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  1. - Top - End - #61
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: The Metropole's Dark Rising

    Pedimesa loock directly to the foes and make a almost undectable movements (DC (1d20+7)[21] to spot his movements). Aren't you tired of all this stalking, all this murder life? Why don't you just walk over there and lay down for a quick nap?

    (2d4)[8] HDs of enemys (choose they from southeast to northwest, fewer HDs first) have to make a will save, DC 18, or get hipinotised (fascinated) and are very friendly (two steps more friendly in attitude) to my suggestions for (2d4)[5] rounds: walk over of the combat and lay prone in the ground until disturbed. Everyone who have to make the saves take a -2 in attacks and AC for one round.

    after that, 5ft to G7.

    Hypnotism
    Spoiler
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    Hypnotism
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: Several living creatures, no two of which may be more than 30 ft. apart
    Duration: 2d4 rounds (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
    If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
    While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
    A creature that fails its saving throw does not remember that you enspelled it.
    Last edited by Andrezitos; 2012-07-11 at 12:59 PM.

  2. - Top - End - #62
    Ogre in the Playground
     
    Beschoren's Avatar

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    Default Re: The Metropole's Dark Rising

    "Woah, were those guys came from!?"

    Lacko casts Color spray on this enemies, hiting several of them. then he falls back to C2
    Spoiler
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    will save DC 14 negates. shoots cone straight ahead, hitting A,B,C,F,G
    if less then 2 HD: (2d4)[6], (1d4)[3]
    if less 3 or 4 HD: (1d4)[2]
    Playing:
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    Akira, the psichyc warrior

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  3. - Top - End - #63
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: The Metropole's Dark Rising

    Quote Originally Posted by Beschoren View Post
    "Woah, were those guys came from!?"

    Lacko casts Color spray on this enemies, hiting several of them. then he falls back to C2
    Spoiler
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    will save DC 14 negates. shoots cone straight ahead, hitting A,B,C,F,G
    if less then 2 HD: [roll0], [roll1]
    if less 3 or 4 HD: [roll2]
    dude, waint to see if any of they fail in my spell. the point of hypnosys is to segregate the enemys. after their saves we can blast the stand still.

  4. - Top - End - #64
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    Chimaera's Avatar

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    Default Re: The Metropole's Dark Rising

    Omar will wait to Kunzler and Serafan act and then will cast a Snake's Swiftness on Serafan to make him attack again.
    "You want me dead? You better talk first with my bodyguard here", taps Serafan's back.

    Also, Zafarius will cast Bless froma scroll to aid the attacks from all allies "May Pelor shine over us".
    Last edited by Chimaera; 2012-07-11 at 12:31 PM.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  5. - Top - End - #65
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    Default Re: The Metropole's Dark Rising

    Quote Originally Posted by Andrezitos View Post
    dude, waint to see if any of they fail in my spell. the point of hypnosys is to segregate the enemys. after their saves we can blast the stand still.
    I'm afraid they won't move until it's their turn. At any rate you could hypinotise them all anyway, even if they are stunned.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  6. - Top - End - #66
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    Pedimesa loock directly to the foes and make a almost undectable movements (DC (1d20+7)[21] to spot his movements). Aren't you tired of all this stalking, all this murder life? Why don't you just walk over there and lay down for a quick nap?

    (2d4)[8] HDs of enemys (choose they from southeast to northwest, fewer HDs first) have to make a will save, DC 18, or get hipinotised (fascinated) and are very friendly (two steps more friendly in attitude) to my suggestions for (2d4)[5] rounds: walk over of the combat and lay prone in the ground until disturbed. Everyone who have to make the saves take a -2 in attacks and AC for one round.

    after that, 5ft to G7.
    Please post the spell on spoil.

    Will saves:

    (1d20+4)[18] "e"
    (1d20+3)[6] h


    Can anyone create a OoC thread for my campaign?
    Last edited by Kevinho; 2012-07-11 at 12:55 PM.

  7. - Top - End - #67
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    Will save DC 14: [Color Spreay]

    A: (1d20+5)[17]
    B: (1d20+3)[17]
    C: (1d20+4)[7]
    F: (1d20+3)[17]
    G: (1d20+3)[11]

  8. - Top - End - #68
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    "c" and "g" are stunned and blinded by (1d4)[3] and then stunned for one more round

  9. - Top - End - #69
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: The Metropole's Dark Rising

    Hey, fellas, dont treaten the "H" dude. Leave this one for the last.

  10. - Top - End - #70
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    Last edited by Kevinho; 2012-07-11 at 04:27 PM.

  11. - Top - End - #71
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    Serafan's Avatar

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    Default Re: The Metropole's Dark Rising

    Looking to Omar after him tap my backs: I know what you guys are feeling, and, until my muscles keep leading my mind, I'll not let you fall budies!

    I'll look now to the blinded one ("A") and will try to smash his head:
    Hit: (1d20+9)[25]
    Damage: (3d6+9)[20]

    The second hit will be on the same target, but, if he dies, I'll hit the "energy green blade guy" ("B").

    Sneake's swiftness:
    Hit: (1d20+9)[22]
    Damage: (3d6+9)[14]
    "Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."


  12. - Top - End - #72
    Pixie in the Playground
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    Default Re: The Metropole's Dark Rising

    Mastur screams at the top of his lungs:
    "YOU SHALL FEAR NOTHING MY COMRADES! CRUSH THEM!"
    and starts to sing a song to boaster his friends' courage.

    Spoiler
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    +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls
    Last edited by Piruca; 2012-07-11 at 09:38 PM.

  13. - Top - End - #73
    Halfling in the Playground
     
    ElfRangerGuy

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    Default Re: The Metropole's Dark Rising

    i'll conjure shocking grasp at my blade and attack "d"

    (1d20+9)[13] dmg (1d8+4)[11] +magic(3d6)[10]
    Gaelam, the dragonbaner archer.

    Tellia, duskblade elf

  14. - Top - End - #74
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    Their turn!

    "a" died at the second attack. "c" and "g" still stunned for 2/3 rounds. "h" is fascinated for 4/5 rounds.

    "f" started to concentrate and Andrezito must make a Will save dc 19 or takes (5d10)[34] damage. (success means no damage) (1d100)[81] (1-10 = piça)

    "d" enters in rage state and 5-ft to F5 and attack Brose, [PA 3] (1d20+8)[15] Damage: (2d6+16)[23]

    "b" enjoys the flank position at D5 and attacks Brosse too, (1d20+9)[29] Damage: (1d6+4)[6] + (2d8)[5]

    "e" will 5-ft step to G5 and throw a thunder stone at southeast inch of D3. Attack: (1d20+4)[22] (AC: 5) and everyone in the area makes a fortitude save DC 15 or be deafened. Any mage deafened has 20% arcane miss chance (Applicable to singing a song either).

    Pedro: (1d20+5)[22]
    Brose: (1d20+3)[22]
    Rich: (1d20+4)[20]
    Andre: (1d20+3)[11]
    Bohrer: (1d20+3)[19]
    Kunzler: (1d20+1)[7]


    DON'T FORGET THAT THE "A" OF THE RED TEAM IS DEAD!!!!!



    Spoiler
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    Last edited by Kevinho; 2012-07-11 at 11:52 PM.

  15. - Top - End - #75
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    Chimaera's Avatar

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    Default Re: The Metropole's Dark Rising

    Since Pédimesa survived the attack, Zafarius will turn his attention to negochops: "I wont let you down, my friend", will move B4 and defensively cast Cure Moderate Wounds: (2d8+8)[18] on negochops. Also, he'll be dodging "b".

    AC 18 (19 vs "b")

    Remember everybody get bonuses from the bless and bard song (even though they don't stack): +1 bonus on attack rolls, damage and save vs. fear and charms.

    Spoiler
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    Prepared Spells:
    0: Cure Minor Wounds (3), Light (1);
    1: Cure Light Wounds* (1), Sanctuary (1), Faith Healing (1), Lesser Vigor (1);
    2: Cure Moderate Wounds* (0), Healing Lorecall (1), Close Wounds (1), Darkness (1).
    *Domain spells.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  16. - Top - End - #76
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: The Metropole's Dark Rising

    Pedimesa moves to E2 and cast a sleep spell centered in H5, affecting e and d. DC 17, or get helpless for 3 min. Spot check DC (1d20+8)[15] to be able to see his movements. (1d100)[7] (20% of arcane spell failure)

    (ooc: put a mark in the a guy, like a blood pool or a whrite something, to make clear he is dead. Me and Pedro use InkScape to draw our maps, very easy and light program.)

    Spoiler
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    status:
    (Beguiler spell selection)
    6 lv0 spells
    5 lv1 spells
    Last edited by Andrezitos; 2012-07-12 at 12:18 PM.

  17. - Top - End - #77
    Pixie in the Playground
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    Default Re: The Metropole's Dark Rising

    Mastur keeps singing and gets ready to use his healing belt when it's necessary.

    Singing failure check: (1d100)[21]

  18. - Top - End - #78
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    Beschoren's Avatar

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    Default Re: The Metropole's Dark Rising

    If neither d and e are asllep
    Spoiler
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    Lacko gets himself to A2 and casts another color spray straight south, hitting only the vile d and e


    If either d or e are asllep
    Spoiler
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    Lacko gets himself to A2 and prepares to cast a spell against the vile f, waiting for him to initiaite the casting of another magic or similar trick.

    prepare to cast lesser orb of acid at f: attack when he casts a spell/manifest power, etc

    ranged touch: (1d20+4)[11], damage (2d8)[9]
    if damage is 8 or less I'll use a luck re-roll for spell damage and take this result instead: (2d8)[10] (magical fortune feat) (damage was not 8 or less, ignore this re-roll)
    Last edited by Beschoren; 2012-07-12 at 06:37 PM.
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    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  19. - Top - End - #79
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    Default Re: The Metropole's Dark Rising

    Hearing the sweet sound of Mastur's voice, and feeling the holy smell of Zafarius' bless, I'll 5-FT to C6 and hit the Psionic-Dude ("F") with all my mojo.

    Hit: (1d20+10)[26]
    Damage: (3d6+10)[23]

    If he dies, ignore all below.

    Sneake's Swiftness:

    Hit: (1d20+10)[18]
    Damage: (3d6+10)[13]
    Last edited by Serafan; 2012-07-13 at 05:40 PM.
    "Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."


  20. - Top - End - #80
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    Chimaera's Avatar

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    Default Re: The Metropole's Dark Rising

    My turn will be Snake Swiftness at Serafan.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  21. - Top - End - #81
    Pixie in the Playground
     
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    Default Re: The Metropole's Dark Rising

    Kevinho is away right now. He is at our granmma's house with his girlfriend and will be at my home again soon, so, he will be able to continue our campaign.

    Hold on wbitches and wizards.
    "Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."


  22. - Top - End - #82
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    ElfRangerGuy

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    Default Re: The Metropole's Dark Rising

    at my next action, i'll make the same attack i've already done. since i've missed the last, the spell still continous in the blade.

    attacking D:
    (1d20+9)[24] + shocking grasp (3d6)[9]
    Gaelam, the dragonbaner archer.

    Tellia, duskblade elf

  23. - Top - End - #83
    Barbarian in the Playground
     
    Beholder

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    Default Re: The Metropole's Dark Rising

    Andrezito didn't cast the spell correclty due to his deafness.
    The second attack from Milke killed the psionic guy.
    Kunzler keeps singing.
    Zafarius healed Brose.
    Beschoren casts his color spray at "d" and "e".


    'd' is stunned and blinded by by (1d4)[4] and 1 additional round of stun, and took (1d8+4)[8] from the weapon damage of Brose.
    'c' and 'g' are stunned and blinded by 1 round and 1 additional round of stun.
    'a' and 'f' are dead.


    'b' decided to 5-ft step to E6 and uses his standart action to de-fascinate 'h'.
    'e' moves to F3 and try to trip 'f'.

    touch attack: (1d20+4)[16] Trip check: (1d20+6)[13] against (1d20+1)[2]

    In case of succes he'll hit him in the ground.
    (1d20+9)[13] and steal one spell:
    (1d3)[1]
    1-healing lorecall
    2-close wounds
    3-darkness


    ~~~~~~YOUR TURN~~~~~~

    Spoiler
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    Last edited by Kevinho; 2012-07-17 at 11:55 PM.

  24. - Top - End - #84
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: The Metropole's Dark Rising

    Pédimesa (e) moves to D1 and attack e with his hand crossbow.
    (1d20+2)[17](1d4)[2]
    Take that, modafuka!

  25. - Top - End - #85
    Pixie in the Playground
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    Default Re: The Metropole's Dark Rising

    Mastur sees "E" approaching and casts Sleep on him.

    Sleep DC 15
    Arcane Spell Failure chance: (1d100)[85]

    Spoiler
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    The singing bonus goes on for 5 more turns for those who weren't deaf last turn e 4 more turns for the deaf ones.
    To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.

  26. - Top - End - #86
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    Chimaera's Avatar

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    Default Re: The Metropole's Dark Rising

    Zafarius thanks Pelor for the sleeping rogue and as a movie action stand up and then cast Sanctuary over himself (Will DC 15 to attack him - 3 round duration)
    He'll be dodging b

    Sanctuary
    Spoiler
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    Sanctuary
    Abjuration
    Level: Clr 1, Protection 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: No
    Any opponent attempting to strike or otherwise
    directly attack the warded creature,
    even with a targeted spell, must attempt a
    Will save. If the save succeeds, the
    opponent can attack normally and is
    unaffected by that casting of the spell. If
    the save fails, the opponent can’t follow
    through with the attack, that part of its
    action is lost, and it can’t directly attack the
    warded creature for the duration of the
    spell. Those not attempting to attack the
    subject remain unaffected. This spell does
    not prevent the warded creature from
    being attacked or affected by area or effect
    spells. The subject cannot attack without
    breaking the spell but may use nonattack
    spells or otherwise act. This allows a
    warded cleric to heal wounds, for example,
    or to cast a bless spell, perform an augury,
    summon creatures, and so on.


    If anyone ned healing, he'll use Close Wounds as immediate action.

    Zafarius Spells:
    Spoiler
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    Prepared Spells:
    0: Cure Minor Wounds (3), Light (1);
    1: Cure Light Wounds* (1), Faith Healing (1), Lesser Vigor (1);
    2: Healing Lorecall (1), Close Wounds (1), Darkness (1).
    *Domain spells.


    Omar look at the hard time the assassin are getting and then say: "You were all talking after all. You said you gonna kill me, but you can't even bypass my bodyguard?" after that, Omar cast Enlarge Person at Serafan.

    Enlarge Person
    Spoiler
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    Enlarge Person
    Transmutation
    Level: Sor/Wiz 1, Strength 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 min./level (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell causes instant growth of a humanoid
    creature, doubling its height and
    multiplying its weight by 8. This increase
    changes the creature’s size category to the
    next larger one. The target gains a +2 size
    bonus to Strength, a –2 size penalty to
    Dexterity (to a minimum of 1), and a –1
    penalty on attack rolls and AC due to its
    increased size.
    A humanoid creature whose size increases
    to Large has a space of 10 feet and a
    natural reach of 10 feet. This spell does not
    change the target’s speed.
    If insufficient room is available for the
    desired growth, the creature attains the
    maximum possible size and may make a
    Strength check (using its increased
    Strength) to burst any enclosures in the
    process. If it fails, it is constrained without
    harm by the materials enclosing it—the
    CHAPTER 11:
    SPELLS
    227
    spell cannot be used to crush a creature by
    increasing its size.
    All equipment worn or carried by a
    creature is similarly enlarged by the spell.
    Melee and projectile weapons affected by
    this spell deal more damage (see Table 2–2
    in the Dungeon Master’s Guide). Other magical
    properties are not affected by this
    spell. Any enlarged item that leaves an
    enlarged creature’s possession (including a
    projectile or thrown weapon) instantly
    returns to its normal size. This means that
    thrown weapons deal their normal
    damage, and projectiles deal damage based
    on the size of the weapon that fired them.
    Magical properties of enlarged items are not
    increased by this spell—an enlarged +1
    sword still has only a +1 enhancement
    bonus, a staff-sized wand is still only
    capable of its normal functions, a giantsized
    potion merely requires a greater fluid
    intake to make its magical effects operate,
    and so on.
    Multiple magical effects that increase
    size do not stack, which means (among
    other things) that you can’t use a second
    casting of this spell to further increase the
    size of a humanoid that’s still under the
    effect of the first casting.
    Enlarge person counters and dispels
    reduce person.
    Enlarge person can be made permanent
    with a permanency spell.
    Material Component: A pinch of powdered
    iron.


    The greathammer used by Serafan delas now 4d6 damage.

    Omar's Spells:
    Spoiler
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    Prepared Spells:
    0: Message (2), Mage Hand (1), Open/Close (1), Amanuensis (1), Detect Magic (1);
    1: Reduce Person (1), Shield (1), Benign Transposition (2);
    2: Invisibility (1), Bull's Strenght (1)
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  27. - Top - End - #87
    Ogre in the Playground
     
    Beschoren's Avatar

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    Default Re: The Metropole's Dark Rising

    Lacko (A)decides to amke use of the favorable advantages to turn the "blind and stunned" into "dead".

    He moves to B6 and attacks G with his reachy glavie. His wepon is engulfed by flames for a moment, just before striking

    Spoiler
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    swift action: casts buring blade, adding 1d8 fire damage to all my attacks for 1 round

    standard: slashing attack vs G (1d20+7)[24], damage (1d10+4)[8], fire (1d8)[6] (inclues +1 form inspire courage and +2 on attack vs blind foe (ie. I'm considered invisible))

    if fire damage is 3 or lower, I'll use a luck re-roll on spell damage: (1d8)[4] (no need)
    Last edited by Beschoren; 2012-07-18 at 07:41 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  28. - Top - End - #88
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    ElfRangerGuy

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    Default Re: The Metropole's Dark Rising

    Tellia will attack D again using blad of blood in the weapon (I lose 5hp).

    (1d20+10)[27] dmg (1d8+5)[11] magic (3d6)[9]

    That will show you not to mess with us again
    Gaelam, the dragonbaner archer.

    Tellia, duskblade elf

  29. - Top - End - #89
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    Default Re: The Metropole's Dark Rising

    "- Hey Omar, nice move! Just what I'd expect from the man with the same code as the boss."
    And since Zugurosh doesn't like crossbow's guys, you know his next move. C6 and powerattacking the modafoca (G)!

    Hit: (1d20+9)[24][was 11, PA = 2].
    Damage: (4d6+12)[30][+2 PA = 34].
    Last edited by Serafan; 2012-07-22 at 02:23 AM.
    "Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."


  30. - Top - End - #90
    Barbarian in the Playground
     
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    Default Re: The Metropole's Dark Rising

    All your attacks seems to work well.

    'e' is sleeping.
    'g' is dead.
    'c' is stunned only, for one round.
    'd' is badly hurted and is stunned by 4 rounds and blinded too.
    'b' as a move action focuses on his blade and attacks Brose again, attack: (1d20+7)[24] damage: (3d6+4)[19] + (2d8)[7]
    'h' casts a spell [magic missile] at Brose too. Damage: (2d4+4)[7]

    You all see the sky openning and lighting Pedro and taking him to the heavens.


    ~~~~YOUR TURN~~~~

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