Wormcaller

Grey Servant's page

28 posts. Alias of Doomed Hero.


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Will Save: 1d20 + 4 ⇒ (16) + 4 = 20 , additional +4 vs Channel Energy abilities (from channel resistance)


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Ogre 1, Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Greatclub Damage: 2d8 + 7 ⇒ (2, 7) + 7 = 16

Ogre 2, Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Greatclub Damage: 2d8 + 7 ⇒ (1, 4) + 7 = 12

Ogre 3, Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Greatclub Damage: 2d8 + 7 ⇒ (8, 1) + 7 = 16

Targeting the enemies starting with the guy on the left, and moving around the circle as/if they die. As a reminder they all have Reach.

1d20 ⇒ 5


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The skeletal ogres squeezed into the hall and waited for enemies to close towards the doorway.

Ogre 1, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage, point blank: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Ogre 2, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage, point blank: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Ogre 3, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage, point blank: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8

I'll leave Ranulfus' actions up to you.


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Re-posting the ogre skeleton stats for GM ease

Inside the darkenss the ogres fought on.


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The four ogre soldiers twitched and surged to a mockery of life, their flesh smoldering and baking to a tough sheath over their bones that smelled like overcooked meat. Blood seeped from the cracks in the charred flesh.

They picked up their clubs and turned their heads in slow synchronization towards Grey.


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Ok, four new Ogre friends to play with.


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I'm also taking Servant into the corridor, shutting the door for a moment, Channeling Negative Energy to heal him, and then coming back in.

Channel: 1d6 ⇒ 5

He's at full HP now.


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Because Grey and his minion started in the other room, all the Zombie is going to do this turn is move. He's in position on the map.


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The zombie lurched into the room.


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Murdermurdermurdermurder...


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Snowball, Fort Save DC 18

Reflex vs. Web: 1d20 + 6 ⇒ (17) + 6 = 23


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The two controlled Crypt Things converged on the Owlbear furthest away, one looping around the rickety wall, the other warping in from outside the walls to appear on the other side of the creature.

Crypt Thing 1, Claw, flanking: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Crypt Thing 2, Dimensional Agility, Claw, flanking: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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The Crypt Thing vanished, reappearing behind one of the owlbears, on the other side of the wall from the Bandit Leader.

It's claws flashed, reaching for fur and feathers.

Quickened Dimension Door

Claw 1, Prayer: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Claw 2, Prayer: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


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Ok, here's the alias for my 2 HD Kobolds.


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All the skeletons are decked out in leather armor and grey robes now. They pretty much look like Grey.


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One of the skeletal archers took the bandoleer as the other two took and threw the remaining holy water.

Touch Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Heh. Not good.
Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4

...aaaaand all out of holy water.


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The skeleton warrior attempted to dodge...

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6 Failing miserably.

The skeleton archers obeyed, each grabbing a jar and tossing it down the pit.

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (2, 1) + 1 = 4


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gA 1, bow: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

gA 2, bow: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

gA 3, bow: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Skeletal soldier charges
gS claw, charge: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Probably meaningless if this is a swarm creature.


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gS1, Arrow to Spider: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

gS2, Arrow to Spider: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

gS3, Arrow to Spider, Bolstered: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
gS3, Crit Confirm: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Bonus Crit Damage: 1d8 + 1 ⇒ (5) + 1 = 6

gS, Claw 1 to Spider: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

gS, Claw 2 to Spider: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


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The skeletal archers continued their volley.

Ga3 Arrow to W9: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga2 Arrow to W9: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga1 Arrow to W3: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

and the skeletal warrior continued it's savage attacks

Gs Claw 1 to W7: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Gs Claw 2 to W7: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


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The skeletal archers, finding their targets too close to employ their weapons, step away a few paces and continue their volley.

ga1, arrow, W3: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

ga2, arrow, W9: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

ga3, arrow, W9: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

ga3 provokes an AoO from moving out of W9's threat zone. The other two 5' adjust back.

Finally having an enemy in range, the skeletal warrior lashed out with both claws.

gs, claw, W3: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

gs, claw, W3: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


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The skeleton archers aim straight up past the undead bees.

Skeleton Archer 1: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Skeleton Archer 2: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Skeleton Archer 3: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The skeletal warrior waits to attack the first bee that comes within reach.

Skeletal Warrior Kressle, Readied Attack, hand axe: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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Round 4

Skeletons don't care much about piercing damage. Damage is reduced to 1 by DR.

The archers all fall back neatly and keep firing at the wasps in front of them.

5'adjustment backwards.

Archer 1 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Archer 2 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Archer 3 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

The skeletal warrior lashes out with it's claws.

Claw 1: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


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GM:

They are holding their shot until the wasps reach close range (100 feet for the bows, 10 for the axe)

Grey is going to cast Stone Call just before they reach our front lines.


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GM: You are correct. Derp moment on my part. Rather than setting vs. charge, they will ready arrows until such time as the lead wasp is in Close range. The last skeleton will ready a hand axe to be thrown for the same effect.

Skeleton 1, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Skeleton 2, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Skeleton 3, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Melee Skeleton, Readied Axe-throw, close range: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Mindless creatures do not receive morale effects.


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The Skeleton that was once Kressle moves to the rear of the wagon.
Moving to Flank with Thrkull. Not sure if there's an opportunity for an attack. I'll roll one, just in case.

Kressle Skeleton
Attack, Flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

The skeletal archers stop moving and concentrate their fire on the figure atop the cart.

Archer 1
Attack: 1d20 + 2 + 1 + 2 ⇒ (14) + 2 + 1 + 2 = 19
Damage: 1d8 ⇒ 1

Attack: 1d20 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Damage: 1d8 ⇒ 1

Archer 2
Attack: 1d20 + 2 + 1 + 2 ⇒ (14) + 2 + 1 + 2 = 19
Damage: 1d8 ⇒ 6

Attack: 1d20 + 2 + 1 + 2 ⇒ (12) + 2 + 1 + 2 = 17
Damage: 1d8 ⇒ 6

Archer 3

Attack: 1d20 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
Damage: 1d8 ⇒ 6

Attack: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21
Damage: 1d8 ⇒ 4


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The skeletons continue to advance, now finally inside optimal range, maintaining their barrage of arrows.

Skeleton 1, Close range, Haste: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d8 ⇒ 2

Skeleton 2, Close range, Haste: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Damage: 1d8 ⇒ 2

Skeleton 3, Close range, Haste: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage: 1d8 ⇒ 5

The skeleton following Thrkull adjusts into Flanking position and attacks.

Claw, Flanking: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw, Flanking: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


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The three skeletal archers continue to move forward, closing the distance for better accuracy, driven by some limited intelligence and instinct regarding how to most efficiently kill.

Skeleton Archer 1, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (10) + 2 - 2 + 1 = 11
Damage: 1d8 ⇒ 5

Skeleton Archer 2, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (16) + 2 - 2 + 1 = 17
Damage: 1d8 ⇒ 1

Skeleton Archer 3, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (3) + 2 - 2 + 1 = 4
Damage: 1d8 ⇒ 5

The skeleton following Thrkull ran with surprising grace, looping wide at the end of the run to come in from the side, trying to get around behind the dwarf Thrkull was attacking.

Full move for Melee Skeleton, off to one side. Will adjust into flanking position next round.