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3,332 posts. Alias of Nathanael Love.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


3 people marked this as a favorite.
Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

As you gather, you know that your best chance may be delaying them at the Turnbottom Ditch. You can easily go down into the ditch and back up, but its a bit time consuming to do so-- the Turnbottom bridge is much quicker, so perhaps you can hold them off there. . .

Or perhaps you could take to Sir Kenneth Alintar, the Fifth Earl of Hathington, Brigadier General of the West Kingdom and have the Westies do it.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Tawny mauls another giant, dropping it!

The hail of Archon and arrows takes out another 6 giants, leaving them scattered across the field.

Thurgrom's ax drops both the giants he was fighting with deep cuts!

Kragg hits, but is unable to finish the (no dark aqua) giant

Trm heals Thurgom.

Gage moves forward.

Dvalin hits the (now dark purple) giant!

Only two giants (the ones in melee) can attack:
At Thugrom:
Great club: 1d20 + 14 ⇒ (1) + 14 = 15
Iterative: 1d20 + 9 ⇒ (12) + 9 = 21

At Dvalin:
Great club: 1d20 + 14 ⇒ (9) + 14 = 23
Iterative: 1d20 + 9 ⇒ (14) + 9 = 23 all misses!

As you watch, a semi opaque globe goes up surrounding the hilltop where the hill giant chief waits. . .

Initiative:
Dwarves
Hill Giants

Status:
Drk Aqua: -43
Dark purple: -43
Blue: -13
Yellow: -2
Pink: -9, halved movement
South Giant: 59

Tawny: 63/84
Thurgrom: 79/99

Giant Kill Counter: 33

That brings everyone up again


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So, you guys have stumbled through back ways into several of the "boss" encounters with VERY LITTLE of the overall castle explored- I don't know if its just been blind luck or what.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

No, he appears quite dead.

Searching his body:
Kikono was wielding a unique magical Kusirigama called Dancing Wasp

In addition, the onicarries a small leather pouch at his side containing several vials of ink, five shiny pearls worth 100 gp each, and a darkwood-and-silver disc decorated with an intricate etching of Brinewall under the noonday sun. This disc radiates faint transmutation magic.

Spellcraft DC 22:
his +1 kusarigama makes a shrill whistling sound whenever it is used in combat. Once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head as a full-round action to summon a giant wasp. The wasp appears in the air above the wielder’s head and follows the wielder’s mental commands to the best of its ability as long as the user continues to whirl (requiring a standard action each round) to a maximum of 5 rounds.

Pending which direction to go from there then


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Fiata misses!

She tries to touch Kenji:
Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Wis Damage: 1d4 ⇒ 2 DC 15 Fort negates

Turn Order:
1. Fiata
2. Sage of Plagues
3. Dario
4. Penthesilea
5. Kenji
6. Skai
7. Sage of Plagues again!?!

Sage of Plagues: -19

Kenji: pending save vs. 2 wis damage

That brings up everyone but Fiata currently


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Looking up at my post- I somehow lost the what she wa saving for, but she rolled 18 Reflex save which I believe beats your DC for the 2nd level spell

Round 2
Dario misses.

Both Penthesliea's special arrows narrowly miss.

Keji hits!

Reflex Vs. Thundercloud: 1d20 + 4 ⇒ (7) + 4 = 11 this time, Skai's thundercloud collides with the allip, but even her spell does half damage vs. the bodyless creature.

Turn Order:
1. Fiata
2. Sage of Plagues
3. Dario
4. Penthesilea
5. Kenji
6. Skai
7. Sage of Plagues again!?!

Sage of Plagues: -19

Pending Fiata


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Between the two blades strikes the corny is finished off, leaving you in a bow empty throne chamber.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

ha! Idk why I read that as a 6! It hits I’ll have to check his HP when I get to my computer


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Troy misses as Lief chases after him.

Pending Gareau, Kolaach, and Yuki


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry if I wasn't clear he provoked to stand there so anyone surrounding him can take an attack here


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Dvalin shifts form and moves forward.

Kragg's first strike finishes the giant he was fighting. You can tack a move onto the start of your next action

With two strikes, Thurgrom cuts down another wounded hill giant.

Gage and a hail of arrows empty out at the south giant:
Arrows: 5d8 + 10 ⇒ (7, 2, 4, 5, 7) + 10 = 35

Stones: 1d10 - 1d8 ⇒ (3) - (2) = 1
Target 1 tawny 2 thurgrom 3 dvalin 4 kragg: 1d4 ⇒ 4
Attack: 1d20 + 6 ⇒ (19) + 6 = 25 miss!

Some giants move forward clumsily in the dark to attack Thurgrom, while those outside begin forming a defensive perimeter around the hill where the Hill giant chief must wait. . .

At Thurgrom
Greatclub: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17

Greatclub, iterative: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d8 + 10 ⇒ (8, 2) + 10 = 20

Greatclub: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d8 + 10 ⇒ (4, 2) + 10 = 16

Greatclub, iterative: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d8 + 10 ⇒ (7, 2) + 10 = 19

Greatclub: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d8 + 10 ⇒ (7, 5) + 10 = 22

At Tawny:
Greatclub: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 2d8 + 10 ⇒ (7, 6) + 10 = 23

Greatclub, iterative: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d8 + 10 ⇒ (2, 7) + 10 = 19

Two hits on Thurgrom! Double moving Tram forward here because Thurgrom drops so much

Initiative:
Dwarves
Hill Giants

Status:
Blue: -13
Yellow: -2
Cyan: -48
Dark Red: -36
Pink: -9, halved movement
Orange: -39
South Giant: 59

Tawny: 63/84
Thurgrom: 24/99

Giant Kill Counter: 25

That brings up the party again! Rubius misses last round so he can take two sets


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

This boss cannot apparently hit!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Dario's attack hits, but seems to partially pass through the incorporeal creature.

Kenji is briefly fascinated, but then Penthesilea snaps everyone out of it with her song.

Kenji hits critically with his second swing and destroys the golem in a single strike!

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18 but the Sage dodges out of the way!

The sage tries again to touch Penthesilea
Touch Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Round 2
The Sage turns to touch Dario
Touch Attack+ Mythic Surge: 1d20 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11

Turn Order:
1. Fiata
2. Sage of Plagues
3. Dario
4. Penthesilea
5. Kenji
6. Skai
7. Sage of Plagues again!?!

Sage of Plagues: -4

Dario:
That brings up everyone again; I went ahead with her first second round action


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

As Malik gathers information, the word about town is that the East army camped outside town is getting ready to march- something changed recently, and now it looks like they will be heading home . . .

But the next morning, shouts are head almost with the crows of the cocks- the Army isn't marching home, they are attacking!

It looks like today will be the day of the Battle of Burrowdar.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Gareau, Kolaach, and Volk all miss.

Yuki aids.

Lief chops down the last guard, leaving only the sergeant, and Troy moves forward.

The sergeant flees! (withdraws)

Turn order:
1. Troy
2. Soldiers
3. Sergeant Volan Sertane
4. Gareau
5. Kolaach
6. Yuki
7. Lief

Status:
Gareau: 16/17
Yuki: 18/25
Voolk: 12/20
Kolaach: 23/31

That brings up everyone again


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Emili trips the Corby who tries desperately to get up. That will provoke from almost everyone; orry my travel and recovery got away from me a bit and took me longer than expected to dig out on all my games


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Fiata begins inspire courage.

The carrion golem moves forward and swings at Fiata:
Slam: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

As the Allip begins to move, its babbling affects everyone! DC 16 will of become fascinated

The Allip moves forward, and touching Penthesilea Bestows a Curse on her!
Touch: 1d20 + 4 ⇒ (1) + 4 = 5 but misses!

Turn Order:
1. Fiata
2. Golem
3. Sage of Plagues
4. Dario
5. Kenji
6. Skai
7. Penthesilea
8. Sage of Plagues again!?!

Everyone can act now; the Sage acts a second time between Penthesilea and Fiata; pending will saves of course- though Penthesila if failed is broken when the ALlip attacks


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

an allip babbles constantly which causes a fascinate to everyone within 60 ft (will negates); its touch also does wisdom damage and heals it (also will negates); the golem has dr 5 bludgeoning or slashing (so not piercing)


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Fiata knows this is an Allip and knows one fact about Allips.

She also recognizes the carrion golems from earlier and remembers one fact about them.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Thanks! Sorry I didn’t say anything sooner- sometimes it drops games in weird ways like that.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The archons unload at a giant, and Rubius first shot after their barrage finishes it.

Two arrows each into the next two giants finishes them each in turn.
AOO: 1d20 + 14 ⇒ (6) + 14 = 20 miss!

Tawny avoids an attack and takes down another giant.

With three strikes, Thurgrom takes down both of the wounded hill giants!

With three arrows, Gage finishes the target he had been attacking!

Kragg hits, but that giant remains on its feet.

Dvalin swings, missing once, but then chopping his foe down!

Most of the giants waver and wait at the edge of the darkness, but the one lashes out at Kragg:
Greatclub: 1d20 + 14 ⇒ (14) + 14 = 28 Miss chance: 1d100 ⇒ 13
Greatclub: 1d20 + 6 ⇒ (7) + 6 = 13

While another charges Tawny:
Greatclub: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22

but all miss!

Rocks?: 1d10 - 1d8 ⇒ (6) - (4) = 2
Targets 1 Tawny 2 Kragg 3 Thurgrom 4 Dvalin 5 a Random Archon: 2d5 ⇒ (4, 3) = 7

Rock at Thurgrom: 1d20 + 6 ⇒ (14) + 6 = 20
Rock at Dvalin: 1d20 + 6 ⇒ (7) + 6 = 13
both miss!

Initiative:
Dwarves
Hill Giants

Status:
Blue: -13
Yellow: -2
Cyan: -48
Pink: -9, halved movement
Red: -64
Orange: -39

Tawny: 63/84
Thurgrom: 68/99

Giant Kill Counter: 24

I think Tram didn't act that round so he has two rounds worth of actions available and everyone else has one


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I'm traveling this weekend; I'll get the next part kicked off Sunday night or Monday.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I'm traveling this weekend, probably will not update till Sunday late afternoon.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Rin hits twice, damaging the corby (now orange).

With a single swift stroke, Kage kills the (formerly green) corby!

Talios misses.

The final Corby flees! (withdraws)

Turn Order:
2. Red Oni
3. Kage
4. Talios
5. Emili
6. Mitsuru
7. Dire Corbies
8. Kaloora

Status:
Rin: 6/29
Emili: 26/30

Orange: -11

That brings up everyone again


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I feel like a broken record posting this in every game, but I'm traveling this weekend-- I'll check this game specifically since there's one turn before the bad guys to move it along before I hit the road, but then it won't be till late Sunday evening that I update after that.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"Very well then- I help you explore, no?"

But just as Yjalk is inviting himself to "join" you, the brazier in the center of the room flashes and the spirit of the Sage of Plagues returns, reanimating a mass of corpses into another golem to attack you!

Init:

Fiata Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Kenji Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Penthesilea Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Dario Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Skai Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Allip: 1d20 + 5 ⇒ (11) + 5 = 16
Golem: 1d20 ⇒ 20

Round 1

Turn Order:
1. Fiata
2. Golem
3. Sage of Plagues
4. Dario
5. Kenji
6. Skai
7. Penthesilea
8. Safe of Plagues again!?!

Fiata acts before the bad guys here! It's Knowledge Religion for this creature and arcana on the carrion golem


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yuki moves in to flank as Gareau misses.

They attack Kolaach:
Long Sword: 1d20 + 7 ⇒ (1) + 7 = 8

And Lief:
Long Sword: 1d20 + 3 ⇒ (3) + 3 = 6

Turn order:
1. Troy
2. Soldiers
3. Sergeant Volan Sertane
4. Gareau
5. Kolaach
6. Yuki
7. Lief

Status:
Gareau: 16/17
Yuki: 18/25
Voolk: 12/20
Kolaach: 23/31

Everyone is up again; I probably will not update again till late Sunday traveling tomorrow


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yeah- I ran another table of my dwarves of gold peak game in person from 3rd through 15th level and that was in 5th Ed- while I still feel the system is too limited on options and variation, those few things really stand out as being useful, so I’m taking these two and might look at taking advantage-disadvantage in later games.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Oh no- she falls into that “much too high a cr so that she auto tpks” area- she is definitively a problem for another day and a much higher level.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

And yes- I have been think about this for a while, but yes that witch going down so easily was the final push for me to decide I need to incorporate this stuff now instead of waiting till I start a new game and can mention it during recruiting.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So- in my eternal quest to make interesting and interactive combat scenarios, I’ve decided to incorporate two of the very few good things from 5th edition to those of my games which are still in early stages including this one.

Those are- lair and legendary actions.

For anyone who hasn’t dabbled in fifth Ed, these are special actions that some enemies get in order to counteract the dreadful action economy that makes what should be “challenging” enemies end up missing twice before dying without having to make them so much higher cr than the party that they become unkillable or tpk machines.

Lair actions happen only when you are fighting an enemy in their “lair” or home- hence the name. They happen on initiative 20 always, one per round.

Legendary actions are actions powerful foes can take throughout the round (jumping in to take them after any action)- they usually have several options and 3 actions worth to take per round, with some actions taking two or all three of those.

These are in addition to existing AOOs and reactions that I might craft onto monsters other ways.

I just wanted to let everyone know so whenever I spring this on you in combat the first time you aren’t surprised, confused, and angered.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"No, that won't do- I am here to find a powerful weapon that should be here, one that will help me slay the Linnorm and become King."

28 is enough to bring his attitude to friendly, but he won't agree to leave the area


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

We are on slide 21

Kolaach hits, but Volk misses!

Lief swings and misses!

Troy hits, and finishes off the wounded guard!

Turn order:
1. Troy
2. Soldiers
3. Sergeant Volan Sertane
4. Gareau
5. Kolaach
6. Yuki
7. Lief

Status:
Gareau: 16/17
Yuki: 18/25
Voolk: 12/20
Kolaach: 23/31

Gareau and Yuki can still act before the guards


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

As the corby tries to stand, Mitsuru drops him!

Then she turns and finishes Kikono with another stab!

With Kikono down, Emili trips a corby!

Turn Order:
1. Kikono
2. Red Oni
3. Kage
4. Talios
5. Emili
6. Mitsuru
7. Dire Corbies
8. Kaloora

Status:
Rin: 6/29
Emili: 26/30

Green: -5, prone

Pending Rin, Kage, Talios, and Kaloora


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 3
Thurgrom moves up and cuts down a giant.

The Archons manage to kill a giant on their own this time. 87 is not the lowest amount of damage you've seen drop a giant

Rubius drops two with two arrows each and puts the final arrow into a third. OK- so Damage type combine, but do please keep attacks separate especially if you can traverse targets

Tawny tears the wounded giant apart, killing it.

Stones: 1d10 - 1d8 ⇒ (5) - (3) = 2
1 Tawny, 2 Thurgrom, 3 Kragg, 4 Dvalin: 2d4 ⇒ (2, 1) = 3

Stone at Tawny: 1d20 + 6 ⇒ (20) + 6 = 26 Miss Chance: 1d100 ⇒ 22 miss!
Stone at Thurgrom: 1d20 + 6 ⇒ (18) + 6 = 24 Miss Chance: 1d100 ⇒ 92 hit!
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Many of the giants flee, but a few stumble forward and swing!
Two attack Thurgrom and two attack Dvalin.
At Thurgrom:
Greatclub: 1d20 + 14 ⇒ (16) + 14 = 30 Miss chance: 1d100 ⇒ 49 miss!
Greatclub: 1d20 + 14 ⇒ (4) + 14 = 18 miss!

At Dvalin:
Greatclub: 1d20 + 14 ⇒ (12) + 14 = 26
Greatclub: 1d20 + 14 ⇒ (5) + 14 = 19 both miss!

Initiative:
Dwarves
Hill Giants

Status:
Blue: -13
Yellow: -2
Cyan: -48
Pink: -9, halved movement
Dark Reds: -37 (one of these is actually at -50 but I'm running out of colors)
Red: -27, halved movement
Pink south of traps: -58
Orange: -39

Tawny: 63/84
Thurgrom: 68/99

Giant Kill Counter: 15

That brings up everyone again!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ohhh- second level spells means scorching ray which is a big one for Phoenix bloodline arcana!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So- raise dead leaves Viatrix at two negative levels. You can get a single restoration here for one of them, and a scroll for the second- but that can’t be cast for ten days (a week).

So for the next week it’s up to you if you want to play Viatrix with a negative level or Vargas and have Vi “recovering” in safety.

And with that, we’ve also hit our hinge point for everyone to level up to 4th level!

By my count total cost on Raise Dead plus two restoration for negative levels is 8170 gold.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

You return to the Witch was of the Woods, and true to her word she has prepared for the casting of the spell, and upon payment of her silver raises Viatrix to life.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

yes the ones in the fireball are still alive- they lost about half their hit points there- when one dies in pulling them from the map, but I’ve just been taking your guys initiative in post order so if it looks like the person before you killed a target you can assume they likely did


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 3
Reflexes at +2: 7d20 ⇒ (12, 1, 16, 12, 8, 6, 8) = 63 All but one fail!

Kragg's three hits kill another giant! They've got no resistances/DR in play here if you want to roll the dice in one roll here Kragg on the normal ones

Gage puts three arrows into another.

Initiative:
Dwarves
Hill Giants

Status:
Blue: -13
Yellow: -2
Cyan: -48
Pink: -9, halved movement
Dark Reds: -37 (one of these is actually at -50 but I'm running out of colors)
Red: -27, halved movement
Purple south of traps: -58

Tawny: 63/84

Thurgrom- Kragg kills that one, and you have the movement to get to almost anyone with the +30 there so you can reposition to the spot you want to be and keep the crit

Pending Thurgrom repositioning and Rubius
Thurgrom: 80/99

Giant Kill Counter: 10


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Everyone hits and the witch goes down, leaving nothing but a battered pile of bones.

Searching Hut:

Carved stone idol (30 gp)
Gold censer with silver filigree (90 gp)
Gold puzzle box (500 gp)
Painting of a princess (100 gp)
Polished darkwood chalice (50 gp)
Silver holy symbol (25 gp)
Scroll of Whispering Wind (cr, 150 gp)
Wand of Doom (cr, 750 gp)

Need a DC 20 Survival or Knowledge Geopgraphy to find your way back to the other witch


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Red again stands This will provoke from Emili, Mitsuru, and Talios or whichever of those three threaten

Claw at Talios: 1d20 + 3 ⇒ (8) + 3 = 11

One attack Rin:
Claw: 1d20 + 3 ⇒ (15) + 3 = 18
Claw: 1d20 + 3 ⇒ (3) + 3 = 6 one hit!
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

While the other attacks Emili:
Claw: 1d20 + 3 ⇒ (20) + 3 = 23
Claw: 1d20 + 3 ⇒ (5) + 3 = 8 one hit!
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Savegly, Kikono lashes out with his Kusirigami and hit bite at Rin!
Kusirigami: 1d20 + 10 ⇒ (11) + 10 = 21
Kusirigami: 1d20 + 5 ⇒ (13) + 5 = 18
Bite: 1d20 + 3 ⇒ (16) + 3 = 19 three hits!
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Turn Order:
1. Kikono
2. Red Oni
3. Kage
4. Talios
5. Emili
6. Mitsuru
7. Dire Corbies
8. Kaloora

Status:
Rin: 6/29
Emili: 26/30

Kikono: -64

Red: prone
Green: -5

That will bring everyone around again!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Kolach, per the map Voolk has to more than single move to get to one so I've moved him forward as you shoot

Kolaach hits one, as Yuki cures Gareau.

Round 2
Troy reloads and fires, hitting the same one as Kolaach, dropping him.

Dropping their bows and drawing blades, the three remaining ones charge:
Charge at Lief: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Charge at Voolk: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 hit!
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Sergeant Charge at Kolaach: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 hit!
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Turn order:
1. Troy
2. Soldiers
3. Sergeant Volan Sertane
4. Gareau
5. Kolaach
6. Yuki
7. Lief

Status:
Gareau: 16/17
Yuki: 18/25
Voolk: 12/20
Kolaach: 23/31

Blue: -2 AC evil eye

That brings up everyone again!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"We don't need any permits- don't try any funny business on me here, or my crew will bust yours up!"

There are 5 of them total, I'll get them on the map if it looks like its heading towards combat; Yjalk is Ulfen but does not have any markers- you don't think he's Aspis or anything like that, just an adventurer


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Cra'Rak hits twice!

Kazell misses with both arrows.

Malik misses, while continuing his song.

Karak and his mount both hit!

The Green Witch turns towards Cra'Rak, sensing he is the biggest threat to her and lashes out:
Claws: 1d20 + 3 ⇒ (7) + 3 = 10
Claws: 1d20 + 3 ⇒ (9) + 3 = 12 both miss!

Turn Order:
1. Cra'Rak
2. Kazell
3. Victor
4. Malik
5. Karak
6. The Green Witch

Karak: 25/31, pending will

Green Witch: -34

That brings up everyone again!

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