Legends of Andoran (Dragon Mountain-Pathfinder) (Inactive)

Game Master Dread

This is an 'adventure path' created by combining the adventures Sunless Citadel, Forge of Fury, Speaker in Dreams, Wererats of Relfrin (now called Wererats of Sauerton), The Standing Stone and Dragon Mountain. Care to take the journey?


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male Dwarf Fighter 1

Klor continues his swing on the next goblin by him.
Quiet you! Klor exclaims as he brings his axe to bear

attack G11: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d10 + 3 ⇒ (8) + 3 = 11

Leaving only a bloody mess where a goblin once stood.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"Everyone inside, quick and quiet, shut the door behind ye."


Combats over. resume normal posting


Male Human Fighter (Polearm Master) 2

As the call for quiet and shutting the door is given, Larry takes another look at this handiwork and seems disturbed. He is both uncomfortable and upset.

"I know ther gobbos, but even so, it jest seems wrong. This don't help none." He lifts the butt end of the spear he just fed through a goblin, and then pushes it aside, throwing the goblin back to the floor. Looking at it for a moment, he moves to the spear head and grabs the shaft just behind the head, puts a foot on the body to stabilize it, and then begins pulling the spear through the body. "Almost as bloody as when Bessie had uh calf git stuck. Think I'll use onna t'e others fer uh bit."


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae shrugs at Larry's assessment. "If we hadn't have taken them out, and quickly, they'd have raised the alarm and we'd be facing a full armed force of goblins all at once... That would have been worse than unpleasant."

She turns to the party to assess wounds, but everyone looks alright for the most part and she smiles a little. "You were all quite efficient, I guess more healing isn't really in order yet."


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"Yeah, but ye pulled me arse from the flames Tae. Thank'ee."


Meepo sits in the corner petting the little Dragon who sits on his laps cooing and grinning.

Erky stands in the room next to the others and says So whats the plan now? This door goes back to The Kobolds. We wait too long and they will find out their guard posts aren't reporting in. Then they will investigate. If they realize theres trouble and have time they will bring up the Bugbears and the rest of the tribe from downstairs, and if they realize what they are facing and have time they will get Belak to come help.


Male Human Fighter (Polearm Master) 2

Larry looks from one face to another in the group, trying to get some idea how much of this new information they had already accepted. "Bugbears? Rest o' t'e tribe? Belak? I t'ought we were supp'sed ta find ere local heroes an' git 'em home. Wh-what's wit' this takin' on an army thang?"


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"The plan now is ter keep kickin' arse mate. We set up in this room, then get their attention and fight them from here, where they have to come at us one by one." Grommund replies. "Only thing we've got goin' fer us right noo is the element ah surprise! How're we lookin' fer healin'? Meepo, d' ye think if ye went back with the wee dragon there, through this passage ye could bring more of your tribe ta help us?"


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The Little Kobold looks up from giving Calcryiax attention and remarks in his squeaky voice No. Queen Yusdrayl was very clear. We can rest there. re-suply their. but we are on our own in this fight. The tribe has lost much strength fighting the Goblins, and cannot risk any further loss.

Listing to the plan to have the bad guys come to them one at a time...Erky says What if they don't? cooperate with your plan that is. The flaw I see there is you are giving them time to figure out what is going on and then marshal their troops...you lose the element of surprise that way.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"I'm not followin'. Ye said that they were all in tha' big room. Where else would they go? If they start runnin', we kin start chasin'."


Downstairs. In The Chief's room there is a stairs going down and thats where the Bugbears are as well as the some of the one's Belak's has tasked to be Gardners. Thats where Balsag The Hunter is. Though Im not thinking they will go down, but rather call them up...


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"We kin sneak 'round ta the chief's room, and try ta clear it first. Might get messy tho'. If we kin manage it, then we cood barricade the door ta the main hall. Fight the big group from the throne room and guard the stairs down."


Erky nods and says [B]Might work. Might just work.[b]


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"What do the rest o' you lot think?"


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"I'm not a tactician, so I will go along with what you all think is best, and heal as best I can to keep you on your feet, but I have used some of my spells for the day, so hopefully Erky can supplement my small skills."


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

"I'm wishing I'd studied engineering or the like," Ekan frowns, "Won't their sheer numbers eventually overwhelm any barricade?"


Male Human Adept/2

I have my heals still


Male Human Fighter (Polearm Master) 2

"I'm still missin' how takin' on this ARMY's gonna he'p us git t'e others back."

Larry looks around the room, expectantly.

Eventually, regardless of the presence or absence of an explanation, he will move to everyone else's current topic. "If we gotta take 'em on, we oughtta split 'em up, jest like we do t'e hogs when we're pickin' one ta slaughter. Keep t'e mean buggers from gangin' up on ya. I expect these buggers are meaner, though."


someone needs to Tell larry---2 are dead, 1 killed by the Kobolds, 1 by the mother rat. and 2 have been taken below to the Gulthias tree by Belak...and the only way below is through the chiefs room. and is it wise to head downstairs and leave that mass of goblins at your back....or not have some arrangement ;)....


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae turns to Larry and says softly, "We found two dead already, but two have been taken below to something called the Gulthias Tree by someone named Belak... if we have any chance of rescuing them, we've got to get past these goblins one way or another."


Male Human Fighter (Polearm Master) 2

Larry looks far more sheepish than he did a minute ago, looking down at this boots and not making eye contact with anyone in the room. "Oh." He shifts around the room a couple of steps before looking towards Grommund and Klor. "We need ta git their bo-bodies 'n' stuff fer their kin. Ain't n-no reasun ta think t'e others are still breathin'." Larry takes the time to finish cleaning off his recently used spear as best he can under the conditions before swapping it out for one of the others he is carrying. While he hasn't always seemed happy and cheerful in the confusion of the past several minutes, the level of regret and sadness now on his face makes his earlier presence seem downright jovial.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"One o' the bodies been digested lad. Nothing but s&!*e now. The other we burnt up. It weren't a pretty sight. We saved his possessions though to return to his kin."


male Dwarf Fighter 1

Klor contemplates the plan.

Da plan be solid, but, How do ya git to this throne room? I ain't exactly da sneaky type ya know. he says indicating his heavy metal armor.

Unless ya be knowin some of that magic what makes people quiet


Male Human Adept/2

If this doesn't turn out to be a rescue mission, it definitely will be a payback mission.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"Like this." Grommund replies, taking out his chalk and sketching a map on the floor.

Map

"We follo' the green line. Klor, Zarrick and Larry are the first through tha door. You lot keep them busy while I go and spike the door with the red circle shut. Everyone else gets inside and plays a support roll. We kill the chief, and everyone in that room. If the main hall hears us, which they may well, then they'll be forced to follow the blue lines to get at us."


A quick search of their bodies Produces a find of 10 Silver each. (so each party member gets an additional 10 silver)further 171 Exp each. Look to the campaign info tab and to experience tracker for total.

if this is the plan Ill set up the combat map for the kick off tonight after work.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Grommund will check the hall on the way to the throne room for traps unless Erky can assure him it's safe. He'll take 10 on stealth for everything on the way. What are the rules on spiking shut a door? I can't seem to find any.


I use a simple rule for spiked doors. Makes a Door DC 15 Str check to force open.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Sounds good, multiple spikes increase that at all?


Id allow that. say a +2 Circumstance bonus for additional spikes. I don't think Id make it cumulative though, as spikes can only do so much. so DC 17 for more than 1 spike


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

"Clever," the halfling admits.


Male Human Adept/2

Sound pretty solid as long as the door holds shut


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

"No guarantees there, but it ought ta hold for a wee bit at least. Dependin' on how the battle goes, Ah might have time ta put caltrops in the hallway as well."


The group makes their way to the back entrance to the Goblin Throne room, and positions themselves according to their plan....ready to take the fight to the Goblins.

perception: 1d20 + 5 ⇒ (1) + 5 = 6 Grommund Thats your DC-6. beat that party has a surprise round...

Initiatives to follow
Grommund Initiative: 1d20 + 5 ⇒ (2) + 5 = 7, Klor's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19, Zarricks Initiative: 1d20 + 1 ⇒ (12) + 1 = 13, Tae's Initiative: 1d20 + 2 ⇒ (4) + 2 = 6, Larry's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10, Ekan's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

vs

Goblin Rogues Initiative: 1d20 + 6 ⇒ (15) + 6 = 21, Hobgoblin Rogues Initiative: 1d20 + 2 ⇒ (18) + 2 = 20, Twig Blight Initiative: 1d20 + 2 ⇒ (3) + 2 = 5, Durnn's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12, Grenl's intiative: 1d20 + 2 ⇒ (9) + 2 = 11

bad guys have it. so combat round will be- a)if Grommund can beat DC 6 Perception with his stealth then he can open the door (cost 2 5' squares of movement because of doing it stealthily.) Then the entire party can take 1 Standard action before the bad guys get their turn.

otherwise its A) Bad Guys then B) Good Guys

statistics

Goblin 1st Rogues (x4/x4/x6):
A8-6/6, E8-6/6, G6-6/6, H5-6/6 / E11-6/6, I14-6/6, M6-6/6, N10-6/6 / M5-6/6, M4-6/6, O5-6/6, O2-6-6/ P2-6/6, P5-6/6
AC: 15 Touch: 13 Flat Footed: 13 CMD: 11 Saves: FO- +1/ RE- +4/ WL- +1

Hobgoblin 1st Rogues (x3/x3:
C3-11/11, D8-11/11, E3-11/11 / G9-11/11 / G13-11/11, K8-11/11
AC: 14 Touch: 12 Flat Footed: 12 CMD: 14 Saves: FO- +3/ RE- +4/ WL- +1

Twig Blight:
E1-6/6 AC: 13 Touch: 11 Flat Footed: 12 CMD: 9 FO- +3/ Ref- +/ Wil- +0
Plant Traits- Immune to Mind Affecting Spells, Paralysis, Poison, Polymorph, Sleep, and stunning.

Chief Durnn, 2nd Hobgoblin Fighter:
D1-25/25 AC: 18 Touch: 13 Flat Footed: 15 CMD: 16 FO: +6/ RE: +2/ Wil: +0
Bravery- +1 to Fear Effects Will Save.

Grenl, 2nd Goblin Cleric of Norgorber:
C1-13/13 AC: 16 Touch: 13 Flat Footed: 13 CMD: 11 FO: +3, RE: +2, Wil: +4

Hobgoblin 1st Experts x7:
F10- 8/8, J11-8/8, J12-8/8, L7-8/8, M7-8/8, M13-8/8, O8-8/8 AC: 12 Touch: 12 Flat Footed: 10 CMD: 12 FO- +3 RE: +2 Wil: +3

Goblin 1st Commoners x30:
F13-5/5, G11-5/5, H10-5/5, H11-5/5, H12-5/5, H13-5/5, J8-5/5, J9-5/5, J10-5/5, K7-5/5, K9-5/5, K10-5/5, K11-5/5, K12-5/5, L9-5/5, L10-5/5, L11-5/5, L12-5/5, M10-5/5, M11-5/5, N12-5/5, N13-5/5, N14-5/5, O7-5/5, O10-5/5, O12-5/5, O13-5/5, O14-5/5, P13-5/5, P14-5/5 AC: 13 Touch: 13 Flat Footed: 10 CMD: 12 FO- +1 RE- +2 Wil- -1

The Throne Room


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Before the group makes their way to the door, Grommund reminds them of their parts, "Zarrick, Larry, Klor you're first through the breach. Remember your job is to hold them off while I spike the door."

Grommund has his hammer and pitons ready to pound the door shut. Calistria, Desna and Shelyn, please give us some luck! He prays silently.
_____________________________________

Larry should open the door. He's got a decent enough stealth and I want to be 4th through the door. He can take 10, make the check be the first one in and then Klor and Zarrick can delay, go in right after him. Then I'll move to D7 or C7 as that's as far as I can go with a standard.


works for me. Just mentally change out Larry and Grommund. remember to adjust placement for counting movement. and remamber 1 Standard action. No more. Just tell me what square you end up in. Larry, remember to subtract 10 feet from your movment for opening the door.


Male Human Fighter (Polearm Master) 2

Gulp!

Double-checking to make sure everyone is ready and in place, Larry does the finger count thing for 1, 2, moves his hand back to the door on 3, and then starts to carefully open it, moving diagonally into the room and looking a little scared. Maybe not having a weapon out because he needed both hands to open the door quietly has something to do with that.

End in E6

If I wanted to make a big deal about him being unarmed, I would have done that instead of posting this.


male Dwarf Fighter 1

Shifting his weight and checking his grip on his shield and axe Klor nods his readiness then once the door is open and larry makes his entrance Klor moves in less than stealthy.

Klor just moves ending is B6


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Ekan isn't sure where he fits in on this plan, so he stays near Grommund


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Grommund moves into the room, heading for the door.

Moving to E7. Fighting defensively. AC 19


I'll get a turn up tonight after work. With this kind of fight, I cant do a turn in the am, not enough time ;)


Zarrick rushed in behind Ekan and took up a guard position to prevent the bandits from flanking the halfling move to D6

Tae followed Klor in for much the same reason move to B7

Erky followed the others into the doorway move to C8

Meepo with Calcryiax moves in behind Erky to C9

its A) Bad Guys then B) Good Guys

Cheif Durnn looked shocked that his throne room was being invaded by Humans and Dwarves...then when Erky came in he scowled and shouted Get them!

The Goblin Rogues reacted swiftly by jumping forward shortswords drawn.

The first side stepped to get out of the corner and stabbed at Tae move to A7 and attack attack: 1d20 ⇒ 16 vs AC16 The blade stabbed into her thigh damage: 1d4 ⇒ 4

The one next to Grommund stabbed at the Dwarf attack: 1d20 ⇒ 11 vs AC 17 and the dwarf ably avoided the sword strike.

The two Goblins in the corner jumped forward, one moving towards Grommund. The other towards Larry .

vs Grommund move to F7 and attack attack: 1d20 ⇒ 3 vs AC 17 The blade was at least 6 inches away from anything.

vs Larry move to F6 and attack attack: 1d20 ⇒ 5 vs AC 13. Larry dodged the attack easily.

The Hobgoblin Rogues were next to react, the one near the door glanced at Ekan and then at Erky and growled bringing his own shortsword to bear against the Gnome attack: 1d20 + 2 ⇒ (1) + 2 = 3 vs AC 15
and Erky easily dodged it.

The remaining two Hobgoblin Bandits moved to intercept the two closest to the Chief. 1 towards Klor the other to Zarrick

vs Klor move to B5 and attack attack: 1d20 + 2 ⇒ (19) + 2 = 21 vs AC 20 The sword struck true confirm crit: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 2 ⇒ (1) + 2 = 3 and struck the dwarves knuckles on his left hand.

vs Zarrick move to D5 and attack attack: 1d20 + 2 ⇒ (19) + 2 = 21 vs AC 13. confirm crit: 1d20 + 2 ⇒ (20) + 2 = 22 damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7 The Hobgoblin grabbed The Adept by the back of the head and brought the shortsword up slashing across his neck, only the last minute Zarrick pulled back caused it to keep from being fatal....blood dripped down from the priests neck.

Grenl said to the Twig Blight

Goblin:
Attack my pet
and it spent the round pulling its roots from the pot it sat in...

Then the Priest muttered a spell to The foul God Norgorberand a burst of sickly green energy spread from her Cast Bane The whole party must save Will DC 12 or suffer -1 attacks/-1 saves for fear effects

overcome SR
Grommund SR6: 1d20 + 2 ⇒ (4) + 2 = 6
Klor SR6: 1d20 + 2 ⇒ (2) + 2 = 4

The green burst seemed to hover a few inches away from Klor but did not affect.

Saves vs DC 12
Grommund: 1d20 - 1 ⇒ (4) - 1 = 3
Zarrick: 1d20 + 5 ⇒ (8) + 5 = 13
Tae: 1d20 + 2 ⇒ (13) + 2 = 15
Larry: 1d20 ⇒ 19
Ekan: 1d20 + 3 ⇒ (18) + 3 = 21
Mysabel: 1d20 + 4 ⇒ (9) + 4 = 13
Erky: 1d20 + 5 ⇒ (6) + 5 = 11
Meepo: 1d20 + 1 ⇒ (18) + 1 = 19
Calcryiax: 1d20 + 2 ⇒ (17) + 2 = 19

Only Grommund and Erky will suffer from Bane

Durnn growled and moved to stand between his two Bandits looking at Erky as he stalked forward I gave you a place with our tribe and this is how you repay me? He swings his Longsword at Klor attack Klor: 1d20 + 5 ⇒ (9) + 5 = 14 vs AC 20

statistics

Goblin 1st Rogues (x4/x4/x6):

A7-6/6, E8-6/6, F7-6/6, F6-6/6 / E11-6/6, I14-6/6, M6-6/6, N10-6/6 / M5-6/6, M4-6/6, O5-6/6, O2-6-6/ P2-6/6, P5-6/6
AC: 15 Touch: 13 Flat Footed: 13 CMD: 11 Saves: FO- +1/ RE- +4/ WL- +1

Hobgoblin 1st Rogues (x3/x3:

B5-11/11, D5-11/11, D8-11/11 / G9-11/11 / G13-11/11, K8-11/11
AC: 14 Touch: 12 Flat Footed: 12 CMD: 14 Saves: FO- +3/ RE- +4/ WL- +1

Twig Blight:

E1-6/6 AC: 13 Touch: 11 Flat Footed: 12 CMD: 9 FO- +3/ Ref- +/ Wil- +0
Plant Traits- Immune to Mind Affecting Spells, Paralysis, Poison, Polymorph, Sleep, and stunning.

Chief Durnn, 2nd Hobgoblin Fighter:

D1-25/25 AC: 18 Touch: 13 Flat Footed: 15 CMD: 16 FO: +6/ RE: +2/ Wil: +0
Bravery- +1 to Fear Effects Will Save.

Grenl, 2nd Goblin Cleric of Norgorber:

C1-13/13 AC: 16 Touch: 13 Flat Footed: 13 CMD: 11 FO: +3, RE: +2, Wil: +4

Hobgoblin 1st Experts x7:

F10- 8/8, J11-8/8, J12-8/8, L7-8/8, M7-8/8, M13-8/8, O8-8/8 AC: 12 Touch: 12 Flat Footed: 10 CMD: 12 FO- +3 RE: +2 Wil: +3

Goblin 1st Commoners x30:

F13-5/5, G11-5/5, H10-5/5, H11-5/5, H12-5/5, H13-5/5, J8-5/5, J9-5/5, J10-5/5, K7-5/5, K9-5/5, K10-5/5, K11-5/5, K12-5/5, L9-5/5, L10-5/5, L11-5/5, L12-5/5, M10-5/5, M11-5/5, N12-5/5, N13-5/5, N14-5/5, O7-5/5, O10-5/5, O12-5/5, O13-5/5, O14-5/5, P13-5/5, P14-5/5 AC: 13 Touch: 13 Flat Footed: 10 CMD: 12 FO- +1 RE- +2 Wil- -1

The Throne Room


Erky saw the damage being done to three of his allies and he quickly uttered a prayer and a burst of pure white energy flowed over his allies and enemies together..fortune was with him that none of the enemy was injured.

channel: 1d6 ⇒ 6 4 remaining


Male Human Fighter (Polearm Master) 2

"Get the door spiked!" Larry pulls a spear and tries to lay out one of the goblins that could threaten the effort against the door.

Spear Attack vs. Goblin in F7: 1d20 + 4 ⇒ (17) + 4 = 21
Spear Damage: 1d8 + 6 ⇒ (6) + 6 = 12

The thrust catches the goblin at the base of the neck, and the twist and pull (this time to Larry's right, away from the door) rips open the base of the creature's throat, leaving it gurgling, trying to breath it's own blood.

Worrying about providing Grommund with his requested protection, Larry then steps into F7, spinning back to face the more numerous enemies in the room.

Move equivalent to ready a spear, standard to attack, 5' step

Is Larry at the entry to the stairs, or at the lip over the opening?


Lip over the opening. there is a 3'high rail along the stairs.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

This is gonna hurt... Grommund thinks, as he steps up to the door. He brings the flat back of his axe up and pounds a piton through it into the frame with a few swift strong blows, fully expecting to catch a goblin blade in the back for his trouble.

5' step to F8.
Pound a piton into the door.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae casts an eldritch bolt at the goblin closest to her (A4).

ranged touch: 1d20 + 2 ⇒ (12) + 2 = 14
dmg if hits: 1d8 + 1 ⇒ (8) + 1 = 9


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

I feel really dumb, but I just realized that I've been failing to add my +1 to attacks from racial Hatred this whole time. I guess Grommund needs to be a little more racist towards goblins in his roleplaying too.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

"Hang on, Erky!" The halfling waves his hands and a shimmering ray arches forward towards the one that attacked the gnome.

Quote:

Blinding Ray (Sp)

As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Ranged Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17

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