A storm over Tethyr (Inactive)

Game Master JohnLocke


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Female Sun Elf Rogue 4

"Thanks Hezar. The benefits of a misspent youth coming through."

The Sun Elf grins playfully, before turning to Matthais.

"I could give it a go, though perhaps I can lead everyone to the other side of this trap before attempting it?"


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias looked at the dangerous area of floor uncertainly. "You mean there's already a way through this? Because if you mean for us to jump, I think I'd rather wait," he grinned.


@ Janiries:
Bypassing the trap and leaving it active would require a DC 25 perception check and a DC 25 disable device check.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Kev grunts, giving Janiries room to work. The half-orc turns to look up the stairs, making sure nothing takes them unawares from above.


Female Sun Elf Rogue 4

If I can see the pressure plates, can I just walk across the stones in such a way as to not step on the pressure plates?


Sure, you probably could - let's say an acrobatics DC 15 check - but the others, in their armour and such? Probably no. You can take 10 on your disable traps roll as you are aware of the trap and out of its effective area. The roll for bypassing the trap - DC 25 - would be no easier on the other side if you were to traverse the stones.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I suspect I could navigate the traps as well...though how many of the rest of us could, I do not know.


Female Sun Elf Rogue 4

"Well, I could get through.. but you and Kevkas would certainly struggle. I'll just disable a few of the plates so we can get through. You lot better stay back just incase I trigger something."

Taking out her thieves tools, Janiries drops prone and gets to work, disabling the traps to clear a path through.

Taking 10 on Disable Device to clear the path, so I've got 21 on that roll.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

its DC 25 Janiries...see above


Female Sun Elf Rogue 4

That's to bypass it and leave it armed. To disable a few pressure plates to give us a path through it, while leaving a number of plates still armed, is DC 20, as DM Locke said on the previous page. ;)


Janiries' nimble fingers work on the trap mechanism for several minutes as everyone else keeps their distance. With a metallic, screeching sound, a line of eight flagstones drop several inches into the ground, raising a cloud of fine dust.

Past the flagstones is an archway which was once sealed by massive, stone doors. The doors have been smashed, the remains laying on the ground in a mess of broken and fractured stone. It's too dark to see what lays beyond from your current position, though if your senses are correct, what lays beyond should be roughly underneath the massive, central stone seal that you spied above ground.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Do the doors appear to be smashed from the outside or the inside? Also, is it feasible to search the newly smashed bodies, or are they outside our path?


Female Sun Elf Rogue 4

"Should I just throw the sunrod into the room? Might get a better idea of what's in there."


@ Matthias: the stone lays in disarray around the archway and looks like it has for a long time; a fair bit looks like it has erupted outwards from the door - enough, chillingly, to make it look like something has broken through from the inside.

The bodies against the western wall have been thoroughly pulped, their equipment sundered. You do spy at least one coinpurse on one of the fresh bodies, and a ring on an unbroken hand.

Janiries could attempt a disable device roll to access the bodies, but could no longer take 10, as failure would trigger the trap with her in the area of effect.

Stepping closer to the gateway reveals more of the room beyond; it looks like a massive chamber, over 100 feet to the opposite wall, and illuminated dimly by torches in the walls lit with some strange, purple light. A gigantic coffer, probably 25 feet in length and twenty feet tall, dominates the middle of the round chamber.

Of more direct import, a chilling scene greets you. Several bodies litter the floor, of different races. A lone combatant (perhaps a male human from your vantage point) cuts down a strange, grey-skinned dwarf with his sword as several other creatures advance upon him. Standing further back, and taking no action, a slender hooded figure stands watching the unfolding drama. The lone warrior stands about 25 feet from you, his back to the doorway in which you stand.

Map link is here. Please place yourselves withing 5 feet (one square) of the archway, either inside or outside the chamber.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

any knowledge applicable?


Knowledge - local DC 12 to identify the grey skinned dwarves. You already know the drow .... and the hooded figure is far too shrouded to determine what it is.


Female Aasimar Monk1/Sorceror3

Nijena had stepped to one side to stay out of the way of the others, but upon seeing the scene inside, her almond eyes narrowed, then flared with ghostly green light as she touched the Weave with her will.

No sense being subtle, she thought.

"Hello there!" Her tone was upbeat and friendly, "We saw the door open, and thought someone might wish to share a cup of tea. Imagine our surprise when we saw all the dead people."

As she spoke, nearly-invisible wisps of power wrapped themselves around her, refracting the light of the sunrod into very faint rainbows. She did not draw her sword, but with her thumbs tucked into her sash, one hand was close to the wand hidden therein.

Cast Mage Armor


Female Sun Elf Rogue 4

Stepping quickly through the doorway, Janiries draws her rapier and dagger as she spots the combat taking place.

Knowledge Local check: 1d20 + 9 ⇒ (11) + 9 = 20

She'd have happily stayed back and let the two sides fight each other, only using her weapons in the defence of the party.. that was, until she spotted the Drow. The moment her eyes fell upon that creature, she tensed right up. She may not have been the most traditional of woodland loving elves, but now every primordial instinct, every fibre of her being, was telling her to charge and kill the abomination.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar eyes the creature at the back of the room, knowing in his heart that the cloaked figure is always the dangerous one.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin's sword chopped into the neck of one of the grey dwarves. His enchanted sword cut deep, and the dying dwarf's throat gurgled with gushing blood.

He tried to draw back his arm, but the blade stuck for a terrifying moment. With a grunt, he lifted his leg and kicked the twitching corpse away, freeing his sword.

His torso ached and shook from exhaustion. His shield arm felt numb and drooped, ever so slightly.

And yet despite it all he chuckled shakily. Maybe it was high time his luck ran out.

"Hello there," someone called out behind him.

Dumbstruck he turned his head slightly to see a group of people walking in behind him.

"Sweet, Tymora, I'm sorry I ever doubted you," he said while panting hard for breath.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Speak now. Are you foe to evil, and corruptors of nature?

Sense Motive 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18


@ Janiries:
Duergar! You've heard of these evil, subterranean dwarves before - split from the rest of their race, they have turned to darkness and evil, giving in to the greed that exists in all dwarves. The Duergar are a major race of the underdark, locked in a deadly balance against the other major races. Duergar, due to their exposure to the strange radiations that exist deep in the heart of the world, have developed a number of unique abilities - a resistance to magic, the ability to temporarily increase in size and the ability to turn invisible. That these ones appear to be cooperating with a drow elf - their deadly enemies - is most unusual, to say the least!


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin snorted.

"Are you?! Look, whoever you are we can debate religion later. But I can assure you I'm no friend to these defilers."


The drow and the grey dwarves all speak in unison, their voices flat and emotionless. We are beyond your petty understanding of good and evil, human. We do not corrupt, but instead bring order to the seething chaos which lies beneath. Leave us to our prey. Return from whence you came. We will not warn you again.

The elf and the dwarves look odd - their eyes are glazed and almost lifeless in appearance. The hooded figure reveals nothing, moving not an inch.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"No one asked you!" Davin shouted at his attackers.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Good enough for me... Hezar draws an arrow to his ear.

IE roll init!

1d20 + 4 ⇒ (12) + 4 = 16


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Kev grins and draws his greatsword off his back, muttering a supplication to Torm under his breath.

Cast Enlarge Person on self.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias let the warriors pass him as he exchanged his mace for the sword he carried. Raising it, he spoke a prayer to Helm in a ringing voice.

"Mighty Helm, let the wheat be sorted from the chaff, and fill the worthy with your holy courage! Let them bring light where there is dark, and smite evil where it is found!"

Initiative: 1d20 ⇒ 14

Cast Bless. That should reach everyone, I think.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8


Female Sun Elf Rogue 4

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14


Female Aasimar Monk1/Sorceror3

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20


Prior to the outbreak of hostilities, then: the two Gray Dwarves both double in size before your eyes, and the Drow casts a spell targeting himself (DC 16 to identify).

Remaining initiative rolls:

Kevkas: 1d20 ⇒ 16
Duergar A,C: 1d20 + 5 ⇒ (20) + 5 = 25
Duergar B: 1d20 + 2 ⇒ (10) + 2 = 12
Drow: 1d20 + 6 ⇒ (11) + 6 = 17
Hooded Figure: 1d20 + 6 ⇒ (11) + 6 = 17

Action tranches:
Group 1 - Duergar A; Duergar C
Group 2 - Nijena, Hezar, Kevkas
Group 3 - Drow, Hooded Figure
Group 4 - Matthias, Janiries, Davin
Group 5 - Duergar B

Round One coming up - first to go - the Duergar!


Tranche 1:

Duergar A, now over seven feet tall, trots five feet forward and strikes with all his force at the newcomer with its oversized warhammer:

Power Attack: 1d20 + 6 + 1 - 1 - 1 ⇒ (2) + 6 + 1 - 1 - 1 = 7
Damage: 2d6 + 3 + 1 + 2 ⇒ (5, 2) + 3 + 1 + 2 = 13

Davin easily avoids the clumsy swing, however!

Duergar C ...... unknown.

Tranche 2 is up! Nijena, Hezar, Kevkas. Remember, with this system you can post in any order within your tranche. First come first served!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar steps toward the Drow.

attacks coming shortly


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

+1 Comp Longbow (+1 STR)+ DA+RS: 1d20 + 9 + 1 - 2 - 2 ⇒ (5) + 9 + 1 - 2 - 2 = 11 for 1d8 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10
+1 Comp Longbow (+1 STR)+ DA+RS: 1d20 + 9 + 1 - 2 - 2 ⇒ (19) + 9 + 1 - 2 - 2 = 25 for 1d8 + 2 + 1 + 4 ⇒ (2) + 2 + 1 + 4 = 9

Hezar sends two arrows flying and scowls as one flies wide.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Kevkas grins as the duergars enlarge themselves. "Cute. Now they're almost as big as I was before." With a roar the big warrior- now easily 13 feet tall if not taller- charges the closest grey dwarf.

Charge duergar A, Power Attack +10/3d6+8, AC 16/8/16. Moved map icon.
Attack roll: 1d20 + 10 ⇒ (20) + 10 = 30 ...woohoo, crit! :)
Damage roll: 3d6 + 8 ⇒ (1, 6, 4) + 8 = 19


Female Aasimar Monk1/Sorceror3

Spellcraft to ID spell: 1d20 + 7 ⇒ (8) + 7 = 15

Unable to tell what exactly the Drow had cast upon himself, Nijena ignored him for a moment. Instead, she pulled a wand from her sash, aimed it at the hooded figure, and spoke a quick, foreign word. The wand sent a ball of sticky fluid flying through the air.

Use Wand of Web Bolt. Target the hooded figure. I'm on my phone, so don't have the specs available. DM, feel free to roll any rolls needed. If not, I'll post again from my lappy tonight. Just didn't want to hold things up any further.


@ Kevkas: Please remember to confirm your crit and roll your damage a second time. Thanks!


@ Nijena: the hooded figure is too far for you to bring that wand into play - range is 25 feet + 5 feet/2 levels.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Crit Confirmation: 1d20 + 10 ⇒ (20) + 10 = 30 ...man, where are these dice normally?


Female Aasimar Monk1/Sorceror3

Sorry, for some reason, I hadn't realized the distances. Re-posting:

Unable to tell what spell the Drow had cast upon himself, Nijena moved to at least minimize one threat. Stepping into the room, she drifted to the left flank, to get an unobstructed line of sight to the Drow. Once she had it, she smiled, let her eyes flare with green light, and called down a cone of silent lightning... about 30 feet behind the Drow - onto the hooded figure.

Move to F25, cast Heat Lightning on the Hooded Figure. 1d6+3 Non-Lethal Damage, Dazzled (1 round), and Catch on Fire (1d6 damage/Round, Reflex Save (DC:15) each round to put it out. Reflex Save for half Non-Lethal, no Dazzle, and no Fire (DC:14).

Non-Lethal: 1d6 + 3 ⇒ (6) + 3 = 9
Fire Damage(if needed): 1d6 ⇒ 4


Okay so tranche #2:

Hezar buries an arrow in the Drow's shoulder, causing him to grunt but otherwise showing no reaction.

Kevkas makes the ground tremble as he rushes forward and brings his massive greatsword down on the Duergar warrior.

crit damage: 3d6 + 8 ⇒ (2, 6, 5) + 8 = 21

Kev's mighty blow bites deep into the gray dwarves' neck, sending him to the halls of his ancestors!

Nijena casts a spell at the hooded figure....

Spell resistance: 1d20 + 3 ⇒ (2) + 3 = 5

Nijena's spell seems to melt around the hooded being, like wax from a candle, bending around it and leaving it utterly unaffected!

Tranche #3 - Drow and the Hooded Figure - are up next!


Tranche #3:

Spoiler:
1d20 + 2 ⇒ (2) + 2 = 4 Drow will save vs Mind Flayer due to damage

The Drow takes a five foot step back and then casts a spell at the ferocious Kevkas:

Spellcraft to ID DC 16
Ranged attack: 1d20 + 4 ⇒ (4) + 4 = 8

The spell - a sickly yellow ray - strikes Kevkas but does no damage. Instead, Kev feels an alarming weakness steal over him...

Strength damage: 1d6 + 2 ⇒ (4) + 2 = 6
Fort save for half DC 14: 1d20 + 4 ⇒ (16) + 4 = 20

Kevkas shakes off the worst of the effects, but still feels depleted! Kev suffers -3 Str for 3 rounds.

@Nijena:
You hear a calm, soothing voice in your mind. Why don't you go take a walk in the lovely woods outside? Your friends are brave and strong, and have things in hand here. Enjoy yourself in the beauty of nature while they mop up down here....

Nijena will save vs suggestion DC 18: 1d20 + 8 ⇒ (7) + 8 = 15

Nijena turns around and begins to walk away from the fight, smiling contentedly to herself.

Tranche #4 - Matthias, Janiries and Davin are up next!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Unsure if Nijena was about to wander into the still-trapped pressure plates, Matthias grabbed at her arm. "Miss Osuki, wait! Don't leave!"

I don't know if I have to grapple her to stop her, but if so:
Grapple: 1d20 + 5 ⇒ (15) + 5 = 20

If grabbing Nijena doesn't require grappling her, Matthias will cast enlarge person on Davin. Add the following:

"Vigilant One, I pray that you will grant the Tymoran the size to overpower our enemies! Let them be crushed under the boots of the righteous!"


Female Sun Elf Rogue 4

Janiries screams something out in Elven, then madly charges the Drow, striking at it with her rapier.

Elven:
May our Arrows Fly Swift, May our Blades Strike True!

Attack Roll with Aeketha: 1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13
Damage Roll: 1d6 + 2 ⇒ (2) + 2 = 4


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"I got the big guy."

Davin dives forward with a smirk on his face. The arrival of the mysterious group having revitalized his focus. He stabs forward with his sword.

Longsword: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Damage, if enlarged...
Damage: 2d6 + 12 ⇒ (2, 1) + 12 = 15

And AC drops to 20.


Actions for Tranche #4....

Matthias grabs Nijena in a bearhug to prevent her from leaving. (success vs CMD of 18). Nijena seems herself and is aware of the trapped stones, but seems determined to enjoy the lush natural forest outside.

Filled with hatred at the sight of her ancestral foe, Janiries lunges forward and attempts to run the Drow through, but anger overtakes skill and her blow goes just a little wide.

Davin's blow, however, strikes true, cutting into the now-enlarged Gray Dwarfs' leg, causing it to howl in pain!

Tranche #5 - Duergar B - up next!


Actions for Tranche #5....

Spoiler:
Will save vs Mind Flayer control1d20 + 5 ⇒ (2) + 5 = 7

Duergar B howls in fury, and goes into a frothing rage! (free action to enter Barbarian rage). He then lashes out at Davin with his oversized Dwarven waraxe!

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 2d8 + 6 ⇒ (2, 4) + 6 = 12

The Gray Dwarfs attack goes wide, however, missing Davin's head by over a foot.

Tranche #1 - Duergar A and C - up next!


Round 2!

Tranche #1 - Duergar C....

Silently, and without fanfare, another Gray Dwarf appears behind the newcomer Davin, stabbing at the warriors' back with a short sword:

Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 - +2 flanking bonus
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 plus sneak attack 2d6 ⇒ (4, 6) = 10

Aiming for a Kidney, the Duergar stabs with all it's might - a quick, intuitive turn at the hip saves Davin from certain death, and the vicious strike bites only into flesh, missing anything vital!

Davin takes 18 hp damage.

Tranche #2 - Nijena, Hezar, Kevkas - up next!


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

I should have been more clear. My AC drops to 20, if I was enlarged. The 21 would miss my 22 AC.

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