The Price of Immortality+ (E6) (Inactive)

Game Master Brian Minhinnick


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Going inside?


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

vig 7(adjusted according to Rale's actual channel), wnd 24

Seeing the others preparing to enter the crypt and feeling much recovered from his tumble down the hill Tyr pushes himself up from the tree he was leaning on and approaches the crypt doors. This trip has been full of unpleasent supprises so far. I should be careful.
Tyr uses the point of his pole-hammer to push the doors of the crypt all the way open and looks inside.

[ooc]perception 1d20 + 1 ⇒ (10) + 1 = 11

Well here we are. Are we ready to go into the crypt?


Tyr strength check 1d20 + 3 ⇒ (4) + 3 = 7

Tyr pushes hard on the door, but it doesn't budge. On top of being quite thick and heavy, it's also old and stiff.


Male Dwarf

Bruden waves Tyr off before he gets in a good push and checks for traps before he goes and gives the door a try himself, going right up to the doors and leaning in on it with his shoulder.

Perception: (traps) 1d20 + 10 ⇒ (8) + 10 = 18


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr unable to budge the door by himself sheds his pack and helps Bruden try to open the heavy door. putting his shoulder into the door next to Bruden and pushing as hard as he can.


The door is untrapped, and already slightly open.

Bruden strength check 1d20 + 4 ⇒ (2) + 4 = 6
Tyr assist 1d20 + 3 ⇒ (11) + 3 = 14

The first heave leaves them nothing but sore shoulders.

Bruden strength check 1d20 + 4 ⇒ (20) + 4 = 24
Tyr assist 1d20 + 3 ⇒ (2) + 3 = 5

Gritting his teeth in frustration, Bruden pushes so hard that the door nearly slams open, emitting a loud grinding screech as it drags across the ground. The faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Ekat Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber. As the door's screech ceases to reverberate and the motes of dust stirred up by the inrush of air begin to settle back to earth, several of the skeletons rise to their feet and begin to clatter their way towards the heroes. They are wearing ancient chain armor and have rusted broken swords at their sides. Their eyes glow balefully red in the half-light.

Initiative:

Rale:1d20 + 3 ⇒ (4) + 3 = 7
Malzuket:1d20 + 5 ⇒ (13) + 5 = 18
Bruden:1d20 + 2 ⇒ (7) + 2 = 9
Tyr:1d20 + 2 ⇒ (17) + 2 = 19
Skeletons:1d20 + 6 ⇒ (11) + 6 = 17

Initiative:
Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Knowledge Religion to know about undead skeletons.

Map

Tyr and Malzuket you're up first. Please list current buffs and vigor/wounds (if you're at less than full) either at the top or bottom of your post.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Round 1
Vig 7, Wnds 24
starting in doorway

Tyr steps forward to meet the advancing skeletons. The bruises from his tumble down the hill are forgotten and he can't help but grin in excitment. He strikes at the skeleton in front of him with his pole-hammer.


five foot step forward
Attack Skeleton 4
1d20 + 4 ⇒ (13) + 4 = 17
Damage
1d12 + 4 ⇒ (11) + 4 = 15

Attacks of Oportunity prompted by skeleton actions
AoO1 1d20 + 4 ⇒ (9) + 4 = 13
Damage 1d12 + 4 ⇒ (1) + 4 = 5
AoO2 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d12 + 4 ⇒ (10) + 4 = 14
AoO3 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d12 + 4 ⇒ (9) + 4 = 13


Male Dwarf

Normally I would get attacks of opportunity too, but I don't have my spear equipped. I have a torch and my silvered light mace.


Male Aasimar Cleric 4

Round 1
Vigor 5 Wound 24
Knowledge Religion:
1d20 ⇒ 3

Rale readies shield and places his sword hand into his spell pouch, muttering something incomprehensible to the others.

Rale casts Bless on his allies. +1 to hit for one minute. No DC

After he has completed his spell-casting ritual, Rale draws his scimitar and prepares to make a move.


Male Aasimar Cleric 4

DICE BE WITH ME! EGADS!


Waiting on our gnomish friend.


Round 1
Initiative 19

Tyr steps forward and smashes into one of the skeletons with his hammer. It's a sturdy blow and splinters several of the bones.

Initiative 18

Malzuket steps forward and throws a small ball of acid at the same skeleton that Tyr just hit.

Attack 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1d3 ⇒ 1

Initiative 17

The skeletons lurch mindlessly forward towards the group, raising their clawed fingers. Four of them rush Tyr, while two head towards Bruden. Tyr smashes his hammer into three of them as they advance (1,4,5)

#1 Attack on Tyr 1d20 + 2 ⇒ (19) + 2 = 21
Damage 1d4 + 2 ⇒ (3) + 2 = 5
#1 Attack on Tyr 1d20 + 2 ⇒ (20) + 2 = 22
Tyr critical defense roll 1d20 + 5 ⇒ (18) + 5 = 23
Damage 1d4 + 2 ⇒ (1) + 2 = 3

#4 Attack on Tyr 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1d4 + 2 ⇒ (4) + 2 = 6
#4 Attack on Tyr 1d20 + 2 ⇒ (6) + 2 = 8

#2 Attack on Tyr 1d20 + 2 ⇒ (16) + 2 = 18
Damage 1d4 + 2 ⇒ (3) + 2 = 5

#5 Attack on Tyr 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d4 + 2 ⇒ (3) + 2 = 5
#5 Attack on Tyr 1d20 + 2 ⇒ (13) + 2 = 15
Damage 1d4 + 2 ⇒ (2) + 2 = 4

#6 Attack on Bruden 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d4 + 2 ⇒ (1) + 2 = 3

#3 Attack on Bruden 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9

So after DR that's 10 damage for Tyr and 1 for Bruden. #4 is the most damaged, followed by 5.

Bruden and Rale can act, feel free to change your action Rale. Hint: Armor as DR, everything has a low AC = Bless sucks compared to normal rules.

Map


Male Dwarf

Since Parade Armor is normally a +3 to AC, doesn't that mean I have DR/3 ? I'm still getting used to this system...

Bruden swings his mace back at the skeleton that scratched his armor. This could get rough if they weren't careful. "Back up! he shouts. "Use walls as shields. The tall man couldn't back up himself, but he wanted to pull Tyr out of there, it looked ugly for him.

Attack (#6):1d20 + 4 ⇒ (4) + 4 = 8


Yeah, your sheet has DR 2 listed under defense, that's what I was looking at. So no damage for you.


Initiative 9

Bruden swings his mace, but misses.

Initiative 7

Rale throws a small ball of fire at the skeleton in front of Bruden.

Attack 1d20 + 1 - 6 ⇒ (14) + 1 - 6 = 9

The furious combat taking place makes his aiming too difficult, and the fire bolt goes wide.

End of Round 1
---------------------
Begin Round 2

Initiative:
Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Tyr and Malzuket can act.

Map


Sorry, work has still been crazy.

Malzuket recoils from the oncoming undead, casting a spell from the safety of his position.

5 ft move back, cast Guidance on Bruden. I believe I'm at 5/6 vigor, 24/24 wounds


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

delaying action until I can move back from the front.
vig 0, wnd 21 DR 3
AoO 11d20 + 4 ⇒ (15) + 4 = 19
damage1d12 + 4 ⇒ (3) + 4 = 7
AoO 21d20 + 4 ⇒ (6) + 4 = 10
damage1d12 + 4 ⇒ (2) + 4 = 6
AoO 31d20 + 4 ⇒ (7) + 4 = 11
damage1d12 + 4 ⇒ (2) + 4 = 6


Male Aasimar Cleric 4

Vigor 5, Wound 24
Round 2

Anxious and steaped in adrenaline, Rale moves to the front line and strikes at the closest abberation.
scimitar attack on skeleton six, 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Male Dwarf

Bruden strikes again with his mace, hoping to finish some of what Tyr started.

Attack (#6): 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Round 2
Initiative 19

Tyr delays

Initiative 18

Malzuket steps back and casts guidance on Bruden.

Initiative 17

The skeletons attack.

#1 on Tyr 1d20 + 2 ⇒ (20) + 2 = 22
Tyr crtical defense roll 1d20 + 5 ⇒ (2) + 5 = 7
Damage 2d4 + 4 ⇒ (3, 3) + 4 = 10 and 2 wound for getting critted.
#1 on Tyr 1d20 + 2 ⇒ (5) + 2 = 7

#2 on Tyr 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d4 + 2 ⇒ (4) + 2 = 6
#2 on Tyr 1d20 + 2 ⇒ (19) + 2 = 21
Damage 1d4 + 2 ⇒ (2) + 2 = 4

#3 on Bruden 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
#3 on Bruden 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

#4 on Tyr 1d20 + 2 ⇒ (4) + 2 = 6

#5 on Tyr 1d20 + 2 ⇒ (9) + 2 = 11
#5 on Tyr 1d20 + 2 ⇒ (9) + 2 = 11

#6 on Bruden 1d20 + 2 ⇒ (20) + 2 = 22
Bruden crtical defense roll 1d20 + 5 ⇒ (1) + 5 = 6
Damage 2d4 + 4 ⇒ (2, 4) + 4 = 10 and 2 wound for getting critted.
#6 on Bruden 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 2 ⇒ (2) + 2 = 4

Ouch! So that's 11 Wounds to Tyr (Need to make a DC 10 con check or go unconscious) and 8 damage and 2 wounds for Bruden.

Tyr con check 1d20 + 1 ⇒ (4) + 1 = 5

As the skeletons claw at the men, one of them rakes it's fingers deep across Tyr's face and neck, causing a bright spray of arterial blood to fill the air. As he reels back from this another digs the fingers of both hands into his arm and tears away great chunks of flesh. Bruden recoils in horror from the sight long enough for one of his own opponents to tear four deep rents down the inside of his left thigh, barely missing the femoral. Tyr's eyes flutter upwards as he sinks to the ground unconscious.

Luckily in this system, you don't bleed to death. So Tyr is sitting unconscious at 10 wound points.

Initiative 9

Bruden whacks one of the skeletons in front of him hard with his mace, leaving a rent of mangled links in it's ancient chain shirt.

Initiative 7

Rale, last turn you cast a spell, meaning you needed at least one hand free. You don't have a +1 BAB, so you can't draw a weapon as part of a move action yet. It would be your whole turn to move up and draw your scimitar. You would have missed anyway.

Rale moves up to fill the doorway with Bruden, drawing his sword.

End of Round 2
---------------------
Begin Round 3

Initiative:
Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

So Tyr is unconscious, Malzuket is up.

Map


Male Aasimar Cleric 4

Round 3
Rale, frustrated by the difficulty of a simple excursion gone horribly awry and embarassed by his personal struggles in executing this ceremonial endeavor, realizes that there is only one real source to turn to for some divine intervention.

Rale suddenly drops his scimitar and grabs his holy symbol from his belt pouch while clutching his shield tightly in his left hand and speaks loudly,

The light of Sarenrae upon you!

Rale releases a burst of positive energy in a 30 foot cone that encompasses skeletons 1,2,4,5,6.

Damage: 1d6 ⇒ 4


Male Aasimar Cleric 4

Vigor 5, Wounds 24 for Round 3


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr lays on the floor bleeding in a non life threatening way.


The gnome, fearing for Tyr's safety, heaves with all his strength to drag Tyr away to safety.

Full round, drag Tyr away from Skellies--according to the SRD, I can somehow drag up to 337.5 pounds. Craziness, hehe.


Male Dwarf

Bruden fights all the more furiously after Tyr goes down. This could go much more badly than they all thought.

Attack: #6 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Round 3
Initiative 19

Tyr is unconscious

Initiative 18

Malzuket ducks between Rale's legs and takes hold of Tyr.

Initiative 17

The skeletons move forward to close the gap, clawing at the men.

#1 on Malzuket 1d20 + 2 ⇒ (13) + 2 = 15
Damage 1d4 + 2 ⇒ (4) + 2 = 6
#1 on Rale 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12

#4 on Rale 1d20 + 2 ⇒ (20) + 2 = 22
Rale critical defense roll 1d20 + 8 ⇒ (10) + 8 = 18
Damage 2d4 + 4 ⇒ (2, 2) + 4 = 8 damage and 2 Wound damage.

#6 on Bruden 1d20 + 2 ⇒ (2) + 2 = 4
#6 on Bruden 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d4 + 2 ⇒ (1) + 2 = 3

#3 on Bruden 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
#3 on Bruden 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13
Damage 1d4 + 2 ⇒ (1) + 2 = 3

Malzuket takes a long scratch down his arm as he's trying to drag Tyr. Rale gets slashed right across the face, leaving four deep bloody furrows scarring his visage. Bruden takes two blows, but is protected by his armor.

Initiative 9

Bruden smashes the same skeleton again, putting another dent in its armor.

Initiative 7

Rale raises his holy symbol and unleashes a burst of golden energy which burns the skeletons.

Will save 1d20 + 2 ⇒ (3) + 2 = 5
Will save 1d20 + 2 ⇒ (19) + 2 = 21
Will save 1d20 + 2 ⇒ (7) + 2 = 9
Will save 1d20 + 2 ⇒ (6) + 2 = 8
Will save 1d20 + 2 ⇒ (13) + 2 = 15
Will save 1d20 + 2 ⇒ (8) + 2 = 10

The skeleton previously damaged by Tyr crumbles to dust, while the others sizzle slightly in the holy light.

End of Round 3
---------------------
Begin Round 4

Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Map


Male Aasimar Cleric 4

Round 4
0 Vigor, 19 Wounds

Again, Rale calls upon his diety to vanquish his enemies with his right hand held high in the air, firmly grasping his holy symbol he calls forth a burst of divine energy upon them.

The light upon you!

Rale channels positive energy on skeletons 1,2,5,6.
1d6 ⇒ 3


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Round 4
vig 0, wnd 10
unconsious

Tyr lays on the floor with the battle raging over him and quietly bleeds.


Male Dwarf

Bruden bashes again, sweat starting to pour down his brow. Whether it is from exertion or stress, it would be hard to say.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Is that map correct? Last turn I wanted to drag Tyr 5 ft back, so shouldn't both he and I be behind Bruden and Rale?


Malzuket, you were behind Rale. Tyr was in front of him. Move action to enter Rale's square (technically illegal but I let it pass since you're small) and move action to grab Tyr. Now you have ahold of him and can drag him back this turn, but you're going to provoke AOOs for leaving threatened square if you do that.


Ok, I gotcha. I'm going to keep trying to drag Tyr to safety.

Malzuket strains with the weight of dragging the much larger human.

Rale, Bruden! Can you close the doors and drag one of those horse carcasses in front to slow them down a bit, maybe see if we can revive Tyr?


Round 4
Initiative 19

Tyr remains unconscious.

Initiative 18

The gnome drags the much larger human backwards, tugging mightily.

AOO #1 1d20 + 2 ⇒ (14) + 2 = 16
Damage 1d4 + 2 ⇒ (1) + 2 = 3
AOO #2 1d20 + 2 ⇒ (19) + 2 = 21
Damage 1d4 + 2 ⇒ (4) + 2 = 6
AOO #6 1d20 + 2 ⇒ (3) + 2 = 5

So 7 damage after DR.

Two of the skeletons manage to tear into Malzuket as he rescues the fighter.

Initiative 17

The skeletons press their attack on the would-be heroes. Their terrible red eyes unblinking and unrelenting in their fury.

Attack #1 on Rale1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Damage 1d4 + 2 ⇒ (3) + 2 = 5
Attack #1 on Rale1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10

Attack #2 on Rale1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 2 ⇒ (1) + 2 = 3
Attack #2 on Rale1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d4 + 2 ⇒ (3) + 2 = 5

Attack #6 on Bruden1d20 + 2 ⇒ (8) + 2 = 10

Attack #3 on Bruden1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
Attack #3 on Bruden1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

Initiative 9

Bruden smashes his mace into the skeleton again.

Initiative 7

Again Rale channels the holy light of the Dawnflower, searing the foul undead beings.

Will save 1d20 + 2 ⇒ (9) + 2 = 11
Will save 1d20 + 2 ⇒ (5) + 2 = 7
Will save 1d20 + 2 ⇒ (3) + 2 = 5
Will save 1d20 + 2 ⇒ (17) + 2 = 19
Will save 1d20 + 2 ⇒ (11) + 2 = 13

As the light fades, it can be seen that all the skeletons are blackened and charred from it. They seem to be on their last legs.

End of Round 4
---------------------
Begin Round 5

Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Map


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr lays on the floor unconsious and bleeding in a new spot!


Male Dwarf

Bruden swings again and shouts back to the gnome. "I'll try!" He steps back and prepares to swing the door closed.

After the skeletons go, if Rale and Bruden both take a 5' step back, Bruden can close the doors as a move action. Bruden will swing and take a 5' step in anticipation of that happening.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Aasimar Cleric 4

Frustrated and sullen with a steady stream of warm, wet blood running down his face, Rale decides perhaps that Malzuket is right yet again. Keeping his shield steadfast in a blocking position, Rale steps back allowing Bruden to close the door and moves quickly to help him barricade the door from the outside.

After the door is secure, he rushes to Tyr and lays a hand upon him, invoking the help of his deity.

Rale casts Rebuke Death to kickstart Tyr's recovery. Heal 1d4 points of damage and stabilize.

1d4 ⇒ 3


Woah! Remember these doors are rusty and old, they take a DC 15 strength check to open/close. Probably not the best idea right now. Press the fight, you've almost got them!


Male Aasimar Cleric 4

so, should I cancel my action? I wanted to finish them off, but I have no channels left and Bruden seems to be exiting. I only get one attck per round.


Male Aasimar Cleric 4

If we decide to press on. Rale will shield bash #2.
1d20 - 2 ⇒ (18) - 2 = 16Damage:1d4 + 2 ⇒ (2) + 2 = 4


Well, Malzuket is up. Until he posts his action and I update you guys can change yours. That's why I call out people actions in chunks, the battlefield is a constantly changing environment.


I'll continue to drag Tyr back away from the crypt as far as I can with a full round action.

Grr, eh, c'mon you lump! Wake up! the gnome curses, struggling with the human's weight.

Guys, if we need to make a getaway, well, let's just say if it gets foggy in here, use your eyes! The fog isn't real.


Male Dwarf

Well, it's better to have the choke point we have after we both step back anyway. It cuts down the amount of attacks we can have on us by half, sure the others were at -4, but we are still far too easily hit.

Bruden reaches over with a hand and tugs on the door, but is unable to budge what took both him and Tyr to open together with one hand. They were going to have to fight this out. He reaches back into his desperation and lands a mighty hit.

Attack (#6): 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Vigor: 16, Wounds 10


Round 5
Initiative 19

Tyr does his thing.

Initiative 18

Malzuket drags Tyr back another fifteen feet.

So you guys are off the map now. But I'll just leave your tokens there for now.

Initiative 17

The skeletons attack.

#1 on Rale 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10

#2 on Rale 1d20 + 2 ⇒ (7) + 2 = 9

#3 on Bruden 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Damage 1d4 + 2 ⇒ (4) + 2 = 6

#6 on Bruden 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 2 ⇒ (2) + 2 = 4

Initiative 9

Bruden finally delivers a crushing blow to the skeleton in front of him, taking it down. He then steps back.

Initiative 7

Rale slams another with his shield, but it doesn't seem to do much. He follows Bruden to maintain the line.

End of Round 5
---------------------
Begin Round 6

Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Initiative 19

Tyr does nothing.

Map


Malzuket clutches the worst of his wounds in one hand, grimacing in pain.

Guess we're fighting then. Don't know how smart these things are, but I'll try to even the odds, he says, whispering a spell. From out of the shadows emerge five humans clad in militia armaments, soundlessly swinging torches and clubs at the skeletal adversaries.

Standard: Cast Silent Image--I'll put an illusory fighter one square south of skelly 1, one square and two squares south of skelly 2, one square south of skelly 5, and one square south of skelly 3. They will swing their weapons but always miss.

Oh, and I'm at 0/6 vigor and 17/24 wounds


Male Dwarf

Bruden attacks any skeletons that move up to the line, although fatigue is clearly setting in. When the other images show up, the tall man looks relieved and puts some extra pepper on his swing.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Male Aasimar Cleric 4

Relieved at the sight of reinforcements, albeit temporary, Rale presses the fight with the nearest skeleton by outstretching his hand and calling upon the Dawnflower once again.

In Flamma!

Rale casts a fire bolt at skeleton #2

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Round 6
Initiative 19

Tyr remains unconscious.

Initiative 18

Malzuket creates an illusion of more men.

Initiative 17

The skeletons in the back turn to swing at the illusions, and the ones in the front step forward.

Initiative 9

Bruden slams another skeleton into dust.

Initiative 7

Rale hits the skeleton in front of him with a firebolt, luckily it seems to be too lethargic to take advantage of the opening he leaves it.

End of Round 6
---------------------
Begin Round 7

Tyr 19
Malzuket 18
Skeletons 17
Bruden 9
Rale 7

Initiative 19

Tyr does nothing.

Map


Ha! Totally forgot I had Disrupt Undead, hehe.

Malzuket takes a page from Rale's book and launches his own disruptive energy at one of the skeletons before taking a 5 ft step back.

Swift: Maintain illusion thanks to Effortless Trickery

Standard: Disrupt Undead at Skeleton 5 who I believe gets soft cover, it's a ranged touch attack. Is Bless still up? I'm not including it here, since I'm not sure. 1d20 + 2 ⇒ (20) + 2 = 22

Crit confirm 1d20 + 2 ⇒ (15) + 2 = 17

If that hits, it takes positive energy damage equal to 1d6 ⇒ 2

Crit damage 1d6 ⇒ 1


Male Dwarf

Bruden takes another swing of the mace at the one in front of Rale.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Initiative 18

Malzuket realizes he has another tool in his toolbox, pointing his finger at one of the skeletons. With a few muttered words, the creature explodes in a burst of holy fire.

Initiative 17

One of the skeletons swings at Rale, while the other steps up to Bruden.

Attack on Rale 1d20 + 2 ⇒ (2) + 2 = 4

Initiative 16

Bruden crushes another of the skellies with his mace. Leaving only one battered looking foe remaining.

Need an action from Rale.

Map

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