GM Nayr's Fall of Plaguestone

Game Master Nayr Trebrot

Map

Initiatives:
Aurum - 23
Nuktik - 19
Jace - 19
Kuntaxl - 12
Plants - 9


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Given that, Noala will try and treat poison - Nuktik you'll get a save again after 1 hour.

Medicine: 1d20 + 7 ⇒ (4) + 7 = 11

Seeing her fail, Tolgy attempts to help.

Medicine: 1d20 + 7 ⇒ (5) + 7 = 12

That's hilarious. Nuktik, fort save for the next stage please!

Kuntaxl makes his way to the Sheriff's office, and finds Rolth at his desk, seemingly making an attempt at looking busy. When Kuntaxl enters, he hears a small voice from the back.

Hello Kuntaxl! Phinnick sorry!

The sheriff frowns and shakes his head. He gave up talkin' to me, thank the Lady of Graves. I thought I was goin' ta' have to gag him.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Kuntaxl salutes the Sheriff, and nods to Phinnick. "We know you were under duress, Phinnick. Hopefully your cooperation will gain you leniency."

Addressing the Sheriff, he pulls out the documents and displays them. "Hallod's house was a front and a death trap. There are traps, a hidden tunnel complex, and it was guarded by dogs and some giant cave snake.

We had to retreat to recuperate, but we were able to retrieve a strongbox that contained these ledgers. Hallod's own ledgers match transactions that we found here, in Bort's ledger. Note the difference in value in the two books. I have been told this indicates that Hallod was 'skimming'.

I don't think it is a full motive yet, but it is suspicious. If Bort found out about this 'skimming' it might have been enough reason for Hallod to want him dead.

We plan to return once we are healed."


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Wait! Before Nuktik rolls, ‘Vorak is trained in Medicine...

Seeing the others unable to help Nuktik, Aurumvorak tries some hobgoblin-physiology conversant healing techniques...

Medicine: 1d20 + 6 ⇒ (20) + 6 = 26


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

If Fort Still Needed:

I feel weak: 1d20 + 6 ⇒ (1) + 6 = 7
Ouch!

"I'm not *ACK* keen on waiting too lon *COUGH* ong. We can't allow him to regroup. We can't allow him to get aw *ACK* way."

Taking a few ragged breaths, he grimaces. "I hate this town."


Dangit! So, with a crit success, Vorak adds +4 circ bonus to your fort save Nuktik. However, a one is a one...

Another hour passes; Vorak is able to properly identify this and help stabilize Nuktik's body to fight this...Cladis poison. Though a really tough one to fight, it should only last another hour after this...give or take.

You're now at stage 3! Damage listed below is poison damage, and you're drained 2

Damage: 3d6 ⇒ (4, 3, 2) = 9

The sheriff kicks back his chair at this, his eyes wide. A giant snake! What is going on in this town? Well...as you can see... He motions with his hands to indicate his office. I'm not really equipped for that...if you can help again, well...I'd appreciate it. What can I do?


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Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Kuntaxl grits he teeth, his lips pulling back in a snarl that eerily resembles the smiles he usually provides.

Flaring his nostrils and taking a deep breath, he steadies himself. "Sir. We need to know more about who Hallod has been selling things to, and what those sales might entail.

Perhaps you could " Do your blasted job! " ask around town to locate who his business partners might be? We will continue tracking the miscreant down."

Barely waiting for a response, Kuntaxl pivots on his foot and stalks back to the rest of the party.


Um...oh, okay! I'll look through the files...I'm sure I have something here somewhere. I...oh geez, that one's old. Naw, that guy got away... He continues to look through his files and mumble to himself as you walk out the door.


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Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Lashing his tail angrily Kuntaxl returns and watches the assistance the others are attempting to provide to Nuktik.

He sits down to pray to Apsu for Nuktik's recovery. It seems a little broken, honestly, but I guess I can use Lay on Hands every 10 minutes to heal 6 points of his damage?


You sure could. And don't feel too bad about it, that poison is pretty darn lethal.


Kuntaxl sees to Nuktik's wounds, keeping him alive as best as he can. The hobgoblin still seems less potent than he once was, his skin thin and eyes sunken.

Nuktik will still be drained 2; the drained condition is only healed through 2 nights rest or a restoration spell heightened to 4th level, which you sure won't find in this dingy town. What would you like to do?

Noala watches with concern through the minutes of healing and Nuktik's troubles.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Sleep, then back to Hallod's dungeon


Rest:
The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
The character loses the fatigued condition.
The character reduces the severity of the doomed and drained conditions by 1.
Most spellcasters need to rest before they regain their spells for the day.

You take the time to rest and treat your various injuries. With the help of healer's tools and Kuntaxl's glowing hands, you easily get back to tip top shape...though Nuktik still seems to be under the weather. Drained 1

Noala watches on in concern, though maybe mostly for her own troubles than for Nuktik directly. She seems impatient, and is quite early to meet you the next morning. Right...like I said, not sure how well I can help, but I'm here. Let's get this done.

You head back into the dungeon below Hallod's house, knowing the locations of all of the various dangers now. And, by late morning, you are back in the cavern with the serpent.

Anything to do, or are you headed north?


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

The only thing I would wanted to have done is carry/lower Flenser down...


Done! Flenser is there with you; moving on?


Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8

”Whuff!!!”.

[wags tail excitedly, whines happily]


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace squats down and offers Flense a piece of beef jerky from his personal traveling snacks.


Okay, away we go...don't say I didn't warn ya;)

The tunnel you have been traversing opens into a cave, and you can see a forest beyond the cave’s mouth. 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.

Hallod is a rough-looking man, bald and with a prominent scar running down his face. He is wearing filthy leather armor and wields a nasty kukri. When you enter the room, he hops up on a berm formed by the tree roots, aims his crossbow at you, says, I wondered when Bort’s lackeys would arrive. Too bad my pets didn't make you a snack...but more fun for me!

Initiative Hallod: 1d20 + 9 ⇒ (10) + 9 = 19

Please roll initiative and post actions if you beat Hallod's!


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Perception as Initiative: 1d20 + 6 ⇒ (16) + 6 = 22


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

"You're not a very well-liked person, Hallod. And now I see why. Whatever nonsense you were up to is over now. Why did you murder Bort?"

Jace begins to play a song on his fiddle, singing along, carving out a tune furiously with his bow that is upbeat and somewhat pop:

Had to have high, high hopes for a living /
Didn't know how but I always had a feeling /
We were gonna be that one in a million /
Had to have high, high hopes

Inspire Courage to the party. +1 to hit and damage, +1 to saves vs. fear

Jace lobs off a ray of frost while he's at it.

ray of frost: 1d20 + 7 ⇒ (9) + 7 = 16
damage?: 1d4 + 4 ⇒ (1) + 4 = 5 cold damage


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Nuktik initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Tolgy initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Noala initiative: 1d20 + 8 ⇒ (9) + 8 = 17


Jace fires out with his ray of frost, but it misses its mark. Hallod grins and chuckles as he pulls and drinks a vial from his bandolier. Stupid dwarf got too nosy, just like you! Maybe you can share a grave! He then levels his exceedingly large at Jace and fires!

Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d10 + 2 ⇒ (7) + 2 = 9

actions:
That's draw, interact, and fire.

Everyone's up! Remember Jace's inspiration. Edit...unless Jace is down, which he seems to be. Jace - that's a crit, so 18 damage and you go to Dying 2; sorry!


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Nuktik seemingly way out of it as he simple grunts a few times during their travels, watches the bard drop like a bag of turnips.

Stepping behind the man, he mixes up a vile-smelling concoction and shoves it down the mans throat. "Quit sleeping on the job. It's my turn for that!"

Jace Gain: 1d6 ⇒ 3 Health
Also +1 status vs Disease and Poison for 10 minutes

"So, you're the one that likes poisons, eh? If it weren't for your actions trapping us in this blasted town, I'd wish to share notes!"

Actions:

Step, Quick Alchemy, Force Feed Jace


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

updated my current status.

Jace slowly rouses, coughing up a little blood onto his nice shirt.

"You have to stop him ... Mr. Nuktik ..."


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

(yeah sorry I just realized that by re-reading the rules)


In 2E, 0 still means dying, unfortunately. The good news is that there are no negative HP, just the dying and wounded conditions. So, if Nuk keeps his action as is, Jace is up at Wounded 1 and 3 HP.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Aurumvorak makes a samll kissing sound with his teeth and lips to send Flenser toward Hallod, then makes a wave motion with two outstretched hands toward the criminal sending a torrent of aquatic force...

One action Command Flenser; Two Actions hydraulic push

Wfoooshktshpsh!!!: 1d20 + 5 ⇒ (10) + 5 = 15

Critical Success: The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.


Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8

Flenser rushes Hallod, barking madly...

Nip; Grrrn!!!: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 2 ⇒ (1) + 2 = 3


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Kuntaxl roars with victory at having solved the mystery and then louder with anger as the horrible man attacks Jace.

Rushing forward with his frill snapped fully out, Kuntaxl lunges in to bite the man.

Not sure if the barrels block movement. If not, I will use Threatening Approach and then Strike. If they do block movement, I'll have to take a more circuitous route and Stride twice, then Strike

Demoralize: 1d20 + 5 ⇒ (18) + 5 = 23 (Frightened 2, if successful)
Bite,Inspire: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage?,Inspire: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Flenser perception: 1d20 + 4 ⇒ (20) + 4 = 24
Flenser perception: 1d20 + 4 ⇒ (13) + 4 = 17

Flenser leads the way in! As you watch the perceptive wolf, you see him hop over something in two different areas...looking closer, you see tripwires strung in between the boxes! Flenser deftly leaps over both, then rushes up the hill to bite at Hallod. Unfortunately, he's off target and only nips the air.

Vorak's watery blast flies out, but the quick Hallod ducks under the strike.

Trip wire locations marked on the map. Now that you see them, you don't need to roll anything to move past them.


Noala moves in, drawing her bow, and takes a shot, but her bum hand obviously affects her attack, and it flies wide.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12

Tolgy looks down at Jace. I gotcha' buddy...just keep those prayers to Cayden Caillean in mind!

Heal 2 action: 1d8 + 8 ⇒ (7) + 8 = 15

He then moves to the side to get a better look.

The barrels do indeed block movement.

Kuntaxl strides in and takes a bite of Hallod, who roars - though more in anger than pain. His eyes flash with rage.

Nuk, do you want to change your action, since your healbot got to Jace before you? Jace, you'll be up after Nuk, and back up and healed...though still at wounded 1


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Stopping short of finishing the concoction, he narrows his eyes at Tolgy. "Right...I should let you handle your job..."

Mid creation, he switches the batch, adding a few...more volatile chemicals. Dumping the contents over his gauntlet, he grins.

"It'll be my turn soon."

Making Centipede poison instead and applying it to my gauntlet
Can't access the map right now, but would use final action to move closer


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Am I prone from having gone to 0 HP?
The barrels impede movement, but do they block line of sight?


Got it Nuk. Jace, they don't block line of sight, but they provide cover. If you use the take cover action behind them, you'd get greater cover. And yes, you are prone


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace thanks Tolgy quietly for his timely aid. "Cayden be praised, always."

Wincing as he pulls the crossbow bolt out of his side, the barkeep forgoes the fiddle and begins to sing loudly and confidently, because that is the only way you inspire courage in anyone:


Cayden said /
It's uphill for oddities /
Stranger adventurers /
Ain't ever wannabes /
The weird and the novelties /
Don't ever change /
We wanted everything, wanted everything /

Pointing over at Nuktik with his finger, the barkeep casts spirit link as his remaining actions, remaining prone for now.

Inspire Courage is back up: +1 to hit and damage, +1 saves vs. fear


Hallod snarls at Kuntaxl, seeing the larger lizardman being the more dangerous opponent for right now. He drops his crossbow, which clatters to the ground at his feet, then draws the massive Kukri at his side. He then slashes across at Kuntaxl!

Attack: 1d20 + 12 ⇒ (4) + 12 = 16

He misses with the slash, then steps back to give himself some room from the two combatants.

Everyone's up!


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Making his way across the field, he cautiously steps over the trip wires. "So, you feel confident with your current situation, then? We came in mass. You came alone. If you wish to survive this, I recommend you drop your weapons and surrender."

Without waiting for an answer, the hobgoblin swings at the man twice.

Gauntlet: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 for Bludgeoning: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Gauntlet: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12 for Bludgeoning: 1d4 + 1 ⇒ (1) + 1 = 2

If either hit, I'll need a fort save vs Giant Centipede Poison

Poison:

Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Kuntaxl raises his shield defensively and moves behind Hallod, cutting off his escape routes and opening up a flanking opportunity for Flenser.

He make a quick Bite attack.

Bite,Inspire: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage?,Inspire: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Raise Shield, Stride (will provoke),Bite


Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8

Sensing a kill, Flenser bites again and again..

Yip; Rrrr!!!: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 281d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Brggg; Lllrrrr!!!!: 1d20 + 5 + 2 - 5 + 1 ⇒ (18) + 5 + 2 - 5 + 1 = 211d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Can’t remember how criticals work, but the first bite is a nat 20...


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Aurumvorak proceeds to shoot an icy beam at Hallod...then begins moving to Jace’s position.

Shoot ray of frost/ Move to Jace

Skhpskct!!!!: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 121d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Can’t access map at the moment, so please move Aurumvorak up to 30’ to be near Jace...


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Since he's now singing and not playing the fiddle, Jace stands up and draws his rapier, preparing himself just in case Hallod comes his way.

He continues to inspire the party w/ inspire courage:


Stay up on that guy /
keep hitting that guy /
and never back down

Stay up on that guy /
keep hitting that guy /
'cause he is a clown

1 action stand, 1 action draw weapon, 1 action inspire courage


Sorry, Vorak - I haven't noticed this before so probably missed a bunch, but for your animal companion - you have to command him to attack, which gives him 2 actions, but that takes one of your actions. Let me know if you have something I don't know of that changes that, but since the ray of frost is 2 actions, that leaves only one action to command Flenser. And, for that hit - double damage; does Flenser also have knock down and pack attack per the wolf statblock?


Edit - fairly certain it's just the damage.

Vorak's ray of frost fires, but just misses Hallod.

Hallod roars in anger at Flenser's bite, though the big man doesn't back down. In fact, even with Flenser clamped onto him, he turns and slashes at Kuntaxl as the big fellow moves around him.

Attack: 1d20 + 12 ⇒ (4) + 12 = 16

He misses, and takes the bite back from Kuntaxl, blood freely flowing down several places on his body.


Tolgy draws and loads his little crossbow and moves over the tripwires and towards the fight. Noala moves in and fires two quick shots at Hallod.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Attack: 1d20 + 1 ⇒ (3) + 1 = 4

Both attacks miss their mark! Then, Nuktik moves in and misses as well!

Sorry, also for Flenser - since he only had 2 actions and had to move, only the first attack of his hits - the crit.

Hallod turns towards Kuntaxl and attacks, sweeping in with a vicious one-two combination of Kukri and fist.

Kukri: 1d20 + 12 ⇒ (5) + 12 = 17
Fist: 1d20 + 7 ⇒ (13) + 7 = 20
Nonlethal bludgeoning damage: 1d4 + 6 ⇒ (4) + 6 = 10

He then takes a step back, working his way around the tree.

You guys are up! This would sure be a different fight if Hallod could roll...


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Blood dripping from his teeth, Kuntaxl smiles wickedly. "You humans always think you are so superior, yet always the ancestral fear of snakes and lizards lives in your memory. It is time you recall why the Iruxi instill such fear!"

Opting for all-out attack, Kuntaxl attempts to take advantage of situation.

Bite,Inspire,Flank: 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17
Damage?,Inspire: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Claw 1,Inspire,Flank: 1d20 + 7 - 4 + 1 + 2 ⇒ (5) + 7 - 4 + 1 + 2 = 11
Damage?,Inspire: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Claw 2,Inspire,Flank: 1d20 + 7 - 8 + 1 + 2 ⇒ (11) + 7 - 8 + 1 + 2 = 13
Damage?,Inspire: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Oops, missed that he had moved. Remove the flanking bonus.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Moving around the big lizard, Nuktik swings again. "Ah...gotcha!" he shrieks. "You'll be perishing now in no time!"

Poisoned Gauntlet: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for Bludgeoning: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Poisoned Gauntlet 2: 1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16 for Bludgeoning: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

[ooc]Fort DC 17 on a hit for the following spoiler]

Poison:

Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

All good, I thought cantrips couldn’t be two actions, so assumed ray of frost was a 1 Action, then 1 to Command and 1 to Move. And yes, if Flenser had to move then yes, just the one attack.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

”Get him Flens!” yells Aurumvorak, moving to get a clear shot and starting to load his heavy crossbow.

Command, Move, Load...is heavy crossbow 2 Actions to load?

And please move ‘Vorak the merest distance necessary to provide line of sight...


Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8

”Brnggnnnrrrgriiiiip!!!!!” sgnarls Flenser, enjoying himself immensely. He follows Hallod, biting mercilessly.

Grrr; Rip!!!: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 151d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 [Remove +2 to hit if not flanking with Kuntaxl...]

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