DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

So good, so far...

Motioning the others to follow, Borrum continues to move quietly, slowly and defensively to the gate house, but not into the courtyard.

stealth: 1d20 - 6 ⇒ (18) - 6 = 12 + anything I may get from the strips of cloth.

He looks quickly around expecting to see corpses of worgs, goblins, and hobgoblins, and the doors to the stables still open.

Spot: 1d20 - 1 ⇒ (3) - 1 = 2

I can see so much better in the dark.

Current AC 25/15/20

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Total Defense (+4 AC, Dodge)


[LE] StoryTeller

Goblin: 1d20 + 3 ⇒ (3) + 3 = 6

worg: 1d20 + 6 ⇒ (7) + 6 = 13

Goblin: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 2 ⇒ (5) + 2 = 7

Worg: 1d20 + 6 ⇒ (11) + 6 = 17

Borrum as he peek his head round the gate to look inside the courtyard can see 2 goblin mounted patrolling the inside

Once of them see him and raise the alarm.

--------

We go on initiative so give me your location on the battle map

Init: 1d20 + 2 ⇒ (9) + 2 = 11

Init G2: 1d20 + 2 ⇒ (15) + 2 = 17

Map will be updated tomorrow afternoon


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum O14

Init: 1d20 + 1 ⇒ (2) + 1 = 3

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Inish: 1d20 + 6 ⇒ (1) + 6 = 7

Q16 I believe?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Initiative: 1d20 + 0 ⇒ (5) + 0 = 5

Remembering the lighningbolt, Galdamor tried to not be in the same line as Borrum and another person.

Q:17


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Init: 1d20 + 2 ⇒ (1) + 2 = 3

Reill will post up on the side of the tower, bow at the ready, hoping the stone wall of the tower will provide him with decent cover should the manticore appear.

R 13. Galdamor and Rufa, if I am not mistaken, the light grey is the tower and you would need to go in the door to get to Q16 and 17?


[LE] StoryTeller

The light grey are the two smashed up guard Towers. You can not go trough or inside them


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius sends Jives ahead, requesting his companion to scan the area from above, as discreetly as possible.

Move Silently: 1d20 + 9 ⇒ (10) + 9 = 19
Hide: 1d20 + 2 ⇒ (17) + 2 = 19

Spot: 1d20 + 8 ⇒ (2) + 8 = 10
Listen: 1d20 + 8 ⇒ (16) + 8 = 24

Not sure if we are supposed to roll all of these :D


[LE] StoryTeller

Init Silvanus: 1d20 + 1 ⇒ (15) + 1 = 16

Init is: Enemy then silvanus then enemy then rest of party

Round 1

Short Bow: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 191d4 ⇒ 2 vs Borrum

-----
Silvanus Go !


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

lol...why ask us where we are,if you are going to place us elsewhere. I posted O14 as I was looking at doors and hopefully dead bodies'


[LE] StoryTeller

for a simple reason Borrum: as you are taking a peek from the safety provided by the outer walls (your stealth to move to O14) the goblins had a chance to notice you as their are patrolling the inner courtyard A Goblin and his Warg noticed you => go for initiative and except for silvanus they do react faster than you (at least the one who spotted you). And now during your action you can do as you want. As for the others i placed them Near the location they ask as the light grey blocks are the outer wall of the damaged guard towers.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

my movement is what required the stealth... Which means I was moving. If I had not moved to O14, when I don't need a stealth check.


[LE] StoryTeller

You tried to stealthily move from your position to O14 . Hence the stealth skill check. The people had a chance to spot you while you moved (hence the check) with the DC being you stealth check. Had they not gotten that DC you would have finished your move to O14 undisturbed. Since they spotted you we go into initiative and then reaction. The only goblin that has spotted you beat every one's reaction and therefore gets to act.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

your game, your interpetation of movement and when actions are started/stopped/interupted... I have made my case... I don't agree, but I'll go with it.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius delays his action until he gets any information or impressions from Jives, as he scouts from above. Or from his companion's actions.

Jives will fly up, and above the light grey towers - not sure how far he can move, since he needs to go up, and then over the tower to peer into the courtyard to try and scout ahead undetected. Question: What do I need to ride Jives - a particular saddle? Will he allow it?


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Borrum, I think what DM Greg is saying is that since the stealth check failed, technically the combat starts at the point you were spotted. I imagine it as similar to the xbox game Knights of the Old Republic where the game freezes the moment combat starts and you choose your action for that turn. Not trying to agree or disagree, just popping in with my two cents.

"Damned be these vile creatures! Gah... we should have known it wasn't going to be easy. Does anyone spot that manticore?"


[LE] StoryTeller

Silvanus: In order to make things easy the bat can move up and down up to its movement in flight. Think of it as 5 foot squares like a 3D battle map. Remember that it has a int of 2 and will understand basic tricks you have taught it (currently 2). Refer to Handle animal skill for what you can do. You could train it to serve you as a mount DC 20 / 6 weeks of training + special ridding saddle.

Now flying undetected would be a feat worthy... I can fly in the courtyard silently giving a penalty to spot check but that is about all. Remember that there is now way for you both to communicated if you do not understand each other. And if you did remember it only has animal Int

Round 1

With a command from silvanus the giant bat flies over the tower and above the courtyard.

Its sense multiple creatures within his radar sense.

----

Goblin 1 dismount from his worg and shoots at the dwarf and he too yell around raison alarm

Short Bow: 1d20 + 9 ⇒ (20) + 9 = 291d4 ⇒ 2 vs borrum

Crit Short Bow: 1d20 + 9 ⇒ (12) + 9 = 212d4 ⇒ (3, 3) = 6

-----

Rest of party go !


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Round 1

Reill peeks around the corner and thinks to himself: Oh s&@%!

He then begins to chant a real dirty grease bag song. His eyes begin to glow with arcane magic as he summons up his magical abilities and turns and points to coat the courtyard with slick grease!

Casting grease centered on L15. I think this should catch the worgs and gobs all in the area of effect.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Round 1

As planned, shield in hand, Galdamor moved and cast his spell of Obcsuring mist. In hope to avoid charge and flying beast.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 1

Borrum moves straight through the mist, toward the first worg and goblin he saw.

Double move to N14 due to poor visibilty

just clarification for me... I thought worgs where sized medium.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


[LE] StoryTeller

Large creatures :) Map is updated


[LE] StoryTeller

Rufa, and silvanus Move during their turn.

End of Round 1

--------------

Round 2

Nothing happens that the party can see.

Spikes: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (1) + 2 = 3 vs bat
Spikes: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 2 ⇒ (1) + 2 = 3 vs bat
Spikes: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 2 ⇒ (3) + 2 = 5 vs bat
Spikes: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 2 ⇒ (5) + 2 = 7 vs bat
Spikes: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 2 ⇒ (5) + 2 = 7 vs bat
Spikes: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 2 ⇒ (6) + 2 = 8 vs bat

The bat "5ft" fly and full attack

Bite: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 4 ⇒ (1) + 4 = 5

Worg Ref: 1d20 + 6 ⇒ (14) + 6 = 20

Goblin Ref: 1d20 + 1 ⇒ (8) + 1 = 9

--
Heroes go !


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

f+~@ that manticore!

Round 2

"I am going to try to blind the creature again, Silvanus that will be the time to send Jeeves after it! And anyone with ranged capabilities! Borrum, keep those hobs off of us! This is our chance! May Gadhelyn guide our hands!"

Reill casts glitterdust on the manticore!


[LE] StoryTeller

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). So you don't see anything of that combat.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

am I in the fog? And is the manticore not flying above it?


[LE] StoryTeller

you are currently inside the fog (blue squares) the bat and manticore are both 30ft up and not currently in the fog


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

If I take a 5' step out of the fog can I see them? I want to move out of the fog regardless anyways


[LE] StoryTeller

if you want to be a target sure :)


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Right, nope nevermind ignore that! Can I change my action to this?

Round 1

Reill realizes he is inside the thick of it, the fog that is. Hoping his allies can hear him, he raises his voice in a glorious song of victory!

Starting a bardic performance to inspire courage.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 2
While positioned at the edge of the mist and seeing that the worgs do not want to fight near it, he charges the worg closest the stable.

Intimidating Strike (-0)/PA 4 w/ Waraxe: 1d20 + 10 + 2 + 2 - 4 ⇒ (8) + 10 + 2 + 2 - 4 = 18
Damage: 1d10 + 6 + 2 + 4 ⇒ (8) + 6 + 2 + 4 = 20 Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23

Charge to J11

Current AC 19/9/18

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Inspired Courage (+2/+2), (Reill); Charge, (-2 AC); PA A


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Round 2

Stats:

HP 21/21
AC 16 T16 FF14
F/R/W 4/4/4
Spells
0th - Detect Magic, Prestidigitation, Disrupt Undead, Ray of Frost
1st - Enlarge Person (Cast), Sleep, Burning Hands, Mage Armor (Cast)
2nd - Scorching Ray, Web, See Invisibility
Effects
Mage Armor

Rufa casts a spell upon Borrum, turning the dwarf a might bit bigger in size.

Cast enlarge person on Borrum.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Round 2

Galdamor casted shield of faith +2AC on him and moved, following Borrum L15


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Sensing the pain from Jives, Silvanius moves out of the conjured fog, aiming a spell at the manticore.

Moving to S:19 - I am expecting it to allow Silvanius line of sight to the Manticore. Then casting Kelpstrand at the Manticore.

Kelpstrand Touch Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Grapple Check if it hits: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19

AC: 18||HP: 31/31

----------------------

Jives, seriously wounded, reacts by attacking the Manticore.

Bite: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

AC: 20||HP: 15/30


[LE] StoryTeller

Missing Reil action for round 2

----
Round 2 End

Just as borrum is about to strike the worg tries to bit him.

Bite: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 4 ⇒ (6) + 4 = 10 and Trip: 1d20 + 3 ⇒ (18) + 3 = 21

Borrum's might charge allows him to pick up great speed with his weapon and it almost cleave the warg. even if you are tripped with the penalty you still hit him

Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17 => Shaken

Borrum gets Enlarged by Rufa,

Galdamor cast a spell and moves (make aa reflex save as you enter the grease area

Silvanus cast a spell: Grapple: 1d20 + 15 ⇒ (15) + 15 = 30 => Manticore sucess

The bat misses the manticore

----

I will wait a bit for reil before starting round 3 (and galdamor's reflex save or if he moves to an other spot.)


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

No, it's there!! I just accidentally labeled it 'round 1' again. I started a bardic performance to inspire courage


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Reflexes: 1d20 + 2 ⇒ (9) + 2 = 11 if I can move to another spot, I'll do it.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Reflex Save: 1d20 + 2 ⇒ (18) + 2 = 20


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Wow, worgs with readied actions.
Large, long creatures only have 5' reach

Vs trip: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13 - Str and Dwarven Stability

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Inspired Courage (+2/+2), (Reill); Charge, (-2 AC); PA 4


[LE] StoryTeller

Worg are surprisingly intelligent. As a Matter of fact are = to a Full STR min max 1/2 Orc Barbarian (INT:6) :) / Galdamor yes you can move to an other square. Ok Reil so Bardic Inspire courage So a grand total of +1/+1 to everyone.

Borrum is tripped


[LE] StoryTeller

Round 3 Top:

Manticore Flies away a bit The bat takes his Aoo Bite Aoo: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 4 ⇒ (6) + 4 = 10

have put some distance between it the manticore whirls his tail again at the Giant Bat

Spikes: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 2 ⇒ (6) + 2 = 8 vs Bat
Spikes: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (1) + 2 = 3 vs Bat
Spikes: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 2 ⇒ (4) + 2 = 6 vs Bat
Spikes: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 2 ⇒ (3) + 2 = 5 vs Bat
Spikes: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 2 ⇒ (8) + 2 = 10 vs Bar
Spikes: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 2 ⇒ (4) + 2 = 6 vs Bat

The wounded shaken worg attempts to bite the prone enlarged dwarf (5ft step)

bite : 1d20 + 7 + 4 - 2 ⇒ (18) + 7 + 4 - 2 = 271d6 + 4 ⇒ (2) + 4 = 6

the Goblin sitting on top of it readies an action to shoot should any one present himself

Shortbow: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 151d4 + 1 ⇒ (3) + 1 = 4

the other worg 5ft advance and tries to bite the prone dwarf

bite : 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 181d6 + 4 ⇒ (6) + 4 = 10

The goblin tries to recover and stand up from the grease but fails miserabily

Ref : 1d20 + 1 ⇒ (6) + 1 = 7

----

Round 3 All heroes Go !


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Round 3

Listen: 1d20 + 7 ⇒ (11) + 7 = 18

So long as Reill hears that awful manticore up there that could knock him dead with a single blow, he will keep to the safety of the mist and continue to inspire courage and keep the defensive.

Free action to maintain performance, standard to use total defense action (+4 dodge bonus to AC)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 3

Enlarged by the Arcane powers of Rufa, as the Divine Tyrant has seen fit to place in her mind, Borrum swings at the wounded worg from the ground

Intimidating Strike (-0)/PA 4 w/ Waraxe: 1d20 + 10 - 4 - 4 + 1 ⇒ (13) + 10 - 4 - 4 + 1 = 16 Damage: 2d8 + 7 + 4 + 1 ⇒ (2, 4) + 7 + 4 + 1 = 18 Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18

When he will stand to face the other worg.

Current Enlarged AC 19/9/18

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Inspired Courage (+1/+1), (Reill); PA 4


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Round 3

Stats:

HP 21/21
AC 16 T16 FF14
F/R/W 4/4/4
Spells
0th - Detect Magic, Prestidigitation, Disrupt Undead, Ray of Frost
1st - Enlarge Person (Cast), Sleep, Burning Hands, Mage Armor (Cast)
2nd - Scorching Ray, Web, See Invisibility
Effects
Mage Armor

Rufa moves towards the edge of the cloud and begins to rain fire down upon the worgs.

Move to N13 . Standard to Fire Burst I13. DC 17 Reflex for half.

Fire Burst: 2d6 ⇒ (6, 3) = 9


[LE] StoryTeller

Borrum's attack kills the already wounded Worg


[LE] StoryTeller

Missing Galdamor and silvanus for round 3


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Oops, sorry

Round 3

Galdamor moved at Borrum's side K:14 and strike at the worg

Claw with PA: 1d20 + 6 - 2 + 1 ⇒ (10) + 6 - 2 + 1 = 151d6 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

As the Manticore moves away, Silvanius shouts to Jives for him to retreat again to the cover of the obscuring mist, as even both of them are clearly not a match for the formidable creature.

Silvanius moves to Q:14 and attacks the worg with his sling, Jives moves to R15/S15/R16/S16.

Sling attack on Worg at J14: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18Damage: 1d4 ⇒ 1

-----

Silvanius -> AC: 18||HP: 31/31
Jives -> AC: 20||HP: 9/30

Silvanius current available spells:

2 (DC 16, 3/day) - Bear's Endurance, Creeping Cold
1 (DC 15, 4/day) - Entangle, Produce Flame, Cure Light Wounds, Vigor, Lesser
0 (DC 14, 5/day) - Create Water, Cure Minor Wounds, Detect Magic, Guidance, Light


[LE] StoryTeller

Round 3 End

Reil keeps singing

Borrum Kills the warg then stands up Worg Aoo: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 4 ⇒ (6) + 4 = 10

Rufa summons her fire: Worg ref: 1d20 + 6 ⇒ (13) + 6 = 19 Goblin ref: 1d20 + 4 ⇒ (8) + 4 = 12

Galdarmor moves in combat and hit his target.

Silvanus move (you are inside the fog and can't see. - see the fog spell effect posted earlier. you can take a double move and end up somewhere else or do something thing different with your standard action)


[LE] StoryTeller

Round 4 Top

The Manticore waves her tail around and a volley of spikes strikes

Spikes: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d8 + 2 ⇒ (2) + 2 = 4 vs Borrum
Spikes: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d8 + 2 ⇒ (5) + 2 = 7 vs Borrum
Spikes: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 261d8 + 2 ⇒ (7) + 2 = 9 vs Borrum
Spikes: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 261d8 + 2 ⇒ (6) + 2 = 8 vs Galdamor
Spikes: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 131d8 + 2 ⇒ (8) + 2 = 10 vs Galdamor
Spikes: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d8 + 2 ⇒ (7) + 2 = 9 vs Galdamor

The Worg attacks the one who hit him.

Bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 4 ⇒ (5) + 4 = 9 vs Galdamor Trip: 1d20 + 3 ⇒ (18) + 3 = 21

The wounded goblin moves back and tries to make a good impression by firing an arrow

Shortbow: 1d20 + 9 + 1 - 4 ⇒ (18) + 9 + 1 - 4 = 241d4 + 1 ⇒ (1) + 1 = 2 vs Borrum

The other goblin tries to stand up in the grease.

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22 and manages to move about

----
End of Round 4

All Heroes Go !


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Waiting to see what Galdamor does, as I don't want to give tactical advise with the Worg right there to hear it.

Current Enlarged AC 19/9/18

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Enlarge Person, 36 rds; Inspired Courage (+1/+1), (Reill);

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