Daniel Proudmore Rose |
did I manage to grab the symbol before moving back?
Daniel will take an arrow from his left quiver, its head rounded to a blunt end.
attack: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d8 + 5 ⇒ (6) + 5 = 11 (bludgeoning)
Nazard |
did I manage to grab the symbol before moving back?
Daniel will take an arrow from his left quiver, its head rounded to a blunt end.
[Dice=attack] 1d20+10
[Dice=damage] 1d8+5 (bludgeoning)
He was able to grab the symbol, though by that point, the wall was a-tumblin' down.
Another skeleton explodes, sending bone and bits of armour everywhere.
Ty Purgest |
I forgot to do Ty's Reflex save:
Reflex: 1d20 ⇒ 11 Ty gets hit by some of the rubble.
Also, I'm re-posting the current map Thanephos and I posted within seconds of each other, and we both posted a Map 2. Than's wasn't any different from Map 1, however.
Also, Thanephos, you should go back and read my post just before yours since it might affect your actions.
Daniel Proudmore Rose |
reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Alexis Von Brant |
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16 Can I 5ft and attack twice?
map 3 [ooc]freaking map sucks! I want to move up 5 feet! and it will not save the changes! anyways I some stuff to do ignore the map I will fight with it later. Here are my attacks and if it isn't legal that ignore the second one. Bah!/ooc]
Alexis moves forward and swings her blades.
Short Sword: 1d20 + 4 ⇒ (13) + 4 = 17
dmg: 1d6 + 1d6d1d20 + 4 ⇒ (5) + (19, 10, 10, 16) + 4 = 64
confirm: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Nazard |
Alexis kukri attack: 1d20 + 4 ⇒ (2) + 4 = 6
Alexis swings both weapons at one of the trapped skeletons, hitting the first hard enough to knock a few bones out of alignment. Her kukri misses.
Then the skeletons advance.
Skeleton 1 Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Skeleton 2 Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton 3 Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6; Damage: 1d6 ⇒ 2
Skeleton 4 Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
One of the skeletons slips and falls, losing several ribs and an arm. The other three maintain their footing.
Skeleton 5 approaches Rhylellia, but because of the difficult terrain of the rubble, it can only move this round.
Skeleton 8 stands up and approaches Ty, but can't attack.
Skeleton 1
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 2
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 3
HP: 2/4; prone
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 4
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 5
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 6
Destroyed
Skeleton 7
Destroyed
Skeleton 8
HP: 1/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 9
Destroyed
Skeleton 10
Destroyed
Skeleton 11
HP: 3/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
prone and pinned
Skeleton 12
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
prone and pinned
ROUND 2
PCs are up!
I'm not sure why the map wouldn't be working for you. It could be a permissions issue if you're accessing from work, or perhaps if two of you were trying to edit it at the same time, it would flake out on you. Hopefully, it won't become an issue. I put green and white rectangles over the three skeletons that are currently prone. I did notice that I had forgotten to pin down the map itself as a background, so perhaps that was causing you troubles. That has been fixed.
Nazard |
Bah the dice roller freaked out on me! My Kukri was a crit, which is why the confirm is there but I apparently messed up with the editing. Arg! The dice roller will ever forgive me I am not sure what.
Ah, I see that, but since the crit missed and the damage didn't bypass DR, the net effect is unfortunately the same.
Thanephos |
Thanephos drops the wand, drawing his bow and calling on a bit of his arcane power as he fires at the nearest skeleton. I'm on my phone right now, but if there's anyone right next to him, could you take a 5 foot step for me please?
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5
Daniel Proudmore Rose |
Daniel will attempt to move within 30ft of and shoot towards the nearest standing skeleton. (On phone sorry!)
attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 3 ⇒ (2) + 3 = 5
(+2/+2 if within 30ft)
Nazard |
Alexis knocks a few more bones loose, but the skeleton is still animate. Rhylellia rattles her rapier around inside another's skull, pulverizing the back of it, but the skeleton continues on. As it raises its rusty blade, Daniel's blunt arrow takes it out its lower spine and it collapses to the ground.
The remaining skeletons advance, though only the skeletons already in front of you are able to attack this round.
Skeleton 8 vs Ty: 1d20 ⇒ 14
Skeleton 11 vs Alexis: 1d20 - 4 ⇒ (20) - 4 = 16 HIT
Skeleton 11 confirm vs Alexis: 1d20 - 4 ⇒ (12) - 4 = 8
Damage: 1d6 ⇒ 5
Skeleton 12 vs Alexis: 1d20 - 4 ⇒ (15) - 4 = 11
One of the trapped skeletons scores a lucky hit across Alexis' shins.
ROUND 3
PCs are up.
Thanephos |
Thanephos quickly steps away from the nearby skeleton and fires an arrow into its bony frame, somehow shooting between its ribs.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 1d6 + 1 ⇒ (8) + (5) + 1 = 14
Map 6
Nazard |
Botting Daniel..
Daniel pivots and sends an arrow at Skeleton 2 before it can approach.
Daniel: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Another skeleton explodes under the paladin's archery prowess.
The skeletons respond!
Skeleton 1 vs Sir Rollynd: 1d20 ⇒ 19 Miss
Skeleton 3 vs Ty: 1d20 ⇒ 8 Miss
Skeleton 4 vs Sir Rollynd: 1d20 ⇒ 19 Miss
Skeleton 8 vs Sir Rollynd: 1d20 ⇒ 20 Hit
Skeleton 8 Confirm vs Sir Rollynd: 1d20 ⇒ 16 Not confirmed
Damage: 1d6 ⇒ 6
Skeleton 11 vs Alexis: 1d20 - 4 ⇒ (13) - 4 = 9 Miss
Skeleton 12 vs Alexis: 1d20 - 4 ⇒ (19) - 4 = 15 Miss
One of the skeletons gets a lucky stab at the little tin can, and its rusty blade penetrates deeply into Sir Rollynd's elbow.
ROUND 4
PCs are up
Ty Purgest |
Warhammer attack to skeleton 11: 1d20 + 4 ⇒ (6) + 4 = 10
Warhammer damage: 1d8 + 3 ⇒ (4) + 3 = 7
Cautious o the two skeletons in front of him, Ty still targets the skeleton in front of Daniel, hoping to bring the archer out of melee combat. His hammer crushes the prone skeleton's skull, ending its threat.
Ty Purgest |
That reminds me...skeletons 11 and 12 should have a seriously penalized AC for being both prone and pinned. Prone reduces it to 12, and pinned goes even further, so in fact, both of Alexis' recent attacks should have hit.
Then Ty's attack missed again. :)
Daniel Proudmore Rose |
Derrick aims at the skeleton most threatening his allies and let's fly another arrow.
1d20 + 8 ⇒ (14) + 8 = 22 (+2/2 if in 30ft)
1d8 + 3 ⇒ (3) + 3 = 6
Nazard |
Nazard wrote:That reminds me...skeletons 11 and 12 should have a seriously penalized AC for being both prone and pinned. Prone reduces it to 12, and pinned goes even further, so in fact, both of Alexis' recent attacks should have hit.Then Ty's attack missed again. :)
Normal AC is 16. Prone reduces to 12, pinned reduces to 8 and denies Dex bonus, which drops it to 6. The pinned skeletons have AC 6. Even Ty can hit them now!
Nazard |
Skeleton 11 is destroyed. Alexis attacked skeleton 12, but nether of her attacks bypassed DR.
Daniel's arrow flies over Alexis' shoulder and pulverizes Skeleton 3.
Alexis, Thanephos, Rhylellia, and Sir Rollynd left to go.
I will leave Sir Rollynd's attacks for the end of the PCs' turn, but if you need him to do something for some reason (get a flank, take out an enemy that's threatening a spellcaster, lay on hands etc., feel free to take him over. He is here to help and add a bit of extra muscle. He's an intelligent fighter who understands tactics, but he isn't reckless, so he's not going to do a big long dance around the bad guys to draw AoOs or things like that, but if you need him to 5-foot step to get you a flank, assume that he will oblige and write it in. His stats are in his profile, so if you need him to make an attack, feel free to roll it.
Skeleton 1
HP: 4/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 2
Destroyed
Skeleton 3
Destroyed
Skeleton 4
HP: 3/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 5
Destroyed
Skeleton 6
Destroyed
Skeleton 7
Destroyed
Skeleton 8
HP: 1/4
AC: 16 (12 ff; 14 touch)
F/R/W: +0/+2/+2
Skeleton 9
Destroyed
Skeleton 10
Destroyed
Skeleton 11
Destroyed
Skeleton 12
HP: 4/4
AC: 6 (6 ff; 6 touch)
F/R/W: +0/+2/+2
prone and pinned
Thanephos |
Thanephos stands his ground now that there are no nearby skeletons, sending a powerful arrow into the first skeleton in sightSkeleton 1.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 1d6 + 1 ⇒ (8) + (6) + 1 = 15
Nazard |
Thanephos stands his ground now that there are no nearby skeletons, sending a powerful arrow into the first skeleton in sightSkeleton 1.
[dice=Attack]1d20+7
[dice=Damage]1d8+1d6+1
Where's the extra 1d6 coming from? You can't add a surge to a damage roll, just an attack roll. Either way, even with DR, that's enough to blast that skeleton apart.
Thanephos' arrow penetrates the back of the skelton's skull and the arrowhead breaks off, veers down, pulverizing ribs and breastbone, before turning again and exiting the skeleton's thigh area, dropping to the ground in pristine condition. The skeleton collapses.
Meanwhile, Alexis continues chipping away at the same collarbone, still unable to dislodge it. She hears a low growl of frustration, though that may just have been herself. At this point, she'd probably be doing more damage if she'd picked up skeleton 11's thigh bone and used it as a club!
Sir Rollynd |
Rhylellia Carilyss Boyce |
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
Map 11
if she moves.
Rapier Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sneak Attack Damage: 1d6 ⇒ 4
Rhylellia Carilyss Boyce |
Rhylellia moves behind the last Skeleton.
Map12
She tries to avoid in coming attacks.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Sneak Attk Damage: 1d6 ⇒ 5
Nazard |
Rhylellia slips in behind the skeleton, leaping nimbly from rubble to rubble, then runs the skeleton through the spine. It collapses in the rubble.
Combat over.
While a few pieces of rubble continue to fall off the second level, the structure is mostly quiet, and seemingly stable.
On the ground floor, you see over the rubble pile the remains of a fairly featureless octagonal room. Both the northwest and southwest walls of the room have wooden doors in them.
Above on the second floor, you see the remains of a barracks room. A half-destroyed bunk hangs precariously over the edge, and you can see remains of bunks and chests amid the rubble below.
I moved you into the room on the map, but you certainly don't have to go that way, if you'd rather try to climb up to the second floor.
Ty Purgest |
Are those doors to the left and right of the west wall? If so...
Ty will listen at each door. First the door to the south, then north.
Perception: left door: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: right door: 1d20 + 7 ⇒ (8) + 7 = 15