The Spires of Ravenloft (Inactive)

Game Master Sean, Minister of KtSP

A Ravenloft mini-campaign, just in time for Halloween!


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Female Half-elf Cleric / 1

attack 1d20 ⇒ 9
damage 1d8 ⇒ 7


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Haha. I totally thought of that after I went to bed. I was like, "Wait. I cast light. I didn't have a readied action... NOOOOOOO!"
Epic Facepalm: 1d20 + 4 ⇒ (7) + 4 = 11, forehead damage (non-lethal): 1d3 + 4 ⇒ (2) + 4 = 6

EDIT: Thanks for letting me keep it. :D


Female Halfling 5 Cavalier

Letting Jack lead her to their target they both launch an assualt on their lurking tormentors.

Red Attack +1Greataxe, +2 Inspire 1d20 + 12 ⇒ (5) + 12 = 17
DMG 1d10 + 7 ⇒ (5) + 7 = 12

Jack bite, Inspire courage +2 1d20 + 7 ⇒ (8) + 7 = 15 DMG 1d6 + 5 ⇒ (1) + 5 = 6 Trip if bite hits 1d20 + 5 ⇒ (19) + 5 = 24


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Calvin, now wide awake, moves within 30' of Red and her foe and gazes at the enemy. He projects images of the enemy tripping up and failing to hit its foes.

Misfortune Hex on Red's enemy - Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. DC17 Will Save


GM Dice Rolls:
1d20 + 2 ⇒ (2) + 2 = 4(i)

1d20 + 3 ⇒ (1) + 3 = 4(s)

1d20 + 7 ⇒ (2) + 7 = 9(a)
1d6 + 4 ⇒ (3) + 4 = 7(d)
1d20 + 7 ⇒ (3) + 7 = 10(t)

1d20 + 7 ⇒ (14) + 7 = 21(a)
1d6 + 4 ⇒ (1) + 4 = 5(d)
1d20 + 7 ⇒ (7) + 7 = 14(t)

1d20 + 7 ⇒ (17) + 7 = 24(a)
1d6 + 4 ⇒ (6) + 4 = 10(d)
1d20 + 7 ⇒ (15) + 7 = 22(t)

1d20 + 7 ⇒ (11) + 7 = 18(a)
1d6 + 4 ⇒ (5) + 4 = 9(d)
1d20 + 7 ⇒ (4) + 7 = 11(t)


Red and Jack descend upon their foe. Red, you notice a venom in Jack's snarls as he attacks. A tone that is returned by the snarls of your enemy. As you sink the blade of your greataxe into the vulpine form before you, you understand Jack's blazing animosity - Worgs. Your axe bites deep into flesh and bone, wounding it badly. Jack's jaws snap around the worg's neck, and he yanks it viciously to the ground.

Calvin steps up to the camp's edge, near where Red and Jack have engaged the enemy and calls upon his enigmatic powers to bind their target with misfortune. Tobias waddles after to keep near his companion.

It is then that three of the worgs leap into the camp, each choosing a different target. As the first one breaks the tree line, a deafening crack sunders the night and a snap of bright flame leaps from Jeremiah's hand. His bullet bites into the lead worg, who gives pained yelp but continues on.

The worg Jeremiah shot charges straight for Tobias. He lands a bite upon the strange bird and tosses him into the air with a vicious shake of his head.

Another worg charges toward Lyra and Simon, apparently hoping to juke around the more dangerous looking male to get to the female behind him. Simon's whip snaps out - not quite as loud as Jeremiah's pistol, but almost as startling. The whip finds its target and bites into the worg's shoulder, snatching off a tuft of meat and fur and leaving a red gash behind.

Lyra's crossbow string hums as her bolt is loosed, but it zips by the attacking worg harmlessly, passing close enough to part the animal's fur along the way.

The worg decides it can't get around Simon to get at Lyra, so it sinks its teeth into Simon's leg, instead. In doing so, he yanks hard and pulls Simon to the ground.

The third worg makes for Dourmahr, the other target that would make a crunchy snack. Ensebullus fires his bow at the charging creature, but his arrow too fails to find its mark. Unhindered, the worg lands a bite on Dourmahr's arm, tossing the gnome over his shoulder to the ground behind him.

Tactical Summary:
The rock face borders the northern edge of the camp.

Ensebullus is backed up near the face on the eastern side of the camp. Dourmahr was next to him, between Ensebullus and the fire pit, but now that position is occupied by a worg (within 5' of you, 'Seb), and Dourmahr lies prone, just to the south of him.

Simon and Lyra stand at the southern point of the fire pit, with Lyra between Simon and the fire. Simon is now prone, and being attacked by a worg. Jeremiah was standing next to them, to the western side of the camp.

Wexley is backed up against the rock face, on the western side of the camp. Red and Jack were near him, as was Calvin, before they moved from their positions.

Red and Jack are engaged with their worg, just beyond the tree line/edge of bright light, in the southwestern corner of the camp. Calvin and Tobias are just inside the tree line in the same direction, and Tobias is now prone, and being attacked by a worg.

Red and Jack's worg is badly wounded and prone.

The other two worgs are also wounded, but neither seems badly hurt.

Tobias: Takes 5 damage and is now prone.
Simon: Takes 10 damage and is now prone.
Dourmahr: Takes 9 damage and is now prone.

ROUND 2

Everyone except Wexley, please declare your Round 2 actions. Wexley will be burying his starknife deep into some poor worg's skull.

If you are making an attack, go ahead and make your attack and damage rolls now, and roll to confirm any possible crits.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Calvin cackles madly as his friend is tossed into the air. "Oho, Tobias! That worg will regret eating you, won't he! Too gamey." He turns his attention to the worg attacking Tobias and suggests that the beast fall asleep.

Cackle to maintain Misfortune on original target. Slumber hex on Worg - DC17 will save. Failure = falling asleep for 5 rounds.

Tobias, fearing for his life, adopts a completely defensive posture. Total defense for +4 AC


Male Human Gunslinger 4/Champion 1 | HP 48/48 GRIT 0/2 MYTHIC POWER 3/5| AC 18, T 14, FF 14 CMD 17 | F +4, R +7, W +3 | Per +8 | Init +6

Jeremiah draws his kukri to dissuade any beasts from getting too close. He steps away from the beast on Simon and levels his revolver on the worg, apparently unconcerned at Simon's proximity to his target. The revolver thunders again, deadly at close range.

Move action: 5ft step away and draw
Standard Action: Firing revolver (includes Point-Blank Shot and Inspire Courage) 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 8 ⇒ (8) + 8 = 16


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Calvin, total defense is a standard action, and so is the sleep hex, iirc. I don't think you can do both. But there's a small chance I'm just insane.

After Wexley hurls his deadly starknife (presumably at a Warg currently endangering someone but still within range), he hustles into the fray to get a flanking position behind the worg attacking Dourmahr (if possible). On the way, he draws his rapier and flicks his other wrist to produce a dagger in that hand.
Posting my move & swift actions for this round.

EDIT: Crap, for some reason I keep reading 'Calvin' and 'Tobias' as the same. Maybe it's because they're both so weird.


Female Halfling 5 Cavalier

Red brings her axe down on the stricken worg again in an effort to remove its head from its body. Enraged by the mockery of a beast before him, Jack tears at his opponent again.

Red, Axe+1, IC +2 1d20 + 12 ⇒ (13) + 12 = 25 DMG 1d10 + 7 ⇒ (5) + 7 = 12

Jack, Bite IC+2 1d20 + 7 ⇒ (11) + 7 = 18 DMG 1d6 + 5 ⇒ (3) + 5 = 8 Trip 1d20 + 7 ⇒ (17) + 7 = 24

If Red kills the worg, Jack will turn and move to attack the next nearest enemy.


Female Half-elf Cleric / 1

attack 1d20 + 3 ⇒ (19) + 3 = 22
damage 1d8 ⇒ 5
confirm 1d20 + 3 ⇒ (6) + 3 = 9 nope

"Simon!" As she sees Simon go down, Lyra fires off another crossbow bolt at the creature.


M Elf Necromancer 5

"Do not eat him," Ensebullus says, stepping back five feat and casting

Limp Lash:
You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed. You must make a ranged touch attack with this spell. If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal components). The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let go of the whip or it is destroyed. When the spell ends, all penalties the target took from this spell also end.
at the worg attacking the odd little gnome.

ignore, I did it wrong: 1d20 + 5 ⇒ (2) + 5 = 7\
RANGED touch attack: 1d20 + 4 ⇒ (19) + 4 = 23

Str damage: 1d6 ⇒ 1
Dex damage: 1d6 ⇒ 4
Con damage: 1d6 ⇒ 4

Sorry for all the edits, I keep messing up the coding.


Stats:
AC 16/16/12 HP 34/40 F+2 R+8 W+3 Init +6 Per +3

Round 2

Dourmahr lets out a pained squeal as the worg throws him to the ground, but he continues supporting his team mates with an occasional thump on his drum. Free action to continue inspire courage +2 He scowls at the worg that threw him to the ground. If I try to get up, he'll just chew on me some more. Instead, he slightly shifts his tune into a slow, sleepy beat. Casts oppressive boredom defensively (DC 19 to cast spell). Concentration check 1d20 + 11 ⇒ (16) + 11 = 27 *succeeds*

Effects of Oppressive Boredom:

Worg loses all interest in its current task and must make a Will save (DC 20) to perform its next action. If the worg fails, it takes no action that round. The boredom lasts 5 rounds or the worg breaks the spell's effect with a successful Will save.

Status:

prone, hp 31/40


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

GMSean, can you tell me the Wargs' CMD?


Tactical Summary Revision:

Simon is NOT prone. His Improved Trip allowed him to resist the worg's trip attempt.

Sir Simon Ravencourt wrote:
GMSean, can you tell me the Wargs' CMD?

The worgs have a CMD of 19, 23 v. trip.

Round 2 post being written now.


Although, I realize I need an action from you, Simon. I think everyone else is set.


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

Yeah, I was waiting to see the results of my Redirect. Looks like I'm actually Prone, unless I can pull a +1 from somewhere. Don't suppose anyone is giving me a Flank bonus?


Oh yeah. Let me work that out real quick.


Nope, your Redirect didn't work, you're back to being on the ground.

Tactical Summary Revision: Simon is back to prone.


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

With a growl, Simon rolls to his feet, risking the beast's jaws again.

Move-Equivalent, Provokes an AoO

Rest of my action pending whether or not it's AoO re-trips me.


AoO Roll:
1d20 + 7 ⇒ (12) + 7 = 19 (attack)
1d6 + 4 ⇒ (3) + 4 = 7 (damage)
1d20 + 7 ⇒ (16) + 7 = 23 (trip)


Nope, AoO failed.


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

If re-tripped (nevermind):

Failing to right himself, Simon brings his arms in to guard his head, and lashes out with a short jab to the creature's muzzle.
Combat Expertise, Unarmed Strike: 1d20 + 9 - 2 - 4 ⇒ (13) + 9 - 2 - 4 = 16
damage: 1d6 ⇒ 5

Current AC 20 (including prone penalty

Since he managed to stand up

Yanking what seems to be a cluster of cords free from a pouch. Stepping back he unfurls it and tosses it at the beast.

Draw Net while standing (as part of Move action)
5' adjust back
Ranged Touch attack to Entangle: 1d20 + 4 ⇒ (17) + 4 = 21

Edit. Ninja'd while writing up the spoilers. Just ignore the first one, I'll take out the spoiler for the second.


GM dice rolls
1d20 + 3 ⇒ (11) + 3 = 14 DC17 - resisting slumber hex
1d20 + 3 ⇒ (19) + 3 = 22 DC20 - resisting oppressive boredom

Worg attacking Dourmahr:
1d20 + 7 ⇒ (15) + 7 = 22(a)
1d6 + 4 ⇒ (4) + 4 = 8(d)
1d20 + 7 ⇒ (10) + 7 = 17 (t)

Worg attacking Simon:
1d20 + 7 ⇒ (13) + 7 = 20(a)
1d6 + 4 ⇒ (1) + 4 = 5(d)
1d20 + 7 ⇒ (6) + 7 = 13 (t)

Worg attacking Tobias:
1d20 + 7 ⇒ (4) + 7 = 11(a)
1d6 + 4 ⇒ (5) + 4 = 9(d)
1d20 + 7 ⇒ (7) + 7 = 14 (t)

New worg, attacking Lyra:
1d20 + 7 ⇒ (7) + 7 = 14(a)
1d6 + 4 ⇒ (4) + 4 = 8(d)
1d20 + 7 ⇒ (17) + 7 = 24 (t)

New worg, attacking Ensebullus:
1d20 + 7 ⇒ (7) + 7 = 14(a)
1d6 + 4 ⇒ (6) + 4 = 10(d)
1d20 + 7 ⇒ (10) + 7 = 17 (t)

New worg, attacking Red/Jack:
1d20 + 7 ⇒ (1) + 7 = 8(a)
1d6 + 4 ⇒ (1) + 4 = 5(d)
1d20 + 7 ⇒ (15) + 7 = 22 (t)


Some of those rolls are "just in case" as I believe the worg attacking Dourmahr is actually dead, after CON adjustment.


Round 2 Resolution:

With his arm fueled by fear and adrenaline, Wexley flings his starknife hard at the worg attacking Dourmahr, burying it deep into the side of its skull. The worg lets out a whimper. Then Wexley moves to help

Another flash belches out from Jeremiah's pistol, the bullet sinks into the worg's side, but it remains standing.

Red's axe removes their worg's head from its neck. Jack, sensing the danger to another member of his new pack, turns to attack the worg chewing on Tobias, latching onto the worg's hind leg with its jaws and dragging it to the ground.

Calvin - Red's worg, the one with your misfortune hex, is dead. I'm presuming you'll postpone the cackle?

Calvin utters another hex, this time upon the worg attacking his familiar and friend. The worg, already prone now from Jack's attack, falls into a slumber.

Lyra steps away and cranks her crossbow, firing a bolt at the worg attacking Simon. This shot finds its mark, clipping it along the side of its face, giving it a lopsided red smile.

Dourmahr changes his chant to cast his spell, and overwhelm the worg with arcane boredom, but the worg's mind manages to slither out from under the spell.

Simon rises with a deft twist and flings his net over the worg in front of him, entangling it. (GM NOTE: I forgot to add the -2 to attack to your entangled worg's attack roll, so it's actually an 18, but it didn't hit you anyway)

Ensebullus cast his whip-like spell, which wraps around the worg's neck, draining its physical energies. As the spell saps the worg's strength, it is overcome by its wounds and dies.

The worg attacking Simon takes a bite at his target ans misses. The worg attacking Tobias tries to rise (Red, Jack, and Tobias may make an Attack of Opportunity, if they so choose) take a bite at their targets and miss.

Three more worgs then leap into the camp circle. One takes a bite at Red, another leaps out at Lyra from the western edge, and one steps out to attack Ensebullus. Each one snaps their jaws around only air.

Tactical Summary:

Wexley is now over on the eastern side of the camp, with Dourmahr and Ensebullus, standing over a dead worg and fighting off a new attacker.

Lyra, Simon and Jeremiah are near the center of camp, each stepped back from the severely wounded worg trapped in Simon's net. A new worg has appeared to threaten Lyra.

Calvin, Tobias, Red, and Jack are near the southwest edge of the camp, standing near a prone, badly wounded worg, and a new worg has stepped up

ROUND 3

Everyone please post your Round 3 actions and die rolls.


Okay, clearly I have spent all day in a cold medicine induced haze. I just looked up and noticed it is 2:00am. I thought it was much closer to 8:00pm last night. GOOD NIGHT EVERYBODY!


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

Simon dodged around to the other side of the fire and pulled hard on the lead rope. Seeing the new beast threatening Lyra, he lashed at it's legs.

Simon can drag about 650 lbs. Not sure what to roll to drag the warg into the fire, but i'd like to try.

Regardless of the outcome of that, I trip the warg threatening Lyra.

Whip Trip: 1d20 + 10 ⇒ (13) + 10 = 23


I lied, I'm not quite in bed yet.

Sir Simon Ravencourt wrote:
Simon can drag about 650 lbs. Not sure what to roll to drag the warg into the fire, but i'd like to try.

Reposition Combat Maneuver. Make a CMB roll.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

"If you're going to strike it, make sure you kill it - otherwise just let it sleep for a bit," Calvin says, indicating the slumbering worg.

Seeing that another Worg has replaced the previous one, Calvin turns his gaze to that one, projects images of tripping and failure to the worg and moves away from the beast.

Misfortune Hex - DC17 on worg. Move away from the beast, closer to the middle of camp.

Tobias, glad to be free of the worg's grasp, rises and moves to Calvin's side squawking loudly. It cowers behind him, attempting to make himself as small as possible.

Total defense again.


Female Halfling 5 Cavalier

Will have actions up later today


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Wexley moves to a flanking position and attempts to stab a worg where it really counts.

5-foot step:
He takes a quick step over to get behind the worg, then strikes with both dagger and rapier.
Rapier: 1d20 + 9 ⇒ (5) + 9 = 14, Damage: 1d6 + 2 + 2d6 ⇒ (6) + 2 + (5, 6) = 19
Dagger: 1d20 + 8 ⇒ (6) + 8 = 14, Damage: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (1, 5) = 11
full move:
He hurries over behind the worg, then strikes with his deadly rapier.
Rapier: 1d20 + 9 ⇒ (5) + 9 = 14, Damage: 1d6 + 2 + 2d6 ⇒ (6) + 2 + (3, 6) = 17

Or maybe it just doesn't matter.


Female Halfling 5 Cavalier

Striking an opportune assault on the rising worg, Red and Jack attempt to hammer back to the ground before turning on the next target.

AoO from Red and Jack

G Axe, Power ATK1d20 + 10 ⇒ (14) + 10 = 24 DMG1d10 + 13 ⇒ (1) + 13 = 14

Bite1d20 + 5 ⇒ (18) + 5 = 23 DMG1d6 + 3 ⇒ (6) + 3 = 9


Male Human Gunslinger 4/Champion 1 | HP 48/48 GRIT 0/2 MYTHIC POWER 3/5| AC 18, T 14, FF 14 CMD 17 | F +4, R +7, W +3 | Per +8 | Init +6

Jeremiah turns his attentions on the Warg attacking Lyra as well, thumbing back the hammer on his revolver and firing again.

Firing revolver (includes Point-Blank Shot and Inspire Courage): 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 8 ⇒ (1) + 8 = 9


Female Half-elf Cleric / 1

Lyra attempts to take a step back from the worg threatening her and fires another bolt at it.

5ft step from it then fire.
attack 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
damage 1d8 + 2 ⇒ (7) + 2 = 9


Female Halfling 5 Cavalier

RD 3

After strinking the rising warg, the pair turn their attention to the new threat facing them. Putting all they have into the attack, the pair again seek blood.

Red, Power ATK, +2 Inspire 1d20 + 10 ⇒ (20) + 10 = 30 Confirm 1d20 + 10 ⇒ (4) + 10 = 14

Dmg if confirmed3d10 + 39 ⇒ (7, 2, 6) + 39 = 54
DMG if not 1d10 + 13 ⇒ (1) + 13 = 14

Jack, Bite 1d20 + 7 ⇒ (19) + 7 = 26 DMG 1d6 + 3 ⇒ (5) + 3 = 8 Trip 1d20 + 5 ⇒ (2) + 5 = 7


Stats:
AC 16/16/12 HP 34/40 F+2 R+8 W+3 Init +6 Per +3

Round 3

Dourmahr scowls as the worg shrugs off his spell, but stays on the ground and continues beating the little drum continue inspire courage +2. Determined not to let me get up aren't they?


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

Nevermind about the reposition. I can't do both, and I'd rather trip Lyra's Warg.


Okay, gang. Sorry for the delays. Here we go:

Round 3 Action Summary:

1. Wexley - Step up to the nearby worg and full attack
2. Jeremiah - Fire upon the worg attacking Lyra
3. Red/Jack - AoO on rising worg (artifact of R2), and Attacking the new worg attacking them.
4. Calvin/Tobias - Misfortune Hex on worg attacking Red/Jack
5. Lyra - Stepping back from the new worg and shooting it
6. Simon - Attacking to trip worg that's threatening Lyra (with the whip, I presume)
7. Ensebullus - ???
8. Dourmahr - Staying low and continuing inspire courage +2

Did I miss anything? Ensebullus, any action? Anybody need to throw anything else in before we resolve Round 3?


Female Halfling 5 Cavalier

We also gave the rising worg a good smack with AoO.


Indeed. Now edited to reflect that.


Attack of Opportunity:

The worg Jack yanked to the ground tries to rise and return the attack, but Red brings her axe down on its head with all her strength. The savage blow splits the worg's skull in two, spilling warm gore.


M Elf Necromancer 5

Ensebullus fires his bow at the new worg. attack: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d8 + 4 ⇒ (3) + 4 = 7


Excellent. Writing up the turn now.

GM Note: Dourmahr, I'm going to say that the point of combat with the new worg is at least five feet away (essentially, on the other side of the now dead worg). You may stand safely without provoking an AoO.


Also, Dourmahr, it's up to you, but if you rise and step into the fray to at least threaten the worg, that will give Wexley someone to flank with. Otherwise, I don't think his sneak attack damage is going to be able to count, as I don't believe Ensebullus' ranged attack threatens.

That's usually how I rule in these circumstances (flanking with a bow), but everybody is welcome to chime in briefly with their thoughts.


Round 3 Partial Resolution:

Wexley steps toward the new worg and plunges his rapier and dagger into its side, delivering a pair of deep wounds (possibly killing it, who knows? Maybe there's a cat in a box nearby?).

Jeremiah turns and fires another round into the new worg attacking Lyra. The bright flash casts strange shapes and shadows through the fog and upon the rock wall.

Red brings her greataxe around on her new foe, using her full strength and arc of motion, cleaving the beast in half in a new shower of blood.

The smell of copper is strong in the air now. The large pools and streaks of blood glint black in the night. A fine mist of it has mingled somewhat with the fog, and Red and Jack are quite covered with it now.

Calvin: I'm going to redirect your Misfortune Hex to the worg attacking Lyra, being the next closest, since the one you originally targeted is now dead.

1d20 + 3 ⇒ (3) + 3 = 6 worg save

Lyra steps away from her attacker, reloads, and fires a bolt into the beast's muzzle.

Simon: EDIT: Nevermind, I saw the whip trip roll. You have successfully tripped the worg.

Sheesh, sorry for the edits, guys. Still in a funk from cold medicine, and trying to get ready for work.

Ensebullus quickly steps back from the worg attacking him and fires an arrow at it, drawing and loosing in one swift motion. The arrow sinks into Schroedinger's worg, wounding it further (maybe, or maybe it's already dead).

Anyway, off to work. I'll probably try and cut out early, since I still feel pretty crummy.


Stats:
AC 16/16/12 HP 34/40 F+2 R+8 W+3 Init +6 Per +3

Unfortunately, Dourmahr currently has absolutely no weapons so he isn't going to be threatening anyone :( But he will get to his feet and see if he can land a laughing touch attack if he's not being threatened. 1d20 + 8 ⇒ (11) + 8 = 19 If that lands, the worg only gets a move action this round since he'll be laughing too hard to bite us :)

Seeing the new worg is a little too far away to snap at him, Dourmahr gets to his feet. Ignoring the terrible wound to his arm, he slips around behind the worg and tries to touch it with his hand.


HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder) Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

For Round 4

"Dourmahr, pull back to Lyra. Don't let them separate us!" Leon barks, yanking hard on the netted wolf trying to drag it into the fire.

Reposition: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Then, with a whip of the lead rope to get it clear of the flames, he nimbly dodges around to where he had been, guarding Lyra again.

Standard: Reposition. Move action: Move to Lyra


Female Half-elf Cleric / 1

Lyra will fire a bolt at the tripped worg.
If it is dead by her turn, she will pick another to fire at.
attack 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
damage 1d8 + 2 ⇒ (5) + 2 = 7

Lyra glances over at Simon, glad for his continued and guarding presence near her. She then returns her full attention back to the worgs and fire a bolt at the one he just tripped.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Options:
Wexley will try to finish off schrodinger's worg if it's still alive. If not, just use the rapier attack and a move action to get to another worg. If he kills it with his rapier, count the dagger as thrown and adjust the attack roll by -2 per 10ft past the first.
Sneak Attack (if flanking): 2d6 ⇒ (6, 2) = 8
Sneak Attack (if flanking): 2d6 ⇒ (2, 3) = 5

Wexley makes a quick-handed thrust at the worg, hoping to rob it of its last breath.
Rapier: 1d20 + 11 ⇒ (11) + 11 = 22, Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Dagger: 1d20 + 10 ⇒ (4) + 10 = 14, Damage: 1d4 + 4 ⇒ (2) + 4 = 6

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