Strike the Earth: Histories of Greed and Determination (Inactive)

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

Campaign Reference
Campaign Map
Battle Maps
Party Inventory
Calendar Date: 5th of Pharast


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Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Let me get a closer look now that the statue has been moved.

Perception-stonework: 1d20 + 8 ⇒ (6) + 8 = 14


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"Aye, let us see how this is carved."

Aid another on Glor using craft sculpture: 1d20 + 4 ⇒ (11) + 4 = 15


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe clapped excitedly once the statue was officially moved and danced a little when he was complimented. "Young Bistro here deserves the praise. He's quite the good boy, very strong!" he said with a giddy tone.

He took his Bison's lead and made his way back to the cart to tie him back off. He came back shortly after but not before rewarding the bison with an apple.


Info | Battle Maps

The statue remains unchanged, other than its displaced location. The emerald gem still glows with a soft light. It's pretty clear that the statue has been carved from a single piece of red granite, the same stone used to line the floors, walls, and ceiling of this place. You realize that this stone is different than the gray gabbro which made up most of the Old Quarry Road you just traveled, and then you remember the Old Quarry in Taggoret, where you started this whole journey, was made of red granite like this. However, There's nothing really special about it. But you were more interested in the secret door, right?

The statue WAS sitting on a large, single piece stone slab, about 10 feet square. There's no way to know for sure, but you conjecture it could be a foot thick. There's a hairline gap around the perimeter, which makes you think it could be lifted or slid or moved somehow, if only there was a means to do so. A similar gap exists around the back wall, which is made of masonry bricks much like the rest of the constructed walls. Perhaps there is a great mechanism which lifts or slides the wall out of place, but there is no lever or switch or handle or button visible.

While Glor and Goggeck peer over the makings of the secret door, echoing from somewhere deeper in the Vault, you begin to hear the rattling sounds of bones and rusted chainmail.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

"Wonderful," Boomer muttered, looking arond for where the new bunch of skeletons were likely to come from. "Can we make a barricade real quick?"

Any rubble nearby, or anything like that?


Info | Battle Maps

It is somewhat confusing by the way the sounds echo throughout the halls, but you are somewhat sure they are emanating from the passage to the north.

The halls are clean, all things considered, but there's all that rubble and junk the goblins used to make a barricade. It's all still outside where you left your camp. Might take a while to move it all in.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Lets just meet the threat here. If there are too many we can fall back to that barricade. Glor gathers earth and looks for targets.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"I agree. We know where we stand here.", says Goggeck, hefting his longhammer.

"I will remain in the front and take a toll from the unliving as they advance."


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe comes back in time to hear things of the barricade nature. He looks around puzzled and slightly alarmed. "You mean...you mean more critters and such are coming?" he asked as he slipped into the middle of the dwarven pack.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

"I ain't gonna be much use in this one if it's more of those blaming bastards. Touble, you got anything else I can throw?"


Male Human Magus (Jistkan Artificer) 6

Hezekh pulls out his crossbow, loads a bolt, and turns to face the incoming undead.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe hands Boomer the sack of Alchemical items from earlier. "There is some holy water in there...and a few others." he said nodding.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

"I'll try not t' waste 'em." Boomer said with a tip of his hat.


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Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

2 acid flasks, 3 alchemist fires, 1 liquid ice, 1 holy water is still available for use. Toulbe originally made them for himself to use, but he honestly knows that a true Alchemist can put them to better use and get the most out of them. So consider the entire bag with Boomer and at his disposal. Toulbe will do what he does best, nervously spout Poetry and Stories, scream at things (if he had any magic left), and smack em with his frying pan.


Info | Battle Maps

The space is tight now with the statue moved out into the hall, but the group gathers round in preparation of the approaching undead. Goggeck steps forward down the north hall, and as he does, he gets a glimpse of what lies ahead. Down the hall he sees a set of stairs leading deeper into the complex. Map updated

GM Rolls:

1d3 ⇒ 3

Coming up the stairs, Goggeck sees three more skeletal dwarven warriors approaching.

Initiatives:

Boomer: 1d20 + 2 ⇒ (15) + 2 = 17
Glor: 1d20 + 3 ⇒ (11) + 3 = 14
Goggeck: 1d20 + 1 ⇒ (2) + 1 = 3
Gunnar: 1d20 + 2 ⇒ (20) + 2 = 22
Hezekh: 1d20 + 3 ⇒ (15) + 3 = 18
Toulbe: 1d20 + 2 ⇒ (13) + 2 = 15
Urist: 1d20 + 1 ⇒ (4) + 1 = 5
Helga: 1d20 + 1 ⇒ (16) + 1 = 17
Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15

Round 1: Bold May Act
Gunnar (1dmg)
Hezekh (1dmg)
Helga
Boomer
Toulbe (1dmg)

Skeletons
Glor
Urist
Goggeck (3dmg)


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Since Glor was "readied" might his readied action happened? Not sure if you can really ready out of initiative though...


Info | Battle Maps

I’m not sure how to phrase this mechanically, but you had a heads up and time to prepare. It’s not necessarily a surprise round, but I’ll allow a retroactive standard or move action in addition to your turn in initiative to account for making preparations. Glor if you want ready an attack as your preparation that’s fine by me.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Ok. Waiting my turn then. :)


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar readies his warhammer, glancing around him. He looks up at something, eyes pacing in thought, then nods. "Goggeck! Get back in line lad, here at the fork! More room to beat on them all at once!"


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"I will, but clear a path. I can keep these busy if that takes a while."

Goggeck feels the eyes of Trudd upon him.

"Aye, they will know the judgement of the strong arm!", he shouts as he steps back towards the fork and his companions.

5ft step back southeast. Judgement: justice. Goggeck gets +1 sacred bonus on attack rolls for this fight.

AOO:

Longhammer: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Damage, b: 12d6 + 3 ⇒ (6, 4, 6, 1, 5, 2, 1, 5, 1, 4, 1, 6) + 3 = 45


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

They're too far away right now. I'll wait until they close the distance. No action this round.


Male Human Magus (Jistkan Artificer) 6

Surprise:
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 ⇒ 1

Hezekh’s first bolt is accurate, but hardly damaging. He quickly reloads and looses another.

Round 1:
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 ⇒ 5


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

No surprise round for Toulbe, just start of the round, start up Bardic Performance


Female Dwarf Anger Phantom 2 HD | AC 15 T 11 FF 14 | HP 9/13 | F +4 R +1 W +3 | Init +1 | Perc +5

If it's possible, Urist would have cast Mage Armor on the commander while the group was setting up.

"Good. Let 'em come to us, and break themselves against our steel!"

The commander goes into delay, waiting for the enemies to approach. Assuming one gets into melee with her and doesn't get eaten by readied/AoO attacks, she hops in at the end of their turn and attacks with her "axes."

Slam attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Slam attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 2 ⇒ (8) + 2 = 10


Info | Battle Maps

Urist, casting will be your extra action. Gunnar, Helga, Boomer, I’ll delay you to after the skeleton’s turn in initiative.

As the skeletal warriors appear from the staircase, the battle commences. Hezekh is quick to loose a couple of bolts that hit their target but don’t seem to do much but chip a bit of bone. Toulbe begins to chant a war ditty to inspire the group, and everyone else seems to hold until they can see the glowing red of their eyes.

The warriors spring into action as their living targets come into sight. The lead charges Goggeck, who smashes it to dust with his longhammer. The next skeleton is quick to follow.

Blue Battleaxe+Charge: 1d20 + 2 ⇒ (1) + 2 = 3

Clang! It misses terribly. It’s rusted battleaxe strikes the stone at Goggeck’s feet and shatters.

The next skeleton moves up and also closes with Goggeck.

Red Battleaxe: 1d20 ⇒ 13

Goggeck’s chain mail absorbs the blow.

Round 1: Bold May Act
Hezekh (1dmg)
Toulbe (1dmg, Inspire Courage)
Skeletons (Yellow dead)
Gunnar (1dmg)
Helga (Mage Armor)
Boomer
Glor
Urist
Goggeck (3dmg)


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Goggeck steps back and swings! Though not with any great accuracy.

5ft step south-east, attack red

Longhammer vs Red: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9

Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5

AOO:

Longhammer: 1d20 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11

Damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Are these more of the flaming ones? Can I tell?

Knowledge Religion (untrained): 1d20 + 3 ⇒ (3) + 3 = 6 Guess not.

Boomer chucked a flask of Holy Water into the skeleton vanguard.

Ranged Touch to Red: 1d20 + 3 ⇒ (13) + 3 = 16
Holy Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11

6 splash damage to adjacent undead, DC 13 Reflex for 1/2


Info | Battle Maps

These are just regular ol’ basic bones skeletons.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

Urist glances at the crowded conditions, and then to his companions. Glor gets a reassuring pat on the shoulder. ""Ye got this'n, lad."

Urist casts Guidance on Glor.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar holds his action, ready to attack any skele that gets in range.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor fires earth at the skellies, knowing that blunt damage is the way to go. His second shot is near perfect, but lacking just a little.

earth blast: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10

earth blast: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Confirm: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7


Male Human Magus (Jistkan Artificer) 6

Hezekh steps forward and punches the nearest skeleton, his metal fist smashing deeply into the skeleton.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Info | Battle Maps

Let’s see if we can’t end this.

Blue Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Boomer lobs a flask that hits one skeleton. The red light is extinguished from its eyes and it collapses in a heap. The skeleton next to it gets some holy water too, and it seems to be barely holding it together. Good thing Glor is there to send it to kingdom come.

The halls are now littered with more bones, yet the sounds of even more skeletons moving about echo from down the stairs.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

I swear on my beard that I am gonna find what animated the bones of our kin and make um pay. Glor says with a determined look in his eye. He gathers stone again and readies another attack.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Does this count as the same combat for the purposes of judgement?


Info | Battle Maps

Yes we can keep the combat going, just let me know how you wish to proceed: wait for more skeletons to show, or move ahead?


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Cool. I say we hold the fork.

AOO:

Longhammer: 1d20 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14

Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

"Sounds like we're goin' hunting. Best tae clear 'em out b'fore we settle in for other work."

I honestly love Combat Advances. Feels like a tactical RPG. You fighty types can take us deeper in. Holding my action to follow when the front line has moved forward.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe looks around a bit as if going deeper into the sounds of battle was the last thing they should do. He looked at the door and moved over to the right side of the wall and tried to give it a hearty push!

Weak little guy trying his best!: 1d20 - 1 ⇒ (1) - 1 = 0


Info | Battle Maps
Toulbe Hilnack wrote:

Toulbe looks around a bit as if going deeper into the sounds of battle was the last thing they should do. He looked at the door and moved over to the right side of the wall and tried to give it a hearty push!

[Dice=Weak little guy trying his best!]1d20-1

Oh now that... that is a thing of beauty.

In his moment of panic, Toulbe’s efforts are futile.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Aye. I say we hold here and let um come to us. Glor looks deeply into the darkness searching for a target. He has 100 ft range

Readied Attack:

earth blast: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10


Male Human Magus (Jistkan Artificer) 6

"Fine by me." Hezekh says, putting his ineffectual crossbow away.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar pats his forward allies on the shoulder, motioning to the fork. "Aye, form a line then. Let them crash into our steel all at once instead of hogging the glory, lads."


Info | Battle Maps

Spoiler:
GM Rolls[/ooc]
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (16) + 6 = 22

Before you know it, four more skeletons come climbing up the stairs, then four more behind them, and behind those you can make out the flaming aura of another golden skeleton. Being more than ready, Glor unleashes a blast that obliterates a skeletal warrior as soon as it shows.

Assuming Gunnar holds.

The other two lead skeletons rush forward. Goggeck takes a swing at one, but his hammer strike is a bit off and glances off the rusted chain mail.

The skeleton retaliates.
Yellow Battleaxe: 1d20 ⇒ 5
Like all the skeletons that came before it, it misses.

Another skeleton is close behind and takes on Hezekh.
Blue Battleaxe: 1d20 ⇒ 4
It fares no better than it's undead brethren.

Round 3: Bold May Act
Skeletons Wave 2 (Red dead)
Gunnar (1dmg)
Hezekh (1dmg)
Helga (Mage Armor)
Boomer
Toulbe (1dmg, Inspire Courage)

Skeletons Wave 3
Glor
Golden Skeleton
Urist
Goggeck (3dmg)


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Boomer smiled as he saw the cluster of undead start moving down the hall. He drew the other flask of Holy Water and prepared to throw it.

Readied action, throw when the group at the end of the hall reaches our front line. (after their movement, before their attack, ideally). I'll be aiming at whichever one is in the center of the pack.

Readied Ranged Touch, inspired: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage, inspired: 2d4 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11

6 Splash, DC 13 for 1/2


Info | Battle Maps

Sorry I didn’t include this earlier, but this is a big battle, and likely your last at lvl 1, so here’s some appropriate heavy metal battle music.


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Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe hears the clattering of bones on stone and looks over towards the sudden explosion of earth. He screeches a bit and continues muttering loudly an epic about a crusade against some Lich as he scratches at and pushes against the lining of the wall hoping that with all his frantic nonsense flailing the door will magically open for him!

Flail little guy, flail!: 1d20 - 1 ⇒ (6) - 1 = 5


Male Human Magus (Jistkan Artificer) 6

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Hezekh takes a swing at the skeleton Blue that just attacked him.


Info | Battle Maps

Hezekh fails to literally punch through the skeleton line, his opponent nimbly dodges the blow. Toulbe, too, fails in his efforts to open the secret door. He finds even his small gnome fingers can’t fit in the hairline gap between the walls, and he can’t get any sort of leverage against the massive weight of the wall.

With Goggeck and Hezekh still contending with the second wave of skeletons, there’s not much manueverability in the hall for anyone else to engage. Will hold on Gunnar and Helga for now. Boomer’s tactic should clear some things up.

Indeed, the third line of skeletons advances and get jammed up behind their brethren. This is the moment Boomer was waiting for, and he lobs a flask of holy water over the line, striking the center of the skeleton horde and splashing the rest with sanctified goodness.

Yellow Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
Blue Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Green Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Purple Reflex: 1d20 + 2 ⇒ (16) + 2 = 18

With his well-timed attack, four skeletons fall apart as the holy water washes away the necromantic field which holds them together. One is left standing, and the golden skeleton still menaces from the top of the staircase.

Round 3: Bold May Act
Skeletons Wave 2 (All dead)
Hezekh (1dmg)
Boomer
Toulbe (1dmg, Inspire Courage)
Skeletons Wave 3 (Orange Dead, Green Dead, Purple 3dmg)
Gunnar
Helga (Mage Armor)
Glor

Golden Skeleton
Urist
Goggeck (3dmg)


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor fires at flaming guy.

earth blast: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 211d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10

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