Dreadfulness in Dunwich PF1e+ (Inactive)

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


601 to 650 of 741 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

Male Human Evoker 3

William tries to cast magic missile at one of the goblins.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2


OCC: Well there are 5 semi-crazed Goblins (1-5) in melee two of which appear to have been wounded and one Goblin (6) standing a good distance back. Which Goblin do you pick a number from 1 to 6 or roll a die, your choice.

Also is that a personal spell or the wand?


Male Human Evoker 3

Wand. I pick goblin 3.


OCC: Great (which I believe is your last charge on that wand) and that leaves just Salaha's action.


Female Aquatic Elf Druid 3

Taking aim at the goblin in the back, Salaha takes her crossbow and targets him, hopeful to take him from the fight quickly, not unsure he isn't the biggest threat currently.

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 ⇒ 1


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Dain whacks a goblin
attack: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 2 ⇒ (3) + 2 = 5


Opponents:
Goblin 1 Attacks Snapper: 1d20 + 7 ⇒ (6) + 7 = 13
Goblin 2 Attacks Dáin: 1d20 + 7 ⇒ (13) + 7 = 20
Goblin 3 Attacks Grün: 1d20 + 7 ⇒ (18) + 7 = 25
Goblin 4 Attacks Dáin: 1d20 + 8 ⇒ (17) + 8 = 25
Goblin 5 Attacks Stone: 1d20 + 8 ⇒ (4) + 8 = 12
-------
Goblin 6 Attacks AoE: 1d20 + 5 ⇒ (19) + 5 = 24

Goblin 2 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Goblin 3 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Goblin 4 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
-------
Goblin 6 Cloud Effect
Reflex DC 15 to Hold Breath -or- Fortitude Save DC 15
Failed: Sickened (-2 All Actions)
Lingers: 1d3 + 1 ⇒ (3) + 1 = 4

Initiative Order:
Goblins
PCs
Round 1:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/13
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/11
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP 0
Goblin-3 . HP -8
Goblin-4 . HP 0
Goblin-5 . HP 0
Goblin-6 . HP 0

Current Fighting Layout
................. Snapper ... Goblin 1
Salaha .... Dáin .......... Gobiln 4
.................................... Goblin 2
William ... Stone ....... Goblin 5 ..................... Goblin 6
................. Grün ........ Goblin 3

The semi-crazed Goblins lay into the group.

The one attacking Snapper misses the agile alligator.

The two attacking Dáin both managed to land solid blows.

The one attacking Stone hits but does not penetrate his armor.

The one attacking Grün lands another solid blow.

Meanwhile the Goblin back by the fire hurls something and it lands on the ground and explodes into a cloud of powdery dust.

OCC: As the short hand says, you can attempt a Reflex Save to hold your breath but you will fighting while holding your breath.

If you do not hold your breath or fail to hold your breath then you need to make a Fortitude check DC 15 or be Sickened for the Round

The cloud will linger if not blown away somehow.

Dáin has already swung for this round, as you got a little ahead of the ball, so your last take is for this round and all you need to do is make the Save(s)


Female Aquatic Elf Druid 3

fort save: 1d20 + 3 ⇒ (18) + 3 = 21
to hit: 1d20 + 6 ⇒ (20) + 6 = 26
to confirm: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 ⇒ 6

Salaha takes aim back at the goblin that threw something, hoping to take it from the fight quickly as she manages to cough, but seems unaffected by the cloud of issues. Snapper attempts to bite as well at the goblin in front of him, maybe with a flanking for someone

Snapper attack: 1d20 + 6 ⇒ (4) + 6 = 10
damage if hit: 1d6 + 4 ⇒ (6) + 4 = 10


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

fort save: 1d20 + 7 ⇒ (18) + 7 = 25


Male Human Evoker 3

William casts a magic missile at goblin 4. He also doesn't hold his breath.

Fortitude save: 1d20 + 2 ⇒ (8) + 2 = 10

Magic Missile, target Goblin 4: 1d4 + 1 ⇒ (3) + 1 = 4


OCC: Wait William I thought your Wand of Magic Missiles ran out? Are you casting this spell instead?


Male Grippli

Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9


Male Grippli

The diminutive frog-man moves his body, trying to lure an enemy off guard.

Bluff, feint: 1d20 + 5 ⇒ (8) + 5 = 13


OCC: Grün going forward your DC to Feint is 15 but since I rolled it I will stick to the roll (my mistake, your benefit).

Opponents:
Goblin 1 Attacks Snapper: 1d20 + 7 ⇒ (9) + 7 = 16
Goblin 2 Attacks Dáin: 1d20 + 7 ⇒ (5) + 7 = 12
Goblin 3 Attacks Grün: 1d20 + 7 ⇒ (14) + 7 = 21
Goblin 4 Attacks Dáin: 1d20 + 8 ⇒ (1) + 8 = 9
Goblin 5 Attacks Stone: 1d20 + 8 ⇒ (17) + 8 = 25 Shaken-2
-------
Goblin 6 Trip Stone: 1d20 + 5 ⇒ (10) + 5 = 15

Goblin 1 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 3 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 5 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 (Armor)

Cloud Linger: 2 of 4
Fortitude Save DC 15
Failed: Sickened (-2 All Actions)

Initiative Order:
Goblins
PCs
Round 2:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9 (-2 to All Actions)
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/11 (-2 to All Actions)
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP 0
Goblin-3 . HP -8
Goblin-4 . HP -4
Goblin-5 . HP -11 Shaken 1 of 2 (-2)
Goblin-6 . HP 0

Current Fighting Layout
................. Snapper ... Goblin 1
Salaha .... Dáin .......... Gobiln 4
.................................... Goblin 2
William ... Stone ....... Goblin 5 ..................... Goblin 6
................. Grün ........ Goblin 3

Snapper misses and becomes affected by the cloud of dust.

The Goblin battling Snapper however manages to land a hit.

Stone lets out quite an intimidating holler that noticeably shakes the Goblin in front of him and then he hits it solidly with his hammer.

The Goblin even shaken as it is still manages to land a blow on Stone however it does not penetrate Stone's armor.

Dáin swings but misses and is not affected by the cloud of dust.

The two attacking Dáin both miss and Dáin hears an audible crack as one the Goblins hit a rock instead of just missing.

While Grün's feint causes the Goblin he is facing to become flat-footed that Goblin still manages to hit Grün. While Grün becomes affected by the cloud of dust.

Salaha shoots at the Goblin by the fire and hits it solidly and is not affected by the cloud of dust.

The Goblin by the fire yells something and Grün feels the ground shake a bit but Stone feels it shake a lot. Still Stone manages to keep is feet.

In Goblin:
"Gol-goroth smite that enemy."

William casts a Magic Missile at one of the Goblins and becomes affected by the cloud of dust.

OCC: The affects of the cloud only last a round but you have a -2 on all actions if you were affected.

However because it is lingering still, everyone will need to make another Fortitude Save DC 15 for this next round

With all that -- PCs turn to act


Male Grippli

Drawing the creatures gaze to its leg, Grun slices at the enemy's throat.

atk, kukri vs flat-footed, cloud: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
dmg, kukri, precision: 1d3 + 2d6 ⇒ (3) + (5, 6) = 14


OCC: so close and yet so far away -- note I need a Fort Save DC 15 for this round please


Male Grippli

Fortitude, cloud DC 15: 1d20 + 5 ⇒ (8) + 5 = 13


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Fort save: 1d20 + 7 ⇒ (5) + 7 = 12

Dain attacks again

Book: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 2 ⇒ (6) + 2 = 8


OCC: Dang Dáin have you hit anything yet? I have to admit that the psuedo number generator is simply not being friendly to you all.


Male Human Evoker 3

William shall cast web at the goblins. I think.


Female Aquatic Elf Druid 3

Salaha frowns as Snapper is looking a bit too out of it to fight, and she will recall him back to her, having him withdraw fully to avoid any attacks. With the rest of her action, she will take another shot at the goblin in the back casting spells, hoping she is strong enough to resist the cloud.

Fort save: 1d20 + 3 ⇒ (16) + 3 = 19
Crossbow hit: 1d20 + 6 ⇒ (20) + 6 = 26
to confirm hit: 1d20 + 6 ⇒ (9) + 6 = 15
Damage from crossbow: 1d8 ⇒ 6

Snapper Fort save: 1d20 + 5 ⇒ (1) + 5 = 6


Male Human Evoker 3
William the Destroyer wrote:

William shall cast web at the goblins. I think.

William is going to cast Summon Monster II behind the goblins.

Monsters summoned: 1d4 + 1 ⇒ (2) + 1 = 3 monsters, compsagnathus.

Fortitude Save: 1d20 + 2 ⇒ (12) + 2 = 14


Opponents::
Goblin 1 Attacks Dáin: 1d20 + 9 ⇒ (8) + 9 = 17
Goblin 2 Attacks Dáin: 1d20 + 9 ⇒ (20) + 9 = 12
Goblin 3 Attacks Grün: 1d20 + 7 ⇒ (14) + 7 = 21
Goblin 4 Attacks Dáin: 1d20 + 8 ⇒ (13) + 8 = 21
Goblin 5 Attacks Stone: 1d20 + 6 ⇒ (6) + 6 = 12
-------
Goblin 6 Lays down and Cast Spell
.
Goblin 1 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 3 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 5 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 (Armor)

Cloud Linger: 3 of 4
Fortitude Save DC 15
Failed: Sickened (-2 All Actions)

Initiative Order:
Goblins

PCs
Round 2:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9 (-2 to All Actions)
Dáin .... AC 19 . HP 37/13
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/11 (-2 to All Actions)
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18
... Summon Monster II .. 1 of 3
M1 .. AC 15 .. HP 10/10 .. (-2 to All Actions)
M2 .. AC 15 .. HP 10/3 .. (-2 to All Actions)
M3 .. AC 15 .. HP 10/10 .. (-2 to All Actions)
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP 0
Goblin-3 . HP -8
Goblin-4 . HP -4
Goblin-5 . HP -11 Shaken 1 of 2 (-2)
Goblin-6 . HP 0

Current Fighting Layout
Snapper ................ Goblin 1
Salaha .... Dáin ..... Gobiln 4
................................ Goblin 2
William ... Stone ... Goblin 5 ..................... Goblin 6
................. Grün .... Goblin 3 ... M1-3

Snapper Disengages and moves back to be with Salaha.

Dáin attacks but Misses and the 3 Goblins now facing him attack viciously. The first Goblin hits but does not penetrate Dáin's armor {armor 2} but Dáin senses that is armor is not quite as good as it once was {-1 AC due to damage thus far}. The second Goblin attacks and lands a solid blow {7} and the third also manages to land a blow.{2}

Stone attacks but Misses and the Goblin attacking Stone clangs his weapon off of Stone's Shield.

Grün attacks but misses the Goblin then suddenly three tiny bipedel lizards appear next to the Goblin he is fighting and attack the Goblin with one of them managing to land a bite. His opponent retaliates and hits one of the tiny lizards in return.

William casts a Summon Monster II spell and three Compsognathus appear and attack the Goblin-3 that Grün is fighting.

OCC: Going into the this next round everyone but Salaha is Sickend (–2 penalty on Attack, Weapon Damage, Saves, Ability/Skill checks)

The Cloud still Lingers everyone also needs to make a Fort Save DC 15 or be Sickened for another round.

Grün now has a +3 To Hit due to Flank but still the -2 due to Sickened but your opponent is also considered Flanked for Precision (Sneak Attack) Strike purposes.

Salaha Shooting at a prone target is a -4 Penalty for which I will just simply increase the target's AC by 4. Just wanted you to be aware of that is all. Oh of course unless you have Precise Shot you would have a -4 To Hit when shooting into melee combat.

Anyone with Spell Craft can make a check to see if they can determine the spell that Goblin just cast. For Arcane Casters it has a DC 16 for Divine Casters it has a DC 20. This is a Free Action with no side pentalty if you Critically Fail


Female Aquatic Elf Druid 3

I'm just gonna go into melee, I think I've taken the caster out right? Or it just appears that way due to the like 14 damage I did?

Salaha spends her action this round to take out her cloak and try to billow the smoke away, to clean the air for all to breath better, and then draw out her Trident afterwards. If she can't move all the cloud then she draws and steps up into combat.


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Fort: 1d20 + 5 ⇒ (3) + 5 = 8

Book: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 1 ⇒ (5) + 1 = 6


OCC: First off Salaha you have done 8 + 8 = 16 damage thus far, when someone does a Critical Hit they do max damage and have a chance to do additional damage.

Note I do this for the monsters as well except anything but a semi-boss or a boss will never try to confirm a critical to do extra damage.

Next it is obvious that the "downed" spell caster is still casting spells and you can, as I denoted, make a spell craft check as a Free Action if you want to know what spell they just cast the DC for you is 20 I believe.

Lastly if Salaha does employ her clock to try to disappate the cloud and spends a full round action doing so, then I will reduce the lingering by 1 round for each round that she performs this action.

Dang Dáin you seriously need to make friends with the pseudo-random number generator. I mean I am not sure what you did to piss it off so much ;-)

Note I do not have any Critical Failure guidelines (accept those already outlined like Fragile for weapons) beyond a 1 always fails and a 20 always succeeds. Of course, there is the standard confirm a critical guidelines to do extra damage. If however you players would like me to introduce a Critical Failure system let me know for if I do it would apply to both the good guys and all the bad guys - not just the boss-types.


Female Aquatic Elf Druid 3

I will use my full turn to try and remove the smoke, I think for now that is going to be the best thing I can do, unless the group thinks me coming into melee works better.


OCC: Okay waiting on William and Grün to post their actions for this round.


Male Human Evoker 3

William will cast Force Missile at goblin 3.

Force Missile damage: 1d4 + 2 ⇒ (3) + 2 = 5
Force Missile 2: 1d4 + 2 ⇒ (3) + 2 = 5

Other magic missile attacks:
1d4 + 2 ⇒ (4) + 2 = 6
1d4 + 2 ⇒ (4) + 2 = 6

Fortitude save:
1d20 + 2 ⇒ (2) + 2 = 4


Male Human Evoker 3
William the Destroyer wrote:

William will cast Force Missile at goblin 3.

William does a spellcraft check to find out what spell has been cast.

spellcraft: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10


Male Grippli

Grun, furious... strikes once more.

atk, kukri, flank, cloud: 1d20 + 9 + 3 - 2 ⇒ (6) + 9 + 3 - 2 = 16
dmg, kukri, precision: 1d3 + 2d6 - 2 ⇒ (3) + (6, 1) - 2 = 8

Fortitude: 1d20 + 5 ⇒ (5) + 5 = 10


Dáin swings at a Goblin and completely misses and continues to suffer from the affects of the cloud {Actions -2}

Stone steps closer to Dáin and ferociously howlers at Goblin-2 and even though it is crazed it is still noticeably shaken but then Stone misses hitting the Goblin as stumbles {5ft Step} back a step. Stone is also still affected by the cloud {Actions -2}

Grün attacks and while he hits the blow does not pentrate the Goblin's armor. He remains affected by the cloud {Actions -2}

The 3 bipdel lizards attack and a couple manage to bite the Goblin, whereupon William finishes up with a Force Missile and the Goblin goes down. However William is still affected by the cloud {Actions -2}

Salaha manages to disperse the remaining cloud by fanning it with her cloak and remains unaffected by the cloud.

******* End of Round 4 -- Start of Round 5 *******

Initiative Order:
Goblins

PCs


Goblin 1 Attacks Dáin and manages to strike true {4}

Goblin 2 Attacks Dáin and hits but does not penetrate his armor {Armor 1}

Goblin 4 Attacks Stone and manages to strike true {5}

Goblin 5 Attacks Monster-2 and completely misses.

-------
Goblin 6 Stays Prone and Casts a Spell

Current Status:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9 .. (-2 to All Actions)
Dáin .... AC 19 . HP 37/9 ... (-2 to All Actions)
..... Armor Damage: 6 ........ (-1 AC)
..... Shield Damage: 1
Stone ... AC 24 . HP 37/25 ... (-2 to All Actions)
..... Armor Damage: 2
..... Shield Damage: 1
Grün .... AC 20 . HP 34/6 .... (-2 to All Actions)
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 ... (-2 to All Actions)
M1 .. HP 10/10
M2 .. HP 10/3 ... (-2 to All Actions)
M3 .. HP 10/10 .. (-2 to All Actions)
..... Summoning 2nd of 3 rnds
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP -5 (Shaken -2 for 1 of 4 rnds)
Goblin-3 . HP -17 (Unconscious and dying)
Goblin-4 . HP -4 (Broken Weapon -2 Attack/Damage)
Goblin-5 . HP -11
-------
Goblin-6 . HP -5
Current Layout:
This reflects the sort-of fluid state of combat at this point

Snapper ................. Goblin 1
Salaha .... Dáin ...... Gobiln 4
................ Stone...... Goblin 2
William ................... Goblin 5 ... M1-3 ............ Goblin 6
................ Grün

OCC: Okay it is the PCs turn while some are still affected by the cloud no saves are needed this round as Salaha managed to end the cloud one round early.

If it is not clear the Goblin's current status is prior to the players actions for this 5th round but the players status is post this 5th round.

Grün has a +4 Flanking bonus on Goblin-5 while still being a -2 on All Actions this round.


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Dain attacks Wham: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 1 ⇒ (2) + 1 = 3
Crit: 1d20 + 3 ⇒ (7) + 3 = 101d8 + 1 ⇒ (4) + 1 = 5


Male Human Evoker 3

William coughs, and casts monster summon I behind goblin 6.

He prepares force missile for the next round.

fortitude save: 1d20 + 2 ⇒ (8) + 2 = 10


OCC: So William are you summoning the same type of creatures if so you need to roll a 1d3 to see how many you get.

And no one needs to make a Fortitude Save this round.


Female Aquatic Elf Druid 3

Salaha cast Cure light wounds on Dain, and then steps up into combat to help out, drawing out her trident.

Cure light wounds: 1d8 + 3 ⇒ (2) + 3 = 5


Male Human Psion 10/Atlanteologist 10
DunwichStoryteller wrote:

OCC: So William are you summoning the same type of creatures if so you need to roll a 1d3 to see how many you get.

And no one needs to make a Fortitude Save this round.

yes, same type. 1d3 ⇒ 3


OCC: Not that it would have helped in the current situation but if both the caster and the recipient take a Full-Round Action with the caster casting the Cure spell and the recipient standing flat-footed then you heal the maximum no roll needed.

This is to say the only reason you have to roll while using a divine Cure touch spell in combat is the recipient will most likely have to move suddenly prior to the completion of the spell.

Salaha are you stepping up to where Snapper vacated? That will be my assumption if you do not reply in time.

Just waiting for Grün


Female Aquatic Elf Druid 3

I was moving up, but I was going to cast it before stepping up to not get hit.


OCC: Yes I understood that Salaha and that is what I had you do which does not change how that spell would be used normally. My was more of where were you stepping up to.

So all I am currently waiting for is Grün once they post or tomorrow night comes around I will move things forward as I have everything put into place to try and help speed things up on my end.


Male Grippli

Grun, in an effort to be helpful, keeps the pressure up and strikes once more.

He nearly wretches as he connects.

atk, kukri, flank, cloud: 1d20 + 9 + 3 - 2 ⇒ (14) + 9 + 3 - 2 = 24
dmg, kukri, precision: 1d3 + 2d6 - 2 ⇒ (3) + (4, 2) - 2 = 7

Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6


OCC: Got that finally all sorted out seems I over damaged poor ole Grün which I have now fixed.

End Round 5:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9
Dáin .... AC 19-1 . HP 37/12
..... Armor Damage: 5 ........ (-1 AC)
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
..... Shield Damage: 1
Grün .... AC 20 . HP 34/6
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18
M1 .. HP 10/10
M2 .. HP 10/10
M3 .. HP 10/10
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP -13 (KO'd)
Goblin-3 . HP -17 (KO'd)
Goblin-4 . HP -4 (Bkn Wpn -2 Atk/Dmg)
Goblin-5 . HP -18
-------
Goblin-6 . HP -6
Combat Layout:
Snapper ... Salaha .... Goblin 1
................... Dáin ....... Gobiln 4
................... Stone
William ...................... Goblin 5 ............ M1-3 ... Goblin 6
................... Grün
************************************************************

Goblin 1 attacks Dáin and lands a very solid blow {7}

Goblin 2 fails Con Save Failed -1 HP

Goblin 3 fails Con Save Failed -1 HP

Goblin 4 attacks Dáin and misses horribly and its weapon shatters upon hitting another rock.

Goblin 5 attacks Stone but his blade bangs off Stone's shield.

Goblin 6 gets up and is attack by the bipedal lizards and two manage to hit it {2,1} and then the Goblin moves back a bit and lobs a bomb at them hitting them {7,5,8}.

OCC: PC's Turn

Dáin just a word a word of warning HP 37/5 and if you attack you must make a 1d6 roll 1-3 G1 4-6 G4 unless you want to give the opponent you do not attack bonus to hit you next round

Salaha if you attack you need to make a 1d6 roll 1-3 G1 4-6 G4 unless you want to give the opponent you do not attack bonus to hit you next round

Note Everyone, unless they focus attack, have a +1 To Hit due to Flanking Advantage -- which is to say if you do not make the random target roll for those that have it then you lose the +1 To Hit


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Dain attacks
Target: 1d6 ⇒ 2
Attack: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 1 ⇒ (6) + 1 = 7


OCC: Okay Dáin I am not sure why you did only a 1d20+3 since you no longer had that Cloud affect and you also had a +1 Flank bonus so your attack should have been a 1d20+6 giving you 23 as a final result granted the 20 would have hit anyway so that would be a hit on G1.


Male Human Evoker 3

William casts force missile at goblin 6.

Force Missile damage: 1d4 + 1 ⇒ (2) + 1 = 3

Force Missile 2 damage: 1d4 + 1 ⇒ (2) + 1 = 3


OCC: Awesome just Salaha and Grün left


Male Human Psion 10/Atlanteologist 10
DunwichStoryteller wrote:
OCC: Awesome just Salaha and Grün left

Whoa, that doesn't bode for us to well.


OCC: Why would this not bode well at this point.

No one down on your side and 2 down on their side. Current odds 1+1+1+0.5+0.5+0.5 vs 1?+1?+1 so not looking too bad.


Female Aquatic Elf Druid 3

To hit: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 2 ⇒ (4) + 2 = 6

Salaha pulls out her trident and takes a swing with it, hoping to hit one of the remaining goblins.

Snapper does nothing but take a total defense for the round, gaining a bonus to his Ac.

601 to 650 of 741 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dreadfulness in Dunwhich PF1e+ All Messageboards

Want to post a reply? Sign in.