Pool of Radiance

Game Master Tarloc Doom

An ancient evil has erupted in the far reaches of the Moonsea the town of Phlan has fallen it is up to Foreign adventures to decide the fate of all of the Moonsea...


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HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Welcome. Come help! "Did anyone think to wake Bearclaw? These skeletons want to say hello!"


DM rolls:
1d20 ⇒ 12
1d20 ⇒ 11

1d6 ⇒ 4
1d6 ⇒ 3

1d20 + 2 ⇒ (9) + 2 = 11
1d6 ⇒ 2

Initiative

Skeletons
Oropher
Melismar
Firesnap
Blythe
Zombies
Slyavel
Muddy

Seems like everyone is way ahead of me. skeletons are first so you all might end up changing yer actions. Another thing Blythe is the only who spotted them meaning this be a surprise round only skeletons zombies and blythe act, get my drift?

Skeletons seems to come from nowhere and are suddenly upon you blades at hand. Blythe is the only who noticed them before they rushed in to attack.

Two swarm the vulnerable mage who is left out in the open with rusty blades Blythe is in udder shock and both blades connect causing some wide gashes on her side and stomach. The other is about to join his fellows in the carnage but notices the unwary fighter round the corner he takes the opportunity to catch him flatfooted and charges with his blade Oro hears the skeleton long before it comes into contact he raises his shield to block the weak swing.

Blythe -7 Making her disabled.

Blythe is up then zombie than surprise round is over.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Stabilize 1d100 ⇒ 11%


You not unconscious your disabled [At exactly 0 hp.] Short description: You gain the staggered condition and can only take a single move or standard action each turn. Doing any standard action brings you to -1 and you fall unconscious. You can make move actions without further injuring yerself.

-7 meaning you took 7 damage bringing you down to 0 sorry if unclear.


Male Half-Elven Bard 1

Melismar casts round to see if there's some part of the collapsed gate he can use as a club. He's a feeling his arrows or rapier might not be the most effective implement to deal with the undead...


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Blythe gasps as the rusty blades cut into her. She jumps back, trying to stay out of the reach of the blades.

5' step back and left, moving away from both skeletons.


M Gnome 1 Cleric Of Brigh

HP 10/10
Init: 20 AC: 16
Perception: +5
Fort: +4 Ref: +1 Will: +5
Hearing Zombies FireSnap will Move as quick as his little legs will let him to get to help
you said the squares were 10 ft correct? that being the case Firesnap will double move to S26


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Sokol keep


DM rolls:
1d20 ⇒ 5
1d6 ⇒ 2
1d20 ⇒ 2
1d6 ⇒ 5

The zombies look as if they do not notice what is happening on their turn they wander.

Now is first real round.

Skeletons:

One walks up to Blythe again to attack but the other turns it's attention to Oro. both of them miss badly.

Oro is up.


Male Elf Fighter - Level 1

The skeleton facing me could seemingly not get off a good strike. Carrying a shield and being quick helps, also. I saw Blythe get injured, and badly. Well, the skeleton facing me seemed like a good target.

That in mind, I lashed out at the creature with my sword.

Attack Rolls:

Attack:1d20 + 4 ⇒ (19) + 4 = 23
Dmg:1d8 + 2 ⇒ (7) + 2 = 9

Crit Rolls:

First critical, lemme see if I get this right. Longswords do crits on 19 or 20. My natural 19 works, right?
Crit attack roll:1d20 + 4 ⇒ (11) + 4 = 15

The map shows two skeletons around me. Where's the second going? Which one attacked? The one in the surprise round or the second one?


The skeletons body shatters under the strong blow.


Male Half-Elven Bard 1

I didn't get an answer as to whether I found something to attack with, but assuming that it's not difficult to find some piece of blunt wood lying around from the broken gate, and other detritus, Melismar would have picked it up at Blythe's shout about undead.

Now racing forward in the mist to the closest thing he can see, he attempts to bludgeon one of the skeletons near Oropher, but he's really not cut out for this sort of thing...

Old dice rolls:
1d20 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (3) - 1 = 2
Explanation: posted first in the Discussion area by mistake -- there, rolls were 19-1=18 to hit and 1-1=0 for damage, and that's what I've gone with in terms of write-up.

"Yeay!" squeals Melismar, as his improvised club makes contact with the bones of the skeleton. "Take that, dead person!" His face falls somewhat as it is not the skeleton that shatters, certainly not nearly as impressively as the one Oropher dealt with, but rather his piece of gate. "Oh bugger."


male human barbarian

Bearclaw scratches his head not understanding completely what is happening ahead of him.

this low initiative... good for posting after others, bad for the same reason :)

Seams like there are undead ahead, yet the group still wants to continue. "Are you sure you don't want to come here instead? "


You do not have to post in order as combat will take far to long if you do.


Male Human Summoner 1

On my action, I'll move up within range to use a summon against the nearest creature. I'll summon a Fiendish Riding Dog. It'll last 1 minute.

Fiendish Riding Dog:
Dog, Riding (Fiendish, Augmented Summon)
This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.
Riding Dog CR 1
N Medium Animal
Init +2; Senses low-light vision, darkvision 60', scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 19 (2d8+10)
Fort +7, Ref +5, Will +1
SR 6, Resist Cold and Fire 5
Offense
Speed 40 ft.
Melee bite +5 (1d6+6 plus trip)
Smite Good 1/day
Statistics
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception)
Special Qualities
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

dog's attack against the nearest creature:

Bite 1d20 + 5 ⇒ (17) + 5 = 22 Damage 1d6 + 6 ⇒ (3) + 6 = 9 Trip 1d20 + 5 ⇒ (20) + 5 = 25


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Blythe takes a 5' step back (likely back and left again) away from all undead. I don't want to provoke, so I can't take a single move action.


male human barbarian

The big man sights. Holding tight to his weapon he ran towards the undead menace hoping to join the others in the fight.
I think I'll end up in S26


DM rolls:
1d20 + 6 ⇒ (3) + 6 = 9
1d6 + 4 ⇒ (5) + 4 = 9

1d20 + 3 ⇒ (13) + 3 = 16
1d3 + 4 ⇒ (2) + 4 = 6

1d20 ⇒ 17
1d4 ⇒ 3

1d20 ⇒ 4
1d4 ⇒ 1
1d20 ⇒ 3
1d4 ⇒ 2

Mels makeshift bludgeon does nothing to harm the skeleton and the rotten board shatters after being bashed over it's bones.

Fireclaw hears the cry of trouble coming from within the keep and rushes to the aid of her companions.

Blythe steps away from the skele.

Zombies finally notice something is going on one body charges oro but is knocked away by his shield. The other moves towards Blythe and swings it's arms at her and is enough to take her down. 6 damage.

Sylavel summons a fiendish dog from the planes to aid in the battle.

Dogs Init:1d20 + 2 ⇒ (14) + 2 = 16

The big man runs to joi the fray.

Initiative

Skeletons
Oropher
Melismar
Firesnap
Dog
Blythe
Zombies
Slyavel
Muddy

Round 2

Skeles
One groans as it sees Blythe fall then joins the others in assaulting the fighter he easily blocks the weak blows. The other swings both it's claws at Mel though both miss.


Male Elf Fighter - Level 1

The skeleton shattered under my sword. Good, these things can be killed. Blythe looked almost dead. I could not reach her, not with the two creatures currently attacking me. If she could hold on for just a little longer...

I attacked the undead creature that had tried to charge at me.

Rolls:

Attack=1d20 + 4 ⇒ (8) + 4 = 12
Dmg=1d8 + 2 ⇒ (5) + 2 = 7

No idea what the AC on these things is. But I assume I swung and missed, heroically.


The skeleton ducks under the blade it catches nothing but air.


Male Elf Fighter - Level 1

Ooops, that was at the zombie, but whatevs.


Male Half-Elven Bard 1

This time Melismar grasps the femur of the fallen skeleton that Oropher dealt with, and tries to bash its fellow with that. 1d20 - 1 ⇒ (17) - 1 = 161d6 - 1 ⇒ (4) - 1 = 3. "Hah!" says Melismar, with a little more triumph in his voice this time, convinced by the clacking sound of bone on bone that he's been more successful.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Stabilize 1d100 ⇒ 92


M Gnome 1 Cleric Of Brigh


HP 10/10
Init: 20 AC: 16
Perception: +5
Fort: +4 Ref: +1 Will: +5

Rnd 2 action
Will double move to O25
move of 20 sucks when you start far away....


male human barbarian

Seeing that Oropher is outnumbered and there is no direct path to get to Blythe, he fallows his instincts and holding the flail over his head he unleashed it on the zombie near him.

moving to S24
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

The attack was powerful but alas, not well aimed.


Male Human Summoner 1

Unconcerned with the fate of the devil's hound, Sylavel orders it to attack the undead beast assaulting Blythe, ignoring all others on the field.

At work all day, so I can't manipulate Google Docs here. Sylavel moves up 30' to T25, and has the fiendish dog move to the zombie on Blythe (P23). If it has to provoke to do so it will. I'll roll it's attack if it can get there.

Dog's attacks:
Bite1d20 + 5 ⇒ (20) + 5 = 25 Damage1d6 + 6 ⇒ (1) + 6 = 7 Trip 1d20 + 5 ⇒ (3) + 5 = 8


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Thank you, Syl.

Assuming we're heading into round 3, I'll roll to stabilize. 1d100 ⇒ 77%

Eff


Spoiler:
1d20 + 4 ⇒ (18) + 4 = 22
1d6 + 4 ⇒ (6) + 4 = 10

1d20 ⇒ 9
1d4 ⇒ 1

1d20 ⇒ 6
1d4 ⇒ 2

1d20 ⇒ 19
1d6 ⇒ 2

Mel bashes the skeleton with his makeshift weapon it hardly notices.

Firesnap double moves.

Sylavel commands dog to help out Blythe it pounces the zombie and rips it to shreds.

Blythe continues dying.

Zombie strikes at oro. He waits for the perfect moment and then slams into oro when his shield is down. 10 damage to Oro.

Muddy lashes the zombie with his flail however the strong attack was not well aimed and the zombie dodges it easily.

Round 3

Skeles: They give up on trying to hit the fighter and turn to neayby easier targets. one lashes dog with his claws the other swings his rusted blade at Mel. The rusty blade glances Mels arm. 2 damage. and the dog avoids the skeletons attacks.


Male Elf Fighter - Level 1

Damn. the minute I turn. That hurt immensely. if this fight didn't end soon...

Continuing to battle, I struck at the zombie creature again.

rolls:

attack=1d20 + 4 ⇒ (6) + 4 = 10
dmg =1d8 + 2 ⇒ (4) + 2 = 6


Your blow is weak and clumsy the zombie whacks the blade away with ease.


male human barbarian

Oropher, leave this guy to me, you can take care of the bonny ones. With that said he prepares his next attack against the lucky zombie that avoided both his and Oropher's attacks just moments ago. He can't duck forever sooner or later that zombie will have to return to the place where it belongs.
1d20 + 5 ⇒ (5) + 5 = 10 attack
1d10 + 4 ⇒ (2) + 4 = 6 damage


Male Half-Elven Bard 1

"Ow! That dashed well hurt!" says Mel, as the rusty blade glances along his arm. Directing his anger against the skeleton that attacked him, the bard raises his newfound weapon again and once again tries to brain the skeleton with it. "I may not be well armed," he cries, "but I am legged! Take that, boney bum!"

1d20 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (5) - 1 = 4

"Hmm, OK. Can I have another take?" he asks, wrily, as the skeleton almost casually evades his wild 'leg' swing...


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Here's who's left in round 3.

Firesnap
Dog
Zombies
Sylavel


M Gnome 1 Cleric Of Brigh

Sorry was busy yesterday...Christmas shopping and such
With everyone being withing 30 feet FireSnap will channel heal for round 3
Channel:1d6 ⇒ 1
and seeing that wasnt great will do so for round 4 also
Channel:1d6 ⇒ 2

Not much Channel love from Brigh it seems


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

That one point of healing should stabilize me, and bring me back to -6, correct? Thank you, Firesnap. :)


Male Human Summoner 1

The dog assaults the nearby skeleton.

Dog's attack:
Bite1d20 + 5 ⇒ (7) + 5 = 12 Damage1d6 + 6 ⇒ (6) + 6 = 12 Trip 1d20 + 5 ⇒ (3) + 5 = 8


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Syl, don't you attack as well?

Other than that, I think it's just the zombies left this round.


M Gnome 1 Cleric Of Brigh
Blythe Astor wrote:
That one point of healing should stabilize me, and bring me back to -6, correct? Thank you, Firesnap. :)

That was part of the idea :)


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Alright, waiting on Wareagle, and perhaps Syl, if he needs to attack. I know it's slower because of the holidays.


Male Human Summoner 1

Wasn't too concerned with my own attacks. But hey, I'll try one.

Sylavel moves into a position for a better shot and lets loose his crossbow.

Moved to P26, shoot at skeleton at Q23

Attack1d20 - 2 ⇒ (8) - 2 = 6
Damage1d8 ⇒ 1


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Should I duck?! lol. Nice shot, Syl. I think it's zombies to finish round 3.


DM Rolls:
1d20 + 6 ⇒ (12) + 6 = 18
1d6 + 4 ⇒ (2) + 4 = 6

1d20 ⇒ 9
1d6 ⇒ 3

1d20 ⇒ 8
1d20 ⇒ 14

1d4 ⇒ 3
1d4 ⇒ 2

Sorry been busy with the holidays and all.

Mels swing is far from hitting anything but air.

Firesnap channels but the holy energies do little to heal her and her companions.

Dog bites a nearby skeleton but it's talons do nothing to harm the skeleton.

The zombie wails and once again throws it's whole body into the fighter Oro raises his shield in defense blocking the blow.

Sylavel fires off a shot but is to close and finds it hard to aim his shot goes flying off into the keep hitting into the hard stone wall.

Muddy swings his blade at the zombie but once again the swing is a lot stronger than it is accurate.

Round 4.

Skeles.

One continues his assault on Mel and the other claws at the dog. They both find thier attack are futile as they are easily dodged.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Round 4 remaining
Oropher
Melismar
Firesnap
Dog
Blythe
Zombies
Sylavel
Muddy

Blythe is still down and has no actions this round. Assuming Firesnap channels again this round, I'll heal 2 HP, bringing me to -4 on his turn.


Male Half-Elven Bard 1

"Whose idea was this silly picnic, anyway?" asks Mel, as he swings again at the skeleton with its former fellow's femur, but largely to keep it at bay. The bard's constant upbeat repartee begins to have an effect on his companions, and they find their courage inspired. "One might reasonably expect to be bothered by wasps, but dead people who won't stay dead are really putting the kibosh on our day out...

+1 morale bonus to all attack rolls and damage rolls from now on. Hope it helps.


male human barbarian

"Now, now, Mel. That's no way to treat our guests." He prepares for another strike at the stubborn zombie, lifting the flail up. "Though, now that I think of it we are actually the guests. Shame on you! With that said, he released the flail on the zombie, trying to be more careful where it will hit this time.

attack:1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d10 + 5 ⇒ (5) + 5 = 10


Male Human Summoner 1

The dog will attack the skeleton at Q23, or move and attack one of the others if it's dead by it's turn.

Attack 1d20 + 5 ⇒ (1) + 5 = 6 Damage 1d6 + 6 ⇒ (5) + 6 = 11 Trip 1d20 + 5 ⇒ (19) + 5 = 24


M Gnome 1 Cleric Of Brigh

Yes FireSnap will do the Channel mentioned previously in round 4...for a whole 2 points..and i think everyone is in range


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

I am at -4 HP.


Spoiler:
1d20 + 4 ⇒ (2) + 4 = 6
1d8 + 2 ⇒ (5) + 2 = 7

1d20 + 4 ⇒ (1) + 4 = 5
1d6 + 4 ⇒ (1) + 4 = 5

1d20 ⇒ 8
1d6 ⇒ 5

1d20 ⇒ 19
1d4 ⇒ 3

1d20 ⇒ 11
1d4 ⇒ 2

1d20 + 4 ⇒ (13) + 4 = 17
1d8 + 2 ⇒ (8) + 2 = 10

Oro attacks the skeleton now targeting the defenseless Bard but misses.

Mel begins Inspire courage.

Snap channels energy again but still it does very little to heal her allies.

The dog bites out at the skeleton but it kicks it aside.

Blythe takes a little nap.

The zombie trys it's luck and lashes out at the experienced warrior again, it has no luck.

Muddy swings his flail out at the zombie this time he wait for an opening and uses a little more finesse in his blow. It bashes the creature in the stomach though it hardly seems to notice.

Round 5.

Skeletons continue their routine and attempt to score a finishing blow. It lashes the dog with it's sharp claws both making some minor wounds on the beasts hide.

Oro trys to finish the now wounded zombie his blade strikes strong and true piecing into the rotten flesh followed by a decapitating blow finishing off the zombie.

Sokol Keep.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Skeletons
Oropher
Melismar
Firesnap
Dog
Blythe
Zombies
Sylavel
Muddy

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