DM Brainiac's Doomsday Dawn (Inactive)

Game Master Brainiac

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NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

"Blast it William, now I can't fireball them." Esrian mutters as the creatures savage him. Hoping he can withstand the assault, Esrian lifts her staff and shield high, slamming them into the ground and sending a blast of positive energy out in all directions.

Channel Energy- 3-action Heal level 4, Undead's Bane(DC 21): 3d8 + 5 ⇒ (5, 2, 6) + 5 = 18+7 damage against the undead in a 30foot burst


Fortitude: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (18) + 5 = 23

Esrian's channeled energy burns the undead Elis struck before to dust, but the other one resists the worst of it. Still, it is badly damaged.


Playtest Character - Playtest Ended

"Have at you foul creatures! Regeneration is cheating now!" he says as he stabs at the creature to his left. red He then takes a step back.

Rapier Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Rapier Damage: 1d6 ⇒ 2

Rapier Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Rapier Damage: 1d6 ⇒ 3

token moved


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

I believe Esrian's channel heals Godfrey 18 HP, as well as damaging the undead.

"For the Sun and the Fury!", Godfrey shouted, issuing the traditional Sarenrite battle cry in the face of unrepentant evil. He slashed furiously with his scimitar at the blasphemous creature in front of him.

Raise Shield, Strike, Strike

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (2, 2) + 5 + (2) + 1 = 12

Scimitar, Sanctified Ground, MAP: 1d20 + 12 + 1 - 5 ⇒ (10) + 12 + 1 - 5 = 18
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (2, 7) + 5 + (1) + 1 = 16

AC 28 with shield and Sanctified Ground.


Godfrey's furious assault cuts down the last undead at the front door. Only the three pale, fanged foes remain. William stabs one of them twice in rapid succession, reopening the wounds that just regenerated, before stepping away.

Elis and Nibiru are up!


Female Fell Gnome Playtest Cleric of Pharasma 7| HP 41/92| AC:21 T:19| F:11 R:7 W:12| Per: 11| Speed 20ft| Spell Points: 6/6| Resonance: 8/10| Channel Energy: 6/7| Active conditions: Enfeebled 3

Fort: 1d20 + 11 ⇒ (2) + 11 = 131d20 + 11 ⇒ (19) + 11 = 30

Nibiru freezes in place, not turning away from the door until it is too late to act


TAC 22; AC 25 Fort +11; Ref +12; Will +13 Elf druid 7 Elf, Humanoid, Lawful Percep +12; Senses low-light vision Defense: HP 83/83 Spell Points 6 Hero Points 1 Res 6

Elis moves closer and casts Disrupt Undead again.

"They are regenerating? That's not good."

Disrupt Undead: 1d10 + 4 ⇒ (8) + 4 = 12
DC21 Will Save


Fortitude vs. Positive: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

The creature resists Elis's disruption, still managing to cling to unlife!

The monster William stabbed rakes him with its claw and grabs a hold. It bares the bard's neck and sinks its fangs in, drinking his blood and restoring some of its health! A second monster moves to flank William, scoring a critical hit as it slashes at his belly. The final one rushes at Elis, missing once but scoring a critical hit with its second slash!

Claw vs. William: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Drink Blood (Athletics vs. Fort DC): 1d20 + 9 ⇒ (18) + 9 = 27

Claws vs. William, Flank: 1d20 + 11 ⇒ (20) + 11 = 311d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Crit Damage, Sneak Attack: 2d8 + 8 + 2d6 ⇒ (5, 6) + 8 + (1, 3) = 23

Claws vs. Elis: 1d20 + 11 ⇒ (2) + 11 = 131d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Crit Damage: 2d8 + 8 ⇒ (1, 3) + 8 = 12

37 damage to William, and he is drained 1 (-1 conditional penalty to Fortitude saves and Con-based checks, lose HP and max HP equal to level x drained value). 12 damage to Elis. Everybody is up again!


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey turned to see William in trouble. He didn't want to get in the way of Esrian's fire spells, so he moved up to the other side of Elis and attacked the thing in front of her.

Stride, Stride, Strike

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (3, 6) + 5 + (6) + 1 = 21

AC 26


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Yes- everyone near me would heal 18 HP from the Channel.

Esrian moves back as the front door undead fall, and with a prayer to Sarenrae, unleashes a wave of fire onto the two creatures she could reach.

Stride, Burning Hands

Level 2 Burning Hands (DC 21 Basic): 5d6 ⇒ (2, 5, 3, 1, 2) = 13


Playtest Character - Playtest Ended

"Now three against one and regenerating to boot. That's not really cricket, lads, and you can't expect me to continue to play with those odds." William says, although his grin seems quite forced.

He stabs again at the create next to him and then falls back to the group.

Rapier Attack: 1d20 + 10 ⇒ (8) + 10 = 18 vs red creature
Rapier Damage: 1d6 ⇒ 6

Rapier Attack: 1d20 + 5 ⇒ (20) + 5 = 25 vs red creature
Rapier Damage: 1d6 ⇒ 2

token moved


Reflex: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (1) + 10 = 11

Godfrey strides up and drives his scimitar into the nearest creature's heart, causing it to crumble to dust. William manages a solid strike with his rapier before falling back, then Esrian burns both remaining foes into ash!

Lucvi emerges from her hiding spot as the dust settles. "Well done! More of them are no doubt on the way. Better get ready!"

You may take actions during a 5-minute interval now. The barricades at the front door have been destroyed, but may be repaired if you want to spend the time to do so.


TAC 22; AC 25 Fort +11; Ref +12; Will +13 Elf druid 7 Elf, Humanoid, Lawful Percep +12; Senses low-light vision Defense: HP 83/83 Spell Points 6 Hero Points 1 Res 6

"We should heal ourselves. Can anyone do a burst healing?" She asks as she starts to barricade the door. "How did they get in from upstairs? Are the assistants all right?"


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey channeled Sarenrae's divine light to heal his comrades.

I don't have access to the rulebook pdf right now. Can someone look it up and roll the healing for me? Godfrey has the healing domain and
the Healer's Blessing power; I can't remember what that does.

After that he set about repairing the barricade at the from door.


Godfrey Healing, Healer's Blessing: 3d8 + 4 + 6 ⇒ (7, 4, 7) + 4 + 6 = 28

Everybody heals 28 HP

"The undead didn't make it past you. The others are still fine, for now," Lucvi says.

Esrian recognizes the pale creatures as vampire spawn. They have the ability to cling to sheer surfaces like spiders. That's likely how they got in through the balconies without the vines to climb up.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

"Good to hear. Can you give me a hand barricading the Salon?" Esrian asks Lucvi, "It's strange that vampire spawn got in, though. Don't they have to be invited in or something like that?"

Action: barricading the salon (asking Lucvi for help)- the Dining room is already barricaded, right?


Correct.

Lucvi assists Esrian. "I thought so. Who knows, maybe the professor offered them invitations during one of his dissociative episodes," she says darkly.


Playtest Character - Playtest Ended

"I'll help you," William says to Esrian. He still looks a little pale. "It seems that I wasn't as prepared for this as I thought," he adds with a smile.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

"I must agree" Esrian says, in a mixture of bemusement and annoyance, "I think you may want to hold back from charging into the fray so quickly- do you know any ranged attack spells?" she asks as she finishes barricading the window with Lucvi, "They don't seem to have missile weapons, so staying back from the action might be a good idea."


Playtest Character - Playtest Ended

"I bow to your wisdom, Lady Mystery," William says, true to his word, bowing before her and grinning.


You repair the barricades at the front door while reinforcing the window of the salon. Just as you get finished with those tasks, the window's glass begins to crack and splinter as heavy fists assault it from the outside of the manor! At the same time, you can hear a similar attack on the dining room's window.

You have 3 rounds to take actions and get into position before the next wave of undead gets through the barricades.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Esrian takes up a position where she has a decent line of sight into both the dining room and the salon. Hoping it won't be needed, she drops her shield in a corner, replacing it with her wand of fireballs as she prepares to blast the attackers.


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey retreated with Esrian to the sanctified ground. "We should stay together; we don't know how many there will be!"


Playtest Character - Playtest Ended

William also joins Esrian, returning his sword to its scabbard and readying his violin. Drawing the bow, he begins a somber tune to ease nerves.

Most of his buff spells wont stack with the circle, so it looks like heightened magic missiles are the word of the day. :)

token moved


Female Fell Gnome Playtest Cleric of Pharasma 7| HP 41/92| AC:21 T:19| F:11 R:7 W:12| Per: 11| Speed 20ft| Spell Points: 6/6| Resonance: 8/10| Channel Energy: 6/7| Active conditions: Enfeebled 3

Nibiru takes a step back and readies her hammer.

"If this keeps going, let's gather everyone together so we won't be divided protecting them."


TAC 22; AC 25 Fort +11; Ref +12; Will +13 Elf druid 7 Elf, Humanoid, Lawful Percep +12; Senses low-light vision Defense: HP 83/83 Spell Points 6 Hero Points 1 Res 6

Elis moves near the rest of the group. "I wonder how many of these creatures are coming." She stands ready to fling a Disrupt Unead at the incoming hoards.


The window in the dining room is the first to go. As the glass shatters, three creatures burst into the room. These walking corpses are rotting and putrid, their bodies skeletal in places and their eye sockets glowing with red light.

Initiative:
Elis: 1d20 + 12 ⇒ (7) + 12 = 19
Esrian: 1d20 + 12 ⇒ (11) + 12 = 23
Godfrey: 1d20 + 11 ⇒ (18) + 11 = 29
Nibiru: 1d20 + 11 ⇒ (14) + 11 = 25
William: 1d20 + 8 ⇒ (6) + 8 = 14
Undead: 1d20 + 10 ⇒ (17) + 10 = 27

Godfrey may act before the enemies!


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey moved to the edge of the hallowed ground nearest to the undead intruders and readied to strike the first one that approached. "Here they come!"

Stride, Stride, Ready

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (1, 8) + 5 + (4) + 1 = 19

I'm hoping readying still works this way; I don't have the inclination to search though the pdf right now.


Readying an action technically takes two actions now, but I'll let you do it for this round.

Crit Damage: 2d8 + 5 + 1d6 + 1 ⇒ (3, 7) + 5 + (2) + 1 = 18

The creatures begin to rush towards Godfrey, though one takes a moment to perform a brief chant before loping along behind the others. One of them makes it to the cleric, who scores a critical hit with his scimitar! Snarling in pain, it slams him with its fist, draining his energy.

Fist: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d8 + 5 ⇒ (2, 7) + 5 = 14

14 damage to Godfrey. He must make a DC 17 Fortitude save or become enervated 1. Everybody may act!

Enervated:
Enervation makes you less competent, as though your hard-earned experience had drained away. Enervated always includes a value. You take a conditional penalty equal to your enervated value on checks that include a proficiency modifier. The penalty can’t exceed your level, even if the enervated value is greater. For example, if you become enervated 4 and were level 3, you’d take only a –3 penalty.

In addition, you treat your level as though it were lowered by your enervated value (to a minimum of 1st level) when determining which spells you can cast and which abilities you can use. This applies only to actions, activities, free actions, and reactions you gained from feats and class features, and only those that have a level prerequisite. You don’t lose your prepared spells, but you can’t cast those that are higher level than the enervated condition allows. You regain access to them if your enervated value is sufficiently reduced.


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Fortitude, Sanctified Ground): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27

Godfrey stood his ground and slashed at the foul creatures trying to defile Sombrefell Hall.

Raise Shield, Strike, Strike

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (4, 1) + 5 + (3) + 1 = 14
extra crit damage: 2d8 + 5 + 1d6 + 1 ⇒ (5, 5) + 5 + (1) + 1 = 17

Scimitar, Sanctified Ground, MAP: 1d20 + 12 + 1 - 5 ⇒ (2) + 12 + 1 - 5 = 10
damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (3, 4) + 5 + (6) + 1 = 19

AC 28 with shield and Sanctified Ground.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Esrian flicks her wand, and shoots off a fireball to engulf the attacking undead.

Spending 1 Resonance and 1 charge from the wand.

Fireball Level 3 (DC 21): 8d6 ⇒ (1, 6, 5, 6, 6, 2, 4, 3) = 33


Final Spite: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (9) + 7 = 16

Godfrey slices the wounded undead's head clean off, but even as it falls, it takes one more swing at the cleric. Fortunately, his armor keeps him safe. Esrian's fireball completely incinerates one of the remaining does foes who critically fails its attempt to dodge. The other one is badly burnt.

Elis, Nibiru, and William are up.


Playtest Character - Playtest Ended

The tune William is playing on his instrument changes and with a few quick, sharp notes, bolts of energy fly through the air to impact the remaining creature.

Heightened Magic Missile: 5d4 + 5 ⇒ (1, 4, 1, 1, 1) + 5 = 13

Really?!


TAC 22; AC 25 Fort +11; Ref +12; Will +13 Elf druid 7 Elf, Humanoid, Lawful Percep +12; Senses low-light vision Defense: HP 83/83 Spell Points 6 Hero Points 1 Res 6

Elis sends a Disrupt Undead spell at the creature.

Disrupt: 1d10 + 4 ⇒ (9) + 4 = 13
DC21 Save


Female Fell Gnome Playtest Cleric of Pharasma 7| HP 41/92| AC:21 T:19| F:11 R:7 W:12| Per: 11| Speed 20ft| Spell Points: 6/6| Resonance: 8/10| Channel Energy: 6/7| Active conditions: Enfeebled 3

Nibitu follows in turn, moving 10 feet closer before calling upon Pharasma to turn the creature.

Disrupt Undead: 1d10 + 4 ⇒ (5) + 4 = 9
DC 21


Fortitude: 1d20 + 10 ⇒ (10) + 10 = 201d20 + 10 ⇒ (8) + 10 = 18
Final Spite: 1d20 + 11 ⇒ (3) + 11 = 14

William's magic missiles slam into the undead, then Elis and Nibiru blast it with positive energy. It swings on Godfrey as it falls, but fails to hit him.

You can hear the window in the salon beginning to crack. More undead will be upon you soon!

You may all take 1 round of actions before more enemies arrive.


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey swung at the remaining undead creature, and then rushed over towards the door to the salon, trusting his allies to finish off the foul thing.

Strike, Stride, Raise Shield

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (1, 5) + 5 + (6) + 1 = 18

AC 28 with shield and Sanctified Ground.


That creature was already dead Godfrey. I forgot to delete it from the battle map.


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Revised action:

Godfrey moved up to the north side of the salon door. "Let's surround the doorway, giving them space to come through one at a time!"
Stride, Stride, Stride; AC 25.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Esrian moves to a position where she has a clear line of sight into the salon and prepares herself to cast.


Nibiru moves to stand beside Godfrey to block the doorway. The window of the salon shatters as two more of the withered undead burst through. They race across the room to get into melee range.

At the same time, you can feel a fell presence coming from the dining hall. Dozens of plates and pieces of silverware begin to swirl through the air before suddenly hurtling towards Elis! Fortunately, the elf manages to dodge the worst of the assault, only taking a few incidental cuts and scrapes.

Telekinetic Storm: 1d20 + 13 ⇒ (9) + 13 = 22

8 damage to Elis. Everybody is up!


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Esrian knows her place in the fight, and, without a clear target in the dining room, sends another fireball from her wand at the visible undead.

Fireball DC 21: 8d6 ⇒ (3, 4, 3, 3, 4, 3, 4, 6) = 30


Male Human Playtest Cleric of Sarenrae 7 | HP 79/85 | AC:25 (27) T:21 (23) | Saves F:11 R:10 W:13 | Per: 11 | Speed 20ft | Spell Points: 5/5 Resonance: 8/8 Channel Energy: 5/5

Godfrey moved to get into the Sanctified Ground, then struck at the unholy invader in the doorway.

Stride, Strike, Strike

Scimitar, Sanctified Ground: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (3, 2) + 5 + (4) + 1 = 15

Scimitar, Sanctified Ground, MAP: 1d20 + 12 + 1 - 5 ⇒ (15) + 12 + 1 - 5 = 23
Damage, disrupting, Sanctified Ground: 2d8 + 5 + 1d6 + 1 ⇒ (2, 8) + 5 + (6) + 1 = 22

I was originally envisioning leaving the space that Nibiru is currently occupying open, and having everyone surrounding it and beating on the enemies as they came through one at a time.


This way worked out better for Esrian's fireball positioning.

Reflex: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (19) + 7 = 26

The lead undead manages to completely evade the fireball, while the other avoids the worst of it. Godfrey slashes the lead monster twice, badly wounding it.

Elis, Nibiru, and William are up.


Playtest Character - Playtest Ended

William draws his bow again and repeats the passage with sharp notes. Bolts of force appear and streak towards the rearmost creature.

Heightened Magic Missile: 5d4 + 5 ⇒ (1, 3, 4, 3, 3) + 5 = 19 targeting the rightmost critter


Female Fell Gnome Playtest Cleric of Pharasma 7| HP 41/92| AC:21 T:19| F:11 R:7 W:12| Per: 11| Speed 20ft| Spell Points: 6/6| Resonance: 8/10| Channel Energy: 6/7| Active conditions: Enfeebled 3

Nibiru strikes out with her hammer, furious at having to even look at the things.

To Hit: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 221d20 + 10 + 1 ⇒ (3) + 10 + 1 = 141d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 2d10 + 4 + 1 + 1d6 ⇒ (3, 3) + 4 + 1 + (3) = 142d10 + 4 + 1 + 1d6 ⇒ (4, 5) + 4 + 1 + (6) = 202d10 + 4 + 1 + 1d6 ⇒ (6, 7) + 4 + 1 + (4) = 22

My dilemma and a question I couldn't find an answer to in the book: can I cast multiple spells in one turn if they use the same casting action (say, 3 verbal only spells), so long as there's just the three of them?


Final Spite: 1d20 + 11 ⇒ (3) + 11 = 14
Fortitude: 1d20 + 10 ⇒ (5) + 10 = 15
Disrupt Undead: 1d10 + 4 ⇒ (8) + 4 = 12

Nibiru smashes the undead with her hammer, dodging its final strike as it falls down. William blasts the remaining creature with magic missiles, and Elis finishes it off with a spell of disruption.

With a shriek, a skeletal, ghostlike figure appears floating in the air! A wave of fear strikes those nearby, then the creature fades away again.

Elis, Esrian, and William must attempt a DC 19 Will save against fear. On a success, they are bolstered. On a failure, they become frightened 2. On a critical failure, they are fleeing as long as they are frightened. Everybody is up!

I marked the square where the creature turned invisible. You could try to attack it or take an action to make a Perception check to Seek to try to confirm its location.


Playtest Character - Playtest Ended

Will Save: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 DC 19, Sanctified Ground

Ok. I think I've really had enough 2's for the last few days.

William feels the cold fear of the grave seep into his bones but he holds himself together and attempts to move closer and locate the threat.

Seek - Perception: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 15' Burst centered on the creature's last location.

token moved


William does not sense the invisible creature's presence.

Perception DC is 20 to sense it.


NG Female Human Playtest Cleric of Sarenrae 7 HP 78/78, Resonance 11/13, 5/8 Spell Points, 1 Hero Point, Channel Energy 4/7 AC 23/TAC 21; Fort +11 Ref +11 Will +13; Per +12;

Will Save: 1d20 + 13 ⇒ (15) + 13 = 28

Esrian easily maintains her composure at the surprising appearance of the ghost, and, in lieu of knowing where it went, channels energy in the area around them to try and catch it in the burst.

Burst Heal, Undead's Bane, Staff of Heal: 3d8 + 5 ⇒ (7, 1, 8) + 5 = 21+7 damage against the ghost if it's in the area- Will DC 21. Everyone heals 21, though.

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