The Mouth of Doom (Inactive)

Game Master Grimmy

Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits

Battle Map

Loot Tracker | Zelkor's Ferry Environs | Campaign Map | Obsidian Portal


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Renard gasps, the wind knocked out of him by the hilt of Eli's Nodachi.

Hound's punch sends the half-orc goon recoiling. Next to hound he doesn't look quite so big and bad, but he can take a few hits like that.

Alrik swings at the paige with the longspear but the fortunate lad side-steps the attack.

Tallie sighs and polishes some glasses.

Old Russ snores. "The eye! Look out..look out for the.. eyes..."


Initiative Order:
Raziel - 26
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12
Ridley - 12 <<<<
Alrik - 11
Q - 6 <<<<
Company - 5
Ogrim - 4


DM Grimmy wrote:

Round 1 Initiative 26:

Raziel hurls an orb of acid.

Standard:
[dice=Ranged Touch Attack + Precise Shot]1d20+3+1
[dice=Damage]1d3
[dice=Precision Damage]1d6

Move:
Move to A0

Wow... my damage is SAD :/

DM Grimmy, does Point Blank apply to these Acid Orb attacks?


Round 1, Initiative 12
Ridley comes down the stairs brandishing a trimmed branch she normally reserves use of for long hikes and the occasional stray dog, cracking a paige in the lower back, trying to wind the boy rather than fracture his spine.

You folk have some seriously strange customs if you think we're buying your pompous asses any drinks!


Move Action: Go from A1 to B4, flanking enemy with Alrik.

Standard Action: Attack for Nonlethal with club.
1d20 + 5 - 4 + 2 ⇒ (11) + 5 - 4 + 2 = 14
1d4 - 1 ⇒ (2) - 1 = 1


Raziel Drakan wrote:


Wow... my damage is SAD :/

DM Grimmy, does Point Blank apply to these Acid Orb attacks?

Yeah it does, I meant to say PBS not Precise Shot for the +1 I gave your attack roll AND I forgot to add it to your damage as well. Two mistakes.


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Q pops 2 arrows at the company leader.

Flurry 1: 1d20 + 4 ⇒ (9) + 4 = 13
Flurry 2: 1d20 + 4 ⇒ (4) + 4 = 8

I think both miss.


Yeah, even before the soft cover bonus to AC those miss Renard.

The trimmed branch reverberates in Ridley's hand as it strikes the paige's chainmail, failing to wind him.

Quetzal fires a pair of arrows past Eli at Renard, just ten feet away, but in the confusion of battle the missiles fly harmlessly past the pompous swashbuckler and lodge in the far wall without disturbing Old Russ from his sleep.


Round 1 Initiative 5:

Renard's eyes are wide as an arrow flies past his head, nearly removing his flamboyant hat. "Krell, get that archer! Now!"

Across the room, the hooded cultist seems to have other ideas.

"Renard will be fine Krull. Come here and drink your juice, or you know what will happen. We've talked about this Krull. I told you this time would come."

Renard's jaw hits the floor. For the first time since he arrived, he is speechless.

The half-orc Krull ignores both of them and focuses his attention on Hound. He grasps the handle of a massive greataxe, but thinks better of it, and punches Hound instead.

Blam! + Bard: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
Damage + Bard: 1d3 + 4 + 1 ⇒ (1) + 4 + 1 = 6

The bard contines to sing as he draws a shortbow and knocks an arrow.
Inspire Courage +1

Renard reaches for his polished rapier and jabs at Eli with a flourish, having recovered his wind.

Poke + Bard: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage + Bard: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Ogrim to go right?


Right, but you can go. Let me put up an initiative order with him on top.

Edit: Nvm, he is here. All good, carry on.


Round Two Open!

Initiative Order:

Raziel - 26 <<<<
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12
Ridley - 12
Alrik - 11
Q - 6
Ogrim - 4
Company - 5


backgrounds

Round 1, Initiative 4
hp 20/20; AC 20/12T/16FF; CMD 16
F+5(9)/R+2(6)/W+6(10)

Ogrim takes another sip of his water and casts Bless on his potential companions.

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


I think if Raziel runs, he can go all the way around the inn in this round right? He can move up to 4x his 30' = 120'? If so, that is what he will do, to pop up next round through the door.

However, if by any chance, there are windows around the inn, his preferred tactic will be: move stealthily to first window and shoot acid orb at the caster, next round hide again and move stealthily to next window, shoot again - rinse and repeat until he reaches the door.

DM Grimmy, I am not sure how this will unfold according to my conditional actions above, or if there will be many posts in the next hours, but I gotta hit the sack - 03:00AM on my neck of the woods - you know my tactics, so would it be ok to ask you to DMPC Raziel for the next hours? I am up early anyway, so I'll be back soon ;) Thanks.


The tactic will work, there are windows. But you would have to make a very difficult snipe check or they will know the orbs are coming from the windows, which may stop it working repeatedly.

I don't like to DMPC unless someone has to be away a long time, like 24 hours. But if people are around and chomping at the bits to go sure I'll bot you since you told me the exact tactic.

Thanks for your enthusiasm about the game Raziel, I can feel it!


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Quetzal, thinking better of himself this time, shoots one arrow straight at Renard.

Ranged Attack at Renard: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Unless the circumstances become dire for Quetzal, he's going to flurry of arrows against Renard next round. I don't want to hold combat up.


Q, we've been going in blocks. The initiative order post will have this: "<<<<" next to your name when it's time for you to go. Maybe that's not the best way though, we'll talk about it later. Either way I'll save this post for your turn (after the cultists).


Round 2 Inititiative 26:

Raziel dashes around the garden and behind the kitchen, moving outside the inn. When he gets to the side with the windows looking in on the common room, he slows down and creeps up to a window that is close enough to hurl an acid orb at the cultist.

Stealth: 1d20 + 10 ⇒ (4) + 10 = 14

I think you can just get there, using full speed around the back and half speed along the side puts you right at the window that's in range to hurl acid next turn.


Perception:

-2 distance:
Minstrel: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Renard: 1d20 - 2 ⇒ (8) - 2 = 6
Initiate: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Brother Kaleb: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
-3 distance:
Paige Jeb: 1d20 - 3 ⇒ (18) - 3 = 15
Paige Rye: 1d20 - 3 ⇒ (8) - 3 = 5
-4 distance:
Krull the Half-Orc: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19

DC 14 (Raziel's Stealth) +5 ( being outside a window) = 19

As Raziel peers in the window to see if he is in range of the cultist, Krull turns away from Hound for a moment to see the reaction at his disobediance. Raziel see's the half-orc's eyes meet his own. He has been spotted. The half-orc looks at him, looks at the cultist, and turns back to square off with Hound.


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Round 2, Initiative 20

Dunno what the cultists are doing this round but it's 0030 here and I've got to wake up at 0430 for work... I'm up as soon as they take their action, as long as it doesn't affect mine. If it does, I'll catch up when I get to work, but it doesn't look like they're coming to Renard's aid.

Eli manages to parry Renard's thrust with half-sheathed nodachi and lets out an exaggerated laugh, his excitement getting the better of him even in this small brawl. Still, not wishing to do grievous harm even to the intolerable Renard, Eli attacks the man again with only the hilt of his sword, twisting on the spot to allow for greater aim with his attack before thrusting the hilt into the area of Renard's face.
Attack: 1d20 + 7 + 2 - 4 ⇒ (19) + 7 + 2 - 4 = 24
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Confirm Critical (Damage x2): 1d20 + 7 + 2 + 1 - 4 ⇒ (9) + 7 + 2 + 1 - 4 = 15

If that drops Renard:
"Told you." Eli looks around, taking in the scene before shouting, as loud as his voice would allow, "ENOUGH! Your leader is down, do you really want this to continue?" Intimidate to stop the fight: 1d20 + 4 ⇒ (4) + 4 = 8plus any circumstance bonus knocking out Renard would give


ok no problem. I'm liking how fast this is going, if posting a little out of turn is the way to keep that going I'm cool with it. Thanks for the header.


Round 2 Initiative 24:

The monk bodyguard draws a cruel looking temple sword and rushes Ogrim.

Attack+Charge+Bard: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
Damage+Bard: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12

The initiate unravels a scroll and reads aloud the final words to complete a sleep spell.

@Hound: Make a DC 11 Will save or fall asleep.


Round 2 Initiative 19:

The paiges look terrified.

DC 10 Morale Check or surrender:

d20+HD+Cha: 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19

They pull themselves together, and attack Alrik.

Jeb:
Longsword+Bard: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage+Bard: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Rye:
Longspear+Bard: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage+Bard: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Will save: 1d20 ⇒ 5

Hound falls over.


Eli knocks Renard unconscious, on the nose. He crumples to the floor.


Round 2 Initiative Order:
Raziel - 26
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12 <<<< (asleep)
Ridley - 12 <<<<
Alrik - 11 <<<<
Q - 6 <<<<
Company - 5
Ogrim - 4

The "<<<<" can go now.


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Quetzalcoatl sends a flurry toward the bard or any random goon if he drops. when his turn comes around.

Flurry 1: 1d20 + 4 ⇒ (15) + 4 = 19
Flurry 2: 1d20 + 4 ⇒ (8) + 4 = 12

Damage: 1d8 + 1 ⇒ (2) + 1 = 3


You can do that right now, it's your block.


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Oh, then fire away!


One hit on the bard, roll damage!


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Edited


The Bard looks down at the arrow in his chest and the blood seeping into his frilly blouse. He looks like he may go into shock.


Eli wrote:


"Told you." Eli looks around, taking in the scene before shouting, as loud as his voice would allow, "ENOUGH! Your leader is down, do you really want this to continue?" Intimidate to stop the fight: 1d20 + 4 ⇒ (4) + 4 = 8plus any circumstance bonus knocking out Renard would give.

The paiges throw down their weapons and get on their knees. The minstrel trembles but resumes his song, choking on blood. The others do not seem to be cowed.


BTW guys don't forget Ogrim has bless up.


Watching her hulking companion and bodyguard drop to the floor Ridley screams in rage and strikes again at the paige, this time not holding back.

Swift Action: Archaeologist's Luck
Attack+Bless+Luck+Flank
1d20 + 5 + 1 + 1 + 2 ⇒ (6) + 5 + 1 + 1 + 2 = 15

Damage+Luck+Trait
1d4 - 1 + 1 + 1 ⇒ (4) - 1 + 1 + 1 = 5

Sneak Attack1d6 ⇒ 5


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Move to F8 attack robed figure. Threatening so further casting will provoke

Alrik moves forward with his bardiche and takes a stab at the hooded figure.

Attack1d20 + 5 ⇒ (15) + 5 = 20 Damage 1d10 + 9 ⇒ (4) + 9 = 13

Forgot about the bless so that attack roll is actually a +1


DM Grimmy wrote:
Thanks for your enthusiasm about the game Raziel, I can feel it!

I am indeed enjoying it - game ON! :D

DM Grimmy wrote:

Perception:

-2 distance:
[dice=Minstrel]1d20+5-2
[dice=Renard]1d20-2
[dice=Initiate]1d20+3-2
[dice=Brother Kaleb]1d20+7-2
-3 distance:
[dice=Paige Jeb]1d20-3
[dice=Paige Rye]1d20-3
-4 distance:
[dice=Krull the Half-Orc]1d20+6-4

DC 14 (Raziel's Stealth) +5 ( being outside a window) = 19

As Raziel peers in the window to see if he is in range of the cultist, Krull turns away from Hound for a moment to see the reaction at his disobediance. Raziel see's the half-orc's eyes meet his own. He has been spotted. The half-orc looks at him, looks at the cultist, and turns back to square off with Hound.

I am assuming this means the half-orc somehow warned the caster cult guy - would this assumption be correct, or am I stretching it?


Nope, Krull saw Raziel, looked over at the cultist, and went right back to his fist fight with Hound like he never saw anything, making meaningful eye-contact before turning around and leaving his back exposed to you.


Alrik of Karlsguard wrote:

Move to F8 attack robed figure. Threatening so further casting will provoke

Alrik moves forward with his bardiche and takes a stab at the hooded figure.

Attack1d20+5 Damage 1d10+9

Forgot about the bless so that attack roll is actually a +1

There are a lot of AoO's on the way to F8. The paiges Jeb and Rye, and the Minstrel unless you can vault a table.


Hound has taken 6 damage and is asleep.
Ogrim has taken 12 damage.
Alrik has taken 14 damage.


DM Grimmy wrote:
Alrik of Karlsguard wrote:

Move to F8 attack robed figure. Threatening so further casting will provoke

Alrik moves forward with his bardiche and takes a stab at the hooded figure.

Attack1d20+5 Damage 1d10+9

Forgot about the bless so that attack roll is actually a +1

There are a lot of AoO's on the way to F8. The paiges Jeb and Rye, and the Minstrel unless you can vault a table.

Sorry, I completely forgot Eli had cowed the Paige's into surrendering.


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
DM Grimmy wrote:
Sorry, I completely forgot Eli had cowed the Paige's into surrendering.

Damn straight.


Round 1 Initiative 11:
Alrik dashes across the room to within a bardiche's range of the enigmatic cultist.

The shaken minstrel swipes at him with rapier as he passes.

Aldo the Minstrel:
AoO: 1d20 ⇒ 19
Damage: 1d6 ⇒ 5
Hit!

Alrik's Bardiche strike nearly severs the cultists arm. He falls to the tavern floor, clearly dead.

At a nearby table, glowering over Ogrim, the cultist's bodyguard turns, a look of abject failure spreading across his face.

Alrik you have sustained 19 points of damage this fight. I haven't rolled your LoH, just roll it and apply it out of turn whenever you get back.


Ridley strikes with serious intent this time, and the kneeling paige is caught unaware. (FF AC 14).

The well placed strike knocks him unconscious, within an inch of his life.


MUAH! Let us know when the map is updated DM Grimmy - I wanna see those crosses piling :D


Round 2 Initiative 5:

The half-orc looks around. Seeing the cultist slain and Renard unconscious and at your mercy, he seems to breathe a sigh of relief, and exits through the front door. The monk seems too stricken with the initiates passing to protest.

The minstrel lays down his rapier and joins the remaining paige in a kneeling stance.


Round 2 Initiative Order:
Raziel - 26
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12 (asleep)
Ridley - 12
Alrik - 11
Q - 6
Company - 5
Ogrim - 4 <<<<

Round 3 Initiative Order:
Raziel - 26 <<<<
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12 (asleep)
Ridley - 12
Alrik - 11
Q - 6
Company - 5
Ogrim - 4

The "<<<<" can go now.

@Raziel: Done.

PS: Raziel and Ogrim can go. The monk looks like he will fight to the death.


backgrounds

19 on a temple sword is a crit threat, so Ogrim might be unconscious if it confirms (unless you roll a 1 for damage). Also, if it doesn't just bot me, I wont be able to post for several hours. Ogrim will just attack the monk.


Raziel will move to address the Half-Orc as he leaves - "What was that back there?" - he asks from the door to the inn, standing outside - "You did not seem as intent as the others to offer your protection to the robed caster - even so, don't you think we deserve some sort of explanation after you have attacked us?"

Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24

LOL, and Hound was saying our group lacks Diplomacy... Bah!


Ogrim Orecrusher wrote:
19 on a temple sword is a crit threat, so Ogrim might be unconscious if it confirms (unless you roll a 1 for damage). Also, if it doesn't just bot me, I wont be able to post for several hours. Ogrim will just attack the monk.

Oops. Thanks.

Temple Sword:
Crit Confirm+Charge+Bard: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15
Crit Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Crit not confirmed, Ogrim is conscious.


The half-orc pauses, considering.

"I'm sorry, I don't have time to explain. That man your friend killed has one who is dear to me held with a knife to her throat."

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