DM Brainiac's Abomination Vaults Table 2 (COMPLETE!) (Inactive)

Game Master Brainiac

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An unusual scent, as of burning fungus, is apparent to anyone approaching the western door. A haze of smoke with a pungent but not entirely unpleasant scent emanates from a large copper cauldron atop a bed of coals on a dais to the east. A metal rack over the basin holds several brown and purple eggs, each about the size of a human head, cooking in the smoke. The walls are painted with sweeping lines and whorls.

Six pale humanoids swathed in dark rags kneel here in prayer and meditation. When they notice you, though, they angrily rise to attack!

Inititaive:
Akkaboo: 1d20 + 13 ⇒ (17) + 13 = 30
Falxi: 1d20 + 12 ⇒ (12) + 12 = 24
Wan: 1d20 + 11 ⇒ (12) + 11 = 23
Zin: 1d20 + 16 ⇒ (20) + 16 = 36
Enemies: 1d20 + 10 ⇒ (12) + 10 = 22

Everybody may act! I'll update enemy locations on map tomorrow, but there's six of them in a relatively small room so should be easy to get to most of them.


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

“Eek! What is that? Those?” Akkaboo doesn’t bother waiting for an answer before hooting loudly and clapping her hands with manic energy. A cloud of monkeys materialize in response, shrieking with glee and attempting to steal everything they can get their little monkey hands on.

Monkey Steal: 1d20 + 16 ⇒ (17) + 16 = 33

Casting discern secrets [A] and mad monkeys, choosing the “Steal” option. The monkeys attempt to steal one item from one creature in the area, and creatures can attempt to get items from the monkeys with a Disarm or Steal action. Spell area placement will depend on enemy locations.


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin moves inot the room, trying to catch as many as he can in a spray of stars as bright tiny explosions burst from his fingertips.

Spray of Stars Damage (Fire): 4d4 ⇒ (4, 3, 3, 4) = 14 DC 18 Basic Reflex Save and possible Dazzled.

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 62/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 2/3 | (2) 3/3 | (3) 0/3 | (4) 0/3
Wand of Heal (1st) 0/1 | (2nd) 0/1
Ring of the Ram 0/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Falxi slips into his fighting stance and calls up a screen of force around himself before advancing to stand back-to-back with Zin.

Inspire Courage
Shield
Stride


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

When the team heads back to Otari for the evening, Wan quickly peels off from the party and rejoins his secure nest with Wrin. The team sees little of him until the next morning.

Upon returning to the dungeons, Wan clucks brightly at the room full of hostiles.

"It's like I engineered this situation to test Aggro's capabilities!" the tengu sings happily, racing past Falxi and Zin to enter the room.

KA-BOOOOOOM!

Stride. Explode (using 10ft emanation to target all hostiles).

Fire Damage from Explode: 8d6 ⇒ (6, 6, 4, 6, 1, 3, 2, 5) = 33 DC 24 Basic Reflex save

Unstable Check: 1d20 ⇒ 18 Cool! NOT unstable.


Reflex vs Spray of Stars: 1d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (4) + 13 = 171d20 + 13 ⇒ (18) + 13 = 311d20 + 13 ⇒ (12) + 13 = 25
Reflex vs Explode: 1d20 + 13 ⇒ (8) + 13 = 211d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (4) + 13 = 171d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (16) + 13 = 291d20 + 13 ⇒ (2) + 13 = 15

Akkaboo recognizes these creatures as calignis. Sometimes referred to as "dark folk," the calignis are descendants of humans who, millennia ago, fled underground to escape a devastating cataclysm and begged malevolent, shadowy demigods known only as the Forsaken for salvation. The Forsaken warped the refugees into tough survivors, but at a price: every caligni that dies combusts in a burst of energy that provides a scrap of soul energy to the Forsaken.

The monkey spirits Akkaboo conjures grab one of the calignis' short swords, keeping it away from the flustered foe. Zin sprays flames over four of the enemies, then Wan moves into their midst and triggers an explosion from Aggro! Most of the calignis are very badly injured, but they are all on their feet.

The six foes all encircle Wan, lashing out with their twin swords. The one caligni whose sword was stolen by the monkeys is only able to attack with one sword. Still, all six of the enemies quickly overwhelm the tengu, finding gaps in his armor to stab him at various vulnerable points. Wan goes down!

Double Slice, Flank: 1d20 + 13 ⇒ (11) + 13 = 241d20 + 13 ⇒ (16) + 13 = 29
Damage, Sneak Attack: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Double Slice, Flank: 1d20 + 13 ⇒ (18) + 13 = 311d20 + 13 ⇒ (18) + 13 = 31
Damage, Sneak Attack: 2d6 + 7 ⇒ (6, 2) + 7 = 152d6 + 7 ⇒ (1, 2) + 7 = 10
Double Slice, Flank: 1d20 + 13 ⇒ (12) + 13 = 251d20 + 13 ⇒ (3) + 13 = 16
Damage, Sneak Attack: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Double Slice, Flank: 1d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (19) + 13 = 32
Damage, Sneak Attack: 2d6 + 7 ⇒ (6, 4) + 7 = 172d6 + 7 ⇒ (3, 4) + 7 = 14
Double Slice, Flank: 1d20 + 13 ⇒ (16) + 13 = 291d20 + 13 ⇒ (5) + 13 = 18
Damage, Sneak Attack: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Shortsword: 1d20 + 13 ⇒ (11) + 13 = 241d20 + 9 ⇒ (20) + 9 = 29
Damage, Sneak Attack: 2d6 + 7 ⇒ (6, 3) + 7 = 16

Including that last critical hit, 120 total damage to Wan after his physical resistance. He is down at dying 2! Everybody may act.

Enemy Status:
C1 -41, C2 -31, C3 -41, C4 -31, C5 -34, C6 -17


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Falxi tries to cut his way to the side of the fallen Wan.

Inspire Courage, Stride, Flurry

Curve Blade: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32 for slashing: 2d8 + 5 + 1 ⇒ (8, 4) + 5 + 1 = 18
Curve Blade: 1d20 + 17 + 1 - 5 ⇒ (3) + 17 + 1 - 5 = 16 for slashing: 2d8 + 5 + 1 ⇒ (7, 3) + 5 + 1 = 16

Stunning Fist DC 24 Fort


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin pours every bit of energy he has left into Wan. "We just got some rest Wan, what are you doing?"

Heal: 3d6 + 24 ⇒ (4, 3, 4) + 24 = 35

◆◆ Heal
◆ Shield
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 62/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 3/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 1/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Akkaboo grimly keeps her monkeys moving and tries to clear a path for Wan to retreat with two handfuls of sparks.

Monkey Steal: 1d20 + 16 ⇒ (2) + 16 = 18

Electric damage: 4d4 + 4 ⇒ (2, 3, 1, 2) + 4 = 12 (Basic Reflex DC 26)

Sustaining the monkeys [A] and casting electric arc on two closest enemies [AA].


Death Flame: 5d6 ⇒ (3, 1, 1, 1, 1) = 7
Reflex: 1d20 + 13 ⇒ (5) + 13 = 181d20 + 13 ⇒ (2) + 13 = 151d20 + 13 ⇒ (17) + 13 = 301d20 + 13 ⇒ (18) + 13 = 311d20 + 13 ⇒ (9) + 13 = 22
Reflex vs Electric: 1d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (8) + 13 = 21
Death Flame: 5d6 ⇒ (5, 3, 4, 6, 2) = 20
Reflex: 1d20 + 13 ⇒ (6) + 13 = 191d20 + 13 ⇒ (18) + 13 = 311d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (12) + 13 = 25
Death Flame: 5d6 ⇒ (4, 5, 6, 5, 6) = 26
Reflex: 1d20 + 13 ⇒ (12) + 13 = 251d20 + 13 ⇒ (7) + 13 = 201d20 + 13 ⇒ (1) + 13 = 14
Death Flame: 5d6 ⇒ (6, 3, 6, 4, 2) = 215d6 ⇒ (3, 4, 6, 4, 5) = 22
Reflex: 1d20 + 13 ⇒ (2) + 13 = 15
Death Flame: 5d6 ⇒ (2, 6, 5, 6, 4) = 23

Falxi moves in and slices through one of the calignis. As it dies, its body combusts in white-hot flames, burning the elf and the other calignis. Akkaboo's electric arc slays another one, whose death burst sets off a series of chain reactions as the fiery explosion causes another caligni to explode, and another and another until all of them have gone up in fireballs!

All of the calignis are dead, but Falxi must attempt six separate DC 21 Reflex saves! The fire damage for each one is 7, 20, 26, 21, and 22.


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Reflex: 1d20 + 16 ⇒ (2) + 16 = 18 7
Reflex: 1d20 + 16 ⇒ (12) + 16 = 28 10
Reflex: 1d20 + 16 ⇒ (5) + 16 = 21 13
Reflex: 1d20 + 16 ⇒ (15) + 16 = 31 0
Reflex: 1d20 + 16 ⇒ (4) + 16 = 20 21
Reflex: 1d20 + 16 ⇒ (17) + 16 = 33 0

Falxi shields his eyes from the bright explosions and comes away pretty singed. 51 damage!


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Wan, you should be more careful!" Falxi could stand to take some of his own advice, as he was mightily burned by the explosions.

"Should we try this door first?" The elf points to the door in the southeast.


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin nods his head "Sounds as good as any. Keep an eye out for any secret passages. This place has been full of them."


This long chamber features roughly carved stairs leading upward. Its sides are dotted with nooks, two of which contain stone basins filled with muddy water.

Two creatures float here, glowing with dim, grayish light. They resemble will-o'-wisps, but the skulls inside their glowing mass have huge tusks and a more sinister mien. "Turn back. No living creatures may pass this way," one says in a menacing whisper.


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

"We don't mean to pass through, just speak." Zin tries to parlay with the strange will-o-wisps as he sheathes his weapon. "What is going on down here. Do you think we would have made it this far down if we weren't allowed?"


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

“Also, you’re living creatures yourself,” Akkaboo points out helpfully. “So you’re not allowed there either, right?”

Recall Knowledge if possible


Akkaboo recognizes these creatures as dread wisps. Will-o'-wisps native to the Darklands are more ominous and malevolent than those that bob about in the lonely marshes and surfaces of the upper world. These dread wisps instill terror with eerie shifts of light and consume the fear they create, drawing life energy from their victims in the process.

Dread wisps are healed by negative energy, but they are weak to positive energy. They are immune to all magic spells except for faerie fire, magic missile, maze, searing light, and spells with the positive trait.

"Enough questions! You were warned," the other wisp replies as both begin to advance menacingly!

Inititaive:
Akkaboo: 1d20 + 13 ⇒ (10) + 13 = 23
Falxi: 1d20 + 12 ⇒ (15) + 12 = 27
Wan: 1d20 + 11 ⇒ (19) + 11 = 30
Zin: 1d20 + 16 ⇒ (7) + 16 = 23
Enemies: 1d20 + 20 ⇒ (13) + 20 = 33

The wisps swoop in and attack Falxi and Wan. Fortunately, both of them are able to avoid their attacks. Their grayish light washes over you, instilling dread in your minds!

Draining Touch vs Falxi: 1d20 + 17 ⇒ (5) + 17 = 221d20 + 12 ⇒ (14) + 12 = 26
Draining Touch vs Wan: 1d20 + 17 ⇒ (6) + 17 = 231d20 + 12 ⇒ (7) + 12 = 19

Living creatures that end their turn within 20 feet of a dread wisp must succeed at a DC 25 Will saving throw or become frightened 1 (or frightened 2 on a critical failure). Those that critically succeed are temporarily immune for 10 minutes.

Everybody may act!


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Assuming Akkaboo shares that info:

Will: 1d20 + 14 ⇒ (13) + 14 = 27
Critical Success due to Resolve

"Blasted wisps. They are all over down here."

Falxi casts faerie fire on the creatures, then begins performing.

Inspire Courage


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Absolutely!

“Eeek!” Akkaboo shrieks, digging furiously in her pockets for her favorite stick. With it, she traces a circle in the air around Wan, faster and faster with each repetition.

Will, IC vs DC 25: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17

By the time she finishes, her hands are shaking.

Interact to retrieve wand of magic missile [A], then cast haste on Wan [AA].


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin moves in on the dreaded wisp and begins to hack into the mass. "Thanks, Falxi! They were a bit hard to see."

+1 striking elven curve blade: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Damage: 2d8 + 2 + 1 ⇒ (7, 2) + 2 + 1 = 12

+1 striking elven curve blade: 1d20 + 15 + 1 - 4 ⇒ (9) + 15 + 1 - 4 = 21
Damage: 2d8 + 2 + 1 ⇒ (7, 4) + 2 + 1 = 14

◆ Stride
◆◆ Strike
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 3/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 1/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

"Squawk! Rude..." Wan quips as Falxi makes them visible and Akkaboo boosts his speed.

"Thank you, sweet'ums...."

Overdrive. Megaton Strike (non-unstable variant), then extra Strike (using the haste action).

Overdrive Check: 1d20 + 19 ⇒ (15) + 19 = 34 Critical Success! Add full INT bonus.
Megaton Strike, Two-Handed, B/P, Ghost Touch, Overdrive, Flanking?: 1d20 + 16 ⇒ (18) + 16 = 343d10 + 5 + 4 ⇒ (2, 7, 1) + 5 + 4 = 19
Strike #2: 1d20 + 16 - 5 ⇒ (5) + 16 - 5 = 162d10 + 5 + 4 ⇒ (4, 1) + 5 + 4 = 14

Will Save: 1d20 + 13 ⇒ (17) + 13 = 30 SUCCESS!

"Stupid little blighters..."


Falxi's faerie fire negates the wisps' concealment. The wisps dodge Zin's attacks, but Wan delivers a powerful strike to one of them.

The creatures shift their focus to the tengu, both trying to drain him with their fell touches. His experimental armor keeps him safe! The wisp that Wan hit also feeds on Akkaboo's despair, drawing on her life force to restore some of its own.

Draining Touch vs Wan: 1d20 + 17 ⇒ (2) + 17 = 191d20 + 12 ⇒ (8) + 12 = 201d20 + 7 ⇒ (4) + 7 = 111d20 + 17 ⇒ (1) + 17 = 181d20 + 12 ⇒ (15) + 12 = 27
Feed on Despair: 2d8 ⇒ (7, 7) = 143d8 ⇒ (6, 1, 2) = 9

Akkaboo takes 9 negative damage (DC 25 basic Fortitude save). Living creatures that end their turn within 20 feet of a dread wisp must succeed at a DC 25 Will saving throw or become frightened 1 (or frightened 2 on a critical failure). Those that critically succeed are temporarily immune for 10 minutes.

Enemy Status:
DW 1 -5


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Inspire Courage should help on this saving throw, right?

Will (Resolve): 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

Falxi's confidence is shaken, but he stands fast and fights against the wisps.

Inspire Courage, Stride, Flurry
Ghost Touch Curve Blade: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 for slashing: 2d8 + 5 + 1 ⇒ (6, 7) + 5 + 1 = 19
Ghost Touch Curve Blade: 1d20 + 17 + 1 - 5 ⇒ (1) + 17 + 1 - 5 = 14 for slashing: 2d8 + 5 + 1 + 2 ⇒ (8, 6) + 5 + 1 + 2 = 22

Stunning Fist DC 24 Fort


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Fortitude, Frightened vs DC 25: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31 Halved to 4, and then Resistance 2 vs Aberrations knocks it down to only 2 damage. Nice!

Akkaboo shakes her stick at the wisp, conjuring a flurry of bolts to harry it. “Die die die!”

Force damage: 6d4 + 6 ⇒ (4, 2, 1, 2, 4, 4) + 6 = 23

Will, IC vs DC 25: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18

Cast lvl 3 magic missile from the wand [AAA], and Frightened 1 again.


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

"They will need to do better than that!!" Wan crows. His form, blurred in speed by Akkaboo's enchantment, swings rapidly at the injured dread wisp.

Use haste for second strike. First attack will be Megaton Strike (non-unstable variant).

Megaton Strike, B/P, IC, 2-Handed, Flanking, Ghost Touch, Overdrive: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 273d10 + 5 + 4 + 1 ⇒ (4, 9, 9) + 5 + 4 + 1 = 32
Strike #2: 1d20 + 16 + 1 - 5 ⇒ (17) + 16 + 1 - 5 = 292d10 + 5 + 4 + 1 ⇒ (3, 6) + 5 + 4 + 1 = 19
Strike #3: 1d20 + 16 + 1 - 10 ⇒ (5) + 16 + 1 - 10 = 122d10 + 5 + 4 + 1 ⇒ (3, 5) + 5 + 4 + 1 = 18

GM:
If one of the dread wisps should wink out in response to Wan's assail, then he will stride to the other in lieu of a strike.

Will Save: 1d20 + 13 ⇒ (12) + 13 = 25 SUCCESS!

"SQUAWWWRK! Time to extinguish!" Wan's quip seems to make little sense despite the enthusiasm with which it is offered.


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin quickly shields himself as he continues striking back at the dreaded wisps.

+1 striking elven curve blade: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Damage: 2d8 + 2 + 1 ⇒ (4, 7) + 2 + 1 = 14

+1 striking elven curve blade: 1d20 + 15 + 1 - 4 ⇒ (12) + 15 + 1 - 4 = 24
Damage: 2d8 + 2 + 1 ⇒ (8, 6) + 2 + 1 = 17

◆ Shield
◆◆ Strike
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 3/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 1/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


Akkaboo's magic missiles slam into one of the wisps. The rest of you engage them in melee, but only Wan manages to land a good hit with his second strike.

The wisps continue to try to drain Wan. This time, one hit gets through the tengu's armor.

Draining Touch: 1d20 + 17 ⇒ (16) + 17 = 331d20 + 12 ⇒ (6) + 12 = 181d20 + 7 ⇒ (5) + 7 = 121d20 + 17 ⇒ (4) + 17 = 211d20 + 12 ⇒ (9) + 12 = 211d20 + 7 ⇒ (2) + 7 = 9
Damage: 3d8 + 8 ⇒ (8, 4, 2) + 8 = 22
Feed on Despair: 2d8 ⇒ (6, 2) = 83d8 ⇒ (5, 4, 6) = 15

22 negative damage to Wan. Akkaboo takes 15 negative damage (DC 25 basic Fortitude save). Living creatures that end their turn within 20 feet of a dread wisp must succeed at a DC 25 Will saving throw or become frightened 1 (or frightened 2 on a critical failure). Those that critically succeed are temporarily immune for 10 minutes.

Enemy Status:
W2 -38


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Fortitude, Frightened vs DC 25: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30 Success and Resistance mean 5 points of damage goes through.

With few other options, Akkaboo shakes her stick again.

Flat Check vs DC 10: 1d20 ⇒ 14

Force damage: 6d4 + 6 ⇒ (4, 2, 2, 2, 2, 1) + 6 = 19

The stick splinters, releasing another flurry of glowing missiles into the air to assault the wounded wisp. Akkaboo looks down in shock, red eyes widening with worry.

Will, IC vs DC 15: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29

Overcharging the wand to cast lvl 3 magic missile again [AAA]. Wand is broken, but not destroyed.


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Hang in there, Akkaboo! These things enjoy your fear!"

Inspire Courage, Flurry, Strike
Ghost Touch Curve Blade: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25 for slashing: 2d8 + 5 + 1 ⇒ (8, 3) + 5 + 1 = 17
Ghost Touch Curve Blade: 1d20 + 17 + 1 - 5 ⇒ (7) + 17 + 1 - 5 = 20 for slashing: 2d8 + 5 + 1 + 2 ⇒ (8, 8) + 5 + 1 + 2 = 24
Stunning Fist DC 24 Fort

Ghost Touch Curve Blade: 1d20 + 17 + 1 - 10 ⇒ (18) + 17 + 1 - 10 = 26 for slashing: 2d8 + 5 + 1 + 4 ⇒ (4, 7) + 5 + 1 + 4 = 21


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

"Let me know if you need some healing!" Zin calls out as he continues his attack, trying to avid the dreaded tendrils.

+1 striking elven curve blade: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Damage: 2d8 + 2 + 1 ⇒ (7, 5) + 2 + 1 = 15

+1 striking elven curve blade: 1d20 + 15 + 1 - 5 ⇒ (5) + 15 + 1 - 5 = 16
Damage: 2d8 + 2 + 1 ⇒ (8, 8) + 2 + 1 = 19

Will DC 25: 1d20 + 14 ⇒ (10) + 14 = 24 Frightened 1.

◆ Shield
◆◆ Strike
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 3/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 1/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

As one of the wisps gets by Aggro's defences, the tengu chirps, "OK, that was a better effort. Time to turn the lights out!"

Wan seems to be test-driving catch phrases as his weapon-arm ratchets into position in a familiar noise.

Because of Manifold Modifications, Wan still has positive/negative energy resistance 4 (same as his fire/cold resistance). I just didn't have it on my profile. I've updated it. This next strike will be an Unstable-variant Megaton Strike, followed by a standard strike.

Megaton Strike, IC, Overdrive, B/P, Two-Handed, Ghost Touch, Flanking: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 294d10 + 5 + 4 + 1 ⇒ (6, 4, 9, 9) + 5 + 4 + 1 = 38

BOOM!!!!! The shockwave from Wan's blow whistles through the fray.

Unstable Check: 1d20 ⇒ 2 Ouch. That's 8pts of fire damage (reduced by resistance) to Wan, and Aggro is unstable.

A wreath of flame erupts around the bird and a high-pitched whistle emits from inside the armoured form.

"Wow! That was a hot one."

On some wisp if it's still up, or new target if it is not.

Strike #2: 1d20 + 16 + 1 - 5 ⇒ (7) + 16 + 1 - 5 = 192d10 + 5 + 4 + 1 ⇒ (3, 4) + 5 + 4 + 1 = 17
Will Save, IC: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22 Arrgh. Frightened 1.

"Eggshells..." mutters the tengu in an uncharacteristic pessimistic tone.


Akkaboo blasts the wounded wisp with magic missiles, breaking her wand in the process. Wan delivers a devastating megaton strike that causes the wisp to explode into greasy chunks that quickly burn away into nothingness. He misses with his follow-up attack, though, and both Falxi and Zin miss the second wisp as well.

The remaining dread wisp continues to assault Wan, howling with fury.

Draining Touch: 1d20 + 17 ⇒ (16) + 17 = 331d20 + 12 ⇒ (10) + 12 = 221d20 + 7 ⇒ (1) + 7 = 8
Damage: 3d8 + 8 ⇒ (7, 3, 2) + 8 = 20

16 negative damage to Wan after resistance.


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Akkaboo carefully puts the broken wand away and pulls out another like it. “Eek!” she shrieks belatedly. “What is that!?”

Will, IC vs DC 25: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 Frightened 1 again

Stowing broken wand [A], draw wand of lvl 1 magic missile [A], and cast discern secrets on herself [A].


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

With everyone wounded Zin draws a thin wand and sends a sall bit of healing at Falxi. "Hang in there, we got this."

Heal: 2d8 + 16 ⇒ (2, 6) + 16 = 24

◆ Draw Wand of Heal (2nd)
◆◆ Heal
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 3/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 0/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Falxi continues his battle dance and moves to attack the remaining wisp.

Inspire courage, Stride (to flank if possible), Flurry

ghost touch curve blade: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19 for slashing: 2d8 + 5 + 1 ⇒ (4, 4) + 5 + 1 = 14
ghost touch curve blade: 1d20 + 17 + 1 - 5 ⇒ (2) + 17 + 1 - 5 = 15 for slashing: 2d8 + 5 + 1 + 2 ⇒ (1, 2) + 5 + 1 + 2 = 11

Stunning Fist DC 24 Fort


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

Wan seems buoyed (somewhat) at the eruption of the first dreadwisp.

”Half way there!” he chirps out.

Three strikes.

Strike #1, Frightened 1: 1d20 + 16 + 1 - 1 ⇒ (10) + 16 + 1 - 1 = 262d10 + 5 + 4 - 1 + 1 ⇒ (4, 3) + 5 + 4 - 1 + 1 = 16
Strike #2, Frightened 1: 1d20 + 16 + 1 - 5 - 1 ⇒ (6) + 16 + 1 - 5 - 1 = 172d10 + 5 + 4 - 1 + 1 ⇒ (4, 9) + 5 + 4 - 1 + 1 = 22
Strike #3, Frightened 1: 1d20 + 16 + 1 - 10 - 1 ⇒ (6) + 16 + 1 - 10 - 1 = 122d10 + 5 + 4 - 1 + 1 ⇒ (4, 3) + 5 + 4 - 1 + 1 = 16

Will Save: 1d20 + 13 + 1 - 1 ⇒ (7) + 13 + 1 - 1 = 20


Unfortunately, you don't make any progress towards ending the fight, as the wisp dodges all of your attacks. It drains Wan with its fell touch!

Draining Touch: 1d20 + 17 ⇒ (11) + 17 = 281d20 + 12 ⇒ (15) + 12 = 271d20 + 7 ⇒ (1) + 7 = 8
Damage: 3d8 + 8 ⇒ (6, 2, 4) + 8 = 203d8 + 8 ⇒ (1, 6, 4) + 8 = 19

31 total negative damage to Wan after resistance.


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin drops the expended wand and draws a second wand as he sends some of his own magic in the opposing direction towards Wan. "This can't go on much longer!"

Signature Heal: 3d8 + 24 ⇒ (2, 1, 3) + 24 = 30

◆ Draw Wand of Heal (1st)
◆◆ Heal
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 2/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 0/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Falxi slashes hopefully at the creature.

Inspire courage, Flurry, Strike

Flurry
ghost touch curve blade: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19 for slashing: 2d8 + 5 + 1 ⇒ (2, 2) + 5 + 1 = 10
ghost touch curve blade: 1d20 + 17 + 1 - 5 ⇒ (20) + 17 + 1 - 5 = 33 for slashing: 2d8 + 5 + 1 + 2 ⇒ (7, 2) + 5 + 1 + 2 = 17

Stunning Fist DC 24 Fort

ghost touch curve blade: 1d20 + 17 + 1 - 10 ⇒ (11) + 17 + 1 - 10 = 19 for slashing: 2d8 + 5 + 1 + 4 ⇒ (2, 8) + 5 + 1 + 4 = 20


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

”Yowzer! DOUBLE YOWZER!!” Wan chirps and then squawks as he’s damaged and then healed in short order. ”I feel like a wooden toy that goes up and down on a string! That sounds like a good idea; I’ll invent that as soon as we’re done here.”

Wan then continues to take batting practice.

Strike #1: 1d20 + 16 ⇒ (9) + 16 = 252d10 + 5 + 4 ⇒ (4, 10) + 5 + 4 = 23
Strike #2: 1d20 + 16 - 5 ⇒ (13) + 16 - 5 = 242d10 + 5 + 4 ⇒ (6, 6) + 5 + 4 = 21
Strike #3: 1d20 + 16 - 10 ⇒ (16) + 16 - 10 = 222d10 + 5 + 4 ⇒ (10, 6) + 5 + 4 = 25


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

Any new info from that Recall Knowledge?

Akkaboo shakes the stick in her hand, sending a much-sparser storm of missiles at the wisp. “Die die die!”

Force damage: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12

Will, IC vs DC 25: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19

Cast magic missile from the wand [AAA].


Sorry, no new information past what you learned previously.

Fortitude vs Stun: 1d20 + 14 ⇒ (7) + 14 = 21

Wan's attacks miss, but Falxi lands a critical blow that leaves the wisp reeling! Akkaboo blasts it with more magic missiles.

Falxi's hit seems to have thrown off the wisp's aim, as it fails to strike anybody this time!

Draining Touch: 1d20 + 17 ⇒ (7) + 17 = 241d20 + 12 ⇒ (11) + 12 = 23


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

Again with the attacking!

Inspire courage, Flurry, Strike

Flurry
ghost touch curve blade: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22 for slashing: 2d8 + 5 + 1 ⇒ (1, 7) + 5 + 1 = 14
ghost touch curve blade: 1d20 + 17 + 1 - 5 ⇒ (15) + 17 + 1 - 5 = 28 for slashing: 2d8 + 5 + 1 + 2 ⇒ (5, 1) + 5 + 1 + 2 = 14

Stunning Fist DC 24 Fort

ghost touch curve blade: 1d20 + 17 + 1 - 10 ⇒ (18) + 17 + 1 - 10 = 26 for slashing: 2d8 + 5 + 1 + 4 ⇒ (8, 1) + 5 + 1 + 4 = 19


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin leaps over the fallen wand and slashes his blade at one of the wisps. "Do we retreat?"

+1 striking elven curve blade: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Damage: 2d8 + 2 + 1 ⇒ (7, 1) + 2 + 1 = 11

+1 striking elven curve blade: 1d20 + 15 + 1 - 5 ⇒ (7) + 15 + 1 - 5 = 18
Damage: 2d8 + 2 + 1 ⇒ (5, 4) + 2 + 1 = 12

[ooc]◆ Stride
◆◆ Strike
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 2/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 0/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)


CN Irongut Goblin Witch 10 | HP 116 | AC 27 | F +19 R +19 W +17 | Perc +16, Darkvision | Speed 25 ft | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 2/3 5th 3/3 | Focus: 3/3 | Hero Points: 1 | Reactions: Recognize Spell (A +22 [M], N +14 [T], O +23 [M], R +14 [T]), Quick Recognition | Active Conditions: Mage Armor, Resist 3 vs abberations, oozes

“No!” Akkaboo answers defiantly, pulling out her sling and putting a rock in it. Awkwardly she gives it a whirl, then releases one end to send the stone flying.

Sling, IC: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Bludgeoning damage, IC: 1d6 + 1 ⇒ (5) + 1 = 6

Interact to draw sling [A], Interact to load sling [A], Strike [A].


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

”What does Akkaboo say - OH YES!!! DIE DIE DIE DIE DIE
DIE!!!!!”

Strike: 1d20 + 16 ⇒ (7) + 16 = 232d10 + 5 + 4 ⇒ (7, 4) + 5 + 4 = 20
Strike: 1d20 + 16 - 5 ⇒ (10) + 16 - 5 = 212d10 + 5 + 4 ⇒ (9, 1) + 5 + 4 = 19
Strike: 1d20 + 16 - 10 ⇒ (18) + 16 - 10 = 242d10 + 5 + 4 ⇒ (5, 3) + 5 + 4 = 17


Fortitude vs Stun: 1d20 + 14 ⇒ (3) + 14 = 17

Falxi lands another stunning blow, but everybody else misses. Fortunately, the wisp misses again, too!

Draining Touch: 1d20 + 17 ⇒ (6) + 17 = 231d20 + 12 ⇒ (3) + 12 = 15


LN male (he/him) cavern elf sword dancer 10 HP 116/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |3rd: 1/1, 2nd: 1/1, 1st: 1/1 speed 50 ft | focus 3/3| Hero 0 | Active Conditions:

"This wisp is more resiliant than most!"

Inspire courage, Flurry, Strike

Flurry
ghost touch curve blade: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33 for slashing: 2d8 + 5 + 1 ⇒ (1, 6) + 5 + 1 = 13
ghost touch curve blade: 1d20 + 17 + 1 - 5 ⇒ (11) + 17 + 1 - 5 = 24 for slashing: 2d8 + 5 + 1 + 2 ⇒ (4, 6) + 5 + 1 + 2 = 18

Stunning Fist DC 24 Fort

ghost touch curve blade: 1d20 + 17 + 1 - 10 ⇒ (13) + 17 + 1 - 10 = 21 for slashing: 2d8 + 5 + 1 + 4 ⇒ (1, 4) + 5 + 1 + 4 = 15


Male Tengu Inventor 10 | hp 126+20/126| AC 30 DR 5/fire/cold DR 2/physical damage (save adamantine) | F +18 R +17 (bulwark) W +16 | Perc +13; darkvision | Speed 30 (40 in overdrive) | Exploration Mode: Search | Conditions: quickened

"Seriously, y'all, I feel like I need some remedial practice or something..."

Strike: 1d20 + 16 ⇒ (4) + 16 = 202d10 + 5 + 4 ⇒ (1, 4) + 5 + 4 = 14
Strike: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 172d10 + 5 + 4 ⇒ (5, 1) + 5 + 4 = 15
Strike: 1d20 + 16 - 10 ⇒ (19) + 16 - 10 = 252d10 + 5 + 4 ⇒ (9, 7) + 5 + 4 = 25


Elven | HP 116/116 | AC: 27 | F: +16 R: +16, W: +16 | Perception: +12 (+2 Init) (T, Low-Light) | Default Exploration: Avoid Notice (Stealth +18)

Zin continues to hack and slash at the wisps. "They seem to be slowing down!"

+1 striking elven curve blade: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Damage: 2d8 + 2 + 1 ⇒ (8, 7) + 2 + 1 = 18

+1 striking elven curve blade: 1d20 + 15 + 1 - 5 ⇒ (9) + 15 + 1 - 5 = 20
Damage: 2d8 + 2 + 1 ⇒ (5, 7) + 2 + 1 = 15

◆ Shield
◆◆ Strike
↺ Nimble Dodge (If attacked +2 to AC)

Status:

AC 25 (26 w/ shield); Curse Stage: Minor
HP 86/86 | Resistance Physical 5; Harm 5 |
Hero Points 0/3
Focus Points 2/3
Spells (1) 3/3 | (2) 3/3 | (3) 2/3 | (4) 2/3
Wand of Heal (1st) 1/1 | (2nd) 0/1
Ring of the Ram 1/1
Curse Benefit: Resistance: All Physical 5
Minor - (Enfeebled 1; -2 to saves, Grapple, Shoved and Forced Movement)
Moderate- (Enfeebled 2; -3 to saves, Grapple, Shoved and Forced Movement)

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