Tsin Tao |
No need to ask twice, oh minute one...
I move 5' back and shoot another arrow at one of the surviving ghouls.
I'm assuming 5' is enough for Duncan to step in front of me. If I'm wrong I can move further back.
Att/Dmg: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 3 ⇒ (3) + 3 = 6
Lokeemon Keilsparn |
Assuming Saktar attacks and nothing out of the ordinary happens, I attack.
You want my flesh? Let me show you my sword first...
I cleave both of them with power attack:
attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12
attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17
(not sure if it's 1 attack and 1 damage for both or different rolls for each)
Saktar Litharion |
Saktar csts a simple cantrip, his powers almost depleted
acid splash: 1d20 + 4 ⇒ (8) + 4 = 121d3 + 1 ⇒ (2) + 1 = 3
GM - Obermind |
Lokeemon finishes up the one hit by Tsin's arrow with a clean and effective sword strike, but is unable to kill the second one.
Saktar's spell goes wide as he tries to avoid hitting his companions and aiming his casting into the fray, hissing harmlessly against the stone wall.
Even more troublesome - Kimi, standing right behind the Arcanist, tugs on his robes and points down the hallway - "Mister, there are more over there" - and he can see armed kobolds peering from behind the double doors, which now stands ajar.
The last remaining undead monstrosity seems unfazed by the fact his 'companions' are being massacred, and launches itself at the Warpriest - "We.. Are... Venommmm..." - one of its claws tearing an ugly and painful gash just below his breastplate, threatening to eviscerate him.
Lokeemon you take 12 points of damage, and you need a Fort save...
1d20 ⇒ 9
1d20 ⇒ 4
1d20 ⇒ 4
1d20 ⇒ 12
1d20 ⇒ 20
1d20 ⇒ 20
1d6 + 1 ⇒ (4) + 1 = 5
1d20 ⇒ 19
1d6 + 1 ⇒ (6) + 1 = 7
1d20 ⇒ 9
1d20 ⇒ 4
--------------------------------
-- Round 4 --
24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys
Good guys GO!
Tsin Tao |
Tsin faces the incoming danger bravely and shoots an arrow into the group of kobolds.
Att/Dmg: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (2) + 3 = 5
Stay back, spineless dogs! There's only death for you here!
(Leaving this roll here so the site doesn't reuse it)
Bluff: 1d20 + 8 ⇒ (6) + 8 = 14
(That is Tsin using Intimidate to discourage them)
Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3
Saktar Litharion |
Guys finish that up, the kobolds are gaining some courage
Saktar gives a quick smile to Kimi, advances and fires at the creatures more to scare them than to actually do some harm
advance 5', next to Keebo and fire
acid splash: 1d20 + 4 ⇒ (18) + 4 = 221d3 + 1 ⇒ (3) + 1 = 4
Lokeemon Keilsparn |
If Duncan does not kill the ghoul, I attack it:
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15
HAAA! Take your stinking claws from me and be gone!!!
Assuming I killed the ghoul, I then move 2 south and place myself in front of Saktar.
GM - Obermind |
Duncan you cannot charge the kobolds, because:
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge.
What will you do instead?
GM - Obermind |
Without hesitation the Red Dragon rushes to meet their adversaries head on - the creatures seem to whimper and recoil some at the mad advance from, but a few barked orders from behind them seem to keep the formation in check.
As he gets close the Red Dragon can now see there are more kobolds inside the room - the one apparently giving the orders is a hunchbacked kobold with dark blue scales. One of his ears is immensely oversized and droops under the weight of several human finger-bone earrings.
Once the dragon comes into melee range, he is promptly attacked by several short spears - one comes dangerously close but bounces off his magical protections, the second misses completely, but the third hits the mark.
Duncan, you take 3 points of damage.
1d20 ⇒ 19
1d20 ⇒ 20
1d20 ⇒ 9
1d6 - 1 ⇒ (4) - 1 = 3
1d20 ⇒ 16
--------------------------------
-- Round 5 --
24 Tsin
23 Duncan
22 Kobolds
19 Saktar
12 Lokeemon
11 Bad guys
Good guys GO!
Saktar Litharion |
Saktar stays in the same place, throwing another spell into the fray
acid splash: 1d20 ⇒ 161d3 + 1 ⇒ (3) + 1 = 4
I've included -4 for firing into melee, not sure if there are other modifiers
GM - Obermind |
Even with the Red Dragon blocking the arrow path, Tsin manages to shoot exactly at the right spot, and takes the next kobold down.
Tsin, you are at -4 because the Red Dragon provides cover to the kobold. you still hit and killed another one though.
Saktar is not so lucky, and between shooting past Lokeemon, and trying to hit the kobold engaged with the Red Dragon, he is unable to hit his mark.
Saktar you are at an additional -4 because Lokeemon provides cover to the kobolds.
Duncan however, proves to be quite accurate, swinging his warhammer and blasting a kobol head in.
Duncan kills another kobold.
Lokeemon GO!
GM - Obermind |
Lokeemon decides to heal himself and get back on the fray, joining Duncan at the front.
The blue scaled kobold yaps orders and commands, and one of the others steps forward to attack Lokeemon, but his swing is weak and ineffective.
The second one lunges at the Red Dragon from around the corner, his spear hitting the wall instead.
Then the leading one summons forth a spell and a cone of searing flame shoots from his fingertips, engulfing both the group's frontliners.
Red Dragon, you take 4 points of damage. Lokeemon you take also 4 points of fire damage (9-5 from your fiendish Resistance).
1d20 ⇒ 19
1d2 ⇒ 21d20 ⇒ 6
1d20 ⇒ 11
3d4 ⇒ (4, 4, 1) = 9
-----------------------------------------
-- Round 6 --
24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys
Good guys GO!
Lokeemon Keilsparn |
Talking can be at any point so I say: Leave the mage to me and the space in front of him
I move to the front of the mage so I can cleave the mage and another one.
First attack the mage, is the attack and damage roll the same for both? (will check when back to the pc)
attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13
attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Saktar Litharion |
Hearing of a leader and seeing the display of magic, Saktar advances looking for him
As soon as he sees him, he uses his magic to harass him
Ready action to fire a magic missile as soon as he begins casting
magic missile with arcane point: 4d4 + 8 ⇒ (1, 2, 1, 1) + 8 = 13
GM - Obermind |
What are those things inside the room? on the map, we can see 6 of them.
Lokeemon, those are stone prayer platforms with well-worn knee rests carved into them. They are spread throughout the large chamber.
Even around the corner, Duncan manages to swing his warhammer accurately and caves the kobolds head in with a sickening crushing sound.
The ninja takes aim, but unfortunately his arrow shot bounces harmlessly off the wall.
The leading kobold takes a step back and away from Lokeemon, his hands already going through the intricate weave of a spell, when it is hit squarely in the chest by Saktar's readied magical missile.
The creature looks befuddled for a split second, enough to rob it of its concentration on the casting, and the spell fizzles... Leaving a confused, hurt kobold staring at you.
The second one presses on, continuing its attack as ordered, swinging at Lokeemon, and somehow landing a blow on the warpriest.
Lokeemon, you take 5 points of damage. According to my math you are down to 7hp. Please confirm.
1d20 ⇒ 2
1d20 ⇒ 14
1d6 - 1 ⇒ (6) - 1 = 5
-----------------------------------------
-- Round 6 --
24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys
Good guys GO!
GM - Obermind |
The Red Dragon steps forward, passing by Lokeemon who seems to be hesitating, and simply ignoring the attack from the small kobold to his right as he moves.
Kobold is entitled an AoO but misses.
His warhammer swing hits the kobold 'leader' squarely in his chest, just as the creature raises its arms on an apparent surrender or something of the sorts. The hit cracks its ribcage, and it crashes to the ground with but a wheeze escaping from his lips.
One kobold left - Good guys GO!
Saktar Litharion |
Saktar leans against the wall
Guys, my spells have taken their toll, we should rest for the night. I won't be much help if we go on
Lokeemon Keilsparn |
I guess I got to agree. Although I don't like it, the fact is that our powers are almost exhausted and the fight that lies ahead is not going to be easy.
Let's pick a room where we can lock the entrances like one of the bedrooms and rest.
GM - Obermind |
"But... What about Jurin and Hollin... We must find them..." - Kimi steps forward, apparently agitated and distressed - "Who knows what can happen to them while we stay here and wait..."
The spoilers you can read depend on your roll - if you roll 16 or above you can read all; if you roll 14 or 15 you can read only the lower two ones, if you roll 12 or 13 you can only read the first one. Below 12 and you can't read any of it ;)
Kimi is trying to be strong, but she is VERY worried about her friends.
There is something more...
She probably feels guilty for having convinced the boys to come out here....
Saktar Litharion |
Sense motive: 1d20 ⇒ 9
I understand child... but we'll be of no help if we die
Duncan Moonforge - Torag Priest |
Guys, it pains me to know that Jurin and Hollin are still out there but to be honest I am badly injured and I have almost no spells… I think that our chances to survive – by ours I include Jurin and Hollin – are better if we take a rest.
diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Duncan Moonforge - Torag Priest |
The monster that have taken Jurin, needs to perform a ritual that takes one day to complete. I don’t think he will be injured before that time. Come all of you kids. We need to rest to move swiftly after your friends.
After we find a place to rest I use my remaining spells to heal everyone that needs before I rest.
GM - Obermind |
"Ok... I guess you know best sirs adventurers sirs..." - Kimi seems to relax somewhat with Saktar and Duncan's words, and goes back to rejoin the other kids.
So what now guys? What do you want to do? Do you want to investigate this area further? Do you want to leave? Where do you want to go from here? Where do you want to rest? How many spells do you have left Duncan? Will you be converting all into Cure spells?
Map updated!
Saktar Litharion |
I say we rest in the room with the anvil. It doesn't have more exits and we can keep watch in the interception, making sure nobody leaves either
The room NW in the map