GM Shady's Price of Immortality (Inactive)

Game Master shady18

Current date: Kuthona 6, 4710 AR; XP - 1437 each; Roll20 link

The arc starting with the level one module, Crypt of the Everflame. All going well, we'll tour the sequel modules Mask of the Living God and City of Golden Death, then figure it out from there.


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- INACTIVE - (GM abandoned game)

Haska is actually okay with either option. Resting would mean he gets his two spells back and can fully heal the party before bed; not resting means we don't delay in seeking the fate of the rest of the party; as such he's staying out of that decision making process and preferring to chastise the elf

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif watches the argument start to brew with some interest and some frustration. He clearly shares Ka'narg's urgency. Let's get this over with; I wasn't even looking for an adventure when I joined that caravan. I just wanted to see my birthplace again, maybe recharge some childhood memories. Calmly. But he understands Ehler's interest in resting as well. If it didn't involve verbally agreeing with that damn elf, I'd speak up too.

Jarif has no "/day" abilities that care about rest, and he's effectively healed up. He's ready to move on, but understands the need for a caster to rest and heal.

In pure timekeeping terms, what day and time of day is it? Is this actually a time when this group would be getting naturally tired?


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg harrumphs at Elhers, about to say something but his words fail him at the bluster of the elf's arrogance. He makes his way to the southern door and readies himself to descend further into the crypt.

Voting for moving on - normally he'd be ok to sit back and rest, but Elhers has his back up and he wants to delay no further in trying to rescue Dimira and anyone from his own expedition who may yet survive.


Jarif Selvaunt wrote:
In pure timekeeping terms, what day and time of day is it? Is this actually a time when this group would be getting naturally tired?

You rested at Roldare's room. I generally assume 10 mins per room with nothing in it and 1 hour per room with an encounter. I can't see the map right now, but you've had 2 rooms with encounters and (quick calculation in head, and including two visits to one of the rooms as you navigated into and back from the room with the shadow) 6 without. Assuming you set out at 7am then it's 10am.

Note - Ehlers has STR damage so it's difficult to heal at these levels, quite apart from his spells issues.

I think at this point I have one vote to rest - Ehlers, one vote to move - Ka'narg, and two absentions - Haska and Jarif. The latter two can change their mind, of course. Robilar can at this point make a casting vote.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

need to apologize as life has been crazy the past several days. trying to keep up and some games have fallen through the cracks. getting caught up now. again real sorry all


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

"It's not even lunch yet. Press on. Ehlers, hang on man. You can do it."

Jarif votes to keep moving.


OK, I'm going to treat that as a vote to move. Jarif, you might want to check the southern door.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi and Truffles eventually wander into the room as the talk of rest is brought up.

Hi guys, sorry about being a little slow, its just that there is a lot going on and its a lot for someone to take in.

anyway, as for resting, I am pretty good and I have some healing available. so maybe we could keep going. besides the sooner we get through this the sooner we can all get home.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif approaches the southern door to give it a look over. As he's bending down to take a closer look, he pauses and turns back a little sheepishly. "Uh, Robilar, do you want to, you know, see how I do this?" He waits for the doctor to approach, then goes through his routine, explaining what he looks for and where. He allows for questions and suggestions from Robilar as well.

If you've got ranks, we might as well pair up and get Aid Another bonuses out of it. :)

Perception, trapfinding: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 (+2 from Aid Another, remove if Robilar fails to grant the bonus)


After Goldi and Truffles have come through the Western door, it slams shut behind them (finally).

There are no traps on the southern door. But it's locked and the mechanism seems to be connected to the pillar.

The western door is a one way door - have been waiting for you all to traverse it.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif pulls out the set of tools that Jaer left him, and works on opening the door.

Disable Device, take 20: (20) + 10 = 20 (includes +2 MW)

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

More than happy to move on, didn't realise the time, just might be a bit insufferable for a while...

Ehlers shrugs and with a sigh makes to move off.

"very well, but don't say I didn't warn you all!"

It's the strength damage that is most damning to be honest, but we've no way of sorting that yet so I'll do my best


The door clicks, as do the wires above. The (southern) door's now unlocked.

I'll assume you're travelling down the southern corridor.

The southern corridor opens into a large chamber. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room. There are signs of bodies having been dragged here across the floor, whether live or dead you cannot tell.

I'll update Roll20 accordingly - please move your counters if you can. If 3 people have updated by the time I next log in (I'm at the airport at the moment and moving to Eastern Standard Time so you have about 12-18 hours) I'll move the remaining ones to where I think best, just to move things along.


- INACTIVE - (GM abandoned game)

Haska follows the party through the door. He avoids paying any attention to Ehlers and frowns at the marks on the floor.

Haska will keep close to Jarif and/or Ka'narg

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif enters the chamber with Haska close at his side. He makes sure that there are no pressure plates, trip wires, or any other device to confound the party.

Perception, trapfinding: 1d20 + 6 ⇒ (16) + 6 = 22


I've moved the various counters myself. Haska, Jarif and Ka'narg are in the front row; Goldi, Ehlers and Robilar are in the rear with Truffles behind them. Thanks Jarif for moving your counter.

As the group enters the room, four further piles of bones rise up to make skeletons, which move towards the party.

More skeletons! I've put them on Roll20, marked A, B, C, D.

Initiative
Jarif: 1d20 + 4 ⇒ (15) + 4 = 19
Ka'narg: 1d20 + 3 ⇒ (3) + 3 = 6
Robilar: 1d20 + 1 ⇒ (15) + 1 = 16
Goldi: 1d20 + 3 ⇒ (9) + 3 = 12
Ehlers: 1d20 + 2 ⇒ (9) + 2 = 11
Haska: 1d20 + 4 ⇒ (3) + 4 = 7
Truffles: 1d20 + 1 ⇒ (11) + 1 = 12
Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12

So: { Jarif, Robilar } Skeletons, { Goldi, Truffles, Ehlers, Haska, Ka'Narg }. If we have to wait for too long for posts in combat I'm going to bot the player in question.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Seeing the skeletons rise from the bone piles, Jarif simply groans. He sheathes his two swords (move action) and draws one of the femurs that he'd retained from the prior encounter (move-equivalent standard action). He steps forward 5' so as to create more room for maneuvering.


Waiting on Robilar - will bot if nothing by this evening.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Damn, misread the order because I was sleepy. Thought we were second.
Robilar lunges forward and throws a bomb between the skelletons on his left, aiming to the space left between them.

"Mm... I don't think my bolts will work, uh."

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
They bot eat splash damage, which amounts to 5 or half with Reflex CD 13


Skel A reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Skel B reflex: 1d20 + 2 ⇒ (6) + 2 = 8

So A is at full hp -2, B at -5, C & D are at full hp

Both of the skeletons on the western side of the room take damage from Robilar's bomb, but don't fall; in fact they seem to recover slightly from the attack, immediately afterwards. All four skeletons move forward to attack, one each (A and C respectively) on Haska and Ka'narg, and two on Jarif. They slice forward with their ancient, broken scimitars.

Note Haska and Ka'narg are flat footed at this point

Skel A attack on Haska: 1d20 ⇒ 17
Skel B attack on Ka'narg: 1d20 ⇒ 15
Skel C attack on Jarif: 1d20 ⇒ 11
Skel D attack on Jarif: 1d20 ⇒ 11

A damage: 1d6 ⇒ 6
B damage: 1d6 ⇒ 6

So:
Skel A is at full hp -1
Skel B at -4,
Skels C & D are at full hp
Haska is on 5hp
Ka'narg is on 6hp
Other PCs are on full hp

Goldi, Truffles, Ehlers, Haska and Ka'Narg are up.


- INACTIVE - (GM abandoned game)

Haska lifts up his hammer, murmuring prayer. A wave of energy washes out of him to damage the undead.

channel energy: 1d6 ⇒ 1

man. I really should give up on that trick

-Posted with Wayfinder


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg takes a step forward towards the skeletons and swings the double headed axe hard and quick at the undead creature in the corner (skeleton C), knowing that the sharpness of the weapon will do little against the animated bones so he tries to do as much damage as he can to shatter them.

Attack: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21 (power attack factored in)
Damage: 1d8 + 9 ⇒ (5) + 9 = 14


Waiting on Ehlers and Goldi/Truffles.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

I take it you didn't read my PM Shady

Stepping through the throng Ehlers swing his stave down in a two handed strike against a skeleton (C)

Attack (2handed): 1d20 - 1 ⇒ (5) - 1 = 4
Damage: 1d6 - 1 ⇒ (2) - 1 = 1

...but his strength fails him at the last and the green wood bounces harmlessly from stone.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi, orders Truffles to advance to help as best he can, but first enhances him with magic.

cast magic Fang on Truffles

handle animal DC 10: 1d20 + 8 ⇒ (8) + 8 = 16


greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

Truffles advances to attack a skeleton.

attack skeleton A with magic fang: 1d20 + 4 ⇒ (2) + 4 = 6


Truffles and Ehlers both miss. The white tendrils of Haska's channelled energy reach both the skeletons and his wounded companions, although the effect is glancing. Ka'narg's mighty strike smashes the nearby skeleton to (C) to smithereens however, despite the fact that the creature absorbs part of the blow.

Round 2: Initiative is { Jarif, Robilar } Skeletons, { Goldi, Truffles, Ehlers, Haska, Ka'Narg }.

- Skel A is at full hp -2
- Skel B at -5
- Skel C destroyed
- Skel D at -1
- Haska is on 6hp
- Ka'narg is on 7hp
- Other PCs are on full hp

Roll20 updated

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

The skelletons having already closed on his companions, Robilar takes his crossbow and fires at a skelly.

Firing at Skelly B.

Attack: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif grips the bone in his hand tightly as he swings for the remaining skeleton in front of him. (B, I think. Can't view Roll20 presently.)

Femur bone, improvised: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d6 ⇒ 5


Jarif can see B and D in front of him; but it's a miss so the point is moot.

Jarif's blow doesn't quite connect; Robilar's bolt swings by the skull of another skeleton. The bones of the remaining skeletons seem to knit back together as they make their own counter-attacks ...

Each skeleton heals back a point, so A is at -1, B is at -4 and D is at full hp.

Targeting:

A on Haska or Truffles: 1d2 ⇒ 2
B on Jarif or Truffles: 1d2 ⇒ 1
D on Jarif of Ka'narg: 1d2 ⇒ 2

A attacks Truffles, B attacks Jarif, D attacks Ka'narg

Skel A attack on Truffles: 1d20 ⇒ 5
Skel B attack on Jarif: 1d20 ⇒ 6
Skel D attack on Ka'narg: 1d20 ⇒ 7

... however all of them contrive to miss.

Goldi, Truffles, Ehlers, Haska and Ka'Narg are up. For melee, to be clear, A is in melee with Haska/Truffles, B with Jarif/Truffles, D with Jarif/Ka'narg. So Jarif and Goldi will need to indicate targets.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg winds around with another swing at the skeleton, hoping to free up some room for he and Jarif to move around to aid the others. He then ducks around the pillar between he and the skeleton.

Standard: Attack skeleton D, using power attack
Misc: Move into corner with 5' step

Attack: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11 (-1 is from power attack)
Damage: 1d8 + 9 ⇒ (6) + 9 = 15


Just a note on Ka'narg's move. This will give Ka'narg and Skel D partial cover (-2, from the pillar) from one another and will cause the skeleton to attack Jarif by default as the easier attack of its two potential choices.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

5ft step forward to engage. Swing!

Frustrated by his body's unfamiliar weakness Ehlers is quick to stride into the fray once more.

Attack Skeleton D: 1d20 - 1 ⇒ (5) - 1 = 4


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi moves to get near truffles and cast more buffs.

cast guidance on truffles


greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

Truffles continues his attack.

attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4


Processing Goldi/Truffles/Ehlers, waiting on Haska to resolve Ka'narg (but Ka'narg's blow is a miss).

Truffles manages to connect with one of the skeletons (A) doing some damage but not enough to bring down the creature. Ehlers misses.

A is at -5, B is at -4 and D is at full hp. Haska is on 6hp, Ka'narg is on 7hp, other PCs are on full hp.


- INACTIVE - (GM abandoned game)

"Abominations" Haska growls before swinging at the skeleton near him.

warhammer, attack: 1d20 + 4 ⇒ (9) + 4 = 13 for bludgeoning: 1d8 + 3 ⇒ (5) + 3 = 8

not sure if that should have flanking or not

-Posted with Wayfinder


Attack is on Skel A. No flanking.

Haska and Ka'narg also miss.

Round 3: Initiative is { Jarif, Robilar } Skeletons, { Goldi, Truffles, Ehlers, Haska, Ka'Narg }.

- Skel A is at full hp -5
- Skel B at -4
- Skel C destroyed
- Skel D at full hp
- Haska is on 6hp
- Ka'narg is on 7hp
- Other PCs are on full hp

Jarif & Robilar are up.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Blades do no good, but this stupid bone isn't doing anything either if I can't make it connect! Jarif eyes a position on the other side of the skeletons that might offer a small advantage, and he decided to take it. Without realizing he's speaking out loud, the old man mutters "Oh, this could really hurt...." before he launches himself through the gap between the two skeletons. (Moving 10' at half-speed to flank skeleton D with Ka'narg, Acrobatics to avoid AoOs.)

Acrobatics: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16 (-1 ACP)

He spins with a quickness that belies his age, and swings the femur in a crushing blow at the skeleton's head. (Attacking D)

Femur bone, improvised, flanking: 1d20 + 4 - 4 + 2 ⇒ (20) + 4 - 4 + 2 = 22
Damage: 1d6 ⇒ 3
Critical threat: 1d20 + 4 - 4 + 2 ⇒ (14) + 4 - 4 + 2 = 16
Critical damage: 1d6 ⇒ 3

Edit:
If only these things had vitals!

(I had it in my head that skeletons are immune to precision damage, but I'm wrong, aren't I? Just in case, here's my sneak attack damage.)

Sneak Attack: 1d6 ⇒ 3


Jarif Selvaunt wrote:
(I had it in my head that skeletons are immune to precision damage, but I'm wrong, aren't I? Just in case, here's my sneak attack damage.)

Correct (sneak attack damage does apply, though it doesn't multiply on the crit), and bravo for the move. I should send some of the rogues from my other campaigns to come and take a look at it.

Jarif manages to catch the skeleton completely off-balance with a hit that couldn't be targeted better. The skeleton shatters into smithereens.

Skeleton D destroyed (9 damage). Waiting on Robilar.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

As he reloads a bolt in his weapon, the good doctor refrains from applausing at Jarif's marvelous demonstration of lethality, but does use the opening created by the old chap to fire again his crossbow.

Targetting the skeleton's head, Robilar mutters "Mmmh... ah, if only I could build a flintlock model already... a powder powered projectile would have enough momentum to pierce bone."

Attack on Skelly A: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

"Quick feet for an old man!"

Not wanting to be outdone, Ehlers moves round behind Jarif and once more tries to land a blow.

Attack B: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17
Damage: 1d6 - 1 ⇒ (1) - 1 = 0


Robilar's crossbow misses. The remaining skeletons, once again, seems to recover somewhat as they return the attack.

targeting:

Skel A: Haska/Truffles: 1d2 ⇒ 1
Skel B: Ehlers/Jarif/Truffles: 1d3 ⇒ 2

A attacks Haska, B Jarif

A attack on Haska: 1d20 ⇒ 14
B attack on Jarif: 1d20 ⇒ 19
B damage: 1d6 ⇒ 6

One misses, but the other manages to connect painfully and directly with Jarif, poor repayment for his brave attack.

- Skel A is at full hp -4
- Skel B at -3
- Skel C/D destroyed
- Haska is on 6hp
- Ka'narg is on 7hp
- Jarif is on 4 hp
- Other PCs are on full hp

Goldi, Truffles, Ehlers, Haska, Ka'Narg are up but Ehlers has posted his move (hit but no damage, unlucky)


- INACTIVE - (GM abandoned game)

Haska's brow furrows in concentration and he growls under his breath in frustration before swinging back at the skeleton.

warhammer, attack: 1d20 + 4 ⇒ (1) + 4 = 5 for bludgeoning, silvered: 1d8 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder


Waiting on Goldi/Truffles and Ka'narg - but Haska's blow will, no real spoiler this, miss.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Apologies, I've been having a couple of issues with using Roll20 on my iPad, so had to wait til I get good access to PC.

Ka'narg continues to push forward through the undead, taking another heavy two-handed swing at the skeleton (skeleton B) in front of him. He also calls out to Goldi, "Pull Truffles back out when you can, Goldi - draw the skeleton come out from the corner!

Standard action: Attack Skeleton B two-handed w/power attack

Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 (-1 from Power Attack)
Damage: 1d8 + 9 ⇒ (1) + 9 = 10


- INACTIVE - (GM abandoned game)

surprise!

-Posted with Wayfinder


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi calls Truffles back to her, afraid that he may get hurt. she knows that ka'narg is much more battle oriented.

handle animal: 1d20 + 8 ⇒ (6) + 8 = 14

Goldi then shifts her position slightly to get closer to Ka'narg


greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

Truffles backs away to get out of danger following Goldi's orders.


Haska's blow misses completely. Ehlers' strike connects but, given his lack of strength, he fails to do any damage. Ka'narg doesn't manage to do as much damage as his own attack deserves, but it's enough to smash the skeleton in front of him.

Round 4: Initiative is { Jarif, Robilar } Skeleton, { Goldi, Truffles, Ehlers, Haska, Ka'Narg }.
- Skel A is at full hp -4
- Skel B/C/D destroyed
- Haska is on 6hp
- Ka'narg is on 7hp
- Jarif is on 4 hp
- Other PCs are on full hp

One note - the pillar is to the southwest of skeleton A, and a character the other side will get partial cover (+2 AC) from the skeleton, as will the skeleton get from that PC.

Jarif and Robilar are up.

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