Crypt of the Everflame (Inactive)

Game Master Darius Silvermere


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Moving the lever, it indeed seems to unlock the wheel and you actually need to keep hold of the wheel firmly to prevent it from turning on its own.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will watch for anything to change or open as they turn the wheel.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

If Merk is going to turn the wheel I can be behind one of the statues. I'm here if you need a little extra push to turn it though."


see map

Since there was already an intention to turn the wheel, I went ahead and let Merkava start trying.

After pulling the lever next to the wheel, Merkava feels that the wheel would turn counter clockwise on its own if he would release it. Clockwise however it remains stuck as before.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald will move to the wheel and see if his added strength makes a difference.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Maybe we should let it move and see what happens, well, if you guys can't move it. Is there more than one position that the lever can be put into? Maybe it works on gears.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I'll let it move slowly in the direction it wants to, keeping control of it.


After three full turns counter clockwise, the wheel stops.

At the end you hear a thud coming from western direction outside this room.


You don't see any additional positions the lever can be put into. It either blocks or releases the wheel.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Single thud like something dropped, or multiple thuds like dinosaur foot steps?


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

What the hell was that? Nivel exclaims after the thud is heard. I guess I'll go check it out.

Nivel will go back to the west and try to determine what the source of the noise was. He'll wait for someone to go with him, just to be safe. Brim can come if he likes.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

"I will go."

Griswald readies his axe and leads the way for Nivel.


You heard just one thud. Not very loud. Not clear enough to know exactly what it was.. However.. as you retrace your steps, you see that the portcullis at the end of the room with the fog, which you raised with the first wheel, is now closed again :)


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Bah, we closed ourselves in. Well, hopefully we'll make it back out...

Nivel goes back into the previous room and checks out the double doors.

Percpetion: 1d20 + 12 ⇒ (5) + 12 = 17


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

"Having that gate closed can really go two ways for us.. Either keeping bad things from coming in behind us or preventing us from escaping a bad thing.. Anyone have a coin to flip?"


Male Half Elf Ranger 3 (Shapeshifter)

"Perhaps it had to be closed to something else could open"


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel nods at Firyin's comment. Yeah maybe so. And Merk has it right also. Whatever the case, we've made the bed we lay in.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

"Hmm.. Best our backs are covered. Lets keep going."


It's not as bad as it may seem. At first it was impossible to turn the wheel clockwise because the gate was already fully opened, like trying to turn a key in a lock that is already opened. After letting the wheel turn counter clockwise, nothing is stopping you now from turning it clockwise again, to open the gate.

The large brass doors on the north side of the room (see map) feature a man holding a sword on the left door and a sarcophagus and lantern on the right door.

There's no visible handle or lock but the small vertical opening between both doors suggests that you may be able to simply push them open.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Well, would you like to do the honor, Gris? Let's see what we find behind these doors. Nivel will have his bow held in his left hand while grasping his club in the other.

It's up to you guys whether you want to keep the gate up or down. Likely won't matter.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I take up a position at F1, cross bow at the ready.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald sighs, "Might as well get this over with..." and he moves up to the door.

"Everyone ready?" After making sure everyone has a weapon in hand he turns back around to push the door open.


The wide brass doors swing open on silent hinges and after a few steps stairs go up to reveal a vast crypt (see map).

The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire.

Tall pillars and statues featuring soldiers carrying sword and shield stand across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. The sarcophagus appears to be open and the lid is lying next to it.

You all receive 100xp for avoiding the 'trap' in the room with the pit.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

This can't be good. Nivel says as he sees the lid on the floor or the chamber. Is this the place where we are to use our lantern? At least we can manage to do that.

Nivel will cautiously proceed forward toward the sarcophagus, looking for any more traps and such as he does.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I'll move in behind Nivel, but won't proceed beyond L10.

"That looks like the Everflame to me Nivel, but I think we should keep the lantern safe and sound for now."


The group cautiously moves forward. You detect no traps so far but you do notice that at the far left, there's another opened sarcophagus (see map).


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

"Lets check both sarcophagi..."

Griswald moves to the large one straight ahead. He has his axe ready and moves cautiously.

Perception check: sight + smell 1d20 + 7 ⇒ (8) + 7 = 15


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Yes, lets move to the main one first though. Keep your wits about you guys.

Nivel will check out the area around the sarcophagus for nasty stuff that may not have gone off already.

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


As you approach the sarcophagus ahead, you see the body of a man lying in it, which appears intact, save for the broken links of a chain that lie around his neck. He is dressed in resplendent full plate with a fine longsword resting on his chest. Griswald smells a mixture of decay and perfume coming from the body.

While you are studying the body, suddenly you hear a dark, whispering voice coming from the right: "I see you.." As you turn around, you see a skeleton stick out its head from behind the east wall (see map). The voice is oddly familiar and reminds you of the zombie turned villager you encountered on the first level of the crypt, who said the same thing when it saw you.

You don't notice any traps or other noteworthy things around the sarcophagus aside from the burning torch above.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald gets in a battle ready position and growls.

"I smell your stench... creature."

Fighting the urge to charge, "Let the monster come to us."

initiative 1d20 + 3 ⇒ (1) + 3 = 4
attack, power attack 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
damage 1d12 + 7 ⇒ (9) + 7 = 16
Griswald moves to M6 then readies his action for when the creatures comes within range.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will ready his club and move to O8, attempting to stealth if that is possible from that position (if not, no big deal).


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

"Skeletons.. Why did it have to be skeletons."

I move to M5, stowing my crossbow and drawing my club.

I ready my attack too, for any enemy that come in range:

Init: 1d20 + 4 ⇒ (4) + 4 = 8
Attack with club:1d20 + 6 ⇒ (13) + 6 = 19
Damage with club:1d6 + 4 ⇒ (6) + 4 = 10


As you move into position, the skeleton starts to hit its shield with its sword and another skeleton appears from the north (see map). They both continue to frequently hit their shields but remain where they are while looking at you.

Your rolls remain valid as long as you keep your attack readied. If you decide to change tactics and for example charge, you roll again for initiative and attack.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel stays where he is, hopefully in stealth, waiting to see if the skeletons or his friends make the first move.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald remains, growling like a caged animal.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

"Brim, Firyin.. Fire! Hit 'em with some acid glop Brim! Try to wear them out before they get here!"


Right as Brimlii looks how to position himself to fire at the skeletons, Firyin notices a fraction of a second too late that an imposing armored skeleton has been silently closing in to the group from behind. (see map)

Wielding a longsword with both hands, it lets out a blood curdling scream and strikes Brimlii, slicing through his mail and leaving a large wound through his back and side. (Brimlii takes 16 dmg and has only 3 hp left)

At the same time the skeletons start charging towards Griswald and Merkava and two more appear, one on the left and another behind the first two!

The terrifying figure (see picture) hisses: "Nobody defiles my tomb unpunished!"

Nivel:
With a shock, you remember the frightening being from the dream you had before entering the crypt, after you took the coin from the abandoned camp, and you realize that this must be the same creature.

Life totals=Griswald:20/25, Brimlii:3/19, Nivel:11/15, Firyin:20/20(22), Merkava:22/22.

rolls:
perception Brimlii: 1d20 + 3 ⇒ (3) + 3 = 6
perception Firyin: 1d20 + 9 ⇒ (10) + 9 = 19
perception Griswald: 1d20 + 7 ⇒ (8) + 7 = 15
perception Merkava: 1d20 ⇒ 1
perception Nivel: 1d20 + 12 ⇒ (3) + 12 = 15

target 1=Firyin, 2= Merkava, 3=Griswald, 4=Brimlii: 1d4 ⇒ 4

undead boss 2H longsword power attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 8 ⇒ (8) + 8 = 16


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

We are not your defilers! We only come to honor the Everflame! Please stand down!

Nivel will double move to a flanking position with Gris at K7, making sure to stay out of reach by going around everyone. I should be able to get there but with no attack this round. I'm hopeful my words may do something anyway.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald whirls around after hearing Brimlii's grunt.

"Sorry Nivel, I'm not going wait around hoping this creature stops trying to kill us..." I hope I can do this without you...

initiative 1d20 + 3 ⇒ (9) + 3 = 12
attack w/great axe, power attack 1d20 + 5 - 1 + 2 ⇒ (18) + 5 - 1 + 2 = 24 assuming Nivel is flanking
damage 1d12 + 7 ⇒ (9) + 7 = 16


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

Bahahaha.. Love my perception roll.. Blockhead fighter..

"You guys take the big one I'll try to hold these guys back.."

I charge to R5 and attack skelly 2. (AC 18)

Rolls:
Init: 1d20 + 4 ⇒ (1) + 4 = 5
Attack with Club:1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage with Club:1d6 + 4 ⇒ (3) + 4 = 7

Ugh, I knew those earlier readied action rolls where going to hurt..


Male Half Elf Ranger 3 (Shapeshifter)

Init: 1d20 + 2 ⇒ (17) + 2 = 19

Firyin jumps towards the frightening undead, swinging for its' head

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d3 + 3 ⇒ (3) + 3 = 6


COMBAT ROUND 1 - see map

Griswald swings his axe at the skeleton boss and senses the cracking of a bone under the chain mail. The undead groans: "You will not defeat me!" and ripostes by hitting the axe from Griswald's hands. (boss skeleton is hit for 11 dmg, it has damage resistance 5/bludgeoning; Griswald's axe falls at his feet, requires a move action to pick up, which provokes AOO)

Merkava clashes with the group of skeletons and after the first one makes a small cut on the side of his neck, he crushes it with his club while dodging the blade of the other one, but doing this makes him lose his balance. (skeleton2 is destroyed; Merkava takes 2 dmg and because of initiative roll 1, his next action is delayed half a round, this means you can only take 1 move or standard action in the next round)

The third skeleton charges over the broken bones and drives its sword two inches deep through the fighter's chain shirt. (Merkava takes 3 dmg)

Brimlii takes a step back away from immediate danger and heals himself. (Brimlii regains 6 hp)

Firyin moves in and delivers a solid hit with his fist to the head of the crypt ruler, while dodging the skeleton charging from the left. (boss skeleton takes 6 dmg, total 17)

Nivel sees no room to run around the remaining two skeletons without risk of getting hit and decides to attack instead but his club glances off his opponent's shield.

Life totals=Griswald:20/25, Brimlii:9/19, Nivel:11/15, Firyin:20/20(22), Merkava:17/22.

Total damage on boss = 17, he's still standing firm. One skeleton destroyed.

AC of boss = 21, AC of normal skeletons = 17.

actions:
undead boss init+6 disarm +8: 1d20 ⇒ 51d20 ⇒ 10 = init:11, disarm:18
skeleton1 init+6 broken scimitar +0 charge +2: 1d20 ⇒ 81d20 ⇒ 4 = init:10, sword:10
skeleton2 init+6 broken scimitar +0 charge +2 critical: 1d20 ⇒ 61d20 ⇒ 201d20 ⇒ 10 = init:16, sword:22, critical:8
skeleton3 init+6 broken scimitar +0 charge +2: 1d20 ⇒ 181d20 ⇒ 11 = init:17, sword:20
skeleton4 init+6 broken scimitar +0 charge +2: 1d20 ⇒ 71d20 ⇒ 6 = init:12, sword:9

Brimlii init+3: 1d20 + 3 ⇒ (7) + 3 = 10

Nivel init+4 club+1: 1d20 ⇒ 71d20 ⇒ 10 = init:11, club:11

previous map
19:Firyin moves50% to L6
17:skeleton3 charges50% to Q6
16:skeleton2 charges50% to P5
12:skeleton4 charges50% to F6 (0,5 left)
12:Griswald hits boss for 16-5 = 11 dmg
11:undead boss disarms Griswald
11:Nivel moves50% to P8
10:skeleton1 charges50% to P6
10:Brimlii takes 5ft step to N8 and heals himself with wand for 1d8 + 1 ⇒ (5) + 1 = 6 hp (9/19)
5:Merkava charges50% to O5, faces skeleton 1 and 2, skeleton2 hits Merkava for 1d6 ⇒ 2 dmg (20/22), skeleton1 misses, Merkava hits skeleton2 for 7 dmg (skeleton2 is destroyed)

0/17:skeleton3 ends charge on P5, hits Merkava for 1d6 ⇒ 3 dmg (17/22)
0/12:skeleton4 ends move on J6
0/11:Nivel ends move on Q7

19:Firyin hits boss for 6 dmg (17 total)
12:skeleton4 misses Firyin
11:Nivel misses skeleton1


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

1d20 ⇒ 20 Attack Skeleton #1, Crit Threat!
1d20 ⇒ 17 Init 17+4=21

1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

Damage: 1d6 + 1d6 + 1d6 ⇒ (3) + (5) + (6) = 14

Nivel lashes out and clubs the skeleton, sending bones in several directions. Take care of that last one, Merk! Nivel then moves to I7, hoping to aid his other friends with the larger skeleton.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

"You shouldn't have done that... Now I need to call for it..."


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

Griswald starts to shutter uncontrollably for a moment just before the beast emerges.

"Now you have to deal with me, creature..." The beast says to the skeleton, then under his breath as if talking to himself "I told you that you would need me", followed by a guttural laugh.

Rage (5 rounds of out 11)
Claw, power attack 1d20 + 6 ⇒ (16) + 6 = 22
Damage 1d6 + 7 ⇒ (3) + 7 = 10
Initiative 1d20 + 3 ⇒ (11) + 3 = 14
Claw, power attack 1d20 + 6 ⇒ (4) + 6 = 10
Damage 1d6 + 7 ⇒ (6) + 7 = 13
Bite, power attack 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d4 + 7 ⇒ (2) + 7 = 9


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

Greataxes are slashing damage, not bludgeoning. Unless the power attack turns it into a bludgeoning attack.

"You going down bone man!"

Attack on Skelly 3. If skelly 1 was not killed by Nivel, I would attack it to get Nivel in the clear.

Init: 1d20 + 4 ⇒ (10) + 4 = 14
Attack with club:1d20 + 6 ⇒ (17) + 6 = 23
Damage with club:1d6 + 4 ⇒ (5) + 4 = 9

My charge is complete, AC back to 20.


COMBAT ROUND 2 - see map

Nivel smashes the skeleton in front of him to pieces and moves around to confront the boss. (skeleton1 is destroyed)

Firyin continues to hit the undead leader with a well aimed punch and the skeleton attacking him only manages to scratch his armor. (4 dmg to boss, total 20, previous round was only 5 dmg from Firyin instead of 6 due to strength ability damage)

Griswald moves into rage but finds his attacks less efficient than hoped for. His claw manages to tear off a small bone, while his bite fails to get through the armor. (5 dmg to boss, total 25)

The imposing skeleton strikes back at Firyin and makes a deep cut through his shoulder. (Firyin takes 12 dmg)

Brimlii does his best to heal Firyin's wound. (Firyin regains 4 hp, Brimlii's wand has 3 charges left)

Merkava easily dodges the attack from his undead opponent and his club sends the skeleton to the floor. (skeleton3 is destroyed)

The boss skeleton seems to completely ignore the earlier apologies from Nivel. Looking at the last of his soldiers standing and the opposition in front of him, he curses: "stupid minions". It looks like he's going to make a run for it. (His next action will be a full round withdrawal)

Life totals=Griswald:24/29, Brimlii:9/19, Nivel:11/15, Firyin:12/20(22), Merkava:17/22.

Total damage on boss = 25, he starts to look a bit insecure. Only one other skeleton remains.

actions:
undead boss undead boss init+6 power attack +7: 1d20 ⇒ 21d20 ⇒ 13 = init:8 longsword:20
skeleton1 init+6 broken scimitar +0: 1d20 ⇒ 161d20 ⇒ 3 = init:9 sword:16
skeleton3 init+6 broken scimitar +0: 1d20 ⇒ 41d20 ⇒ 9 = init:10 sword:9
skeleton4 init+6 broken scimitar +0: 1d20 ⇒ 131d20 ⇒ 7 = init:13 sword:13

Brimlii init+3: 1d20 + 3 ⇒ (10) + 3 = 13

Firyin init+4 unarmed+5 critical: 1d20 ⇒ 201d20 ⇒ 101d20 ⇒ 7 = init:14 unarmed:25 critical:12

previous map
21:Nivel hits skeleton1 for 14 dmg (skeleton1 = destroyed)
14:Firyin hits undead boss for 1d3 + 2 ⇒ (2) + 2 = 4 (total 20, -1 from incorrect dmg previous turn)
14:Griswald hits undead boss with claw for 5 dmg, claw and bite miss (total 25)
13:Brimlii delays heal
13:skeleton4 misses Firyin
10:skeleton3 misses Merkava
8:undead boss hits 1:Firyin 2:Griswald: 1d2 ⇒ 1 for1d8 + 8 ⇒ (4) + 8 = 12 dmg (8/20)

0:Brimlii heals Firyin for 1d8 + 1 ⇒ (3) + 1 = 4 (12/20)

14:Merkava hits skeleton3 for 9 dmg (skeleton3 = destroyed)
14:Nivel moves to I7


Half-Orc Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

Griswald continues his flurry of attacks

Rage 4 out of 11
Claw 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d6 + 7 ⇒ (1) + 7 = 8
Claw 1d20 + 6 ⇒ (13) + 6 = 19
Damage 1d6 + 7 ⇒ (2) + 7 = 9
Initiative 1d20 + 3 ⇒ (19) + 3 = 22
Bite 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d4 + 7 ⇒ (4) + 7 = 11


His initiative roll will determine how quick he is to run away before you can attack. Even if he's quicker you could still run after him and do a charge attack if your speed is higher. He's wearing heavy armor, so chances are you can catch him. Unless you say otherwise, I will assume that when he manages to run away, you will try to run after him and attack if possible.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

I can't quite tell, but if I can shift to flank with Fir on the main boss I will. I can't tell if I could move to that spot or not since it is a stairway. In any case I will try to club the boss skelly.

1d20 ⇒ 20 - Attack with Club (blunt) - Crit!
1d20 ⇒ 17 - Crit Confirm 17+5+2 = 22 (24 if flanking)
1d20 ⇒ 10 - Init 10+4 = 14

1d6 + 1d6 ⇒ (2) + (3) = 5

If he withdraws before I can flank I'll simply charge/move after him, I have better speed I'm sure. Too bad I gacked the damage rolls.

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