Bombadil's Ravenloft PBP

Game Master Bombadil

The original I6 Ravenloft adventure

Cover of i6 Ravenloft / Map of Barovia / Fate Cards / Fortune Cards
Road to the Castle / Castle Courtyard and profile
Castle Upper Floors / Castle Main Floors / Castle Larder / Castle Catacombs
Combat Grid


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Flemming eyes the door carefully.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28 vs DC 25

"Oh, hey 'dere. There's a trap on the tumblers. We should be careful of this one."

He steps back to let the more skilled take his place and deal with the tumblers.


Female Human Fortune Tellya

Perception, Trapfinding: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Disable Device: 1d20 + 14 ⇒ (18) + 14 = 32

Mimi's old eyes do their best to follow Flemming's findings.
Not sure if the same person needs to make both rolls


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Perception DC25: 1d20 + 18 ⇒ (15) + 18 = 33

I think Flemming and Tural could point out what they see. ??


Flemming and Tural are able to point out what they see, and Mimi takes full advantage of their keen eyes.
that 32 Disable check gives you the option of disabling or resetting the trap, per that spoiler


Stats:

Borracho watches to see what the best solution is to the trap, or not-trap.


how about someone just make a decision for the party on the trap being disabled or reset, and then we can move forward


As we're going through the door, I'd rather have it disabled - especially as I'll be opening the door. :)

When Mimi disables the trap, Flemming opens the door and looks around on the other side.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


The troupe decides the best approach is to disable the trap. The door was meant to keep something in the room, not keep someone out that had passed through the secret door in the larder. With the trap addressed and the tumblers in place, the door swings open easily, at first crack revealing a strong light source on the other side. Borracho dims his dancing lights and Tural shrouds the daylight on his weapon as you cautiously peek into the room.

This room is 30 feet square, rising to a 20 foot tall flat ceiling. Gargoyle carvings smile, revealing their teeth, from high upon the walls, well lit by a brazier that burns fiercely in the center of the room. From their alcoves in the center of the east and west walls, two iron statues stand saluting with their weapons bared. Each statue has four arms, one with a shield, one with a sword, and the remaining two with their palms toward the ceiling over their heads. Their eyes seem to watch you as you walk about the room. High overhead, an hourglass with writing on its base hangs suspended above the brazier. All of its sand is in the upper portion, somehow refusing to run down into the bottom. (K78)

All of these features just serve to highlight the object that draws your attention. In the center of the room, on a low stone platform next to the brazier, is a golden chest. It gleams in the light of the fire, untarnished through the centuries. You remember the passage that the greedy accountant Lief showed to you, …they are foolish to play with such magics. The Deck of Many Things can take your life, or your soul. Worse things occur in the room with the golden chest, those cards are just one of the awful possibilities…

A single door stands in the south wall, while three doors line the north wall. The troupe is entering from the left door on the north wall.

please be specific about your actions, where you move, and what you touch as you enter the room


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Tural freezes when he spots the golden chest. "The passage warned of this. I think we should be very careful and avoid the chest. Let's check out the doors though?"


"Agreed. Let's try south first."

Flemming avoids the blinding gold chest and skirts along the walls to the southern door. When everyone is in position, he'll open it - ready for anything! ...or so he thinks.


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Stats:

Borracho casts Detect Magic and looks about the area before following the others in. He might need to again save the day with his usual heroic derrings-do and wants to be ready.

1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Perception

He will look, with dancing lights, before following.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Tural follows Flemming.


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Female Human Fortune Tellya

Mimi snoops about the room, looking the four-armed statues up and down first. "I know we've seen other statues about the castle, but these two are, what's the word for it? Menacing. You think that if we touch the chest, they come alive?"

The Crow then moves closer to the hourglass. "There's writing on the base." She does her best to read aloud any coherent writing, as long as the words are common. "'Klaatu...' wait no, that can't be right, give me a moment. My eye's aren't what they used to be."


Borracho casts detect magic before entering the room and finds the room is covered with magical auras. The exact number and location of the auras is difficult to determine because the strongest aura overwhelms the others. The minor artifact must be located in the golden chest. You think you can sense half a dozen or more other auras in the room.

Tural and Flemming move cautiously to avoid touching anything and wait patiently at the single door in the south wall. Their movement across the room doesn’t seem to trigger anything that you can perceive.

Mimi snoops about the room. As she inspects the statues she finds each of the empty hands actually has a small stone sitting in it, red and blue stones in the 'empty' hands of the western golem, and black and opal with the eastern one. She also notices the joints of the golems have thin, orange lines forming around them.

Turning her attention to the hourglass, the writing is legible and clear as she gets closer:

In the palm of my hand
Is the time left to thee
When it is consumed
Will the flame set you free

Just before Mimi reads the lines on the hourglass to the troupe, Borrach notices the disabled trap in the doorway he still occupies starts to trigger, uselessly thanks to the earlier decision to leave it disarmed. At the same time the sands suspended in the hourglass begin to fall.


Stats:

"It says that, does it, Mimi?" Borracho's brow furls in concentration. "My keen intellect suggests that we might need to toggle with the stones and hands, but my even heightened sense of danger warns against it. And that chest, that chest's energy shines as brightly as Borracho's own mighty chest, and now Borracho knows how it feels for the many beautiful womens who desire to touch Borracho's."


Flemming panics as the sands begin to fall in the hourglass. "Oh s#!&, oh s+$*, oh s++&. I suck at these sorts of riddles!"

He looks at the stones in their palms, "Red, blue, black and opal? What the hell are we supposed to do with that?" He looks for places to put the stones. He suspects they're just supposed to put them in the hands in the right order, whatever that is, but just in case, he searches for stone-sized slots anywhere.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

Int check for a clue: 1d20 ⇒ 19 (just crit fishing)


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Tural shakes his head. "We were warned about the room. It said the deck could kill us, or worse. And that there were other things even worse here." Glancing at the statue he shrugs, "The status is an obvious distraction and possible trap. Maybe moving the stones could help. Or maybe it's just another trap to activate while the sands flow."

Tural checks the door to see if it will open.


Tural checks the door without taking the time to search for traps and luckily nothing sinister happens. The door is locked.

Flemming panics and searches for clues on what to do with the stones. The last lines from the hourglass may provide one.

The sands are moving through the hourglass quickly.

Mimi is up!

this timed trap plays a little weird, after Mimi posts her action for this first round each of you will have 4 rounds of actions before the sands run out, go ahead and post what you want to do in those rounds and if we need to retcon actions based on the results of other actions we can do that


Female Human Fortune Tellya

"Well, none of us did anything except breathe, and the sands started running." Mimi is fond of opal, so she takes the stone from the upturned palm of the eastern iron man. She looks up at the statue looking down on her, and waits to see if she starts something.

"What do you think the orange lines mean? Rust on iron, but just along the joints? So they can and have and will move?"


Mimi plucks the opal from the palm of the golem and nothing happens in the moment. She carefully inspects the orange lines at the joints and it appears to be rust. Though not an expert on golems, you've never heard of a golem rusting before.

Round 2: you can post actions for 4 rounds before the sands have run out in the hourglass


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Female Human Fortune Tellya

"Four stones, four doors, four fools looking for a way out. The words mean something." Mimi points to the bottom of the hourglass. "I took what was in the palm of the hand. Line one, step one. Though what I thought would happen, didn't." Mimi points to the sand still running.

"So, keep reading. We either consume a stone apiece, or we let the flame consume them. Dunno if we need to all eat a stone, or all toss a stone into the brazier." Mimi takes the black stone, and tosses it to Borracho.

"Riddle poetry, Borracho. What's your washboard tell you?"

Mimi moves to the chest next. "We trying to lift this thing out of this deathtrap? Should I try to pop it open? Should we be worried about traps on the doors?" The old woman looks about the room, not entirely worried.

"No skeletons. That's probably a good sign."


As Mimi grabs the black stone to throw it to Borracho, the opal disappears from her hand and appears back in the palm of the golem. A quick test proves that when she grabs the opal, the black stone does the same trick, reappearing in the palm of the golem.


Female Human Fortune Tellya

Mimi hoo-hoos. "Magical." The Crow almost repeats the stone stealing, just to watch the exchange.


Stats:

Borracho moves to catch the slung stone and looks quizzically as it disappears.

"Ah, that is strange, what to try now? Hmmm..." Borracho ponders, noting that nothing is freely given except for the looks he gets from many beautiful womens.

Borracho decide to come take the opal (or black, whichever Mimi does not) and move back to his spot by the trapped/untrapped door. Maybe we can only hold one each? Mimi couldn't hold two?


Borracho joins Mimi by the golem and takes the opal, the moment he does so the black stone disappears from Mimi’s hand. The two of them play grab-stone for a moment to confirm the behavior with Mimi left holding the opal at the end after she snatches it from Borracho’s hand without it disappearing. It seems only one stone can be removed from the golem’s palm at a time.


Round 1 of 4
Flemming, for his first round, will grab a stone. He'll pick the red one. "If they're magic stones, let's see what this does."

He quickly tosses the stone into the brazier fire and steps back, ready for whatever might happen, though he secretly thinks it'll be another dead-end.

Round 2 of 4
Assuming nothing happens, he'll grab the same stone when it reappears, and try touching it to a door to see if it's like a key.


Flemming moves to the other golem and grabs the red stone, leaving Mimi holding nothing, and tosses it into the brazier. A huge flame bursts from the brazier as the stone is consumed, and Tural hears a loud click from the door next to him (southern one). The sands in the hourglass shift like the stones did, the entirety of the grains reappearing in the top portion and beginning to fall again. A quick check from Tural confirms the door leading south in now unlocked. The red stone reappears in the palm of the golem.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

"That opened this door. Possibly allowing an escape. Do you want to try a different stone? I'll listen at this door. Everyone else move close to another door to hear if it unlocks."

Seeing/hearing Mimi at the golden chest he responds, "I'll leave that to your judgement. But we were warned about the supposed treasures in this room."


Mimi wrote:
"No skeletons. That's probably a good sign.”

You ponder that thought for a moment and wonder if that really is a good sign, or a very, very bad portent that not even bones are left behind.

Secret GM roll: 1d20 + 30 ⇒ (20) + 30 = 50

well, no perception checks then!

With the hourglass reset by the casting of the red stone, you now know how to stop the sands before they run out. Borracho stands by the disabled door that remains open, while Tural monitors the southern door which is currently unlocked. Flemming considers what to do with the stones next. Mimi studies the golden chest and wonders if it could be more of a challenge than a vault of Abadar?


"Let's see if one of the stones opens the chest."

He'll try each stone in turn, to see what they open - if they have that long.


Female Human Fortune Tellya

Mimi looks the chest over, wondering...

Perception, Trapfinding: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

While she does, she caws at the others. "So, the red stone burnt til it's back in the uncaring palm of the protector... opened the southern door? Red-Southern? So..." Mimi points perfectly to the other palms, without looking away from the chest, which seems even more golden now.


Each of the other stones works upon the row of doors on the north wall. Blue matching to the door Borracho holds open, black to the center, and the opal to the door on the right. Each time a stone is consumed in the brazier, the sands reset in the hourglass and the other doors lock unless physically held open.

As the boys throw rocks in the fire, Mimi applies her skills to the beautiful golden chest. The lock is complex, but the gleaming gold makes it easy to see every little detail and the mechanical masterpiece doesn’t appear to be trapped. A further search of the chest finds no detectable traps, almost inviting someone to challenge it.


Female Human Fortune Tellya

Mimi rubs her hands together, and begins to work the lock, unable to resist the challenge. "Well done, boys. The doors are no longer a worry, the stones are their keys. Now, if this chest would just be kind enough to..."

Disable Device: 1d20 + 15 ⇒ (15) + 15 = 30


Flemming holds his breath, waiting to see if Mimi is successful.


Stats:

Borracho stands by his door, keeping it open in case there is need to exit.


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Mimi tests the lock and works slowly, knowing the hourglass is no longer an issue. It takes a few long minutes, and the last tumble barely turns as the picks scrape against each other with zero room for error, but the lock falls to the Crow’s mastery and with a soft click the golden chest opens.

DC 20 Perception:
You notices green and purple hues in the air near the ceiling and you realize the gargoyle carvings are emitting a gas. You have just enough time to hold your breath and you don’t need to make the fortitude save against poison. You don’t have time to shout a warning, but you can choose to do that instead of holding your breath.

The moment of success quickly fades as the green and purple gas descends upon you.

DC 16 Fortitude save vs Poison:
The poison is feared throughout the realms, Dreaming Death is a horrible affliction.

Flemming:
the only way to avoid the saving throw is holding your breath, and…
Flemming wrote:
”Flemming holds his breath, waiting to see if Mimi is successful.”

…it seems you are holding your breath, no saving throw needed!

At the same time, the currently held stone reappears in the golem’s hand, then the golem’s hands close around the four stones. The sands continue to fall in the hourglass at a rapid pace. The door beside Tural attempts to snap close, but the cleric strains against it trying to keep the portal open without losing a finger in the process. you can let go if you want, or DC 13 Strength check to hold it open. The door beside Borracho whirrs and clicks, the lock arm even falling in place, but the disabled mechanism has no ability to snap the door closed and it remains open.

The Troupe is up for round 1 of 4, start with saving throws against the gas if needed


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Perception: 1d20 + 18 ⇒ (18) + 18 = 36 Tural spots the falling gas....
Heal to recognize the poison?: 1d20 + 9 ⇒ (9) + 9 = 18
Strength to hold the door: 1d20 ⇒ 17
He holds the door, but doesn't know how long he can. He pulls his lesser weapon from his belt and jams it in place to block the door from closing.

If anyone fell, he walks over to grab the person and drag them out the door by Borracho. If nobody does he motions to everyone as he heads to exit the room through that door.

If he gets out of the room with the others he directs someone to close the door and treats anyone affected.

Will need details to determine healing rolls needed.


Female Human Fortune Tellya

Perception v DC 20: 1d20 + 9 ⇒ (20) + 9 = 29

Mimi's eyes enlarge as she realizes the cause and effect of her lockpicking. In immediate response, her cheeks enlarge, as the Crow holds her breath, and looks for the consensus door of exit. She does try and open chest to see its contents, before hying away.

She does lend a moment to appreciate the diabolical dichotomy of palm open, palm closed, and all that it entails...


Tural’s weapon does the trick and the southern door stays wedged open. A good thing with the dreaming death in the air. link is in the poison spoiler above

Mimi puffs her cheeks and lifts the heavy lid of the chest before fleeing the room. On top of golden coins and jewels, a black velvet bag has a platinum card box sitting on it. The box is carved with details of fortune and failure and seems to beckon to the Crow.


Stats:

1d20 + 11 ⇒ (17) + 11 = 28 Perception

Borracho almost immediately shouts a warning, but thinks better of breathing for the moment. He holds his breath and steps out of the room, ready to rush back in to rescue others if needed.

He wants to speak, but does not...for the moment.


Female Human Fortune Tellya

Mimi almost exhales when she lays eyes on the platinum card box. She quickly grabs it, and bounds out of the room, clutching it to her chest as one might carrying a newborn...


LOL. Holding my breath… :)

Flemming is an observant fellow…
Perception: 1d20 + 11 ⇒ (1) + 11 = 12 vs DC 20

…er, normally. Thankful that others noticed the gas, he keeps holding his breath. When it’s clear no one is going down, he nods to Mimi to fill her pockets, and strides out of the room through Borracho’s door (though it’s good there are two doors to help clear the gas in the room).

He gets a fair bit away from the door so the gas has room to dissipate.


The truly insidious nature of the trap reveals itself when Mimi reaches into the chest, and the chest sprouts arms and reaches back at her. Needle sharp teeth bloom from the edge of the lid as the ancient golden mimic grips her shoulders trying to pull the Crow into its toothy maw for a vorpal chomp. But if it thought the Crow would be an easy target it misjudged her. Years of sleight of hand training pay their due, especially in the course of saving said hand.

CMB to grapple Mimi: 1d20 + 9 ⇒ (17) + 9 = 26

Mimi can swipe the cards from the mimic and slip away before it's able to grapple her with a slight of hand check as an opposed roll to the grapple. Tural waited for the rest of the troupe to move to the exit, so he can take a standard action to aid Mimi from any square in the room. Borracho and Flemming can try to aid from near the doorway. The combat map is updated, you can pick the squares you want to be in.


Status:
AC: 27 (f22/t20) (Included: +4 armor, +2 barkskin) HP: 50/52
Conditions = Mage Armor (+4, 60m), Barkskin (+2, 50m)
Melee: Attack: BAB +6/1, Dex +5, Focus +1, PS -2 Damage: Dex +5, PS +4 DR: Magic, Silver Crit x2
Ranged: Attack: BAB +6/1, Dex +5 Damage: +0
Ki Powers (8/9) (extra attack, barkskin (60m, +3 nat armor), scorching ray (1 ray, 2ki))
Stunning Fist (4/6) (stun or fatigue, DC 16 Fort)
Reroll Charm or Compulsion (1/1)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers)
Ring of Seven Colors (7/7, 10m, Songbird)
Daredevil Boots (7/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)
Wand Mage Armor (44, +4 armor, 1h)

I’d like to start at D5. If so, here’s my post.

Flemming, still holding his breath, does what he can to aid Mimi by trying to stun the chest!

Unarmed: 1d20 + 10 ⇒ (12) + 10 = 22 damage: 1d8 + 9 ⇒ (2) + 9 = 11 (Stunning Fist - Fort DC 16 or be stunned 1r)
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses their Dexterity bonus to AC (if any).

He then skedaddles out the door by Borracho (the way they came in) with his movement so he’s not in the way.


Flemming lunges forward and heavily strikes the lid of the mimic as it’s closing...

DC 16 Fortitude save: 1d20 + 6 ⇒ (11) + 6 = 17

...cracking the weird shell of the mimic and spilling vital juices, but failing to stun it.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Not sure what I am rolling to aide Mimi?: 1d20 ⇒ 15 So I don't know the modifier?


Stats:

Borracho is probably in B4?

Round 1

Borracho, seeing Mimi in danger, calls fire to his hands, tossing a ball of flame at the chest.

1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16 touch to hit; (PBS,heroism)
1d6 + 5 ⇒ (6) + 5 = 11 fire damage.

Borracho Effects:

AC 20, touch 16, flat-footed 14 (+4 armor, +2 shield, +2 dex, +2 barkskin)
Fort +3, Ref +4, Will +7

hp 45/45

Rod of Extend Lesser (1/3 used)

Borracho prep: extended Barkskin, extended Heroism, extended Resist Fire.

Spells:
Barkskin +2 (extended)

Combat:

Base Crossbow attack:
1d20 + 7 ⇒ (14) + 7 = 21 to hit;
1d8 + 1 ⇒ (4) + 1 = 5 damage;

Base Crossbow attack: w/PBS
1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 to hit;
1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5 damage;

Base Crossbow attack: w/RapidReload/Shot
1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 to hit;
1d8 + 1 ⇒ (4) + 1 = 5 damage;

1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 to hit;
1d8 + 1 ⇒ (5) + 1 = 6 damage;

To hit:

1d20 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12 touch to hit; (PBS,heroism)
1d6 + 5 ⇒ (1) + 5 = 6 fire damage.


Female Human Fortune Tellya

Realizing too late what she's put her foot in, the Crow's mind deals with the transformation of a golden chest into something alive and able to punish her for her transgression.

Sleight of Hand v DC 26: 1d20 + 13 ⇒ (6) + 13 = 19

If her primate brain senses that the threat to her life is great, she claws at any salvation, including the Fate Card that rests in a pocket on her left hip.

Should it prove necessary...:

Desna, give me wings. Carry me above these poisonous fumes, set me upon your glorious throne so I might reflect upon the errors of my ways. Gold be crowns, gold be thrones, gold be chests. Heavy rests the crown, high upon the seat, and surely there are dangers in both, for those who covet power. Like I do. This chest turned monster holds a grand magic in these cards, and I would raise a horn of ambrosia in your honor, Desna, should you see me through this horror, and allow me to dream for another year...

The word 'vorpal' motivates me to consider the playing of the Queen of Viking Horns...


Tural, you had a standard action to do something, it wasn’t a specific check of any type, just a chance to help. I’ll treat it like an aid another which wasn’t enough to help Mimi beat the check.

The mimic holds tight to the Crow and continues trying to pull her head into the toothy maw as it crushes her in its grip. As it pulls her forward she presses against the weird slimy coating that sticks to her like glue.

Slam attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 6 ⇒ (1) + 6 = 7 plus adhesive

Flemming encounters the same sticky issue as he strikes it, his hand catching in the vital juices.

Flemming needs a DC 17 Reflex for his hand not getting stuck on the mimic, or a DC 17 Strength check to pull it free if it does get stuck

Borracho’s flame strikes it and blackens the chest bringing a howl of pain from the strange creature.

Meanwhile, the sands continue rushing through the hourglass.

Round 2 of 4 before the sands run out, the Troupe is up!

A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. A mimic automatically adhesive grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon striking the mimic needs a DC 17 reflex to not get stuck. If it gets stuck, you need a DC 17 Strength check to pull it free. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. The substance breaks down 5 rounds after the mimic dies.

only Mimi is under the adhesive grapple at the moment

Mimic and room:

Mimic: 38/60
???: 42/42
???: 42/42


Stats:

Round 2

Borracho rapid-shots more fire at the chest.

1d20 + 6 + 2 + 1 - 2 ⇒ (14) + 6 + 2 + 1 - 2 = 21 touch to hit; (PBS,heroism)
1d6 + 5 ⇒ (5) + 5 = 10 fire damage.

1d20 + 6 + 2 + 1 - 2 ⇒ (4) + 6 + 2 + 1 - 2 = 11 touch to hit; (PBS,heroism)
1d6 + 5 ⇒ (4) + 5 = 9 fire damage.

Borracho Effects:

AC 20, touch 16, flat-footed 14 (+4 armor, +2 shield, +2 dex, +2 barkskin)
Fort +3, Ref +4, Will +7

hp 45/45

Rod of Extend Lesser (1/3 used)

Borracho prep: extended Barkskin, extended Heroism, extended Resist Fire.

Spells:
Barkskin +2 (extended)

Combat:

Base Crossbow attack:
1d20 + 7 ⇒ (4) + 7 = 11 to hit;
1d8 + 1 ⇒ (2) + 1 = 3 damage;

Base Crossbow attack: w/PBS
1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 to hit;
1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 damage;

Base Crossbow attack: w/RapidReload/Shot
1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 to hit;
1d8 + 1 ⇒ (2) + 1 = 3 damage;

1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 to hit;
1d8 + 1 ⇒ (8) + 1 = 9 damage;

To hit:

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