| Hezar |
blunt arrows of course
rapid shot 1d20 + 6 - 2 + 1 ⇒ (13) + 6 - 2 + 1 = 18 for1d8 + 1 ⇒ (8) + 1 = 9
rapid shot 1d20 + 6 - 2 + 1 ⇒ (13) + 6 - 2 + 1 = 18 for1d8 + 1 ⇒ (4) + 1 = 5
| Hezar |
Hezar will send his arrows at the ghouls instead, now taht i see the map, and i am moving myself, but, will keep those rolls
| Belgrin Stoneshield |
The monstrous dwarf roars as his body expands and his form enlarges, then turns to the archers. "Pin down those ghouls; that window's a shooting range if they're fool enough to come through it. Not one pile of bones walks past while I stand!"
Belgrin then moves to reposition himself to block the whole entryway, hoping that Tol will move up to E-14 to back him up. Switch places, cousin, and keep swingin' as long as bones are reachin' for ye!"
He then turns to grin at Marius. "what's the matter? Never looked UP to a dwarf before? HAHAH!"
| DM Locke |
Okay, I've gone ahead and placed Ariael and Duvall. Duvall, I still don't know what spells you have memorized.
The main doors have been smashed into splinters, and the undead attack!
Initiative rolls:
Belgrin:1d20 + 0 ⇒ (13) + 0 = 13
Hezar:1d20 + 4 ⇒ (18) + 4 = 22
Janiries:1d20 + 4 ⇒ (19) + 4 = 23
Ariael:1d20 + 3 ⇒ (14) + 3 = 17
Duvall:1d20 + 1 ⇒ (1) + 1 = 2
Landon:1d20 + 3 ⇒ (18) + 3 = 21
Pontus:1d20 + 3 ⇒ (12) + 3 = 15
Beldas:1d20 + 3 ⇒ (2) + 3 = 5
Arthar:1d20 + 1 ⇒ (9) + 1 = 10
Tol:1d20 + 1 ⇒ (13) + 1 = 14
Tanner:1d20 + 2 ⇒ (13) + 2 = 15
Marius:1d20 ⇒ 19
Tethys:1d20 + 4 ⇒ (2) + 4 = 6
Commoners:1d20 ⇒ 16
Skeletal Archers:1d20 + 7 ⇒ (15) + 7 = 22
Skeletal Warriors:1d20 + 5 ⇒ (5) + 5 = 10
Ghouls:1d20 + 2 ⇒ (11) + 2 = 13
So, order of action:
Tranche #1: Janiries, Hezar
Tranche #2: Skeletal Archers
Tranche #3: Landon, Marius, Ariael
Tranche #4: Commoners
Tranche #5: Pontus, Tanner, Tol, Belgrin
Tranche #6: Ghouls
Tranche #7: Skeletal Warriors
Tranche #8: Duvall, Beldas, Arthar, Tethys
No surprise round, and everyone is flat-footed until their first action, as per normal. Active effects are listed on the map; I know not everyone went downstairs but all PCs get the benefit of the Watchghosts bless spell. NPC's do not. Belgrin has enlarge person and Landon has divine favor.
Round One! Tranche #1 is up - Janiries and Hezar!
| Janiries Shaelara |
Seeing Belgrin move infront of the door, Janiries abandons her plan of melee, drops her club Free Action, draws her bow while stepping up to G11 Move Action + Free Action and fires at Skeletal Archer A with a blunt arrow.
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage Roll: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (6) = 14
| DM Locke |
Actions for tranche #1:
Hezar takes aim at Ghoul B, and fires using his rapid shot feat:
1d20 + 6 - 2 + 1 ⇒ (13) + 6 - 2 + 1 = 18 for1d8 + 1 ⇒ (8) + 1 = 9
1d20 + 6 - 2 + 1 ⇒ (13) + 6 - 2 + 1 = 18 for1d8 + 1 ⇒ (4) + 1 = 5
The arrows strike the ghoul in the head, and it drops unmoving to the ground.
Janiries takes aim at skeletal archer A:
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage Roll: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (6) = 14
Janiries' blunt arrow strikes the archer flush in the chest, causing it to stagger, though it still stands.
Tranche #2 - the skeletal archers - up next!
| DM Locke |
Actions for tranche #2:
Skeletal archer A takes aim at Janiries:
attack:1d20 + 7 ⇒ (10) + 7 = 17
damage:1d8 + 1 ⇒ (4) + 1 = 5
It's arrow finds flesh, leaving a deep scratch on Janiries.
Skeletal archer B takes aim at the giant-sized Belgrin blocking the doorway:
attack:1d20 + 7 ⇒ (2) + 7 = 9
damage:1d8 + 1 ⇒ (8) + 1 = 9
And misses!
Skeletal archer C also takes aim at Belgrin:
attack:1d20 + 7 ⇒ (6) + 7 = 13
damage:1d8 + 1 ⇒ (7) + 1 = 8
Belgrin's shield, also super-sized, takes the arrow for him!
Skeletal archer D takes a move action to A19 and takes aim at giant Belgrin:
attack:1d20 + 7 ⇒ (17) + 7 = 24
damage:1d8 + 1 ⇒ (5) + 1 = 6
Belgrin takes an arrow in the leg (but not the knee!) but it's only a flesh wound!
Tranche #3 is up next - Landon, Marius and Ariael!
| Duvall of Helm |
From my character sheet:
Spells:
Orisons (3): Create Water, Guidance, Light, Resistance
1st (2+1): CLW, Dancing Lantern, Hide From Undead, Shield of Faith
Duvall summons the divine power of Helm and casts Shield of Faith upon himself. (He would have done this earlier, but however you want to play this is fine.)
He then draws his warhammer, moves over beside Janiries to guard the flight of the wounded. And waits...
| Landon Crane |
Landon will hold his swing until the first skeleton comes through.
Can't remember if this was a light or heavy mace
attack+MW+DF+Bless: 1d20 + 4 + 1 + 1 + 1 ⇒ (13) + 4 + 1 + 1 + 1 = 20damage on light mace: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5 OR damage on heavy mace: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
| Ariael Lafali |
I see you me on the other side of the room, which makes no sense. I was downstairs, then came up, and cast my spell on Bel. I should be more near Jan then all the way across the shrine.
Also, how many open windows are there? and can I see the cluster of enemies through any of them?
| Belgrin Stoneshield |
hmm, so with enlarge person, I have 10 ft reach, +2 str, -2 dex, -1 to hit and AC, and my hammer side does...didn't we say my maul was 1d8 on the blunt head now? so that's 2d6. So, basically -1 AC and a bigger damage die in the end, as far as combat is concerned.
| DM Locke |
@ Duvall: it's a heavy masterwork mace
@ Ariael: Feel free to suggest a new location, then. As stated above, it's not my intention to give you guys a hard time. In future, if you want to make sure your character is somewhere that makes sense, remember that I ask you guys to place yourselves pre-combat; only if you haven't done that do I take matters into my own hands. In this case, as there are a bunch of characters covering the main doors, I felt more bodies should be allocated to handle the incoming ghouls - especially someone immune to their paralyzation ability. Windows are noted on the map; the ghouls are visible through them, as all the glass on the windows has been broken out.
@ Belgrin: we did say 1d8, and yes, large sized, your hammer side does 2d6+whatever damage. It's in the effects portion of the battle map. And, it's -1 to AC and -2 to your dex, so you lose 2 points of AC whilst the effect is active. Enlarge person is mainly useful for the larger weapon and the reach. The skeletons will have to 5 foot step to avoid your blows.
| Ariael Lafali |
1d20 + 2 ⇒ (14) + 2 = 16 Caster level check
Pulling out the scroll of Fireball, Ariael recites the arcane words to activate the magick. When finished a small, organgeish red bead flies from his hand, through the window and erupts in a blast of flame, engulfing the ghouls. Aiming for I-34, which should get the ghouls at H-33, H-35 and J-35 5d6 ⇒ (5, 1, 5, 2, 6) = 19
| DM Locke |
Actions for Tranche #3:
Landon readies an attack vs the approaching skeletal warriors.
Ariael reads from the fireball scroll; a blast of fire streaks from his hand, engulfing the oncoming group of ghouls in fire!
Ghoul A save:1d20 + 2 ⇒ (2) + 2 = 4
Ghoul B save:1d20 + 2 ⇒ (1) + 2 = 3
Ghoul C save:1d20 + 2 ⇒ (3) + 2 = 5
The warrior-mage's gambit pays off! The three ghouls, plus the body of their fallen comrade, are engulfed in flame! After a few moments of inhuman screaming, they drop to the ground, burning, and not moving!
Marius picks his jaw up off the ground long enough to finish his casting of magic stone. He now has three sling stones that will do 2d6+2 damage vs the undead.
Tranche #4 - the commoners - are up next!
| Belgrin Stoneshield |
Keeping his shield high, Belgrin steels himself to fight off the storm of bones reaching for him, and swings his massive maul head at skeleton A, in C-15.
attack: 1d20 + 5 ⇒ (16) + 5 = 21 bludgeon damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
you....TREASONOUS dice...
| Hezar |
Light that moat! Hezar roars
unless the fireball did it
| DM Locke |
Actions for Tranche #5:
Keeping his shield high, Belgrin steels himself to fight off the storm of bones reaching for him, and swings his massive maul head at skeleton A, in C-15.
attack: 1d20 + 5 ⇒ (16) + 5 = 21 bludgeon damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
A solid blow, but it fails to fell the fallen warrior.
Pontus has lost his line of sight to any of the baddies, so he holds his action. Belgrin, pull back from the door, lad. You can create a kill zone just inside the doors! Pontus bellows over the din of battle.
Tol readies an attack against approaching enemies.
Tanner holds his action as he has no targets.
Tranche #6 - the Zombies - has been wiped out by Ariael. Sveral more appear, however, on the southern edge of the battle map.
Tranche #7 - the skeletal warriors - are up next!
| DM Locke |
Skeletal warrior A 5 foot steps to D15. This doesn't provoke any Attacks of opportunity, but does trigger Tol's readied attack vs approach:
Keep in mind, attacks around corners - like the position Tol and Landon find themselves in - are considered melee cover and the target gets a +4 to AC.
attack:1d20 + 5 ⇒ (13) + 5 = 18
damage:1d8 + 3 ⇒ (3) + 3 = 6
Tol's attack misses!
Skeletal warrior A attacks Belgrin:
attack:1d20 + 7 ⇒ (2) + 7 = 9
damage:1d8 + 3 ⇒ (2) + 3 = 5
Belgrin easily knocks the blow aside with his shield.
Skeletal warrior B 5 foot steps to D16. This triggers Landon's action:
attack:1d20 + 5 ⇒ (4) + 5 = 9
damage:1d8 + 3 ⇒ (8) + 3 = 11
But Landon's attack misses!
Skeletal warrior B attacks Belgrin:
attack:1d20 + 7 ⇒ (1) + 7 = 8
damage:1d8 + 3 ⇒ (7) + 3 = 10
But Belgrin easily blocks the strike.
Skeletal warriors D and E each take 5 foot steps forward, skeletal warriors C and F also 5 foot step into new squares, positioned to cross their makeshift bridge.
Tranche #8 - Duvall, Beldas, Arthar, and Tethys - are up next!
| Hezar |
Arthar! Get that moat lit!
| DM Locke |
Actions for Tranche #8:
Duvall holds his action; there are no targets in range in any case.
Arthar looks at Hezar quizically, wondering how he got volunteered for the job and, more importantly, how he was expected to do it. He holds his action.
Beldas takes aim at skeletal archer A:
attack:1d20 + 5 ⇒ (3) + 5 = 8
damage:1d10 ⇒ 5
The taciturn dwarf mutters a curse as his bolt misses!
Tethys growls in frustration as there are no foes in range.
Round 1 is over!
Round 2 - Tranche #1 is up next - Janiries and Hezar.
| Hezar |
Arthas! By Helm come take one of the torches off the side of my pack light it and throw it through the window into the moat!
Hezar launches two arrows through the window at the appraching ghouls, swearing as one flies woefully wide.
1d20 + 6 - 2 + 1 ⇒ (4) + 6 - 2 + 1 = 9 for 1d8 ⇒ 7
1d20 + 6 - 2 + 1 ⇒ (11) + 6 - 2 + 1 = 16 for 1d8 ⇒ 3
| Hezar |
I gave you 10 way back, and never took those back, but that is all
| DM Locke |
Actions for Tranche #1:
Hezar looses two arrows at an oncoming Ghoul:
1d20 + 6 - 2 + 1 ⇒ (4) + 6 - 2 + 1 = 9 for 1d8 ⇒ 7
1d20 + 6 - 2 + 1 ⇒ (11) + 6 - 2 + 1 = 16 for 1d8 ⇒ 3
One of the arrows lodges in the beasts' shoulder, which continues to rush forward!
Janiries aims a blunt arrow at skeletal archer A:
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage Roll: 1d8 + 1 ⇒ (7) + 1 = 8
But the evil fiend dodges her shot!
Tranche #2 - the skeletal archers - are up next!
| Hezar |
Tethys, Marius I might need some help over here! Not sure I can hold all 4 off myself.
| DM Locke |
Actions for Tranche #2:
Skeletal Archer A draws an arrow and lets it fly at Beldas Arnskull:
attack:1d20 + 7 ⇒ (12) + 7 = 19
damage:1d8 + 1 ⇒ (2) + 1 = 3
The arrow strikes, but not tellingly, as it leaves only a small gash on the dwarf's arm.
Skeletal Archer B takes aim at Belgrin:
attack:1d20 + 7 ⇒ (6) + 7 = 13
damage:1d8 + 1 ⇒ (2) + 1 = 3
But Belgrin's shield, looking more and more like a pincushion, takes the shot for him!
Skeletal Archer C targets Belgrin as well:
attack:1d20 + 7 ⇒ (3) + 7 = 10
damage:1d8 + 1 ⇒ (4) + 1 = 5
The giant dwarf's shield takes another shot for Belgrin!
Skeletal Archer D decides to try his luck and targets Belgrin's shield:
attack:1d20 + 7 ⇒ (9) + 7 = 16
damage:1d8 + 1 ⇒ (3) + 1 = 4
But he misses, striking Belgrin instead! Only a small wound, however!
Tranche #3 - Landon, Marius and Ariael - are up next!
| Landon Crane |
"Belgrin back up a bit. Unless you expect to take on all of them by yourself."
Holding action until Belgrin moves back 5ft. and the undead move in.
attack+MW+DF+Bless: 1d20 + 4 + 1 + 1 + 1 ⇒ (9) + 4 + 1 + 1 + 1 = 16damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
| DM Locke |
Actions for Tranche #3:
Landon holds his action until Belgrin moves back.
Marius moves down to H25 to support Hezar.
Ariael takes aim at Ghoul #1 with his composite longbow:
attack:1d20 + 4 ⇒ (19) + 4 = 23
damage:1d8 + 1 ⇒ (6) + 1 = 7
The warrior mage scores a solid blow, and the Ghoul now sports an arrow in his chest!
Tranche #4 - the commoners - are up next.
| Belgrin Stoneshield |
"Bah. They'll not like walkin in the midst of us all, then. Come, you rattlin' husks! This threshold is your second grave!" Belgrin hefts his maul through the air, aiming to drop that stubborn skeleton in D-15 this time. attack: 1d20 + 5 ⇒ (15) + 5 = 20 blunt damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
That's more like it.
He then backsteps about five feet to let the undead walk into the waiting ring of blades and hammers.
| DM Locke |
Actions for Tranche #5:
Belgrin attacks skeletal warrior A:
attack: 1d20 + 5 ⇒ (15) + 5 = 20 blunt damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
But the skeleton gets it's shield up in time, avoiding destruction!
Belgrin then moves back 5 feet.
Pontus has no line of sight to any baddies so he takes no action.
Tanner holds his ground and keeps watch to the north, making sure nothing approaches.
Tol readies an attack if approached.
Tranche #6 - the Ghouls - are up next!
| DM Locke |
Tranche #7:
Skeletal warrior A 5 foot steps forward to E15. This does not provoke, but does trigger Tol's held action:
attack:1d20 + 5 ⇒ (17) + 5 = 22
damage:1d8 + 3 ⇒ (4) + 3 = 7
Tol hits him hard, and the skeleton is barely standing!
EDIT: Belgrin didn't include the bless bonus on his attack vs skeletal warrior A. Between that and Tol, the monster is now dead.
Skeletal warrior B 5 foot steps forward. Once again, not provoking, but Landon has a held action that is triggered:
attack:1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage:1d8 + 3 ⇒ (8) + 3 = 11
Landon hits him hard! The warrior still stands, but it's skull is notably fractured.
EDIT: Landon had previously rolled and I missed it. In cases like this, I'll apply the better of my roll or yours. Apologies.
The remaining skeletal warriors 5 foot step forward.
Tranche #8 - Duvall, Beldas, Arthar, and Tethys - is up next!
| DM Locke |
Actions for Tranche #8:
Duvall moves down to I19, looking to bolster the defences against the oncoming Ghouls.
Beldas takes aim at skeletal archer A:
attack:1d20 + 5 ⇒ (9) + 5 = 14
damage:1d10 ⇒ 9
But his shot goes wide!
Arthar drops his spear, draws his club, then takes a 5 foot step and attacks skeletal warrior B:
attack:1d20 + 4 ⇒ (5) + 4 = 9
damage:1d6 + 2 ⇒ (6) + 2 = 8
But the skeletal fiend parries his blow with it's shield.
Tethys moves down to support Marius.
End of round 2! Round three, Tranche #1 - Janiries and Hezar - is up next!
| Hezar |
Hezar steps forward to get the perfect range and lets fly with his alchemist fire at the moat
1d20 + 6 + 1 + 1 + 2 ⇒ (6) + 6 + 1 + 1 + 2 = 16
| Hezar |
I am a cheater. I do not have an alchemist fire.
But there must be sconces on the wall with torches so how about this?
Hezar yanks a torch off of his pack as he moves to a sconce near the window lighting it then flinging it into the moat.
Acrobatics because it is all happening fast 1d20 + 9 ⇒ (15) + 9 = 24 and attack with torch 1d20 + 6 + 1 + 1 - 2 ⇒ (11) + 6 + 1 + 1 - 2 = 17
| DM Locke |
The cooking pit (with an active fire) is just a five foot step away from Hezar, so no worries on a source of fire to try and light the moat full o' pitch.
Actions for Tranche #1:
Moving up to the window, Janiries would shoot again at the dastardly skeleton archer A.
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage Roll: 1d8 + 1 ⇒ (1) + 1 = 2
The skeletal archer is a wily one, however, dodging as Janiries' arrow misses.
Hezar is determined to get that moat lit! He lights a torch in the cooking pit and tosses it into the moat - which comes alive with fire! It will spread 2 squares in each direction per turn.
Tranche #2 - the skeletal archers - will be up next!