Boggard Champion

Montgomery Hall's page

1,152 posts. Alias of Nevynxxx.


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Sorry, should have updated the map. Elo had moved and the boar, which may change your action Bwess.

Persistant damage, amongst other things, applies at the end (or start?) of the Troll's turn :)

Qrik, as it's prone, it's AC is exactly 18, so plenty of damage, but unfortunately not the crit.

Map - After the boar's move


Yeah, one of the nice things about play by post is you can take time to describe your actions so your TKP verses one from Elo a while back:

Quote:


Cev lashes out at the troll

TKP: 1d20 + 10 ⇒ (16) + 10 = 263d6 + 4 ⇒ (6, 5, 4) + 4 = 19

Quote:

Elo jobs up next to Bwes before launching a rock from the ground at the nearest foe.

◆ Stride to S17
◆◆ Cast (somatic, verbal) telekinetic projectile at O17
Spell attack, B damage: 1d20 + 10 ⇒ (1) + 10 = 112d6 + 4 ⇒ (1, 6) + 4 = 11 darn

He still holds his two blight bombs.

So Elo's has in character description, and ooc how many actions are used on which thing, and exactly what foe it's targetted at.

Taging your current focus point (assume you started today at Max) in your posts woudl be really helpful too.

So, aside out of the way!

Round: 1
Char Init AC HP Notes
Elo 26 20 34/34
Cev 26 18 38/38
Boar 24 18 29/30
Qrik 17 21 37/37
Bews 16 20 38/38
Troll 15 20 85/115 Prone[/b]

GM:

1d20 + 12 ⇒ (1) + 12 = 13 2d6 + 4 ⇒ (4, 1) + 4 = 9
1d20 + 5 ⇒ (14) + 5 = 19 2d6 + 4 ⇒ (3, 4) + 4 = 11

As I read it, (unremastered) telekenetic projectile is 1d6 damage. Amped makes this 2d6 damage, and heightened amped would make it 3d6 damage. Taking it as the latter (please ensure you mark off the correct spell slot.

Elo throws his bomb at the troll which elicits a screaech of rage, the splash also catches the boar.

Cev throws random debris from the room at the troll causing it to duck for cover.

The boar then charges at Elo, tusks flaling, but neither of it's attacks draws blood.

Qrik/Bews


By "Amped" do you mean "heightened"?

Just to confirm we are not using the remaster rules, yet.

Also, now feels like a good time to remind people to please try to include the infirmation in the "campaign overview" page on your posts. I tend to look at these in my lunchtime, and so having clear information to act on makes my life a lot easier.

Link to things, be specific about what you are using each action to do, be specific about what grid ref you are moving to.


GM:
1d4 ⇒ 3


"TKP"??


GM:

1d20 + 8 ⇒ (16) + 8 = 24
1d20 + 11 ⇒ (4) + 11 = 15

Round: 1
Char Init AC HP Notes
Elo 26 20 34/34
Cev 26 18 38/38
Boar 24 ?? ??/??
Qrik 17 21 37/37
Bews 16 20 38/38
Troll 15 ?? ??/?? Prone


Elo pushes the door open, and the quiet snuffling turns into a frenzied one, with high piched squeels added in.

At the northeast corner of this odd-shaped room, a wooden barrier only a few inches tall keeps a large puddle of muck from spreading. Next to that, a large bedroll with frayed edge has been laid out on the floor. A pile of clothes and other personal possessions sit near the bedroll. Sputtering torches hang from the walls near the doors leading west and south. The unmistakable odor of manure and fresh mud lingers in the air.

The "pen" contains a boar, which is in now way constrained by the low fence. The bedroll contains a Troll, which judging from the bleary eyes, has just been woken by the boar.

Init please!

Map


Just before we action that, everyone ok with this order?

Map


The door doesn't have any traps that Elo can see. Listening carefully though he can hear a deep snoring sound, and some sort of scurrying/snuffling sounds.


Elo is faced with a corridor, 5ft wide, with another closed door at the end...


A quick listen at the northern door reveals nothing. The fact that it's a single dorr, rather than the other double doors implies it may not be a main thoroughfair though.


Map


As everyone stands ready, Bwess pulls open the door. It's stuck firm at first but eventually comes away with a scatter of dust.

Inside is a storeroom, light by a tiny slant of light breaking through the rock above where a steady drop of water also comes in.

Random pieces of furniture, crates, and other detritus covered with sheets clutter this chamber. A narrow, albeit clear path runs from the western door to the northern door. Particles of dust hang in the air.

Also, there's a rather bedraggled looking Elf.

Say hello Cal!


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Cev:
You hear noises outside the door, not enough to make out who, or what, but enough to know it's not the snuffling of the owl bears that have been keeping you in here all this time.

You move back through the room with the now dead owlbears. The double doors, although grand, also look, shabby. They don't seem to have been used in a while, but they are firmly closed, but don't look to be secured in any way.


This time your attempt at rest goes well. Witht he ogres bodies dumped int he pit, and the door wedged closed, a quiet "night" passes.

In the morning, Val is sleeping peacfully. He looks to be out of trouble and safe to leave here. But he clearly isn't ready to move on.


Remnants of torture devices—a collapsed wooden rack, an iron maiden with no lid, a dunking bucket smashed into splinters, among others—line the walls of this unusually shaped room. Ragged pelts formed into crude bedrolls take up the rest of the floor space around a wide pit that descends into darkness. The air here smells of stale sweat.

There don't appear to be any other ways out.


You were attempting to sleep, so although you were full health, you didn't recover spells...


GM:

1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 8 ⇒ (12) + 8 = 20

Val moans, clearly not with it despite the healing from Bwess. It's clear that, barring being attacked again, he's safe enough.

The Ogre's don't seem to have anything of value, but as he attempts to detect magic, Elo notices something he's seen in shops before. Detect magic confirms, it's a bloodseeker beak.


Bwess' arrow pierces the ogre, and with a groan it falls to the floor.

Val lets out a low moan.


GM:

1d20 ⇒ 19

1d20 + 6 ⇒ (17) + 6 = 23

1d20 + 12 ⇒ (3) + 12 = 151d12 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (8) + 7 = 151d12 + 7 ⇒ (2) + 7 = 9
1d20 + 2 ⇒ (20) + 2 = 221d12 + 7 ⇒ (10) + 7 = 17

1d4 ⇒ 1

Bwess cracks her whip and strikes the Ogre, imbusing the hit with fire. The smell of burnt flesh and hair fills the room.

Val moans slighty, still unconscious, but the bleeding out seems to be stopping. (Successful Dying check, his Dying value changes to 1)

Elo throws a projectile at the creature hitting it square in the head. While Qrik casts his electrical spell at it again. It manages to dodge some of the effect of that though.

With Bwess at hand, it strikes out with it's axe. It howls in frustration as the first and second strikes miss, but the third strikes home.

Round: 5
Name, Init, HP, Notes
Val, 25, 0/44 Dying 1
Elo, 22, 34/34 Shield
Qrik, 22, 37/37 Mage Armour, Shield
Ogre 21, 0/50 DEAD
Ogre 21, 0/46 DEAD
Ogre 21, 0/44 DEAD
Ogre 21, 4/48 Sickened 1, 1d4 persistant poison damage.
Bwess, 19, 9/38

Everyone up! But if WBwess hit's it, it's dead...


Elo Zozakzod wrote:

(thanks for the grid :) )

The one setting on Maptool I'd love, keep the co-ordinates turned on. It remembers basically everything else, but you have to manually do that part every time.

Qrik may well finish this before the poison gets it....


GM:
1d20 + 6 ⇒ (16) + 6 = 22

1d20 + 12 ⇒ (20) + 12 = 32 1d12 + 7 ⇒ (10) + 7 = 17
1d20 + 12 ⇒ (16) + 12 = 28 1d12 + 7 ⇒ (1) + 7 = 8

1d4 ⇒ 2

Elo moves forward and launches a bomb at the creature, hitting it square on. Qrik moves forward and throw electric at it, but it manages to avoid most of the damage.

The remaining Ogre moves forward and slams it's axe into Val the force of the hit knocks him to the ground, unmoving.

Yeah, we don't need to worry too much about how we write out Val's character....

Round: 4
Name, Init, HP, Notes
Val, 25, 0/44 Dying 2
Elo, 22, 34/34 Shield
Qrik, 22, 37/37 Mage Armour, Shield
Ogre 21, 0/50 DEAD
Ogre 21, 0/46 DEAD
Ogre 21, 0/44 DEAD
Ogre 21, 34/48 Sickened 1, 1d4 persistant poison damage.
Bwess, 19, 26/38

MAP

Everyone up


Val's shield blocks the blow (So VAl (and his shield) took 15 HP, not 18. With only 12HP though...) then explodes into shards of wood.

Bwess strikes out with her whip, this time with a flame spell attached. The sickened Oger doesn't move out of the way quite fast enough (Yay for debuffs!). But her second stike fails to make contact with the foe.

Val never did post an action, so I'll post for him here to get the post done.

Attack 1: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Attack 1: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 2d8 + 3 ⇒ (6, 7) + 3 = 16
Attack 1: 1d20 ⇒ 5 Damage: 2d8 + 3 ⇒ (1, 7) + 3 = 11

Val lays about him with his sword, slashing at first one Ogre, then the next. After multiple attacks, both Beasts fall.

Ok, that makes a massive difference to Both Elo and Qrik's actions. Qrik, you are now out of range, and Elo, you only have one target for color spray... Do you want to change your actions?

Map


Valericus Rufinus Isauricus wrote:
Montgomery Hall wrote:


The two closest ogres strike out, one moving in to get at Bwess and the other taking on Val. The remaining ogre roars encouragement and slams his axe against his shield.

The Northernmost ogre manages to get one solid strike in at Bwess (Doing 12 HP Damage) and the other misses Val then grets him on a back stroke. (Doing 18 HP damage).

Everyone up.

Map

Was that damage reduced by the shield?

Yes, it will. I'll recalculate that. Should have a post up tomorrow.


Bwess, Spell Strike - "You Cast a Spell that takes 1 or 2 actions to cast and [u]requires a spell attack roll.[/u] I'll just assume the attack bit didn't happen and you cast.

GM:

1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (20) + 6 = 26

1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (18) + 6 = 24

1d20 + 11 ⇒ (10) + 11 = 21 1d12 + 7 ⇒ (5) + 7 = 12
1d20 + 6 ⇒ (9) + 6 = 15 1d12 + 7 ⇒ (8) + 7 = 15

1d20 + 11 ⇒ (15) + 11 = 26 1d12 + 7 ⇒ (11) + 7 = 18
1d20 + 6 ⇒ (14) + 6 = 20 1d12 + 7 ⇒ (8) + 7 = 15
1d20 + 1 ⇒ (5) + 1 = 6 1d12 + 7 ⇒ (5) + 7 = 12

Bwess vomits forth a swarm of insects that fly forth and bote and scratch the ogres. They crawl into orifices and sting. Two of the ogres manage to avoid the worst of the damage, but the Northernmost one takes the full brunt.

Val Steps forward, and strikes at the beast in front of him, cuting a gash in it's belly. It yelps in pain. Then again as lightning rains out of the claer air at it and the Northnmost Ogre.

Round: 3
Name, Init, HP, Notes
Val, 25, 16/44 Shield
Elo, 22, 34/34 Shield
Qrik, 22, 37/37 Mage Armour, Shield
Ogre 21, 0/50 DEAD
Ogre 21, 27/46 Sickened 1
Ogre 21, 11/44 Sickened 1
Ogre 21, 44/48 Sickened 1
Bwess, 19, 26/38

The two closest ogres strike out, one moving in to get at Bwess and the other taking on Val. The remaining ogre roars encouragement and slams his axe against his shield.

The Northernmost ogre manages to get one solid strike in at Bwess (Doing 12 HP Damage) and the other misses Val then grets him on a back stroke. (Doing 18 HP damage).

Everyone up.

Map


GM:
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 12 ⇒ (10) + 12 = 22 1d12 + 7 ⇒ (5) + 7 = 12

Under the combined assault of magic and sword, the first Ogre goes down.

The others move up to take it's place, one moves the body out of the way first, and the other gets a strike in at Val, but his armour takes the hit, not him.

It takes Val a moment to realise that the creature is that big, it's striking at him from 10ft away. He'll have to either move forward to strike back, or... what? Moving into the room feels like madness after the Owlbears, perhaps better to keep them contained at the doorway?

Round: 2
Name, Init, HP, Notes
Val, 25, 34/44
Elo, 22, 34/34
Qrik, 22, 37/37
Ogre 21, 0/50 DEAD
Ogre 21, 40/46
Ogre 21, ??/??
Ogre 21, ??/??
Bwess, 19, 38/38

Everyone up...

Map


While Qrik sets up to defend himself, Elo and Val take the fight to the ogre. Elo's missiles weave through the corridor midding Val even as he surges forward, to slam into the massive creature. Val follows up with a sword thrust give causes the Ogre to grunt in pain.

"Oi! Who the hell are you? What d'you do to the Critters?" the beast shouts. Even as Val enguages though he hears more, similar voices from the room behind it.

GM:

1d20 + 12 ⇒ (15) + 12 = 27 1d12 + 7 ⇒ (3) + 7 = 10
1d20 + 12 ⇒ (4) + 12 = 16 1d12 + 7 ⇒ (4) + 7 = 11

Round: 1
Name, Init, HP, Notes
Val, 25, 34/44
Elo, 22, 34/34
Qrik, 22, 37/37
Ogre 21, 23/50
Ogre 21, ??/??
Ogre 21, ??/??
Ogre 21, ??/??
Bwess, 19, 38/38

The Ogre by the door pulls a massive axe from it's belt and swipes at Val, in the confied space it only manages one hit though (Hit AC27 for 10HP).

Everyone up.

Map


Yeah, it's an interruption. Sorry, should have been clear on that.


GM:
1d20 + 5 ⇒ (16) + 5 = 21

Round: 1
Name, Init, HP, Notes
Val, 25, 44/44
Elo, 22, 34/34
Qrik, 22, 37/37
Ogre 21, ??/??
Bwess, 19, 38/38

Everyone except Bwess up.

Map


Fail, but not crit fail. You don't make it worse :D The other two are crit success though, so you know...

4d8 ⇒ (7, 5, 8, 5) = 25
4d8 ⇒ (8, 2, 3, 7) = 20

Ok, as only you and Bwess are hurt, and the first success heals Bwess back to full I'm going to take that second treat wounds as being after you have rested, and apply it to you. Between that and the potion you are back to full too, and have the wounded conditions removed.

Val takes some time to treat his, and Bwesses wounds. The cuts are luckily easy to close and bandage up, and Bwess is back to normal in no time. Val needs a good sleep to but once he has had that a second attempt to fix his cuts and scrapes is also successful.

It's just as Val finishes up looking after himself that thr trouble starts. The double doors at the end of the corridor bang open, and an Ogre stands looking quite confused. The creature was clearly in the middle of complaining about something and about to shout something, but seeing you it just stands, mid word, jaw open.

Init please. Val is awake, everyone else is woken by the bang, so you are 1, prone, and 2, weaponless.


A plan formed you begin to head back to the dungeons nursing your wounds. As you do so, one of the wall sconces gutters and goes out. Whoever's job it is to keep the little reseviours filled with oil hasn't done so recently. You notice that most of them are starting to smoke to one degree or another, a sign none of them will last long.

I need some medicine checks to treat wounds if that is what you are doing.


I'm assuming Val will be in agreement :), where do you want to fall back to?


Listening at the doors doesn't give any idication that htere is anyone beyond them. You do notice though that they are not locked, adn would easily open, for hands small enough to deal with the latches.


Taking a moment to look around after the excitement of the two Owlbears you are in a spacious chamber which has exits to the south, west, and east. Stray feathers litter the ground, along with several fist-sized
pellets of dung pushed into one corner.

Anyone trained in Medecine or Nature notices that the Owlbears has some recently healed wounds. Perhaps that other adventuring group got this far too?

There's nothing of value in here.


Valericus Rufinus Isauricus wrote:
For an hour or so. Will post again shortly

The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

Sorry, Crazy week. Will get a proper post in today hopefully.


Also worth noting that "treat wounds" removes the "wounded"condition.


I have Bwess on 19/30 and Val on 13/44 now.


I'm not rolling through for 1HP.....

Qrik throws bolts of fire at the creature that looms over Val. The slam into it, the force causing it to stagger for a moment and crashdown.

End of combat

Val is awake, Bwess is unconscious but will wake in a few minutes.


Valericus Rufinus Isauricus wrote:
Wow

Yeah, they are big scary beasts, even when on low HP... The crit didn't help...

Also worth noting that the tiny bit of healing that Elo has done moves you from Dying to wounded.


Sorry for the delay folks, the VM I use for my personal faffing died and it's taken me a few days to get back.

GM:

1d20 + 14 ⇒ (19) + 14 = 33 1d10 + 6 ⇒ (9) + 6 = 15
1d20 + 14 ⇒ (5) + 14 = 19 1d12 + 6 ⇒ (11) + 6 = 17

Val runs up to the creature and strikes at it hard. It sreeches in pain as featehrs are carved off it. But then it returns the favor. It slams a taloned wing into Val (Crit, 30HP damage) and Grabs him, then pecks at his head with it's beak (Hit, 17HP damage) not seeming to realise he's unconscious. It then dropps his ragged form to the floor.

Round: 4
Char Init HP Notes
Val 28 0/44 Dyeing 3
Owlbear1 26 0/70 Dead
Owlbear1 26 9/70
Bwes 25 0/30 Wounded 2, unconscious
Elo 25 34/34 Frightened 1
Qrik 9 37/37 Frightened 1

Elo and Qrik up.....MAP


You don't have two rounds to post for, just one. I just wanted clarification with the first owlbear going down. So move, and use the roll you'd posted above for attacks?


GM:

1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (11) + 7 = 18

Bwess recovers from the hit that took her out. She's still on the floor unconscious, but she's alive.

Round: 4
Char Init HP Notes
Val 28 28/44 Frightened 14, Grabbed
Owlbear1 26 0/70 Dead
Owlbear1 26 35/70
Bwes 25 0/30 Wounded 2, unconscious
Elo 25 34/34 Frightened 1
Qrik 9 37/37 Frightened 1

The creature still makes no move to get away from Elo's flaming sphere, and this time, fails to even avoid some of the damage. It finally succumbs to the heat and falls with a crash.

Elo casts bolts of fire at the creature (And with the use of a hero point) hit hit,

Quirk cats his lightning spell at the creature and that too direct hits. The thing screams in agony.

Val, you have no target, but one of those attacks would have been an definite hit (Actually a crit, for 26 HP damage....). Do you want to move and strike it, or ignore the strikes, and move back?

Map

Val up.


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Elo Zozakzod wrote:
GM, would you mind putting the map link in your status line (gender, race, or class field) for quickest access?

Yes. The problem is that every time stuff on the map changes, I have to export it, upload it, grab the link for it, and then post it. If I'm going that as part of a post, it's easy, I just stick it in URL tags. If I'm updating my status to it every time, it's a lot of extra clicks. Then, when I inevitably forget, you all get confused by the out of date link.

That said, you all have access to the google drive folder the maps are sat in. You can save that link and look at the latest whenever you like.

Elo Zozakzod wrote:
Separately I also now realize I've been neglecting your prior requested format for round actions (but generally nobody is doing it). Would it help for us to return to that format?

Yes, it makes my life miles easier, it would also help if you kept an eye on the table I post in my action posts, it can get out of sync with effects you have going on quite easily.

Finally, Elo's actions will finish off the Owl bear, so everyone else may want to have a quick check in with what you actually want to do next, and edit your actions accordingly.


Valericus Rufinus Isauricus wrote:
I didn’t even try. I’m resolved in the possibility of making a new character after Val is torn apart :)

Meh, you still have over half your hit points!

GM:

1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (4) + 7 = 11

1d20 + 14 ⇒ (15) + 14 = 29 1d12 + 6 ⇒ (6) + 6 = 12
1d20 + 14 ⇒ (16) + 14 = 30 1d10 + 6 ⇒ (1) + 6 = 7

Bwes' mundane attack strikes the beast but her magical one again fails.

Elo's continued flame spell scorches the beast further, but his other attempts to harm it miss.

Qrik's elect spell hits both Owlbears, but the closest one manages to avoid some of the damage...

Round: 3
Char Init HP Notes
Val 28 28/44 Frightened 14, Grabbed
Owlbears 26 5/70
59/70
Bwes 25 13/30 Dieing 2, prone
Elo 25 34/34 Frightened 1
Qrik 9 37/37 Frightened 1

Val attempts to strike the creature repeatedly, but is thwarted by it's thick feathers.

The Owlbear holds onto Val, and then pecks and swipes at Bwes with a claw. The second strike takes Bwess down.

Everyone up!


Valericus Rufinus Isauricus wrote:
Whats the rules with grabbed? Can I still attack?

Grabbed[/b] Can't do anything with the "move trait" and trying anything with "manipulate" (including attack) requires a flat DC5 check.

You can also attempt to [url=https://2e.aonprd.com/Actions.aspx?ID=79]Escape


GM:
1d20 + 7 ⇒ (17) + 7 = 24

1d20 + 14 ⇒ (16) + 14 = 30 1d10 + 6 ⇒ (2) + 6 = 8 1d10 + 6 ⇒ (3) + 6 = 9
1d20 + 14 ⇒ (13) + 14 = 27 1d10 + 6 ⇒ (1) + 6 = 7

Round: 3
Char Init HP Notes
Val 28 28/44 Frightened 1, Shield raised
Owlbears 26 23/70
70/70
Bwes 25 13/30 Frightened 2, shield raised
Elo 25 34/34 Frightened 1
Qrik 9 37/37 Frightened 1

Bwes strikes out at the owlbear, but manages to miss it completely, wasting her spell in the process.

Elo keeps up his ball of flame, which this time the thing manages to move slightly to avoid the worst effects of.

Qrik fires off a sheet of flame which strikes the monster singing it's feathers.

Val strikes, but fails to make an impression.

The monster strikes first at Bwess, catching her with a claw like a dagger blade. Crit for 17HP damage Then strikes at Val (Hit for 7HP damage) before grabbing Val!

Everyone Up

Map


Correct Elo, I didn't update the map which is why you can't see it.

Sorry Bwess, my mistake, doesn't make a huge difference though :D

Just waiting for Qrik's actions


Each failed Will save is Frightened 1, so basically cumulative -1 for each failed save to all your D20 rolls.

GM:

1d20 + 6 ⇒ (11) + 6 = 17

1d20 + 7 ⇒ (7) + 7 = 14

1d20 + 14 ⇒ (11) + 14 = 25
1d20 + 14 ⇒ (10) + 14 = 24

1d10 + 6 ⇒ (3) + 6 = 9

Bwess:
These things are definitely not owls, and definitely not bears.

Bwess racks her brains about the creatures, and attempts to hit with her spell strike, but misses the large creature.

Elo causes a ball of flames to burst into existence, it clearly burns the creature eliciting a screech of pain.

Qrik causes some of the detritus on the floor to fly at the creature, but it's thick layer of feathers protect it.

Round:2
Char Init HP Notes
Val 28 44/44 Frightened 1, Shield raised
Owlbears 26 39/70
70/70
Bwes 25 30/30 Frightened 2, shield raised
Elo 25 34/34 Frightened 1
Qrik 9 37/37 Frightened 1

Val does what Val does best and stand his ground. His sword slams into the creature over and over, drawing blood.

The Owlbear at the back of the room screeches again, but by now you are immune to the effect.

The Owlbear in the corridor attacks Val with claws and beak...The beak strikes home (Doing 9HP of Damage) the strikes fail to cause damage.

Everyone up.


I should point out, in case it's not obvious from the map. All of the entries to this room were double doors, so although you will funnel them, you wont stop them advancing...

Val moves before everyone else really gets a grip on the situation. He bundles Bwess out of the doors and into the corridor then spins around, ready for the foe that's coming.

The Owlbears were watching for reasons known only to themselves, but Val's quick flight triggers something. One stands and let's out a blood curdling screech. The other does the same, but also advances towards you! It slams a clawed paw into Val...

GM:
1d20 + 14 ⇒ (4) + 14 = 18

The blow nearly knocks him off his feet, but is absorbed by his armour.

Everyone needs to make two DC20 will saves please.... Then everyone is up.

Round:[b] 1
[b]Char Init HP Notes

Val 28 44/44
Owlbears 26 ??/??
??/??
Bwes 25 30/30
Elo 25 34/34
Qrik 9 37/37

Map


If you're both happy with pulling back then don;t worry much about how many actions it is. Move slam the doors.... then what?

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