M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack will head back to the village, he isn't sure if he will tell them anything, he will likely just keep quiet, Kosh can tell them what he wants, but Mordack doesn't want to panic anyone and he definitely has to head back, he needs a place to stay and a long vacation after this.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack will try to ray of frost it hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 dmg: 2d4 + 4 + 1 + 1 ⇒ (1, 1) + 4 + 1 + 1 = 8 Mordack does remember he has level 2 spell slots, but he has to get close and use burning hands his only signature spell, or the only other useful one would be invisibility, but at least he is hitting well with cantrips.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack turns towards Kosh. Well, we completed our mission. Our only mission. We aren't tasked with anything else. If an agent of hers kills all or most of the town, it ain't no concern of mine, nat ah. I say we rest here for a day, and maybe just one agent won't kill the whole town when we return there tomorrow. I'm sure a few guards or dozens of citizens rising up can take care of one agent. I'm out of breath, real spells and other resources. And if everyone in town is dead, we send for reinforcements to rebuild in the aftermath. We offer jobs here. So the farmer dies, we get a new one and so forth. As far as the bodies, I guess it will be up to us to bury them, cause we will be the first visitors to the town as it will take weeks for other adventures to stumble upon this town and find them dead. But again, it is one agent, they can deal with it.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
reflex: 1d20 + 8 ⇒ (15) + 8 = 23
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack will ray of frost the beast hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 dmg: 2d4 + 4 + 1 + 1 ⇒ (3, 1) + 4 + 1 + 1 = 10
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
I would be up then on my turn, sometimes posts don't show up within the first 5 minutes. When someone goes down, they then go just right before the person's next turn who brought them down. So you would be next in init healing me, then the behemoth, then me, then Vilree, I'll go ahead and take my turn. Mordack stands up and does another ray of frost at Vilree hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Another ray of frost at her hit: 1d20 + 9 ⇒ (20) + 9 = 29 dmg: 2d4 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10 cold damage So with that crit, she'll take 20 cold damage and her speed is slowed 10 feet.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack moves up a little and rays of frost here, it seems that is what Kosh wants hit: 1d20 + 9 ⇒ (6) + 9 = 15 and she is probably flat footed dmg: 2d4 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8 cold damage
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Well guys, do we really want to finish this last part off, I say we go home, we did good enough. Some other group of adventures can clear this last part of the cave. It has been so long, why did we come here anyway?
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Did we lose our third or 4th player again? we ain't going to be able to finish this dungeon without them, or at least a pregen or two, we are basically fighting on hard mode towards the end of a dungeon.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
That's a lot of stuff, we should each have a minor elixir of life with us or a lesser elixir divided up amongst us, so we can each heal ourselves. As far as the bombs, whoever throws them the best should use them.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
We should rest up before heading back down, I have a feeling reinforcements will arrive and are waiting for us to head back down. They won't expect us to hold up, up here. Plus I need my spells back.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Mordack will stand his ground and ray of frost the nearest one hit: 1d20 + 9 ⇒ (1) + 9 = 10 to hit add +1 more to that if bless is still up dmg: 2d4 + 4 ⇒ (2, 1) + 4 = 7 cold damage I forgot cantrips are automatically heightned at your level X .5, or rather I forgot I was level 3, so I should have been rolling 2d4 this whole time instead of 1d4 Edit: do we have hero points, now is the time to reroll that nat 1 hero point: 1d20 + 9 ⇒ (4) + 9 = 13 to hit
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
hit: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 dmg: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9 cold damage at the nearest one. that should do it. Sorry, but I'm out of magic missiles to hit them with. Also Kosh, are you not level 3 like the rest of us? that would up your AC by 2 and your to hits to 10 instead of 8, possibly having crit it on the first attack making it a 28 to hit bypassing his ac by 10 and giving you more HP to soak up the damage your took.
M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7
Oh, I don't know what the creatures speed is, but if I really did crit, he gets a 10 speed reduction from ray of frsot, would he still been able to attack both Kosh and Kalvin with that speed reduction? Mordack steps back and does another ray of frost at the nearest one hit: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 dmg: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 cold damage.
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