Raj the Unmovable |
Fort save: 1d20 + 8 ⇒ (8) + 8 = 16
Having learned that ice is rather slippery, Raj decides to leap to the firmer ground.
Use quick jump feat to do long jump with one action. Jumping 10ft
Athletics, DC10: 1d20 + 8 ⇒ (10) + 8 = 18
Again raising his shield to defence, he follows the others towards the enemy.
> Long jump
> Stride
> Raise shield
U'shaka |
Alrighty, well, If U'shaka can act, or as soon as he's able to act, he will Stride up to the Wyrm, Strike, and then Stride back to where he started.
Machete: 1d20 + 7 ⇒ (16) + 7 = 23
Slashing: 1d6 + 4 ⇒ (6) + 4 = 10
Plus Deadly if that's a Crit: 1d8 ⇒ 5
"I think we have him cornered! Ask him if he'll surrender now!"
Gayel Nord |
(Yes, it will act before U'shaka after This. okkk)
The Dragon-like creature that no one has identify smell some fish. It moves toward U'shaka Take a great bite and slash causing 29 of Damage total!
The breath weapon of Raj have cause him to have 6 cold.
The arrow of Kerlok strike true. Maybe he should really need to change his target.
And the fire finally stop burning.
------
Everybody can act.
-Jusin (Stabilised)
-Ssalarn -32
-U'shaka (dying 1)
-Raj
-Ambius
-Kerlok
Raj the Unmovable |
Raj gulps loudly as he witnesses U'Shaka being cut down. But there is no time for hesitation! The monk steps forward, and cuts up and down with the same fluid motion.
Temple sword: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 4 ⇒ (5) + 4 = 9
Temple sword, MAP: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
damage: 1d8 + 4 ⇒ (4) + 4 = 8
Then, all he can do is put his shield forward and try to block the serpent's attacks.
>Step
>Flurry of blows
>Raise shield
If damaged, will use Shield Block as a reaction
Kerlok Sholmes |
The kobold takes a new arrow to fire it towards the wyrm.
Device Stratagem:1d20 + 7 ⇒ (20) + 7 = 27
Damage, Strategic strike: 1d6 + 1d6 ⇒ (5) + (2) = 7 +crit
Please stop the fight. You will die otherwise.
Then he casts Shield and moves back.
Raj the Unmovable |
Raj crouches behind his shield, waiting for the blow that never comes. After a while, he carefully peers from his cover, and sees the wyrm has fallen.
"Oh, it's dead? I was a bit worried, after I saw what it did to U'shaka and Jusin."
And to make sure it is really dead, the monk starts chopping off the creature's head. The severed head is also easier to carry back to town.
"Can anyone help with our fallen friends? I know a little bit about tending wounds, but I am not very good."
Medicine,Treat wounds on Jusin: 1d20 + 4 ⇒ (16) + 4 = 20
Medicine,Treat wounds on U'Shaka: 1d20 + 4 ⇒ (9) + 4 = 13
Kerlok Sholmes |
I told you to stop it. Now you're dead. That puts you forward you think?
Then he pauses to sigh before to turn to the others.
Now I can tell you. I suspected it from the beginning. It was elementary, my dear party. Oh but some of you are not better form. Let's help you.
Then kobold tries to patch up both fallen ones.
Medicine. Treat wounds. DC 15. Jusin: 1d20 + 4 ⇒ (8) + 4 = 12
Damage healed: 2d8 ⇒ (8, 5) = 13
Medicine. Treat wounds. DC 15. U'shaka: 1d20 + 4 ⇒ (4) + 4 = 8
Damage healed: 2d8 ⇒ (1, 4) = 5
Then he says: Well I suppose it's because I know better the kobold's anatomy. Raj, can you please bring back to like our companions?
He gives him his healer's tools.
Ambius |
The wizard pulls out his own healer's tools to try on his side to treat the wounds.
Medicine. Treat wounds. DC 15. Jusin: 1d20 + 4 ⇒ (2) + 4 = 6
Damage healed: 2d8 ⇒ (6, 4) = 10
Medicine. Treat wounds. DC 15. U'shaka: 1d20 + 4 ⇒ (13) + 4 = 17
Damage healed: 2d8 ⇒ (7, 8) = 15
Kerlok Sholmes |
Well tell me when you be ready to explore this cave. We must find out more proofs of its culpability.
The kobold begins to looks at the dead corps. Is it something on it? And in the cave they are in?
Kerlok Sholmes |
Oh you didn't miss anything important. We killed the creature as you can see. It wasn't a gentleman for sure. I told it to stop the fight to aoid the death but it didn't. Its choice.
Gayel Nord |
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The group looks around and find a big pile of Shining rocks (no value) that SSalarn use as his "dragon" hoard.
Finally someone recall knowledge and identify their ex-foe as a tatzlwyrm. A sneaky cousin of True dragon. (Actually mythical creature from the Alps.) The reflection from his scale identify it as an "Elite" of this species. (no value)
You return to the Village with the head. And they gives you a sack of
carvings and silver jewelry worth 20 gp.
I am sorry. I will really tries to sent and report by the end of the week. Deadline!