Troubles in Otari (Inactive)

Game Master Dorian 'Grey'

Campaign "Three Girls, a Tree Fairy and a Soldier"

Having grown up in the small town of Otari, our Heroes are about to venture forth for their initial adventure!

Roll20


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swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"One down, two to go! Get it, Airi!"

One for All: 1d20 + 10 ⇒ (2) + 10 = 12


Running low on spells and not really sure of what to do Leo tries to send good vibes to their rogue, "Thou art doing great Airi!" Meanwhile, Ambrose turns and looks at his fey to see if the fellow is feeling well.


Male Teifling Welcome players! Roll20 Map

Julril calls upon the Guidance of Iomedae for the perspiring Rogue!

Tannakin shouts words of encouragement although she seems to have said it too low....

Leo also shouts encouragement for the Rogue who does seem to be perspiring.

Sansaárë nervous and perspiring profusely attempts to disarm another column.
thievery, guidance: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Success!

Column off!

Only one column glows!

Ranged Airi! Starknives of dooooom!: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 1 ⇒ (3) + 1 = 4

The other room seems to be laughing at our Starknives collecting Heroes!

Everyone else up!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"ROGUE ROGUE ROGUE ROGUE!!" chants Tan.

One for All: 1d20 + 10 ⇒ (2) + 10 = 12


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Seeing only one trap left, Julril channels another healing spell.
◆◆◆Heal, 30ft emanation: 2d8 ⇒ (8, 4) = 12


His eyes widening, not knowing what else to do, Leo looks on thinking good thoughts for the rogue. Ambrose, bored of his masters ineptness, sits down and starts to scratch his ear, nearly throwing the fey from his saddle.


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The Column of Dooooom! turns and twists to Glare at Julril! A rumbling, scratchy voice emits from the clearly frustrated Column of Dooooom!
All our pain staking work and erased in mere seconds! We stand here all day and night just waiting for the golden opportunity to slash and gash! But nobody! Here comes a Cleric just channeling energy like whatevers!

The final Column of Dooooom! seems to be a bit put out by something....

Tannakin seems about to cheer her sister on, but is a bit less convincing. Probably because the Column of Dooooom! is speaking...

Leo just sits atop Ambrose not even phased by a talking Column of Dooooom!

Julril! Starknives of dooooom!: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 1 ⇒ (4) + 1 = 5

Airi is up!


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Damn it."


Male Teifling Welcome players! Roll20 Map

Everyone holds baited breath barely breathing but backed by bailout!

Sansaárë nervous and perspiring profusely attempts to disarm another column.
thievery, guidance: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

Bells ring! Gongs gong! Trumpets blast a triumphant song!

The heroes hear the silent, soft sounds of nothing....


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"Thanks for doing that, Airi... I feel like we've been fighting those column traps for a month. But it was just a few seconds really, right?"


Male Teifling Welcome players! Roll20 Map

The Rogue blushes...

Hero Point for the swashbuckler! Well played!


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swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Just joshin' ya! But I'll accept the HP.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"I'm really glad that's over. Let's go kill whatever terrible undead is in the next room."


Male Teifling Welcome players! Roll20 Map

The group prepares to continue to explore the ruins. The sounds of props being set up, hammering hammers, nails getting nailed, plywood being laid, saws sounding extremely saw-like, muffled words of construction workers reach your ears too.....

I swear that I will get on laptop... everyone Healed? Probably we have a Cleric that does that stuff. Hand wave any if want. Not getting ambushed...


Dorian 'Grey' wrote:
The magic causes the starknife carvings to glow and fly out as magical blades of force!

Relived that the stone starknives had stopped flying about and had fallen to the ground an shattered, Leo calls out, "is well done Sansaárë, Ambrose and I doubted not that thou woulds't be successful."

Realizing they'd left the fallen branch back with the undead, Leo pointed to one of the pieces of the broken stone starknife, commanding. "Ambrose, fetch, we shalt use stone for our next attacks." Once the dutiful corgi had picked up the stone, leo announce, "We art ready to follow you into yon still under construction Ruins."


Male Teifling Welcome players! Roll20 Map

Burial Room

Shadows flicker strangely in this chamber. The south end of this room bears a large stone sarcophagus decorated with carvings of a star in the open palm of a hand. The sarcophagus appears cracked, and an inky goo dribbles out of it. Two upright coffins flank the sarcophagus, both ajar.

When the heroes arrive, Star-Hand’s shadowy form rises from her sarcophagus, passing through the stone lid. The zombies lumber forth from their open coffins!

Initiative!:

Sansaárë Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Tannakin Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Leo Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Jubril Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Zombies!: 1d20 + 0 ⇒ (12) + 0 = 12
Scary Ghosty girl!: 1d20 + 10 ⇒ (19) + 10 = 29

Scary Ghosty girl!

The Scary Ghosty girl! begins to converge into the flickering shadows....
Stealth to Hide: 1d20 + 14 ⇒ (15) + 14 = 29 Success!
Hide

The Scary Ghosty girl! disappears from our Heroes view! Only to suddenly reappear adjacent to our heroes after sending a shadowy claw at Julril!
Melee Shadow Hand, flat-footed: 1d20 + 15 ⇒ (20) + 15 = 352d6 + 3 ⇒ (1, 2) + 3 = 6 Traits Finesse, Magical, Negative CRIT! -12hp Negative!

Everyone is up before the Zombies!

Recall Knowledge - Undead (Religion) DC 19
Unspecific Lore DC 17
Specific Lore DC 14:


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Tannakin puts her rapier and her offhand up on either side of her cheeks and SHRIEEEEKS her very best movie star shrill horror scream.

Then she shrugs, smiles, says "Just kidding!" and charges into action!

She tries to bowl straight through the ghost...

Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24

...but she can't resist dropping to her knees for a theatrical slide n' twist. Assuming that's a success...

She tries stabbing the scary! ghosty! girl!!

Confident Finisher Flanking: 1d20 + 9 ⇒ (7) + 9 = 16
Damage if hit: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (4, 4) = 13
4 damage if a miss

A quick word of encouragement to the rogue: "Remember when we were little and you were still scared of ghosts? Stab this one for me, my bff (best flankin' friend)!"

All for One!: 1d20 + 10 ⇒ (17) + 10 = 27

Aid success! Panache!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Almost forgot!

Recall Knowledge: Religion: 1d20 + 5 ⇒ (15) + 5 = 20

"RATS! I should have tried to remember what this thing is before I tried to stab it..."

What do we learn? Tan will call it out to her friends, whatever it is. Good thing she paid attention in Sunday school.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril stiffens as the icy claw rips through his soul. He ◆steps back away from the shadow girl and lashes out with the power of vitality!
◆◆Disrupt Undead: DC 18 Basic Fort. Enfeebled 1 for 1 round on Crit Fail.
Vitality dmg: 3d6 ⇒ (5, 5, 5) = 15

it's been a while. I need to go back and see how much healing was wasted in the previous room.


Male Teifling Welcome players! Roll20 Map

Zero Healing wasted because Treat Wounds cost nothing.

Burial Room

Tannakin must be the most spectacular swashbuckler to ever have swashed! Easily Tumbling Through the ghosty girl!, the swashbuckler then slides her rapier right through it! No seriously, it really goes right through the screaming ghosty girl!
Zero damage from Resistances!

Tannakin does indeed offer great advice to her sister though!
Success! +1 Aid to Airi!

Tannakin 1 Action= Tumble Through, 1 Action=Strike, 1 Action=One for All, Reaction=Aid...save the Recall Knowledge for next Round.

Julril gets a bit spooked by the scary ghosty girl! So, the cleric steps, steps, steps to the right to the right steps to the right and blasts the spooky ghosty girl!
Fort DC 18(?): 1d20 + 8 ⇒ (3) + 8 = 11
Fail! Is your Wis 16 or 18? DC seems low?

The spooky scary ghosty girl shrieks in unpleasant pain!
That hurt!

Leo and Airi are up!


Angry that Scary ghost girl hurt his friend, he tells Ambrose, "Drop yon rock Ambrose." as he gives the ghost girl the evil eye . Reaching out telekinetically he flings ◆◆ the broken stone blade at the zombie in the far corner.

Telekinetic Projectile: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 1d6 + 4 ⇒ (4) + 4 = 8


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Whoops, forgot Recall isn't free! My bad!


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Female shield 20/20 Hero Points 3/1, Condition 1/2 elf Rogue (Ruffian) 3 HP 34/41; AC(T) 20 ,Fort(T) [+7],Ref(E) [+9],Will(E) [+7]| Perception(E)+7 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë looks at Tann, then the ghost. She then tries to stab the ghost girl.

◆Melee(T) +1 Shortsword, flanking,Tann: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 191d6 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11 P Traits Agile, Finesse, Versatile S, Magic

Deception◆ Overextending Feint: 1d20 + 8 ⇒ (2) + 8 = 10

Sansaárë tries again to stab the ghost girl.

Let's see if this one hits you also.

◆Melee(T) +1 Shortsword, flanking: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 241d6 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 P Traits Agile, Finesse, Versatile S, Magic

How does that one feel? I hope it hurt real bad. Are you bleeding yet?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril has used 2 prepared Heal spells, and the wand. He's used Treat Wounds on Sansaárë. Unless he's now a remastered Cleric, he's out of Heal spells, and can't use Treat Wounds on Airi for another hour.

Spell DC=10+3 Wis+5 prof(t)


Male Teifling Welcome players! Roll20 Map

Bang! Remastered! Also, wait the hour then go see a dead shadow girl. All good! Apologies post tomorrow before SoT.


Male Teifling Welcome players! Roll20 Map

Round 1!

Leo peers intently at the Scary ghost girl!
Will DC 18 EvilEye!: 1d20 + 12 ⇒ (13) + 12 = 25

The Scary ghost girl! winks at the Witch!
Succes!

Leo then turns his projectile skills to one of the approaching Zombies!
Hit!

Sansaárë begins poking the Scary ghost girl!
Hit! And Hit!

Both the Rogue and the Witch realize that their attacks seem a bit lesss effective than normal....

Thanks, Julril! Just seemed low

The two Zombies begin to Stride toward our brave swashbuckler! They both decide to tap her on the head!
Melee Fist: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (6) + 3 = 9
CRIT! -18hp to Tann!
Melee Fist: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 3 ⇒ (4) + 3 = 7
Miss!

Round 2!

The Scary Ghost Girl seems to smile at the rogue and swashbuckler!
She decides to Hide in Tannakin's shadow!
Stealth to Hide: 1d20 + 14 ⇒ (5) + 14 = 19
Succes! Hidden to everyone!

Suddenly! appearing again, the Scary Ghost Girl reaches out to touch Sansaárë!
Melee Shadow Hand, flat-footed (yes off guard!): 1d20 + 15 ⇒ (8) + 15 = 232d6 + 3 ⇒ (3, 1) + 3 = 7 Negative damage so feels icky!
Hit! -7hp

The Scary Ghost Girl! then laughs!

Steal Shadow!:

divine, necromancy Requirement: The shadow hit a living creature with a shadow hand Strike on its previous action. Effect: The shadow pulls at the target’s shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour. Actions 1

Enfeebled:

Source Player Core pg. 443
You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

Everyone is up for Round 2!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Forum monster ate one! Trying again.

Tannakin finally recalls her knowledge (see above roll).

Then, she confidently hits the nearest zombie:

Confident Finisher: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 2 + 2d6 ⇒ (3) + 2 + (4, 5) = 14
If Crit: 1d20 + 2 + 2d6 + 1d8 ⇒ (16) + 2 + (5, 6) + (4) = 33

She then rolls through the zombs or zomb if she got one:

Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19


Male Teifling Welcome players! Roll20 Map

Not a crit, but really solid damage! Your crit die seems a bit big...lol.

Tannakin confidently strikes a zombie! Her rapier passing through it's temple and out so fast it still stands there while the Swashbuckler turns away to Tumble Through the other Zombie's legs!
Hit! Success! Panache!

The hole in its head that you can see through Zombie finally falls!


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril continues to assault the shadow the most effective way he can.
Again with the Disrupt Undead! DC 18 Basic Fort, Enfeebled 1 for 1 rd on crit fail, not an expert caster yet!
Vitality dmg: 3d6 ⇒ (2, 4, 6) = 12

He then raises his shield!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3
Dorian 'Grey' wrote:
Not a crit, but really solid damage! Your crit die seems a bit big...lol.

Yeah I don't know what I was thinking there! Sorry!


Frowning when the scary ghost girl winks at him, Leo watches her disappear and reappear again. Giveing the ghost girl the evil eye again. He Reaches out telekinetically again, picking the rock up again he attempts ◆◆ to smash the same the zombie again.

Telekinetic Projectile: 1d20 + 8 ⇒ (5) + 8 = 13 for damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male Teifling Welcome players! Roll20 Map

Round 2!

Julril blasts the Scariest of ghosty girls!
Fort DC 18 : 1d20 + 8 ⇒ (12) + 8 = 20
Success!

Leo peers intently at the Scary ghost girl!
Will DC 18 EvilEye!: 1d20 + 12 ⇒ (7) + 12 = 19

The Scary ghost girl! winks at the Witch!
Succes!

Leo then turns his projectile skills to one of the Scariest of ghosty girls!!
Miss!

The Scariest of ghosty girls just smiles at the pending Rogue.....


Female shield 20/20 Hero Points 3/1, Condition 1/2 elf Rogue (Ruffian) 3 HP 34/41; AC(T) 20 ,Fort(T) [+7],Ref(E) [+9],Will(E) [+7]| Perception(E)+7 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë looks at the ghost girl and strikes out at her twice.

◆Melee(T) +1 Shortsword, flanking: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 P Traits Agile, Finesse, Versatile S

◆Melee(T) +1 Shortsword, flanking: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 161d6 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10 P Traits Agile, Finesse, Versatile S


Male Teifling Welcome players! Roll20 Map

Round 2!

Sansaárë produces some nice results, as her blade slides through the Ghosty Girl with ease!
Hit!

Both skeletons seem intent on dealing some damage to our Swashbuckler!

Skeleton #1 shows everyone how it's done!
Melee Fist: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 3 ⇒ (6) + 3 = 9 Hit!
Melee Fist: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 141d6 + 3 ⇒ (3) + 3 = 6
Melee Fist: 1d20 + 7 - 8 ⇒ (20) + 7 - 8 = 191d6 + 3 ⇒ (4) + 3 = 7 Hit! Not a CRIT though!

Skeleton #2 tries to not do that!
Melee Fist: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (2) + 3 = 5 CRIT!
Melee Fist: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 121d6 + 3 ⇒ (2) + 3 = 5
Melee Fist: 1d20 + 7 - 8 ⇒ (5) + 7 - 8 = 41d6 + 3 ⇒ (2) + 3 = 5 Miss!

Looks like -26hp total!

Round 3!

The Scary Ghost Girl seems to smile at the rogue!
She decides to Hide in Airi's shadow!
Stealth to Hide: 1d20 + 14 ⇒ (12) + 14 = 26
Succes! Hidden to everyone!

Suddenly! appearing again, the Scary Ghost Girl reaches out to touch Sansaárë!
Melee Shadow Hand, flat-footed (yes off guard!): 1d20 + 15 ⇒ (5) + 15 = 202d6 + 3 ⇒ (5, 5) + 3 = 13 Negative damage so feels icky!
Miss!

The Scary Ghost Girl! then laughs...until the Rogue uses her Nimble Dodge Reaction!

Everyone is up for Round 3!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Owwowow I'm Dying 2 I think!

Recovery Check: 1d20 ⇒ 9
Recovery Check Hero Point: 1d20 ⇒ 20

Woohoo!

Tannakin falls to the ground in a crumpled heap, thinking to herself that AC 20 just isn't what it used to be. She starts to dream of pirates feeding her pastries.

Unconscious at zero HP, I think?


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

I thought these were zombies? Do they have three attacks?


Not sure what else to do, Leo watches her disappear and reappear again. Giveing the ghost girl the evil eye again. He Reaches out telekinetically again, picking the rock up again he attempts ◆◆ to smash the same zombie again.

Telekinetic Projectile: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Teifling Welcome players! Roll20 Map

Crap! Errr...crap! Julril Hero Point! Tannakin disregard the 3rd Strikes by each ZOMBIE. Undead, am I right! Apologies!

-19hp which leaves Tannakin upright, I believe.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

What else are clerics good for?
Julril grabs hold of his holy symbol of Iomedae and channels forth a healing burst.
Three action Heal, says it targets ALL living and undead creatures.
Positive Energy: 2d8 ⇒ (1, 4) = 5


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

I'm alive! And I should pay more attention...

Tannakin realizes that these are just zombies and tries to put them down for good:

◆ Confident Finisher w/panache from acrobatics last time: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 2 + 2d6 ⇒ (1) + 2 + (3, 4) = 10

Half precision damage: 3

"Dang."

She throws up ◆ Shield for AC 21.

Then, she calls advice to Airi: "It's a ghost! Remember when we used to freak ourselves out sneaking into the cemetery? Our plan was always to stab any ghosts to death, and it was a good plan!

One for All: 1d20 + 10 ⇒ (17) + 10 = 27

Paaaaanache!


Male Teifling Welcome players! Roll20 Map

Round 3!

Leo decides that these Zombies are really annoying!
Hit!

Julril realizes that these are Zombies, directs that pertinent information to the DM and proceeds to wash away everyone's sins, pain, undead ness!
Zom 1 Fort DC 19: 1d20 + 7 ⇒ (13) + 7 = 205 = 5
Zom 2 Fort DC 19: 1d20 + 7 ⇒ (17) + 7 = 245 = 5
Scary Ghosty Girl Fort DC 19: 1d20 + 10 ⇒ (1) + 10 = 115 = 5

The two Zombies basically save but the Scary Ghosty Girl seems quite distracted!
Success! Success! Crit Fail!

Tannakin absolutely believes in the powers of Clerics, as the Swashbuckler feels alive! She deftly misses her target, although a bit of a poke she does grant her undead adversary!
Gonna give it to Leo's which done makes it deader!

She then lifts her Shield and calls out some advice to her sister!
Success! Panache!
@Tannakin Panache grants +5 speed and +1 to any Panache skill rolls.

The remaining line Zombie appears to be grinning at the Swashbuckler.

The Ghosty Girl seems a bit irritated by the Cleric!

Airi is ready to do her thang....


Male Teifling Welcome players! Roll20 Map

Sansaárë looks at the ghost girl and Strides to Flank with Tannakin against a Zombie!
I'll be back!

The winking Rogue then Strikes out twice!

◆Melee(T) +1 Shortsword, flanking, Tann: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 141d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 P Traits Agile, Finesse, Versatile S
Miss!

◆Melee(T) +1 Shortsword, flanking, MAP: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d6 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 P Traits Agile, Finesse, Versatile S
Hit!

Round 4!

The Scary Ghosty Girl seems quite perturbed with our shining Cleric! She Strides and attempts to rake, claw, scratch Julril!
Melee Shadow Hand: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 3 ⇒ (4, 2) + 3 = 9 Negative damage so feels icky!
Hit!

Melee Shadow Hand, MAP: 1d20 + 15 - 5 ⇒ (11) + 15 - 5 = 212d6 + 3 ⇒ (3, 5) + 3 = 11 Negative damage so feels icky!
Hit!

She seems really not to like the Cleric!

The lone Zombie doesn't seem to decide on anything, but it does like brains....it attempts to play the bogos on Tannakin's head!
Melee Fist: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 3 ⇒ (1) + 3 = 4
Melee Fist: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 111d6 + 3 ⇒ (2) + 3 = 5
Melee Fist: 1d20 + 7 - 8 ⇒ (4) + 7 - 8 = 31d6 + 3 ⇒ (1) + 3 = 4

He seems to be pulling his punches....

Everyone is up for Round 4!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Tannakin laughs at the silly zombie before confidently attempting to put her sword through its eye:

Confident Finisher: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 2 + 2d6 ⇒ (2) + 2 + (5, 5) = 14

"Hang out, guys! As soon as I've got this zombie handled I'll try to help with that ghosty girl!"

"Airi, keep going, you're doing great! "

All for One: 1d20 + 10 ⇒ (3) + 10 = 13

Realizing that her advice was perhaps too general to be useful, Tannakin decides to do the smart thing and casts Shield.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril raises his shield, points his sword at the shadow girl and a beam of pure positivity shoots forth.
"I really need you to die, again!"
Disrupt Undead: 3d6 ⇒ (2, 4, 5) = 11


If Tannakin doesn't finish the last zombie, then Leo will fling the rock at it.

Hearing Tannakin say she would finish the zombie Leo focuses on the ghost girl giving her the evil eye . He Reaches out telekinetically again, picking the rock up again he attempts ◆◆ to smash the ghost girl this time.

Telekinetic Projectile: 1d20 + 8 ⇒ (18) + 8 = 26 for damage: 1d6 + 4 ⇒ (3) + 4 = 7


Male Teifling Welcome players! Roll20 Map

Round 4!

Tannakin totally tears the toothless turd turtle of a Zombie with her fancy rapier expertise!
Deadest of Zombies!

Julril seems to have the hots for the Scary Ghosty Girl for the Cleric gifts her with positive energy! Relationships are complicated...
Fort DC 19: 1d20 + 8 ⇒ (13) + 8 = 21
Success!

She screams in ecstacy, pain, are they really that different?

Leo eyes the Zombie with his professional projectile project, but his Rock of Ages sails pass the now headless zombie to knock the Scary Ghosty Girl out!
Redirect Attack and Hit!

Down goes the Scary Ghosty Girl!

Combat over! Well done!

Our Heroes breath heavy. The torturous turmoil treated to them by this mysterious tomb more than troubles them....

Rest, Heal, play a Rousing game of monopoly until your DM finds the laptop....


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril falls back against the wall after the undead go down. "Another close one. Everyone alright?"

"What were we doing down here anyways? Looking for mushrooms?"


Male Teifling Welcome players! Roll20 Map

At the mentioning of their actual quest, the family of mice begin laughing....


Relieved that the ghost girl and her undead friends were all safely returned to Pharasma's embrace, Leo turned as Julril asked his question. About to answer he realized he'd forgotten as well. Looking towards the corgi the little dog shook his head as well. Shrugging, Leo explains, "We fey are't a flighty folk, oft forgetting such trivial things as reasoning." Guidng Ambrose further into the room, he points towards the large stone sarcophagus. "But whilest we art hear shalt we open yon sarcophagus?"


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"It's not just the fey, Leo! I'm constantly forgetting to reason. I don't always like disturbing the rest of the dead, for instance. I know it's almost always a bad idea, for instance. But I just can't, just can't, can't can't ever resist a good sarcophagus."

Tan starts looking around for a prybar of some kind...

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