Doomsday Dawn (Inactive)

Game Master DoubleGold

Map is up


151 to 200 of 308 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Zig wakes up and sits up looking around, a dazed look on his face. I think we should maybe take a quick break to catch our breath after we get some of the fountain water, my wound seem pretty severe. zig kinda looks at his wounds and burns seeing just how bad he is hurt.


DungeonMaster

Heroes go to the water fountain as they please. Please let me know who is drinking from it, enough time has passed, or you at least wait and enough time will have passed. No encounters happen while you wait.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Glug glug: 1d8 ⇒ 6

"Good stuff, if you can avoid thinking about the slop it was an hour ago."


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Despite the dwarf's admonition, Fumbus can't stop thinking about the former slop. He drinks anyways.


Zig reaches down and drinks from the fountain, it’s purified now, no need to worry about what it was before.

drink up: 1d8 ⇒ 7


DungeonMaster

Heroes drink as needed Where to now, northeast room, or east room?


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus chugs a few containers of not-slop, then punctuates his actions with a loud belch.

"Fumbus ready to go." he announces loudly. The goblin then leaves the room with some apparent, sudden urgency.

Hoping to find, perhaps a hole or a pit, the goblin comes across what appears to be a door.

East works for me.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Whoops, sorry. This game wasn't updating for some reason.

Caelryl walks with the others back to the fountain, checking his wound as he goes. "I think I'll wait to drink." He then follows Fumbus out the east door.


DungeonMaster

Heroes move into the last room, the other rooms have traps which you can easily disable and treasure, which will be given you to you when beat the final boss.

DRAKUS THE TAKER is looking over the alter feeding over the corpse of a goblin then hears you all. Him and his rat hear you. He reveals his true form abberation. This happens to all those that disobey me.

But it takes him time to realize you are there. All heroes are up trust me, you are going to need init on this guy. Map is up


Paladin 1 (HP: xx/xx) | AC: xx, TAC: xx, (Shield for +2) | Perception +x, F: +x, R: +x, W: +x | Spell Pool: xx | Hero Points: 1/11

Flint closes distance Double stride and wordlessly opens with his hammer, bringing it crashing down on the humanoid's forehead:

ATK: 1d20 + 4 ⇒ (20) + 4 = 24 for DMG: 2d8 + 8 ⇒ (5, 7) + 8 = 20


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"You'll come to make an exception, I'm sure," Nerze says, tapping Flint's hammer and surrounding it with light.

Have a +1 weapon!


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

"Wait, what happens?" Fumbus cries, struggling to make out what it going on at the top of the steps from the back of the chamber and behind a statue. The goblin runs closer.

"Those get turned into monster?" he guesses. "Those get turned into rat?" he guesses again as he draws a pair of vials of alchemist's fire. The goblin moves even closer, climbing the first several steps.

"Oh, wait! Fumbus get it!" he says, as he approaches and can now see the creature feasting on the corpse of one of his kinsman. "Those get hungry!"

"Well, Fumbus have news for you... Fumbus already ate!" he cries as he prepares to throw a vial for punctuation.

Move, Quick Bomber, Move


Zig moves up and before he strikes Gorum guide my blade his eyes shining slightly as the magic flows through him.

true strike attack: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (9) + 4 = 131d12 + 3 ⇒ (8) + 3 = 11

move, true strike, strike


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Doah, guess I should have healed up for the boss fight.

Caelryl moves up to the top of the stairs to study their foe. Not seeing room for him in the crowded area, he waits for an opening.

Move, Hunt Target - Hunter's Edge (Precision)


DungeonMaster

Zig misses, while flint hits hard, but part of the blow is absorbed damage reduction of blunt 5
He swings back hit: 3d20 ⇒ (7, 19, 2) = 28 +10, +5 and +0
Looks like he is hit twice for dmg on Flint: 2d8 + 6 ⇒ (2, 7) + 6 = 15 and the rat tries to bite hit: 2d20 ⇒ (1, 1) = 2 +2 and -3 modifiers, miss.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Are the PCs up then?


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

What kind of Recall Knowledge roll is needed for the BBG? Occultism? Also, I'm going to assume someone makes room for me.

Seeing Flint take 2 big hits, Caelryl moves up to help attack.

Attack 1: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Attack 2: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Hunter's Edge Precision Damage: 1d6 ⇒ 6 on 1st time I hit


DungeonMaster
Playtest Pregen wrote:
Are the PCs up then?

Oh, yes, sorry. All heroes are up religion to identify

A Gamer misses.


Zig raises his sword and mumbles one last prayer to Gorum as he feels the last little bit of magic leave him. His sword begins to glow red and he tries and to bring the sword down on the aberration’s head.

True strike attack: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (12) + 4 = 162d12 + 3 ⇒ (6, 5) + 3 = 14

weapon surge, true strike, strike


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze fans his fingers to conjure up a swarm of force bolts, all of which fly at Drakus.

Magic Missiles: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus tosses the pair of vials of alchemist's fire at the lingshanks.

Throw (bomb): 1d20 + 4 ⇒ (5) + 4 = 9
Damage (alchemist's fire) F: 1d8 ⇒ 3
Throw (bomb): 1d20 + 4 - 5 ⇒ (8) + 4 - 5 = 7
Damage (alchemist's fire) F: 1d8 ⇒ 6

1 persistent fire damage, and 1 fire splash damage. Target can end the persistent damage with an Interact action. The persistent damage ends if target is submerged in water or otherwise enter an area deprived of air.


DungeonMaster

Heroes bring down the last guy and then the rat. You then bypass the rest of the traps.
Treasure Mundane longsword which cannot be sold, 132 GP, 76 SP, and 190 CP in coins. Expert quality crossbow (can be sold), 3 light arrows, scroll of bless, bird feather token, scroll of magic weapon, wand of produce flame, and a vial of oil of mending. Owlbear claw, minor potion of healing.
End of part 1 Split loot, level up to level 2


DungeonMaster

You return home this time in the town of Kelmarane in the nation of Katapesh. Overrun by bandits, gnolls and slavers.

You have been invited here to discuss the problem.

“The Order appreciates your presence here today. I trust
the figure in my summons was sufficient to secure your services. I have been studying with great interest a report from one of our agents, a Magnimarian named Keleri Deverin, regarding an object of interest. We have reason to believe a treasure of particular import lies under Pale Mountain, in an ancient complex called the Tomb of Tular Seft. I had been planning an attempt to retrieve it for some time, but I’ve received word that dangerous cultists called the Night Heralds seek this treasure as well and have sent forces to retrieve it. Hence, I secured your services rather than waiting for agents of the Order to arrive. “Fortunately, we have an advantage they do not. The majority of the Tomb of Tular Seft is a labyrinth that, while compact, is difficult to navigate and is rumored to be filled with traps and beasts. Keleri’s research, though, reveals a back entrance to the tomb hidden in the lower slopes of Pale Mountain. This entrance is said to appear as a blank stone within a ‘scar’ across the mountain. With luck, you can reach the tomb and secure the treasure before the Night Heralds can even enter the complex. Camadus has prepared a map of the route. “The object I require is a large gemstone with a series of shifting hieroglyphs glowing within it. If you can read the hieroglyphs, you will note they represent a number that appears to be counting down. Keleri’s text refers to this gemstone as a ‘countdown clock,’ but other than the rumors of it being hidden in Tular Seft’s tomb, we know little about its specific location within. All other treasures you find in the tomb are yours to keep, though the Order may wish to purchase any.

questions and answers:
What’s Pale Mountain? “It is a
volcanic mountain in the Brazen
Peaks, near the border with Osirion.
Pale Mountain stands above its nearby
fellows, and it is occupied by many
dangerous creatures—notably gnolls.”
Why do you want to stop the Night Heralds? “The
Heralds worship horrid things from beyond the stars and
seek to bring these monsters to our world. The specifics
of their mission are unknown to me, but I do know they
flee from the enlightened path and see only destruction in
our future.”
Whose tomb is this? “It holds the remains of Tular Seft,
a scholar of the elemental planes—realms of air, earth,
fire, and water. The object of our interest has no elemental
properties, so why an elemental scholar would keep it, I
cannot say.”
What are you doing with this door? “Simply studying
the construction of the magical defenses. They once
sealed something in the chambers below.”
What are you doing in Kelmarane? “My primary duty
comes in securing trade deals for the nation of Ustalav.
I was finishing up such an arrangement in southern
Osirion when this town was freed. I came here to take
advantage of a reestablished trade route. That my efforts
led me to such a fortuitous location speaks to the veracity
of the Order’s practices.”

Alright, so the travel time to Kalmarene to Pale Mountain is 80 miles. How do you wish to travel and how fast? You can buy animals to ride on assuming you have the money. Even mythical animals like Unicorns, though you definitely ain't rich enough to buy those.


DungeonMaster

Alright, so I assume you are all walking and not buy animals. I assume you don't want to roleplay this part either.
You have been given food for three days.
One the dawn of the second day you run into 3 Hyenas, 1 of them is the boss
perception: 1 + 1d20 ⇒ 1 + (20) = 21 Playtest Pregen
perception: 1d20 + 3 ⇒ (10) + 3 = 13 Crunch
perception: 5 + 1d20 ⇒ 5 + (11) = 16 AGamer
perception: 5 + 1d20 ⇒ 5 + (6) = 11 Bad Guys
perception: 1d20 + 2 ⇒ (15) + 2 = 17 Zigurad. All heroes are up
You may also as a full round action runaway taunting the Hyenas while luring them into quicksand traps you see all over the place. It is the quicksands 1d20+11 roll vs the Hyenas 1d20+5 roll, +6 for the boss. So about a 75% chance of them falling in.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze grumbles all along the journey. But despite not being inclined to combat or exercise, he's still a dwarf. He manages to weather it.

The hyenas will hopefully prove to be a harmless distraction. Loath to use spells just yet, he maneuvers around the quicksand to bait them. "They'll have to prove themselves if they want a hit of magic."

Is there a map?


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl is in good spirits, getting to spend time out in nature. He points out different plants and animals along the way. Based on the dwarf's continual grumbling, he determines that Nerze isn't the outdoor type and is not too interested in broadening that area of knowledge. He redirects his comments to Fumbus, figuring he may have an interest in different plants for his alchemy.

Seeing the hyenas, he draws his bow and studies the leader before letting an arrow fly. Hunt target with Hunter's Edge (precision)

Recall Knowledge (Nature): 1d20 + 4 ⇒ (17) + 4 = 21 +1 on next attack for all if critical sucess (Monster Hunter)

Ranged Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 3


zig is relatively quiet the entire walk, mainly looking around for anything that might disrupt their journey. Upon seeing the hyenas he yells to get everyone’s attention. He then draws sword readying himself for battle. Then he readies a swing if one of them comes close to him.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

I am traveling and my posting may be limited for the next week. Feel free to bot me.

Trying to gage how close the hyenas are, Fumbus follows the dwarf around the quicksand, yet pulls out a couple of vials of alchemist's fire--just in case.


DungeonMaster

perceptions: 2d20 ⇒ (3, 5) = 8 +5 for each
traps: 2d20 ⇒ (16, 3) = 19 +11 for each

Okay so two die and A gamer hits one, then Ziguard finishes it off. It is now night, how do you proceed?


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

As it gets later in the day, Caerlyl begins to look around for an area to camp. Finding a suitable spot, he makes camp and goes hunting but is only able to find enough food for himself. Forager feat

Survival: 1d20 + 4 ⇒ (5) + 4 = 9

"We need to take turns on watch. I don't have a preference but I know the rest of you may need time to prepare or study," he says to the others.


DungeonMaster

Anyone setting up watches, or pushing on in the dark?
percentage dice: 1d100 ⇒ 10 not going to tell you if that means random encounter or not
other half: 1d100 ⇒ 20


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"I'll take last watch," Nerze volunteers. "I've only been using my magic to clean and cool myself. Provided no one kills us in our sleep, I can be up and refreshing it during my shift."


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

"Fumbus take watch!" the goblin eagerly volunteers. "Stay up late and keep fires burning!"


Zigurad sits down next to the fire. I’ll take first watch, Just wake me at sunrise. I like to pray as the sun comes up, makes praying for battle a little less stressful.


DungeonMaster

Heroes manage to fall alseep as if someone cast a sleep spell on them. And they managed to sleep for hours somehow. When they wake up, they still have all their stuff with them as well as a +1 weapon that they were dreaming of next to them. Or a scroll of fly They also hear something up ahead behind some large boulders. each person gets the +1 weapon or scroll of fly.


Zigurad picks up the sword he saw in his dreams wielded by a great warrior of old. He rouses his companions and then moves closer to see what’s behind the rocks


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl startles awake, concerned that he let his guard down by sleeping so soundly. He looks around in confusion, trying to figure out where the short sword laying next to him came from. Seeing the others in the group with new items also, he cautiously picks it up.

"Hmm, maybe the gods don't want the gem falling into the hands of the evil cult," he says while looking at the new weapon. He stops talking when he hears the noise behind the boulders and moves up with Zig to investigate, drawing an old sword to go with the new one.

Exploration mode: searching
Perception: 1d20 + 5 ⇒ (13) + 5 = 18


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"Or we're playing into the many-tiered chess game of an unknowable horror from beyond the Outer Sphere," Nerze says cheerfully. He furls and unfurls his new scroll. "I wouldn't have minded another new crossbow, but this could prove handy."

Detecting Magic.


Zig looks at the dwarf with a look of contempt. Do you think horrors from outer space are the only beings that make games of our lives, the gods do as well.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"And some ask me why I don't pay tribute to the gods, much less other options. I'd rather live my life as free as is possible around here."


some of us are forced to pay tribute, let’s deal with this problem at hand and discuss philosophy later.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus sniffs the newly-found sword, attempting to discern its origins.


DungeonMaster

Crunch detects no magic, but Agamer before he gets on the other side of that large rock knows there are 2 large scorpions that need dealt with.


DungeonMaster

I was trying to see if someone would do something before init started, since they didn't see you yet, but all heroes are up. Map is up, add yourself if you haven't already.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl walks out from behind the rock to view the scorpions and get their attention. "Let them come to us", he tells his companions including any knowledge he has about the creatures. He then readies his new sword to attack if one comes into reach.

Move/Hunt target/Ready attack

Recall Knowledge (Nature): 1d20 + 4 ⇒ (13) + 4 = 17 +1 on next attack if critical

Readied Attack: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage(precision): 1d6 ⇒ 3Hunter's Edge (precision)


Zig walks forward slightly reading a swing of his massive weapon Incase they come near him. well so much for the offense it seems he says begrudgingly.

attack: 1d20 + 5 ⇒ (18) + 5 = 231d12 + 3 ⇒ (10) + 3 = 13


1 person marked this as a favorite.
"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus follows the longshanks, walking around the boulder. As soon as he sees the arachnids of unusual size, he tosses a pair of vials of alchemist's fire at the nearest scorpion.

Move; Strike x2

Throw (bomb): 1d20 + 4 ⇒ (1) + 4 = 5
Damage (alchemist's fire) F: 1d8 ⇒ 2
Throw (bomb): 1d20 + 4 - 5 ⇒ (17) + 4 - 5 = 16
Damage (alchemist's fire) F: 1d8 ⇒ 2

1 persistent fire damage, and 1 fire splash damage. Target can end the persistent damage with an Interact action. The persistent damage ends if target is submerged in water or otherwise enter an area deprived of air.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze hustles forward as best he can, not fast enough to set the bugs alight again. He instead opts for a shot with his crossbow.

Expert Heavy Crossbow vs. Right: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 ⇒ 3


DungeonMaster

Heroes ready attacks waiting for the scorpions to come around the corner. A gamer misses, the rest of you hit at least once 19 damage on one, 1 on the other via splash damage
They move up to playtest Pregen hit: 2d20 ⇒ (1, 13) = 14 +9 to each.
Crit fail. as he accidently percentage: 1d100 ⇒ 42 claws his partner.
dmg: 2d4 + 4 ⇒ (3, 3) + 4 = 10 to the other scorpion 19 dmg and 11 dmg
dmg: 2d4 + 4 ⇒ (2, 3) + 4 = 9 to Playtest Pregen.
All heroes are up


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"Oh, come back here, vermin!" Nerze retraces his steps, hastily throwing a spell.

Magic Missiles vs. Right: 2d4 + 2 ⇒ (4, 4) + 2 = 10

1 to 50 of 308 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doomsday Dawn All Messageboards

Want to post a reply? Sign in.