Chapter #3: Adventure 3: Invitation to a Funeral
Re: Chapter #3: Adventure 3: Invitation to a Funeral
Abrex Myzeen LN Faris: AC 0: HP 22: Thac0: 17
Abrex says, "I hate the undead and I knew something smelled foul I just couldn't put my nose on it. They may have sealed us in but they have only sealed their own fate.
Surprise roll [1d10+2] = 2+2 = 4
Abrex ready with sword and buckler charges in and Help Asad or the next strikes the next ghoul if his falls.
Longsword Thac0 (17) To Hit [1d20+1] = 2+1 = 3, Dmg SM [1d8+3] = 7+3 = 10, Dmg Lg [1d12+3] = 3+3 = 6
Abrex becomes unbalanced on his initial strike and clearly misses but not horribly.
Longsword Thac0 (17) To Hit [1d20+1] = 15+1 = 16, Dmg SM [1d8+3] = 8+3 = 11, Dmg Lg [1d12+3] = 8+3 = 11
His second attack he was fully balanced and prepared for striking doing a fair amount of damage.
Abrex says, "I hate the undead and I knew something smelled foul I just couldn't put my nose on it. They may have sealed us in but they have only sealed their own fate.
Surprise roll [1d10+2] = 2+2 = 4
Abrex ready with sword and buckler charges in and Help Asad or the next strikes the next ghoul if his falls.
Longsword Thac0 (17) To Hit [1d20+1] = 2+1 = 3, Dmg SM [1d8+3] = 7+3 = 10, Dmg Lg [1d12+3] = 3+3 = 6
Abrex becomes unbalanced on his initial strike and clearly misses but not horribly.
Longsword Thac0 (17) To Hit [1d20+1] = 15+1 = 16, Dmg SM [1d8+3] = 8+3 = 11, Dmg Lg [1d12+3] = 8+3 = 11
His second attack he was fully balanced and prepared for striking doing a fair amount of damage.
Re: Chapter #3: Adventure 3: Invitation to a Funeral
Rahkeem ibn Hamad al-Qudra
Rahkeem had been expecting some kind of attack....though not from unleaded horrors....still he reacted quickly...
OOC: Surprise roll: 1d10+2 for DEX 17: [1d10+2] = 10+2 = 12
Picking whichever Ghoul is closest to him; he'll dip his hand into the pocket of his cloak and rapidly hurl a trio of darts at it.....once that was done; he would do his best to keep his back to the wall and maintain a distance close enough to attack the ghouls while staying out of their reach if possible (say...10')....
Attack 1 (1d20+2 for DEX 17): [1d20+2] = 8+2 = 10
Attack 2: [1d20+2] = 16+2 = 18
Attack 3: [1d20+2] = 13+2 = 15
If those hit; damage rolls (d3): First: [1d3] = 3; Second: [1d3] = 3; Third: [1d3] = 2
Rahkeem had been expecting some kind of attack....though not from unleaded horrors....still he reacted quickly...
OOC: Surprise roll: 1d10+2 for DEX 17: [1d10+2] = 10+2 = 12
Picking whichever Ghoul is closest to him; he'll dip his hand into the pocket of his cloak and rapidly hurl a trio of darts at it.....once that was done; he would do his best to keep his back to the wall and maintain a distance close enough to attack the ghouls while staying out of their reach if possible (say...10')....
Attack 1 (1d20+2 for DEX 17): [1d20+2] = 8+2 = 10
Attack 2: [1d20+2] = 16+2 = 18
Attack 3: [1d20+2] = 13+2 = 15
If those hit; damage rolls (d3): First: [1d3] = 3; Second: [1d3] = 3; Third: [1d3] = 2
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Dubb
Suprise: [1d10] = 5
Just as Dubb finishes his song, chaos erupts. "Damn that man! Ruining a perfectly good funeral. I bet he wasn't even her brother!"
Dubb pauses and, inspired by the glorious architecture of the hall, moves to within range of the innocents and starts chanting. Unrecognizable sounds and syllables spew forth from the dwarf. Oddly enough, they are quite pleasing to hear.
starts Chanting
Suprise: [1d10] = 5
Just as Dubb finishes his song, chaos erupts. "Damn that man! Ruining a perfectly good funeral. I bet he wasn't even her brother!"
Dubb pauses and, inspired by the glorious architecture of the hall, moves to within range of the innocents and starts chanting. Unrecognizable sounds and syllables spew forth from the dwarf. Oddly enough, they are quite pleasing to hear.
starts Chanting
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Ghouls Surprise Round: Summary
Ghouls: AC 6, THAC0 19, # of Attacks 3
Ghoul Leader: AC 4, THAC0 17, # of Attacks 3
The priests having revealed their true forms as anything but priests start towards the women looking hungry, however the group jumps into action all except for the invisible Jamal, though being invisible nobody can see that he is dumbfounded by the sudden appearance of the ghouls. Dubb begins chanting to aid his friends in battle all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Everyone gets +1 bonus to attack and Save Rolls, Ghouls suffer -1 penalty for the same starting in round 2 Of the five priests one stays back and appears to be commanding or ordering the other four. Though he appears a bit more than a mere Ghoul.
Initiative: PCs [1d10] = 8 NPCs [1d10] = 6 Ghouls go first for surprise round (New Init for round 1 rolled by DM)
Ghouls
Ghoul Leader: Stands back by the Altar directing the 4 other Ghouls.
Ghoul 1: attacks Abrex missing three times and tripping twice but not falling down.
Ghoul 2: attacks Anuzal missing twice tripping once and falling (negating the critical hit) is prone on the floor.
Ghoul 3: attacks Asad missing three times.
Ghoul 4: attacks Rashad Hitting with the first claw attack and missing with the second and the bite. 3 dmg! Rashad save v Paralysis Passed!
PC's & Rashad
Abrex: attacks Ghoul 3 hitting for 11 dmg!
Ahmed: attacks Ghoul Leader firing two arrows hitting with both for 18 dmg! Your sword attack can be used for round 1 you wouldn't be able to fire two arrows and fight in melee in the surprise round.
Anuzal: attacks Ghoul 2 hitting with one thrown dagger for 3 dmg!
Asad: attacks Ghoul 3 missing.
Benham: while waiting for a spell from his efreeti attacks Ghoul 2 hitting for 4 dmg! house rule 19 & 20 are crit hits for players = Hard Hit 2x dmg = Total of 8 dmg!
Dubb: starts Chanting and makes his friends in combat fight better and with inspiration, thus demoralizing their foes.
Emma: casts Move Sands effecting the movement and vision of the ghouls. perhaps why 2 of them fumbled attacks, and one fell down.
Jamal: stands invisible and dumbfounded (can act in round 1) cast levitate if you want in round 1
Rahkeem: attacks Ghoul 1 hitting with 3 darts for 8 dmg!
Rashad: NPC attacks Ghoul 4 hitting for 13 dmg!
Ghouls 2,3 & 4 look as if they can take very little more damage before being defeated. The leader and Ghoul 1 appear to be fairing a bit better.
Actions for Round 1?
Battle Map: Mocked Up
Ghouls: AC 6, THAC0 19, # of Attacks 3
Ghoul Leader: AC 4, THAC0 17, # of Attacks 3
The priests having revealed their true forms as anything but priests start towards the women looking hungry, however the group jumps into action all except for the invisible Jamal, though being invisible nobody can see that he is dumbfounded by the sudden appearance of the ghouls. Dubb begins chanting to aid his friends in battle all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Everyone gets +1 bonus to attack and Save Rolls, Ghouls suffer -1 penalty for the same starting in round 2 Of the five priests one stays back and appears to be commanding or ordering the other four. Though he appears a bit more than a mere Ghoul.
Initiative: PCs [1d10] = 8 NPCs [1d10] = 6 Ghouls go first for surprise round (New Init for round 1 rolled by DM)
Ghouls
Ghoul Leader: Stands back by the Altar directing the 4 other Ghouls.
Ghoul 1: attacks Abrex
Ghoul 2: attacks Anuzal
Ghoul 3: attacks Asad
Ghoul 4: attacks Rashad
PC's & Rashad
Abrex: attacks Ghoul 3 hitting for 11 dmg!
Ahmed: attacks Ghoul Leader firing two arrows hitting with both for 18 dmg! Your sword attack can be used for round 1 you wouldn't be able to fire two arrows and fight in melee in the surprise round.
Anuzal: attacks Ghoul 2 hitting with one thrown dagger for 3 dmg!
Asad: attacks Ghoul 3 missing.
Benham: while waiting for a spell from his efreeti attacks Ghoul 2 hitting for 4 dmg! house rule 19 & 20 are crit hits for players
Dubb: starts Chanting and makes his friends in combat fight better and with inspiration, thus demoralizing their foes.
Emma: casts Move Sands effecting the movement and vision of the ghouls. perhaps why 2 of them fumbled attacks, and one fell down.
Jamal: stands invisible and dumbfounded (can act in round 1) cast levitate if you want in round 1
Rahkeem: attacks Ghoul 1 hitting with 3 darts for 8 dmg!
Rashad: NPC attacks Ghoul 4 hitting for 13 dmg!
Ghouls 2,3 & 4 look as if they can take very little more damage before being defeated. The leader and Ghoul 1 appear to be fairing a bit better.
Actions for Round 1?
Battle Map: Mocked Up
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter #3: Adventure 3: Invitation to a Funeral
Jamal sets his sights on the ghoul leader and casts his Levitate spell upon him.
As soon as it is done he asks Alara to search out a magic missile spell.
. [1d100] = 58 : [1d6+1] = 2+1 = 3 : [1d6+2] = 3+2 = 5
As soon as it is done he asks Alara to search out a magic missile spell.
. [1d100] = 58 : [1d6+1] = 2+1 = 3 : [1d6+2] = 3+2 = 5
Greys Campaign.
Re: Chapter #3: Adventure 3: Invitation to a Funeral
Abrex taks a swing at the same ghoul.
Longsword Thac0 (17) To Hit [1d20+1] = 16+1 = 17, Dmg SM [1d8+3] = 5+3 = 8, Dmg Lg [1d12+3] = 9+3 = 12
Add +1 for Chant
Longsword Thac0 (17) To Hit [1d20+1] = 16+1 = 17, Dmg SM [1d8+3] = 5+3 = 8, Dmg Lg [1d12+3] = 9+3 = 12
Add +1 for Chant
Last edited by Cwreando on Mon Oct 30, 2017 10:26 pm, edited 1 time in total.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Asad struggles with the undeath before him and tries to recover with a meaningful blow:
To Hit (THACO 20): [1d20+2] = 9+2 = 11+1bless = 12
Scimitar Damage- S/M [2d16+4] = 19+4 = 23 / L [4d4+4] = 13+4 = 17:
To Hit (THACO 20): [1d20+2] = 9+2 = 11+1bless = 12
Scimitar Damage- S/M [2d16+4] = 19+4 = 23 / L [4d4+4] = 13+4 = 17:
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Benham Iskandar
Waiting for his gen to return, Iskandar attempts to finish off the ghoul nearest him.
Waiting for his gen to return, Iskandar attempts to finish off the ghoul nearest him.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Ahmed Ibn Fahdlan "Yells" someone get their leader he may be controlling the ghouls, and cuts loose with two more arrows at the leader.
To hit THACO:(13) [1d20+6] = 2+6 = 8, damage per arrow: [1d8+6] = 3+6 = 9
To hit THACO:(13) [1d20+6] = 15+6 = 21, damage per arrow: [1d8+6] = 8+6 = 14
To hit THACO:(13) [1d20+6] = 2+6 = 8, damage per arrow: [1d8+6] = 3+6 = 9
To hit THACO:(13) [1d20+6] = 15+6 = 21, damage per arrow: [1d8+6] = 8+6 = 14
Last edited by Ullek on Wed Nov 01, 2017 1:28 am, edited 3 times in total.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Emma
Keeps up the sandstorm on the floor avoiding her comrades and the civilians as she sweeps at the feet of the undead, gritting her teeth with the effort. Just before she looses control of the sand, she calls it back to her jar and corks it again crying out in relief even as she draws her jambaya.
Keeps up the sandstorm on the floor avoiding her comrades and the civilians as she sweeps at the feet of the undead, gritting her teeth with the effort. Just before she looses control of the sand, she calls it back to her jar and corks it again crying out in relief even as she draws her jambaya.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Anuzal quickly pulls his scimitar from his side and attacks Ghoul#2 as it lays facedown on the floor.
Scimitar [1d20+1] = 15+1+1 = 17 dam[1d8+2] = 4+2 = 6
Scimitar [1d20+1] = 15+1+1 = 17 dam[1d8+2] = 4+2 = 6
Current Characters/Games
Re: Chapter #3: Adventure 3: Invitation to a Funeral
Rahkeem ibn Hamad al-Qudra
Rahkeem sees the Ghoul he hit with a couple of darts was close to Ahmed, who was ignoring it while launching arrows at the Ghoul Leader. Hoping that his aim holds true; the Corsair unleashed another trio of darts at the deadly undead Ghoul; hoping to drop it...
Attack 1 (1d20+3 for DEX 17 and Bless): [1d20+3] = 14+3 = 17
Attack 2 (1d20+3 for DEX 17 & Bless): [1d20+3] = 18+3 = 21
Attack 3 (1d20+3 for DEX 17 & Bless): [1d20+3] = 11+3 = 14
Damge Dart 1 if it hits (1d3): [1d3] = 3
Damge Dart 2 if it hits (1d3): [1d3] = 3
Damge Dart 3 if it hits (1d3): [1d3] = 1
Rahkeem sees the Ghoul he hit with a couple of darts was close to Ahmed, who was ignoring it while launching arrows at the Ghoul Leader. Hoping that his aim holds true; the Corsair unleashed another trio of darts at the deadly undead Ghoul; hoping to drop it...
Attack 1 (1d20+3 for DEX 17 and Bless): [1d20+3] = 14+3 = 17
Attack 2 (1d20+3 for DEX 17 & Bless): [1d20+3] = 18+3 = 21
Attack 3 (1d20+3 for DEX 17 & Bless): [1d20+3] = 11+3 = 14
Damge Dart 1 if it hits (1d3): [1d3] = 3
Damge Dart 2 if it hits (1d3): [1d3] = 3
Damge Dart 3 if it hits (1d3): [1d3] = 1
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Asad tries to strike again (I forgot he gets 2 attacks this round due to his 3/2 attack rate):
To Hit (THACO 20): [1d20+2] = 3+2 = 5
Scimitar Damage- S/M [2d16+4] = 28+4 = 32 / L [4d4+4] = 13+4 = 17:
jeez - 32hp of damage rolled for nothin'!
To Hit (THACO 20): [1d20+2] = 3+2 = 5
Scimitar Damage- S/M [2d16+4] = 28+4 = 32 / L [4d4+4] = 13+4 = 17:
jeez - 32hp of damage rolled for nothin'!
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Dubb
Still Chanting away, Dubb spices the chant up with some falsetto parts.
Still Chanting away, Dubb spices the chant up with some falsetto parts.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Rashad swings his great scimitar at Ghoul 4 once more.
Great Scimitar [1d20] = 14+1 = 15 to hit, [2d8+1] = 11+1 = 12 s/m dmg, [4d4+1] = 9+1 = 10 lrg dmg
I will post a battle summary later today.
Great Scimitar [1d20] = 14+1 = 15 to hit, [2d8+1] = 11+1 = 12 s/m dmg, [4d4+1] = 9+1 = 10 lrg dmg
I will post a battle summary later today.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Ghouls: Round 1 Summary
Ghouls: AC 6, THAC0 19, # of Attacks 3
Ghoul Leader: AC 4, THAC0 17, # of Attacks 3
Chant: Bonus +1 to Hit & Save starts now.
Initiative: PCs [1d10] = 10 NPCs [1d10] = 7 Ghouls go first! (New Init for round 2 rolled by DM)
Ghouls
Ghoul Leader: moves towards Dubb and stops 8' from the cleric exuding a vile carrion stench that radiates around it causing anyone within a 10' radius to become nauseated and feel like retching. (Roll save v Poison with -1 penalty) normally -2 penalty but I added the +1 from Chant so only a -1 penalty to anyone within 10' radius of the leader Ghoul
Ghoul 1: attacks Abrex missing three times.
Ghoul 2: is prone on the floor, and moves to stand up.
Ghoul 3: attacks Asad hitting once with a scratch for 2 dmg! Asad roll save v Paralysis with +1 bonus from Chant
Ghoul 4: attacks Rashad missing all three attacks.
PC's & Rashad
Abrex: attacks Ghoul 3 hitting for 8 dmg! dropping it to the floor un-moving and "re-dead".
Ahmed: attacks Ghoul Leader ignoring Ghoul 1 in front of him firing 2 arrows hitting once for 14 dmg! ending the leader's undeath.
Anuzal: attacks Ghoul 2 hitting with his scimitar for 6 dmg! cutting it down after it just stood back up it falls cut in half "re-dead"
Asad: attacks Ghoul 3 missing with both attacks.
Benham: attacks Ghoul 2 missing this time.
Dubb: continues Chanting and makes his friends in combat fight better and with inspiration, thus demoralizing their foes.
Emma: focuses Move Sands effecting the movement and vision of the ghouls further. The spell ends round 2 new actions.
Jamal: invisible casts levitate on the Ghoul Leader which now levitates above the floor 1' unable to move aside from levitating up and down.
Rahkeem: attacks Ghoul 1 hitting with 3 more darts for 7 dmg! however it still stands though barely.
Rashad: NPC attacks Ghoul 4 hitting for 12 dmg! slicing the ghoul in twain in lies "re-dead" on the floor.
Ghouls 2,3 & 4 look as if they can take very little more damage before being defeated. The leader and Ghoul 1 appear to be fairing a bit better.
Actions for Round 2?
Only Ghoul 1 is still standing (barely) Dubb if you fail the save roll v poison your chant spell is ended, Jamal & Dubb need to roll a save v poison for the carrion stench with a -1 penalty
Battle Map: Mocked Up
Ghouls: AC 6, THAC0 19, # of Attacks 3
Ghoul Leader: AC 4, THAC0 17, # of Attacks 3
Chant: Bonus +1 to Hit & Save starts now.
Initiative: PCs [1d10] = 10 NPCs [1d10] = 7 Ghouls go first! (New Init for round 2 rolled by DM)
Ghouls
Ghoul Leader: moves towards Dubb and stops 8' from the cleric exuding a vile carrion stench that radiates around it causing anyone within a 10' radius to become nauseated and feel like retching. (Roll save v Poison with -1 penalty) normally -2 penalty but I added the +1 from Chant so only a -1 penalty to anyone within 10' radius of the leader Ghoul
Ghoul 1: attacks Abrex
Ghoul 2: is prone on the floor, and moves to stand up.
Ghoul 3: attacks Asad
Ghoul 4: attacks Rashad
PC's & Rashad
Abrex: attacks Ghoul 3 hitting for 8 dmg! dropping it to the floor un-moving and "re-dead".
Ahmed: attacks Ghoul Leader ignoring Ghoul 1 in front of him firing 2 arrows hitting once for 14 dmg! ending the leader's undeath.
Anuzal: attacks Ghoul 2 hitting with his scimitar for 6 dmg! cutting it down after it just stood back up it falls cut in half "re-dead"
Asad: attacks Ghoul 3 missing with both attacks.
Benham: attacks Ghoul 2 missing this time.
Dubb: continues Chanting and makes his friends in combat fight better and with inspiration, thus demoralizing their foes.
Emma: focuses Move Sands effecting the movement and vision of the ghouls further. The spell ends round 2 new actions.
Jamal: invisible casts levitate on the Ghoul Leader which now levitates above the floor 1' unable to move aside from levitating up and down.
Rahkeem: attacks Ghoul 1 hitting with 3 more darts for 7 dmg! however it still stands though barely.
Rashad: NPC attacks Ghoul 4 hitting for 12 dmg! slicing the ghoul in twain in lies "re-dead" on the floor.
Ghouls 2,3 & 4 look as if they can take very little more damage before being defeated. The leader and Ghoul 1 appear to be fairing a bit better.
Actions for Round 2?
Only Ghoul 1 is still standing (barely) Dubb if you fail the save roll v poison your chant spell is ended, Jamal & Dubb need to roll a save v poison for the carrion stench with a -1 penalty
Battle Map: Mocked Up
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Jamal will continue to Levitate the ghoul into the air, waiting for Alara to return.
Save vs poison [1d20+4] = 9+4 = 13 including the halfling bonus and the chant but not his +1 ring of Protection
Save vs poison [1d20+4] = 9+4 = 13 including the halfling bonus and the chant but not his +1 ring of Protection
Greys Campaign.
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Asad's muscles begin to tighten and he slowly realizes he cannot move. Sorry man, a failed save is a failed save... You are paralyzed for Ghoul/Ghast Paralyzation Duration [1d6+2] = 2+2 = 4 4 rounds. After a short amount of time Asad regains the movement of his muscles and body and can move. (Round only lasts like 6 seconds 1 turn is 1 minute in real time.) However this just means for 4 more rounds of combat if it lasts that long you cannot move or act.
Jamal feels like retching and indeed begins retching all over the floor until he moves away from the defeated ghoul leader. Invisible as he is all the rest of the party sees is vomit from coming from the air.Storm11 wrote:Jamal will continue to Levitate the ghoul into the air, waiting for Alara to return.
Save vs poison [1d20+4] = 9+4 = 13 including the halfling bonus and the chant but not his +1 ring of Protection
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: Chapter #3: Adventure 3: Invitation to a Funeral
Dubb
Save vs poison (10):[1d20+5] = 15+5 = 20
Dubb has smelled worse before. That time he and a dozen of his fellows danced in an enclosed room for 24 hours straight comes to mind...or that time he made camel stew...
Seeing that things are starting to get under control, he starts ramping up his chant, increasing tempo and pitch.
Save vs poison (10):[1d20+5] = 15+5 = 20
Dubb has smelled worse before. That time he and a dozen of his fellows danced in an enclosed room for 24 hours straight comes to mind...or that time he made camel stew...
Seeing that things are starting to get under control, he starts ramping up his chant, increasing tempo and pitch.