A storm over Tethyr (Inactive)

Game Master JohnLocke


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So, initiative order will be:

Tranche #1: Skeletons
Tranche #2: Landon, Belgrin
Tranche #3: Hezar, Janiries, Duvall
Tranche #4: Ariael, Marius, Tethys
Tranche #5: Zombies
Tranche #6: Beldas, Belina, Pontus
Tranche #7: Tanner, Tol, Arthar

First round is a surprise round for you and the survivors.

Landon casts Shield of faith upon himself.

Belgrin targets Zombie C:
ranged attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage, if hit: 1d8 ⇒ 5
And plants his crossbow bolt in it's chest. It yet moves, however!

Hezar targets skeleton I but misses:
1d20 + 5 ⇒ (3) + 5 = 8 for 1d8 ⇒ 5

Janiries targets Zombie C:
Attack Roll with Composite Longbow at Zombie C: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9
Her arrow lodges deep in the vile abomination's throat, dropping it to the ground!

Duvall casts shield of faith on himself. You cannot attack in the same round, however, sorry! We'll reroll your crossbow attack next round.


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]

just so we are all aware if Hezar misses a third time in a ro he might be doing a swan dive into the pitch


Ariael takes aim at Skeleton I:

1d20 + 4 ⇒ (20) + 4 = 24 Skeleton I, possible crit
1d20 + 4 ⇒ (16) + 4 = 20 guessing that confirms for 3d8 + 6 ⇒ (5, 6, 6) + 6 = 23

The elven warrior's arrow strikes true, and the force of the shot causes the skeleton to explode into dozens of pieces!

Marius casts magic stone on his sling stones, giving three of them +1 to hit and 2d6+2 damage vs undead.

Tethys stays by marius' side, preparing an attack if approached.

Beldas takes aim at Zombie A:
attack: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
damage: 1d10 + 2 ⇒ (4) + 2 = 6
His bolt lodges in the beasts chest.

Belina begins a bardic performance: inspire courage! As her lovely voice rises into the air, everyone gets a +1 competence bonus to attack and damage rolls, and a +1 morale bonus vs charm and fear effects.

Pontus takes aim at skeleton M:
attack: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
damage: 1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8 plus 1d6 ⇒ 3shock.
Even with the skeletons DR, it crumbles to the ground, defunct.

Tanner fires at skeleton J:
attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
damage: 1d8 + 1 ⇒ (1) + 1 = 2
But he misses!

Arthar readies his spear and prepares vs. approach.

Tol charges skeleton H, moving to M28:
attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26
damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
The skeleton drops into a jumble of bones!

End of surprise round!


Round One!

Tranche #1: The Skeletons.

Skeleton A makes a double move to P22.
Skeleton B makes a double move to Q28.
Skeleton C makes a double move to N26.
Skeleton D makes a double move to Q26.
Skeleton E remains dormant.

Skeleton J charges Tol Stoneshield:
attack: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
damage: 1d4 + 2 ⇒ (1) + 2 = 3
crit confirm: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 failed!
The skeleton draws a gash across Tol's arm. The dwarf laughs at the puny scratch!

Skeleton K charges Arthar!
Arthar has a readied action, however, an attack vs approach. Plus, his spear gives him reach.
attack:1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage:1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
He hits, but the skeleton is unaffected as his spears passes harmlessly through it's ribs.

Skeleton K attacks Arthar:
attack: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
damage: 1d4 + 2 ⇒ (3) + 2 = 5
The undead horror misses badly, however, as Arthar proves adept at dodging its blow.

Skeleton L double moves to M30.
Skeleton N makes a double move to O27.
Skeleton O makes a double move to M15.
Skeleton P double moves to L23.
Skeleton Q double moves to M31.

Tranche #2 is up next: Landon and Belgrin!


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Swinging at the skeleton near him (K)
attack: 1d20 + 3 ⇒ (13) + 3 = 16damage: 1d10 + 3 ⇒ (5) + 3 = 8


@ all: don't forget that Belina has an inspire courage performance going on, giving you all a +1 to hit and damage.

Correction: Landon cuts into the skeleton, knocking several ribs loose, dropping the bony brute to the ground, silent and unmoving.

Belgrin goes next .... I'll act for him, just to keep the pace up.

Belgrin charges to N31. He then attacks skeleton Q:
attack: 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

But the stout dwarf misses!

Tranche #3 - Hezar, Duvall and Janiries - is up next.


Female Sun Elf Rogue 4

Taking aim at one of the skeletons, Janiries pulls out one of her blunt arrows and fires at the undead monster.

Attack Roll with Composite Longbow at Skeleton N: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage Roll: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8


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]

Seeing skeletons closing in on Tol Hezar draws a holy water and launches it at Skeleton C

Holy water vs TOUCH AC1d20 + 5 + 1 - 2 ⇒ (8) + 5 + 1 - 2 = 12 for 2d4 + 1 ⇒ (3, 4) + 1 = 8 +2 pts of splash to Skeletons J and N


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]

FFS glad I threw the water, Hezar must be nervous in front of Belina, luckily that hits a skeleton touch on the nose!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Gah, sorry. things aren't staying normal around here. Hate getting NPCed cause I couldn't get back to post on time. Shall not miss my action again if I have a say in it.


Okay, I'm going to act for Duvall to keep things going....

Janiries targets skeleton N with a blunt arrow:
Attack Roll with Composite Longbow at Skeleton N: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage Roll: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
The skeletons skull explodes with the impact, leaving the body to stumble around for a moment before falling to the ground.

Hezar tosses a vial of holy water at some skeletons:
Holy water vs TOUCH AC1d20 + 5 + 1 - 2 ⇒ (8) + 5 + 1 - 2 = 12 for 2d4 + 1 ⇒ (3, 4) + 1 = 8 +2 pts of splash to Skeletons J and N
The holy water sizzles as it hits the skeleton, and in a matter of moments the unnatural monster melts into a puddle on the ground! Skeleton J also takes a bit of splash damage, causing steam to rise into the air!

Duvall charges to Q29, attacking skeleton B!
attack: 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16
damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Duvall's mace fells the skeleton with one mighty blow!

Tranche #4 is up next: Ariael, Marius, and Tethys.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

I'm at work, please take my turn for me. Nother ranged attack. I have +4 to hit, +2 dmg


Tranche #4:

Ariael targets zombie A in an attempt to finish it off:
attack: 1d20 + 3 + 1 + 1 ⇒ (12) + 3 + 1 + 1 = 17
damage: 1d8 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4
His arrow lands in the Zombies' gut, but the creature yet stands!

Marius takes a move action to M36 and targets skeleton Q with his sling:
attack: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
damage: 2d6 + 2 + 1 ⇒ (2, 5) + 2 + 1 = 10
Using one of his magic stones, he lays the skeleton low with a shot to the ribcage!

Tethys moves to L36 and readies an action vs approach.

Tranche #5 (the Zombies) are up next!


Tranche #5:

Zombie A moves to P26.
Zombie B moves to N25.
Zombie I moves to N19.
Zombie J moves to M25.
Zombie K moves to F19.
Zombie L moves to L21.
Zombie M moves to H23.
Zombie N moves to F30.

Tranche #6 - Beldas, Belina, and Pontus - are up next.


Tranche #6:

Beldas targets Zombie A with his heavy crossbow:
attack: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16
damage: 1d10 + 2 + 1 ⇒ (8) + 2 + 1 = 11
His well-paced shot finally stops the zombie, which has several bolts and arrows sticking out of it!

Belina targets Skeleton D with her longbow:
attack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Belina's arrow strikes true, dislodging the skeleton's skull. She yells out in excitement: Suck it, corpse!

Pontus targets Zombie B:
attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
damage: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11 plus 1d6 ⇒ 1 shock.
The monster shudders for a moment, smoke coming out of its ears, but doesn't go down.

Tranche #7 - Tanner, Tol and Arthar - are up next.


Tranche #7:

Tanner targets skeleton Q:
attack: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7
damage: 1d8 + 1 ⇒ (3) + 1 = 4
But his shot misses well wide.

Tol targets skeleton J:
attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
The skeleton is quick, however, and dodges his blow.

Arthar moves to M33, then pokes at skeleton Q with his spear:
attack: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
And he strikes well, taking down the skeleton!

Round One is done! Round two is up next, initiative order is:

Tranche #1: Skeletons
Tranche #2: Landon, Belgrin
Tranche #3: Hezar, Janiries, Duvall
Tranche #4: Ariael, Marius, Tethys
Tranche #5: Zombies
Tranche #6: Beldas, Belina, Pontus
Tranche #7: Tanner, Tol, Arthar


Round Two!

Tranche #1: The skeletons.

Skeleton A charges to N27 and attacks Tol Stoneshield:
attack: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
damage: 1d4 + 2 ⇒ (1) + 2 = 3
It's wicked claws bounce harmlessly off of Tol's chainmail.

Skeleton J attacks Tol Stoneshield:
attack - claw 1: 1d20 + 2 ⇒ (4) + 2 = 6
damage - claw 1: 1d4 + 2 ⇒ (1) + 2 = 3
attack - claw 2: 1d20 + 2 ⇒ (2) + 2 = 4
damage - claw 2: 1d4 + 2 ⇒ (1) + 2 = 3
It's attacks fall harmlessly off of Tol's armour as well.

Skeleton L moves to M29 via a 5 foot step, flanking Tol Stoneshield, and attacks:
attack - claw 1: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
damage - claw 1: 1d4 + 2 ⇒ (3) + 2 = 5
attack - claw 2: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 confirm:1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
damage - claw 2: 1d4 + 2 ⇒ (1) + 2 = 3
One of the skeletons claws sneaks through, opening another cut on Tol!

Skeleton O double moves to P25.
Skeleton P moves to L28 and attacks Tol Stoneshield:
attack: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Tol owes whomever forged his armour a beer, as the skeleton's attack fails to pierce it!

Tranche #2 - Landon and Belgrin - are up next!


M Human Cleric/2 Initiative +1; AC 22; HP 17

To keep the game moving, in case I can't check in, on his action, Duvall will move to N28 (alongside Tol) and channel energy; +2 on DC for the undead saves.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin moves to P-31 to regroup. "close ranks! Form a line! No one gets flanked! Draw them in for killin'!"


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon will move to help Tol.
attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5damage: 1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14
And miss horribly but his AC is currently 21


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]

Sorry just slightly out of turn! Bout to be gone for th enight though

Hezar draws and fires a Blunt arrow at Skeleton L trying to break the flank.

1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for 1d8 + 1 ⇒ (1) + 1 = 2

sigh finally hit and the damage is garbage!!!


Landon moves to N30 and attacks skeleton L:

attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5damage: 1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14

His mighty swing misses altogether, however!

Belgrin moves to P31 and exhorts the troops not to get flanked. Tol looks exasperated.

Tranche #3 - Hezar, Duvall and Janiries - are up next!


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]

Repost from last night.

Hezar draws and fires a Blunt arrow at Skeleton L trying to break the flank.

1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for 1d8 + 1 ⇒ (1) + 1 = 2


Female Sun Elf Rogue 4

Seeing Tol get surrounded, Janiries takes aim at one of the skeletons around the dwarf and fires her longbow again.

Attack Roll with Composite Longbow on Skeleton A: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage Roll with Blunt Arrow: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


M Human Cleric/2 Initiative +1; AC 22; HP 17

From my post above: Duvall will move to N28 (alongside Tol) and channel energy; +2 on DC for the undead saves. Can he attack in the same round? If so, he will.


Okay, actions for tranche #3:

Hezar draws and fires a Blunt arrow at Skeleton L trying to break the flank.
1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for 1d8 + 1 ⇒ (1) + 1 = 2
His arrow hits, but only a glancing blow!

Seeing Tol get surrounded, Janiries takes aim at one of the skeletons around the dwarf and fires her longbow again.
Attack Roll with Composite Longbow on Skeleton A: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage Roll with Blunt Arrow: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Her shot passes harmlessly through the skeletons ribcage, however, leaving it standing, unharmed.

Duvall moves up to N28 and channels energy. Channeling is a standard action so no attack in the same round.
Channel positive energy: 1d6 ⇒ 1
I won't bother to roll saves for the undead in range, as 1 point is the minimum damage anyway.
Check the map for updates on damage to the undead. Zombie B drops dead from the channeling.

Tranche #4 is up next - Ariael, Marius and Tethys!


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Taking aim at one of the skeletons around Tol, Ari attempts to drop one to give the dwarf room to maneuver 1d20 + 5 ⇒ (14) + 5 = 19 +1 for Inspire Courage, attacking skele P for 1d8 + 3 ⇒ (3) + 3 = 6


Tranche #4's actions:

Ariael takes aim at skeleton P:
1d20 + 5 ⇒ (14) + 5 = 19 +1 for Inspire Courage, attacking skele P for 1d8 + 3 ⇒ (3) + 3 = 6
Remember, there is a -4 penalty for firing into a melee when you don't have the precise shot feat.
Ariael's shot is just wide, missing the skeleton!

Marius fires a magic stone at skeleton L:
attack: 1d20 + 2 + 1 + 1 - 4 ⇒ (7) + 2 + 1 + 1 - 4 = 7
damage: 2d6 + 2 ⇒ (4, 6) + 2 = 12
But his shot is too high, and misses!

Tethys prepares an attack vs approach and stays at his friends side.

Tranche #5 - the Zombies - is up next!


Tranche #5:

Zombie I moves up to O25.
Zombie J moves to O27.
Zombie K moves to L19.
Zombie L moves to L27.
Zombie M moves to M24.
Zombie N moves to L30.

A new foe appears! Looking much like a zombie, but quicker, and with intelligence in it's dark eyes, a new enemy appears from beyond Barracks #3. It moves up to N9, gnashing it's yellowed teeth and chanting in some unknown, foul language.

A new foe appears! A bone white woman with black, ice encrusted hair steps out from behind barracks #3. Her head hangs at an odd angle, and her face is locked into a death rictus. It moves up to M11, it's mouth making the shapes of words directed at you.


Tranche #6 is up - Beldas, Belina, and Pontus.

Beldas appears shaken by the appearance of the new foes, hesitating just a moment before taking aim at skeleton O.
attack: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
damage: 1d10 + 1 ⇒ (7) + 1 = 8

Skeleton O goes down in a heap!

Belina takes a shot at Zombie I:
attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
damage: 1d8 + 1 ⇒ (7) + 1 = 8

Her shot is wide, however, and she is clearly concerned about the newcomers to the battlefield!

Pontus draws a bead on Zombie I:
attack: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
damage: 1d10 + 1 + 1 ⇒ (5) + 1 + 1 = 7 plus 1d6 ⇒ 5 shock.

He hits the zombie hard, but not enough to drop it!

Tranche #7 - Tanner, Tol and Arthar - are up next!


Tranche #7:

Tanner takes aim at skeleton L:
attack: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15
damage: 1d8 + 1 ⇒ (4) + 1 = 5

His arrow whistles through the air, just inches from the skeleton's skull!

Tol attacks skeleton J:
attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

He swears in exasperation as the skeleton dodges his blow!

Arthar takes a 5 foot step to L32 and attacks zombie N with his longspear:
attack: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

He strikes the zombie in the shoulder, drawing forth black, viscous ichor!

Round 2 is over! Round 3 Initiative order:

Tranche #1: Skeletons
Tranche #2: Landon, Belgrin
Tranche #3: Hezar, Janiries, Duvall
Tranche #4: Ariael, Marius, Tethys
Tranche #5: Zombies, Icy undead, new undead #1
Tranche #6: Beldas, Belina, Pontus
Tranche #7: Tanner, Tol, Arthar


Round three!

Tranche #1 - the Skeletons!

Skeleton A attacks Tol Stoneshield (full attack action):
attack - claw #1: 1d20 + 2 ⇒ (1) + 2 = 3
damage - claw #1: 1d4 + 2 ⇒ (3) + 2 = 5
attack - claw #2: 1d20 + 2 ⇒ (9) + 2 = 11
damage - claw #2: 1d4 + 2 ⇒ (2) + 2 = 4

None of the skeleton's attacks can pierce Tol's armour, however!

Skeleton J attacks Tol (full attack plus flanking bonus):
attack - claw #1: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
damage - claw #1: 1d4 + 2 ⇒ (2) + 2 = 4
attack - claw #2: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
damage - claw #2: 1d4 + 2 ⇒ (1) + 2 = 3

Tol is well armoured, however, and the skeleton's attacks are all warded off!

Skeleton L attacks Tol (full attack plus flanking bonus):
attack - claw #1: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
damage - claw #1: 1d4 + 2 ⇒ (1) + 2 = 3
attack - claw #2: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
damage - claw #2: 1d4 + 2 ⇒ (1) + 2 = 3

One claw finds a weak spot, drawing blood!

Six new foes have entered the field of battle!

Three are skeletal warriors, armored with ancient breastplate and shield, and armed with longswords. Three more following behind wield ancient-looking composite longbows. They move with military precision and look far more dangerous than the regular skeletons.

Tranche #2 - Landon and Belgrin - are up next!


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]

Get ready to fall back!


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]

Duvall we could use another blast of energy!

Archers incoming!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin moves up to O-28 to attack Skeleton A.

attack: 1d20 + 4 ⇒ (11) + 4 = 15

bludgeon damage: 1d6 + 3 ⇒ (2) + 3 = 5

"Tol! Back up, lad! they're tryin' for yer hide!"


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]

Belgrin I think you forgot inspire courage shouldnt it be a 16 to hit and a 6 damage?


Tranche #2 actions:

Belgrin moves up to O-28 to attack Skeleton A. Hezar is correct about the bonuses from Belina's inspire courage effect!
attack: 1d20 + 4 ⇒ (11) + 4 = 15
bludgeon damage: 1d6 + 3 ⇒ (2) + 3 = 5
Skeleton A drops with a clatter into dozens of suddenly disconnected bones.

Acting for Landon - Landon takes aim at skeleton L and attempts to crush it, once and for all...
attack: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
damage: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
But the stout blow misses!

Tranche #3 - Hezar, Janiries and Duvall - are up next!


Female Sun Elf Rogue 4

Feeling rather reassured that she kept behind the moat full of pitch, Janiries calmly takes aim at one of the zombies in the open and fires.

Attack Roll with Composite Longbow on Zombie I: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage Roll: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5


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 turns and launches a blunt arrow at the Skeleton Archer at Q2 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 for 1d8 + 1 ⇒ (3) + 1 = 4

We might need to pull back folks!


M Human Cleric/2 Initiative +1; AC 22; HP 17

By Helm! Duvall says, stepping to N27 and attacking Skeleton J.

1d20 + 2 ⇒ (7) + 2 = 91d8 + 2 ⇒ (6) + 2 = 8


Actions for Tranche #3:

Janiries attacks Zombie I, but her arrow whistles harmlessly over it's shoulder!
Attack Roll with Composite Longbow on Zombie I: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage Roll: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Hezar fires one of his few blunt arrows at one of the new skeletal archers that are closing in:
Attack on Skeletal Archer #1: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 for 1d8 + 1 ⇒ (3) + 1 = 4
The arrow strikes the skeleton on the shoulder, slowing it for a moment before it starts forward again. The archers are less stoutly armoured that the warriors, wearing chain shirts rather than breastplates.

Duvall 5 foot steps up to N27 and attacks skeleton J:
1d20 + 2 ⇒ (7) + 2 = 91d8 + 2 ⇒ (6) + 2 = 8
His swing is wide, however, and misses the skeleton!

Tranche #4 - Ariael, Marius and Tethys - are up next!


Tranche #4:

[Acting for Ariael]Ariael takes aim at Zombie I and tries to bring it down:
attack: 1d20 + 3 + 1 + 1 ⇒ (15) + 3 + 1 + 1 = 20
damage: 1d8 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4
Ariael's arrow flies true, bringing down the Zombie!

Marius takes aim at Zombie N with his last magic stone:
attack: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
damage: 2d6 + 2 + 1 ⇒ (4, 6) + 2 + 1 = 13
The Zombie almost explodes with the force of Marius' enchanted stone!

Tethys stays by his friend and prepares vs approach.

Tranche #5 - the zombies and the two newcomers - are next!


Actions for Tranche #5:

Zombie J attempts to strike down Belgrin:
attack: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Belgrin turns away the clumsy attack with his shield!

Zombie K moves to N24.

Zombie L attacks Tol Stoneshield:
attack: 1d20 + 4 ⇒ (20) + 4 = 24 confirm? 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Tol goes down under a vicious blow from the Zombie, and is dying!

Zombie M moves up to N26.

The Icy Undead moves up to O23.

New Undead #1 moves to O21.

Tranche #6 is up next!


Tranche #6 - Beldas, Belina, and Pontus - are up next!

Beldas trains his crossbow on skeleton J and fires:
attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 (has precise shot)
damage: 1d10 + 1 ⇒ (4) + 1 = 5
His shot is ineffectual, however.

Belina continues her bardic performance and takes a shot at Icy Undead #1:
attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Her arrow flies true, lodging in the monsters' gut!

Pontus takes aim at skeleton L, trying to reduce the number of enemies surrounding Tor:
attack: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
damage: 1d10 + 1 + 1 ⇒ (8) + 1 + 1 = 10 plus 1d6 ⇒ 4 shock.
His shot causes the skeleton to shudder before it falls to the ground, defunct.

Tranche #7 - Tanner and Arthar - are up next.


Tranche #7:

Tanner takes aim at skeleton J and says a prayer:
attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2
His arrow hits but glances off the bones of the undead horror.

Arthar moves up to L30 and attacks skeleton P with his longspear:
attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
He misses, however, as a spear isn't the best weapon against a skeleton...

Round #3 is done! Round four is up next, initiative order:

Tranche #1: Skeletons
Tranche #2: Landon, Belgrin
Tranche #3: Hezar, Janiries, Duvall
Tranche #4: Ariael, Marius, Tethys
Tranche #5: Zombies
Tranche #6: Beldas, Belina, Pontus
Tranche #7: Tanner, Tol, Arthar


Round #4!

Tranche #1: the skeletons.....

Skeleton J uses a full attack against Duvall, who is also flanked:
attack - claw #1:1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
damage - claw #1:1d4 + 2 ⇒ (1) + 2 = 3
attack - claw #2:1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
damage - claw #2:1d4 + 2 ⇒ (1) + 2 = 3
Duvall's defences are more than enough to easily turn aside the skeleton's attacks.

Skeleton P moves to N28 and attacks Duvall with the advantage of flanking:
attack - claw:1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
damage - claw:1d4 + 2 ⇒ (1) + 2 = 3
Duvall's faith provides him with an edge, however, turning aside the skeleton's claws!

Skeletal Archer #1 moves up to Q8, then fires a shot at Beldas Arnskull:
attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Barely misses!

Skeletal Archer #2 moves up to S8, then fires a shot at Beldas Arnskull:
attack: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Missing high, above the dwarf's head!

Skeletal Archer #3 moves up to U8, then fires a shot at Beldas Arnskull:
attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 1 ⇒ (7) + 1 = 8
It's shot misses as well!

Skeletal Warrior #1 double moves up to T15.

Skeletal Warrior #2 double moves up to R15.

Skeletal Warrior #1 double moves up to P15.

Tranche #2 - Landon and Belgrin - are up next!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin Attempts to smash skeleton P, in N-28, with the maul head.

attack: 1d20 + 4 ⇒ (14) + 4 = 18

bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7

If the skeleton drops, Belgrin will move into his space, adjacent to Tol.


Okay, tranche #2:

Belgrin Attempts to smash skeleton P, in N-28, with the maul head.
attack: 1d20 + 4 ⇒ (14) + 4 = 18
bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
He strikes the skeleton down!

Landon moves to L28 and attacks skeleton J:
attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
damage: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12
But his blow, which would have felled a horse, misses!

Tranche #3 - Hezar, Janiries and Duvall - are up next!


Female Sun Elf Rogue 4

Spotting that damn icy undead approaching close, Janiries would grin and dip an arrow in the pitch infront of her before firing it at the cold zombie.

Attack Roll with Composite Longbow on Icy Undead #1: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage Roll: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Sorry forums wouldnt let me on yesterday and when they did it wouldnt let me post

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