The Reaping Stone (Cassomir) Table 2

Game Master Karmic Knight

Group Treasury Sheet
City of Cassomir Map
Under Cassomir


4,151 to 4,200 of 5,012 << first < prev | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | next > last >>

Reaping Stone Campaign: Under Cassomir

Kirzon you can definitely see a lot more traffic has headed along the southeast road.


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis tests the paths. Which way brings us closer to the True face of the Lord of the burning tower

Augury wand x??? 3/13
If one path reveals a clear woe or weal i won't bother testing the other path

she will also ask which path leads directly to the temple of Maramaga
Hoping this might apply to one or more of the questions...question may be so straightforward that a successful result is automatic...

Distrustful of Merelda's current state Innis will keep the results secret whatever they may be and decide on the path.

Can Kirzon tell what manner of "traffic" might have moved past here recently. even vaguely cause if we get attacked by a GIANT dinosaur again Innis is going to have more unkind words for him


1 person marked this as a favorite.
Female Gnome Socerer(Fey) 5 | HP 15/15 | AC10 T10 FF10 CMD8 | F+0 R+1 W+7(+2vs Language dependent, glyph, symbol, writing based spells) | Perception +5 | Spells L2:4/5, L1:5/7, LaughingTouch 6/6 | -3 CON

"But of course, Kirzon dear!" Lililinda pulls an elegant hand mirror from her satchel. "I wouldn't go anywhere without one.


Inactive

Kirzon will try to determine what kind of tracks these are using his prior Survival check.

"Och, o'course ya got a mirror, lass." Kirzon grins. "This path 'ere's got lotsa foot traffic," says the dwarf, pointing to the southeast road. "So ah'm guessin' tha other way's gonna 'ead ta tha burnin' tow'r. Ah know the dwarf ghost be sayin' it's dangerous, but if we wanna catch tha cultists by surprise, 't'might be tha best way. 'Specially 'cause Lili's prepared."


1 person marked this as a favorite.
Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Once the others catch up to her, Merelda will hear Kiron's and Lililinda's exchange and will respond sarcastically, while sending Cinder to Scout above and ahead again.

"Oh wonderful. The Gnome that wouldn't hurt a fly will save us all with a mirror? From what exactly? Acne?"


Reaping Stone Campaign: Under Cassomir

The tracks are bootprints going along both paths Kirzon. It is hard to say the exact numbers but definitely more than a dozen headed along the path and it seems they were heading back in the direction you came from (i.e. direction of the stairs)

Innis your probing yields the following results:

Which way brings us closer to the True face of the Lord of the burning tower?

The passage to the southeast comes up as weal.

Which path leads directly to the temple of Maramaga?

The passage to the southwest comes up as weal.


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis let's Ferista's useless and weighty visage fade away. The Witchborne Sorceresses considers the dark crossroad, the ghost-dwarf's words and her own divination trying to come up with the workings of a plan.

She wonders if the Old Stories are true as her fellows follow her deeper into the darkness. Was she cursed to be their ruin? How much different was she than the other dark creatures scheming and cursed in this place with her own beguiling words and the fear she both relishes in and inspires.


Female Human (Taldan) Fighter (Buckler Duelist) 5 | hp 42/46 [NL 0] (normally 51/51) | AC 22, t 14, ff 18 | Fort +6 (normally +7), Ref +5, Will +5 (has bonuses) | Init +4 | Perc +2 | CON: 12/15

Amigail trudges along silently, building up the courage to address Innis.

"Excuse me. Um, I don't know much about magic, but can you use that Wield or Whoa thing to ask if Lililinda's mirror trick would work on the Lord of the Burning Tower?"


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis cocks an eyebrow as Amigail skittishly draws her attention. "I will hold your question close and pose perhaps another time. For now I have no intention of meeting the Lord of the Burning Tower as we currently are. We will press on a little further get a 'lay-of-the-land' as it were and break for rest soon. I should think it a well deserved one."


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Status
Party: +2 save vs Fear (morale) | ∞
Innis: +2 Skills (sacred)
Innis: Gift of fortune (held)

Innis decides to lead the team down the Southeast path.


Female Human (Taldan) Fighter (Buckler Duelist) 5 | hp 42/46 [NL 0] (normally 51/51) | AC 22, t 14, ff 18 | Fort +6 (normally +7), Ref +5, Will +5 (has bonuses) | Init +4 | Perc +2 | CON: 12/15

Amigail follows Innis, falcata (as always) at the ready for danger.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

apologies everyone Southwest leads to the True Face. Southeast leads to Temple of Maramaga. Does this change your decision on which path to take?


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Innis?


Inactive

Pretty sure we still want to get ourselves killed see the true face of the lord of the Burning Tower. So I guess it's southwest now? :P


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

we follow the face


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Innis looks at both paths wary of whether the dwarven ghost was speaking the truth. Not wanting to tempt fate she leads the group down the southwest trail opting to leave whatever creature protects these lands to another time.

You travel for another hour or so when a halt is called to the party. Weary from all the walking you have done this day you see that the trail continues on but for how long you can not be sure.

You have traveled your limit for the day. Any further travel will be considered forced march. Do you choose to carry on or to rest?


Inactive

I'm super confused now--I thought we wanted to follow the face.


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

lord of the burning tower must be guarding the route to the temple


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis presses the weary team onward for about an hour to see if they come across any major landmark knowing time is against them


Female Human (Taldan) Fighter (Buckler Duelist) 5 | hp 42/46 [NL 0] (normally 51/51) | AC 22, t 14, ff 18 | Fort +6 (normally +7), Ref +5, Will +5 (has bonuses) | Init +4 | Perc +2 | CON: 12/15

Amigail dutifully trudges onward, though her legs feel like they're made of lead.

Amigail Constitution Check (forced march; penalty): 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3

nonlethal damage: 1d6 ⇒ 6

Amigail now fatigued.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

rolling constitution checks for everyone

Con vs Forced March DC 12

Innis (9 Con): 1d20 - 1 ⇒ (11) - 1 = 10
Non lethal dmg: 1d6 ⇒ 3

Kirzon (13 Con): 1d20 - 1 ⇒ (12) - 1 = 11
Non lethal dmg: 1d6 ⇒ 1

Boros (18 Con): 1d20 + 4 ⇒ (15) + 4 = 19
Non lethal dmg: 1d6 ⇒ 6

Merelda (7 Con): 1d20 - 2 ⇒ (14) - 2 = 12
Non lethal dmg: 1d6 ⇒ 5

Amigail (12 Con): 1d20 + 1 ⇒ (8) + 1 = 9
Non lethal dmg: 1d6 ⇒ 5

Cassandra (12 Con): 1d20 + 1 ⇒ (4) + 1 = 5
Non lethal dmg: 1d6 ⇒ 5

Lililinda (7 Con): 1d20 - 2 ⇒ (19) - 2 = 17
Non lethal dmg: 1d6 ⇒ 1

Eveyone except Lililinda, Boros and Merelda are fatigued

Innis the grueling taskmaster pushes the others on determined to find some sort of landmark, luck favours her this time as after an hour march the party set their eyes upon a tower constructed like no other they have ever seen before.

As you near the tall hexagonal structure you see it stands at the edge of a large mist-shrouded subterranean lake watch and then disappears into the darkness of the cavern's ceiling. Constructed from irregular-sized blocks of a strange dark green stone, the tower seems to have no windows. A single open archway set at the ground level appears to be the only means of entry.


Inactive

I think Kirzon made his save--he should have a +1 and not a -1.

Kirzon struggles along, growing increasingly tired. "This be very dangerous, we best get our strength back 'fore we face whate'er's in there."


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Status
Party: +2 save vs Fear (morale) | ∞
Innis: +2 Skills (sacred)
Innis: Gift of fortune (held)
Innis, Boros, +4 AC; Mage Armor | 17/23
Innis : PfE, +2 AC, +2 saves (resistance) | R: 0/10 W:17/43
Boros : PfE, +2 AC, +2 saves (resistance) | R: 1/10 W:18/43

channel: 1d6 ⇒ 4
channel: 1d6 ⇒ 1
no more channels left, fatigue cleared from all

Innis-Whose-Luck-Never-Turns clears her team's fatigue with the delights brought forth from Calistria's light.
With seemingly unshakeable confidence she leads the group forward. "We'll, breach the entrance, doubtless there will be guardians or sentinels then regroup ourselves."


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

"OK. Let's do this. My SOUL aches."

She then sends Cinder to scout around the tower and lake clockwise, with at least 35 feet distance from each.


Giant Wasp Vermin Familiar 4 | HP 9/14 | Speed 10ft / Fly 40 (Average) | AC 20, touch 15, flat-footed 17 | Fort +2(4) : Ref +5(4) : Will +0(4) | Init +3, Perception +5, Stealth +15, Darkvision 60 ft. | Active Conditions: Alertness and Deliver Touch Spells

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


female, human | fighter (polearm master) 5 | HP 35/41 (57) | AC 21, Touch 14, FF 17 | F +8 (5), R +5, W +3 | CMB +7, CMD 20 | Per +1 | glaive +12 (+13 ready/AoO) 1d10+7 | +1 warhammer +11 1d8+6 | cold iron longspear +10 1d8+6 | longbow +8 1d8 | Pow Atk -2 +4(6) | Active Effects -4 Con,
skills:
Acro +8, Intim +10, Know (dungeon) +8, Knowledge (engineering) +6, Perf (dance) +10

Cassandra was more than ready to rest when Innis decided to keep them going. Normally this would have been no problem for the warrior woman but the damage the disease ravaging her body had caused left her badly fatigued and she wanted badly to stop. Naturally that wasn't going to happen but she was at least relieved when Innis channeled energy from her goddess and healed the harm the forced march had caused. With the tower in sight Cass readied her glaive and prepared for what was to come.


Inactive
Merelda "The Widow" Widdomeria wrote:

"OK. Let's do this. My SOUL aches."

She then sends Cinder to scout around the tower and lake clockwise, with at least 35 feet distance from each.

"Tha's cause yer young. Lemme tell ya, when yer old, yer back aches, yer legs ache, everythin' aches. 'Specially af'er a whole day o' walkin'." Kirzon leads the party to the tower, hoping desperately that inside might just be some shelter and rest.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Cinder flies around the tower scouting the area and returns to Merelda reporting no danger.

You draw closer to the door and see set above the entryway are three grotesque flesh-colored busts, each depicting the head and upper body of a cherub-faced fiend with sharp teeth and small black horns.

From the two outer busts you watch as the busts begin to move and then from their mouths they start screaming at you, "Pass phrase! Pass phrase! Pass phrase! Pass phrase!"


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis whispers to her team "check for magic"

Are these sentient creatures that we are interacting with or some manner of alarm system

sense motive: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 is there actually a password or are these things screwing with us


Inactive

Kirzon obliges Innis's request. Detect Magic.
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14
K. Religion regarding the cherub creatures?: 1d20 + 9 ⇒ (9) + 9 = 18

"Mebbe we try tha name o' 'is axe, Hzarakul?"


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Hard to say you are still about 30 feet from the door but the creatures/statues are not moving towards you (the lack legs all you see is their upper torso and head) they look to be part of the tower. Remember they are on top of the entrance way

Actions?


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis shrugs, "Name it for them Kirzon"


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Kirzon roll arcana

As Kirzon studies the creatures for magic aided by his divination spell he is surprised to learn that the the whole tower is surrounded in aura of magic including the busts of these three creatures.


Inactive

"Somethin' 'bout this tow'r, 'elp me out, Innis."

Feels important enough to pour on the bonuses.

K. Arcana, Guidance, Inspiration, Innis blessing: 1d20 + 5 + 1 + 1d6 + 2 ⇒ (10) + 5 + 1 + (6) + 2 = 24


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis shifts her Focus to expand Krizon's mind


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

The creatures are carved in the appearance of what is called an accuser devil. Generally not as powerful as other denizens of the lower planes they are able to record all that it sees and may pass its visions on to another creature.


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Knowledge Flurry!

Knowledge(arcana): 1d20 + 9 ⇒ (13) + 9 = 22
Knowledge(religion): 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge(dungeoneering): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (nature): 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (planes): 1d20 + 8 ⇒ (18) + 8 = 26

"Hrazhad-Kul!"


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

"Hrazhad-Kul!" says the left bust
"Hrazhad-Kul!" says the right bust
The middle bust now starts to move its face turns from serious to a smile to full contempt, "WRONG!"

"NO to Hrazhad-Kul!" says the left bust
"NO Hrazhad-Kul!" says the right bust
"Keep away!" says the middle bust

"Let them try again!" says the left bust
"Let them try again!" says the right bust
"No don't let them in!" says the middle bust

actions?


Inactive

"Hzarakul!" tries Kirzon, speaking the only other name he was aware of.


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Innis' consider's the dilemma before the group yet another irritating obstacle. She waits expectantly for Kirzon's answer to come up wrong and considers possible other answers and strategies.

Considering these entities are responding to us part of the tower or not, would it be possible to read what passes for their minds or the mind of whatever is linked to them? Would a spellcraft check be appropriate to see if Innis could ascertain this or whatever knowledge check Merelda & Kirzon might roll?


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

*******************************************************************
ROUND 1
1. Merelda (HP 28/28)

2. Yellow Hound (??? HP)
Black Hound (??? HP)

3. Amigail (HP 8/42)

4. Green Bust (??? HP)
Blue Bust (??? HP)
Red Bust (??? HP)

5. Kirzon (28/28)
Boros (HP 32/32)
Merelda (HP 28/28)
Cassandra (HP 44/44)
Lililinda (HP 18/18)
Innis (HP 22/25)

Current effects: None
*******************************************************************

DM Screen:

Amigail: 1d20 + 4 ⇒ (19) + 4 = 23
Cassandra: 1d20 + 2 ⇒ (1) + 2 = 3
Innis: 1d20 + 2 ⇒ (17) + 2 = 19
Kirzon: 1d20 + 2 ⇒ (7) + 2 = 9
Merelda: 1d20 + 12 ⇒ (20) + 12 = 32
Lililinda: 1d20 - 1 ⇒ (17) - 1 = 16
DM1: 1d20 ⇒ 19

@Innis you would need to cast the spell or use the ability. Arcana check won't let you know if this would be successful.

"Hzarakul!" says the left bust
"Hzarakul!" says the right bust
The middle bust still with an expression of full contempt, "TOO LATE!"

"NO to Hzarakul!" says the left bust
"NO to Hzarakul!" says the right bust

As that occurs the door flies open and from the tower you watch as two hounds fly out. Snarling at you Kirzon, Amigail and Cassandra immediately recognize them as the same type of hound they recently fought in the crypt.

"Time to EAT!" says the middle bust and then all the busts begin to cackle with a sinister intent.

Merelda Your up.


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Status
Party: +2 save vs Fear (morale) | ∞
Party: At Full Life!
Innis: +2 Skills (sacred)
Innis: Gift of fortune (held)
Innis : PfE, +2 AC, +2 saves (resistance) | R: 2/10
Boros : PfE, +2 AC, +2 saves (resistance) | R: 3/10
Cinder : Armed x1 Alchemist Fire


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Pulling up her hand crossbow, she aims an fires at the lead beast!

Attack Hand Crossbow: 1d20 + 7 ⇒ (20) + 7 = 27
Damage Hand Crossbow: 1d4 ⇒ 3

Skill flurry! What are these things? Are they alive?

Knowledge(arcana): 1d20 + 9 ⇒ (11) + 9 = 20
Knowledge(religion): 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge(dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (nature): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (planes): 1d20 + 8 ⇒ (9) + 8 = 17


F Changeling 3-Cleric(Eccl)/1-Sorceress /1-Bard | HP (+8)29/29(34) | Speed 30ft | AC 18, touch 12, FF 16 | Init +2 | Fort +3 : Ref +6 : Will +11 | Percep +7, stealth +8 | Active conditions: con -3, mage armor

Roll crit merry


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Merelda cringes as she realizes just exactly what these creatures are, yeth hounds. Habitants of the of the lower planes these creature are resistant to mundane weapons but are harmed by magical or silver weapons. They also have a powerful bay that strikes fear into opponents.

roll to confirm your crit Merelda. also you can use a different bolt based on the knowledge skill roll


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Yeah, but I only have 2x +1 bolts so far. Here goes one good use at least!

Attack Hand Crossbow(Crit?): 1d20 + 7 ⇒ (11) + 7 = 18
Damage Hand Crossbow: 1d4 ⇒ 3

"Yeth hounds! Cover you ears!"


Giant Wasp Vermin Familiar 4 | HP 9/14 | Speed 10ft / Fly 40 (Average) | AC 20, touch 15, flat-footed 17 | Fort +2(4) : Ref +5(4) : Will +0(4) | Init +3, Perception +5, Stealth +15, Darkvision 60 ft. | Active Conditions: Alertness and Deliver Touch Spells

Cinder dive bombs the hounds, releasing the burdensome alchemist fire vial in the process a good distance still in the air.

Alchemist Fire RTA: 1d20 + 6 ⇒ (1) + 6 = 7
Fire Damage: 1d6 ⇒ 4


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

[spoiler=DM Screen]
yellow yeth bite vs Merleda: 1d20 + 10 ⇒ (20) + 10 = 30
dg: 2d6 + 7 ⇒ (4, 4) + 7 = 15
trip vs Merelda: 1d20 + 9 ⇒ (19) + 9 = 28

yellow yeth crit?: 1d20 + 10 ⇒ (7) + 10 = 17
dg: 2d6 + 7 ⇒ (3, 2) + 7 = 12

Acting before the hounds can key in on the party Merelda lets loose a bolt that is able to scratch the skin of the lead hound. Cinder attempts to drop a vial of the alchemist fire but completely misses the hounds as it hits the ground does vial explode: 1d100 ⇒ 81 but fails to break open.

The lead hound dashes forward straight at Merelda it's bite grabbing her on the thigh. It shakes her about throwing her to the ground. Merelda takes 15 points of damage. It's a nat 20 so don't think you can escape this one.

From the back the other hound moves in cautiously and let's out a eerie howl. @everyone please make a DC 14 will save or be panicked. Don't forget to include Innis' +2 bonus vs fear

Amigail. Your Turn.


Female Elf Inquisitor (Preacher) 2 | HP 18/18 (Fast Healing 1) | Speed 30ft | AC 17, touch 13, FF 14, CMD 15 | Fort +3 : Ref +3 : Will +5 | Judg. 1/Day | Sud. Shift 5/day; Determ. 0/day | Init +7, Per +6, Sense Mot. +7 | Note:

Will: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9


Giant Wasp Vermin Familiar 4 | HP 9/14 | Speed 10ft / Fly 40 (Average) | AC 20, touch 15, flat-footed 17 | Fort +2(4) : Ref +5(4) : Will +0(4) | Init +3, Perception +5, Stealth +15, Darkvision 60 ft. | Active Conditions: Alertness and Deliver Touch Spells

Will: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

1 to 50 of 5,012 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Reaping Stone (Cassomir) Table 2 All Messageboards

Want to post a reply? Sign in.