Morkeleb the Mighty |
Then down we go!!
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (19) + 25 = 44
Perception, Grym: 1d20 + 25 ⇒ (7) + 25 = 32 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (17) + 11 = 28 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (5) + 18 = 23
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (9) + 20 = 29
Dungeon Master S |
Down the stairs you go. This room contains two well-equipped writing desks with comfortable armchairs and matching lecterns. A large map of Korvosa hangs on one wall over a wooden box full of rolled parchments, and in the south corner, stairs ascend.
Dungeon Master S |
You're now on the FIRST floor.
Dungeon Master S |
Grym looks over the maps. The rolled parchments are all highly detailed
maps of Korvosa and Varisia (worth a total value of 400 gp). One of the maps is unknown to the ranger.
Thorgrym the Tracker |
Yoink
maps taken the party continues down
Grym goes ahead in stealth mode to hopefully keep the party from getting ambushed on the stairs.
stealth 1d20 + 19 + 6 ⇒ (1) + 19 + 6 = 26
perception 1d20 + 19 + 6 ⇒ (8) + 19 + 6 = 33
Dungeon Master S |
Grym begins to lead the party down the stairs when an ambush is sprung!
Somehow a quintet of Queen's guards appear out of thin air! They have sowrds raised as they try to cut the party down!
Baddies: 1d20 + 4 ⇒ (12) + 4 = 16
Ferox: 1d20 + 10 ⇒ (16) + 10 = 26
Gaius: 1d20 + 3 ⇒ (17) + 3 = 20
Grym*: 1d20 + 13 ⇒ (11) + 13 = 24 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (20) + 5 = 25
Odric: 1d20 + 4 ⇒ (5) + 4 = 9
Sandor: 1d20 + 8 ⇒ (6) + 8 = 14
Dungeon Master S |
SURPRISE!
Black v. Ferox: 1d20 + 15 ⇒ (19) + 15 = 34 THREAT
Black v. Ferox: 1d20 + 15 ⇒ (7) + 15 = 22 CRIT DMG: 2d8 + 14 ⇒ (6, 8) + 14 = 28
Green v. Grym: 1d20 + 15 ⇒ (4) + 15 = 19 MISS
Red v. Sandor: 1d20 + 15 ⇒ (10) + 15 = 25 MISS
White v. Morkeleb: 1d20 + 15 ⇒ (3) + 15 = 18 for DMG: 1d8 + 7 ⇒ (4) + 7 = 11
Blue v. Odric: 1d20 + 15 ⇒ (16) + 15 = 31 for DMG: 1d8 + 7 ⇒ (6) + 7 = 13
Round 1:
Ferox: Go
Morkeleb: Go
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Ferox Kerr |
Gah! Stupid close quarters!
Ferox risks the attacks of the guards at such close range, but hopes he can drop one before the fight can go on too long.
AC =28, +4 to saves at the moment
Ferox calls on Abadar's guidance to aim his arrows true and targets the guard in front of him. [/ooc]Activates Bane: Human[/ooc]
Arrow1: 1d20 + 21 - 5 ⇒ (8) + 21 - 5 = 24
Damage: 1d8 + 13 + 4d6 ⇒ (3) + 13 + (3, 1, 5, 1) = 26
Manyshot: 1d8 + 13 + 4d6 ⇒ (4) + 13 + (1, 6, 2, 3) = 29
Rapid Shot: 1d20 + 21 - 5 ⇒ (13) + 21 - 5 = 29
Damage: 1d8 + 13 + 4d6 ⇒ (8) + 13 + (2, 5, 6, 5) = 39
Arrow2: 1d20 + 16 - 5 ⇒ (18) + 16 - 5 = 29
Damage: 1d8 + 13 + 4d6 ⇒ (1) + 13 + (2, 4, 6, 6) = 32
Morkeleb the Mighty |
Morkeleb flinches as the guards appear--for an instant his mind blanks with the fear that the previous ambush would repeat itself. Once the initial attack takes place, he falls into concentration...
concentration, DC 27: 1d20 + 14 + 8 ⇒ (16) + 14 + 8 = 38 <--success!!
...and he is able to pull off the complex spell while keeping his guard sufficiently up. A crackling bolt of lightning erupts to strike the guard directly in front of him, then arcs out into slightly dimmer bolts to strike all the other guards.
Chain Lightning. "Main" bolt on White, Ref DC 24 for half. All others, ref DC 22 for half.
Chain Lightning: 14d6 ⇒ (2, 1, 4, 1, 5, 6, 3, 2, 3, 5, 1, 2, 5, 2) = 42
Then, he prepares to swap places with Bucho I don't know if swapping places is a move action, but it's my intention to allow Bucho to get into melee. Please inform me if that's doable...
Dungeon Master S |
The maidens swing at Ferox even as he lets fly:
AoO 1: 1d20 + 15 ⇒ (11) + 15 = 26
AoO 2: 1d20 + 15 ⇒ (6) + 15 = 21
but they cannot connect! All his arrows connect, and drop the erstwhile guard. Morkeleb's spell tears the air apart as electricity arcs across the foes:
REF White: 1d20 + 5 ⇒ (14) + 5 = 19
REF Red: 1d20 + 5 ⇒ (19) + 5 = 24
REF Blue: 1d20 + 5 ⇒ (15) + 5 = 20
REF Green: 1d20 + 5 ⇒ (6) + 5 = 11
Only the guard by Sandor dodges any of the strike!
You cannot trade places without taking the reposition action (standard)
Round 1:
Ferox: ATK
Morkeleb: Chain Lightning
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
White: 42
Red: 21
Blue: 42
Green: 42
Sandor Stouthammer |
Blast our unperceptvice senses ambushed again. The Dwarf thinks. Lets see what the dwarf can do lads
The shield slams forward trying to push the grey maiden back from Ferox and himself
Shield Bash TWF+PA: 1d20 + 18 ⇒ (16) + 18 = 34 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 12 ⇒ (4) + 12 = 16
Sandor then steps to the south Can't move character from my ipad switching his focus to attack the one threatening Morkelb.
Dwarven Waraxe +1 TWF+PA: 1d20 + 15 ⇒ (7) + 15 = 22
Dmg: 1d10 + 14 ⇒ (2) + 14 = 16
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 10 ⇒ (7) + 10 = 17
Dmg: 1d10 + 14 ⇒ (5) + 14 = 19
Shield Bash TWF+PA (2nd attk): 1d20 + 13 ⇒ (14) + 13 = 27 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 12 ⇒ (5) + 12 = 17
Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d10 + 14 ⇒ (3) + 14 = 17
Remember if any of my shield bashes cause movement AoO's from anyone threatening. White I'm hoping is prone, and maybe blue too if my check was high enough. That would give Mork and Odric AoO's on white.
Edit: Forgot to include my Ranger bonus of Human. +1 to hit +2 dmg
Dungeon Master S |
Despite the traffic, Gaius tries to clear a path for his Inquisitor friend. Unfortunately he can't get a good lashing for once in his life.
Holding Sandor's round since he goes after them.
Round 1:
Ferox: ATK
Morkeleb: Chain Lightning
Grym: Go
Gaius: Miss
Baddies: TBD
Sandor: Will full attack
Odric: TBD
White: 42
Red: 21
Blue: 42
Green: 42
Thorgrym the Tracker |
Round 1
Grym lets out a curse as guards appear out of thin air. Yet blade already in hand ready for danger the ranger manages to parry the attack from the Green Guard. This is exactly what he was trying to keep his party out of...
A little bit of cold fury bled out in the ranger's full attack as he focused it on Green.
Grym Full Attack 1d20 + 21 + 8 ⇒ (20) + 21 + 8 = 49
Serethial 1d8 + 15 + 8 + 4d6 ⇒ (2) + 15 + 8 + (3, 1, 3, 6) = 38
offhand 1d20 + 18 + 6 ⇒ (3) + 18 + 6 = 27
SharkSlayer 1d4 + 13 + 6 ⇒ (1) + 13 + 6 = 20
2nd main 1d20 + 15 + 8 ⇒ (1) + 15 + 8 = 24
Serethial 1d8 + 15 + 8 + 4d6 ⇒ (5) + 15 + 8 + (4, 6, 1, 6) = 45
2nd offhand 1d20 + 13 + 6 ⇒ (20) + 13 + 6 = 39
SharkSlayer 1d4 + 13 + 6 ⇒ (1) + 13 + 6 = 20
TWO natural 20's!!! Threatening!
First threat w/ Serethial 1d20 + 21 + 8 ⇒ (17) + 21 + 8 = 46
extra damage 1d8 + 15 + 8 ⇒ (8) + 15 + 8 = 31
Second threat w/ SharkSlayer 1d20 + 13 + 6 ⇒ (4) + 13 + 6 = 23
extra damage 1d4 + 13 + 6 ⇒ (3) + 13 + 6 = 22
Bucho is all but bowling over Mork to get at the guards if he can attack this round let me know
Dungeon Master S |
Grym finds the weak points in the guards armor, practically dismembering her at the weak spots! No way for Bucho to get there without drawing an AoO, I'll leave it to you to decide if you want one.
The remaining guards fight back with all their might.
Red slides to her left and lets Ferox have it with everything she's got. One of her swings catches him on the jaw, spraying blood every where.
Longsword overhead: 1d20 + 15 ⇒ (5) + 15 = 20 MISS
Longsword backswing: 1d20 + 10 ⇒ (19) + 10 = 29 THREAT
Longsword Confirm: 1d20 + 10 ⇒ (20) + 10 = 30 DMG: 2d8 + 14 ⇒ (3, 4) + 14 = 21
Curiously, the other guards eschew Morkeleb as a target and go for Odric:
Longsword foreswing: 1d20 + 15 ⇒ (17) + 15 = 32 THREAT
Confirm: 1d20 + 15 ⇒ (18) + 15 = 33 DMG: 2d8 + 14 ⇒ (5, 6) + 14 = 25
Longsword upswing: 1d20 + 10 ⇒ (20) + 10 = 30 THREAT
Confirm: 1d20 + 10 ⇒ (4) + 10 = 14 DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Longsword side swing: 1d20 + 15 ⇒ (18) + 15 = 33 THREAT
Confirm: 1d20 + 15 ⇒ (17) + 15 = 32 DMG: 2d8 + 14 ⇒ (1, 2) + 14 = 17
Upswing: 1d20 + 10 ⇒ (13) + 10 = 23 MISS
That's when a pair of heretofore imps appear and try to sting Morkeleb in his face!
Red stinger: 1d20 + 8 ⇒ (14) + 8 = 22 DMG: 1d4 ⇒ 2 and a FORT save please
Purple stinger: 1d20 + 8 ⇒ (7) + 8 = 15 MISS
Then all bloody hell breaks loose, from an invisible source (one that STAYS invisible) a riotous spray of rainbow colors HITS EVERYONE IN THE PARTY. The spray comes from right next to Sandor.
Ferox: 1d8 ⇒ 3 A yellow ray does 80 points of elec damage (DC 23 REF for half.)
Morkeleb: 1d8 ⇒ 5 A blue ray FORT DC 23 or turn to stone
Grym: 1d8 ⇒ 7 A violet ray WILL DC 23 or be banished to an outer plane
Gaius: 1d8 ⇒ 6 An indigo ray WILL DC 23 or go INSANE!
Sandor: 1d8 ⇒ 1 A red ray does 20 points of fire damage (DC 23 REF for half.)
Odric: 1d8 ⇒ 4 A green ray poisons you. Make a FORT DC 23 or DIE.
After the prismatic spray goes off, Sandor completely kills one of the guards.
Odric!
Round 1:
Ferox: ATK
Morkeleb: Chain Lightning
Grym: Kill
Gaius: Miss
Baddies: Full on Death Blossom
Sandor: full attack
Odric: Go
Red: 21
Blue: 42
Ferox Kerr |
I don't think it matters if Ferox makes the save or not, it'll still do enough damage to drop him.
Reflex: 1d20 + 17 ⇒ (15) + 17 = 32
A sizzling ray of electricity zaps at Ferox. He crouches down to avoid the shock but the ray still catches him in the shoulder. Electricity crackles down his arm and across his chest as Ferox falls to the floor, scorched and smoking.
Ferox is down. Not dead, yet.
Odric the Stout |
Close behind the lightning bolt, the Kegerator hacks into charred flesh, splurting blood into the charged air. The blade hacks into his enemy. With each successive blow, Odric's intense glare holds the target's eye, trying to dominate and demoralize them with pure fighting spirit. White until/unless he dies, then blue
Attack 1- Pwr Atk (FF): 1d20 + 27 + 1 ⇒ (20) + 27 + 1 = 48 for 1d10 + 14 + 9 + 1 ⇒ (2) + 14 + 9 + 1 = 26 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (1) + 25 = 26.
Cleave- Pwr Atk (FF): 1d20 + 27 + 1 ⇒ (17) + 27 + 1 = 45 for 1d10 + 14 + 9 + 1 ⇒ (3) + 14 + 9 + 1 = 27 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (12) + 25 = 37.
Attack 2- Pwr Atk (FF): 1d20 + 27 - 5 + 1 ⇒ (12) + 27 - 5 + 1 = 35 for 1d10 + 14 + 9 + 1 ⇒ (1) + 14 + 9 + 1 = 25 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (19) + 25 = 44.
Attack 3- Pwr Atk (FF): 1d20 + 27 - 10 + 1 ⇒ (20) + 27 - 10 + 1 = 38 for 1d10 + 14 + 9 + 1 ⇒ (7) + 14 + 9 + 1 = 31 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (10) + 25 = 35.
Confirm Attack 1- 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44 for 1d10 + 14 + 9 + 1 ⇒ (6) + 14 + 9 + 1 = 30 extra damage
Confirm Cleave- 1d20 + 27 + 1 ⇒ (19) + 27 + 1 = 47 for 1d10 + 14 + 9 + 1 ⇒ (1) + 14 + 9 + 1 = 25 extra damage
Confirm Attack 3- 1d20 + 27 - 10 + 1 ⇒ (5) + 27 - 10 + 1 = 23 for 1d10 + 14 + 9 + 1 ⇒ (6) + 14 + 9 + 1 = 30 extra damage
Oh and an AoO lol
Pwr Atk (FF): 1d20 + 27 + 1 ⇒ (20) + 27 + 1 = 48 for 1d10 + 14 + 9 + 1 ⇒ (4) + 14 + 9 + 1 = 28 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (14) + 25 = 39.
Confirm AoO: Pwr Atk (FF): 1d20 + 27 + 1 ⇒ (14) + 27 + 1 = 42 for 1d10 + 14 + 9 + 1 ⇒ (9) + 14 + 9 + 1 = 33 damage.
On successful crit:
Target is Sickened for 1 minute, no save.
Target must also make a Fortitude save (DC = 16) or be stunned for 1 round.
If both Guards die, Odric will 5' step towards the imps.
Oops: Poison Save 1d20 + 15 ⇒ (11) + 15 = 26
Morkeleb the Mighty |
Fort save vs. Imp sting: 1d20 + 8 ⇒ (11) + 8 = 19
Morkeleb starts at the appearance of the imps stabbing at his bread and butter. Then the magic hits...
Fort vs. Prismatic Spray: 1d20 + 8 ⇒ (18) + 8 = 26 <--phew!! failing that would would have to have been some kind of record--three deaths in 24 hours??
...and he is covered in a grey mist which tries to solidify his flesh...but he fights it off (5:15 to 5:35 please)
Trusting that Sandor can occupy the red guard, he steps away from the imps, over Ferox' prone form, grasps his staff in two hands, and stares intently, the capstone gently glowing green.
Ready action: counterspell
EDIT: I don't know why I'm still so stupid. I was badly injured in the last fight, and forgot to ask for healing. Currently at 3 hp. :-(((
Ferox Kerr |
EDIT: I don't know why I'm still so stupid. I was badly injured in the last fight, and forgot to ask for healing. Currently at 3 hp. :-(((
Did the same thing for Ferox. Chris is letting us retcon a little healing just this one more.
Dungeon Master S |
The only foes in the vicinity are the imps, and strictly speaking they went after the spell. The reorder of action was to help me keep track of the mayhem. No baddies were harmed in the casting of this spell. I've moved Morkeleb back as Ferox isn't actually down.
@Odric: White was dead before you start, so you start on Blue. As mentioned before you can't cleave and take a full attack in the same round. Cleave is a standard action. Also, nothing drew an AoO that I can tell, let me know if I missed something. There are a lot of moving parts here. The most generous course of action is to ignore the cleave and give you the three attacks.
Ferox is nearly undone by the jolt! After the prismatic spray goes off, Sandor completely kills one of the guards. Odric for the moment withstands the poison, though he can still feel it coursing through his veins. With two powerful swings he cuts the guard in half at the waist. His third swing hits the imp so hard that there's nothing left after the follow through.
Saves to be made still:
Grym
Gaius
Sandor:
Odric: First save made
Round 2:
Ferox: Go
Morkeleb: Go
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Odric: One save made
Red: 21
Morkeleb the Mighty |
1 person marked this as a favorite. |
Round 2:
Ready action: counterspell
The only foes in the vicinity are the imps, and strictly speaking they went after the spell. The reorder of action was to help me keep track of the mayhem. No baddies were harmed in the casting of this spell.
you are a chode. Note to self & all: Prismatic Spray never works for the good guys, and always works for the bad guys. Anecdotal evidence keeps piling up.
Gaius Lirsiiv |
Round 2:
Morkeleb the Mighty wrote:Ready action: counterspellDMS wrote:The only foes in the vicinity are the imps, and strictly speaking they went after the spell. The reorder of action was to help me keep track of the mayhem. No baddies were harmed in the casting of this spell.you are a chode. Note to self & all: Prismatic Spray never works for the good guys, and always works for the bad guys. Anecdotal evidence keeps piling up.
Pfffffffffffft... LOL
Insane? Maybe... 1d20 + 11 ⇒ (14) + 11 = 25 ... NOT TODAY!
Dungeon Master S |
I don't write the tactics, I just follow them! Besides, I was being generous with the retcon healing.
Saves to be made still:
Grym
Sandor:
Odric: First save made (Odric needs to make one more.)
Round 2:
Ferox: Go
Morkeleb: Ready
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Odric: One save made
Red: 21
Ferox Kerr |
Retcon healing from 57 hps at start of combat.
Spells
CMW: 2d8 + 10 ⇒ (2, 4) + 10 = 16
CMW: 2d8 + 10 ⇒ (3, 5) + 10 = 18
CMW: 2d8 + 10 ⇒ (2, 7) + 10 = 19
Would have brought Ferox back up to 110. -69 damage this combat leaves Ferox with 41 currently.
As the electricity courses across his chest and down his arm, Ferox can feel a slight numbing of his fingers. Fearful of having such a powerful spellcaster nearby threatening the party and being able to remain invisible while doing so, Ferox calls on Abadar's might to bolster himself and Abadar's light to reveal their enemy.
Ferox activates Judgements: Justice and Destruction.
Ferox then casts defensively Judgement Light.
Cast Defensively: 1d20 + 17 ⇒ (14) + 17 = 31, DC 23
Blue and Red light erupts from Ferox, bathing everyone in its brilliance.
Destruction: Red light erupts from Ferox. Enemies in the area take 4d8 ⇒ (6, 7, 5, 7) = 25 points of damage and become shaken for 1d4 ⇒ 1 rounds. A successful Will saving throw (DC 17) halves the damage and negates the shaken effect.
Justice: Blue light erupts from Ferox, revealing hidden and invisible creatures to all. The light outlines such creatures for 1 round per caster level (14 rnds), imposing a –20 penalty on Stealth checks on those creatures.
Dungeon Master S |
The Inquisitor will not be denied!!!
Will Guard: 1d20 + 5 ⇒ (4) + 5 = 9
Will Imp: 1d20 + 4 ⇒ (20) + 4 = 24
Will ???: 1d20 + 10 ⇒ (17) + 10 = 27
The imp hides behind a foe, but the damage is severe. The guard takes the light poorly, crying out in agony and fear 1d4 ⇒ 2. The hidden caster is revealed, slightly. A shockingly obese form is highlighted by the spell. It doesn't seem over affected by the magic beyond the foiling of it's invisibility.
Saves to be made still:
Grym
Sandor:
Odric: First save made (Odric needs to make one more.)
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Odric: One save made
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 12 (Outlined)
Sandor Stouthammer |
yet something else Missile shield can't stop.... has to be one of the worst feat choices ever
Reflex save+Dwarven resistance: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Current HP 143/153
Dungeon Master S |
I think you'd get more mileage in an AP where larger/outdoor/mass combats were more common.
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
DM: Hide
Odric: One save made
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 12 (Outlined)
Dungeon Master S |
Odric's legendary constitution is enough to fend off the powerful spell of woe!
Saves to be made:
Grym
Sandor
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: Go
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 12 (Outlined)
Thorgrym the Tracker |
Round 2 Team Ranger
The ranger's fury is momentarily slaked by the quick death of his first opponent. Yet, as he is now on the wrong side of the fight Grym gives a quiet curse under his breath. Afraid of disrupting some horribly dangerous spell by pushing past Morkeleb, Grym takes a short step springs on his legs and tries to leap over/past the wizard.
acrobatics 1d20 + 13 ⇒ (9) + 13 = 22
edit: saving throw 1d20 + 12 ⇒ (13) + 12 = 25
The fierce dog can no longer be denied, Bucho moves forward and snaps at the imp.
main attack 1d20 + 17 ⇒ (5) + 17 = 22
bite 1d8 + 15 ⇒ (1) + 15 = 16
second attack 1d20 + 12 ⇒ (8) + 12 = 20
bite 1d8 + 15 ⇒ (1) + 15 = 16
Dungeon Master S |
So there is no Acrobatics check for moving through a friend's space, but you are going through the imp's. That's the thing to avoid. Also, PbP decorum is to make the first d20 roll of a post the save. Just an FYI going forward. Also, that leaves Grym a standard action.
Bucho's jaws snap down on the imp, banishing it from this realm!
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: Standard
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 12 (Outlined)
Dungeon Master S |
He's no longer invisible, well he is, but Ferox has outlined him in light. you can target him.
Thorgrym the Tracker |
He's no longer invisible, well he is, but Ferox has outlined him in light. you can target him.
I don't see him on the map but Grym will cut him/her if he can.
attack 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (2) + 15 + 2 + (1, 4, 6, 2) = 32 please add an extra +6 to hit and damage if our invisible baddie is human
threatening crit!!! 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Serethial 1d8 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Dungeon Master S |
Grym catches the outline and slides the great Blade around the pole, stabbing the figure. It strikes solid stone, but then sinks. It sinks into a morbidly obese body, far too squishy. There's something... wrong with it.
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: ATK
Gaius: Go
Baddies: TBD
Sandor: TBD
Odric: TBD
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 62 (Outlined)
Stoneskin: 150 remaining
Thorgrym the Tracker |
Finish that last guard and get your ax over here Sandor! The party catches the faintest hint of anxiety or nervousness from the Ranger's normally calm self. I sense something wrong about this foe
Gaius Lirsiiv |
Gaius lashes out with his whip a second time...
Trip With Whip Vs. Red:1d20 + 14 ⇒ (17) + 14 = 31
And a second ship lashes out at the imp, trying to, "trip", him into the stone floor
Trip With Whip Vs. Imp:1d20 + 9 ⇒ (15) + 9 = 24
Dungeon Master S |
I don't have access to the module until about 1600 EST. Will update then.
Dungeon Master S |
While he can't connect with the imp, Gaius trips the Grey Maiden, sending her crashing to the floor!
The woman puts her shield in front of her, and tries to stand up. AoOs from Sandor and, if he has a melee weapon out, Ferox.
The imp snarls, but knows he's got a better chance with an approach less likely to get him cut up. He eyes Gaius and tries to suggest a course of action, "Try that whip on your friends. Get them out of way of Togomor's spells!" Will save from Gaius.
Fearing Odric's attack the most, the outline steps back and a green ray erupts from an outstretched finger. The beam ATK: 1d20 + 6 ⇒ (2) + 6 = 8 misses the big man and disintegrates a chunk of wall behind him!
Round 2:
Ferox: JUDGEMENT!
Morkeleb: Ready
Grym: ATK
Gaius: Trip
Baddies: ATK
Sandor: TGo
Odric: Go
Red: 46 Shaken through Round 4
Imp: 12
Togomor: 62 (Outlined)
Stoneskin: 150 remaining
Sandor Stouthammer |
Of course Ferox has a melee weapon.. they don't call it a "bow staff" for nuttin... :D
AoO: Shield Bash PA: 1d20 + 20 ⇒ (1) + 20 = 21 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 12 ⇒ (5) + 12 = 17
Bad pun Karma... gets me a fumble.. grrrrr
Round 2
I'm a commin Grym. Ya get rid of dat Imp. Sandor lets loose his flurry on the guard, then steps diagonally SW to follow the outlined wizard.
Can't move on the map, someone plz move me.
Dwarven Waraxe +1 TWF+PA: 1d20 + 15 ⇒ (18) + 15 = 33
Dmg: 1d10 + 14 ⇒ (3) + 14 = 17
Shield Bash TWF+PA: 1d20 + 18 ⇒ (13) + 18 = 31 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 12 ⇒ (5) + 12 = 17
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 10 ⇒ (3) + 10 = 13
Dmg: 1d10 + 14 ⇒ (8) + 14 = 22
Shield Bash TWF+PA (2nd attk): 1d20 + 13 ⇒ (9) + 13 = 22 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 12 ⇒ (4) + 12 = 16
Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 5 ⇒ (3) + 5 = 8
Dmg: 1d10 + 14 ⇒ (8) + 14 = 22
DM, if that 17 damage kills the guard, please direct the rest of my attacks against the mage.
Dungeon Master S |
It takes multiple hits, but Sandor finally brings down the guard.
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