GM Nazard's Articles of Faith (Inactive)

Game Master Nazard

Starstone Cathedral


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For some reason I put skeleton 1 as damaged and skeleton 7 as not. Skeleton 1 is still up on the upper floor, so Thanephos probably meant to attack number 7 down below.


Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.

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)


Daniel Proudmore Rose wrote:

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.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Reflex Save: 1d20 + 6 ⇒ (1) + 6 = 7 to min rock damage

Rhylellia casts Mage Armor and pulls out her rapier.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

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.

Map 2

Also, Thanephos, you should go back and read my post just before yours since it might affect your actions.


Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.

reflex: 1d20 + 8 ⇒ (16) + 8 = 24


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Wow, we must have posted at exactly the same time, but I'll keep my actions the same.


F

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


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Same, I tried to 5-foot step and the map didn't save it.


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 Stats:

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!

Map 4

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.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Ty swings his warhammer at the skeleton that just approached him, but his own feet shift on the rubble, ruining his attack.


F

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.


Alexis Von Brant wrote:
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.


F

I know but the dice roller seems to have a problem with me.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Rhylellia swings her rapier at number 5.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Rhylellia's rapier knocks some bones loose, but the skeleton stays together.

Still waiting on Thanephos, Daniel, and Alexis.


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

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


Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.

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)


F

Alexis raises both blades again hoping to put the skeleton to rest for good.
short sword: 1d20 + 4 ⇒ (13) + 4 = 17
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
kukri: 1d20 + 4 ⇒ (2) + 4 = 6 Curse you tiny blade!


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.

Map 5


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Attack on Skeleton 11: 1d20 + 4 ⇒ (2) + 4 = 6

Ty once again misses due the crumbling rubble beneath his feet. He is very frustrated.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Rhylellia swings her rapier at number 4.
Attack: 1d20 + 3 ⇒ (4) + 3 = 7


F

Alexis swings both blades in a fury

short sword: 1d20 + 4 ⇒ (10) + 4 = 14
kukri: 1d20 + 4 ⇒ (9) + 4 = 13 Let the fury flow! A level in barbarian might not be unreasonable. I cannot hit these thrice cursed skeletons.


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

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


Max HP: 22; Current HP: 14

Sir Rollynd, who, while quick for a halfling, just now slips into the fray with sword and shield at the ready.

Sir Rollynd vs Skeleton 4: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

His sword swing pulverizes a few ribs, but the skeleton stays standing.


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

Map 7


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

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.


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.


F

Woot! Feel my wrath

short sword: 1d6 + 1 ⇒ (3) + 1 = 4
kukri: 1d4 + 1 ⇒ (3) + 1 = 4


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
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. :)


Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.

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


Ty Purgest wrote:
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!


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.

Map 8

Skeleton Stats:

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


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

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


F

Attacking skeleton 12
short sword: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d6 + 1 ⇒ (1) + 1 = 2
kukri: 1d20 + 4 ⇒ (10) + 4 = 14
dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Not that it mattered. The dice roller does not like me at all!


Thanephos wrote:

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!

Map 9


Max HP: 22; Current HP: 14

Sir Rollynd swings his sword again at skeleton 4 before it can move on Rhylellia. Bones fly through the air, and the skeleton is gone.

Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Map 10


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Ty placed one of his blessings on Thanephos at the beginning of the fight, which gives him 1d6 holy damage.


Right, thanks. I'm still getting used to the hybrid classes like warpriest.

Rhylellia, then the skellies.


F

And the wrath that I feel because of this!


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

No worries, it's easy to lose track of everything going on.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

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


Why the acrobatics roll? Their acrobatics checks had been to safely jump down from the second floor.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

aoos, and the map looks like there is rubble


Even with DR, Rhylellia's rapier skewers its skull. As she lifts her weapon, the skull pops off with it and rattles around on the end while its body crumbles away.

The remaining skeleton attacks Ty.

Attack: 1d20 ⇒ 17 Miss

PCs are up!


F

I will try agsin!

short sword: 1d20 + 4 ⇒ (10) + 4 = 14
dmg: 1d6 + 1 ⇒ (3) + 1 = 4
kukri: 1d20 + 4 ⇒ (10) + 4 = 14
dmg: 1d4 + 1 ⇒ (3) + 1 = 4


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

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


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.

Map

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.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

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


Ty hears nothing at either door.

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