Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

Invasion Plan map
Combat Maps


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Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Hearing the action on the other side, Tal'ariel opens the door and sees the enemy. She takes a step through the door and then attempts to slice the goblin and the wolf mount in one lethal stroke.

Move action open door, free 5-foot step, standard action Cleave.

Attack vs Goblin: 1d20 + 6 ⇒ (16) + 6 = 22; Damage: 1d10 + 10 ⇒ (10) + 10 = 20
Attack vs Wolf: 1d20 + 6 ⇒ (20) + 6 = 26; Damage: 1d10 + 10 ⇒ (7) + 10 = 17
Crit Check vs Wolf: 1d20 + 6 ⇒ (11) + 6 = 17; Damage: 1d10 + 10 ⇒ (1) + 10 = 11

AC = 20 for this round.


Yes, dropping prone gives you AC against ranged attacks from above, silly as that might seem

Sneak Attack vs blind/stunned Goblin: 2d6 ⇒ (6, 3) = 9

Tal'ariel takes the goblin's leg clean off at the thigh, and buries her sword deep in the guts of the wolf. It falls off its feet, shuddering on the ground.

She also catches the party's first glipse of their next foe - sitting next to the hole in the roof of the south-eastern building is the manticore - body of a lion, wings of a bat, tail of a scorpion, and the head of a man - loosely speaking. When it smiles, it's clear that its teeth are more like those of an orc or goblin.

The elf seems to have earned the ire of the other wolf - it closes in and bites at her, its stunned rider flopping about in the saddle.

Bite vs Tal'ariel: 1d20 + 7 ⇒ (6) + 7 = 13, 1d6 + 4 ⇒ (4) + 4 = 8 plus trip CMB: 1d20 + 7 ⇒ (18) + 7 = 25

Meanwhile, the manticore lazily takes to the air, flapping its wings once or twice before landing on the roof of the stables. It sends a volley of spikes towards the elf with a flick of its tail.

No precise shot: 1d20 + 4 ⇒ (9) + 4 = 13, 1d6 + 5 ⇒ (2) + 5 = 7
vs Tal'ariel: 1d20 + 4 ⇒ (3) + 4 = 7, 1d6 + 5 ⇒ (3) + 5 = 8
vs Tal'ariel: 1d20 + 4 ⇒ (10) + 4 = 14, 1d6 + 5 ⇒ (5) + 5 = 10
vs Tal'ariel: 1d20 + 4 ⇒ (3) + 4 = 7, 1d6 + 5 ⇒ (5) + 5 = 10

She avoids the worst of it, and the rest impacts harmlessly against her magical barriers.

Bran, Isawa and Yulai? I'm pretty sure.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"It moved didn't it? I'll try to get up to it."

He starts to move and runs past the wolf, hoping that the beast is too fixed on the elf.

Just going to provoke so I can get to the roof fast enough

Double Move to get to the Stable Roof and Climb

Acrobatics (Jump): 1d20 + 14 ⇒ (13) + 14 = 27
Climb: 1d20 + 11 ⇒ (13) + 11 = 24

I'll move the mini after I see if I get tripped or not.


Worg AoO: 1d20 + 7 ⇒ (2) + 7 = 9, 1d8 + 4 ⇒ (2) + 4 = 6 + Trip on Hit: 1d20 + 7 ⇒ (8) + 7 = 15

The wolf snaps ineffectively at his heels as he passes.


Male Toreador

From where he is, Isawa five-foot-steps and uses his Slumber against one of the wolves.

DC is 17 Will. Sorry, Paizo is acting weird for me lately!


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Assuming Line of Sight on the manticore from the courtyard since it attacked tal.
Yulai steps out the door, taking aim at the manticore.

1d20 + 9 ⇒ (18) + 9 = 27
1d8 + 2 ⇒ (2) + 2 = 4

"Ha! I think I got him. Yuki! I got him!"

She ducks as the manticore shifts.

"Ok maybe not!"


Yeah, I have trouble with the forums too. The manticore is sitting on the roof of the stables, so yes, you can see it from inside the courtyard. I moved your token to correspond to your action.

Wolf 2 Willpower: 1d20 + 3 ⇒ (12) + 3 = 15

Sadly, while Yulai's arrow is finely aimed, it does not do more than annoy the manticore.

Tal'Ariel, Zelligar, Iris


M Halfling Cleric 5

Has Bran reached the roof of the stables, or is he still climbing?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Seeing them incapacitated, Tal'ariel elects to try and finish the second wolf-goblin pair in one fell swoop, much as she did with the first.

Cleave, AC=20 this round.

Attack vs Goblin: 1d20 + 6 ⇒ (14) + 6 = 20; Damage + Sneak: 1d10 + 10 + 2d6 ⇒ (1) + 10 + (1, 1) = 13 Minimum damage!
Attack vs Wolf: 1d20 + 6 ⇒ (1) + 6 = 7; Damage + Sneak: 1d10 + 10 + 2d6 ⇒ (5) + 10 + (4, 5) = 24 and a miss!

Regrettably, due to a misunderstanding of goblin anatomy, she seems to finish neither, dealing little damage to the goblin and, in the process, finding her sword deflected away from the sleeping wolf with the followthrough!


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris hustles back the way she came, wending her way around the tower walls and through the rubble. She slashes at a wolf if any are alive. If not, then she slashes at a goblinoid.

Acrobatics: 1d20 + 13 ⇒ (8) + 13 = 21 (move through rubble unhindered)
Rapier: 1d20 + 9 ⇒ (14) + 9 = 231d4 + 4 ⇒ (1) + 4 = 5


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Iris also gets sneak damage against her target, because the goblin is stunned/blinded and the wolf is asleep.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Sneak Attack: 2d6 ⇒ (3, 4) = 7


@Zelligar, going by Bran's position, yes, he's still hanging onto the edge of the roof.


M Halfling Cleric 5

Zelligar will move up behind Iris and cast Murderous Command on the manticore.
DC 14 Will save or it moves and makes a melee attack on its nearest ally.


You definitely can't see the manticore from there - there's a tower in the way. That said, if you stand south of Iris west of Isawa,
and in melee with the prone but recently woke up wolf, you'll be able to see it. It involves casting defensively or an AoO from the prone wolf, of course.


M Halfling Cleric 5

He'll go to the spot adjacent to the wolf and risk the AOO.


The wolf, distracted by Isawa's hex and Bran's passing, has little time to capitalize on the opportunity.

Manticore Willpower: 1d20 + 3 ⇒ (10) + 3 = 13


The manticore lifts off, and soars into the courtyard in a half-spiral, landing to chomp down on the prone wolf.

Manticore Bite: 1d20 + 10 ⇒ (5) + 10 = 15, 1d8 + 5 ⇒ (3) + 5 = 8

In a last ditch attempt, the wolf tries to rise to its feet and fight back, but the combined efforts of Iris, Tal'ariel and Zelligar handily put it down.

Iris AoO: 1d20 + 9 ⇒ (8) + 9 = 17, 1d4 + 4 ⇒ (2) + 4 = 6
Tal'ariel AoO: 1d20 + 6 ⇒ (17) + 6 = 23, 1d10 + 10 ⇒ (5) + 10 = 15
Zelligar AoO: 1d20 + 5 ⇒ (14) + 5 = 19, 1d4 + 1 ⇒ (3) + 1 = 4

Isawa speaks a word, trying to put the manticore to sleep.

"ספריי צבע"

Manticore Willpower: 1d20 + 3 ⇒ (19) + 3 = 22

It easily shakes off the effect.

Botted Isawa. Yulai and Bran, go!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Nice spell, Zelligar!


M Halfling Cleric 5

Glad it worked! Didn't want the thing to get a full attack on Bran while he was climbing.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"Oh come on now! I just..."
Letting go, he circles around for a flank with Yulai, his additional speed giving him the boost he needs.

Grapple (With Flank): 1d20 + 13 ⇒ (5) + 13 = 18

The arrow sticking out of his shoulder causes him wince a little, and the attempt suffers due to it.

Taking the AoO if it has Reach. I just can't catch a break here. :(


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

5' step back through the door, arrow again
1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 2 ⇒ (6) + 2 = 8

Yulai steps back as Bran grabs the beast, and lets an arrow fly straight into it's exposed chest.

"Quickly, give it all you've got. Bran has it!"

She seems way too excited by this.


This arrow seems to do more damage than the last.

Iris, Tal'ariel, Zelligar, go!

The goblin is blinking like mad, clearing the dust from its eyes.

It remains stunned until the end of its next turn.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Hm, did Bran actually grapple the manticore?

"We've got you now, beast!" Tal'ariel doesn't mind the enthusiasm from Yulai at all. In fact, she finds it encouraging her own bravado. Stepping toward the manticore, she once more tries a deadly strike that will deal with the soon-to-recover goblin and do some damage to the manticore.

Cleave vs Goblin, Flank: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13; Damage: 1d10 + 10 + 2d6 ⇒ (5) + 10 + (1, 5) = 21
Cleave vs Manticore: 1d20 + 6 ⇒ (11) + 6 = 17; Damage: 1d10 + 10 ⇒ (5) + 10 = 15

AC=20


Even stunned, the goblin is still protected by chainmail. It catches a bruising blow to the chest, but glides off against his armor.

No, the attempt failed.


M Halfling Cleric 5

The goblin dropped his bow when stunned, correct?
Zelligar needs to know what language the manticore speaks to use Command on it. So he will try to get it to talk. Trying Goblin first.

Goblin:

"Well done, beast. The wolf is dead. Fly off and we'll pay you later."

Ready to cast Command(Fall) if it responds in Goblin.


There's no response.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris attempts to finish off the goblin so as to free herself to attack the monster.

Rapier: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d4 + 4 + 2d6 ⇒ (2) + 4 + (5, 3) = 14


I missed Zelligar's question: Yes, the goblin dropped its bow when it was stunned, of course.

The goblin remains standing, if barely. Certainly, it will need magical attendance if he is ever to properly recover from that wound.


M Halfling Cleric 5

If he can, Zelligar will cast Command on the manticore, DC 14, speaking in Common.
"Fall."

Command:

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

I can see how he might have to wait until next turn to do so. Speaking is a free action, but waiting for a response? So I'm fine either way.


Nah, it goes off now.

willpower: 1d20 + 3 ⇒ (9) + 3 = 12


The goblin is getting desperate - he's on his last leg, and the manticore seems to have dropped onto the ground for no apparent reason. He whips out a shield and a small, curved sword, and circles around Tal'ariel to team up with the manticore.

Goblin 2 melee vs Tal'ariel: 1d20 + 8 ⇒ (5) + 8 = 13, 1d4 + 1 ⇒ (3) + 1 = 4

The manticore, meanwhile, drops to the ground under the compulsion of Zelligar's spell. For whatever reason, the beast seems to understand common well enough to be affected. It's obviously not very happy with this state of affairs, being bossed around by some puny mageling's magic. There's a lot of roaring involved.

Sadly, it can't quite get at the mageling in question, so the manticore settles for savaging the weakest looking nearby ally.

Bite vs Tal'ariel: 1d20 + 8 ⇒ (8) + 8 = 16, 1d8 + 5 ⇒ (5) + 5 = 10
Claw vs Tal'ariel: 1d20 + 8 ⇒ (5) + 8 = 13, 2d4 + 5 ⇒ (2, 2) + 5 = 9
Claw vs Tal'ariel: 1d20 + 8 ⇒ (2) + 8 = 10, 2d4 + 5 ⇒ (4, 1) + 5 = 10

Bran & Yulai.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Alright, lets try this again. Its no bigger than the ogres.

He focuses and attempts another grapple, giving a small tug at his golden chain necklace for luck and slips into the zone.

Grapple: 1d20 + 11 ⇒ (18) + 11 = 29
"Got the damn thing this time! There's no way out beastie!"

He hopes the manticore doesn't slip out of his arms as he wraps both around the torso, wedging himself under the wing.

All luck turns around eventually, hope a 29 is enough with it being prone from Zelligar's Command!

Grappled
Cannot move, -4 Dexterity, -2 Attack Rolls (except to break Grapples).


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Since we act before the bad guys, I'm taking the liberty of posting my turn.

Though sword and claw seem close to striking Tal'ariel, her natural dexterity and magical barriers (and the fact that the manticore was prone) keep the attacks at bay. This time, unable to easily strike both enemies, she focuses her energies on just the manticore on the ground.

Attack vs Manticore: 1d20 + 6 ⇒ (16) + 6 = 22; Damage: 1d10 + 10 ⇒ (3) + 10 = 13


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

1d20 + 9 ⇒ (13) + 9 = 22
1d8 + 2 ⇒ (3) + 2 = 5

Yulai fires another shot into the beast, although the angle is bad.

"You had to flatten it out didn't you?"


Yulai and Tal'ariel take the opportunity to score bleeding wounds on the manticore.

Iris and Zelligar's turns, now. I'm sure we've all been having forum difficulties - it's why I'm this late in posting, at least. It seems to be getting better now, though.


M Halfling Cleric 5

Pleased with his success against the manticore, Zelligar tries to finish off the goblin with his staff.
Magic Missiles: 2d4 + 2 ⇒ (3, 3) + 2 = 8


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris tries to finish off the goblin if he still lives. If not, she strikes the manticore.

Rapier: 1d20 + 9 ⇒ (2) + 9 = 111d4 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 4 ⇒ (1) + 4 = 5 (if applicable)


Sneak attack: 2d6 ⇒ (4, 3) = 7

Zelligar downs the goblin, while Iris stabs her rapier deep into the soft belly of the manticore.

The beast does everything it can to get to its feet and dislodge the annying human pressing it towards the ground.

CMD prone vs BranCMD(I believe 22?): 1d20 + 8 ⇒ (6) + 8 = 14

Sadly, Bran's grip on it is too good.

The whole party can go again. Little reason to keep your turn split at this point.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel almost feels bad for the manticore being held down and surrounded as she strikes at it once more with her sword.

Curve Blade: 1d20 + 6 ⇒ (18) + 6 = 24; Damage: 1d10 + 10 ⇒ (3) + 10 = 13
Crit?: 1d20 + 6 ⇒ (6) + 6 = 12; Damage: 1d10 + 10 ⇒ (7) + 10 = 17


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris slices at the manticore.

Rapier: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d4 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 2d6 ⇒ (3, 1) = 4 (if applicable)


Between all of you, the manticore stands little chance of getting up again. You stab and slice it to death by multiple cuts.

At least for the moment, the courtyard is clear of opponents.

GM screen:
I: 1d20 + 8 ⇒ (16) + 8 = 24
T: 1d20 + 11 ⇒ (20) + 11 = 31
Z: 1d20 + 13 ⇒ (14) + 13 = 27
B: 1d20 + 9 ⇒ (7) + 9 = 16
Y: 1d20 - 1 ⇒ (20) - 1 = 19
Y: 1d20 + 8 ⇒ (4) + 8 = 12

Zelligar and Tal'Ariel hear low voices barking orders from inside the main keep and tower. When it's clear that there's a lull in the sound of battle outside, the sound quiets. Tal'ariel can make out faint clinking of metal and footfalls, but to the rest of you it's completely silent.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"Can't get out huh beastie?!" The wrestler attempts to pin the creature down to ensure it doesn't take flight.

Maintain: 1d20 + 20 ⇒ (19) + 20 = 39

"Time for some fun!"
He roars out and moves to pin, the arm crunching the vitals of the manticore.

Strangle on Pin: 2d6 ⇒ (5, 5) = 10

He eyes the creature and Tal's blade. "That explains why it was so easy." He grins and lets go.


M Halfling Cleric 5

Zelligar smiles at Bran's enthusiasm.
The martial approach can indeed be entertaining to watch.

"Where to now? I believe I heard more voices, likely more goblins. Should we prepare to meet them here, or take the fight to them?"


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel grins back at the mighty warrior, withdrawing her sword from the dead manticore. "Not so easy, yet. As Zelligar says, more goblins from the keep and tower trying to sneak up on us. I say we enter the tower so they can't rain arrows on us from above."

Is the noise coming from the tower on the lower left corner of the map? Also, is there in fact a way for arrows to be fired on us from the tower, because if so we should really break our way inside.


Yes, although the sounds are coming more from the hall that leads to the tower than the tower itself. The tower does indeed have arrowslits pointing towards the courtyard, but of the three stories that poke up from the keep, at least the top one is broken beyond the point of usefulness - they couldn't station anyone there without you seeing them from the ground. The two layers below might still have floors though, and you could indeed be shot at from the arrowslits there.
If it's complete cover you're after, the stable and the former manticore's lair will also provide that, without you being forced to storm the main hall and tower right this second.
Storming the tower is of course an option available to you. It will also remove the threat of arrows from above, as you say.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

"This way, this way. Get inside."

Yulai moves south, into the side room then if clear she motions at the door to let one of her partymates peek at the tower.

Let's gather in the south east room 7, we can assess the wall that looks crumbled? on the tower, and if it's not a suitable entrance we can move to the stable side.


You all cram into the squat building. What it's original purpose was is unclear. All the furniture has been crushed into rubble, and a large nestlike mound of tree branches, bones, bits and pieces of foulsmelling animal parts littered with long, thin black spikes fill the northeast corner of the room. A gaping hole in the roof of the same corner lets in light, but does not provide a view of the keep's tower.

Interestingly, the manticore's lair is dotted with coins and gemstones - there's probably a good amount there, if you take the time to look through the nest.

Do you let the northern and/or western doors of this room stand open, or keep them closed? As for where the wall looks crumbled on the main keep, it's a bouldershaped hole where the top of the wall meets the roof. Sadly, it's been rudimentarily tatched over with straw, so you can't use it to look inside. It's a possible means of entry though,
if you don't want to use the main door.
You could climb or otherwise move onto the roof of the main hall, and then remove the straw to get inside.

Tal'Ariel's Shield spell has run out by now. If anyone has rounds/lvl or 1min buffs running, they're out too.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"What did you hear?" He keeps an eye on the door and wonders what could be bigger (and possibly more dangerous) than the manticore. He closes the the northern door once everyone gets inside if they choose to. "Think one of us should keep a lookout?" He nods his head up toward the hole on the wall.


M Halfling Cleric 5

Zelligar follows Yulai and Bran inside. He looks around briefly.
"We'll have time to search for gems when we've defeated these cretins."
He looks to the main keep.
"Do we avoid the front door and attack from an unexpected direction? Or feint one way, then attack the other? I don't think we need a lookout unless we tarry here. They will be gathering their minotaur, I would guess."
He draws his wand and heals Bran.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
"Up for another test of strength?"

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