Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Bhagavāna Kī Uli, I need you." The pulsating tumor squishingly unattaches itself from the sorcerer's neck. "Fly high and show me where the demon on the castle is. We will focus our efforts on the true threat." Kalim gets ready to cast Black Tentacles centered on the demon.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

As Kalim calls out his cancer, Desmond laughs at the name. "Can you spell that for me?"


Evil GM
Kalim Gudlavaletti wrote:
"Bhagavāna Kī Uli, I need you." The pulsating tumor squishingly unattaches itself from the sorcerer's neck. "Fly high and show me where the demon on the castle is. We will focus our efforts on the true threat." Kalim gets ready to cast Black Tentacles centered on the demon.

Yessss boss. As the creature floats up beyond the blade barrier wall to get a better view of the parapets. There your friend can see six black skeleton archers, crossbows loaded to bear, and other sections of the wall guards are on high alert. You friend has no issue spoting the demonic horror with it's serpent like features and six arms - five holding long swords eager to meet flesh.


Evil GM

Kalim's black tentacles extend.

CMB: 1d20 + 16 ⇒ (5) + 16 = 21
vs demon: CMD 28
vs skeletons CMD 19

the spongy tentacles spring forth and catch a couple of the black skeletons but the demon does not seem effected.


Evil GM

Initiative Order: RD 9 update

Felicitas - make an illusion of stone wall between the illusion of the demon and the party.

Kalim- send forth his belly buddy and casts balck tentackles
Desmond - moved back into the tiny hut

Black Skeletons Wall -
Blayze -
Karnog -
Grung -


Evil GM

RD 9 Black Skeletons

The two black skeleton's not caught in the tentacles fire their cross bows against Bhagavāna Kī Uli,

mg crowwbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21;damage: 1d6 + 2 ⇒ (2) + 2 = 4
mg crowwbow: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32;damage: 1d6 + 2 ⇒ (3) + 2 = 5

confirming crit:

mg crowwbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21;damage: 1d6 + 2 ⇒ (4) + 2 = 6

---
The other four BS try to escape the black tentacles: (DC10+16BAB= 26)

escape artist: 1d20 + 11 ⇒ (11) + 11 = 22

escape artist: 1d20 + 11 ⇒ (13) + 11 = 24

escape artist: 1d20 + 11 ⇒ (9) + 11 = 20

escape artist: 1d20 + 11 ⇒ (3) + 11 = 14

They remained tangled.


Evil GM

RD 9: Blayze

The demon swipes off the nasty tentacles and casts a spell and uses it's telekinesis to grapple Bhagavāna Kī Uli,

CMB: 1d20 + 23 ⇒ (5) + 23 = 28
CMB for spell=CL and Ability mod
It's doesn't provoke an AOO

I believe your friend's CMD is a 9, so he should be grappled telekinetically.


Evil GM

Updated RD 9 Map
*The yellow halo is the black tentacles spell


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Does his SR help?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Wall of Stone:
WALL OF STONE
School conjuration (creation) [earth]; Level cleric 5, druid 6, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a small block of granite)
Range medium (100 ft. + 10 ft./level)
Effect stone wall whose area is up to one 5-ft. square/level (S)
Duration instantaneous
Saving Throw see text; Spell Resistance no
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

GM:
To my reading of Wall of Stone, I could reasonably make a bridge alongside the drawbridge that ramped up to the top of the battlements. At level 12, I can make up to 12 3" thick 5' squares, so doubled as per the need for buttressing that would be 12 1.5" squares. From what the map looks like, it appears that could make a 10' wide, 30' long path for our large Mr. Dwarf-King to race up and smash this demon.

Any issues you see with this plan? Karnog does have Craft (Stoneworking) at +9 to create the bridge buttresses and whatnot themselves, if that matters.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

black tentacle damage: 1d6 + 4 ⇒ (4) + 4 = 8


Evil GM
Kalim Gudlavaletti wrote:
Does his SR help?

yes!. Telekinesis: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

SR check: 1d20 + 16 ⇒ (9) + 16 = 25


Evil GM

Karnog:
I'm good with the plan! Note the wall is 50 feet tall. So double check your math to make sure you can extend it that high.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Release him!"intim: 1d20 + 18 ⇒ (9) + 18 = 27tumor escape: 1d20 + 3 ⇒ (12) + 3 = 15

Kalia creates a fireball to hit the demon and skeletons nearby.Sr check: 1d20 + 12 ⇒ (16) + 12 = 28fire damage DC 20: 10d6 ⇒ (1, 5, 6, 3, 1, 5, 2, 1, 3, 3) = 30


Evil GM

Kalim you already went in RD 9 (cast black tentacles through your buddy) but I'll use your action as RD 10.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Grungsdi, Desmond, we need to take the fight to them! Kill that demon and it will drop the blade barrier!"

MATH!:
- Who said you won't use the pythagorean theorem in real life, amiright? - Looks like the moat is 40' long, wall is 50' tall, which means I need to get a ramp across. If I leave a 5' gap, i.e. make the ramp reach to 45' up on the wall, I have a 60' span to cover. If I get it all the way up, that's just over (like 64'). So, I can make a 1.5" thick, 5' wide ramp just alongside the bridge and running up to 45' tall, or a .75" thick, 10' wide ramp to the same spot. Neither will have railings, but will be buttressed and supported to cover the span. I tried to check for calculations of weight load supported, but without an engineering department and specialized tools (including seisometers, computer models, and at least an undergrad degree in materials engineering), I am going to eyeball it as a solid slab. Reinforced concrete at .75" should hold over 2700 lbs, so I think we should be good to go across one at a time, especially with Grungsdi Large.

Karnog yells out in dwarven as he brings his hammer down at the edge of the bridge, "Raise up, earth, grant us passage!". As he does so, a stone span 10 feet across and just under 60 feet long springs up, angling up from the edge of the bridge and terminating 5 feet below the lower crenelations of the fortress wall. Buttressed and supported, it provides a path outside the blade barriers directly to the top of the battlements.


Evil GM

karnog:
That will work for me. I just needed you to get close with math. Nice picture.

With dwarven ingenuity a stone ramp springs forth leading up towards the lower crenelations.

Grung is up.


Evil GM

Updated Map with Karnog's Bridge added

*Ok I put up a small illusion of wall based on Felic action which is bewteen the illusion demon and Grung.

**I also put up a ramp/bridge from Karnog's spell to give everyone a visual.

***Remember the yellow template is Kalim's tentacle spell.

King Grungsdi your are up.


Evil GM

Grungsdi you are up.


Evil GM

It's still Round 9 and Grung is up. Nym here is your set-up. I'm going to slip you in at the end of the initiative round right behind Grungdsi. You can take your action, or wait till Rd 10 to decide what to do.

10 minutes earlier:

Nym - You crossed the drawbridge with little notice after you display a few bundled weapons for trade. Being drow has it’s advantages. The fortifications marvels even your home city of (insert your city) , grander actually with it’s 50-ft walls, you notice it would be difficult to scale, and think it's at least 25 feet thick. A fortification designed for long drawn out sieges.

Your skin crawls as the weight of pure evil reveals itself in tomb of a cavern. Fortunately, you’re use to the stench of undead.

As you pass under the massive entry you see rows and rows of black skeletons standing in a perfect file filling at least a third of the large courtyard. Pacing nearby is an unholy horse and it’s stout undead dwarven rider, clad in its chilling black armor. A Graveknight commander.

You quickly avert your attention and head to a few vendor stands and start bartering and trading.

5 minutes earlier:

You begin to hear a commotion coming for the guards posted on the wall. You blink a few times as a large demon snake makes it’s presence known on the wall. She is holding 5 long swords which you can see from your point of view. Her attention seems to be back towards the drawbridge you just came over.

3 minutes earlier:

You hear a strong voice announce: "Captain Luther, on this day, we shall rid the world of your existence." Was that a challenge being barked? Really

The vendors start to get a bit nervous as ten black skeletons move up to the gate. The undead dwarf in the fine black armor mounts his unholy stead. The creature does not appear to actually touch the ground.

You see another 20 Black skeletons moving out of a nearby barrack gathering in ranks, and more moving up onto the wall.

2 minutes earlier:

The undead dwarf on his phantom unholy mount reappears, a bit battered and he proceeds to have an undead disciple casts unholy healing spells on him. Then he charges back out to battle.

1 minute ago:

The sound of battle begins from the walls, the black skeletons are using crossbows and the serpent demon looks to be casting spells. Meanwhile the cleric who appeared to heal the undead dwarf begin to muster the 20 Black skeletons in the courtyard preparing to defend the drawbridge. Orders are yelled.

You can hear some rumbling, ”Patrol Captain Luther has fallen! To arms…to arms. Blayze repel the attack, repel the attack.”
The serpent demon appears to acknowledge this command to repel the attack and you figure her name is Blyze.

Current:

Resourceful souls, they have created a stone bridge to get around the blade barriers.” The cleric commander announces. ”They are trying to get up to the top of the wall!”

So Nym: you are inside the wall of the fortification. Your future companions have created a stone ramp/bridge to get to the top of the wall. Between you and the nearest stairs up is a squad of Black Skeletons and commander. And it looks like the barracks may have more.


Evil GM

Of course I don't have the inside courtyard of this battle map completed. That will take me some time.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Grung charges up the path and attacks the mistress evil

1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 reflex vs tentacles

Croaker: 1d20 + 22 - 4 + 3 + 1 + 2 ⇒ (5) + 22 - 4 + 3 + 1 + 2 = 29 for 1d10 + 10 + 8 + 3 ⇒ (1) + 10 + 8 + 3 = 22


Evil GM

I think it will take you a double move to go up the ramp since the wall is 50 foot tall. Regardless a 29 will miss. I assume since you are large you would have attacked from 10 feet away rather than an AOO.

Initiative Order: RD 10

Felicitas -
Kalim-
Black Skeletons Wall -
Blayze -
Karnog -
Grung -
Nym -

Updated Battle Map
*I've added Nym and the black skeletons on the other side of the wall along with a spiral staircase.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Oh no, I lost my initiative! How will I act now!? :P


Evil GM

Initiative Order: RD 10

Felicitas -
Kalim-
Desmond
Black Skeletons -
Blayze -
Karnog -
Grung -
Nym -


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

*To the shop keep that I'm currently engaged with* Do you know what is going on out there? That is quite the sizable patrol for the market.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Using a wand to cast shield on herself Felicitas prepares to storm the barbican.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Yes 10 feet ty


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

With blades drawn Desmond sprints up the stone arch to get behind Grunsdi.

Double move. Do we still have haste and/or inspire courage?


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Dot for game


M Hobgoblin Antipaladin 1

A few moments earilier

The hobgoblin shop keep raises a bushy eyebrow at the drow. Then he cautiously leans in and whispers, "Shhhhh, place be crawl'n wit..." he mouths without saying the words ...ORCUS worshippers." He looks around cautiously, "That one there is Patrol Captain Luther deadly graveknight knight rumor'd t'be chosen by the demon himself." He nods to the upper wall "A consort concubine, Blayze, commands the upper wallss." He blinks a few times. "But the demon's priest within are the real horror. So much death, so much undeath." He shuffles and begins to close up his cart to get out to the way.

I'll use this profile for the shop keep. Nevermind the antipaladin he's a retread from another game.


Evil GM

Initiative Order: RD 10

Felicitas - cast shield on self
Kalim-
Desmond - double moves to get behind Grung
Black Skeletons -
Blayze -
Karnog -
Grung -
Nym -

offhand I don't recall what round haste was cast. Unless Felic says otherwise, I assume she still has inspire courage running.

Cable service and internet is back up with a different company.


Evil GM

Updated Map RD 10

I'll skip Kalim and DMPC him if he doesn't post by tomorrow. If he gets a post in this evening we'll slip it in when he jumps on line. I'll take the BS and Blayze's actions in a few moments, I need to check in on a couple other games.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I would definitely want to know if haste is still up.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Felicitas cast haste on Round 1, as per this post. That means we have Round 9, 10, 11, and 12 still hasted, and can still have inspire courage going as she chooses.


Evil GM

Thanks for tracking that haste for us Karnog. Felic has never been one to shorten her inspire courage so play out as if it is active.


Evil GM

RD 10: BS Actions

The two black skeletons not entangled with the tentacles shot their bows at large dwarf: Grung.

mg crowwbow: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15;damage: 1d6 + 2 ⇒ (5) + 2 = 7

mg crowwbow: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29;damage: 1d6 + 2 ⇒ (1) + 2 = 3

---
The other four BS try to escape the black tentacles: (DC10+16BAB= 26)

escape artist: 1d20 + 11 ⇒ (9) + 11 = 20

escape artist: 1d20 + 11 ⇒ (8) + 11 = 19

escape artist: 1d20 + 11 ⇒ (19) + 11 = 30
frees self
escape artist: 1d20 + 11 ⇒ (18) + 11 = 29
frees self


Evil GM

RD 10: Blayze

The serpent demon blinks a few times and her penetrating eyes seem to readjust and focus on the large dwarf before her. Then mehtodically the dance of swords begins as her five long swords whirl,

Grung you can feel there is aura of unholy blackness that surrounds her,

Crit range 17-20
attack 1: 1d20 + 24 ⇒ (10) + 24 = 34;dam: 2d6 + 4 ⇒ (5, 3) + 4 = 12
attack 2: 1d20 + 24 ⇒ (17) + 24 = 41;dam: 2d6 + 4 ⇒ (5, 6) + 4 = 15
attack 3: 1d20 + 24 ⇒ (12) + 24 = 36;dam: 2d6 + 4 ⇒ (1, 5) + 4 = 10
attack 4: 1d20 + 24 ⇒ (18) + 24 = 42;dam: 2d6 + 4 ⇒ (4, 5) + 4 = 13
attack 5: 1d20 + 24 ⇒ (10) + 24 = 34;dam: 2d6 + 4 ⇒ (6, 6) + 4 = 16

Confirm Crit:
attack 2: 1d20 + 24 ⇒ (17) + 24 = 41;dam: 2d6 + 4 ⇒ (2, 2) + 4 = 8
attack 4: 1d20 + 24 ⇒ (6) + 24 = 30;dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Carving of dwarf fling this way as several blades strike true.

Remember you have a size penalty since you've been enlarged.


Evil GM

Karnog, Grung,and Nym you are up. Kalim post when you can.


Evil GM

Those still near the blade barriers notice that the illusion of the demon has disappeared.


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Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog calls forth for Torag to bring him into the air, and steps around the blade barrier and skirts up his recently created bridge.

Karnog casts air walk then moves 40' up and around towards Grungsdi.

"Stay the course, your majesty! I have your back!"


Evil GM

Updated RD 10 Map post Karnog Move


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Ah yes. Nym says to the hobgoblin with a slight look disgust
It may be prudant to lay low a few minutes and see what transpires. May be that I can use this distraction to get to the lower levels. Or that a possible ally might emerge
Perception: 1d20 + 10 ⇒ (5) + 10 = 15 to find a spot to lay low while observing whats going on.
Would you like some help getting your cart out of the way? Nym will help Jenk to move cart and torward the spot he has found ot lay low if Jenk wants the help. If not he'll make his way there and nonchalantly as possible.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

I thought my fireball was this round.


Evil GM
Kalim Gudlavaletti wrote:
I thought my fireball was this round.

Ah, sorry about that. I totally forgot. I will apply that this round.


Evil GM

Grung you are up.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

tabulating damage now

Croaker: 1d20 + 22 - 4 ⇒ (17) + 22 - 4 = 35 for 2d8 + 11 + 8 + 3 ⇒ (6, 8) + 11 + 8 + 3 = 36
Croaker: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21 for 2d8 + 11 + 8 + 3 ⇒ (4, 2) + 11 + 8 + 3 = 28
Croaker: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29 for 2d8 + 11 + 8 + 3 ⇒ (6, 8) + 11 + 8 + 3 = 36

Croaker: 1d20 + 22 - 4 + 1 + 3 ⇒ (7) + 22 - 4 + 1 + 3 = 29 for 2d8 + 11 + 8 + 3 ⇒ (8, 1) + 11 + 8 + 3 = 31


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

to confirm to confirm Croaker: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25 for 4d8 + 22 + 16 + 6 ⇒ (4, 5, 5, 4) + 22 + 16 + 6 = 62


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Ya gotta hit a bit harder than that.


Evil GM

A feminine chuckles as only one of his swings hit (the nat 20), but the confirmation misses.. Your 35 was off by one you need a 36.

It has DR 10/cold iron and good.

Fireball save
demon: 1d20 + 18 ⇒ (5) + 18 = 23
She has fire resistance 10
5 damage. (DC 20, dam was 30 so that is half, 15 then 10 resistance = 5 damage)

BS: 1d20 + 6 ⇒ (1) + 6 = 7
I'm taking the BS as group with one save to speed things up a bit. four of the skeltons are charred pretty well.

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