Chyrone |
After Hal's attempt to hit the skeleton, blue retaliates, and green steps closer in line.
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (2) + 2 = 4
The skeleton seems to be adequate at his evil intent, and strikes Hal to a single HP.
For some reason i had you on 10 HP on combat map.
-------------
Ickeckess is at -5, come on man, roll a good one.
Ajaline & Draklor
Draklor Ribiera |
"You can do it, Hal! Drink up, Skelley!" Draklor yells as he pulls and hucks a flask of holy water at the nearest skeleton.
Holy Water, Inspire: 1d20 + 4 ⇒ (20) + 4 = 24
Confirmation: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, Inspire: 4d4 + 1 ⇒ (4, 4, 4, 4) + 1 = 17
Woohoo!
Hal Quickshot |
"Could definitely use a heal after this!"
Hal takes a five foot step forward. Hal's going to go ahead and fight defensively, bringing his AC to 20.
Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Chyrone |
Green remains standing.
Fighting defensively incurs a -4 penalty on attacks.
-------------
Green (-1) claws away at Hal.
Claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (4) + 2 = 6
Confirm?: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (3) + 2 = 5
Hal falls KO from the wounds, and the skeleton claws at him again.
Claw vs helpless prone: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 171d4 + 2 ⇒ (3) + 2 = 5
It puts him at -10 and unstable.
Better roll a nat 20 on it.
Red closes in on Draklor.
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (1) + 2 = 3
And misses, thankfully.
-------------
Ickeckess bleeds to -6
Roll for another one.
-------------
Ajaline & Draklor
Ajaline |
First the minotaur, then the skeletons? It seems this party is doomed to failure.:-)
"So it's come to this, has it?" Ajaline weilds his quarterstaff and swings at the skeleton in front of him. "When the sorcerer has to start swinging a weapon, you know it's bad."
quarterstaff,inspire: 1d20 + 0 + 1 ⇒ (9) + 0 + 1 = 10
damage,inspire: 1d6 - 1 + 1 ⇒ (4) - 1 + 1 = 4
Then Ajaline takes a 5 foot step back.
Draklor Ribiera |
Am on mobile, if someone could move me to the space above Ajaline that would be great
Draklor steps back in alarm, pulling out and throwing another flask of holy water. "This is my last one!" Inwardly, he is thinking about how to get to Hal.
Holy Water, Inspire: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3
Miss roll: 1d8 ⇒ 1
Chyrone |
Ickeckess bleeds to -7.
Both Ajaline and Draklor are having trouble hitting the skeletal assailants.
The flask drops in the square he was previously at, dealing 1 splash dmg to red.
=================
Skeletons, round 5
Hal is at -10, con roll pending.
--------------
Green (-1) moves closer to the two, and heads for Ajaline.
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
The bonehead manages to land in 1 hit.
With a lot of solid rock nearby, red (-1) has to move through green's square to attack Draklor, provoking from Ajaline.
Quarterstaff, inspire: 1d20 + 1 ⇒ (8) + 1 = 91d6 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Red Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (1) + 2 = 3
---------------
Ickeckess (-7) Con roll pending
Ajaline & Draklor
Ajaline |
provoking Aoo, still have mage armor so my AC is 16
Ajaline sees an opening and moves around the skeleton towards Hal and Ickeckess. Fortunately he's still holding the cure light wounds wand. When he gets close to Hal he taps the wand on him.
UMD: 1d20 + 8 ⇒ (15) + 8 = 23 Finally!
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 And max!
Chyrone |
There is not enough room to move that way. The pathway is too narrow, even red had to pass through green's square.
But my own PC went way in the negative at a con today, so ok. :)
Depending on Hal's con roll, he is either at -1 or -2.
AoO green: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (2) + 2 = 4
AoO red: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (4) + 2 = 6
And green rakes Ajaline's back for 4.
Draklor
Ajaline |
Well, you get to add your CON modifier, so your result would have been 7. That's still not enough to stabilize. So your HP would drop to -11. But then Ajaline's CLW helped you with 9. Now you are at -2 and stabilized. Next turn, if I don't get knocked out, I'll boost my shield and then try to heal you again on a future turn.
Draklor Ribiera |
Draklor mutters something about so.e great act of Irori as he tosses a vial of acid at the green-tinged skeleton, his basic power beginning to fade.
Acid, Inspire: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
This is my penultimate round of performance. Also, I'll 5-foot step down and to the left.
Chyrone |
I'm assuming against red again.
Where does it end up: 1d8 ⇒ 7
The flask hit the southern wall, splashing onto both green and Ajaline for 1. Meanwhile Ajaline had healed the gravest of wounds on Hal.
==================
Skeletons, round 6
Hal (-2, stable)
-----------------
Green (-2) full attacks Ajaline.
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (3) + 2 = 5
Ajaline dodges the 1st attack, but the second rakes him and he passes out.
Red (-2) steps up to Draklor.
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5
True to his animal roots, he is as nimble as a fox and dodges both attacks.
------------------
Ickeckess (-7, con roll pending)
Ajaline (-2, unstable, con roll pending)
Draklor
Ajaline |
Ok Draklog, it's all up to you. Just reminding you that I have a CLW wand that was in my hand when I got knocked out. If you could get over to me you could grab the wand and then cure me or Hal. That would get someone else in the fight. But it might be tricky to get out. Maybe run into the big area? If the skeleton's chase you, across the board, you might be able to dump one or two of them in the chasm? Just some thoughts.
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Going to assume that the mostly full square as good and hope for some blind luck.
Dracklor uses a 5 foot step to back into the corner. Pulling another acid flask, he throws it at the nearest skeleton (red), splashing the skeleton behind it.
acid flask: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 ⇒ 2 +1 splash to surrounding squares.
Crosses fingers and rolls
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Chyrone |
Draklor destroys the green skeleton, as the acid eats away at the skull after the flask hits.
Ajaline stabilizes, but Ickeckess doesn't yet.
==================
Skeletons, round 7
Green (-3) moves closer, cornering Draklor,
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (4) + 2 = 6
The attack misses.
Draklor
Ickeckess (-8, pending con roll)
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Draklor Ribiera |
Draklor steps back once more, sweating furiously but flush with success, and hurls more acid at the remaining foe!
Acid: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 ⇒ 5
Miss Roll: 1d8 ⇒ 2
Draklor Ribiera |
Draklor frantically tries to dodge around the skeleton to save his friends, drawing his wand as he does so.
Acrobatics, ACP: 1d20 + 3 ⇒ (2) + 3 = 5
Unfortunately, he is not one of those who operates better when scared out of his mind.
Take your AoO, but I suppose I needed to get there somehow.
Chyrone |
The skeleton claws at Draklor, who made an attempt to get past the skeletal assailant.
Claw aoo: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (4) + 2 = 6
Draklor almost dodges it, but the skeleton is just a bit faster, and deals maximum force with his sharp boney fingers.
Ickeckess didn't stabilize, and bleeds to -9.
===================
Skeletons, round 8
Green claws at Draklor again.
Claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (1) + 2 = 3
The skeleton hits Draklor with his second attack, luckily dealing minimum force on the attack.
Draklor
Ickeckess (-9, con roll pending)
Draklor Ribiera |
Draklor taps himself with his wand before once again attempting to lunge past the skeleton. It seems selfish, but I must not fall. If I fall, we may likely all die.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
Draklor Ribiera |
I already updated his HP, sadly, he is at 9.
For the time being, all Draklor can do and can think of doing is to pass the skeleton and get to his friends.
I will just be trying to move past the skeleton twice every round. If brought to 4 HP or below, I will forfeit one try and use my wand on myself. Seems it will take all 6 rounds with these rolls.
Acrobatics, Round 9: 1d20 + 3 ⇒ (4) + 3 = 7
Acrobatics, Round 10: 1d20 + 3 ⇒ (8) + 3 = 11
Acrobatics, Round 10: 1d20 + 3 ⇒ (14) + 3 = 17
Acrobatics, Round 11: 1d20 + 3 ⇒ (13) + 3 = 16
Acrobatics, Round 11: 1d20 + 3 ⇒ (1) + 3 = 4
Acrobatics, Round 12: 1d20 + 3 ⇒ (1) + 3 = 4
Acrobatics, Round 12: 1d20 + 3 ⇒ (8) + 3 = 11
Acrobatics, Round 13: 1d20 + 3 ⇒ (10) + 3 = 13
Acrobatics, Round 13: 1d20 + 3 ⇒ (2) + 3 = 5
Acrobatics, Round 14: 1d20 + 3 ⇒ (17) + 3 = 20
Acrobatics, Round 14: 1d20 + 3 ⇒ (18) + 3 = 21