The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Kn:religion : 1d20 + 4 ⇒ (17) + 4 = 21

"it it's but natural to help in such a situation. The city has more problems you said? Maybe we are not aware of all of them. "

-Posted with Wayfinder


The older woman looks puzzled for a moment, It would be difficult not to, child. Though, I suppose we don't know the extent to which the city is in danger. We have reports of looting to go along with these random attacks by both undead creatures and other beasts. If I were to hazard a guess, it would be something from the necropolis, but unfortunately, we just don't have the time or resources to investigate. She gives an exhausted sigh as she continues, One must only listen to hear the cries of people dying. Citizens and panicking, and it is difficult to blame them. It does not help, but what can they do in the face of this unknown horror?


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Perhaps we might shed some light on your troubles. It seems that these are not some accident triggered by something in the necropolis, but it is in fact the result of a coordinated attack orchestrated by a cult hiding in the shadows. It appears they've been using a gang of thugs and grave robbers known as the Silver Chain as a front for their activities thus far. Apparently, the cult is after some sort of mask hidden within the necropolis in order to revive someone named Hakotep. I'm guessing that should they find what they're after, we'll be in for a far worse time than just undead running through the streets as this may only be a means of distraction to keep us all busy. Are the entrances to the necropolis still being monitored, or are all of the city's resources fully devoted to fighting the undead?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

"Unfortunate events. We should investigate this cult and see what we can do for the city. Stop the undead attack. They might have hidden or done something in the necropolis. Then we can figure out who this Hakotep is. "

-Posted with Wayfinder


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius looks down and away as the man hurries past, apparently unwilling to be seen by him.

I'm assuming that as an associate of the Voices of the Spire, Marnarius knows Nakht Shepses by sight.

He bows low to the high priestess. "All we know of this cult is their apparent goal, and a name: Meret-hetef. We recovered many items that the Silver Chain had looted from tombs--is there any way we could trace it back to where it was found? That would tell us where the Chain was searching."


That's correct, you do, in fact, recognize him easily.

The older woman shrugs and frowns as she thinks, Priest Ptemenib would be the expert to approach concerning that. These other names don't sound familiar. Hakotep? Her brow wrinkles in frustration, And Meeret-hetef. Sebti shakes her head as if to clear it, The necropolis gate has a contingent at it. Several of the Voices and city guard. Our last report is that the gate remains sealed. For how long... She sighs, There's so much going on right now, I'm afraid we have very few resources to devote to investigation. The city is in a panic. Death walks the streets and stalks the living. We must protect these people, otherwise it will not matter where all this has come from or why.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius nods. "Would you like us to investigate further?"


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"I don't think we'd be as effective at keeping the peace as the Voices and the city guard. The Silver Chain had a way in to the necropolis, so you had better guard that. Who knows what other hidden ways might exist?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

It seems to me we should launch an investigation, go back into the necropolis and see what´s going on there. Perhaps we can even help to secure the city´s defenses and stop the undead onslaught somehow. What do you think?


Sebti breathes out and her shoulders slump slightly with exhaustion, Investigation would be...wise. Though with the state of the city it will also be dangerous. We cannot allow anything into or out of the necropolis at this time. The unknown could, indeed, make things worse than they are now. She frowns and her creased brow furrows, There are many 'secret' and not-so-secret entrances, as we are now finding, The city is nearly overrun with all manner of creature. The Voices and the guards are stretched too thin to do much beside guard the largest of such places. The older woman places her palms upon the table in front of her, For now we are relying on adventurers, such as yourselves, to patrol the city and calm the people. Amazing and terrible things are happening and, as it happens, we have people inured to such events 'visiting'. I will not lie, we have already one report of The Flickering Four being destroyed fighting an unknown, but powerful, spirit. However, Chundren's Champions, a group I believe you've met before, has been of help in the Morning Sun district and the Amethyst Dragons are in the Asp district. But...it is late. If you need rest, then do so. IF you mean to help then we will assist you as we can.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"I can't speak for everyone, but I could go out to patrol for a while longer tonight after tending to our injuries. Do we know of any location that is in great need of our help? Do we know where the Flickering Four were last seen?" Nevai asked, eager to provide what aid he could.

Anyone else injured? I could heal myself with a wand, or if many are injured we can go visit the wounded in the temple and I can get all of us with a channel or two.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto´s face wrinkles with sorrow.
Mh i didn´t know the city is in such a bad state. Nevai is right, we could certainly muster to patrol a bit in the evening and then rest later. Seems it is direly needed. And i´m really sorry to hear about the demise of the flickering four.

Then let´s go do the channeling thing, even though i´m not injured, and then patrol some. Not sure if we are fit to fight a ghost or spirit though. Guess we would need the channels and some other spells then.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"I am well enough to continue on for a bit, though I am down a few spells."


The older priest nods solemnly, Very well. They were, northeast of here, I believe. Somewhere in the Asp district. I'm sorry, it's difficult to keep all the reports straight. There are so many coming in and few make sense. She looks at each of you in turn, Walk the night in peace, children. If you need aid, our priests can provide. With that, it seems you are dismissed.

So, where to?


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea looks at the group. "Well, this is a difficult decision. Do we try to take on a powerful spirit while we are down on resources or do we deal with some of the lesser undead running around?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

"Duty calls for both I am afraid. We can first scout this spirit though and gather some Intel. "

-Posted with Wayfinder


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"Yes, that sounds like the best idea. We shouldn't lose sight of the fact that anything dangerous and hostile will need to be dealt with, though, so if we don't get to this dangerous spirit tonight because we've been taking down others that's good, too."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Perhaps while we are here in the temple we could trade some of the stuff we found for something that helps in overcoming a powerfull evil spirit. Or maybe we even have something like that already.

Leto would buy some flasks of holy water and a holy weapon balm if the temple is able to provide that.

Are there arrows infused with holy water? I know there´s quite some weird stuff around. Also thinking of a wand of magic missile or a scroll and mage armor might also be a very good help. Something like "holy weapon balm"?


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

I think what you're looking for would be ghost salt for your arrows.

With their task decided, Nevai gathered them up and followed the acolyte to help heal any injured people in the temple.

Channel Energy: 2d6 ⇒ (6, 2) = 8

Everyone heal 8, and if you need more healing than that, please post with how many wand charges you need.


One thing to note is that you've been awake all day and all night. It's about to be dawn. You can push forward a bit longer, but go too far and you risk getting fatigued. Still, you should have time to do a bit more, being healthy adventurers and all!

While the church is quite large, much of it is currently filled with injured and frightened people. Acolytes walk the halls healing people where they can, but the numbers are rather overwhelming. Those you pass ask for aid and are grateful where it is given.

Unfortunately, there are very few resources available. All weapons, holy water, and the like have been sent out as soon as it was created. There is also no one able to purchase things from you or exchange it for money. They can offer healing and holy spells, and will do so freely, but beyond that they have nothing available.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Then let´s go on for a tiny bit! Certainly our adventurers here are impressed and moved by what they see, wanting to help.


As the group prepares to venture forth again, several knights that have been standing guard over the temple approach. Peace be upon you travelers. We are told you are headed forth again to do the gods work. We have little to offer, unfortunately, but we know someone that might be able to help you. One of the Pahmet, a warpriestess, has been helping us hold off attacks tonight. But, we think, she would be of more use going with you. You will find this one on the steps, standing guard.

Feel free to take your time getting to know one another. Whenever you're ready to move on, just let me know. The two incidents you're currently aware of are both in the northern part of the Asp district (reference the map of Wati on the campaign tab). The gate to the necropolis is just about straight north of you.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea will exit the temple and walk down the stairs to where she sees what looks to be the warpriestess. "Greeting Pahmet. My comrades and I are about to venture into the city and where told that you would likely be of more use to us than remaining here at the temple. Would you care to join us in attempting to deal with some of the creatures roaming the city?"


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

"I am here to serve the will of Pharasma and to that end, I have been led here to you," Nuru responds to the wizard with a short bow.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Any chance Marnarius could get some healing before we set out?

Marnarius follows Almathea down the steps, scanning the area for threats before approaching the dwarf and extending a hand to clasp. "Marnarius. I'm new to this group as well, though you're joining more auspiciously than I." He looks a little abashed. "They pulled me out of a pit, you see, where I and Master Ptemenib had been tossed to rot."


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Did you get the healing from channel up above? Regardless, if you post something like "I need X wand charges to heal Y hit points, I'm updating my health now" or something while we're out of combat, I'll update my wand charge tracking when I read your post.

"I am familiar with the call to serve. Both my companion," Nevai said, motioning to the falcon perched on one of the temple's outcroppings, "and I would likely be far from this city if it were not for Horus's call. I am Nevai Alaro, and I am pleased to have another strong arm to help drive back these abominations."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Thanks for the reminder; I saw it, but didn't respond right away and then it slipped my mind.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

One charge used; takes me to down 1, which isn't worth a charge by itself.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Be welcome Nuru. Any help is good right now and you look like you know your place in a fight.


Just let me know when you're ready to head out or if there's something else you'd like to do.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Ready here.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

All good here. Skyblazer will be staying at the temple with instructions to bring me any messages given to him by the priests.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

GTG


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Nuru bows before the group. "I am blessed and honored."

Ready!


Dawn is not far off, but the city remains tense. While mostly quiet, there are the occasional screams and sounds of fighting. It's clear that most people are holed up in their homes but even that doesn't seem safe.

1d100 ⇒ 86

As you make your way north through the streets you pass broken carts, houses with doors and windows destroyed, and several bodies. Most torn apart and none, thankfully, still moving. Staying alert to threats you all hear a high pitched buzzing from above you. You hear scraping from the roofs above and the scratching buzz grows louder, almost deafening, as four massive locusts jump down into the streets about fifty feet in front of you.

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Go ahead and roll initiative. If you go before 6, feel free to take an action. It's pretty clear they're looking for food.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Init: 1d20 + 6 ⇒ (6) + 6 = 12

On her surprise round action:

Thea tosses a gob of acid at the closest locust.

ranged touch attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d3 + 1 ⇒ (1) + 1 = 2

Round 1

Thea tosses another gob of acid at the same locust.

ranged touch attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d3 + 1 ⇒ (1) + 1 = 2


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Initiative check: 1d20 + 4 ⇒ (5) + 4 = 9

Marnarius moves up a short step, interposing himself between the foes and the rest of the party and preparing to attack any of the locusts that come in reach after studying it on its approach.

PA, +1 kukri: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage, if applicable: 1d4 + 10 + 1 ⇒ (3) + 10 + 1 = 14


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Initiative: 1d20 ⇒ 3

Yup. Seems pretty normal for me.


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9

Nuru steps up next to Marnarius brandishing her blade and hardened shield. "They shall not pass us, my new friend," the warpriestess says to the half-elf. "Pharasma is near and shall guide my hand with her favor.". Preparing to attack the first locust to come within range of her strike, she quickly casts a short prayer before taking a readied stance.

Quick Action: Cast Divine Favor. Move Action: Step up next to Marnarius. Readied Action: Power attack with Pharasma's Gift (+1 scimitar).

DF PwrAtk with +1 scimitar: 1d20 + 9 ⇒ (17) + 9 = 26 for slashing damage of : 1d6 + 12 ⇒ (1) + 12 = 13


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (12) + 8 = 20

-Posted with Wayfinder


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto feeds the nearest locust some arrows.

Foa : 1d20 + 10 ⇒ (13) + 10 = 23 Dam: 1d8 + 10 ⇒ (8) + 10 = 18

Foa : 1d20 + 10 ⇒ (6) + 10 = 16 Dam: 1d8 + 10 ⇒ (5) + 10 = 15

-Posted with Wayfinder


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Round 1

Erei will, standing behind a frontliner as best he can given that enemy flies, try to stab at the most injured locust.

Longspear: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Active Effects: Flagbearer (+1 morale to attack/damage)


Remember that Erei's Flagbearer bonus is in effect regardless of whether he's acted as long as you can see it. Also, Knowledge (nature) would be appropriate.

Almathea's first glob of acid splashes against one of the locusts and clearly has no affect as it slides down the massive creatures carapace. Feel free to change your first round action if you wish. Leto's arrows slam into one of the locusts and it slumps to the ground. Nuru and Marnarius step forward to meet the oncoming swarm and the three remaining locusts jump forward. Nuru's curved blade cuts into one though while it is clearly heavily injured, it manages to continue fighting.

Round 1: Initiative 6

The first, after slamming itself into Nuru's blade, attempts to bite the dwarf and draws away with some blood.
Bite: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d8 + 4 ⇒ (1) + 4 = 5

The second leaps forward, managing to barely avoid Marnarius' blade and bites down, also coming away with a bit of the half-elf.
Bite: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d8 + 4 ⇒ (5) + 4 = 9

The third chitters and pulls back, spitting acid out at Almathea.
Spit: 1d20 + 5 ⇒ (11) + 5 = 16 touch Acid: 1d3 ⇒ 3


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, Init 3

Nevai hustled forward beside Marnarius, and drew his Natron Fang and cut down at the massive insect in one fluid motion.

Natron Fang: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29, Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Crit Confirm: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28, Extra Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Erei steps forward and stabs at the monster that Nuru injured. It's still standing, but barely. Nevai's strike nearly cuts the creature in two, but it is still managing to stagger around, flailing wildly, but obviously remains dangerous.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius slides around the giant insect, trying to get into a flanking position with Nevai before striking with both blades.

If he can't get into the flank, subtract 2 from his attack rolls and the sneak attack damage.

+1 kukri PA to wounded target, incl. flank, flag bearer, and studied target: 1d20 + 6 + 2 + 1 + 1 ⇒ (3) + 6 + 2 + 1 + 1 = 13
Offhand mw kukri PA to wounded target, incl. flank, flag bearer, and studied target: 1d20 + 4 + 2 + 1 + 1 ⇒ (11) + 4 + 2 + 1 + 1 = 19
Offhand attack damage, if applicable, incl. flag bearer, studied target, and sneak attack: 1d4 + 6 + 1 + 1 + 1d6 ⇒ (1) + 6 + 1 + 1 + (2) = 11


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Knowledge Nature: 1d20 + 10 ⇒ (4) + 10 = 14


Almathea:
These are giant locusts, and therefore somewhat resistant to acid. They can leap great distances, fly, and spit acid as well.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 2 - Initiative 5

Erei will once again stab at the nearest locust, trying to remain behind his frontliners.

Longspear: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Active Effects: Flagbearer (+1 morale to attack/damage)


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 2 Ini 20

You came to the wrong city vermin!
Leto aims at the next vermin threatening one of his friends.

FoA: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 10 ⇒ (7) + 10 = 17
FoA: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 10 ⇒ (5) + 10 = 15


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Rd #2, Initiative 9.

Holding her shield to guard her flank, Nuru moves to intercept the closest locust, hacking at it with her khopesh.

Flagbearing DF PwrAtk with Pharasma's Gft: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29 for slashing damage of: 1d6 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16
Confirm Crit: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21 for slashing damage of: 1d6 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17

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