| GM Wolf |
Lecloront you missed your last shot. The shot is wide, but not by much.
Round 6
Dogs 13*
Vuvu 12
Ardamir 11
Hemmings 6* readied action
Locke 9
Freddy 8
Lecloront 5
The two dogs with fresh blood on their muzzles from eating more of the corpses, charge at the group! One gets shot at by Hemmings, provoking the readied action. Both will get to Locke and attempt to bite his horse. The first one bites air as the horse rears up, while the other dog looks like he could make a good bite but Locke maneuvers the horse to negate the hit.
| Ardamir |
I guess we're not using the map on this one? I'll just go for whatever dog is closest to me.
Ardamir aims to protect those around him, not to end up like last time. He swings his longsword at the nearest dog, but then steps back towards the group, not wanting to get caught all by himself.
Power Attack
Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Confirm Crit
Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Hot dog! Now I wish I could swing like this when it really matters!
| GM Wolf |
We are using the map, I am just at work and can't access the maps right now, if someone wants to move the two dogs 60 feet (remember the debris is heavy terrain, 10 feet of movement per 5 foot square.) up to Locke, I was just assuming that they can get there.
Each of the dogs should have a number next to them.
Ardamir: Longsword? or greatsword? Also trouble with your actions unless you were in front of Locke... Likely you will do a move action forward and one swipe. Also I have a critical chart when you roll a 20 and confirm it, roll a d% or d100.
| Ardamir |
I meant greatsword. I read it too late, I wasn't going to say anything unless you called me on it! And I guess the way I would have played it was move action to the dogs, swipe, 5ft step back. And here's my d%:
1d100 ⇒ 26
| Hemmings Halfshanks |
Moved the dogs which left them about 10ft away from Locke who I assumed had moved forward to counter the charge. Also moved Ardamir up next to nearby dog beside mounted Locke. If those location aren't right, sue me.
Hemmings expecting the dogs to charge, looses his arrow before they close within melee range of the others.
To Hit dog #4: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 ⇒ 3
Sorry, but assumed my ready action from prior round gets me a shot before I have to take the missle/melee penalty. If not, looks like I still hit anyway...
Hemmings shot strikes true, striking the charging dogs shoulder, making it stumble, but not stopping its charge. "Damn, Hemmings thinks, maybe I need a better bow..."
| Locke Vernariah |
Round 6
Locke shoots with his bow once more then puts it away, and hits the last dog that is moving. 1d8 ⇒ 3 His horse attacks the dogs with its front two hooves, hitting with one and causing 5 more damage.
| Ardamir |
Ardamir sees an opening and swings mightily at the beast.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14
| Ardamir |
Round 7
Seeing that the dog is not yet dead, Ardamir takes another swing at it, hoping this time to end it.
Power Attack
Attack: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18
Sorry for the inconsistency in my damage modifiers. I was forgetting to add my regular damage bonus, and then I was forgetting that Power Attack is 1 1/2x when using two handed weapons. Apparently I'm playing too many pc's to keep track of who's swinging what for how much!
BloodWolven
|
Sorry Ardamir, you did not put a 'Round X' at the top of your last post, thus it was round 7. Your present 'Round 7' is actually Round 8. Yes you were forgetting that extra damage. It happens.
I am waiting more for Lecloront both round 6 & 7. Hemmings Round 7. Freddy Round 7.
Once again, you are going to start losing turns if I can't tell which round you are posting for, please post Round # at the top of your post.
Lecloront
|
I apologize but when I posted for round 6 I was at work and apparently it decided not to post it.
Round 6
Ranged Attack on the last dog: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 ⇒ 6
Round 7
"These dogs just don't die eh?"
Ranged Attack on the last one:1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d8 ⇒ 1
Ooops sorry I wasted your guidance freddy
| GM Wolf |
That is fine, technical problems and RL does happen all the time.
Noooooooooooooooooo Lecloront you missed both times, muahhh.
Round 8
The dog takes a full retreat and does a double move following the other dogs who have ran before it.
If you wish to give chase or possbily lose more arrows go ahead.
We are out of rounds, Locke dismounts and investigates the corpses. He quickly gets up and backs away while holding his holy symbol out before him.
| Locke Vernariah |
"Maggots and other writhing things." Locke says in disgust.
| Ardamir |
"I agree, let's move on, but just be diligent in keeping our eyes open."
| Locke Vernariah |
"Agreed, Xoruk would you mind taking care of my horse while we investigate?" 1d20 + 9 ⇒ (9) + 9 = 18 Diplomacy Check.
BloodWolven
|
Xoruk agrees, he will stay with the horse and keep our exit open and clear.
| Ardamir |
Sure, I'll go first. I just can't move my guy at the moment, so if someone wants to move Ardamir to the front tha would be awesome!
Lecloront
|
Lecloront wary of mutated creatures and his luck, moves with the group beside Vuvu.
I can't access the map from where I'm at right now too. And yea I think I know why my pc at work didn't upload my posts lol.
| GM Wolf |
| Hemmings Halfshanks |
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
"Steady as she goes, boys. Let's go in there, but let's do it careful like. Not sure where our missin' Pathfinder is, but he could be anywheres in there. Who's got a lil light to put on the subjects?"
I will get my token moved in the morning, suffice it say, I'll be behind the melee types until we can see better inside. Bow drawn still.
Lecloront
|
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
I'm rolling for a knowledge check, anything I can find out from the corpses?
Knowledge Nature: 1d20 + 6 ⇒ (11) + 6 = 17
"Wanna burn the webs? In case noone can I have a torch and some sparks."
| Ardamir |
Ardamir, glad that the others could see what he didn't stops and allows the others to move forward and inspect the webs. He would have most likely walked right into the webs and whatever trap that they may have in store. "I agree with Vuvu, we need to inspect them first." Ardamir moved up behind Vuvu, greatsword in hand, ready for any sort a baddie to pop out!
| Hemmings Halfshanks |
Fair to say that the webs are blocking the entrance to Area 2 on the map? If so, I'll move our counters up there.
Hemmings is relieved that Vuvu saw the webs before anyone (especially him) walked into the sticky things.
"Where there's webs, there's spiders. Careful for anything crawling or dropping down. Burnin' the webs seems good, after Vuvu checks 'em out fer us. After that, we'll need a torch or someother light source if we go inside."
| GM Wolf |
| GM Wolf |
I moved everybody since we are getting ready to burn the webs and be ready if anything comes out! Hemmings and Lecloront have their bows at the ready. Ardamir has his greatsword out. Locke readies his shield, holy symbol, and blade. Vuvu with cane likely. Freddy has one free to cast the fire since no one else offered to burn the webs. Ruby is up above.
What do you do?
| Ardamir |
I wait... Ardamir is good where he's at.
"If everyone's ready I say loose the flames!" Ardamir grips his greatsword a little tighter, not wanting to be surprised by anyone or any...thing that comes out from that entrance.