Leonar |
Seeing the others pause, Leonar does the same, the better to not get pinned in by enemies from both flanks. "Fine...worgs it is!"
While waiting for the worgs to advance, the Druid cast a spell, and his minor scrapes began to heal.
Cure Light Wounds 1d8 + 5 ⇒ (7) + 5 = 12
That should get me back to full HP.
CrazyHedgehog |
Round 6
I'll tack on a movement action for Ambrose at the end of Round 5, which is what I think he was wanting to do in his last post.
Combat ended for the time being, Ambrose urges Smoke past the dilapidated shack and onto the road leading to the keep's ruined entrance. Down the road, he can see the worgs approaching, fast. Behind, the ruined walls of the keep reach 15feet into the sky where they are intact, the two towers guarding the entrance only just reaching that height along the walls that are left.
Helaku, unseen, prepares for another battle. Aleste and Shaylar do as well, but are momentarily distracted when Keliwyn gives a shout. Four spikes rain down on the elven rogue from above, one catching him in the shoulder. As he tries to duck out of the way, he shouts, "We're under attack! There's a creature on the roof inside the keep!" None of you are good vantage point to see what is aiming at Keliwyn. 9 points of damage to Keliwyn.
Leonar casts some healing magic on himself, and his summoned cheetah lopes over and gives him a knowing look before it disappears, the summoning spell reaching its conclusion.
Jorr tries to move back, out of range of whatever it is inside the keep, urging Keliwyn to do the same.
Now you can all see the worgs, slowing a bit as they approach the keep and see Ambrose there ready to take them on. They howl, and there is an answering howl from inside the keep. The three worgs chasing the summoned pony will be back on the map next round.
spike 1d20 + 8 ⇒ (10) + 8 = 18
spike damage 1d6 + 5 ⇒ (5) + 5 = 10
spike 1d20 + 8 ⇒ (9) + 8 = 17
spike damage 1d6 + 5 ⇒ (2) + 5 = 7
spike 1d20 + 8 ⇒ (5) + 8 = 13
spike damage 1d6 + 5 ⇒ (1) + 5 = 6
spike 1d20 + 8 ⇒ (20) + 8 = 28
spike damage 1d6 + 5 ⇒ (4) + 5 = 9
Ambrose Harrowfield |
"I'll try to break ranks on one group and keep them busy!"
Ready an action to mounted charge with lance the first worg that comes up the road and gets within 30 ft. or so.
Spirited Charge with lance
Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 3d8 + 12 ⇒ (2, 8, 8) + 12 = 30
CrazyHedgehog |
Round 7
You prepare for battle.
Ambrose is ready to break into a charge as the worgs close in.
Helaku readies an enlarge person spell, looking for someone to cast it on.
Aleste takes a quick step out from the wall, looking up at what struck Keliwyn. You catch a glimpse of a leonine creature pacing on the roof of a building behind the ruined tower, swishing a spiky tail.
Leonar uses his wand to heal Keliwyn of the damage from the spikes. Keliwyn nearly at full strength.
Jorr readies an action to shoot at the first worg to close on the group, and Keliwyn does the same.
There is a howl from inside the keep and the scrabbling of paws. Some of you can see two goblins mounted on their worgs, late in joining the fight. Their howls are answered by the three worgs returning to the keep. They leap at the Lion of Brindol barring their way, as the knight leaps into a charge. The lead worg is impaled on Ambrose's lance and falls limply to the ground. The next worg leaps in and tries to rip out the knight's throat, but he blocks the beast's jaws with his shield. The other worg springs past the knight, heading for the rest of the group! Well done Ambrose!
Updated Map
The two gray blobs near Ambrose are the worgs. The third is dying. The two goblin riders and their mounts are to the left of the keep's entrance.
------
worg 2 attack 1d20 + 9 ⇒ (2) + 9 = 11
worg 2 damage 1d6 + 4 ⇒ (4) + 4 = 8
Rowena "Cat" Thennemen |
"No enlargement for me, thanks. I'd rather stay my normal size and be more nimble than big, strong and slow."
Quickly drawing a bundle of arrows from my backpack, I place them in my quiver, to replace the ones I've shot at the goblins and the hydra before that. Once I'm satisfied that I'll be able to lay down some seriously heavy fire, I turn towards the sounds of the worgs. "Alright, worgs first. Then we can deal with whatever is inside the keep.
Leonar |
Leonar holds his ground and casts a spell, causing the clouds to momentarily darken. Suddenly a lightning bolt crashes down on the closest goblin riding the worg.
Lightning Damage 3d6 ⇒ (5, 1, 3) = 9
Cast Call Lightning. Reflex DC 18 for half damage.
Helaku |
Round 7
Hearing no one interested in the spell, the invisible Helaku changes his plan and advances to the corner of the wooden structure. Suddenly the sorcerer reappears as a bolt of fire flies toward the worg that has slipped past Ambrose.
Attack (Ranged Touch) 1d20 + 5 ⇒ (11) + 5 = 16
Damage (Scorching Ray) 4d6 ⇒ (3, 4, 1, 5) = 13
CrazyHedgehog |
Round 8, part one
Suddenly, Helaku reappears amongst you as he launches a searing beam of fire at the approaching worg. You can see its fur smoke and it nearly crashes to the ground from the blast, but manages to keep its feet.
Shaylar quickly restocks his quiver with arrows, preparing to launch a barrage of ranged attacks.
Aleste - From where you are standing it's a difficult shot as the creature is up on the roof, making it a difficult angle to hit and it keeps pacing back and forth, in and out of your line of sight. But yes, you can get a clear shot at the creature.
CrazyHedgehog |
Round 8 continued
Catching sight of the winged creature up on the roof of the keep, Aleste lobs one of his explosive bombs up towards it. The bomb strikes the creature and explodes, making a terrific noise and engulfing the creature in flames. It ducks out of sight as it tries to dowse the flames. The creature is now on fire.
Leonar summons a bolt of lightning, which streaks across the open ground to strike one of the goblin riders in the chest, just as they are emerging from the keep's entrance. It gurgles in pain, and a smoking black rent marks the goblin's armor where the bolt struck in the chest.
Waiting for any enemies to come into point blank range, Jorr and Keliwyn both attack the goblins with their bows. Jorr rapidly shoots two arrows at the lead goblin, hitting the one closest to him. Keliwyn's arrow sails past ineffectively. 9 points of damage to the goblin that Jorr hit.
The goblin riders keep coming towards you, focusing their attacks on those nearest, Leonar and Aleste. The riders shoot with their powerful shortbows before drawing short-bladed scimitars. One arrow each hits both Aleste and Leonar, even penetrating Leonar's bark-like skin. Then their worg mounts enter the fray, biting with their sharp fangs and goaded on by the goblins. The one attacking Leonar tries to gnaw on his arm, but doesn't do any real damage thanks to his barkskin spell. The other worg attacking Aleste manages to find warm flesh, and nearly trips the alchemist down to the ground. 3 points of damage to Leonar from the goblin's arrow, 4 points of damage to Aleste from an arrow, and 8 points of damage from the worg's bite, 12 points in total. Eeek!
The worg attacking Ambrose tries to bite the knight's leg, but it doesnt' manage to get through his armor. The other worg bounds ahead and attacks Keliwyn, barreling into the elf, biting and bearing him to the ground. 5 points of damage to Keliwyn and he's been tripped and is prone on the ground.
Ambrose next!
Updated Initiative - initiative order has changed somewhat due to readied and delayed actions and such - I think this is correct, though doesn't make too much difference to gameplay at the moment.
22 - Helaku
21 - manticore
19 - Aleste
19 - Leonar
13 - Jorr
13 - Keliwyn
13 - goblin riders & their worgs
10 - worgs on their own
4 - Ambrose
------
goblin 4 Reflex 1d20 + 5 ⇒ (1) + 5 = 6
Jorr arrow Rapid Shot 1d20 + 6 ⇒ (12) + 6 = 18
Jorr damage 1d8 + 1 ⇒ (6) + 1 = 7
Jorr arrow Rapid Shot 1d20 + 6 ⇒ (19) + 6 = 25
Jorr damage 1d8 + 1 ⇒ (8) + 1 = 9
Keliwyn arrow 1d20 + 7 ⇒ (8) + 7 = 15
Keliwyn damage 1d8 ⇒ 1
goblin 4 attack 1d20 + 9 ⇒ (11) + 9 = 20
goblin 4 damage 1d4 ⇒ 3
goblin 5 attack 1d20 + 9 ⇒ (18) + 9 = 27
goblin 5 damage 1d4 ⇒ 4
worg 4 bite 1d20 + 7 ⇒ (11) + 7 = 18
worg 5 bite 1d20 + 7 ⇒ (19) + 7 = 26
worg 5 damage 1d6 + 4 ⇒ (4) + 4 = 8
worg 5 CMB 1d20 + 7 ⇒ (6) + 7 = 13
worg 2 bite 1d20 + 7 ⇒ (3) + 7 = 10
worg 2 damage 1d6 + 4 ⇒ (5) + 4 = 9
worg 3 bite 1d20 + 7 ⇒ (18) + 7 = 25
worg 3 damage 1d6 + 4 ⇒ (1) + 4 = 5
worg 3 CMB 1d20 + 7 ⇒ (16) + 7 = 23
Helaku |
Since its back to me at the top of Round 9, I'll go ahead and give that to you
Round 9
Helaku opens his mouth in a silent scream...well, silent to all except the worg that has felled Keliwyn. To the worg it is the sound of a thousand demons of the abyss coming to take him. Casts ear-piercing scream for 2d6 ⇒ (6, 4) = 10 sonic damage and dazed for 1 round unless it makes a DC 17 Fort save
Ambrose Harrowfield |
Noticing the enemies forming up around his companions, Ambrose wheels about from the worg that had tried to attack him and levels his lance at the flank of the goblin worg riders. Pressing his heels into smoke, he thunders away from the lone worg, opening himself up to a rear attack as he kicks into a charge.
Spirited charge against the goblin worg rider just north of Leonar. (Attacking the worg, not the goblin). Provoking an AoO from the lone worg, though both Smoke and myself have Mobility so Ambrose's AC vs the AoO is 25 and Smoke's is 26.
Spirited Charge with Lance-
Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 3d8 + 12 ⇒ (8, 7, 8) + 12 = 35
I probably get a flanking bonus in there too but I suppose it's a bit superfluous.
Shaylar Kallanereth |
Seeing the worgs come closer, I lean around the edge of the building and draw a bead on one of them."Ehlonna, grant me the eyes of the eagle. Make my arrows strike true."
My hand set against the wall to help me stabilize my bow results in the arrow flying at its target with deadly accuracy.
Attack, Longbow: 1d20 + 10 ⇒ (20) + 10 = 30
Damage, Longbow: 1d8 + 3 ⇒ (1) + 3 = 4
Crit check: 1d20 + 10 ⇒ (12) + 10 = 22
Crit damage: 2d8 + 4 ⇒ (3, 2) + 4 = 9
Status: AC: 19 - HP: 26/26
CrazyHedgehog |
Round 8 continued
Seeing the group under attack, Ambrose turns Smoke around and charges back, hurtling towards one of the worgs and impaling it with his spear. The wolf slides off his lance, dead, while his goblin is thrown from the saddle. The wiry goblin nimbly rolls to his feet, looking wary. The first wolf failed its AoO.
Round 9
Helaku unleashes an ear-piercing scream at the worg ravaging Keliwyn. The evil wolf, with its sensitive hearing, seems particularly badly affected, trying cover its ears with its paws. A second later, it's hit by a well-placed arrow from Shaylar, and staggers, barely keeping its feet. Worg is dazed for 1 round due to Helaku's spell.
Up on the roof of the keep, you hear a furious scrabbling as the creature tries to put out the flames that are burning it by rolling them out. Manticore takes 5 more points of fire damage this round, failed its Reflex save to douse the flames.
Finding himself on the front line, Aleste takes a step back from the action and drinks an extract, suddenly feeling more fleet of foot. Leonar turns on the goblin that shot him and unleashes another lightning bolt at it. The nimble goblin manages to twist out of the way, avoiding most of the damage with a cruel grin on its face. Goblin amazingly made the save, took 4 points of damage.
Jorr fires two more arrows in rapid succession, aiming for the worg that attacked Aleste. One of the arrows hits, a good shot in the worg's side. 9 points of damage to the worg. Keliwyn picks himself up and draws his rapier, rallying to attack his foe. Fortunately the worg closest to him is dazed and doesn't take an actions against him; Keliwyn isn't sure why the worg isn't attacking, but thanks the gods for it.
The one goblin still mounted tries to take a shot at Jorr with his shortbow, but misses. The other goblin acts defensively, prepared to leap out of the way if attacked while he draws his scimitar.
The worg that Ambrose leaves at his back charges into the melee, attacking Smoke and attempting to unseat the knight. Attacking the horse's flank, its bite is deep, drawing a gush of blood. 9 points of damage to Smoke. The third remaining worg is still dazed and reeling from its wounds, and doesn't attack.
------
goblin 4 Ride 1d20 + 9 ⇒ (17) + 9 = 26
worg 3 Fort save 1d20 + 5 ⇒ (4) + 5 = 9
goblin 4 Reflex save 1d20 + 5 ⇒ (14) + 5 = 19
Jorr arrow 1d20 + 6 ⇒ (3) + 6 = 9
Jorr arrow 1d20 + 6 ⇒ (17) + 6 = 23
Jorr damage 1d8 + 1 ⇒ (8) + 1 = 9
1d20 + 6 ⇒ (9) + 6 = 15
1d20 ⇒ 16
worg 2 Aoo 1d20 + 7 ⇒ (11) + 7 = 18
goblin 5 attack 1d20 + 9 ⇒ (5) + 9 = 14
worg 2 attack 1d20 + 9 ⇒ (14) + 9 = 23
worg 2 damage 1d6 + 4 ⇒ (5) + 4 = 9
worg 5 attack 1d20 + 7 ⇒ (4) + 7 = 11
1d6 ⇒ 5
manticore Refles 1d20 + 9 ⇒ (3) + 9 = 12
Helaku |
Round 10
"That worg by Aleste must nearly be dead, I'm going to try to get the one that is still bearing the goblin." Helaku shifts his target and unleashes another scream. Silent to all but the worg under the goblin. Casts ear-piercing scream for for 2d6 ⇒ (3, 6) = 9 sonic damage and dazed for 1 round unless it makes a DC 17 Fort save
Aleste |
I pick my way past Jorr's dogs until I am behind Helaku, then I steady myself and heft another bomb ready action in case the best from the rooftop attacks again.
attackagainst touch AC, if the monster shows up: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 3d6 + 4 ⇒ (1, 3, 1) + 4 = 9
Ambrose Harrowfield |
Feeling Smoke reel beneath him, Ambrose turns his attention to the worg he had put behind him. Narrowing his eyes at the beast, he pulls up on Smoke's reigns, bringing her into a rear and pivot. The mare lashes at the worg with hooves and teeth while the rider attempts to stab at the goblin between Jorr and Leonar with the reach of his lance.
Smoke Hoof 1d20 + 1 ⇒ (14) + 1 = 15
Damage 1d6 + 2 ⇒ (1) + 2 = 3
Smoke Hoof 1d20 + 1 ⇒ (12) + 1 = 13
Damage 1d6 + 2 ⇒ (4) + 2 = 6
Smoke Bite 1d20 + 6 ⇒ (10) + 6 = 16
Damage 1d4 + 4 ⇒ (1) + 4 = 5
Ambrose Lance 1d20 + 10 ⇒ (19) + 10 = 29
Damage 1d8 + 4 ⇒ (1) + 4 = 5
Ambrose:
HP 52/52
AC 21
Smoke:
HP 36/47
AC 22
Leonar |
Leonar moves 5' northwest, trying to get out of range of the nearby goblins. He directs another bolt of lightning at the closest goblin. If the others have taken care of the closeby goblins, he will try to direct the burst of lightning at the Manticore.
Lightning Damage 3d6 ⇒ (4, 1, 3) = 8
3rd bolt from spell. DC 18 reflex save for half.
CrazyHedgehog |
Sorry it's been a slow week, have tried to post but either the internet connection or the paizo site haven't been cooperative. Must be all the people online just now doing christmas shopping!
Round 9 continued
Seeing the worg worrying at Smoke behind him, Ambrose wheels his charger around. Smoke lashes into the worg with hooves and teeth, leaving the wolf the worse for wear. At the same time, Ambrose stabs the closest goblin with his lance, easily pushing through the goblin's armor.
Round 10
Helaku turns towards the worg nearest to him and Aleste. He casts one of his ear-piercing scream spells and the worg cringes painfully. Worg is dazed for 1 round.
Up above on the roof, the lionic creature still seems to be putting out the flames engulfing it by rolling on the broken roof tiles. Finally, the flames go out, leaving the creature a bit singed. Aleste moves back from the fray to where he can see the creature, readying another bomb.
Shaylar shoots at the worg dazed by Helaku's attack, scoring a major wound on the worg. It appears to be on its last legs.
Leonar takes a step around the goblins, zapping the closest goblin with another lightning bolt. Leaning back in his saddle, the worg-mounted goblin dodges the worst of the electric bolt, though it does get a bit cooked. Successful reflex save, 4 points of damage.
Jorr edges back from the worg and goblin rider in front of him, drawing another arrow. He hits the worg at the same time two of his dogs leap in to the attack, and the worg collapses. The goblin rolls out of the saddle, rolling to his feet. 10 points of damage to the worg; worg is dying, goblin is on his feet now. Keliwyn fires another arrow as well, hitting the worg closest to the shed, inflicting a minor wound. 1 point of damage to the worg.
The two remaining goblins strike back. The one closest to the keep, with his worg shot out from underneath him, still has his bow. He takes a step back and shoots at one of Jorr's dogs in front of him, inflicting a minor hit. 1 point of damage to Jorr's dog. The other goblin attacks Ambrose with his scimitar, making skilled strikes but unable to get through his armor.
The last two worgs attack as well. The one attacking Smoke tries to swipe at the horse's legs but Smoke dances out of the way. The other worg turns on another of Jorr's dogs, but without effect.
------
worg 5 Fort save 1d20 + 5 ⇒ (1) + 5 = 6
manticore Reflex save 1d20 + 9 ⇒ (12) + 9 = 21
1d6 ⇒ 1
goblin 5 Reflex save 1d20 + 5 ⇒ (16) + 5 = 21
Jorr attack 1d20 + 6 ⇒ (17) + 6 = 23
Jorr damage 1d8 + 1 ⇒ (2) + 1 = 3
Jorr attack 1d20 + 6 ⇒ (17) + 6 = 23
Jorr damage 1d8 + 1 ⇒ (2) + 1 = 3
dog attack 1d20 + 3 ⇒ (18) + 3 = 21
bite damage 1d6 + 3 ⇒ (4) + 3 = 7
dog attack 1d20 + 3 ⇒ (8) + 3 = 11
bite damage 1d6 + 3 ⇒ (1) + 3 = 4
Keliwyn attack 1d20 + 7 ⇒ (12) + 7 = 19
Keliwyn damage 1d8 ⇒ 1
goblin 5 ride 1d20 + 9 ⇒ (7) + 9 = 16
goblin 4 attack 1d20 + 9 ⇒ (11) + 9 = 20
goblin 4 damage 1d4 ⇒ 1
goblin 5 attack 1d20 + 4 ⇒ (15) + 4 = 19
goblin 5 damage 1d4 ⇒ 1
worg 2 attack 1d20 + 7 ⇒ (9) + 7 = 16
worg 3 attack 1d20 + 7 ⇒ (4) + 7 = 11
Helaku |
Round 11
Helaku holds his ground, hoping that someone better armed can finish off the final worg. Seeing the goblin firing arrows from the entryway to the keep, he readies another scream and opens his mouth again, the invisible sound wave cutting through allies and descending on the poor goblin with a piercing shriek. Casts ear-piercing scream for for 2d6 ⇒ (4, 3) = 7 sonic damage and dazed for 1 round unless it makes a DC 17 Fort save
Doesn't look like I've rolled Knowledge on it yet so...
Knowledge (Arcana) 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge (Local) 1d20 + 5 ⇒ (6) + 5 = 11
Ambrose Harrowfield |
Round 10
Turning Smoke away from the snapping jaws of the worg, Ambrose drops his lance and draws his battleaxe in order to better combat the scimitar-wielding goblin. Mount and rider attack in concert, the steed lashing out at the worg once more as Ambrose hacks down at the goblin with the wicked blade of the axe.
Smoke Hoof: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Hoof: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Ambrose Axe: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
CrazyHedgehog |
Round 10 continued
Ambrose hacks at the goblin near him while Smoke lashes out at the worg. Both fight furiously, Ambrose taking chips out of the goblin's buckler and hide armor, but neither really breaks through their opponent's defenses.
Round 11
Helaku throws out another ear-piercing scream directed at the goblin in the ruined tower. It clutches its ears in pain but then shakes it off and returns to the fight. Goblin made a successful Fort save, took 4 points of damage, avoided being dazed.
The creature atop the keep clatters to the crumbling wall and leers down at you. It whips its tail, sending a spread of four spikes at the party. As it shows itself, Aleste springs into action with a readied bomb, hitting the creature full in the chest. Once again it is engulfed in flames, and the creature roars in fury. It seems ready for the attack this time, though, quickly beating out the flames. Its spikes have had deadly effect as well, hitting Jorr and two of his beloved dogs. The woodsman grunts as he pulls the spike out of his chest, but his dogs have been badly mauled. 9 points of damage to Jorr, 7 and 10 points of damage to his dogs, respectively.
Aleste, sure roll for a Knowledge check against DC 15. If successful, read the spoiler below.
Shaylar draws a bead on the worg in front of him, lets fly and strikes the worg in the heart. It immediately collapses in mid-strike. The elf turns his attention to his next target.
Jorr grimaces as he zeroes in on the goblins in front of him. One arrow hits the goblin in the ruined tower with enough force to punch all the way through the goblin's body. It looks down at the wound in surprise before crumpling to the ground, dead. The other arrow hits the remaining goblin, inflicting a terrible wound. Nearly two critical hits! Keliwyn instead targets the creature at the top of the wall, wounding it.
The remaining worg and goblin start to panic now, realizing that the fight has turned against them. The goblin presses its attack against Ambrose, the knight blocking his escape. He tries to slash at Smoke's legs, while the worg behind does the same, but the horse dances away from both attacks.
Updated Initiative {due to readied actions)
22 - Helaku
21 - Aleste
21 - creature on wall
20 - Shaylar
19 - Leonar
13 - Jorr
13 - Keliwyn
13 - goblins
10 - worgs
4 - Ambrose
Happy holidays everyone! I know you all probably have RL stuff going on just now, so we'll pick up again after the new year.
------
goblin 5 Fort save 1d20 + 5 ⇒ (16) + 5 = 21
4d8 ⇒ (1, 3, 4, 1) = 9
spike 1d20 + 8 ⇒ (3) + 8 = 11
spike 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d6 + 5 ⇒ (2) + 5 = 7
spike 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d6 + 5 ⇒ (4) + 5 = 9
spike 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 5 ⇒ (5) + 5 = 10
fire damage 1d6 ⇒ 3
manticore Reflex 1d20 + 7 ⇒ (15) + 7 = 22
Shaylar attack 1d20 + 10 ⇒ (20) + 10 = 30
Shaylar crit confirm 1d20 + 10 ⇒ (16) + 10 = 26
Shaylar damage 1d8 + 3 ⇒ (6) + 3 = 9
goblin 5 Reflex save 1d20 + 5 ⇒ (3) + 5 = 8
Jorr attack 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm 1d20 + 6 ⇒ (19) + 6 = 25
damage 3d8 + 3 ⇒ (2, 6, 4) + 3 = 15
Jorr attack 1d20 + 6 ⇒ (20) + 6 = 26
damage 3d8 + 3 ⇒ (2, 3, 4) + 3 = 12
Keliwyn attack 1d20 + 7 ⇒ (14) + 7 = 21
crit confirm 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d8 ⇒ 4
goblin 4 attack 1d20 + 4 ⇒ (7) + 4 = 11
worg 2 attack 1d20 + 7 ⇒ (3) + 7 = 10
Helaku |
Round 12
"Manticore up top in case the spikes weren't enough of a clue. Someone had best see if they can finish that goblin and the worg so they don't bolt to raise more of an alarm than they already have. I'll see if I can help Aleste deal with the manticore." Helaku sizes up the distance to the manticore and stretches his hand to point at it. A moment later, a stream of fire boils from his arm directly at the manticore.
Casts scorching ray Attack (ranged touch) 1d20 + 5 ⇒ (18) + 5 = 23 for 4d6 ⇒ (4, 1, 5, 4) = 14 fire damage
Happy holidays CHH!
Ambrose Harrowfield |
Round 11
Ambrose presses his attacks on the remaining goblin and worg, directing Smoke to continue her assault on the beast while slashing at the goblin again with his axe.
Smoke Hoof: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Smoke Hoof: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Critical Confirmation: 1d20 + 1 ⇒ (10) + 1 = 11
Critical Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Smoke Bite: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Ambrose Axe: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
CrazyHedgehog |
Round 11 continued
Ambrose and Smoke continue their pounding assault against your remaining opponents. Ambrose finally hews into the goblin scout, watching as it collapse as Smoke brings down the last worg with a kick and a bite. The last opponent you see is the creature on the roof!
Round 12
Helaku sends a blasting, scorching ray at the creature, calling out that it's a manticore. The blast knocks the beast back, and it nearly loses its footing on the roof. Weakly it beats its wings, taking to the air. It hisses malignantly before banking over the keep and disappearing into the western sky.
Abruptly, combat has stopped, and you look at each other and the pile of goblin dead and worg bodies all around you. In the stillness, you can hear faint movement from within the keep, a clanking sound like armor.
Taking advantage of the end of combat, Keliwyn checks the battleground for any salvageable arrows and moves over to one of the ruined towers, peering around the rubble at the inner courtyard of the keep. Jorr moves over to the wall, concernedly checking his dogs' wounds. "You all move ahead in, I'll stay and cover you here. I want to check my hounds. If anything comes I'll set them baying."
------
1d20 ⇒ 5
1d20 + 12 ⇒ (19) + 12 = 31
1d20 + 2 ⇒ (3) + 2 = 5
Helaku |
"Well, looks like he's heading out of here completely. Anyone need a minute before we head into the keep? I think we should stick together now. All of the noise might have alerted anyone left inside. But, its probably a good sign that we're not facing too many foes right now that there might not be a whole army in there."
Leonar |
DM, roll to heal Jorr and his mutts and tell me how many charges to mark off my wand.
"I can always spare healing for a brave friend, Jorr. Bring the pups over here, and let's get them healthy again. If that manticore comes back while we are investigating the keep, I'd like all of us to be as strong as possible."
Helaku |
"He might just be a guard too. I think that's a good decision Leonar. Thanks for healing them. Let's go see what else we can find. I'll keep my eyes peeled, but let's all watch for traps and ambushes." Helaku begins moving toward the keep assuming everyone is now prepared to go.
Perception 1d20 + 2 ⇒ (11) + 2 = 13