Emma Holt |
Gonna post incase the website goes down again. And my spells and weapons suck for this. I forgot to get a mace. Holy water it is! Targeting the adorable skeleton in-front of Emma.
Holy water: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d4 ⇒ (4, 1) = 5 Splash is 1 point.
Glancing at Searok Oh s@*!! I'm in the front.. Reaching down and tugging the vial of holy water free from her belt. "Desna let this work."
Shaeda Stormborn |
Shaeda will channel positive energy to harm the undead. It should hit all of them.
Channel: 1d6 ⇒ 4 DC 14 Will save for half damage.
And let’s not forget Bodyguard for any adjacent to me that gets attacked.
GM Kamro |
Skeleton 1: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton 2: 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton 3: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton 4: 1d20 + 2 ⇒ (14) + 2 = 16
Owlbear: 1d20 + 4 ⇒ (13) + 4 = 17
Shaeda's blast of positive energy washes over the undead; the one struck earlier by Makall is destroyed, and the others visibly weakened.
Emma's vial of holy water crashes into one of them, causing it to sizzle. Its bones begin dissolving and soon it collapses under its own weight. The others surrounding it all get splashed and tiny smoking holes appear in their bones where they are struck.
The skeleton who would have been up next is toast, so Makall's turn.
Makall |
lol
Closing his eyes once again he forms a triangle with his hands sending a stream of white flame towards the closest skeleton.
Heavenly Fire: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (3) + 2 = 5
GM Kamro |
Searok's warhammer crashes into the owlbear's ribcage, splintering it.
The monster retaliates, swiping at Searok with both claws.
Claw 1: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (1) + 4 = 5
Claw 2: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (3) + 4 = 7
The human skeletons attack as well, one at Emma and one at Shaeda.
Emma: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (4) + 2 = 6
Shaeda: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (3) + 2 = 5
I think only Emma gets hit, so Shaeda can activate her Bodyguard to attempt to make it a miss.
Shaeda Stormborn |
Whip Bpsyguard: 1d20 + 7 ⇒ (2) + 7 = 9 Hahahaha, it takes a 10 to succeed!
Although it could only help Emma, Shaeda would have done it for both of her allies. I don’t get to only do it if the attacks are successful.
I should get AOO’d!
GM Kamro |
Wasn't sure an AOO could provoke another AOO, but apparently it can. Also, if two combatants both have Mythic Combat Reflexes they can provoke an infinite number of AOOs from each other in a six second span, which releases an infinite amount of energy and annihilates the universe. Rules are fun!
Shaeda tries to use her whip to pull the skeleton's arm away from Emma before it connects, but fails and leaves herself wide open in the process. The undead may be brainless, but even they won't miss an opportunity like this and slash at the warpriestess.
Skel 1: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (1) + 2 = 3
Skel 2: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (4) + 2 = 6
Owlbear: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (5) + 4 = 9
She's fortunate, however, and none of the attacks do more than scrape across her breastplate
Emma Holt |
Letting out a grunt at the blow that quickly turns into a yelp when a whip flies way to close to her
rapier that I expect to do nothing cause a mace would be better!: 1d20 + 3 ⇒ (19) + 3 = 22 Holy hells! I hit something!
crit comfirm: 1d20 + 3 ⇒ (8) + 3 = 11
damge: 1d6 ⇒ 1 Haha! The dice roller then shows its true colors
That hits my AC so I shall get pummeled. Mythic breaks the game so that is an accurate explanation. Maybe I will get lucky once the game starts and none of my players will go that route. I doubt it but I can hope. Also whip builds are fun!
Shaeda Stormborn |
Shaeda will use her whip to aid Searok in attacking the owlbear...
Whip Aid: 1d20 + 7 ⇒ (1) + 7 = 8 Fail!
No AOOs this time, unless they have combat reflexes.
I’m all set to Bodyguard again.
Searok Ironbeard |
With a nod of satisfaction, Searok will turn his attention to the owlbear.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Well he turned his attention to it. Didn't hit it but his attention is turned. :P
GM Kamro |
Makall doesn't seem to be around, so we'll delay his action.
Searok misses the skeleton, and it and its fellows retaliate.
All are full attacking
Skel 1 on Emma
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (4) + 2 = 6
Skel 1 on Shaeda
Claw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (2) + 2 = 4
Owlbear on Searok
Bite: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 4 ⇒ (3) + 4 = 7
Both Shaeda and Emma are nearly scratched by bony fingers, but Searok gets far worse and is mauled by the fleshless monstrosity.
Shaeda's up, and can also activate her Bodyguard for the hits.
Shaeda Stormborn |
Whip Hit: 1d20 + 7 ⇒ (14) + 7 = 21 Success
Whip Hit: 1d20 + 7 ⇒ (1) + 7 = 8 Fail
Whip Hit: 1d20 + 7 ⇒ (13) + 7 = 20 Success
It looks like the Owlbear’s 2nd and 3rd will still hit though.
Makall |
Heavenly Fire again closest target
Heavenly Fire: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (3) + 2 = 5
Searok Ironbeard |
Searok howls in pain as he again attempts to hit the owlbear.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
GM Kamro |
Makall's blash of fire destroys the skeleton menacing Emma, while Searok gets immediate and satisfactory revenge, as his blow shatters the owlbear's skull, destroying it.
Crit confirms, one skel left
The skeleton claws at Shaeda...
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 3
...striking her once.
Makall |
Makall nods grimly at Searok's comment. "At least you will have many things to punch."
Searok Ironbeard |
"At least you will have many things to punch."
Except Skeletons don't have noses, so I can't punch 'em in the nose! Searok grumbles.
Yes! Let's be on our way! Searok says as he heads south.
HP 34/56
Shaeda Stormborn |
”One second Searok,” Shaeda says, as she reaches out to heal him...
CMW: 2d8 + 4 ⇒ (6, 2) + 4 = 12
...twice...
CLW: 1d8 + 4 ⇒ (4) + 4 = 8
GM Kamro |
Foregoing subtlety, you opt instead for surprise and rush into the room. The sight that greets you is some sort of barracks or living quarters. Filthy straw pallets lie on the floor, currently unoccupied.
In the center of the room is a table, at which sit two eerie creatures who somewhat resemble gnomes, but have pale gray skin, blank eyes, and a shock of white hair upon their heads.
Knowledge (Local) to identify.
They look up in alarm from some sort of game that appears to involve a hammer, a pair of pliers, and a very distressed rat. For a second neither react, the rat is dropped, and takes the opportunity to scurry to freedom. Then both shout something in their funny language and lunge for their weapons.
Initiative 1: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative 2: 1d20 + 6 ⇒ (6) + 6 = 12
Emma Holt |
Init: 1d20 + 3 ⇒ (19) + 3 = 22
Local: 1d20 + 12 ⇒ (20) + 12 = 32
Sighing at the refusal to even try to be stealthy. Stepping closer to the strange little men and grinning, "You know what the priest said to the ham?.. Your cured."
Hidious Laughter DC 13 will save
GM Kamro |
Great knowledge check, reveals a lot.
Emma recognizes the creatures as Derro, subterranean humanoids that hate sunlight. Although general consensus is that they live so far underground that they don't trouble the world above, that doesn't stop persistent rumors that they abduct people to perform hideous experiments of unknown purpose. Derro are known to poison their weapons with strength sapping toxins, can create areas of darkness, and are all said to be mad which renders them immune to spells that affect sanity.
Which doesn't apply to Hideous Laughter, thankfully.
Makall |
Makall: 1d20 + 1 ⇒ (20) + 1 = 21
Makall |
Heeding Emma's words Makall places his palms together and then fans apart. You watch as a burst of colour erupts from his palms at the derro.
Colour Spray DC15