Lassiviren

Dumah's page

1,276 posts. Alias of markofbane.


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Real life comes first, always. Thanks for the game so far, and I hope all goes well for you.


As the monstrosity looms closer, Dumah considers - just for an instant - bolting. But seeing the courage displayed by the others in the face of such evil. Hoping to buy the valiant warriors some time, Dumah pulls a tiny feather from his pouch and waves it at the creature while he murmurs.

Casting Tasha's hideous laughter. I think it affects undead in this edition as long as they are intelligent enough. DC 13 Wisdom save or incapacitated and prone; new save at the end of each of its turns.


Griot Spelleater wrote:
Dumah wrote:
Dumah chirps in alarm at the two bulky foes!
I know it defies belief, but it's just one foe- an ogre ghoul hybrid. Don't shoot.

Crap. I totally misread that. Yes, not shooting at it.


Dumah chirps in alarm at the two bulky foes! He points at the ogre and unleashes a bolt of frost at it, hoping to slow it enough that mighty Lorr can get into place.

Ray of frost, to hit 1d20 + 5 ⇒ (2) + 5 = 7, damage 1d8 ⇒ 2 cold, and slowed by 10' until my next turn.


Dumah realizes he was the last to have looked at the note. He fumbles in his pouch, separates it from several other pieces of parchment, and scampers up to the... King? Realizing the deference the others are paying, he offers the parchment, then bows awkwardly himself.


Griot Spelleater wrote:
"City Council? Where do you see that?" Griot asks their newest companion. "Well, explain on the way out. I could use a rest and a tasty bite at the Roach."

"Oh. Well, it mentions Vandemic. Melancha Vandemic is the head of the city council. Though I guess they could mean another by that name. It just seems like a strange coincidence if its not."


Griot Spelleater wrote:
He nods at Dumah's offer. "I'd like to know how you got that dragon magic though, Dumah."

Dumah grins widely at the genuine interest in him. "Yes, sure. But first, why does this note talk about the head of the city council?"

He looks at Enoch emerging from the dusty collapse. "You know, those cartways run all over and about under the city. I mean, it makes a rat warren look like a arrow, but if you don't get lost, there is probably a way around the collapse."


When the others are done with it, Dumah too will read the note.

History1d20 + 3 ⇒ (3) + 3 = 6
Religion 1d20 + 3 ⇒ (10) + 3 = 13

GM, for his background feature City Secrets, I intended for that to be Zobeck, if that makes any difference.

Dumah clears his throat, and then addresses the others. "I'm not certain what you're involved in here, but it is clear that I owe my life to you for freeing me from that awful spider and its teeming young. My skills may be modest, but I'd be willing to put them at your disposal to express my appreciation."


Dumah shakes his head, and the magical draconic outline wavered, then vanished. Mustering his courage, he moves closer towards the ghoul and casts a spell on it to try and slow it down.

Bonus action to dismiss dragon mask, move to zone 1, cast ray of frost on the ghoul.

To hit 1d20 + 5 ⇒ (6) + 5 = 11, damage 1d8 ⇒ 2 and speed reduced by 10' until my next turn.


Dumah snaps again at the skeleton that had been attacking Lorr (#2). His translucent dragon mask follows suit. This time the strike is much

To hit 1d20 + 5 ⇒ (15) + 5 = 20 dragonmask uses his spell attack roll
Damage 1d8 + 3 ⇒ (6) + 3 = 9

Dumah does move to follow Skeleton #2 as it goes from where it engaged Lorr to where it now is engaging Enoch.


Thanks for letting us know. Safe travels!


Dumah lurches forward, attacking the skeleton that dares to strike at the dragonborn who so bravely saved Dumah from the spiders. His tiny mouth snaps, which is not at all intimidating in itself. But the magical, translucent dragonhead form over his own mimics the little ratfolk's gesture.

Dragonmask attack on the skeleton attacking Lorr.
To hit 1d20 + 5 ⇒ (2) + 5 = 7 dragonmask uses his spell attack roll
Damage 1d8 + 3 ⇒ (1) + 3 = 4


Round 1

Dumah takes a step back, carefully watching the undead before him. When he hears the stone grating behind him, he murmurs "No, no, no." He slips away from the ghoul to confront whatever is coming. As he does, arcane lines of force start to appear around his his head. They trace an outline of of a much larger draconic head that is superimposed over his own. When it finishes flickering into existence, the magical head mimics Dumah's own movements; the dragon head turns when Dumah turns his head, and its jaw opens when Dumah opens his mouth.

Disengage action to move to zone 2. Is the sarcophagus in zone 3?

Bonus action to use one first level spell slot to activate dragon mask. Armor class is now 16. Three round duration.


Enoch the Scoundrel wrote:

"Dumah." The elf says softly, almost seeming to appear beside the short ratfolk with how eerily quiet he seemed to be. "Were you part of the other adventurers sent down here by the Order of St. Helba? We're looking for any clue of them but so far, we have no found a trace of them."

"No, I was actually -" When the door opens, he goes quiet and his eyes go wide.

History 1d20 + 3 ⇒ (18) + 3 = 21
Perception 1d20 + 1 ⇒ (7) + 1 = 8

When Griot mentions sedition, Dumah twitches. Does he mean me? He looks around feverishly, trying to understand what he missed.


Dumah scurries behind Lorr, watching what the halfing is doing with intense interest.


Dumah surges up to Lorr as he goes about his grim task. "I'm so sorry! I was just trying to hit the spiders, but they were so close, and on you. I hope the burns where the lesser of two evils, so to speak."

Looking around at the others, he gives a nervous smile. "You came just in time. Well, for my sake, anyway. I came down here with some others, but they must have drugged me. Probably thought it would be funny to leave me for food." His face turns bitter as he remembers what happened.


Dumah watches the assault on the spider, hoping these newcomers will stop the spider. He prepares a spell just in case they don't.

If the three before him don't down the spider, he'll cast magic missile Three darts at the spider, damage 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11.


Khanol Treefall wrote:
"Lucky? I guess. You were almost spider food. What a horrible way to go. What are you doing down here?" The barbarian approaches and asks with a shortsword and handaxe in each hand.

"I was down here with friends, or at least I thought they were friends. I'm not sure what they did. I felt woozy, and then I woke up in the webs and they were gone."

When the spider shows itself, Dumah squeals. "Aaah!" He darts away, pointing back with a claw as he goes. A beam of white light streaks towards the spider.

He'll move from zone 1 to zone 2 and cast ray of frost. To hit 1d20 + 5 ⇒ (14) + 5 = 19. If it hits, damage 1d8 ⇒ 2 cold damage, and speed is reduced by 10 feet until my next turn.


Dumah moves up to Lorr. "I'm sorry about that! I tried to get them without getting you, but 'whoosh'! Well, I don't have to tell you!" He pantomimes the dragonborn's breath weapon.

He nervously clicks together the claw tips of both hands nervously. "My name is Dumah, but you can call me 'Lucky' if you wish. That seems to be the way for me. Good luck, bad luck, nothing but luck of one sort or the other all of the time!"

Perception 1d20 + 1 ⇒ (11) + 1 = 12


"Fire? Yes, fire!" Dumah moves back, next to Enoch. He stretches out both of his clawed hands, spreading out his fingers. With an arcane phrase, a gout of flame bursts out, washing over the dragonborn and the swarm engulfing him.

Casting burning hands, damage 3d6 ⇒ (3, 5, 5) = 13. DC15 dexterity for half damage if it applies to a swarm.


Dumah will stand and dash away from the spiders, saying "My luck hasn't panned out yet!"

He'll use a disengage action to try and get away from the spiders and closer to (or even a little beyond) the dragonborn and ravenfolk.


Dumah starts grabbing at some small items scattered on the floor. "Its a crypt spider! It has to still be here. Oh gods, the little ones are everywhere!" One clawed hand brushes at his shoulders and arms as he scrambles.

Dumah will grab at his gear that had fallen on the floor.


Through a flaw in the webbing, the wriggling figure plops unceremoniously to the stone floor. It looks like the a giant rat was caught by the spiders. But when the creature rises on its hind legs, you realize it is a small ratfolk. Its gaze darts back and forth, taking in what's changed since it was entangled.

If I can move towards living creatures without incurring extra attacks, I will. Otherwise, I'll stay put until next round.


GM:

Dumah tries to wriggle his way out. Dexterity 1d20 + 3 ⇒ (17) + 3 = 20 Whoo! That beats a DC13.


GM:
Wisdom (Perception) 1d20 + 1 ⇒ (18) + 1 = 19

Dumah, sensing someone or something stalking closer to him, closes his eyes for a moment and calls upon centuries of generations of meticulously groomed survival instincts. He draws in a deep breath, and when he lets it out, he frantically screams "Help! Help! Predator! Help!" Then, with all of the dignity he can summon, he flails wildly in the web trying to free himself.


GM:
Dumah will must his courage and call out "Hello? Did anyone survive?"


GM:
Dumah, tries to twist and turn to leverage his way off of the webs. Dexterity check 1d20 + 3 ⇒ (14) + 3 = 17. He doesn't say anything while he struggles since he doesn't know who may be out there fighting, and who might be winning.


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Griot Spelleater wrote:
You can Zap the Cap'n, too.

And maybe add me. :)

Hi everyone! I'm going to be the wizard for the team as soon as I can get worked in. I'm looking forward to joining up with you all!


I am. The holidays have slowed down my posting, but I am definitely still here.


I am looking for a +1 weapon. Probably a falchion if it is available.


DM oKOyA wrote:
Dumah wrote:
"I will continue to help. The sooner we resolve this, the sooner Shepses and his psychopaths can be withdrawn."

lol Not sure if that was intentional or autocorrect but it works!

That wasn't autcorrect. :D Glad you enjoyed it!


"I will continue to help. The sooner we resolve this, the sooner Shepses and his psychopaths can be withdrawn."


Dumah rises slowly. At first he is disoriented, looking around for things that aren't there. Realizing what happened, he hangs his head. "I failed you." His green face purples in shame. "What now?"


GM:
Dumah runs on towards the spire, but when he feels the tug, he slows. Then he stops. In a wave of weakness, he considers taking the easy way, running on to his reward in death. But he is nothing if not stubborn. He turns, looking back the way he came. If there was even a chance he could finish what he started, he had to take it. He closes his eyes, embracing the pull to the land of the living. As the magic consumes him, he spares one last glance to his eternal reward in the distance, burning it into his memory to motive him to not fail again. Yes, he answers the call.


GM:
Dumah does not hesitate. He trots with purpose toward the spire and his destiny. And yet, something nags at him. He should be thrilled to go to the afterlife he has earned. But he cannot stop looking after him. He is burdened by the tasks left undone, the failure to his god and his friends.

The joy of his destiny continues to fade, though he runs on dutifully.


Correct. Myron got his AC up to 18, so both hit. The lay on hands and cure moderate got him up to full (40) hit points, so that 86 slayed him outright. Cue horror movie image of upper torso slowly sliding off of the rest of the body...


For just an instant, Dumah sees his life flash before his eyes. The psychopomp's scythe arcs towards him, in a blow that he is sure will be lethal. My soul is ready, he thinks. He doesn't see what Myron does, just a flicker of movement down low. Whatever it was, it made all of the difference. The wicked blade misses on its second pass, and Dumah takes his turn. Though he was prepared to die, the closeness of it shook him, and his swing goes wide.

Strike with flail, 1d20 + 8 - 1 + 1 + 2 ⇒ (2) + 8 - 1 + 1 + 2 = 12
Damage 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16

Lay on hands, 2d6 ⇒ (5, 3) = 8. 5 of 7 used


Kheled Hadri wrote:
Dumah wrote:

"Fool. Why would we parley for mercy for us when you won't show it to your own city? And when we are about to silence your champion?"

Strike with flail, 1d20+8-1+1+2
Damage 1d10+6+6

Immune to fear as a paladin.

I'm not sure if I can step to be flanking with Myron in F4 or G4. If I can, I'd like to.

Don't forget to swift heal! You are our one trick pony at this point.

Grr. Cut and paste error! Thank you!

Swift heal, 2d6 ⇒ (3, 2) = 5


"Fool. Why would we parley for mercy for us when you won't show it to your own city? And when we are about to silence your champion?"

Strike with flail, 1d20 + 8 - 1 + 1 + 2 ⇒ (3) + 8 - 1 + 1 + 2 = 13
Damage 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18

Immune to fear as a paladin.

I'm not sure if I can step to be flanking with Myron in F4 or G4. If I can, I'd like to.


For a moment, Dumah thinks that Ajit had missed his strike. Then the wound started to sting, and then the rush of pain rushed over him. He called on his god's power to ease the pain long enough for his to strike.

Lay of hands, self. 2d6 ⇒ (6, 1) = 7

Strike with flail, to hit 1d20 + 8 - 2 + 1 + 2 ⇒ (17) + 8 - 2 + 1 + 2 = 26
Damage 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16


Looking at the map, I thought those circles was a fountain or statue base that would have prevented a line to charge. If that's not what they are, then I'd gladly make it a charge!


Dumah rushes up to the remaining adversary. "Leave them be, vile creature. You cannot win this until you face me."

Double move to G5.


Dumah presses his attack on the esobok.

To hit 1d20 + 8 - 2 + 1 ⇒ (8) + 8 - 2 + 1 = 15
Damage 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20

Swift action to lay on hands on self, heals 2d6 ⇒ (1, 1) = 2.

If that happens to hit and drop it, he'll move to L8. If Rakara hits and kills it before his turn, he'll move to L8 and apply the attack to Ajit.


Recovering quickly to having his soul restored to his body, Dumah moves on the other psychopomp and strikes out at it, hoping to remove another enemy from the field.

Move to K11 and attack the other esobok.

To hit 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24
Damage 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14

Swift action to lay on hands on self, heals 2d6 ⇒ (4, 5) = 9. Thanks Kheled!


Did the paralysis cause Dumah to drop his weapon or go prone?


Will save 1d20 + 8 ⇒ (5) + 8 = 13

Eh, he wasn't really using his soul anyway.


Dumah lashes down with the flail again, glancing over his shoulder at the vanth.

Attacking the esobok in front of him.
To hit 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 10
Damage 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15

I doubt that will drop it, but if it does, he'll move to K6. If not, he'll 5' step to K9.


Dumah advances with Rakara, attacking the other esobok.

Move to J10, attacking the one in K11.

Power attack with adamantine heavy flail.

To hit 1d20 + 8 - 2 + 1 ⇒ (10) + 8 - 2 + 1 = 17
Damage 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14


Dumah readies the flail, hefting its weight a couple of times to adjust to it.


"I do have the flail" he says, reaching for he weapon even as he replies. "But how do we deal with its aerial hit and run tactics?"

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