The Fall of Plaguestone (Inactive)

Game Master Wandering Wastrel


251 to 300 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Game Concluded

Dar nods in agreement. "I bow to the wisdom of the group," he says.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

You return to the tavern and after an uneventful night you are ready to continue your exploration of Hallod's den.

Give me a marching order


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shaumatiel falls in line behind Dar.

Second, I suppose.


Game Concluded

Dar will take point again.


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Giu will be in the back.

"Into the dark we go."


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Guess that sorts where Fliss is going!

Fliss climbs down carefully, drawing her sword and readying her shield as soon as she reaches the ground.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Ugh, sorry for delay. Let's get this moving again!

GM Screen:

Bite v Dar: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Bite v Dar: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Bite v Shaumatiel: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Bite v Shaumatiel: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

The chute leads you into the deep basement of the house above, via a short hallway that in turn leads to a wooden door. The door is not locked.

The old wooden door swings open on rusted hinges, revealing a room lit by a single, flickering torch. Through the gloom you see piles of small crates and more than a few barrels stacked up haphazardly on the south side of the room. Opposite you is a stout wooden door with iron bands, while the north side of the room is bare save for an iron gate set into the middle of the wall. The stench of smoke and damp dog hangs heavy in the air.

As soon as you open the door, you hear from somewhere out of sight the squeaky turn of a wheel, and the iron gate starts to rise! From behind it, four angry and starving guard dogs bark and growl at you, struggling underneath the gate even as it lets them loose upon you.

They lose one action for passing under the gate, for anyone tracking these things

Two of them barrel towards Dar, while the other two harass Shaumatiel.

Dar takes 5 damage, Shaumatiel takes 3 damage. Dar gets an AoO against one dog attacking Shaumatiel. Fliss gets to use her Retributive Strike to aid Shaumatiel. The dogs have AC 15

STATUS:

Dar 15/20
Fliss 20/20
Giuseffe 17/17
Shaumatiel 10/13


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss offers Shaumatiel the blessings of protection, before striking at the hound that bit her. (Resistance 3, which cancels the damage)

Retributive Strike: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

She then attacks it again, for good measure, before raising her shield defensively.

Longsword: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Longsword: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

AC 20 with shield raised


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

[A1]Lingering Composition [A2+3]Forbidding Ward on Dar and one dog (yes, it only applies versus one enemy)
Performance vs 15: 1d20 + 7 ⇒ (11) + 7 = 18

"Oh, this really bites ...", Giu moans as the party is overwhelmed by a pack of rabid dogs. As if the encounter with the enraged boar wasn't bad enough, Mother Nature really seems to have it out for them! As always, the bard's moaning somehow manages to inspire his companions to get through this alive.

Everyone gains +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 3 rounds. Dar gains a +1 status bonus to AC and saves versus Specific_Dog_01


Game Concluded

{R} Bastard Sword AoO- Single Handed: 1d20 + 8 ⇒ (20) + 8 = 28
Bastard Sword Damage - Single Handed - S: 1d8 + 3 ⇒ (4) + 3 = 7 Crit for double damage

With a quick word a shield of force appears near the half-elf as he takes a two-handed grip on his sword.

{A} cast shield.

He then lays into one of the beasts facing him.

{A} Bastard Sword Attack - Two Handed: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Bastard Sword Damage - Two Handed - S: 1d12 + 3 + 1 ⇒ (5) + 3 + 1 = 9

{A} Bastard Sword Attack - Two Handed: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Bastard Sword Damage - Two Handed - S: 1d12 + 3 + 1 ⇒ (2) + 3 + 1 = 6

He'll use {R} Shield Block on the first hit on him.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Between Fliss and Dar's waving blades, the dogs are carved up into so much sausage meat.

Combat over!

With the hounds disposed of, you are free to move on. Through the door on the far side is a short passageway, smelling of earth and mould and mildew - a smell that grows progressively stronger as you reach what must be Hallod's living quarters: a large chamber carved out of the earth and crudely shored up with pieces of timber.

The chamber is roughly divided up into three areas: larder/kitchen, lavatory/garbage disposal (say no more), and bedroom. Under the bed you find a locked strongbox made from stout wood, banded in iron, closed with a good lock.

Three DC 20 Thievery checks to open, or you can leave it for later

What you don't find is Hallod. Another winding passageway is the only way forward, assuming you don't want to go back just yet.


Game Concluded

"Giuseffe, could you keep an eye out for more traps," Dar says with a grin as he gestures towards the winding passage. "That looks like an escape route that we should follow."


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss carefully wipes the gore off her blade before sheathing it. Her nose wrinkles in disgust as she looks around: "This is so gross I can't even begin to tell you."

My vote is to leave the lockbox for later


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

"Do I look like a common thief? I know a few tricks and things thanks to having overly strict parents." As if that explains it all, the bard shrugs. He glances at the lockbox and then shudders. "I'll probably break a lockpick or five before I manage to open that bad boy."

Giu has a meager +5 to Thievery, so statistically, the odds of him passing three DC 20 checks are very slim. We can drag the box along for now and give it a go later.


Game Concluded

Dar gestures again towards the narrow tunnel. "I meant the ... Nevermind."

The half-elf waits with weapon drawn by the tunnel while the bard finishes inspecting the box.


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Perception vs the innocuous tunnel: 1d20 + 5 ⇒ (9) + 5 = 14

"Looks clear to me, Dar. Again, I'm no thief.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss rolls her eyes. "Let's just get going, shall we?"

Same order as before? (Dar, Shaumatiel, Fliss, Giu)


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

”Lead the way,” Shaumatiel says, gesturing to Dar.

Order is good for me.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

DM Screen:

Initiative, D: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative, F: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, G: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative, S: 1d20 + 7 ⇒ (7) + 7 = 14

Initiative, GLS: 1d20 + 7 ⇒ (10) + 7 = 17

Beyond Hallod’s living quarters is a system of natural caves. Although the path is far from level, it has been worked to allow for easy travel; stalagmites have been cleared away in some spots and small wooden footbridges have been stretched over pools of stagnant water no more than 5 feet deep. After about 10 minutes of travel, you arrive at a small cave with a larger, more ominous pool of water in the middle.

After about 10 minutes of careful travel, the passageway opens up into a large natural chamber, the center of which is occupied by a pool of brackish water. Stalactites and stalagmites occupy much of the room, but a path between them leads around the pool and to another corridor on the opposite side of the cave.

The moment you enter the room, a strange blue glow emanates up from the pool, sending a cascade of shimmering light to the ceiling above. Seconds later, the head of a giant blue snake rises from the pool with sparks of electricity dancing between its fangs, while a metal, rattle-tipped tail pokes out of the water behind it, audibly building up a charge with every flick of the rattle.

Dar gets to go first. Snake-thing is 20 feet away. The water in the cavern makes all ground difficult terrain.


Game Concluded

Dar moves forward, readying his sword as he approaches the blue serpent.

{A} Stride, {A} Stride

{A} Bastard Sword Attack - Two Handed: 1d20 + 8 ⇒ (12) + 8 = 20
Bastard Sword Damage - Two Handed - S: 1d12 + 3 ⇒ (4) + 3 = 7


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

DM Screen:

Bite: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14
Crit: 1d8 + 2 ⇒ (8) + 2 = 10

Bite: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11
Damage: 1d8 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7

Dar's sword crackles with static as it pierces the serpent, drawing blood that looks more like lantern oil.

The snake hisses and strikes repeatedly at the half-elf, its fangs stabbing him with sharp metal and lightning.

Dar takes 24 damage, not sure if that drops him? I think he has a Shield ability but will leave that to him.

That done, it coils itself up, ready to strike again.

Party is up!

STATUS:

Dar 15/20 with 24 damage to resolve
Fliss 20/20
Giuseffe 17/17
Shaumatiel 10/13


Game Concluded

He didn't take the action to cast his shield spell, so, yeah, down he goes.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shaumatiel winces as Dar goes down. She calls on Calistria to heal the fighter and grant him guidance.

Heal: 2d8 + 8 ⇒ (4, 2) + 8 = 14

2 actions to cast heal, 1 action to cast guidance.


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Giu draws occult symbols with his fingertips and calls upon the profane to aid and protect Dar from further harm.

[A1]Inspire Courage (+1 status to attack & dmg) [A2+3]Forbidding Ward on Dar (+1 status to AC & saves
I'm hoping this will make a difference.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Having seen what happesn when you rush in, Fliss moves more carefully, raising her shield and moving to cover Dar.

1 action to raise shield, 2 actions to move next to Dar


2 people marked this as a favorite.
Game Concluded

A smart person learns from their mistakes. A wise person learns from the mistakes of others.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

DM Screen:

AoO: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11
Crit damage: 1d8 + 2 ⇒ (4) + 2 = 6

Bite: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (2) = 12

Bite: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7

As Fliss approaches warily, the snake uncoils and strikes at her, darting past her defences to leave a deadly wound! It then bites her once more for good measure, before coiling up again.

Fliss takes 25 damage

Party is up. PLEASE don't let this be the sarcophagus all over again!

Status:

Dar 14/20, Wounded 1
Fliss 20/20, 25 damage to resolve
Giuseffe 17/17
Shaumatiel 10/13

Snake -7


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

But doesn't learn fast enough, apparently!

Fliss barely has time to blink at the snake's speed before she too is dropped.

Even if I used Shield Block, it would still put me at 0 hit points and unconscious - plus it would trash my shield so I couldn't use it again. Better to hang on to it and hope Shaumatiel is able to get me up again.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shaumatiel uses more healing magic to get Fliss on her feet.

Heal: 2d8 + 8 ⇒ (3, 4) + 8 = 15

2 action heal, 1 action guidance on Fliss.


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Left without anything clever to say, Giu glares at the snake.

[A1] Maintain Song [A2] Maintain Forbidding Ward on Dar [A3] Intimidate the Snek (Giu has the Intimidating Glare feat which should mean he doesn't take a -4 on the check)
Intimidate to Demoralize: 1d20 + 7 ⇒ (15) + 7 = 22
Link to the Intimidate rules


Game Concluded

Dying 1

Recovery Check DC 10+1: 1d20 ⇒ 4

Now Dying 2


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Dar - Shaumatiel healed you last round. You have 14/20 hp and are Wounded 1, but you get to act in this round :)


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss regains awareness as Shaumatiel heals her. She stands, glares at the snake-thing and strikes at it with her sword,before defending herself.

Stand, strike, raise sheild

Sword: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Sigh. We're dead


Game Concluded

Nonsense, Dar will save us! He was just luring the enemy into a false sense of security by playing possum. :)

{A} Bastard Sword Attack - Two Handed: 1d20 + 8 ⇒ (19) + 8 = 27
Bastard Sword Damage - Two Handed - S: 1d12 + 3 ⇒ (11) + 3 = 14

{A} Bastard Sword Attack - Two Handed: 1d20 + 3 ⇒ (11) + 3 = 14
Bastard Sword Damage - Two Handed - S: 1d12 + 3 ⇒ (7) + 3 = 10

{A} Bastard Sword Attack - Two Handed: 1d20 - 2 ⇒ (17) - 2 = 15
Bastard Sword Damage - Two Handed - S: 1d12 + 3 ⇒ (3) + 3 = 6


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

A cunning plan!


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Snake has AC 19

GM Screen:

Bite: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20
Damage: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6

Bite: 1d20 + 11 - 5 - 1 ⇒ (1) + 11 - 5 - 1 = 6
Damage: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11

Shaumatiel heals Fliss, who gets to her feet and ineffectually attacks the snake. Dar lands one solid hit, wounding it badly. Giuseffe glares at it, temporarily making it less confident. It bites Fliss, but misses Dar.

Fliss takes 6 points of damage

You guys are up

Status:

Dar 14/20, Wounded 1
Fliss 9/20, Wounded 1
Giuseffe 17/17
Shaumatiel 10/13

Snake -21


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Don't forget the +1 to hit and to attack. Or do, so I can remind you of the +1 :'D

"Stop trying to hit it and hit it!!!"

[A1] Maintain song [A2+3] Telekinetic Projectile vs Snek
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Giuseffe's strike obviously hits some delicate part of the snake's anatomy: it keels over, dead.

It had exactly 6 hit points left :)

A quick exploration of the room reveals a body at the bottom of the shallow pool. Nothing more than bones now, the body has slowly been consumed by limestone that has calcified around its skeleton. A silver rapier lies beside the corpse.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shamautiel exhales heavily. "Whew! You warriors need to stop falling down like that. Let me see your wounds." She takes several minutes to try to heal Dar and Fliss.

Medicine (Dar, Fliss): 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (17) + 7 = 24
Healing (Dar, Fliss): 2d8 ⇒ (6, 7) = 132d8 ⇒ (2, 6) = 8

13 healing to Dar, 8 healing to Fliss.


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

"Hrm, poor lad. Or, girl, for I do suppose that death does not discriminate. Mind if I take the rapier?", the bard asks the skeleton. But as no answer comes, Giu picks up the rapier, figuring that if the skeleton objects, it will let him know in one way or another.

Pls do not come to life, mr. skeleton .-_-.


Game Concluded

"I confess to being overwhelmed by your beauty, Miss Shaumatiel," Dar says with a grin and a formal bow. "And I'm very appreciative of your ability to assist me in recovering from said force." He straightens back up and indicates the tunnel leading out. "Shall we continue?" he questions as he heads that way.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss winces as Shaumatiel patches her up, but that might also be because she can't think of a good reason for Giuseffe not to take the silver rapier. Apart from the fact that it's, you know, silver.

Shiny and valuable is the winning combination.


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

DM Screen:

Initiative, D: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative, F: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative, G: 1d20 + 5 ⇒ (10) + 5 = 15
Initiative, H: 1d20 + 9 ⇒ (4) + 9 = 13
Initiative, S: 1d20 + 7 ⇒ (8) + 7 = 15

The tunnel beyond the snake’s lair twists and turns for a great distance; it takes you 10 minutes to traverse it before you can detect a faint natural light up ahead, and the air becomes notably cleaner, smelling vaguely of grass. After another 5 minutes of travel, the tunnel opens up into a cave mouth leading to a forest beyond. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes.

At the other end of the cave from you is Hallod; a rough-looking man, he is bald and has a prominent scar running down his face from an axe wound he took years ago. He is wearing filthy leather armor and wields a nasty kukri and deadly-looking crossbow.

When you enter the room, he hops up on a berm formed by the tree roots, aims his crossbow at you, and taunts you by saying, “I wondered when Bort’s lackeys would arrive. Let’s do this!”

Everyone gets to act before Hallod. He is 40 feet away from you.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shaumatiel casts a pair of spells, caressing Dar’s weapon and his cheek. ”Go get ‘em, tiger!”

Cast magic weapon and guidance on Dar.


Game Concluded

"Oh, anything for you, My Dear," Dar says to Shaumatiel with a grin before moving forward to strike at Hallod.

{A} Stride, {A} Stride

{A} Bastard Sword Attack - Two Handed: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27 magic weapon, guidance
Bastard Sword Damage - Two Handed - S: 2d12 + 3 ⇒ (1, 3) + 3 = 7 magic weapon

That was ... underwhelming. :(


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

Lackey?! The word enrages Giuseffe for he is no one's servant. That and the fact Bort did not desire what was done to him. "Nightfall has come, Hallod, and soon, darkness will swallow you whole."

[A1] Inspire Courage with a Flourish [A2+3] Telekinetic Projectile
Perform vs DC 15: 1d20 + 7 ⇒ (20) + 7 = 27
The crit success means the Inspire Courage lasts 4 rounds.
Telekinetic Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 or 22 if a crit
Everyone gets a +1 status bonus to attack and damage.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss moves forward and strikes at the thug.

Longsword: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


The Gloved Hand I Elisabetta I Kyra I Luciana I Sasha I Violetta

Hallod has AC 19, for future reference. I've added +1 to Fliss and Dar's damage rolls from Giu's Inspire cantrip

DM Screen:

Kukri: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Fist: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Precision: 1d6 ⇒ 3

Hallod sneers as Dar and Fliss' attacks do little more than graze him; but he flinches as the full force of Giu's telekinetic wrath punches into him, leaving him bloodied and bruised.

Letting his crossbow fall, he draws his kukri and lashes out with fist and blade at Dar. The blade cuts deep, and catches the fighter off-balance as Hallod's fist slams into the half-elf's neck - there's a sickening *crack* of bone.

Dar takes 23 damage. Fliss gets a Retributive Strike reaction

Status:

Dar 0/20, Dying 2, Wounded 1
Fliss 17/20, Wounded 1
Giuseffe 17/17
Shaumatiel 10/13

Hallod -36


Male Medium Human Bard 2 | HP: 26/26 | AC: 17/17 | F: +5, R: +6, W: +6| Lore +6, Per +6, Occult/Society +8| Speed 25ft | Focus 2/2| 1st: 3/3 | Active Conditions:

I get the feeling the game wants the frontliner(s) to be using a shield xD that, or not use all of their actions to close the gap if they go first. That's a lesson we really need to learn.

"Duck!", the bard yells as he raises his hands and calls upon strange powers to manipulate reality. One of the stacked crates flies at Hallod as if launched by a catapult. Hopefully, Fliss ducks.

[A1+2] Telekinetic Projectile [A3] Intimidate to Demoralize
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Intimidate to Demoralize vs Hallod's Will DC: 1d20 + 7 ⇒ (3) + 7 = 10
I didn't include what it would do since a 10 is nowhere near enough.


Game Concluded

Yeah, that lesson is most certainly being reinforced on me. :P :)

251 to 300 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Fall of Plaguestone - gameplay All Messageboards

Want to post a reply? Sign in.