Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


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AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

follow Dwol, perception: 1d20 + 14 ⇒ (11) + 14 = 25


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

bring up the rear, perception: 1d20 + 14 ⇒ (14) + 14 = 28


The third passage extends only 35’ before it dead ends.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Stay here while I go take a look. Doesn't make any sense, but not much here does; might be something, might be nothing.

Halafrin advances down the hallway looking for traps and/or secret passages.

perception: 1d20 + 20 ⇒ (18) + 20 = 38+1


Hal discovers a trap about 20’ into the dead end passage. He also thinks something about the end of the passage looks odd.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin will do his best to disable the trap, encouraging the rest of the party to stay back until he does.

disable: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Be careful Halafrin

perception: 1d20 + 14 ⇒ (6) + 14 = 20


Hal is able to disable the trap without too much difficulty.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Let's have a look at this dead-end, but be careful; that was too easy.

Examine the end of the hall way:

-detect magic-
perception: 1d20 + 20 ⇒ (1) + 20 = 21+1


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Bah! I though I was supposed to be the suspicious one...

perception: 1d20 + 20 ⇒ (20) + 20 = 40


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

You are quite skilled Halafrin

perception: 1d20 + 14 ⇒ (19) + 14 = 33


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

I agree with that

perception: 1d20 + 14 ⇒ (16) + 14 = 30


The group concludes the end of the passage is illusory and there is something beyond it.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol will carefully walk through the illusion to see what lies in truth beyond.


Dwol sees a cavern about 20’x30’. There are 3 dwarves with mining tools and a small earth elemental toward the far end working. Directly in front of Dwol are a pair of three legged horrors with a giant mouth and three tentacles (which he recognizes as some sort of otyugh). Behind the otyughs is a high helmed dwarf.

init D/M: 2d20 ⇒ (5, 11) = 16

The otyughs attack while high helm mutters and gestures.

tentacle: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 1d8 + 8 ⇒ (6) + 8 = 14

tentacle: 1d20 + 15 ⇒ (16) + 15 = 31
dam: 1d8 + 8 ⇒ (5) + 8 = 13

bite: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 1d8 + 8 ⇒ (2) + 8 = 10

tentacle: 1d20 + 15 ⇒ (14) + 15 = 29
dam: 1d8 + 8 ⇒ (2) + 8 = 10

tentacle: 1d20 + 15 ⇒ (11) + 15 = 26
dam: 1d8 + 8 ⇒ (4) + 8 = 12

bite: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 1d8 + 8 ⇒ (1) + 8 = 9

The rest of the party hear the sounds of a scuffle.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-59/115HP

Guess it's a good thing I went first.

FOES AHEAD!, Dwol screams to his companions.

LOH: 5d6 + 10 ⇒ (3, 2, 1, 2, 4) + 10 = 22

-37/115HP

Dwol lashes out at the nearest enemy.
Angval PA: 1d20 + 15 ⇒ (20) + 15 = 353d10 + 36 ⇒ (10, 6, 3) + 36 = 55
Angval PA: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 12 ⇒ (7) + 12 = 19


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR

Halafrin advances and casts -haste- as soon as he thinks Dwol is in range.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Advance and Attack!

use a pt to get extra precise strike

Scimitar: 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 27

Haste: 1d20 + 20 + 1 ⇒ (15) + 20 + 1 = 36
confirm crit: 1d20 + 20 + 1 + 1 ⇒ (9) + 20 + 1 + 1 = 31

Last Attack: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

-dam to come, class is starting-


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

damage from Attk #1: 1d6 + 21 + 9 ⇒ (6) + 21 + 9 = 36

crit damage: 2d6 + 21 + 12 + 2 ⇒ (6, 5) + 21 + 12 + 2 = 46

dam from Attk #3: 1d6 + 21 ⇒ (3) + 21 = 24


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Advance and fire on high helmed dwarf

Manyshot: 1d20 + 14 + 1 + 1 ⇒ (16) + 14 + 1 + 1 = 32
damage: 2d8 + 18 + 2 + 1d6 ⇒ (1, 4) + 18 + 2 + (6) = 31

Rapidshot: 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
crit damage: 3d8 + 27 + 3 + 1d6 ⇒ (5, 5, 6) + 27 + 3 + (2) = 48

Haste: 1d20 + 14 + 1 + 1 ⇒ (16) + 14 + 1 + 1 = 32
damage: 1d8 + 9 + 1 + 1d6 ⇒ (5) + 9 + 1 + (2) = 17

Last Attack: 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14


Dwol attacks landing a solid blow to one of the otyughs.

The rest of the group hearing the sounds of battle moves forward and through the illusory wall. Hal then casts his spell and Chack and Garric each are able to make a single attack.

Chack strikes an otyugh and Garric hits the dwarf.

One of the otyughs attacks Chack while the other continues on Dwol.

Chack
tent: 1d20 + 15 ⇒ (20) + 15 = 35
dam: 2d8 + 16 ⇒ (3, 3) + 16 = 22

tent: 1d20 + 15 ⇒ (7) + 15 = 22
dam: 1d8 + 8 ⇒ (7) + 8 = 15

bite: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 1d8 + 8 ⇒ (7) + 8 = 15
Chack make a DC 21 fort save each time you are hit or take:
dex dam: 1d2 ⇒ 1
con dam: 1d2 ⇒ 1

Dwol
tent: 1d20 + 15 ⇒ (8) + 15 = 23
dam: 1d8 + 8 ⇒ (1) + 8 = 9

tent: 1d20 + 15 ⇒ (11) + 15 = 26
dam: 1d8 + 8 ⇒ (4) + 8 = 12

bite: 1d20 + 15 ⇒ (4) + 15 = 19
dam: 1d8 + 8 ⇒ (2) + 8 = 10

The dwarf casts a spell on the 2 members of the group in the back.

Hal and Garric make DC19 Will save or become confused for 7 rounds.

Table: Confusion Effects
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Use Charmed Life

fort: 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22

Attack!

Scimitar: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
confirm crit: 1d20 + 20 + 1 + 1 ⇒ (14) + 20 + 1 + 1 = 36
crit damage: 2d6 + 21 + 12 + 2 ⇒ (4, 4) + 21 + 12 + 2 = 43

Haste: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40
confirm crit: 1d20 + 20 + 1 + 1 ⇒ (9) + 20 + 1 + 1 = 31
crit damage: 2d6 + 21 + 12 + 2 ⇒ (6, 3) + 21 + 12 + 2 = 44

Last Attack: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
confirm crit: 1d20 + 15 + 1 + 1 ⇒ (14) + 15 + 1 + 1 = 31
crit damage: 2d6 + 21 + 12 + 2 ⇒ (3, 1) + 21 + 12 + 2 = 39

-22/106 hp


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

will: 1d20 + 6 ⇒ (10) + 6 = 16

confused round 1
confused: 1d100 ⇒ 11

Attack high-helmed dwarf!

Manyshot: 1d20 + 14 + 1 + 1 ⇒ (12) + 14 + 1 + 1 = 28
damage: 2d8 + 18 + 2 + 1d6 ⇒ (4, 6) + 18 + 2 + (2) = 32

Rapidshot: 1d20 + 14 + 1 + 1 ⇒ (10) + 14 + 1 + 1 = 26
damage: 1d8 + 9 + 1 + 1d6 ⇒ (2) + 9 + 1 + (2) = 14

Haste: 1d20 + 14 + 1 + 1 ⇒ (16) + 14 + 1 + 1 = 32
damage: 1d8 + 9 + 1 + 1d6 ⇒ (1) + 9 + 1 + (4) = 15

Last Attack: 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 21
damage: 1d8 + 9 + 1 + 1d6 ⇒ (7) + 9 + 1 + (4) = 21


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-49/115HP

LOH: 5d6 + 10 ⇒ (1, 1, 4, 3, 2) + 10 = 21

-28/115HP

Dwol continues to hack away
Angval PA: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 351d10 + 12 ⇒ (2) + 12 = 14
Angval confirm crit: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 172d10 + 24 ⇒ (1, 4) + 24 = 29
Angval PA: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 171d10 + 12 ⇒ (4) + 12 = 16


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR

WILL: 1d20 + 8 ⇒ (18) + 8 = 26

Acid splash at one of the otyughs:

touch: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d3 + 1 + 4d6 ⇒ (2) + 1 + (4, 1, 1, 2) = 11


Chack lands a series of devastating strikes and with Hal’s help they take down an otyugh. Dwol hacks away at the remaining one. Despite his confusion, Garric continues to attack the dwarf doing considerable damage but something is lessening the damage he thinks he should be doing.

On Dwol:

tent: 1d20 + 15 ⇒ (13) + 15 = 28
dam: 1d8 + 8 ⇒ (8) + 8 = 16

tent: 1d20 + 15 ⇒ (9) + 15 = 24
dam: 1d8 + 8 ⇒ (1) + 8 = 9

bite: 1d20 + 15 ⇒ (5) + 15 = 20
dam: 1d8 + 8 ⇒ (1) + 8 = 9

The high helmed dwarf appears to cast another spell or use some innate magic and another otyugh appears in the back of the group and attacks GH: 1d2 ⇒ 2 Hal.

On Hal:

tent: 1d20 + 15 ⇒ (16) + 15 = 31
dam: 1d8 + 8 ⇒ (6) + 8 = 14

tent: 1d20 + 15 ⇒ (2) + 15 = 17
dam: 1d8 + 8 ⇒ (8) + 8 = 16

bite: 1d20 + 15 ⇒ (13) + 15 = 28
dam: 1d8 + 8 ⇒ (8) + 8 = 16

For each hit make a DC21 Fort save or take
1 con and 1 dex damage for each failed save


Garric: remember to make your confusion roll at the beginning of your turn

The new otyugh is the closest creature to you


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Confusion Round 2
confusion: 1d100 ⇒ 2

On the high-helmer, Attack!!

Manyshot: 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
crit damage: 4d8 + 36 + 4 + 1d6 ⇒ (3, 5, 1, 2) + 36 + 4 + (6) = 57

Rapidshot: 1d20 + 14 + 1 + 1 ⇒ (5) + 14 + 1 + 1 = 21
damage: 1d8 + 9 + 1 + 1d6 ⇒ (2) + 9 + 1 + (1) = 13

Haste: 1d20 + 14 + 1 + 1 ⇒ (19) + 14 + 1 + 1 = 35
damage: 1d8 + 9 + 1 + 1d6 ⇒ (1) + 9 + 1 + (1) = 12

Last Attack: 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 28
damage: 1d8 + 9 + 1 + 1d6 ⇒ (6) + 9 + 1 + (3) = 19


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

if needed attack the high-helmer, otherwise help out Dwol

Attack!

use a pt to give extra precise strike

Scimitar: 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 27
damage: 1d6 + 21 + 9 ⇒ (5) + 21 + 9 = 35

Haste: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30
damage: 1d6 + 21 ⇒ (3) + 21 = 24

Last Attack: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
damage: 1d6 + 21 ⇒ (4) + 21 = 25

-22/106 hp


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-44/115HP

Dwol continues to chop away
Angval PA: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 301d10 + 12 ⇒ (7) + 12 = 19
Angval PA: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d10 + 12 ⇒ (10) + 12 = 22


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR

-46/58HP

FORT: 1d20 + 5 ⇒ (7) + 5 = 12
FORT: 1d20 + 5 ⇒ (8) + 5 = 13
FORT: 1d20 + 5 ⇒ (2) + 5 = 7

-3DEX/CON

Halafrin drops unconscious


High helm goes down, blasted by Garric’s arrows!

Dwol and Chack end the otyugh.

Last otyugh disappears when high helm goes down.

Garric is released from his confusion.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

perception: 1d20 + 14 ⇒ (10) + 14 = 24

check the high-helmer for items of interest


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-44/115HP

channel heals: 10d6 ⇒ (5, 6, 2, 3, 2, 5, 3, 5, 1, 4) = 36

To the mining dwarves-You are free now brothers. What were you doing here?

diplomacy: 1d20 + 23 ⇒ (1) + 23 = 24


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-lol, I f&&%ing hate Dwol and this campaign. Am completely ready to just hand over the axe and crown and be an evil lieutenant for King Brald; anti-paladin status here we come!-


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR/-3DEX/-3CON
-56/58(40)HP

Halafrin burns some wand charges to get back to 40 HP.

-detect magic- on the fallen and area
perception: 1d20 + 20 ⇒ (16) + 20 = 36

I feel even more useless than usual Dwol. I'd say we need to rest, but I don't think there is any way to cure me or the time to let nature do it's work. I hate to be rude, but your kin are foul hosts and you home is a dungeon of horrors.


Chack finds a wand and 500 gp of valuables.

The dwarves ceased their labors when the high helm went down, they are still, vacant eyed, and completely non-responsive to Dwol and the rest of their surroundings.

Hal detects magic on the wand.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Here Halafrin, check this out hand him the wand


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR/-3DEX/-3CON
(40)HP

karcana: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft: 1d20 + 17 ⇒ (15) + 17 = 32

Hal studies the dwarves and wand to try and determine their natures/what is going on.


Dwoldrean Brewbelly wrote:
-lol, I f%!~ing hate Dwol and this campaign. Am completely ready to just hand over the axe and crown and be an evil lieutenant for King Brald; anti-paladin status here we come!-

So be it.

There is a thunderclap and a flash of light. The group awakes as if from a dream.

“Another round for you lot or have you had enough?”
Asks an aged barkeeper in a rundown bar somewhere near a seaside as the sound of the sea and the smell of saltwater fills the place.

Dwol has a +1 waraxe instead of Skylord’s waraxe.
Dwol has +2 headband of charisma instead of Skylord’s headband. He is no longer any relation to the Skylord.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL
Gandalf the Grey wrote:
Dwoldrean Brewbelly wrote:
-lol, I f%!~ing hate Dwol and this campaign. Am completely ready to just hand over the axe and crown and be an evil lieutenant for King Brald; anti-paladin status here we come!-

So be it.

There is a thunderclap and a flash of light. The group awakes as if from a dream.

“Another round for you lot or have you had enough?”
Asks an aged barkeeper in a rundown bar somewhere near a seaside as the sound of the sea and the smell of saltwater fills the place.

Dwol has a +1 waraxe instead of Skylord’s waraxe.
Dwol has +2 headband of charisma instead of Skylord’s headband. He is no longer any relation to the Skylord.

No, just keep going on the existing campaign; just frustrated, exacerbated by a bad roll. If you are going to pivot the story that dramatically, I'm going to dump Hal and Dwol completely and do different characters (cleanse the pallet ala John style).


charges: 2d6 ⇒ (2, 4) = 6

Hal determines it is a wand of lesser restoration.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR/-3DEX/-3CON
(40)HP

See Dwol? Don't be so sour! Sometimes the gods smile on us. I thought you paladins were supposed to be an optimistic lot in any case. They are your kin we are saving after all.

Halafrin will burn as many charges as needed to restore his stats to normal.

Any sense of what is wrong with the dwarves/elemental and is there any opportunity to release them from their affliction?


Hal believes the dwarves are under the influence of some sort of magic, something like a charm or compulsion.

Guess you need to make some rolls to see if you can restore stats to normal with 6 charges.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-4STR/-3DEX/-3CON
(40)HP

restore: 6d4 ⇒ (1, 1, 3, 1, 2, 3) = 11


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Can Hal determine the source of the charm/compulsion magic? The high-helmed dwarf is dead, is it coming from the helm? There is not evil dirt/smoke around. What could be impacting the usually magic-resistant dwarves?

Any other ways out from this dead-end mining section?

perception: 1d20 + 20 ⇒ (7) + 20 = 27


Hal does not locate anything in the area that seems to be the source of the compulsion.

The area is a dead end.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Head back to the 2nd passage on the left


As the group starts to head back, you are all struck with an intense headache.

Everyone make a DC 15 Will save.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Will: 1d20 + 8 ⇒ (13) + 8 = 21

-rubs temples to dissipate discomfort-

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