To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Clicking his tongue in exasperation as the mongrel sidesteps his tripping strike, Zoresk tries the same maneuver again. If we don't end this quickly we'll be fighting the entire pack soon.

Trip attempt: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

If that succeeds:

Bringing his blade to the downed mongrel's throat, Zoresk hisses at the guard through gritted teeth, "Be quiet and talk to us and we may not need to fight anymore. If we wanted you dead, it would be trivial at this point."


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord maintains the grapple, "We only wish to talk to you. Surrender and we will not hurt you."


Barek, Eamch and Dalmien are up.


Eamch steps to J3 and attempts to take down number 2, or at least knock him senseless.

To hit with unarmed strike, non-lethal damage and stunning fist. 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d6 + 0 ⇒ (2) + 0 = 2

If that hits, it is a DC 14 fort save or be stunned for one round.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek will try to know one senseless, if he can reach, using the blunt end of his knife.

Non-lethal: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Can't quite get the map to open up on my computer (the joys of reloading software).


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien will yet again try casting his spell, this time on 1


The Traitor’s Den - The Entrance
Round 2 and 3 - The Righteous Underdogs

Clicking his tongue in exasperation as the mongrel sidesteps his tripping strike, Zoresk tries the same maneuver again. If we don't end this quickly we'll be fighting the entire pack soon. Bringing his blade to the downed mongrel's throat, Zoresk hisses at the guard through gritted teeth, "Be quiet and talk to us and we may not need to fight anymore. If we wanted you dead, it would be trivial at this point."

Kord maintains the grapple, "We only wish to talk to you. Surrender and we will not hurt you." Grapple: 1d20 + 5 + 5 ⇒ (1) + 5 + 5 = 11
//The mongrel slips out of the priest's grip as he speaks. (You have to roll to maintain a grapple (+5 on the roll).)

Eamch steps and attempts to take down the second mongrel, or at least knock him senseless.

Secret Rolls:

1d20 + 2 ⇒ (8) + 2 = 10

//The blow connects with the mongrel lying on his back, stunning him. He drops his sword and mumbles something unintelligible.

Barek moves in while the two mongrels are either out or grappled, to try to knock the first senseless, using the blunt end of his knife.
//His blow catches the mongrel who grunts in pain.

Dalmien tries yet again to cast his spell, this time on the first mongrel.

Secret Rolls:

1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17

//The mongrel seems unaffected. (Keep in mind they get +5 on their saves in combat.)

Round 3 - The Traitors’ Sentinels

The free mongrel turns to Kord, defiant: ”Talk?! Talk?! Then why am I bleeding? You pig, I’ll kill you!” he snarls as he stabs Kord again.

Secret Rolls:

1d20 + 4 ⇒ (13) + 4 = 171d8 + 3 ⇒ (4) + 3 = 7

//Again, the blade sinks deep, this time catching the unarmed priest under the arm. (-7 hp to Kord. Please keep your status updated. It should now read 5/22 hp.)

The mongrel on the floor is stunned and mumbles.

Map (sorry but I couldn’t update your positions. Eamch is in J3, and Barek is in K4)
All of you are up.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Stepping back and too the side, Zoresk swings a nasty overhand blow at the distracted mongrel with the flat of his blade. "You, in particular, talk too much."

Fauchard non-lethal attack with flanking and cover: 1d20 + 5 + 2 - 4 - 4 ⇒ (2) + 5 + 2 - 4 - 4 = 1
Fauchard damage: 1d10 + 4 ⇒ (6) + 4 = 10


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Losing patience, Kord draws his dagger and goes for the kill.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Yay for being in flanking position!

Seeing that Kordica is going for the kill, Barek keeps his knife held for the KO and strikes out at this mongrel who won't go down.

Non-Lethal: 1d20 + 4 - 4 + 2 ⇒ (12) + 4 - 4 + 2 = 14
Damage: 1d4 + 1d8 + 1 ⇒ (4) + (8) + 1 = 13


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Can't believe I forgot I could do this

Dalmien imposes Wasting ray (thirst) on the conscious mongrel

(DC 10 +1 for every round to avoid taking 1d6 non-lethal damage)

Non-Lethal Damage this round: 1d6 ⇒ 1


Eamch strikes out at the northern mongrel (#1).

To hit 1d20 + 4 ⇒ (13) + 4 = 17
Damage 1d6 ⇒ 2 non-lethal


The two mongrels are pummelled to the floor and lie there, unconscious. Silence follows...

Please describe your actions for the next two rounds.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord will heal himself and then retrieve his great sword.

CLW: 1d8 + 2 ⇒ (4) + 2 = 6


Eamch will move 10' further down the corridor and keep watch for more traitors.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek will hide his weapons again and head down the corridor, trying to stay back far enough to be somewhat safe, but close enough for action.

Sleight of Hand: 1d20 + 8 ⇒ (2) + 8 = 10


Eamch Stone wrote:
Eamch will move 10' further down the corridor and keep watch for more traitors.

There is a door at the edge of the map. Do you open it to move further?


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Zoresk whispers to his companions as he moves to kneel by one of the mongrels, "Keep an eye out. And tie and gag the other one." Ripping strips of cloth from the Mongrel's clothing, Zoresk fashions rough bindings and a gag (Or as much as I can starting with the bindings) before standing and recovering his fauchard.


Eamch readies his bag of caltrops and listens at the door for anyone coming. Perception 1d20 + 11 ⇒ (19) + 11 = 30. If he hears people coming, he'll drop the caltrops in the space in front of the door and step away.

So, I think that is move action to the door, standard action to listen. Move to ready caltrops, standard to spill them out.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"...So much for diplomacy... I have a bad feeling about what we're doing"

Dalmien will stay in the back, ready to provide support if needed


The few seconds pass and the door remains closed.

Please post your next two rounds.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

"Understandable Dalmien, but we didn't kill them. We tried to maintain surprise, in the event they are hostile, though that obviously didn't work out. I have a feeling we'll want your diplomatic acumen in a moment. We still want to talk to them, so we'll give it a shot and there's little else to be done at this point." Zoresk answers Dalmien's concerns in a quiet ongoing undertone as he ties up the second mongrel in the same way as the first.

Keeping and eye on the surroundings, Zoresk grips his fauchard and waits to see what happens.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

"Things never do quite happen the way we expect them to. It's a matter of going with what makes sense and trying to just make it through with all your skin intact and your organs where they belong." Barek says briefly, before he begins trying to find some dark corner in preparation for what may happen.

Stealth: 1d20 + 7 ⇒ (9) + 7 = 16


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord will cast another CLW on himself and then moves up the door, weapon ready. He will listen for any sign of mongrel men on the other other side of the door.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Eamch stays at the door, listening at it. He readies an action - If he hears movement on the other side or the door starts to open, he'll drop the caltrops in the square before the door and step back from it.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

" I suppose I can ge on board with that logic, Barek"
Dalmien maintains his position, looking intently at the door.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Things are getting busy on my end here, feel free to bot me if I take too long to reply


Secret Rolls:

Initiatives
Z: 1d20 + 2 ⇒ (12) + 2 = 14
D: 1d20 + 1 ⇒ (4) + 1 = 5
B: 1d20 + 3 ⇒ (4) + 3 = 7
K: 1d20 + 1 ⇒ (16) + 1 = 17
E: 1d20 + 2 ⇒ (19) + 2 = 21

3: 1d20 + 1 ⇒ (16) + 1 = 17
4: 1d20 + 1 ⇒ (19) + 1 = 20
5: 1d20 + 3 ⇒ (5) + 3 = 8

Mongrels are wrapped in tight ropes and you get into position just in time to see the door open.

Eamch, the square in front of the door is where Kord is. Let me know if you drop the caltrop in his square. You can also drop them in the next one, once the door is opened.

Beyond the door, your weak lighting lets you see a wide cavern. On each side of the door are two mongrels, armed with clubs. The first one opened it, but the second takes a shot at Kord.

Secret Rolls:

1d20 + 4 ⇒ (11) + 4 = 151d6 + 3 ⇒ (4) + 3 = 7

The club slams into Gorum's servant's ribs, cracking one. (-7 hp to Kord)

From beyond them is a dark mongrel shrouded in a purple cloak. He is kneeling and raising a longbow. With calm, he releases a shaft.

Secret Rolls:

1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 141d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

The shaft flies true and the priest falls to the ground. (-11 hp to Kord, dying right?)

Map
You're up.


Eamch drops the caltrops (not to scatter them, but to free his hands).

Standard action, grab Kord. Move action, drag him aside (so, Eamch to M6, Kord to M5).


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord is at -3 HP.

Stabilize Check: 1d20 + 2 ⇒ (20) + 2 = 22


Others?


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien moves to j4 and imposes Wasting Ray: Hunger on number 5. DC 10 this round +1 every round until he eats


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Cursing as Kord drops under the onslaught coming through the door, Zoresk drops his fauchard and draws his flail as he moves nimbly through the door. He shouts at the mongrels as he advances, "Your guards are alive and well for now. If you'll hold your attack, we'll talk, but if you're fighting to kill, then don't expect any quarter." Pausing the barest of moments to see how they react, Zoresk steps nimbly into the doorway, making as great a use of the swirl of melee and the cover of the door to make himself difficult to hit.

So definitely moving up to M4 and drawing my flail as I go. I'll attempt an Intimidate as I go in an attempt to try and talk them down. If they don't take that, then I'm going lethal to stay alive. I'll be using combat expertise either way.

Intimidate: 1d20 ⇒ 17

If that doesn't seem to give them pause, go ahead and take a swing dealing lethal damage.
Heavy Flail attack with combat expertise: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Heavy Flail damage: 1d10 + 4 ⇒ (9) + 4 = 13

Edit: For the crit
Heavy Flail confirm attack with combat expertise: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Heavy Flail confirm damage: 1d10 + 4 ⇒ (6) + 4 = 10


Barek is up.


The Traitor’s Den - The Turned Ambush
Round 2 - The Righteous Underdogs

Eamch lets go of his caltrops and drags Kord out of the doorway.

Dalmien steps in and inflicts severe hunger to the mongrel archer.

Secret Rolls:

1d20 + 2 ⇒ (4) + 2 = 61d6 ⇒ 4

//He can make the mongrel grabbing his stomach and bending from the pain.

Cursing as Kord drops under the onslaught coming through the door, Zoresk drops his fauchard and draws his flail as he moves nimbly through the door. He shouts at the mongrels as he advances, "Your guards are alive and well for now. If you'll hold your attack, we'll talk, but if you're fighting to kill, then don't expect any quarter." Pausing the barest of moments to see how they react, Zoresk steps nimbly into the doorway, making as great a use of the swirl of melee and the cover of the door to make himself difficult to hit.
//The mongrelmen don’t stop their attack and Zoresk smashes the one to his left with a well aimed blow to the head.

Knives out, Barek looks to Zoresk: ”I’ll move in right after you Zoresk. Let’s keep to keep them between us!”

Round 2 - The Traitors
The mongrel to Zoresk’s right presses on: "Fools! You all want to taste Wenduag’s shafts?! Then do so!!"

Secret Rolls:

1d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (6) + 3 = 9

//His blow hits the door frame though, and he hisses in anger.

Behind him, the mongrel known as Wenduag gets another arrow and lets it fly at his new target.

Secret Rolls:

1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 181d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

//Again, the arrow lands in human flesh with a thick thud, sending pain through Zoresk’s leg. (-9 hp to Zoresk)

Map

All of you are up.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

I'm going to let a few of our ranged folks go before I take an action. I'm curious to see what Eamch does in particular.


With the fallen Kord out of the line of fire, Eamch charges into action. He runs through the door, giving a tumbling roll as he tries to reach the archer.

Move to M5, M4, N4 (acrobatics check to avoid AoO 1d20 + 6 ⇒ (10) + 6 = 16 vs. the mongrel's CMD). If he is not taken out by an AoO, Eamch will move on O3 then P4. That would be Eamch's full action due to his dwarven movement rate.


Eamch made it through.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Well I'll go ahead and go then.

Seeing Eamch burst through the doorway and go tumbling nimbly up to the archer, Zoresk commits to entering the room as well. Stepping nimbly through the door, he dances lightly on the balls of his feat as he swings his flail in a glittering overhand arc at the mongrel in front of him.

5ft step to M4 and swing at our new friend. I'll continue to use combat expertise.

Heavy Flail attack with combat expertise: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Heavy Flail damage with combat expertise: 1d10 + 4 ⇒ (3) + 4 = 7


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Come on! They need your help! Toughen up, it's time to expose yourself a little

Dalmien finally decides to step up.

He'll move to L4, just beside where Dalmien was, and attacks M5 with a Ray of Frost

Ranged Touch Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d3 ⇒ 1

The hunger continues on 5, DC11 this time


The Traitor’s Den - The Turned Ambush
Round 3 - The Righteous Underdogs

With the fallen Kord out of the line of fire, Eamch charges into action. He runs through the door, giving a tumbling roll as he tries to reach the archer.
//His acrobatics catch the mongrel unaware and he strikes but too late at the rolling dwarf.

Seeing Eamch burst through the doorway and go tumbling nimbly up to the archer, Zoresk commits to entering the room as well. Stepping nimbly through the door, he dances lightly on the balls of his feat as he swings his flail in a glittering overhand arc at the mongrel in front of him.
//His flail catches the mongrel in the guts and he grunts loudly from the pain.

Come on! They need your help! Toughen up, it's time to expose yourself a little! Dalmien finally decides to step up.

Secret Rolls:

1d20 + 2 ⇒ (20) + 2 = 221d6 ⇒ 1

//His ray misses completely, and the other mongrel doesn’t seem affected this time.

Catching the opportunity created by Eamch, Barek slips in the room and gets behind the mongrel. 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 201d4 + 1 + 1d8 ⇒ (2) + 1 + (4) = 7
//Steel flashes in his hand and slips in the mongrel’s liver. With a groan, the difform humanoid slips to the floor.

Round 3 - The Traitors
Cursing as the situation has suddenly turned, the mongrel archer bolts for the door "Damn! Come on you two! You’ll have to join the fight!!"
Eamch gets an AoO.
He makes it to the door and pushes it open, revealing two humans dressed in armour. Of note is their horned helmets and the wicked glaives they carry.

Map

All of you are up.


For his AoO, Eamch will try his second use of Stunning Fist.

To hit 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d6 + 0 ⇒ (1) + 0 = 1, lethal damage this time.

If it hits, DC 14 fort save or stunned for one round.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Despite his miss, Dalmien gains confidence from moving in the room.

Dalmien slips past Zoresk down to P6.

Time to see if I still got it

"What fight? We came in peace!

Dalmien accompanies his words with a Charm Person spell (DC 17) directed at 1, as he's joining the fight.
Hunger keeps chewing away at the Mongrel, DC 12


Secret Rolls:
1d20 + 4 ⇒ (10) + 4 = 14

Eamch hits the fleeing mongrel, but fails to stop him.


Sorry, one has a glaive (1), the other (2) a scythe.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Watching in grim satisfaction as the mongrel is incapacitated, Zoresk turns in time to see the door open. Taken aback by the wickedly armed humans, Zoresk studies them for a moment, curious to see if Dalmien's tactics work.

If it doesn't appear to have worked.

Moving up next to the archer and swinging viciously with his flail, Zoresk maintains his evasive fighting stance in preparation for the impending rush of fighters.

Heavy Flail attack with combat expertise: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Heavy Flail damage with combat expertise: 1d10 + 4 ⇒ (5) + 4 = 9

AC: 17


Secret Rolls:
1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17

Dalmien's spell is shrugged off by the human.

Barek and Eamch are up.


I can't seem to view the map right now, but that shouldn't affect Eamch's action.

Glancing up at the new combatants, Eamch tells his friends "Don't be intimidated by their theatrics. They've chosen weapons that take both hands; we can use that to our advantage!"

Start Advice ability, All Allies, +1 competence bonus to hit and damage.


The Traitor’s Den - The Turned Ambush
Round 4 - The Righteous Underdogs

Despite his miss, Dalmien gains confidence from moving in the room.
Time to see if I still got it!
"What fight? We came in peace!”

Secret Rolls:

1d20 + 2 ⇒ (12) + 2 = 141d6 ⇒ 2

//Dalmien’s spell is shrugged off by the human. and once more, the mongrel archer manages to fight the hunger.

Watching in grim satisfaction as the mongrel is incapacitated, Zoresk turns in time to see the door open. Taken aback by the wickedly armed humans, Zoresk studies them for a moment, curious to see if Dalmien's tactics work, but it doesn’t seem to.

Moving up next to the archer and swinging viciously with his flail, Zoresk maintains his evasive fighting stance in preparation for the impending rush of fighters.
//His flail connects again, almost taking out the archer’s leg, who yells in pain.

Glancing up at the new combatants, Eamch tells his friends "Don't be intimidated by their theatrics. They've chosen weapons that take both hands; we can use that to our advantage!"
//All of you feel bolstered by Eamch’s advice.

Seeing no other option, Barek moves through the room to stand with Zoresk. 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 131d4 + 1 + 1d8 + 1 ⇒ (2) + 1 + (4) + 1 = 8
//Unfortunately, his blade is seen and evaded.

Round 4 - The Traitors
The mongrel archer steps through the door then turns and fires at Zoresk.

Secret Rolls:

1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 141d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

//The shaft is a little high, and Zoresk dips under it.

The two humans step back in the room and growl dark syllables of power as they raise their weapons high, ready to cut down anyone going through the doorway.

Status
Advice ability, All Allies, +1 competence bonus to hit and damage, round 1.

Map

All of you are up.


?


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Sorry, my mom arrived in town and I've been busy with that. Getting something quick up.

Recovering his dodging, Zoresk steps closer to the doorway and swings his flail, hoping to end the archers threat quickly.

Heavy Flail attack with combat expertise and advice: 1d20 + 5 - 1 + 1 ⇒ (11) + 5 - 1 + 1 = 16
Heavy Flail damage with advice: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Taking a moment, he pulls a potion from his pack and gestures with it to Barek. "Take this and revive Kord, I've a feeling we'll need him."

5 foot step to p1, swing at the archer, move action to pull a potion and hope that Barek can grab it.

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