 ⇒ (16) + 8 = 24

Arrow Damage #1: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11
Arrow Damage #2: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17
Arrow Damage #3: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre tries to identify what kind of creature Nightmare Elspeth is:

knowledge(arcana,dungeon,nature, and planes all have same bonus): 1d20 + 6 ⇒ (12) + 6 = 18

Release her! he demands of the beast, as though it could hear him.

With a short prayer to Ragathiel, Blackacre fires a searing blast of light!

Cast searing light, CL 8
ranged touch attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 4d8 ⇒ (5, 2, 8, 8) = 23


NPC

The consummate archer aims true! The arrows hit Nightmare Elspeth's huge tentacles. Her blobby flesh drinks them in. The wounds appear to close around them.

Future Elspeth takes 25 damage.

The inquisitor's bright spell lights up the Void.

Future Elspeth takes 23 damage.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn sees the effect of his arrows and shouts his findings to those around him.
"My arrows have no effect."

The monk shouts out at Pheobe. "Hey Pheobe.....flame on kiddo....flame on."


DM

One of the octopoids jets towards Blackacre, tentacles outstretched, ready to latch onto his face. They wrap around his head with a SPLOTCH!, but slide off and don't do damage.

It is Caromarc's turn.


DM

@Caromarc, Blackacre:
This nightmare aspect of Elspeth is from a future yet possible, but not set in stone. Her time in the Abyss has evolved her normal attacks (bite plus poison, tentacles) into more powerful versions of the same, but also a thick skin and oddly morphing physiology that provides her damage reduction against weapons unless they are holy. She is accompanied by several Voidspawn, her own dark children, that function more or less like normal octopi.


Per +11

"Don't be an idiot Caromarc. Call your little glowing friends. You can't save the girl."

@Network:

Can Caromarc use Dimension Steps to rescue Phoebe from a grapple with Elspeth?
Am I right in thinking MM cannot take a 5 ft step forward and full attack Elspeth?

Happy to be considered holding while wait for response if Sandru wants a go.


Per +11

The Mechanical Man sees Caromarc tensing
"Just when I think I have you figured out, Jornel, it turns out you're a hero." he mutters.
To the small octopus beside him he remarks "I wonder if this thing shares your reaction to capsiacin?"
Stepping forward he palms a sachet from his alchemical kit, charges forward to stand near one of the enormous eyes and throws the sachet of chilli essence, ripping the sachet as he does.

Network:

Dirty Trick aiming to blind. Future Elspeth can make an AoO first if she likes. Not actually charging. His attack is 1d20 + 12 ⇒ (15) + 12 = 27. He's done his best to make this sound debilitating and excruciating so she doesn't pay attention to Caromarc.


Male Human Wizard 9 (Teleport) Perception +8

network:

not sure if legal - if is, can you give description please!
Swinging in an arc on his rope, Caromarc uses the distraction to reach out and touch Phoebe. Suddenly he, Phoebe and the doll vanish!
Reappear at T11 and T12, or further. Idea is to escape the tentacles and be away from the hole, while still minimising used distance.
Used distance is feet moved x3. Would prefer not to use more than 60ft each, ideally 30ft each.


NPC

The capsaicin sprays into the Void into the Nightmare Creature's eye. However, the powder diffuses along the membrane and isn't enough to blind her. The monster chomps down on her attacker! Her teeth drip with poison and scrape the ablative barrier.

MM's (ablative barrier?) take 9 damage, and he's immune to the poison.

_____________________________

Suggested music

@Caromarc:
You can...

1) Select P-6 as your subjective "down" direction. Use move action to swing on rope to P-6 (based on your speed);
2) Dimensional steps x1 to P7, grab Phoebe and doll;
3) Dimensional steps x3 (doubled with Phoebe to x6, doll can go free) to T-10;
4) Select up towards the disintegrating room on the z-axis as your new subjective "down" direction (basically, falling upwards). Dimensional steps up into disintegrating room (we'll just spend the rest of the difference as traveling up);
5) Once you're in the room, you're no longer under subjective directional gravity (so you don't have to choose a new down direction or anything), can use Dimensional steps x1 (doubled with Phoebe to x2) to go to T-11 and T-12.

Total = 20 ft move action + 5 ft Dimensional steps laterally + 30 ft Dimensional steps laterally (15 x 2) + 100 ft Dimensional steps up (50 x 2) + 10 ft Dimensional steps laterally (5 x 2). Total dimensional steps used 145 ft.

Is this ok? I can adjust z-axis distance if that was too much to spend.

Swinging in an arc on his rope, Caromarc uses the distraction to reach out and touch Phoebe. Suddenly he, Phoebe and the doll vanish! They traverse the Void in a series of dimensional steps, appearing in brief zips and flashes, trailing ghostly white lines behind them. bzzzp! zzzzpt! brrrrt! brzzp!

They reappear bedraggled, at the edge of the floor in the room above, next to Quinn!

See above spoiler for Caromarc's movement.

_____________________________

It is Sandru's turn.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Can Sandru charge future E? What rolls?


Male Human Wizard 9 (Teleport) Perception +8

network:

As soon as I move, turn is over (Dimensional Steps)


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Dropping my shield, I charge the thing that was Elspeth.

Attack, charge, 2-handed, power attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage, 2-handed, power attack: 1d6 + 6 + 6 ⇒ (5) + 6 + 6 = 17


NPC

Sandru drifts between the dark voidspawn of Elspeth and twirling, barren asteroids. He plants his feet towards the monster and wills himself to fall. He crashes, like a meteor into the atmosphere, hitting hard and mercilessly as his nature allows. By exerting his might, he overcomes the strange gravitational forces of the Abyss and strikes his opponent where it counts!

The monster's blubber sinks with the cutlass and absorbs some of the impact, bouncing the sword back out.

The terrifying version of Elspeth rotates and focuses an eye on Sandru. The call of the low foghorn sounds...

DOOM.

Future Elspeth takes 12 damage.

It is La Siréene's turn.


Female Aasimar Urban Druid 9

La Siréene finds herself floating, flying or possibly levitating in a strange, weightless space, staring down a creature both like and unlike Elsepeth. Oh, Hareton...

She remembers Sandru's words. "We might not be able to kill the man responsible without Gaston", said dear Sandru.

Will we kill you, Hareton? End your existence to save other existences?

La Siréene starts to cast her summoning spell, Summon Monster IV.


DM

my previous post re Caromarc's movement:
I was overthinking this, so we're going to say Caromarc chose "down", swung on the rope, grabbed Phoebe, chose "down again" (on a z-axis tilt), and then dimensioned out, which makes that he used his ability once and not multiple times, which was how I incorrectly applied it. (This removes one 5-ft increment or so).

One of the octopoids near Sandru pulses its tentacles and swims towards him, through the Void, flanking him with the nightmare behemoth. It bites him with alien teeth! The fangs drip with clots of yellow ooze.

Sandru takes 3 damage. Make a Fortitude save.

It is Ianez's turn.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez rotates lazily as he falls through the void, his scholar's curiosity momentarily getting the better of him. I wonder how my [i]feather fall ring will interact with this place.[/i] Shaking his head and returning his attention to the matter at hand, he draws out his bow and calls on his luck before loosing three arrows at the third octopoid.

Arrow #1: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Arrow #2: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Arrow #3: 1d20 + 2 ⇒ (11) + 2 = 13

Damage, if arrow #2 hit: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Missed that Fort Save request... Sorry.
Fortitude Save: 1d20 + 10 ⇒ (14) + 10 = 24


DM

Sandru feels the burn of alien poisons against his skin. He has withstood zombie infection. This is naught. He flicks the goop away, determined not to succumb.

Sandru saves against the octopoid poison.

_____________________________

The third octopoid flinches at Ianez's arrow, and coils into itself like a sea anemone. Rrrawwwwggghhk!

Octopoid #3 takes 9 damage.

_____________________________

Octopoid #3 emits an ink cloud that provides total concealment.


NPC

Phoebe takes out the wand of cure light wounds and taps it at Caromarc. It heals him for 1d8 + 4 ⇒ (7) + 4 = 11 hit points.


DM

Round 2:

Another quarter of the room falls away!

Quinn, MM, Elspeth, Caromarc, and Phoebe fall into the Abyss. All of you fall into the Void... - MAP #1

The future aspect of Elspeth attacks Sandru and smacks him tumbling through space. She tries to grapple him, but flails wildly aside.

Sandru takes 9 damage.

It is Quinn's turn.


Male Human Wizard 9 (Teleport) Perception +8

"Thank you my dear" Caromarc gasps.

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