Forlarren

Clortho - GM Doug's page

10 posts. Alias of Doug Hahn.


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Nokka, seeing the glaive cut towards her friend's neck, furiously waddles into a flank position and bites at Clortho — ripping a horn off in the process! The panpipes fall to the ground from his listless hand.

Even if Kahru is unconscious it still confirms.

Clortho is down.


Clortho will take the AOO on Kahru with a reach weapon, actually. You can't 5' step in difficult terrain, which is the side of the hill. Either way he would not take his AOO on the seemingly less threatening bird. I am reading the flow of actions here as Kahru moving through a threatened square and readying an attack, then waiting for Nokka to flank. Let me know if that's wrong.

1d20 + 4 ⇒ (20) + 4 = 24

Uh oh.

Confirm: 1d20 + 4 ⇒ (9) + 4 = 13

Luckily, it does not confirm!

damage: 1d10 + 4 ⇒ (6) + 4 = 10

It looks like Kahru took 34 damage so far. Is he still up? I know he didn't have full health at the start


GM Screen[/spoiler:

1d4 ⇒ 2

Clortho bleeds for a hit point. He steps toward the mound and swings at person one-shotting every enemy on the field.

1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18

Even on lower ground, he hits.

slashing: 1d10 + 4 ⇒ (5) + 4 = 9

It's spring! Clouds of pollen clog noses and mouths, imposing a 20% spell failure chance on all spells with verbal components.


Clortho shudders as the magic missile penetrates his SR!

-10 HP; bleeding


GM Screen:

1d4 ⇒ 4

It's fall! Swirling leaves impose a –2 penalty on ranged attack rolls.

Will: 1d20 + 7 ⇒ (14) + 7 = 21

Clortho seems to notice Eugressia for the first time and, blood dripping from his mouth, and walks towards her.

Glaive: 1d20 + 4 ⇒ (17) + 4 = 21

Slashing: 1d10 + 4 ⇒ (4) + 4 = 8

He glances backwards to sneer at Xox.


Clortho enters the glade. He cocks his ear at the skald's song, grinning hugely as he strides directly towards Oiur.

My good human! Why is a raven like a writing desk, hmmm?

He plays a wistful melody on his broken panpipes; they briefly undercut the deeper roar of Oiur's song, and make them listen very closely to the words.

Because neither can be approached without caws.

Spellcraft DC 17:
Hideous Laughter

Oiur must make a will save; they get a +4 bonus on the roll.


Clortho playes a saturnine tune on a broken set of pipes; it lingers in the forest gloom. He moves forward, watching watches the party as if ready to do something lest they take their head start.

GM Screen:

1d4 ⇒ 3

As he steps forward the fickle season shifts — wild growth explodes everywhere! all terrain is difficult, and everyone will have a -2 penalty on melee attack rolls.

I am moving enemies on the map. We can do the chase in "theater of the mind" if you want. However if the group chooses to attack now, then we should stay on the map. You do not have to take them up on their offer, after all.

Kokoyuki is up.


4/6
Clortho deeply sighs and rubs his brows. These do not look best, or fine, or fast… at the least, they are the least we've faced.

He twirls a broken lute as he considers. While I posit we swiftly kill these of the least, these may at least provide some little entertainment. We should at least give them a little running start — it's only fair, and I am quite bored!


1/5

He waves off Oiur's words. Hmmm? Yes yes yes… we shall slay you post-haste. He begins to draw a bow…


2/5

Outlanders and thieves! declares a muscular man with goats’ legs and glowing green eyes. Casting back his cloak to reveal curling horns atop his head, he continues, We of the Whirlwood wild hunt do hereby doom you unto death!