[Gameday XI] GM Doug's Cavern of the Sundered Song (Inactive)

Game Master Doug Hahn

Tactical Maps | Macros Sheet


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Incoming post from me. You will be up.

Vigilant Seal

NG Gnome Bard 9 (he/him) | HP 89/89 | AC 27 | F +15 R +18 W +18 | Perc +15 | Speed 30' | Focus 1/2 | Spells 1st 3/3, 2nd 3/3, 3rd 3/3, 4th 2/3, 5th 0/2 (DC 27) | Hero: 3 | Character Sheet

Just tend to forget about incapacitation trait. Sigh. Shouldn't have hurried to post before going downtown.

I'll contribute something to this over-strength fight eventually.
What ACP are we at, out of curiosity? I mean, these things are like 11th or 12th level, aren't they? And we get 3? Ow, ow, ow.

Not sure what spell would be worth throwing at these, tbh (normally, it would be slow or enervation but fort save at an aberration? puh-lease *wink*). Probably Electric Arc to start piling up little bits of multi-targeting damage.

Vigilant Seal

NG Gnome Bard 9 (he/him) | HP 89/89 | AC 27 | F +15 R +18 W +18 | Perc +15 | Speed 30' | Focus 1/2 | Spells 1st 3/3, 2nd 3/3, 3rd 3/3, 4th 2/3, 5th 0/2 (DC 27) | Hero: 3 | Character Sheet

Also, did 2 move in such a way to avoid an AoO?

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

Let's see... Seggiatore is already moved so AOE is out of the question. I can get a little excessively tricky defensively if we want to regroup and heal up.

...I hate regeneration.

EDIT: That said, if I'm going to get tricky, I should definitely wait until most everyone else has gone.

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

Actually, I think I can post it now, it will just be less tricky (if you can believe that after you see it) and apply some control to the battlefield. Think of it as me letting you know my plan before you act so you can act accordingly, but it shouldn't block any AOEs anyone had planned.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Seggiatore wrote:
What ACP are we at, out of curiosity? I mean, these things are like 11th or 12th level, aren't they? And we get 3? Ow, ow, ow.e.

A fair question. Never hurts to double-check.

Orin level 9 = 2 ChP
Kohl level 9 = 2 ChP
Seggiatore level 9 = 2 ChP
Chulyin level 9 = 2 ChP
Yendi level 11 = 4 ChP
Kas level 9 = 2 ChP
---------
TOTAL 14 ChP

Scaling Encounter A for Low Tier wrote:
14–15 Challenge Points: The PCs face one languid isqulug and two isqulugs. [redacted]

This is a Severe encounter for sure!

______

Seggiatore wrote:
Also, did 2 move in such a way to avoid an AoO?

#2 went right across, Orin had no reactions left, Kohl doesn't have reach. So far as I know it did not trigger any reactions, but if you had a reaction let me know. There is certainly a lot going on!

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

In retrospect, I should have opened with Wall of Stone so we could have buffed and arranged ourselves, but I didn't expect eel-egg-head trolls of doom! :@

:)

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

Wall of Stone is 20 feet high.

Grand Archive

Dwarf Fighter 13 | HP 139/218(S:15/107/120) | AC 35(37)| F +24(S>CS) R +18(+3 vs damage) W +22(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

I think we discussed elsewhere the actions required to swap shields, if I misunderstood happy to be further back in the process based on actions required.

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

Can a vital font heal themselves?

Vigilant Seal

NG Gnome Bard 9 (he/him) | HP 89/89 | AC 27 | F +15 R +18 W +18 | Perc +15 | Speed 30' | Focus 1/2 | Spells 1st 3/3, 2nd 3/3, 3rd 3/3, 4th 2/3, 5th 0/2 (DC 27) | Hero: 3 | Character Sheet
Chulyin the Spirit Talker wrote:
Let's see... Seggiatore is already moved so AOE is out of the question.

Sorry, with the one wading into the group, I figured the other two were the only ones we'd be dealing with in any kind of blast.

The Wall is great, however!

GM Doug H wrote:
Not immune to area effects like Color Spray and Dirge, but Swarm Mind makes it immune to mental effects that target only a specific number of creatures.

Oof. Good thing I didn't try to PK one of them!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Chulyin the Spirit Talker wrote:
Can a vital font heal themselves?

Do you mean Vital Beacon?

"Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points."

______

I was going to hold off till after the battle, but I don't want to forget.

Hero point to Orin for sacrificing his shield and critting the Isqulug on the nose (good job on the teamwork!)

Grand Archive

1 person marked this as a favorite.
Dwarf Fighter 13 | HP 139/218(S:15/107/120) | AC 35(37)| F +24(S>CS) R +18(+3 vs damage) W +22(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Teamwork makes the dream work.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I like to separate OOC and gameplay where possible.

OK so good news/bad news.

They have All-Around vision so Orin's strike should not have been a crit.

However let's roll with it; I don't like retconning GM mistakes and this is perhaps karmic justice for the incapacitation spell Seggiatore didn't get a chance to redo. It was such an epic moment that I wanted it to happen too, and may have been a little quick on the draw after seeing Orin's roll :)

Going forward, please keep the all-around in mind for your tactics and expectations. You will probably only crit these monsters on a nat 20.

Vigilant Seal

1 person marked this as a favorite.
Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1
GM Doug H wrote:
You will probably only crit these monsters on a nat 20.

Unless the larva eyes in the back of it head make it immune to Kohl’s natural 20. :)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Chulyin the Spirit Talker wrote:
GM Doug H wrote:
You will probably only crit these monsters on a nat 20.
Unless the larva eyes in the back of it head make it immune to Kohl’s natural 20. :)

OK so good news/bad news…

just kidding :p

----

(I forgot to ad the crushing Rune effects to the statblock, but I am aware.)

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

::Laugh/Cry::

Grand Archive

Dwarf Fighter 13 | HP 139/218(S:15/107/120) | AC 35(37)| F +24(S>CS) R +18(+3 vs damage) W +22(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

2 saves on the nose, go buffs. \o/

Also, something to watch out for in the future is Vital Beacon is in theory only usable once per round.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

We may need Kas to redo his whole turn anyway as Yendi has the opportunity to turn the crit fail into a fail. I suspect that would dramatically change what he does.

Checked in with Kas and holding for Yendi at this time. Let's do it right.

Envoy's Alliance

Human Cleric 9 | HP 98/98 | AC: 27 | F: +15 R: +15, W: +20 | Perception: +17 (E) | Default Exploration: Search

Oh yes, thanks Orin, I totally missed the once per round. I would likely stride then. But yes will slightly different with Yendi's action.

Grand Archive

Dwarf Fighter 13 | HP 139/218(S:15/107/120) | AC 35(37)| F +24(S>CS) R +18(+3 vs damage) W +22(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Still an awesome spell though.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I am out till later tonight at the earliest (Pacific time zone).

Seggiatore can make his reflex save against The Grossness at any point, if he has time.

Vigilant Seal

NG Gnome Bard 9 (he/him) | HP 89/89 | AC 27 | F +15 R +18 W +18 | Perc +15 | Speed 30' | Focus 1/2 | Spells 1st 3/3, 2nd 3/3, 3rd 3/3, 4th 2/3, 5th 0/2 (DC 27) | Hero: 3 | Character Sheet

Did Jaws Strike #2 (from Chulyin's Animal Companion) hit?
Looks like it should have, but the damage only went up 40 instead of 40 + 10


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Seggiatore wrote:

Did Jaws Strike #2 (from Chulyin's Animal Companion) hit?

Looks like it should have, but the damage only went up 40 instead of 40 + 10

Its regen was not shut down this round. So it regenerated 10 on its turn. I added an OOC note in my post about that, might have been easy to miss.

Horizon Hunters

N male kobold (green dragonscale) fighter (marshal) 10 l HP 49/136 | AC 29 | F +20 (Juggernaut) R +16 W +17 (Juggernaut, Bravery) | Perc +18 (+20 for Ini. )| speed 20 ft | Hero 0 | Active Conditions: None

I am appreciating all the buffs!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Also I don’t think it matters but the trigger for unexpected/fortuitous shift is “You would take damage from an attack, spell, or other effect.”

So I think you must roll the save before the shift, as critting the save may mean you cannot trigger the reaction. And if you roll well you may save your reaction!

Vigilant Seal

NG Gnome Bard 9 (he/him) | HP 89/89 | AC 27 | F +15 R +18 W +18 | Perc +15 | Speed 30' | Focus 1/2 | Spells 1st 3/3, 2nd 3/3, 3rd 3/3, 4th 2/3, 5th 0/2 (DC 27) | Hero: 3 | Character Sheet

Yeah, the wording on that feat is so weird.
We always played that it was first, or else what happens with the +2 if I've already made the save?

In this case, the first two rolls are interchangeable, so I can happily do them in the order of your preference in the future.

And you're right, I missed the regen note! TY


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

My read is that since the trigger says "you would take damage" the save should be first. If you critically succeed at the save, then you do not take damage and cannot use the reaction. The +2 applies retroactively.

It's like a Gnomish shield block, (Shield block also triggers on "you would take damage" but is more limited in that it must be a physical attack). Like shield block, I think you also get to know the amount of damage before deciding to use it.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Kas 'Broken Troll' Oldun wrote:
Kohl should have healed 8 from Kas Spirit Link with him.

Ahh it's at the start of turns AND you cast the spell! Got it. Kas healed 20 to go from 51 to 71, took 8 to drop to 63. Thanks! Since you got me in the edit window an edit has been made.

Envoy's Alliance

Human Cleric 9 | HP 98/98 | AC: 27 | F: +15 R: +15, W: +20 | Perception: +17 (E) | Default Exploration: Search

For out of combat healing Kas has:

Medicine (Master) Treat Wounds (Assurance for 25)
Continual Recovery (10 minutes)
Ward Medic (Treat up to 4 targets)

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

#2 ran away, correct?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Yes. Removed from map now.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

That swarm mind really takes some of the big guns off the table, but this at least might slow them down a bit.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Yendi Ionescu wrote:
That swarm mind really takes some of the big guns off the table, but this at least might slow them down a bit.

Double nat 1's will do the trick for sure.

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Well, being slowed should make it a lot more awkward for them to stay airborne, and if they try to anyway, Air Walk is also an option on the table.

Grand Archive

1 person marked this as a favorite.
Dwarf Fighter 13 | HP 139/218(S:15/107/120) | AC 35(37)| F +24(S>CS) R +18(+3 vs damage) W +22(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Very nice in finding a spell that worked against swarm mind and targeting their weak will save, the double 1s is the cherry on top of your well deserved ice cream.

The felling Strike is big too, well done everybody pulling out some awesomeness.

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

@#$&!

Why did I waste a hero point on a recall knowledge check? I have cryptid scholar.

*ahem* Anyhow, I had planned to use cone of cold, but maybe it's better that I save it for later. One of them would have regenerated all or most of the damage anyhow.

I'm off the map edge now. This was described as a massive cavern, so I'm hoping there's room. The point of moving was to keep as few people in the cone arcs as possible.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The creature is not prone. Shouldn't have been upside down on the map. I reread the feat and edited my description immediately with an explanation after posting… but forgot to update the map.

The Felling Strike feat says you take no falling damage. Unless I am mistaken you only fall prone from a fall when you take damage. Normally that means > 5' but the feat specifically says you take no damage.

______

And yes Orin is right — everyone is contributing something cool here :)

This fight would be going a lot differently if not for the terrain control, debuffs, healing, and mitigation.

Horizon Hunters

1 person marked this as a favorite.
N male kobold (green dragonscale) fighter (marshal) 10 l HP 49/136 | AC 29 | F +20 (Juggernaut) R +16 W +17 (Juggernaut, Bravery) | Perc +18 (+20 for Ini. )| speed 20 ft | Hero 0 | Active Conditions: None

Yes, everyone really brings something to the table. High level play in 2e is so interesting.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)
Chulyin the Spirit Talker wrote:

@#$&!

Why did I waste a hero point on a recall knowledge check? I have cryptid scholar.

*ahem* Anyhow, I had planned to use cone of cold, but maybe it's better that I save it for later. One of them would have regenerated all or most of the damage anyhow.

I'm off the map edge now. This was described as a massive cavern, so I'm hoping there's room. The point of moving was to keep as few people in the cone arcs as possible.

I'm definitely also trying to think about the best way to ration out spells:

On the one hand, this is our very first bit of trouble.
On the other hand, this bit of trouble is clearly severe enough to merit expending some real resources.
On the gripping hand, the briefing said to try to be back through the portal on 48 hours, so this might actually be a two day expedition, but counting on that being how it actually goes feels pretty risky OOC, and like not learning from past experiences IC (not that accepting that we all die right now because I might need a spell later would make sense IC, either, of course).


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Tangling creepers lets them Sustain to immobilize with a spell attack and also yank the victim 15 feet. The slowed condition is helping in more ways than are apparently obvious.

E: a 35 would crit against your FF AC, Chulyin. They have reach.

Vigilant Seal

Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

I deleted my post based on my failed reading comprehension, for those that are confused. :)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

At FLGS tonight so may not update will later tonight pacific time or AM tomorrow.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

One more edit to account for not seeing the one run while I was writing up the turn.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

No worries. I edit my posts too. I figured it was fair to demonstrate this one was ready to flee since you saw the other one break and run too.

They are tough, but the author baked in conditions for them to run while they still have a fair number of hitpoints left.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I wonder if that was because of the regeneration, since with PFS parties being a little more unplanned than usual, it would be easy to not have cold or death effects on hand.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Yeah. I think it's also because they are intelligent creatures interested in self-preservation.

…But they not intelligent enough to run when it's 6 vs 1, so the Languid isqulug will stick around for a few more rounds yet :p

Vigilant Seal

1 person marked this as a favorite.
Male Human (Sarkorian) (Holy) Halycon Druid 11 | HP 139/139 | AC 29 (30/31) | F +19 R +19 W +22 (S>CS) | Perc +19 | Stealth +16 | 30 ft (fly 40 ft) | Hero 3/3 | focus 1/1 | wand 1/1 | staff 0/6 | spells 1: 2 2: 3 3: 2 4: 2 5: 2 6: 1 | halcyon: 1 2 3 | Active Conditions: toughness, catfall, robust +11, resist swarm 10, fire 5, unholy 4 (+adj. allies), negative 1, cold 1, electricity 1, regen 1 hp/min, fly (49 min), sickened 1

Probably a reproductive imperative that drives it to not run yet… yeah, that must be it. ::shivers::

Envoy's Alliance

1 person marked this as a favorite.
Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

So, Divine Lance does normally target AC, yes.

The Shadow Signet ring's free action metamagic allows me to target my choice of reflex DC of Fort DC, instead, with a spell attack that would normally target AC.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Yendi Ionescu wrote:

So, Divine Lance does normally target AC, yes.

The Shadow Signet ring's free action metamagic allows me to target my choice of reflex DC of Fort DC, instead, with a spell attack that would normally target AC.

Ahh. Thanks. I was not familiar with that item. Frightened Reflex DC is 27 so Same net/net but I will keep that in mind for next time!

Thanks for keeping the rules discussion over here and not in the gameplay thread by the way.

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