| Dungeon Master S |
Indeed it IS a lot of stealth, unfortunately Gaius finishes his turn and gets pinned in by it for a moment
Your skill is legendary! When you turn the corner you can see a pair of maidens hiding along the wall just outside the area of Morkeleb's spell. At the moment, they don't seem to notice you. In the western hallway you see the morbidly obese wizard! He casts a spell of invisibility as you turn the corner, but you don't think he saw you either!
The grey maidens begin to fight back!
The one in front of Bucho swings with her longsword:
ATK 1: 1d20 + 15 ⇒ (15) + 15 = 30 for DMG: 1d8 + 7 ⇒ (6) + 7 = 13
ATK 2: 1d20 + 10 ⇒ (13) + 10 = 23 MISS
The one in back aims a pair of arrows at Ferox!
ATK 1: 1d20 + 12 ⇒ (6) + 12 = 18 MISS
ATK 2: 1d20 + 7 ⇒ (1) + 7 = 8 MISS
Round 1:
Grym: Advance
Gaius: Stealth
Ferox: Hit
Sandor Double Move
Morkeleb: Ice Storm
Baddies: Stuff
Odric: Go
Black: 41
| Odric the Stout |
Odric will double move south, then east past Ferox, Bucho, and 2 baddies
The plain-looking acolyte seems genuinely crestfallen at the failed ruse. Odric was sort of invested in the character, and felt like the Grey Maidens should have been a bit more appreciative that he had brought them a healing potion. Regardless, once he accepted the inevitable rapid descent into whirling steel, teeth, greenish magic, cries of triumph, agony, and the occasional grunt of sexual ecstasy from Gaius - pretty much everyone had left him in a mad rush to violence.
Odric's appearance rapidly shifted from crippled acolyte to a fearsome-looking female gnome barbarian! The tribal tattoos covering 'her' scantily clad form were fantastical, and her comely face was surmounted by a spray of bright pink hair. With a high-pitched "Whoop-yip-yip-YIPPEE!" Odric tumbled beneath Ferox's legs, avoiding the bottom recurve of his bow. With another rapid fire warcry, Odric vaulted Bucho by placing tiny hands with pink-painted nails on his rump and leaping feet-first through the air over the massive beast's back.
With a spinning and whirling tumble, replete with a couple feints and jabs, Odric's tiny form darted through the scrum with alacrity. He tumbled so fast, and with such an odd rush of racially augmented adrenaline and speed, that he wasn't even sure if he had been hit!
Taking a knee, in a dynamic stance with tiny heaving bosoms and insanely pink hair in a mane that seemed to defy gravity just on the other side of the second Grey Maiden, Odric took stock of the tactical situation.
Acrobatics for Occupied Square #1: 1d20 + 14 ⇒ (12) + 14 = 26
Acrobatics for Occupied Square #2: 1d20 + 14 ⇒ (19) + 14 = 33
| Odric the Stout |
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If the first acrobatics fails, and Odric is stopped by the Grey Maidens, contingency post:
As Odric's adorably cute hands push off Bucho's back, the Grey Maiden shifts unexpectedly and his advance is stopped cold. A shapely female gnomish bottom finds purchase on Bucho's back, and Odric's cute gnomish warcry startles Bucho for a moment.
DC 5 Ride Check: 1d20 + 3 ⇒ (4) + 3 = 7
With Bucho settled, and focused on the armed and armored foe before him, he and Odric seem a match made in the bowels of the Hell of Pink Cupcakes and Puppies.
The Kegerator flashes out at the Grey Maiden, and her fortune at stopping Odric's advance seems to have turned rather quickly for the worse.
Vital Attack / Power Attack (FF): 1d20 + 26 + 1 ⇒ (18) + 26 + 1 = 45 for 3d10 + 14 + 9 + 1 ⇒ (10, 6, 7) + 14 + 9 + 1 = 47 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (20) + 25 = 45.
Confirm: Vital Attack / Power Attack (FF): 1d20 + 26 + 1 ⇒ (11) + 26 + 1 = 38 for 3d10 + 14 + 9 + 1 + 2 ⇒ (8, 6, 7) + 14 + 9 + 1 + 2 = 47 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (6) + 25 = 31.
If the crit is confirmed: Opponent staggered for 1d4 + 1 ⇒ (3) + 1 = 4 rounds. DC 23 Fortitude save reduces to 1 round. Additional hits add to the duration.
| Dungeon Master S |
It's a standard action to change form, and I'm not sure you want to go through the process of the math to become a small sized creature at the moment.
Odric tumbles his way past both grey maidens. He finds himself in a room that would otherwise be interesting to the carrier warrior. This small workshop for wood-, wicker-, and leatherworking is supplied with all the tools and equipment necessary to create and repair objects for everyday use. The room's other half is even more interesting. A huge angular fireplace and two anvils create a compact but well-equipped forge in this chamber. One of the anvils is a black iron, ordinary-looking implement, while the other is made of polished steel and shaped like a grotesque, squatting dwarf. Smithy tools hang on the walls and line the shelves.
Round 2:
Grym: Go
Gaius: Go
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
Black: 41
| Thorgrym the Tracker |
Round 2 Team Ranger
Already having the taste of blood, the big dog needs no urging to fight on. Jaws snapping and tearing Bucho goes full attack.
main attack 1d20 + 18 + 6 ⇒ (5) + 18 + 6 = 29
jaws 1d8 + 15 + 6 ⇒ (6) + 15 + 6 = 27
second attack 1d20 + 13 + 6 ⇒ (10) + 13 + 6 = 29
jaws 1d8 + 15 + 6 ⇒ (2) + 15 + 6 = 23
With the dwarven tank now blocking/guarding the parties southern flank, the ranger turns back to see if he can help out his loyal dog. Grym leans in by Ferox and hurls his seldom used hunga munga.
throwing attack 1d20 + 18 + 6 ⇒ (18) + 18 + 6 = 42 not sure if what penalties are for guards possibly having partial cover from the angle
+1 hunga munga 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
| Dungeon Master S |
She has a +4 AC from the corner, +4 due to soft cover, and Grym has a -4 due to being unskilled at throwing into a melee. So your 42 is really a 38, and even with her bonuses, that's still a hit.
Bucho chomps down and begins to crush the woman's leg armor in his toothy maw. She screams in pain, but the cry is cut short when the hungamunga slices her throat!
Round 2:
Grym: Kill
Gaius: Go
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
| Dungeon Master S |
Gaius waits for the storm itself to subside, and then pushes his way through the slush.
Round 2:
Grym: Kill
Gaius: Skulk
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
| Sandor Stouthammer |
Barring any changed, Sandor will ready to attack anything that comes within range. So far he hasn't seen anything.
Perception+hero: 1d20 + 19 + 4 ⇒ (2) + 19 + 4 = 25 Doesn't include favored enemy human +2
| Ferox Kerr |
Ferox aims to drop the maiden squaring off against Bucho.
Arrow1: 1d20 + 19 + 2 - 5 ⇒ (1) + 19 + 2 - 5 = 17
Damage: 1d8 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19
Manyshot: 1d8 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19
Rapid Shot: 1d20 + 19 + 2 - 5 ⇒ (1) + 19 + 2 - 5 = 17
Damage: 1d8 + 5 + 1 + 6 ⇒ (5) + 5 + 1 + 6 = 17
Arrow2: 1d20 + 14 + 2 - 5 ⇒ (14) + 14 + 2 - 5 = 25
Damage: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18
Looks like Doxon's luck has transfered to Ferox
| Dungeon Master S |
Sandor adopts a poise ready to strike while Ferox struggles to get an arrow on target, but wings her on the last one.
Round 2:
Grym: Kill
Gaius: Skulk
Ferox: Hit
Sandor Ready
Morkeleb: Go
Baddies: TBD
Odric: TBD
Red: 18
| Thorgrym the Tracker |
crappy bad luck Ferox, but since nobody's life is on the line right now... I mean if you HAVE to roll 1's every so often, not a bad time to just get them out of the way
| Dungeon Master S |
Morkeleb dismisses the ice storm, leaving Gaius far more exposed (though they don't see him obviously.)
The Maiden in front of Odric slashes twice at the man, her skill impressive, but not as impressive as Odric's own skill.
ATK 1: 1d20 + 15 ⇒ (3) + 15 = 18 MISS
ATK 2: 1d20 + 10 ⇒ (14) + 10 = 24 MISS
The grey maidens hiding down the hall hold off for a second, seemingly awaiting some cue to move.
That cue comes in the form of a massive bolt of lightning that streaks down the hall. No one sees it's starting point, nor the caster, though Gaius is close by the head of the bolt. Everyone EXCEPT Odric needs to make a DC 20 REF save for half of Electricity DMG: 10d6 ⇒ (6, 3, 4, 4, 1, 3, 1, 6, 2, 2) = 32
Once the bolt goes off the two remaining maidens move to engage Sandor, one of whom (Blue) walks right by Gaius unknowingly.
ATK Blue: 1d20 + 15 ⇒ (19) + 15 = 34 THREAT
Confirm Blue: 1d20 + 15 ⇒ (17) + 15 = 32 DMG: 2d8 + 14 ⇒ (3, 5) + 14 = 22
ATK White: 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14 MISS
Round 2:
Grym: Kill
Gaius: Skulk AoO
Ferox: Hit
Sandor Execute Readied Action
Morkeleb: Dismiss
Baddies: ATK
Odric: Go
Red: 18
| Ferox Kerr |
Reflex: 1d20 + 15 ⇒ (20) + 15 = 35
Man, too bad you can't crit on a save.
Ferox leans into the side corridor, avoiding the worst of the lightning.
| Thorgrym the Tracker |
Reflex save, Team Ranger both have evasion
Grym 1d20 + 14 ⇒ (13) + 14 = 27
Bucho 1d20 + 13 ⇒ (17) + 13 = 30
Some 6th sense have both man and dog somehow dodging out of the way and manage to escape the magic blast unscathed.
| Odric the Stout |
Round the Next
FLASH! BOOM!
A lightning bolt flashing down the hallway perpendicular to Odric startled him despite his being a seasoned veteran. With burned flesh, sizzling hair, acrid smoke and ozone commingling with the genearally ripe odors or a group of sweaty adventurers in close quarters, the castle's dank stone smell achieved a sinister and singular stench.
On the heels of the magical lightning, Odric launches into a blinding series of attacks meant to eviscerate the hated grey maiden before him.
Attack #1: Power Attack (Furious Focus): 1d20 + 28 + 1 ⇒ (17) + 28 + 1 = 46 for 1d10 + 16 + 9 + 1 ⇒ (7) + 16 + 9 + 1 = 33 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (12) + 25 = 37.
Attack #2: Power Attack: 1d20 + 28 - 3 - 5 + 1 ⇒ (4) + 28 - 3 - 5 + 1 = 25 for 1d10 + 16 + 9 + 1 ⇒ (8) + 16 + 9 + 1 = 34 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (6) + 25 = 31.
Attack #3: Power Attack: 1d20 + 28 - 3 - 10 + 1 ⇒ (13) + 28 - 3 - 10 + 1 = 29 for 1d10 + 16 + 9 + 1 ⇒ (5) + 16 + 9 + 1 = 31 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (3) + 25 = 28.
Confirm: 1d20 + 28 + 1 ⇒ (2) + 28 + 1 = 31 for 1d10 + 16 + 9 + 1 + 2 ⇒ (9) + 16 + 9 + 1 + 2 = 37 additional damage
| Sandor Stouthammer |
Readied Action
Reflex save: 1d20 + 13 + 4 + 2 ⇒ (3) + 13 + 4 + 2 = 22
Shield Bash PA: 1d20 + 20 + 4 + 2 ⇒ (7) + 20 + 4 + 2 = 33 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
Question: Since my readied action is before Blue's, and I'm pretty sure that a 39 beats her CMD. Would the attack actually go off? Hopefully Sandor's timely shield bash saves him from some damage.
Current HP 137/153
| Dungeon Master S |
Technically White comes before blue based on the map, but I didn't post that way, so I'll defer to the thread post for order. That means the readied attack might stop blue, but I need Gaius's AoO to resolve before giving Sandor his attack.
Odric drops the lone guardswoman in the hall!
Round 2:
Grym: Kill
Gaius: Skulk AoO
Ferox: Hit
Sandor Execute Readied Action (Posted)
Morkeleb: Dismiss
Baddies: ATK
Odric: Kill
| Gaius Lirsiiv |
Sneak Attack from Invisibility for the AoO
Icy Burst Light Mace:1d20 + 18 ⇒ (13) + 18 = 31
Damage on Hit:1d6 + 2 + 1d6 + 2d6 ⇒ (2) + 2 + (4) + (5, 6) = 19
Vs. Blue I'm told.
Gaius appears.
| Dungeon Master S |
Gaius hits the grey maiden in the back on her way by. She continues on to Sandor, who smashes into his shield
Round 3:
Grym: Go
Gaius: Go (Possibly another AoO)
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
Blue: 35
| Dungeon Master S |
Sandor smashes her hard enough that she stumbles back into the range of Gaius's swing.
| Thorgrym the Tracker |
Round 3
Felling the guardswoman in the hall, Team Ranger now turns to the south room. Grym goes rushing past Sandor and heading to engage the blue guard. Grym is eager for blood on the spell caster. He believes it is the same one they fought before. The ranger directs Bucho to search out the hidden foe.
Grym 1d20 + 21 + 2 + 6 ⇒ (11) + 21 + 2 + 6 = 40
Serethial 1d8 + 15 + 6 + 4d6 ⇒ (8) + 15 + 6 + (1, 5, 2, 6) = 43
Bucho scent perception 1d20 + 20 + 6 ⇒ (2) + 20 + 6 = 28 Can bucho try to attack this round if he can smell him?
| Sandor Stouthammer |
Round 3
Hearing Grym's command to Bucho spurs Sandor's action. Wanting to clear a path for team ranger, the dwarf switches his focus to the maiden to his west.
Dwarven Waraxe +1 TWF+PA: 1d20 + 15 + 4 + 2 ⇒ (7) + 15 + 4 + 2 = 28
Dmg: 1d10 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Shield Bash TWF+PA: 1d20 + 18 + 4 + 2 ⇒ (14) + 18 + 4 + 2 = 38 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 + 2 ⇒ (4) + 12 + 2 = 18
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
Dmg: 1d10 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Shield Bash TWF+PA (2nd attk): 1d20 + 13 + 4 + 2 ⇒ (9) + 13 + 4 + 2 = 28 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 + 2 ⇒ (1) + 12 + 2 = 15
Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 5 + 4 + 2 ⇒ (6) + 5 + 4 + 2 = 17
Dmg: 1d10 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Sandor follows the maiden if she is knocked back from the bash keeping her threatened.
| Ferox Kerr |
Ferox calls on a quick blessing from Abadar (Swift, Bane: Human) and will focus his volley at Red. If she falls, the arrows will be directed at Blue.
Arrow1: 1d20 + 21 + 2 - 5 ⇒ (15) + 21 + 2 - 5 = 33
Damage: 1d8 + 5 + 7 + 2 + 4d6 ⇒ (1) + 5 + 7 + 2 + (5, 5, 1, 6) = 32
Manyshot: 1d8 + 5 + 7 + 2 + 4d6 ⇒ (3) + 5 + 7 + 2 + (6, 6, 1, 3) = 33
Rapid Shot: 1d20 + 21 + 2 - 5 ⇒ (13) + 21 + 2 - 5 = 31
Damage: 1d8 + 5 + 7 + 2 + 4d6 ⇒ (4) + 5 + 7 + 2 + (5, 2, 6, 1) = 32
Arrow2: 1d20 + 16 + 2 - 5 ⇒ (11) + 16 + 2 - 5 = 24
Damage: 1d8 + 5 + 7 + 2 + 4d6 ⇒ (1) + 5 + 7 + 2 + (2, 6, 5, 2) = 30
| Dungeon Master S |
Grym closes while Bucho snoots the area, not getting much more than the source being in the room with everyone else. Grym's blade though hits home, nearly killing the woman outright.
Sandor hits with axe and shield. I need to look up the rules. You shield bashed her 10' after your second attack. I think that means you no longer have the option to advance with her. I'll look it up today, as I don't want to short sheet you on an ability, but I also want to go by the book. For now I'm registering 2 hits.
Round 3:
Grym: ATK
Gaius: Go
Ferox: Go
Sandor ATK
Morkeleb: Ready
Baddies: TBD
Odric: TBD
Blue: 78
White: 43
| Gaius Lirsiiv |
Step to flank with Grym...
Icy Burst Light Mace +2:1d20 + 18 ⇒ (7) + 18 = 25
Damage on Hit:1d6 + 2 + 1d6 + 2d6 ⇒ (6) + 2 + (2) + (4, 1) = 15
Second attack:1d20 + 13 ⇒ (7) + 13 = 20
Damage on hit:1d6 + 2 + 1d6 + 2d6 ⇒ (3) + 2 + (5) + (3, 4) = 17
| Dungeon Master S |
Sandor, once you make a full attack, you can't continue to advance with the opponent more than 10'.
| Dungeon Master S |
Ferox's arrows pile up in the chest of the Grey Maiden before him. He turns his bow south after she falls, but that arrow goes wide. Gaius, too, hits only armor, failing to damage the woman.
The remaining Grey Maidens try to cause as much mayhem as possible:
White moves to go after Bucho: ATK: 1d20 + 15 ⇒ (12) + 15 = 27 and her blade hits the dog's haunch for DMG: 1d8 + 7 ⇒ (2) + 7 = 9
Blue tries to get herself out of the melee crunch by bull rushing Gaius Improved Bull Rush prevents an AoO from Gaius, but grants one to Grym. Bull Rush: 1d20 + 13 ⇒ (3) + 13 = 16. Gaius stands her ground, so she simply tries to withstand the oncoming storm.
A voice with no source begins the incantation of a powerful spell... Morkeleb, I need your Spellcraft check before it manifests. I'm green-lighting Odric because I don't think it'll affect your turn.
Round 3:
Grym: ATK AoO on Blue
Gaius: Miss
Ferox: Kill
Sandor ATK
Morkeleb: Ready
Baddies: TBD
Odric: Go
Blue: 78
White: 59
| Odric the Stout |
Ooc- Odric double moves to the Grey Maiden that is in the opening to the hallway on the west. I think he can get to just north of her, so next round a 5 foot step would close.
Odric runs down the hall, neatly jumping corpses and tapping Ferox on the shoulder as he passes to avoid taking an arrow in the back.
Upon bursting into the room he makes a snap decision that Grym, Bucho, and Gaius can probably handle the foe they nearly surround. He joins Sandor to the west, with hopes to curtail any attempts at escape.
| Morkeleb the Mighty |
Spellcraft: 1d20 + 25 ⇒ (3) + 25 = 28 <--this would identify an 8th level spell of the Illusion or Necromancy school, otherwise it's any spell. Does not take hidden components into account.
If I either fail to identify, or don't have the proper spell prepared, I'll try to counter w/Dispel, cast from staff (Bonded Object ability)
Dispel/Counter check: 1d20 + 14 ⇒ (17) + 14 = 31 <--HA!! THAT'S more like it!!
| Dungeon Master S |
Morkeleb catches another spell of horrid wilting as it's being cast and quickly moves to foil it! It's perfectly timed as Odric's jubilant arrival would ahve put him in the thick of a horrid spell.
Round 4:
Grym: Go & AoO on Blue
Gaius: Go
Ferox: Go
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
Blue: 78
White: 59
| Thorgrym the Tracker |
Round 3 Continued...
Grym's AoO on Blue 1d20 + 21 + 2 + 6 ⇒ (11) + 21 + 2 + 6 = 40
Serethial 1d8 + 15 + 6 + 4d6 ⇒ (4) + 15 + 6 + (2, 5, 3, 5) = 40
The millisecond the guard gives Thorgrym an opening he snaps out his blade like a well honed sabre fencer.
| Thorgrym the Tracker |
Round 4
I'm assuming Grym's AoO dropped the blue guard, if not he continues to press the attack on her.
The ranger bares his teeth as he sees the white guard try to attack his dog. He moves to cut her down, its fairly quiet and mostly under his breath, he whispers through clenched teeth Quit distracting my dog you beotch!
Even as Grym brings his sword to bear on the white guard he continues to encourage Bucho to find the hidden foe.
Grym's attack on white 1d20 + 21 + 6 ⇒ (3) + 21 + 6 = 30
Serethial 1d8 + 15 + 6 + 4d6 ⇒ (2) + 15 + 6 + (6, 6, 1, 4) = 40
Showing his amazing training and obediance, even while attacked the dog continues to sniff out the invisible wizard.
Bucho's Perception 1d20 + 20 + 6 ⇒ (5) + 20 + 6 = 31
attack if finds him 1d20 + 18 + 6 ⇒ (10) + 18 + 6 = 34
bite 1d8 + 15 + 6 ⇒ (6) + 15 + 6 = 27
miss chance 1d100 ⇒ 50
| Sandor Stouthammer |
Seeing Grym position himself between the two foes the dwarf makes a quick side step to the wall so he could advance on the maiden to the east. He then lashes out with his shield again to see if he can keep the maiden contained.
Shield Bash PA: 1d20 + 20 + 4 + 2 ⇒ (7) + 20 + 4 + 2 = 33 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 + 2 ⇒ (3) + 12 + 2 = 17
| Ferox Kerr |
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Ferox advances into the room, calling on Abadar's Judgement to punish these villains.
Swift: Activate Judgement: Justice and Destruction
Once in the room, Ferox again calls on Abadar to bring terrible retribution down on his foes.
Cast: Judgement Light
Destruction: Red light erupts from the Ferox. Enemies in the area (30' radius) take 4d8 ⇒ (5, 5, 2, 5) = 17 points of damage and become shaken for 1d4 ⇒ 3 rounds. A successful Will saving throw (DC 17) halves the damage and negates the shaken effect.
Justice: Blue light erupts from the Ferox, revealing hidden and invisible creatures to all. The light outlines such creatures for 1 round per caster level, imposing a –20 penalty on Stealth checks on those creatures.
| Dungeon Master S |
Grym's stop cut arrives at the woman's throat in the tiniest of openings, but the intelligent blade's thirst is enough to drop the woman.
Ferox blasts the area yet again with the Judgement of Abadar.
White WILL: 1d20 + 5 ⇒ (2) + 5 = 7
Togomor Will: 1d20 + 10 ⇒ (12) + 10 = 22
The woman's agony is audible, but the light reveals the disgustingly corpulent bloatmage, who merely grunts a bit.
Round 4:
Grym: Go
Gaius: Go
Ferox: Inquisitor Death Blossom
Sandor Go
Morkeleb: Go
Baddies: TBD
Odric: TBD
White: 76 (Shaken through round 7
Togomor: 8
| Morkeleb the Mighty |
Grunt at this...
Green light issues from Morkeleb's staff, reaching out at the bloatmage and becoming black as they coalesce into sickly coils that attempt to hold him fast and choke the life out of him!
Cast Constricting Coils, Bouncing.
Will DC 25. Fail: Held & take bludgeoning: 1d6 + 6 ⇒ (2) + 6 = 8 damage.
If Fatso makes his save, spell bounces to White w/same effect.
| Dungeon Master S |
Togomor tries to resist the spell Will: 1d20 + 10 ⇒ (13) + 10 = 23, but this time Morkeleb gets hold o the wizard
Round 4:
Grym: Go
Gaius: Go
Ferox: Inquisitor Death Blossom
Sandor Go
Morkeleb: Coils
Baddies: TBD
Odric: TBD
White: 76 (Shaken through round 7)
Togomor: 16 (Held)
| Thorgrym the Tracker |
Hey DM, I think you missed my Round 4 post above. Since before Ferox revealed the bloatmage, Grym went after the white guard. Though I think Bucho should be able to attack the mage, his hit/damage is in the above post.
| Dungeon Master S |
Indeed! Fixing that now. 1d100 ⇒ 10
Grym cuts down the last of the guards, leaving only the bloatmage to fight. Bucho hones in on the mage, but his bite misses by an inch.
Round 4:
Grym: Kill
Gaius: Go
Ferox: Inquisitor Death Blossom
Sandor: Bash
Morkeleb: Coils
Baddies: TBD
Odric: TBD
Togomor: 16 (Held)