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838 posts. Alias of Vrog Skyreaver.


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Ya, I was waiting for you guys to be done with healing.

The creatures in the clearing snap their heads towards the group as Gorum leads them out. There are a pair of Fey and a massive Gnoll, as well as an odd Dog creature, just as Ionnis described.

In Common, the Gnoll says "Kill them!"

Still no provided map, so more theater of the mind. The clearing is about 40' in diameter, with your group breaking through the trees and the enemies more or less in the middle. The dog is large and the quickling is tiny, and everything else is medium-sized.

Gorum: 1d20 + 2 ⇒ (4) + 2 = 6
Guiseppe: 1d20 + 3 ⇒ (11) + 3 = 14
Ionnis: 1d20 + 3 ⇒ (5) + 3 = 8
Quen: 1d20 + 1 ⇒ (10) + 1 = 11
Quick: 1d20 + 6 ⇒ (4) + 6 = 10
BGnoll: 1d20 + 2 ⇒ (12) + 2 = 14
Elder: 1d20 + 3 ⇒ (6) + 3 = 9
dog: 1d20 + 3 ⇒ (8) + 3 = 11

Initiative Order:
Guiseppe
Gnoll
Dog
Quen
Quickling
Elder
Ionnis
Gorum


Will update tomorrow.


"Of course my companions." said Laori.

She then cast a mass healing spell on anyone in the group who requested it.

Healing for those who take it:

Imagine the feeling of a wound healing over time.

The pain is sharp at first then slowly dulls as time goes by. It's weeks of pain from sharp to mild, before the the wounds finally heal.

Now imagine all that pain gets experienced in the span of 3 seconds. That's what you experience.

Also, you heal 1d8 + 13 ⇒ (5) + 13 = 18


Callie:

Given how long the range on the spell is, it is impossible to know where he specifically went. There are a ton of warehouses nearby, and he could have teleported into any of them.

As Alika draws her wand, Laori says "You should save your consumable items. I am more than happy to heal your group."


Pilt is standing. As far as the Gnome's bonus to hit goes, I was wrong all 3 times: it should be 17/12, until now. Looking at the attack rolls however, it doesn't change anything

Callie:

He cast Dimension Door.

Initiative Order:
Alika
Callie
Garran
Alistair
Thugs
Laori

Having popped out of existance, Pilt's musical support of the enemies ends, and the full force of the party's debuffs begins to effect them.

Between Alika and Garran, the Gnome is no longer a threat, overwhelming his ability to fight by decapitating him.

With their leader's defeat, the thugs turn to thoughts of escape: the two to the far south running out of the door and leaping into the field below before scurrying off, the invisible one fleeing past Alistair and across the bridge, and the one that was attacking Callie trying to leap over the bannister as well, but he is not so lucky: Callie managed to drop him as he moved away from her.

For now, silence reigns on the battlefield. Combat over.

Okay, we're out of combat. Laori is willing to offer up some healing to you all, assuming you're willing to take the blessings of Zon Kuthon.


Ya, you could have taken some time to take a short rest, and I'm fine with that Giuseppe. Just let me know when you're ready to go kick some teeth in.


Well, sh#t. Looks like my post got eaten. I'll repost.

Initiative Order:
Pilt
Alika
Callie
Garran
Alistair
Gnome
Thugs
Laori

Pilt, severely injured, casts another spell, and is gone Callie, you can tell it was teleportation magic of some kind, and he's not bothering to cast defensively, so you can take an AoO on him.

Alika, channels and heals allies. and maybe Pilt if he's still around. Unfortunately Alika, you can't actually exclude enemies you can't see.

Callie's attacks smash into the thug facing her but he manages to keep his feet.

Garran hits the Gnome thrice, but sheer hatred seems to keep the small creature on his feet.

Going to hold off on Alistair's attack for the moment, as it's either going into the invisible guard or Pilt if he's still around.

The Gnome, whose wounds would normally appear to be mortal, swings his axe at Garran again.

Full Attack w/Power Attack: 1d20 + 19 ⇒ (15) + 19 = 341d20 + 13 ⇒ (10) + 13 = 23
Damage Roll: 1d10 + 22 ⇒ (4) + 22 = 261d10 + 22 ⇒ (7) + 22 = 29

The invisible thug attacks Alistair again...

Attack Roll w/Invisibility: 1d20 + 11 ⇒ (15) + 11 = 26
Damage Roll: 1d8 + 2d6 + 6 ⇒ (2) + (6, 5) + 6 = 19

...but his blade swings wide. The thug facing Callie will act based on if Pilt is still around or not.

Now that the crowd was out of the way, Laori moved up to Alika and attempts to cast a spell on her.

Spellcraft DC 17:

Aid. It's Aid.

Damage:
Garran: -43
Gnome: -125
Pilt: -87
Thug by Callie: -28


I assume that means you're going to go and "talk" with them?


Ionnis:

You sneak to the point at which you can see the creatures talking. They are in a clearing roughly 355' in radius.

A Massive Gnoll is talking to a pair of fey creatures that look like something of a mix between a halfling and and elf, but the fey do not appear to understand it's speech. The older of the two Fey is petting a wierd looking dog.

Nature 13 for info about the dog: Ionnis only:

This is a Yeth Hound. It is a Fey creature that, despite it's appearance, is actually intelligent. It is known for it's terrifying howl that freezes men's hearts and can cause them to die of fright.


Not a problem Callie. It'll be in the next map.

So quick update: I was without internet most of the weekend, along with my neighbors as well (there was a junction box issue that hit half my neighborhood. They apparently got it fixed while I was asleep earlier, but that means that I'll end up getting a post up this evening.

Apologies about the delay.


Sorry about the delay folks. I was down internet for most of the weekend.

As Ionnis and Gorum approach the fox it moves forward a bit then stops and takes a few steps back towards you and yips again before moving; after examining it, it's clear to Gorum that it wants you to follow it.

the destination isn't far; a nearby tree just off the path, in fact. It leads to what appears to be a pile of fallen wood from the trees above.

The fox, upon arrival, bats one of the larger branches out of the way and bites on something that resolves itself into the handle of an old satchel that appears to be buried beneath the wood. It then snatches the jerkey out of Gorum's hand and makes it's way into the woods with a final, friendly, yip.

Opening the rotted satchel, most of the contents have eroded with time, but a piece of tightly wrapped silk, once opened, reveal a pair of silver earrings.

Beyond the monetary gain, however, you all feel a sense of encouragement from having done a good deed. You're certain such a thing will come back to help you when you next need it!

You each have advantage on the next saving throw you make.

As you are contemplating what just happened, you can all hear the nearby sound of fast-paced, high-pitched conversation.

Looking around, you realize that none of you speak the language.

Nature DC 14:

The language is Sylvan, and you can tell by the pitch and vocal mannerisms that it is likely a conversation between a Quickling and a Darkling.

After a couple of moments of conversation, a deep, gutteral voice joins in the conversation.

Nature DC 14:

This is a Gnoll, and it sounds like it's speaking in it's native language (i.e. Gnoll).

They are at most a few hundred feet away. How are you planning on approaching the beings conversing? They don't seem to have noticed you yet.


My bad, I missed it. I'll adjust with the next update. Going to give Alika until tonight to post.


I saw Rosencratz and Guildenstern are dead in the theater.


Nature 10 to ID the Goo:

This is a mix of excrement and mud that has hardened to a nearly cement-like rigidity.

Medicine 10 for status of creatures:

they are all injured, exhausted, and dehydrated but will survive so long as they can go their separate ways soon.

Ionnis creeps forward and then, after a couple of minutes, manages to pull the creatures apart.

Most of them scamper off, but a single fox remains and then starts yipping at the group.


You prolly did. Posts get eaten all the time =)

Alistair, you're at the top of the round, so did you want to take your attacks at the start of the round, or did you want me to delay you until the last person in your group goes and have you take your attacks then? I'll assume you delay for now and if you want to have your attacks go first, I'll apply them at the beginning in my next post.


Initiative Order:
Alistair
Pilt
Alika
Callie
Garran
Gnome
Thugs
Crowd

Alistair waits to see if someone will remove the invisibility per his request.

Pilt continues supporting his allies, then the guard near alistair disappears from view.

Callie can still see him, so you're guessing he's invisible.

Alika moves and heals Garran, which Callie supports her allies and continues to disrupt the group's foes.

I was going to use countersong on dirge of doom, but it doesn't allow a save =(

Garran attempts to reason with the enraged Gnome, but his blade is more effective than his words.

Alistair then opts to swing his blade twice on Pilt...

Miss Chance: 1-50 misses: 1d100 ⇒ 25
Miss Chance: 1-50 misses: 1d100 ⇒ 1

Garran's blows only seem to enrage him further and pushes him to attempt to remove Garran's head.

Full Attack w/Power Attack: 1d20 + 14 ⇒ (19) + 14 = 331d20 + 11 ⇒ (13) + 11 = 24
Damage Rolls: 1d10 + 22 ⇒ (4) + 22 = 261d10 + 22 ⇒ (10) + 22 = 32

The two thugs hiding in the room cut down some of the people who try to escape that way, and the rest of the crowd gets the message.

The thug that Alistair can't see swings his blade at him...

Attack Roll w/Invisible bonus: 1d20 + 12 ⇒ (11) + 12 = 23
Damage Roll: 1d8 + 2d6 + 6 ⇒ (2) + (4, 6) + 6 = 18

...and lands a blow right into his kidney. He does not become visible.

The guard that Callie is fighting continues to target her.

Attack Roll: 1d20 + 10 ⇒ (18) + 10 = 28
Damage Roll: 1d8 + 6 ⇒ (2) + 6 = 8

Laori continues to usher the crowd away from the fight, and other than some of the dregs in the back, the crowd now out of harms way.

Damage:
Alistair: -18
Callie: -8
Garran: -37
Gnome: -55
Pilt: -47

Map updated.


Will post later tonight if Callie hasn't posted by then.


Ionnis:

The animals appear to be stuck in more ways than one. Some of them look like they have had their tails tied together, others look like some kind of foul liquid has cemented them to their neighbor.

You're pretty sure that with some agility DC 14 Dex Checks you can separate the creatures.


The group heads into the woods, following the white gravel path.

A ways in, the group sees the following:

Some thirty feet ahead of you is a large pile of writhing animals. They are emitting shrill cries of pain and anguish and seem to be stuck together. In the pile you can see rats, a fox, a rabbit, a coyote, a few snakes, and more.


No worries. We know you're playing with lasers super busy.


It works for what we need it to do Quen. Also, welcome back!

The insanity raging in the woman's eyes abates, and she begins crying, which is interrupted by a ragged cough.

After a few moments, she calms herself.

Medicine 12:

She is dying, and beyond even healing magic's ability to help.

"My brothers and I were waylaid by these creatures on the road." she chokes a sob as she looks at the dead men. It's clear they were the brothers of which she spoke.

"We were captured about three days ago, and held in tiny cages. There were alot of these cages and many were not empty. They would pull us out and either harm us or....eat...people, but they didn't seem to have a reason behind who was eaten or who was tortured."

She weakly wipes tears away from her face and starts to sag, then says "The cages were near the standing stones in the woods." her eyes close, as if she is very sleepy.

"follow the white gravel..." she says as her head slumps, before letting out a final gasp of air and then is still.

The only thing of value on her is the silver chain that she had held in one hand, which popped open upon her death. Set on the necklace is a holy symbol, also made of silver.

Religion DC 11:

This is the holy symbol of Ilmater, God of suffering and taking on burdens.


Totally fair. I know he's mentioned it a couple of times. I'll give him til tomorrow evening to post. I can't see his character sheet so I can't just cast for him.


Initiative Order:
Alistair
Pilt
Alika
Callie
Garran
Gnome
Thugs
Crowd

Callie: You're right, I did forget shaken. I'll take the damage off of you. Everything else is good.

@Garran: it does not.

Callie: Acrobatics to tumble #2 with -2 penalty: 1d20 + 18 ⇒ (7) + 18 = 25

Alistair Miss Chance #1: 1-50 misses: 1d100 ⇒ 31
Alistair Miss Chance #2: 1-50 misses: 1d100 ⇒ 100

Alistair misses his first attack into Pilt, but lands his second one. Pilt continues to support his allies and casts a spell.

Pilt: 1d8 ⇒ 6

Alika supports her allies, and Garran prepares to strike down the Gnome who wants his blood.

Callie summersaults over the guard and then defensively casts a spell to allow her to see Pilt.

The Gnome moves next to Garran, who unleashes his blade on him. Garran lands a telling blow, but he can tell that it doesn't do as much as he expected.

Then Gnome then retaliates, screaming "YOU LEFT MY BROTHER TO DIE!!!!!!!"

Garran:

This sparks a memory for you: when you were still running with a gang, there was a Gnome who ran in Gaedrin's gang with you. One day, you were in the middle of a robbery when it turned out that you robbed the wrong person. Most of you got away, but Gnomes being Gnomes, he did not. You never heard what happened to him, but you always assumed that he'd gone to jail.

Attack Roll w/Power Attack: 1d20 + 16 ⇒ (14) + 16 = 30
Damage Roll: 1d10 + 22 ⇒ (4) + 22 = 26

The thugs that were flanking Callie attack the same targets as before.

Attack Roll on Alistair: 1d20 + 10 ⇒ (3) + 10 = 13
Damage Roll: 1d8 + 6 ⇒ (4) + 6 = 10

Attack Roll on Callie: 1d20 + 10 ⇒ (15) + 10 = 25
Damage Roll: 1d8 + 6 ⇒ (2) + 6 = 8

The two thugs on the far side and decide they absolutely do not want to try and go through the Gnome to attack the party and open the door nearby door and go through.

The crowd continues clearing out leaving plenty of space for the fight going on. Several crowd members tried to follow the two guards, but were turned back.

No more dealing with difficult terrain except for the far back area.

Damage:
Garran: -26
Gnome: -19
Pilt: -47

Party is up!


Either Calm Emotions or Lesser Restoration will break her insanity.


Initiative Order:
Alistair
Pilt
Alika
Garran
Callie
Gnome
Thugs
Crowd

Having moved forward, Alistair takes the opportunity to swing his blade at Pilt. His many hours of practice and experience pay off and he lands a heavy blow on the man, but his rapier lands just shy if a lethal strike.

In response to Alistairs actions, Pilt begins rallying his men to action with his words, even as he casts defensively...

Concentration: 1d20 + 15 ⇒ (18) + 15 = 33

...and then disappears from view.

Alika holds her action for the moment, allowing the situation to develop before taking action.

Callie uses the bannister as a means to get around the crowd and lands directly in front of Pilt's throne, deftly leaping over the guard's attack.

Both Garran and Callie swing their blades at Pilt, but the lack of sight prevents their attacks from landing.

The Gnome roars out "GARRAN! YOU MURDEROUS TRAITOR! I'LL KILL YOU!" as he allows his rage to take over and snatches up a massive axe and leaps into the crowd, cutting down a middle-aged woman that with his axe and using her body to break his fall.

While the guards near Pilt react to the attack by the Heroes of Korvosa, the ones further back do their best not to move at all; it's clear they're more afraid of the Gnome than they are of whatever the heroes are doing.

The guard closest to the heroe's starting position swings at Alistair and then sets up the flank on Callie, while the other one takes the flank offered on Callie and then swings.

Alistair: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Callie w/Flank: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 2d6 + 6 ⇒ (6) + (6, 6) + 6 = 24

For her part, Laori begins directing the crowd out of the way of the battle, and they are happy to follow said direction.

Damage:
Pilt: -15
Callie: -24

I'll have a map up shortly.


Apologies, I had thought I explained the way I run combat, but I have everyone post and then do a wrap up post for each turn, then move into the next turn. I know it's a bit different than alot of PBP games, but I find as a general rule it helps things keep going, since no one has to wait for someone else to post.


I will push forward this evening, delaying Alika unless she posts.


As Guiseppe moves to what remains of the Humans, the group hears the sounds of laughter; not a laugh filled with mirth, but the giggling of the insane. Following the sound, our merry band of adventurers find the following.

Huddled in the brush nearby is a grievously wounded young woman. Clothed in scraps of clothing that at one time were likely of great value, she shows evidence of torture. Numerous bite marks and scratches cover her flesh, and her eyes glint with madness. She is giggling to herself, and as you draw close these giggles become a full-on raucous laugh.


I was just covering the surprise round Alistair, so that was you getting into position. I am saving your attack for round 1.


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Ya, being sans internet was no bueno.

Gonna give the others a chance to make some checks then we'll go from there.


That was my thinking as well Guiseppe - I believe they are more common around places like Calimsham.

Although a quick Google search reveals that hyenas are apparently catlike? Anyway, most stories reference them as dog men (or the like), so here we are.


Just to make sure it's clear, once anyone makes a check, everyone can roll on the second check (and third check, if someone in the group makes the second check). The check regarding the Humans is separate.

And I am well Quen. Thanks for the concern. I just had no internet.


Sorry folks. I've been sans internet since I moved on Friday. It's been super great. I'm going to assume that Alika cast Prayer as her surprise round action.

Initiative Order:
Alistair
Pilt
Alika
Garran
Callie
Gnome
Thugs

Alistair shoves through the crowd towards Pilt as Callie and Alika begin their respective spellcasting and debuffing. Garran opts to also shove forward into the crowd. Sighing, Pilt says "Kill Them!"

super exciting surprise round, with lotsa debuffing.

I have Alistair's first round action, everyone else can post theirs as well. Pilt is going to do something I have never gotten the chance to do with a bad guy before. It should be glorious.

Map updated.


I'm back.

Ionnis, did you want to uncanny dodge the bite or the claw that hit you? So I can update the damage correctly.

Between Ionnis and Gorum, you manage to put down the last Dogman.

What are these Dog men? Nature or History 12:

These are Gnolls. They are considered beastial Humanoids. They are primitive creatures, and are often found in the service of more powerful beings such as Giants

Investigation 16 if the first check is made by someone:

the gnolls all have severely matted fur and are riddled with lice; this is uncommon for gnolls as they typically take pride in their hides, often
decorating with small skulls and other trophies. The also bear a brand on
the back of their necks: a three-headed flail.

Arcana or Religion 14 if the second check is made by someone:

This brand marks the Gnolls as devotees of Yeenoghu, the demon prince of Gnolls. While not a true deity, Yeenoghu is tremendously powerful and his followers are often more fanatic than truly faithful.

Investigating the dead Humans: Medicine DC 12:

the humans have multiple bite marks and claw wounds, and have had their hearts removed (likely by the Dogmen). They were probably alive when this was done.


Hey folks. Sorry about the delay. I was without internet since Friday (I was told I would have it then but it did not materialize. I will have a post up shortly.


I have had bad experiences with people trying to cheat with movable maps; I'm not saying that anyone here would, I'm just saying that I have seen it and it kills games, so I settles on the system I have in place now.

As to Dirge of Doom, I made 2 assumptions here: 1) since you don't know if any or all of these people are secretly fighting with him, it is better to blanket everyone, and 2) any of the people NOT fighting with him are not going to want to stay in an area where a bunch of people are about to fight each other. Hence, fleeing, with a bit of magical oomph to get them moving.


I posted this in the discussion thread, but the open spaces on the map (with the exception of the 3 to the right of Pilt) are filled with people. That will change once combat goes on, but for now, no 5' stepping.

Alika: 1d20 + 2 ⇒ (14) + 2 = 16
Alistair: 1d20 + 10 ⇒ (11) + 10 = 21
Callie: 1d20 + 4 ⇒ (7) + 4 = 11
Garran: 1d20 + 2 ⇒ (10) + 2 = 12
Thugs: 1d20 + 6 ⇒ (2) + 6 = 8
Pilt: 1d20 + 4 ⇒ (16) + 4 = 20
Gnome: 1d20 + 6 ⇒ (4) + 6 = 10

Initiative Order:
Alistair
Pilt
Alika
Garran
Callie
Gnome
Thugs

Callie starts the ambush by scaring the entire crowd with her story, many of whom start screaming and trying to flee. Given that there's a single narrow bridge or down into the field for their options to escape, most people choose the field. Assume it's difficult terrain for now, because people will get out of your way (if only cause it makes getting out that much easier.

Garran and Alistair both draw weapons, and Alika prefers to hold off on acting.

I'm assuming that none of you are going to cut down the crowd that will try to get past you, but let me know if that changes.

Fight!


Initiative Order:

Ionnis
Gorum
Me
Guiseppe
Quen Pah

Ionnis and Gorum both return excellent hits, but neither manage to bring the creature low.

It then retaliates, turning to Ionnis as it's attacks seem less effective against Gorum.

Bite Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage Roll: 1d6 + 3 ⇒ (6) + 3 = 9 If that hits, make a DC 12 Con save or take 2d6 ⇒ (1, 5) = 6 poison damage.

Claws: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (2) + 5 = 7
Damage Rolls: 1d8 + 3 ⇒ (7) + 3 = 101d8 + 3 ⇒ (7) + 3 = 10

Guiseppe then maneuvers to threaten the creature, but his timing is off and it evades both of his attacks.

Quen then moves to the opposite side of the fight so as not to effect his friends with his area attack.

Con Save: 1d20 + 4 ⇒ (15) + 4 = 19

The creature, however, seems unfazed by the holy words that Quen speaks.

Updated Damage:
Gorum: 32
Ionnis: 26
It: 40

Party is up!


I'll give anyone else a chance to post that wants to and will update tonight regardless.


Will give Quen until tonight to post.


The Gnome doesn't like Garran for reasons that will become apparent shortly.


I was waiting for your group to act, but I'll update the map shortly here. The Gnome is not chargeable, both because he's on a raised platform, and because there are a bunch of people in the way.

I put up a map, but didn't put the crowd on it. Assume that every space that is empty has people in it, except for the 3 squares to the right of and adj. to Pilt, cause no one is going to try and get in his way of viewing things.


Poke. I need someone to actually start the fight from your side. Or not.


I think the argument can be made either way on Uncanny Dodge, but I'm fine with it.

@Gorum: Thanks for that. It makes it much easier to GM, since I don't have to open a new tab and go digging.

@Ionnis: an easy way to think of the initiative rounds is every time I post the Initiative order, it's the start of a new combat round, and what happens below is me describing the previous round in as coherrent a way as I can make it.

Initiative Order:
Ionnis
Gorum
Me
Guiseppe
Quen Pah

Ionnis attacked again, hoping to turn the tide, and dealt significant damage to the creature.

Truly to his standing as an enraged holy knight, Gorum attempts to cleave the creature in twain, but it hangs on to life through sheer spite.

The creatures return the favor, this time both targeting Gorum as he has left himself wide open to their attacks.

Dogman #1:
Gorum bite w/Advantage: 1d20 ⇒ 61d20 ⇒ 7 +5
Damage Roll: 1d6 + 3 ⇒ (5) + 3 = 8 DC 12 Con Save to avoid: 2d6 ⇒ (1, 3) = 4 poison damage.

Gorum Claw #1 w/Advantage: 1d20 ⇒ 191d20 ⇒ 18 +5
Damage Roll: 1d8 + 3 ⇒ (3) + 3 = 6

Gorum Claw #2 w/Advantage: 1d20 ⇒ 31d20 ⇒ 15 +5
Damage Roll: 1d8 + 3 ⇒ (5) + 3 = 8

Dogman #2:
Gorum bite w/Advantage: 1d20 ⇒ 11d20 ⇒ 1 +5
Damage Roll: 1d6 + 3 ⇒ (4) + 3 = 7 DC 12 Con Save to avoid: 2d6 ⇒ (4, 6) = 10 poison damage.

Gorum Claw #1 w/Advantage: 1d20 ⇒ 171d20 ⇒ 8 +5
Damage Roll: 1d8 + 3 ⇒ (3) + 3 = 6

Gorum Claw #2 w/Advantage: 1d20 ⇒ 91d20 ⇒ 13 +5
Damage Roll: 1d8 + 3 ⇒ (7) + 3 = 10

That was a round of all claws hitting for 15 damage after half.

Guiseppe steps in and manages to knock the injured one to the ground...permanently. Dog Man is dead.

Quen Pah then calls upon the power of his foreign goddess to heal Gorum's wounds.

Updated Damage:
Gorum: 32
Ionnis: 7

Party up!


Gonna give Ionnis til tomorrow evening to post then I'll have him delay.


Just the bite is poisonous. Still need an action by Ionnis and Quen Pah.

As far as your damage goes, I just halved it, but you're correct it should be per hit.

Also Gorum, could you please put your combat stats in your profile? It helps me make posts quicker, cause I don't have to keep digging into your profile to find out if something hit your or not and so on.

Updated Damage:
Gorum: 26
Ionnis: 14


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Good catch =)

Updated Damage:
Gorum: 12 Save pending
Ionnis: 14


Ionnis: 2d6 ⇒ (4, 1) = 5 Ionnis discovers, to his dismay, that the creature's bite is poisonous. Thankfully, it's bite doesn't grant the poisoned condition.

You really want to make this save Gorum, as crit poison is no laughing mater.

Updated Damage:
Gorum: -24
Ionnis: -14


Initiative Order:
Ionnis
Gorum
Me
Guiseppe
Quen Pah

Dog Men.

I'm going to assume that Ionnis will wait for Gorum to move up so he can follow and get sneak attack.

Gorum moves into melee and smashes his axe into one of the dog men, staggering it but not dropping it. Ionnis then bloodies his new blade, but the creature still refuses to drop.

As pack creatures, the dog men move next to the two men in front of the group and attack, two of them focusing on Gorum and the third turning towards Ionnis.

Gorum #1: Bite w/advantage: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (7) + 5 = 12
Damage Roll: 1d6 + 3 ⇒ (2) + 3 = 5

Gorum #1: Claw #1 w/advantage: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (14) + 5 = 19
Damage Rolls: 1d8 + 3 ⇒ (6) + 3 = 9

Gorum #1: Claw #2 w/advantage: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (8) + 5 = 13
Damage Rolls: 1d8 + 3 ⇒ (4) + 3 = 7

Gorum #2: Bite w/advantage: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Damage Roll: 2d6 + 3 ⇒ (3, 3) + 3 = 9 Make a DC 12 Con save please.

Gorum #2: Claw #1 w/advantage: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (19) + 5 = 24
Damage Rolls: 1d8 + 3 ⇒ (3) + 3 = 6

Gorum #2: Claw #2 w/advantage: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (6) + 5 = 11
Damage Rolls: 1d8 + 3 ⇒ (8) + 3 = 11

Ionnis: Bite: 1d20 + 5 ⇒ (13) + 5 = 18
Damage Roll: 1d6 + 3 ⇒ (6) + 3 = 9 Make a DC 12 Con Save.

Ionnis: Claws: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (6) + 5 = 11
Damage Rolls: 1d8 + 3 ⇒ (1) + 3 = 41d8 + 3 ⇒ (7) + 3 = 10

Guiseppe takes advantage of the situation to move up and stab the injured creature to death.

Quen Pah decides to hold his action for now, waiting for the right time to strike.

Party Up!

Damage:
Gorum: -24
Ionnis: -9


Okay, couple of things right fast:
@Ionnis and Gorum: it sounds like you're both waiting for them to come to your group (and that Ionnis is going to try and pile on one of them to sneak attack). Just wanted to make sure because you both have initiative at the moment. If this is not the case, let me know and we can adjust, although given that they seem to be pack predators, they'll likely work to focus down a single target if given the option.

@Gorum: Duly noted about advantage.

@Quen Pah: I don't have a picture provided, but I can dig one up if you want me to. Also, what are you doing on your turn?


"Agreed. I don't mind putting on a show, but I'm not much one for playing....whatever this game is." whispers Laori when the group is brought together by Garran.

If fighting is your plan, I need someone to do something to kick things off.

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