Gibbering Mouther

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1,305 posts. Alias of Chris Manos.


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Rappan Athuk on roll20.net
Tony Tanner II wrote:
GM Hands of Fate wrote:
Seriously, I am really done with this conversation. If you all decide that you don't want to mix morality into your D&D, that's fine. Gloves come off. Back to OSG we go. I have no problem with that.

I was going to respond to your initial post then I saw this one.

It looks like someone can't stand to not have the last word. Well, Tony, you can have the last word. You have been promoted to head GM. I am done.


Rappan Athuk on roll20.net
Seir of the Dawnflower wrote:

Seir stay mostly slient, still relling from being unconscious. He picks up the divine scrolls and uses the last of his divine power to heal wounds on Reynaud and himself.

[dice=CLW from sun metal; Command]1d8+5; 1d8+5

Seir, correct me if I am wrong, but, you are a L4 Cleric, so your Caster Level is 4? So these should be 1d8+4?


Rappan Athuk on roll20.net

After your rest, the two hobgoblins lead you back to the door that Tony had trapped. Beyond is a cave which was obviously used as a bung heap. Piles of humanoid refuse lay in the corners, and the entire place reeks. The hobgoblins indicate there is a secret door at the back of the cave, that it is not trapped, but that with their hands tied, they would be unable to open it. They describe the exact method to open it.

Tony approaches slowly, scanning for anything that could be considered a trap. He finds nothing on the floor or walls surrounding the area, finds the secret door and the latch, and does not detect any traps. To make sure, all the others take a look as well but do not find anything unusual or suspicious. Then all eyes turn to Garrosh and Reynaud. Everyoone else stands back, and the half-orc opens the secret door.

Beyond is a narrow, rough-hewn passage, wide enough for only one to pass. Tony takes the lead. After a short distance, the passate forks. The hobgoblins say that the left fork heads to the living caverns, where the women and children are, as well as Daarog and the half-orc priest's private chambers. To the right, the narrow passage leads to another exit.

I'll pause here to get direction....left to the living quarters or right to the exit.


Rappan Athuk on roll20.net

There is only one scroll, with three spells written on it.

The chasm is 20 feet deep. There is a dead hobgoblin at the bottom.


Rappan Athuk on roll20.net
Tony Tanner II wrote:
you're hobgoblins and we're in a state of war and just execute them.

Where do you get there is a state of war? There is nothing about an active state of war between humans and hobgoblins in the RA literature, or even the two other FGG game products detailing the two closest regions. This is an assumption you have.

Seriously, I am really done with this conversation. If you all decide that you don't want to mix morality into your D&D, that's fine. Gloves come off. Back to OSG we go. I have no problem with that.


Rappan Athuk on roll20.net
Garrosh Saurfang wrote:
I'm also going to grab a few arrows - how many is Brodin going to take? And you Tony?

I had Brodin load up three full quivers before posting how many arrows were available.


Rappan Athuk on roll20.net
Tony Tanner II wrote:
...aren't hobgoblins and humans (and their fellow standard races) effectively in an ongoing state-of-war with hobgoblins and the like? Hobgoblins take slaves, raid form hordes and make travel dangerous...

If this is what makes you feel better for stabbing a hobgoblin in the back after he had surrendered, keep believing it. They are thinking, rational beings, who can be reasoned with, and most likely are able to be redeemed. Humans kill other humans. That does not mean that all humans are murdererers and should be killed on sight. Orcs raid from hordes, make travel dangerous, take slaves, rape, pillage, and yet....THERE IS ONE IN YOUR MIDST who is the priest of a lawful good god. Such broad ranging generalities about morality don't cut it.


Rappan Athuk on roll20.net

Now, here is where I went wrong. I should have had one of them growl, "Perhaps you should leave. You are not invited." before they shot first.


Rappan Athuk on roll20.net

My point is not that I'm going to make anyone fall. My point is, do you want this to be a murderhobo game, or do you want some morality in it?


Rappan Athuk on roll20.net
Garrosh Saurfang wrote:
But also because I will dig through the posts and uncover the full story. I am under the impression we were chasing the hobgoblins because of what they did to a small child and her parents. And I am also under the impression they attacked first and refused all my offers of parley.

1) You have no evidence that these are the same ones that burned the farm house to the ground. The child was gone before the house was burned. Gilda followed the tracks south, lost track of them, found hobgoblin tracks all over the place. When you spied the three scouts, Garrosh charged and Brodin shot, before they fled.

2) you have no evidence that these goblins have been raiding ANYWHERE. For all you know, they are separationists who just want to live in peace in their cave. it's not like there is anything nearby for them to raid.

3) They did not attack you until you entered their home

4) They did not understand your language when you offered parlay.


Rappan Athuk on roll20.net

OK, last call for loot. Anything that isn't claimed gets deleted from the loot list. If things go into the Bag of Holding, please mark them on whoever is carrying the bag. You never know when that character is going to fall into a lava or green smile-filled chasm.


Rappan Athuk on roll20.net
Belle PBP wrote:
Poison is good.

As long as your LG characters don't know about it :)


Rappan Athuk on roll20.net

Taking the hypothetical theological conversation offline.

"but would Ragathiel really mind if I actually threw them though?"

Ragathiel is a Lawful Good Empyrial of Chivalry, Vengeance and something else. If you killed them unjustly, without evidence of a crime, that would not be vengeance and it would not be chivalrous, it would not be lawful, or good.

What is their crime? Defending their home? As of this point, what evidence do you have that these two hobgoblins were present for the burning of the cottage?

Lets also take into account that you have a cleric of Sarenrae, goddess of healing, the sun and redemption, amongst you. "The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good." Allowing you to throw them into the pit without attempts to redeem them would be against her tenets. Using a defense that hobgoblins are pure evil, and beyond redemption, without even trying to redeem them would be a very thin defense.

But that's just my perspective. Why do you feel that Ragathiel would have no problem with you killing someone without assessing their guilt?


Rappan Athuk on roll20.net

Intent and perception of intent are two different things.


Rappan Athuk on roll20.net

[ooc]I figure it will take you about 20 minutes to gather all the loot and identify what you can. How much longer do you want to rest?


Rappan Athuk on roll20.net

Brodin relays the message, "Jous udossa ji udos shlu'ta verify l'aster d'dosst phlyle." They look at each other, look back and nod.


Rappan Athuk on roll20.net

Hmm, what are the ramifications of a lawful good warpriest threatening to throw two helpless humanoids into a chasm if they don't comply with his forced interrogation...Hmm, points to ponder.

Brodin follows along behind the warpriest, growling, "Tesso udossa vel'bol ulnen tu'jol l'za'tssan xor dos orn tlu luthk wun ol"

As Garrosh holds then leaning over the chasm, the one who identified himself as Oleng speaks, "Udossta roma lu'dalharen ulnar tu'jol. Dos inbal elggen udossta ventash'man. Udossta dron ph'wun dosst rahi. Elgg udossa xuileb ka'lith lu'dos rei ulu l'obsul'ress d'l'demos." He eyes the holy symbol around the half-orc's neck.

Brodin turns to Garrosh. "He says their women and children lie beyond. That we have killed all their leaders, the priest and the predator, the three lieutenants and the two sergeants. They are broken, and their lives are in your hands." The dwarf eyes the half-orc thoughtfully.


Rappan Athuk on roll20.net

The hobgoblins growl something in an unknown language, first the one, then the other. Brodin pipes up, They are speaking undercommon. The first one said 'Oleng. Private', the second said 'Githit. Private. We are your prisoners and will tell you no more.' Seems they either don't understand your threat, or have very strong willpower."


Rappan Athuk on roll20.net

Do you want me to look for another player? I personally think you have enough firepower, and prefer running smaller groups.


Rappan Athuk on roll20.net

I'll have him abducted by aliens tonight while he is on watch.


Rappan Athuk on roll20.net
Tony Tanner II wrote:

So, have we fully explored the complex?

Removing the fog of war?

You have not explored beyond the chasm, and you haven't checked what was behind the door a couple rooms back. I have dynamic lighting on which doesn't work with fog of war. I guess I can switch until you guys decide what you want to do. When you go back form bodies...you check out the door in that one room. It is open, and the trap has been tripped. Beyond is a cave that they were using as a cesspit with piles of humanoid waste indicating they have been here for quite a while.

Tony Tanner II wrote:
I doth protest!

Noted, but I am not running a GMPC...


Rappan Athuk on roll20.net

Loot's up...I have added it to the loot tracker, but have not added in prices. Feel free to fill them in as you like. If you want to claim something, please put the number taken in the Number Taken column under your name.

I am going to say there are sufficient arrows lying around and in quivers for Brodin to re-stock. But after you leave here, I am going to have him leave. If Gavmania returns, Brodin can make a heroic entrance and save you all from certain death.


Rappan Athuk on roll20.net

You take the time to loot the bodies, going back to the previous rooms and looting the bodies there as well. After exploring the cavern you are in, you are comfortable the only way they could come at you is from across the chasm, or from your rear. You decide to move out of the open a bit and take cover in the area to the south where worked stone corners and masonry walls adjoin the rough cavern walls. And then you look at what you have accumulated. There are three magical items which neither Belle nor Seir can identify; the priest's longspear, 6 magical arrows carried by the barbarian, and the leather, bone and tooth headband. The only monetary wealth you find are a pretty shell, which Belle thinks you could sell for 12gp to the right buyer, and 12gp carried by the priest.

Loot:
Weapons
1 longspear (magical)
6 6 arrows (magical)
6 sickle (MWK)
1 spiked gauntlet (MWK)
1 shortspear (MWK)
2 longsword (MWK)
2 flail
20 longsword
2 longbow (MWK)
1 heavy crossbow
23 longbow
1 composite longbow [+4 Str]
20 crossbow bolts
200 arrows

Armor
1 half plate armor +1
3 hide armor +1
1 chain shirt (MWK)
2 light wood shield (MWK)
1 heavy steel shield (MWK)
2 chain shirt
20 studded leather armor
20 light steel shield

Gems and Jewelry
1 Gem What kind of Gem?: 1d100 ⇒ 83, Belle Appraise: 1d20 + 9 ⇒ (16) + 9 = 25

Magical Items
1 potion of delay poison
9 oil of magic weapon
1 Scroll - divine - spiritual weapon, inflict moderate wounds, remove curse (CL5)
1 headband (magical)
3 cloak of resistance +1

Other Equipment
10 vials of unholy water
1 solver holy symbol
1 vestments
10 alchemist fire
2 tanglefoot bag
2 caltrops
2 smokestick


Rappan Athuk on roll20.net

Spellcraft Checks:
Belle Spellcheck: 1d20 + 15 ⇒ (3) + 15 = 18
Belle Spellcheck: 1d20 + 15 ⇒ (2) + 15 = 17
Belle Spellcheck: 1d20 + 15 ⇒ (14) + 15 = 29
Belle Spellcheck: 1d20 + 15 ⇒ (16) + 15 = 31
Belle Spellcheck: 1d20 + 15 ⇒ (12) + 15 = 27
Belle Spellcheck: 1d20 + 15 ⇒ (6) + 15 = 21
Belle Spellcheck: 1d20 + 15 ⇒ (5) + 15 = 20
Belle Spellcheck: 1d20 + 15 ⇒ (1) + 15 = 16
Belle Spellcheck: 1d20 + 15 ⇒ (11) + 15 = 26
Belle Spellcheck: 1d20 + 15 ⇒ (16) + 15 = 31
Belle Spellcheck: 1d20 + 15 ⇒ (20) + 15 = 35
Seir Spellcheck: 1d20 + 8 ⇒ (20) + 8 = 28
Seir Spellcheck: 1d20 + 8 ⇒ (9) + 8 = 17
Seir Spellcheck: 1d20 + 8 ⇒ (17) + 8 = 25
Seir Spellcheck: 1d20 + 8 ⇒ (19) + 8 = 27
Seir Spellcheck: 1d20 + 8 ⇒ (8) + 8 = 16
Seir Spellcheck: 1d20 + 8 ⇒ (2) + 8 = 10
Seir Spellcheck: 1d20 + 8 ⇒ (5) + 8 = 13
Seir Spellcheck: 1d20 + 8 ⇒ (14) + 8 = 22
Seir Spellcheck: 1d20 + 8 ⇒ (1) + 8 = 9
Seir Spellcheck: 1d20 + 8 ⇒ (6) + 8 = 14
Seir Spellcheck: 1d20 + 8 ⇒ (1) + 8 = 9
Seir Spellcheck: 1d20 + 8 ⇒ (12) + 8 = 20
Seir Spellcheck: 1d20 + 8 ⇒ (13) + 8 = 21
Seir Spellcheck: 1d20 + 8 ⇒ (13) + 8 = 21
Seir Spellcheck: 1d20 + 8 ⇒ (18) + 8 = 26
Belle Spellcheck: 1d20 + 15 ⇒ (3) + 15 = 18
Belle Spellcheck: 1d20 + 15 ⇒ (17) + 15 = 32


Rappan Athuk on roll20.net

I'll post a full list when I can. I have a 20 minute break to get lunch before another 3 hours of meetings...I may not get to it until tonight or tomorrow.

For identifying, I will assume that those who can will all try. I think there are three who are skilled in Spellcraft, so I most likely will split the items up into three 'piles'. If I don't have enough rolls for you guys, I'll roll myself. Anything that one person does not ID, I'll have the other two roll for. If anything comes up as unidentifiable, you will just have to wait a day.

And I guess I should ask, you're just looting here, and taking the time to detect and identify right here, out in the open? Brodin will keep the ledge covered. And feel free to move your guys around this chamber to get the layout. Please do not cross the chasm just yet.


Rappan Athuk on roll20.net

I'll post the results of the detect magic when I can. I've got meetings most of today.


Rappan Athuk on roll20.net

Belle kneels down by the dead priest. Running her eyes quickly over the corpse, she sees he wears half plate under his bloodstained black and red vestments, bears a longspear, a crude silver holy symbol hangs around his neck, and a twisted leather cord around his forehead holds small bones and human teeth. A bandolier across his chest holds eleven vials, ten with a brackish, oily liquid, and the eleventh, in an ornate vial, is a solid black liquid, with pink swirls. A pouch and a scroll case hang at his waist.

Tony rifles through the dead lieutenant at his feet. She wears hide armor and a mottled green and brown cloak, and bears two sickles. A quiver and longbow are slung over her shoulder. A bandolier holds three vials containing a sky blue liquid with dark blue and gold flecks, two flasks of alchemist's fire, and a pouch. The vials are unusually cold. A quick glance shows the other one he just killed is armed the same.


Rappan Athuk on roll20.net

There are no hobgoblins across the way. They withdrew a round or two ago after getting slammed with negative energy. Keeping in combat rounds was to make sure Seir got healed in time, which Garrosh takes care of. If you want to stay in combat rounds and chase the hobgoblins who fled into the darkness, we can, but, I don't see the need to stay in combat rounds. Please tell me how you would like to proceed. Untill we are decided...Seir only gets the 7hp back for the first healing.


Rappan Athuk on roll20.net
GM Hands of Fate wrote:
The archers on the ledge withdraw into the darkened crack at the back of the ledge, but the two kukri-wielding lieutenants lay into Seir and Tony, maneuvering to feel less flanked.

Nothing on the map. If you want to stay in combat order...we can stay in combat order.


Rappan Athuk on roll20.net

Brodin shoots priest: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 2 ⇒ (7) + 2 = 9 if hit
Brodin shoots priest: 1d20 + 10 ⇒ (10) + 10 = 20 for 1d8 + 2 ⇒ (6) + 2 = 8 if hit
Garrosh AoO Priest: 1d20 + 14 ⇒ (20) + 14 = 34 for 1d10 + 18 ⇒ (5) + 18 = 23 if hit
Garrosh Crit Confirm: 1d20 + 14 ⇒ (19) + 14 = 33 for 1d10 + 18 ⇒ (2) + 18 = 20 extra damage if confirmed

Brodin plugs away at the priest, striking once.

The priest, bloodied, withdraws back over the chasm.

Garrosh, seeing a final opportunity, brings his Blade to bear once more. Cleaving the half orc in twain. just as it reached the chasm.

As we have a man down, we should probably act in combat order, even though there aren't any more combatants.

Seir can try and stablize...the rest of you tell me what you would like to do.

COMBAT OVER


Rappan Athuk on roll20.net

anyone else want to weigh in? Currently he will have cover penalties from Reynaud, but I could be persuaded to be nice and let his attacks strike before Reynaud got there.


Rappan Athuk on roll20.net
Belle PBP wrote:
What is the holy symbol made out of? That makes a huge difference. If it is iron it ptobably has a hardness of 10 and hp of 5 and would not be worth the attempt with an arrow. If its wood it would probably work (hardness 5 and HP of 2 by my estimate).

I could have sworn I posted this twice...once was this morning... but ....not there....must be just the voices in my head.

AHA! [url=http://paizo.com/campaigns/RappanAthukPf/gameplay&page=45#2214]FOUND IT![/url Well...one of them... I thought I posted in OOC about it when the first mention of sundering it came up, and I know I responded to Belle's post...only half nuts, I guess...

Holy symbol is silver. Silver is not on the list of harndesses. I'd put it somewhere between wood and stone...lets call it 7 Hardness with 5hp


Rappan Athuk on roll20.net

Brodin is lightly wounded


Rappan Athuk on roll20.net

Priest AoO on Reynaud: 1d20 + 15 ⇒ (14) + 15 = 29 for 2d8 + 9 ⇒ (2, 6) + 9 = 17 damage if hit

Tony, Presented with two targets, slashes out with his magical dagger in one hand and a cold iron dagger in the other, gutting both of the lieutenants, who collapse to the floor. Garrosh comes in with a savage swing, hitting. As Reynaud steps in for his attack, the priest brings his spear to bear, stabbing the warrior in the gut, even as Reynaud's sword cuts a wound across the orc's arm.

OK< So it looks like the debate between sundering the priest's holy symbol and just shooting him is still going. I'll allow you to weigh in. Also, Seir, you only took 7 damage from the channel neg energy. Are you still down? If not, please take an action. I'll wait until later to finish up this round.


Rappan Athuk on roll20.net
Tony Tanner II wrote:

I checked out the map and saw where Belle has summoned her eagles...

...wouldn't Tony's second attack, against the Hobgob Lt. also count as a flank with a potential for sneak attack damage?

I didn't reply to your rolls as I didn't know what the extra plusses meant. If they were calculated in or not. I had very good reason not to reply. In the future, please make sure they are added in in the future. It's really confusing where you add stuff in in one roll and then don't add them in in the next roll.

Sneak Attack Damage: 3d6 ⇒ (6, 2, 3) = 11


Rappan Athuk on roll20.net
Seir of the Dawnflower wrote:
Welp; I'm at -4. :(

Seir, it was a DC 14 Will save...the only way you can fail is if you roll a nat 1 = With you rbonueses, you rolled a 20. What am I missing here?


Rappan Athuk on roll20.net
Garrosh Saurfang wrote:
I just roll Heal here? :D

Yes, if you want to know in generic terms how wounded someone is, you can give me a DC10 heal check as a non-action. Lightly wounded = 75% or more of max hp. Moderately wounded = 50% - 75% of max hp. Severely wounded = 25% - 50% of max hp. Critically wounded = 0-25% of max hp.


Rappan Athuk on roll20.net
Seir of the Dawnflower wrote:
Do I still get to make a will save if unconscious? :)

yes


Rappan Athuk on roll20.net

Belle's one eagle rips into the one lieutenant, but fails to take it down.

Tony, I am unsure if the -1 from prayer, -2 from TWF and +2 from Flanking are calculated into the +12. Listing them out like that makes me think they aren't but...can you confirm, please?


Rappan Athuk on roll20.net

Tabletop:
Brodin shoots Priest: 1d20 + 10 ⇒ (4) + 10 = 14 for 1d8 + 2 ⇒ (6) + 2 = 8 damage if hit
Brodin shoots Priest's Holy Symbol: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 + 2 ⇒ (8) + 2 = 10 damage if hit

Red Lieutenant attacks Seir with sickle AC20: 1d20 + 8 ⇒ (5) + 8 = 13 for 1d8 + 3 ⇒ (5) + 3 = 8 damage if hit
Red Lieutenant attacks Seir with sickle AC20: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 3 ⇒ (4) + 3 = 7 damage if hit
Red Lieutenant attacks Tony with sickle AC21: 1d20 + 8 ⇒ (10) + 8 = 18 for 1d8 + 3 ⇒ (6) + 3 = 9 damage if hit
Red Lieutenant attacks Tony with sickle AC21: 1d20 + 8 ⇒ (16) + 8 = 24 for 1d8 + 3 ⇒ (5) + 3 = 8 damage if hit
Priest Channels Negative Energy: 4d6 ⇒ (2, 5, 6, 1) = 14
Red Lieutenant Will Save DC14: 1d20 + 3 ⇒ (6) + 3 = 9
Blue Lieutenant Will Save DC14: 1d20 + 3 ⇒ (17) + 3 = 20

Tony's blade cuts into the back of the one hobgoblin, just before Seir's positive energy washes over all of you. You see the hobgoblin's fresh wounds start to heal as well as yours. And then Garrosh steps forward, swinging his bardiche and embeds it in the other's chest. But neither of them drop. Brodin fires twice, aiming for the priest, hitting once, nicking it. And then the dwarf steps back.

The archers on the ledge withdraw into the darkened crack at the back of the ledge, but the two kukri-wielding lieutenants lay into Seir and Tony, maneuvering to feel less flanked.

Seir hit for 7, Tony hit for 8. Everyone but Belle gets hit with the negative energy. 14 damage. Will DC14 for half damage.

UP NEXT: All y'all any order


Rappan Athuk on roll20.net

Garrosh, thank you for the FAQ. I understand where the confusion was now. But re3ally, it would have only made a big difference if you had 2 attacks and were taking a 5' step.

Now, lets see about finishing this off.


Rappan Athuk on roll20.net
Garrosh Saurfang wrote:

Attacking the one right next to Seir and Brodin.

So, Garrosh, from your position in Roll20, you are 2 diagonal squares away from the one I THINK you are trying to attack. I put colored dots on them. By movement rules, that's 15' away. I don't think you can hit the red one from where you are standing.


Rappan Athuk on roll20.net
Tony Tanner II wrote:
Garrosh Saurfang wrote:
Tony has 50hp? That is more than Garrosh :P

5d8 Hit Dice and Constitution 14 for 10HPs...

...unless we're not using maximum hit points?

I've never ran a game with max hp above 1st level.

I haven't been able to find anything stating you cannot do a ranged sunder.


Rappan Athuk on roll20.net

a heal check would give you an idea of where Brodin is healthwise

He has spent all his ki


Rappan Athuk on roll20.net

OK so, sunder attempt on the holy symbol.


Rappan Athuk on roll20.net
Tony Tanner II wrote:

.the Snakebite Striker gets the Sneak Attack Extraordinary Ability at 1st-level. Does this replace the class features of the Brawler Class at 1st-level? Or are they in addition?

At 2nd-level, the Snakebite Striker doesn't gain anything? Does one just use the original Brawler class features?

The Snakebite Striker gets the Snake Feint Extraordinary Ability and does not get get the Brawler's 3rd-level Class Feature, the Maneuver Training Extraordinary Ability.

Read the last line of the Sneak Attack Ability under the Snakebite Striker

Snakebite Striker, Sneak Attack wrote:
This ability [u]replaces[/u] martial flexibility.

So at first level, you would have, Brawler's Flexibility, Sneak Attack, Martial Training, Unarmed Strike

Snake Feint wrote:
This ability replaces maneuver training gained at 3rd and 7th levels.

At Third level, you would get the Snake Feint instead of the 3rd and 7th level Maneuver Training.


Rappan Athuk on roll20.net

let me know who you would like me to have Brodin shoot at.


Rappan Athuk on roll20.net

Up Next: all y'all, any order.


Rappan Athuk on roll20.net

Tabletop:
Priest AoO on Seir: 1d20 + 15 ⇒ (4) + 15 = 19 for 2d8 + 9 ⇒ (7, 7) + 9 = 23 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 ⇒ 1 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d8 ⇒ 1 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (17) + 3 = 20 for 1d8 ⇒ 7 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 ⇒ 5 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d8 ⇒ 8 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d8 ⇒ 8 damage if hit.
Hobgob shoots Brodin AC22: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 ⇒ 7 damage if hit.
channel damage: 4d6 ⇒ (4, 5, 6, 1) = 16
hobgoblin Will save DC14: 1d20 + 1 ⇒ (10) + 1 = 11
hobgoblin Will save DC14: 1d20 + 1 ⇒ (16) + 1 = 17
hobgoblin Will save DC14: 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin Will save DC14: 1d20 + 1 ⇒ (5) + 1 = 6
hobgoblin Will save DC14: 1d20 + 1 ⇒ (12) + 1 = 13
hobgoblin Will save DC14: 1d20 + 1 ⇒ (7) + 1 = 8
hobgoblin Will save DC14: 1d20 + 1 ⇒ (14) + 1 = 15
Hobgob attacks Seir with Kukri AC20: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 3 ⇒ (8) + 3 = 11 damage if hit.
Hobgob attacks Brodin with Kukri AC22: 1d20 + 8 ⇒ (3) + 8 = 11 for 1d8 + 3 ⇒ (1) + 3 = 4 damage if hit.

The orc priest growls as Seir clumbsily tumbles in. Driving his spear downward at the priest, tearing Seir's tunic, but doing no physical damage. Seir tumbles to his feet,punching out, but connecting only with air. Reynaud takes a clumbsy swing at the giant babrbarian in front of him, but misses. Garrosh, on the other hand, his weapon erupting in flames manages to sever the head off the half-orc.

Seeing an open target, the archers fire off a volley at Brodin, but none hit the agile dwarf. The orcish priest smiles, stepping to the side and presenting his holy symbol before him and growls a word. The holy symbol flashes, sending out a pulse of red energy, catching Seir, and Brodin in the negative energy. The hobgoblins across the chasm reel from the assault.

The two hobgoblins in the retreat hall rush out to attack Brodin and Seir. The one misses the dwarven archer, but the second strikes Seir HARD

Seir, 11 damage from the kukri. That hit harder than you would have thought. Seir, Brodin, 16 damage from channel energy. Will save DC14 for half damage.


Rappan Athuk on roll20.net
Garrosh Saurfang wrote:

Tony has 50hp? That is more than Garrosh :P

Ok, I double checked my damage calculations and found a slight incorrection - Garrosh should actually have +14 to hit and +18 to damage instead of +15/+19.

Herolab was messing up Divine Favor. It breaks down like this:

+9 from STR using 2h (18+4 from Bull St)
+6 from Power Attack
+1 from Bardiche +1
+2 from Divine Favor

+18 total

Ah, you had power attack, I missed that somewhere...

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