A storm over Tethyr (Inactive)

Game Master JohnLocke


1,051 to 1,100 of 3,483 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

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]

I will move myself next to the cooking fire. God hope that holds them off the window


Actions for Tranche #2:

Skeletal archer A targets Beldas Arnskull:
attack:1d20 + 7 ⇒ (11) + 7 = 18
damage:1d8 + 1 ⇒ (4) + 1 = 5
The arrow catches Beldas in the arm!

Skeletal archer B targets Belgrin:
attack:1d20 + 7 ⇒ (1) + 7 = 8
damage:1d8 + 1 ⇒ (2) + 1 = 3
But Belgrin's trusty shield is more than ready!

Skeletal archer C targets Belgrin:
attack:1d20 + 7 ⇒ (17) + 7 = 24
damage:1d8 + 1 ⇒ (5) + 1 = 6
And the arrow lodges in Belgrin's shoulder!

Skeletal archer D target Belgrin as well!
attack:1d20 + 7 ⇒ (3) + 7 = 10
damage:1d8 + 1 ⇒ (4) + 1 = 5
But finds Belgrin's shield instead!

Tranche #3 - Landon, Ariael, and Marius - is up next!


They'll sustain damage moving through the fire, which will hurt them, but stop them? We shall see.


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

Would my throwing another torch be at all helpful, or should I just let fly another arrow?


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]

Prob try to drop one with an arrow. One more torch wont increase it enough that they cannot go around it this round. but putting one down would be good


I'd recommend taking one down as well. I can't think of any benefit to another torch in the pitch, especially at that location.


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 take another swing at the closest skeleton...
attack+MW+DF+BLESS: 1d20 + 4 + 1 + 1 + 1 ⇒ (18) + 4 + 1 + 1 + 1 = 25damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


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

Drawing upon his magickal might, Ariael lets loose another arrow, hopefully taking out the ghoul he attacked before. Using an Arcana Pool point to add +11d20 + 6 ⇒ (17) + 6 = 23 for 1d8 + 3 ⇒ (2) + 3 = 5


Actions for Tranche #3:

Landon will take another swing at the closest skeleton...
attack+MW+DF+BLESS: 1d20 + 4 + 1 + 1 + 1 ⇒ (18) + 4 + 1 + 1 + 1 = 25damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Landon's mighty blow drops Skeletal warrior B to the ground, an unmoving pile of bones!

Ariael takes aim at Ghoul 1 and fires:
1d20 + 6 ⇒ (17) + 6 = 23 for 1d8 + 3 ⇒ (2) + 3 = 5
Ariael's arrow finds it's target, right into the Ghouls chest! It remains moving, but is clearly on it;s last legs.

Sensing an opportunity, Marius takes aim at Ghoul 1 and tries to take it down with a magic stone:
attack:1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage:2d6 + 2 + 2 ⇒ (1, 1) + 2 + 2 = 6
The ghoul goes down in a heap, dead!

Tranche #4 - the commoners - up next!


Tranche #4:

Andri helps Thesus down the stairs to the Helmish bunker.

Tranche #5 - Belgrin, Pontus, Tanner and Tol - are up next!


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

Belgrin bring his maul down on skeleton D's head.

attack: 1d20 + 5 ⇒ (2) + 5 = 7 blunt damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

But apparently just hits the floor. bah.


Actions for Tranche #5:

Belgrin roars mightily and attacks the floor!
attack: 1d20 + 5 ⇒ (2) + 5 = 7 blunt damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
He hits! The floor remains mute, but it must be hurting!

Pontus moves to I24 and targets a ghoul - #2, in this case:
attack:1d20 + 8 ⇒ (15) + 8 = 23
damage:1d10 + 1 ⇒ (10) + 1 = 11 plus 1d6 ⇒ 4
The ghoul twitches and flops for several moments, before falling to the ground in a heap.

Tol readies an attack if a skeletal warrior enters his threatened zone.

Tanner keeps watch.

Tranche #6 is up next - the ghouls!


Actions for Tranche #6:

Ghoul #3 run and makes the leap over the pitch moat, but takes:
1d6 ⇒ 3 damage. It ends up at J29, and attacks Hezar with it's wicked fangs!
attack:1d20 + 3 ⇒ (11) + 3 = 14
damage:1d6 + 1 ⇒ (3) + 1 = 4
The ghoul's jaws snap shut, narrowly missing Hezar!

New enemies appear at the southern edge of the map!

Tranche #7 - the skeletal warriors - are up next.


Actions for Tranche #7:

Skeletal warrior D 5 foot steps to E15, triggering Tol's held action:
attack:1d20 + 5 ⇒ (15) + 5 = 20
damage:1d8 + 3 ⇒ (6) + 3 = 9
Tol misses narrowly!

Skeletal warrior D attacks Tol with his longsword:
attack:1d20 + 7 ⇒ (13) + 7 = 20
damage:1d8 + 3 ⇒ (7) + 3 = 10
The skeleton strikes a telling blow!

Skeletal warrior E 5 foot steps up to E16, triggering Landon's held action:
1d20 + 4 + 1 + 1 + 1 ⇒ (18) + 4 + 1 + 1 + 1 = 25damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Landon's blow strikes the skeleton hard, though he doesn't fell it!

Skeletal warrior E attacks Belgrin:
attack:1d20 + 7 ⇒ (17) + 7 = 24
damage:1d8 + 3 ⇒ (1) + 3 = 4
He hits, though not hard.

Skeletal warriors C and F 5 foot step forward.

Tranche #8 is up next - Duvall, Beldas, Arthar and Tethys.


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]

Make sure you bot Duvall well, or he will be sad when he gets back! Autocrit maybe, max healing or damage on a channel? That all sounds fair! :P


Fair is my middle name, good sir! You just worry about getting Hezar back from that ghoul, or Belina will be very sad!


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]

More worried about those incoming Ghouls really. Tethys my friend the kitty cat will save me from this one.


Actions for Tranche #8:

Duvall draws his light crossbow and takes a shot at Ghoul #3:
attack:1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
damage:1d8 ⇒ 8
But his shot goes wide.

Beldas takes another shot at skeletal archer A:
attack:1d20 + 5 ⇒ (19) + 5 = 24
damage:1d10 ⇒ 2
The skeletal archer's DR absorbs the damage.

Arthar uses his club to attack skeletal warrior E:
attack:1d20 + 4 ⇒ (2) + 4 = 6
damage:1d6 + 2 ⇒ (2) + 2 = 4
But the skeletal warriors shield takes the blow!

Seeing Hezar in danger, Tethys growls and attacks the ghoul!
attack:1d20 + 8 ⇒ (12) + 8 = 20
damage:1d4 + 1 ⇒ (4) + 1 = 5
Tethys hits the ghoul hard, and tries to drag it to the ground!
CMB - trip:1d20 + 2 ⇒ (9) + 2 = 11
The ghoul is able to stay upright, just barely!

Round three is over! Round four, Tranche #1 - Janiries and Hezar - 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]

Hezar steps back and fires rapidly at the ghoul in front of him.

Longbow 1d20 + 6 + 1 + 1 - 2 ⇒ (13) + 6 + 1 + 1 - 2 = 19 for 1d8 + 1 ⇒ (1) + 1 = 2

Longbow 1d20 + 6 + 1 + 1 - 2 ⇒ (18) + 6 + 1 + 1 - 2 = 24 for 1d8 + 1 ⇒ (4) + 1 = 5

More ghouls incoming!


Female Sun Elf Rogue 4

Janiries would fire again at that damn long lasting skeleton archer A.

Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage Roll: 1d8 + 1 ⇒ (8) + 1 = 9


Actions for tranche #1:

Hezar takes a 5 foot step back and rapid shots at Ghoul #3:
Longbow 1d20 + 6 + 1 + 1 - 2 ⇒ (13) + 6 + 1 + 1 - 2 = 19 for 1d8 + 1 ⇒ (1) + 1 = 2
Longbow 1d20 + 6 + 1 + 1 - 2 ⇒ (18) + 6 + 1 + 1 - 2 = 24 for 1d8 + 1 ⇒ (4) + 1 = 5
Both arrows find their mark, each piercing one of the ghoul's eyes! It drops to the ground, defunct.

Janiries takes a shot at skeletal archer A:
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage Roll: 1d8 + 1 ⇒ (8) + 1 = 9
But her shot misses!

Tranche #2 - the skeletal archers - are up next!


Actions for Tranche #2:

Skeletal archer A decides to return fire at Janiries:
attack:1d20 + 7 ⇒ (15) + 7 = 22
damage:1d8 + 1 ⇒ (1) + 1 = 2
It's aim is true, though Janiries' armour absorbs most of the blow.

Skeletal archer B tries again for Belgrin:
attack:1d20 + 7 ⇒ (15) + 7 = 22
damage:1d8 + 1 ⇒ (5) + 1 = 6
It hits! Belgrin takes one in the shoulder!
Belgrin is down! -2 HP, folks!

Skeletal archer C takes a shot at Arthar:
attack:1d20 + 7 ⇒ (2) + 7 = 9
damage:1d8 + 1 ⇒ (1) + 1 = 2
But the bony antagonists' arrow misses!

Skeletal archer D moves down to A25 and takes a shot at Marius:
attack:1d20 + 7 ⇒ (4) + 7 = 11
damage:1d8 + 1 ⇒ (4) + 1 = 5
The arrow whizzes by Marius, missing him by several feet.

Tranche #3 - Landon, Ariael and Marius - are up next!


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

Continuing to swing...
attack+MW+DF+Bless: 1d20 + 4 + 1 + 1 + 1 ⇒ (18) + 4 + 1 + 1 + 1 = 25damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12


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

Held em off for a good 4-5 rounds there, yeah? Nothin like a giant dwarf to draw fire and buy time.


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

You're welcome. Now let's make sure you live, so we can use this tactic again

Locke, is there any sort of furniture we can use barricade the windows? All of the ghouls are dead, but we have that group incoming


There are several broken down pews, lecterns, et cetera in the corners of the shrine. I don't think there's enough of it - or enough time - to form a barracade at the window. I wouldn't want to stop you from trying, but on my list of successful ideas, lets just say it's something on the low end of the scale.


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]

Someone get Belgrin back up!


Okay, actions for Tranche #3:

Landon lashes out at Skeletal warrior E:
1d20 + 4 + 1 + 1 + 1 ⇒ (18) + 4 + 1 + 1 + 1 = 25damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
And strikes him down!

Ariael sees that the ghouls are beyond optimal range of his bow, so he spins and fires a shot at skeletal warrior D:
attack:1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23
damage:1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
The skeletal warrior's DR absorbs the damage!

Marius casts produce flame and makes a ranged touch attack against Ghoul B:
attack:1d20 + 1 ⇒ (1) + 1 = 2
damage:1d6 + 2 ⇒ (5) + 2 = 7
But his firey attack misses!

Tranche #4 - the commoners - are up next!


Actions for Tranche #4:

Kitha and Alaric head down the stairs - and hopefully to safety.

Tranche #5 - Pontus, Tanner and Tol - are up next!


Actions for Tranche #5:

Pontus spins and takes a shot at skeletal warrior D:
attack:1d20 + 8 ⇒ (7) + 8 = 15
damage:1d10 + 1 ⇒ (3) + 1 = 4 plus 1d6 ⇒ 3 shock
But his bolt is stopped harmlessly by the warriors shield.

Tol attempts to crush warrior D with his warhammer:
attack:1d20 + 5 ⇒ (1) + 5 = 6
damage:1d8 + 3 ⇒ (5) + 3 = 8
But once again, the monster defends itself.

Tanner wants in on the action, so he takes a shot at warrior D as well!
attack:1d20 + 4 ⇒ (1) + 4 = 5
damage:1d8 ⇒ 1
But he misses!

Tranche #6 is up next - the Ghouls!


Actions for Tranche #6:

All the ghouls run forward (a horrid, four legged run which is very unnatural) and advance 60'.

Tranche #7 is up next - the skeletal warriors!


Actions for Tranche #7:

Skeletal warrior D attacks Tol:
attack:1d20 + 7 ⇒ (14) + 7 = 21
damage:1d8 + 3 ⇒ (3) + 3 = 6
A telling blow that opens a gash on Tol's arm!

Skeletal warrior F 5 foot steps forward and attacks Arthar:
attack:1d20 + 7 ⇒ (3) + 7 = 10
damage:1d8 + 3 ⇒ (6) + 3 = 9
But Arthar's shield takes the blow!

Skeletal warrior C can do nothing but wait!

Tranche #8 is up next - Duvall, Beldas, Arthar, and Tethys.


Actions for Tranche #8:

Duvall runs up to Belgrin and casts cure light wounds:
cure light wounds:1d8 + 2 ⇒ (8) + 2 = 10
Belgrin feels new life as Helm's healing power courses through him!

Beldas takes a shot at skeletal warrior D:
attack:1d20 + 5 ⇒ (10) + 5 = 15
damage:1d10 ⇒ 7
But he misses!

Arthar attempts to club skeletal warrior F:
attack:1d20 + 4 ⇒ (5) + 4 = 9
damage:1d6 + 2 ⇒ (2) + 2 = 4
But he fails.

Tethys growls as he awaits more baddies to bite!

End of round four! Round five, Tranche #1 - Janiries and Hezar - is up next!


Female Sun Elf Rogue 4

Once again, Janiries would fire at Skeleton Archer A, who has lived too long.

Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage Roll: 1d8 + 1 ⇒ (2) + 1 = 3


Just to note, this will be the final evac round for the commoners. All three will make it down the stairs this round. You can then focus on getting yourselves out. Basically, anyone who reaches the stairs will be considered to have safey exited to the (hopefully!) safe confines of the Helmish bunker below. Also, you guys might level from the xp reward from this battle, finding the bunker, and providing safe passage for the commoners.


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]

both ariel and Janires have blunt arrows courtesy of moi :) Running out to breakfast with the wife, but will post once back home my attacks


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

Aye, that last attack would have been with a blunt, magickal arrow, if I was firing at a skeleton


Okay, retconning time, Ariael's arrow was blunt and did 5 hp to the skeletal warrior D. Noted on the map.


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

Last round, eh? No such thing for a dwarf.


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

I am going to move Ari closer to the steps for that last round. Move action then standard attack, so nothing changes but where I am on the map. That ok?


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]

Diplo1d20 ⇒ 1 Move quicker folks, we cannot hold long! Diplo to get the refugees to move faster

Hezar fires quickly a Ghoul B, one arrow flying wide.
1d20 + 6 + 1 + 1 - 2 ⇒ (4) + 6 + 1 + 1 - 2 = 10 for 1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 6 + 1 + 1 - 2 ⇒ (9) + 6 + 1 + 1 - 2 = 15 for 1d8 + 1 ⇒ (6) + 1 = 7

terrible rolls those


With a diplomacy roll like that, I should have the survivors just mill about at the top of the stairs!

Okay, actions for Tranche #1:

Janiries goes for broke and tries to take out skeletal archer A:
Attack Roll with Composite Longbow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage Roll: 1d8 + 1 ⇒ (2) + 1 = 3
The hits! Her arrow flies true, and the skeleton collapses into a heap of ancient bones!

Instead of retreating, Hezar rapid shots at ghoul B, with one of his arrows finding it's mark.
1d20 + 6 + 1 + 1 - 2 ⇒ (4) + 6 + 1 + 1 - 2 = 10 for 1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 6 + 1 + 1 - 2 ⇒ (9) + 6 + 1 + 1 - 2 = 15 for 1d8 + 1 ⇒ (6) + 1 = 7

Tranche #2 - the skeletal archers, up next!


Just to clarify, folks, this is the last round for the survivors. You all need to get to the stairs!

Actions for Tranche #2:

Skeletal archer B takes aim at Arthar!
attack:1d20 + 7 ⇒ (11) + 7 = 18
damage:1d8 + 1 ⇒ (8) + 1 = 9
He hits! An arrow lodges in the young man's chest, not deep enough to kill, however!

Skeletal archer C takes aim at the newly risen Belgrin:
attack:1d20 + 7 ⇒ (3) + 7 = 10
damage:1d8 + 1 ⇒ (2) + 1 = 3
But Belgrin's shield can handle it!

Skeletal archer D snipes at Marius:
attack:1d20 + 7 ⇒ (14) + 7 = 21
damage:1d8 + 1 ⇒ (2) + 1 = 3
It's arrow hits, though not a telling blow!

Tranche #3 - Landon, Ariael and Marius - are up next!


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

I moved Ariael to H-17, 30ft, for round four


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

"Okay, everyone move back together. Five feet at a time, No one break the line and watch out for your neighbors." while he tries to direct the NPCs he'll also swing at skeleton F and 5ft move to F16 when Arthar moves (delaying if needed)
attack: 1d20 + 7 ⇒ (14) + 7 = 21damage: 1d8 + 4 ⇒ (7) + 4 = 11


Actions for Tranche #3:

Ariael moves up 30 feet to H17, then whirls and takes a shot at the oncoming ghouls (ghoul B, to be precise):
attack:1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
damage:1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
A hit, though the ghoul isn't slowing down!

Landon attacks skeletal warrior F:
attack: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d8 + 4 ⇒ (7) + 4 = 11
Hitting him hard, though the ancient warrior is still standing!

Marius throws his second produce flame at ghoul B:
ranged touch:1d20 + 1 ⇒ (16) + 1 = 17
damage:1d6 + 2 ⇒ (5) + 2 = 7
A hit! The ghoul is wreathed in flame, screeching in agony!

Tranche #4 - the commoners - are up next!

As mentioned before, all commoners make it down the stairs. You guys are cleared to try and evacuate yourselves!

Tranche #5 - Belgrin, Pontus, Tanner, and Tol - up next!


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

On his turn, Duvall steps forward (to F17) and channels destructive energy at the skeletal warriors.
In the name of Helm, back to the grave with you!
1d6 ⇒ 4

I'm posting this in case I don't get back to the computer when his turn comes up. Also, the DC for their save is at a -2 due to Duvall's Glory Domain power.


Actions for Tranche #5:

(Acting for Belgrin):Belgrin attacks skeletal warrior D:
attack:1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
damage:1d8 + 3 ⇒ (3) + 3 = 6
But the skeleton;s shield takes the blow!

Pontus again takes aim at the onrushing ghoul C:
attack:1d20 + 8 ⇒ (17) + 8 = 25
damage:1d10 + 1 ⇒ (5) + 1 = 6 plus 1d6 ⇒ 3 shock
And hits it hard, with the crackle of electricity in the air!

Tol attacks skeletal warrior D:
attack:1d20 + 5 ⇒ (3) + 5 = 8
damage:1d8 + 3 ⇒ (6) + 3 = 9
But his blow misses!

Tanner takes aim at skeletal warrior D:
attack:1d20 + 4 ⇒ (11) + 4 = 15
damage:1d8 ⇒ 5
But his shot misses!

Tranche #6 - the ghouls - up next!


Actions for Tranche #6:

Ghoul A crosses the moat (taking 1d6 ⇒ 6 fire damage) and attacks Tethys with it's claws!
attack:1d20 + 3 ⇒ (9) + 3 = 12
damage:1d6 + 1 ⇒ (3) + 1 = 4
The panther is canny and quick, and dodges the deadly claws!

Ghoul B crosses the moat (taking 1d6 ⇒ 1 damage) and also attacks the nearest target, Tethys!
attack:1d20 + 3 ⇒ (18) + 3 = 21
damage:1d6 + 1 ⇒ (4) + 1 = 5
save vs paralysis DC 13:1d20 + 4 ⇒ (1) + 4 = 5
Tethys lets out a whine as he is struck, then flops motionless to the ground. Marius lets out a wordless cry of anger!

Ghoul C crosses the moat (taking 1d6 ⇒ 5 damage) and expires as it is consumed in flame!

Tranche #7 - the skeletal warriors - up next!


Actions for Tranche #7:

Skeletal warrior D attacks Arthar:
attack:1d20 + 7 ⇒ (15) + 7 = 22
damage:1d8 + 3 ⇒ (7) + 3 = 10
And hits the young human warrior hard, taking him almost to the brink of unconsciousness!

Skeletal warrior F senses weakness and also targets Arthar:
attack:1d20 + 7 ⇒ (4) + 7 = 11
damage:1d8 + 3 ⇒ (4) + 3 = 7
But it misses!

Skeletal warrior C can only wait his turn!

Tranche #8 - Duvall, Arthar and Beldas - are up next!

1 to 50 of 3,483 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A storm over Tethyr - Gameplay thread All Messageboards

Want to post a reply? Sign in.