| Chainmail |
Round 1
Ninni 22
Magnum 21
Neji 11 <---
Kragg 8
Brask 5
Hon 4 (planning on disable)
Khazad 4
Big Mug 3
Thograt 2
Undead 1
Hon to pick his square in bonfire room. Ninni right in front of him and Magnum right behind him.
Anyone moving across yellow to get to bonfire room needs Acrobatics 10 check. If you fail make a reflex save.
| Kragg Stoneheart |
Round 1:
acrobatics to move to C111d20 - 3 ⇒ (6) - 3 = 3Well lets see what happens now.
The skeletons haven't moved yet. What are they waiting for? Better take the initiative, but be safe about it.
Slashing Attack defensively 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 damage 1d8 + 6 ⇒ (2) + 6 = 8
AOO if needed 1d20 + 8 ⇒ (12) + 8 = 20 damage 1d8 + 6 ⇒ (5) + 6 = 11
AC: 19
HP: 22
| Big Mug the Bannerman |
Kragg notices no problems with the trap. His movement stepping on the stones doesn't trip anything. Kragg strikes the flatfooted skeleton which explodes into pieces for 1d6 ⇒ 6 fire damage REF save DC 11 for half rounded down. Kragg manages to remain in a defensive stance to meet the onslaught.
Brask shoots through a bonfire, through a ghoul covering behind a skeleton, and squarely hits the ghoul with a now burning arrow. It is an uncommonly good shot. The arrow does both piercing and fire damage and the ghoul's eyes lack the spark they had before.
"Kragg is in trouble, I can't watch him get overrun by skeletons. We can't disarm these squares one at at time. Thograt, what do we do? He must not have heard Brask or he's got that good ole dwarven battle lust."
| Kragg Stoneheart |
Reflex save1d20 + 5 ⇒ (10) + 5 = 15 3 damage taken.
Actually, I didn't hear Brask before I acted. That is why I pressed forward hoping to draw them away from Hon so he could work on the traps. You better believe that Kragg will pull back if he can now that he has heard Brask issue his orders. The drawback to acting first sometimes. What I wouldn't give to be a 3rd level cleric and start channeling right now though.
Not that I am complaining as your trying to help me, but I think Big Mug is over the 20 word limit. ;P
| Khazad Grimglaive |
It's going to take more than some rusty chopping devices to make a dwarf steak!
With a desperate battle roar, Khazad rushes through the trapped area with full speed a plate-clad dwarf can muster, which is frankly not too much. He manages to reach the end of the dangerous area before runnning out of breath.
Acrobatics in half-plate? Are you kidding me? Charging 8 squares down to D6 on dwarf3 map if I counted right, likely getting my dumb head chopped off 6 times in the process.
| Kragg Stoneheart |
Oh you better believe you'll be getting a chewing out later. ;) To be fair though, I think Brask may just say to hell with it and charge on in on his next turn.
I wouldn't be getting a chewing out later if Brask was quicker on the uptake and acted before Kragg ;p
| Chainmail |
Khazad escapes the nasty guillotine blade which now blocks that five foot section. Big Mug attempts to get through with style and grace. He stumbles and passes through the five foot section next to the one Khazad passed through. The guillotine in his section comes down at the same time the one block Thograt goes up. Big Mug shows some agility as the dodges the blade on the way down. Thograt's bless once again fills everyone with hope and inspiration.
Acrobatics then Reflex 1d20 ⇒ 111d20 ⇒ 19
Skeletons will act later. I am 'on the clock' as they say. Remember, you are under the effect of practically two bleses now. Don't forget your +2's
| Human on Team Human |
Read any spoiler entitled Attacks--will save space
Magnum wings two hammers and shatter two skeletons before they can engage and they splinter into quick pyres of flame harmlessly away from others.
The three skeletons attack Ninni one hitting for 5
1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (15) + 3 = 181d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (3) + 2 = 5
One ghoul attacks Kragg then two skeletons all missing.
1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (11) + 5 = 161d6 + 1 ⇒ (5) + 1 = 61d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (2) + 2 = 4
Round 2
Ninni 22 fighting defensively
Neji 11 <----
Kragg 8 <---
Brask 5 <---
Hon 4
Khazad 4
Magnum 2
Big Mug 2
Thograt 2
Undead 1
| Kragg Stoneheart |
Did s2 provoke an AOO to get to that position? Just wondering if it did and if it is damaged already.
Attack ghoul with full attack. If dropped on first attack then attack s8 before I 5ft to B10.
slashing 1d20 + 8 ⇒ (5) + 8 = 13 damage 1d8 + 4 ⇒ (5) + 4 = 9
piercing 1d20 + 8 ⇒ (13) + 8 = 21 damage 1d6 + 2 ⇒ (6) + 2 = 8
Going to need some help here. Large bones with four bodyguard coming my way. 40 feet south.
Who needs chatty dwarf feat. ;P AOO in spoiler if needed. Nice shot Brask I am going to need those right about now.
HP: 19
AC: 17
AOO: attack slashing 1d20 + 8 ⇒ (14) + 8 = 22 damage 1d8 + 4 ⇒ (8) + 4 = 12
| Chainmail |
We need to know Brask's target. No AoO, he snuck around. Two skeletons full moved so did not attack.
All skeletons are on fire, and go boom when destroyed. That reminds me--Ninni takes 5+1d6 ⇒ 1. Ninni hasn't posted in a while, but fighting defensively isn't the worse move as punching burning skeletons can hurt.
| Khazad Grimglaive |
"Phew, that was close!" - Khazad says, inspecting a visible dent in the guillotine blade where his helmet has met at full speed with the suddenly appearing obstacle. He uses his glaive and the fallen blade as supports to carry himself over to the free area without touching the nearby pressure plate.
Moving diagonally D6-C7, then to C8
The sound of skeletons blowing up cathes his attention, and he targets the one which is not near himself or Brask.
Attacking s5, +1 Bless, +1 Banner, -1 Power Attack:
1d20 + 8 ⇒ (18) + 8 = 26
1d10 + 7 ⇒ (8) + 7 = 15
| Big Mug the Bannerman |
Khazad's attack shatters the skeleton, but the in the fire he sees it begin to knit together again.
Brask finished off the ghoul with another well-placed shot.
Kragg hits and injures a skeleton, but the piercing weapon seems marginally effective.
Big Mug advances to protect Khazad. "Glad those blades didn't get us."
Hon Semparatus
|
Hon eyes Khazad and the fallen guillotine. "I'm working here, clumsy knuckledragger He tries to disable another plate (G6), using Ninni as a dwarvenshield, sparing another glance behind him for encroaching skeletons.
| Magnum tE |
Magnum throws hand axes at the skeletons threatening Ninni.
Two fast double overhanded throws. One in four axes hit and does little damage.
Magnum yells, "Do some fancy cleric stuff, my axes aren't working. Neji, shoot em"
Ninni and Kragg take damage from the burning flame of the skeletons.
11 damage for Ninni; 13 for Kragg
Starting a round next to a burning skeleton is dangerous.
| Kragg Stoneheart |
Can I change Kragg's actions now knowing that there is fire damage for standing next to a skeleton? IF so, then Kragg would withdraw to limit the number of skeleton's adjacent to him and get nearer to Thograt for healing. If not possible, then Kragg would shout to Brask to shoot he skeleton's and not the ghoul to limit the number of exploding skeletons. Since Kragg goes before Brask hopefully this is acceptable. Sorry for the confusion and ret con, but 4d6 fire damage with no save changes my position.
Hon Semparatus
|
5 words used, no Chatty Dwarf feat. On an unrelated note, I love rolling for my disable but... This means I know if I succeed or fail. Perhaps not the best suspense tool. Moving on.
"Just a couple of plates and we can funnel them one at a time!"
Hon moves back to G4 (via G6 and G5) and begins work. He has crowbar, thieves tools, and couple of pitons for wedging.
| Chainmail |
No problem, consider Kragg withdrawn. I just stumbled over it looking through the PRD. I added the burning skeletons to the vanilla skeletons for fun, now I realize burning skeletons are a significant upgrade and +1 CR might be light.
Withdrawing gives you no threats in the first square, but Kragg needs to deftly dodge the blows of one skeleton (an AoO) to get back to Thograt.
1d20 + 3 ⇒ (1) + 3 = 41d4 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7
Round 2
Ninni 22 fighting defensively
Neji 11 <--
Kragg 8 acted
Brask 5 acted
Hon 4 disarming
Khazad 4 acted
Magnum 2 acted
Big Mug 2 acted
Thograt 2 acted
Undead 1
| Chainmail |
Ninni is hit once for 1d4 + 1d6 + 2 ⇒ (1) + (3) + 2 = 6
Big Mug is hit once for 1d4 + 1d6 + 2 ⇒ (1) + (1) + 2 = 4
Skeletal leader swings at Big Mug with glaive 1d20 + 7 ⇒ (17) + 7 = 24
| Kragg Stoneheart |
Since there is 1 skeleton adjacent at the start of the turn Kragg takes 1d6 ⇒ 1 fire damage. Hope this is ok. Just trying to help so you don't have as much to worry about. If not just let me know.
Here's hoping to remove 1 the the poor blighters. Kragg will attack s9 with slashing attack then 5ft back 1d20 + 8 ⇒ (19) + 8 = 27 damage 1d8 + 6 ⇒ (8) + 6 = 14
Reflex save for half damage DC 131d20 + 5 ⇒ (8) + 5 = 13 damage 1d6 ⇒ 3for 1 damage.
Could use a bit of healin here Thograt. Looks like everyone could.
HP: 4
AC: 17
AOO: to hit1d20 + 8 ⇒ (16) + 8 = 24 damage 1d8 + 6 ⇒ (6) + 6 = 12
Reflex save if needed: 1d20 + 5 ⇒ (14) + 5 = 19
Hon Semparatus
|
Stepping on G5, wary of the trap that he assumed has been disabled, he starts to work on the last of the platesG4 for a safe straight path. Concentrating with the fight in the background, guilt for not contributing a stalwart offense, he drives all distractions away to accomplish this task. "Two plates done! One to go! Make the skeletons dodge the blades! Let them come to us!
*Edit* If successful, He'll yell SAFE! and move to G6 to guide the others, Fighting defensively against the skeletons.
| Khazad Grimglaive |
To everyone, 5 words:
The blasted fire heals them!
to Big Mug, 9 words:
Big Mug, retreat and let me face their leader!
to skeleton leader, 6 words
No copying my fighting style, bonehead!
Khazad attacks Hs8, hoping to carve the way for Big Mug to retreat.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d10 + 7 ⇒ (8) + 7 = 15
| Chainmail |
Brask charges a skeleton injuring it and avoids tripping a pressure plate. Kragg splinters a skeleton and deftly avoids the majority of its fiery explosion. Khazad misses a skeleton on the heavily injured Big Mug.
Neji fires a missile at the injured skeleton (Hs8) and a missile at the unengaged skeleton s7 1d4 + 1 ⇒ (2) + 1 = 3 and the already injured skeleton explodes for 1d6 ⇒ 1
Magnum fires two hammers at the two flaming skeletons engaging Hon.
1d20 ⇒ 61d20 ⇒ 12 and draws his last two hammers.
The two skeletons burst into flame for 1d6 ⇒ 41d6 ⇒ 4
| Chainmail |
Saves for exploding skeletons at DC11 Reflex:
Hon 4 and 4 (saves can reduce it to 2 and 2)
Magnum can't explode skeletons before Hon takes fire damage from being next to them 2d6 ⇒ (6, 6) = 12 no save
Big Mug, Khazad, and Thograt 3 (saves reduce it to 1 and Brask already saved)
Khazad and Big Mug 1 (saves reduce it to 0)
Big Mug two saves 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (18) + 3 = 21
| Big Mug the Bannerman |
Big Mug screams as he dodges the two explosions of burning skeletons near him, but still stays on his feet despite massive wounds. Hon takes incredible heat damage from being next to the two skeletons near him and starts to dodge the two exploding skeletons near him.
Thograt feels the banner has increased in power and the next channeling of positive energy will be extra powerful. As he begins to channel the power of goodness the resulting divine energy snuffs out the unholy bonfire and the flame on the remaining two skeletons that were previously aflame.
Thograt can choose 2d6 of healing or 2d6 of undead damage. I would not suppose to roll for this. Note: Hon is probably collapsing without healing and Ninni is hurt and unconscious.