Thunderbird

The Storm Crow's page

177 posts. Alias of Nathanael Love.


RSS

1 to 50 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


1 person marked this as a favorite.
Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Ivar steps back and drinks his potion.

Ichabod blast at them again:
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18

Finishing one!

Adweard's strike finishes the second, and only the necromancer, his summons, and whatever is upstairs remain!

Stabilize: 1d20 ⇒ 19 Vaux stabilizes!

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Vaux
5. Necromancer
6. Ivar
7. Frank

Status:
Adweard: 25/33
Ivar: 15/36
Vaux: -4/33, stable

Purple: 1 rounds remaining

Pending Frank


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

you will want to be attacking the regular size large skeletons not the summoned champion who only attacks one more time most likely


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

I'm feeling generous here, so I'm going with your third roll and taking no AOOs- typically you only make a single acrobatics check to tumble, not three though

The Necromancer begins summoning again!

The champion steps up to swing at Adweard:
Long sword: 1d20 + 7 ⇒ (3) + 7 = 10 miss!

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Adweard: 25/33
Ivar: 8/36
Vaux: -4/33

Red: -13
Non-red: -9

Purple: 1 rounds remaining

That brings up everyone except Vaux


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Please make sure when you do things to up your AC to update your headers or to note it every round in your post- 21 would miss then since it was a 19; I crossed up on the attacks there somehow I thought the hit took Ghostwind down

Will apply the healing to Eldric instead

Relzak hits and Eldric hits once; the Spriggan Lord does not appear intimidated.

Ghostwind misses the smaller spriggan. Ironically AC 17 so both attacks missed by exactly the -2 for taking two

The Spriggn lord attempts to break the grapple:
CMB: 1d20 + 14 ⇒ (5) + 14 = 19 and breaks free!

The small Spriggans attack again with their flank restored-

At Ghostwind
Morningstar: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 hit (or real)!
Damage: 3d6 ⇒ (2, 1, 4) = 7

At Elric
Morningstar: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

Status:
Ghostwind: 23/30
Relzak: 18/36
Eldric: 14/39

Spriggan Lord: -52

That brings up everyone again!


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

"Escorting a delegation? No true Nictari would give these dogs the time of day."

"I am a pawn to nothing, and no one! The Nictari faithful will rise and smite you from the Fair Lands!"

"Any Nictari who would join or even treat with your kind is the true traitor to the Nictari people- be he peasant or the Rex Nictarum himself!"

It becomes very clear that this Nitari is not swayed by intimidation, by clever arguments, or by trickery; he continues down this kind of like of zealotry.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

When I’m at my computer I’ll look at the Paladin archetypes that take out spellcastinf and modify one of them to be appropriate for anti-Paladin.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Ghostwind critically hits the Spriggan Lord!

The size small gnomes position to flank!
At Ghostwind: Morningstar: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 3d6 ⇒ (5, 5, 4) = 14

At Eldric: Morningstar: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Confirm?: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 3d6 ⇒ (4, 6, 1) = 11

The Lord Strikes once at Eldric:
Morningstar, power attack, furious focus: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Damage: 2d6 + 11 ⇒ (3, 6) + 11 = 20 hit!

And once at Relzak:
Morningstar, iterative, PA: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 11 ⇒ (4, 2) + 11 = 17 hit!

Handerbald touches Ghostwind healing him Cure: 1d8 + 3 ⇒ (8) + 3 = 11 bringing him back awake, but leaving him prone.

Griselda manages to grapple the Spriggan Lord, constricting him!

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

Status:
Ghostwind: 10/30, prone
Relzak: 18/36
Eldric: 4/39

Spriggan Lord: -30

Pending Relzak, Eldric, Ghostwind


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Adweard hits, though her poking weapon is slightly less effective!

One skeleton attacks the fire elemental:
Claw: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Burn: 1d4 ⇒ 3

Claw: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Burn: 1d4 ⇒ 2

with two strikes it takes the elemental out!
Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13

It continues the assault moving on to Adweard:
Claw: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Claw: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 one hit!

The other begins attacking Vaux:
Claw: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Claw: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Claw: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Claw: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 three hits!

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Adweard: 25/33
Ivar: 8/36
Vaux: 4/33

Red: -13
Non-red: -9

Blue: 3 rounds remaining

Vaux acts before the Necromaner and his summon


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

”you dogs stole Nictari land- I’d rather die a thousand times than turn traitor to my people! You’ll get nothing from me!”

you will remember the two duchy sized territories that were won from the Nictari in a previous war


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

we were only pending ghost wind before the Spriggan attacks- obviously will roll Griseldas good roll into after that but there will be a round of swings in there


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Ichabod's flame destroys the summoned skeletal champion! Sure- ONLY 32 damage with a 1st level spell

Vaux's attacks strike, but not doing bludgeoning damage, they fail to penetrate.

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Ivar: 8/36

Red: -3
Non-red: -4

Blue: 3 rounds remaining

Pending Adweard


2 people marked this as a favorite.
Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Since the Acrobatics fails and minimum damage on his hit is the same as maximum damage on cure light, I'm going to rule that Handerbald sends Relzak across after Griselda heals him

Griselda heals Relzak.

Thanks to the flank, Relzak narrowly hits the Spriggan lord, but the larger creature is not intimidated by him.

But Eldric's strikes are not as well aimed and clank uselessly off his armor. You've now seen 21 hit and 18 miss so you know its in there.

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

Status:

Relzak: 18/36
Eldric: 35/39

Spriggan Lord: -6

Pending Ghost Wind


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

The Nictari spits in Maurie's face, "Kill me, torture me- what do you want to know? You are trespasser on Nitari lands! I am Gartnait mac Echdaht, Clan Echdaht, all the good it will do ye to know a dead man's name."


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Yes you can have retroactively gotten a CLW wand either half or full whichever you decide.

Yes, sorry I meant to say knowledge local but it slipped me mind, and now I’ve written myself into a corner where I have to come up with several (at least) of the tribes clans and septs for the Nictari- games always take you places you didn’t anticipate!


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 3
Ivar misses the skeletal creature that looks champion-like!

The summoned creature also misses the armored skeleton!

Round 4
Above, you hear the continued crying sounds and unholy winds rushing. . . SOMETHING is up there that hasn't revealed itself yet.

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Ivar: 8/36

Red: -3
Non-red: -4

Blue: 3 rounds remaining
Purple: 2 rounds remaining

Ichabod and Adweard are up before the skeletons, and Vaux can act now as well.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 2
Handerbald casts guidance on Eldric.

Griselda cures Eldric.

Relzak misses.

Eldric hits three times, finishing the (formerly red) Spriggan.

With several quick attack, Ghostwind finishes the (formerly blue) Spriggan!

Round 3
The small spriggans cast a pair of flare spells at Eldric and Ghostwind. DC 10 fort or become dazzled for 1 minute

The Spriggan Lord charges Relzak
Morningstar, Charge, Power Attack, Furious Focus: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
Damage: 2d6 + 11 ⇒ (6, 6) + 11 = 23

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

Status:

Relzak: 10/36
Eldric: 35/39

Handerbald can either use Leap of the Heavens to send one of you to the otherside to flank without provoking, or can use cure light (d8+3) on Relzak

That brings up the party again!


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

They don't have any scrolls, but do have the typical Nictari tattoos covering their bodies- you could identify them by tribe, clan, and sept with just a little knowledge of Nictari culture DC 10, 15, and 20 respectively


1 person marked this as a favorite.
Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Oh jeez- disregard; this is what I get for checking things while moving around!

Very Easy to Accidentally Read Mythic Bless off this link

SO JUST to saves vs. fear and attack, not damage, but if anyone figured it in already I won't retcon it out.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

This is just the ordinary Bless spel which is +1 to attacks, weapon damage, and all saves.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

FYI I'm traveling, so I will be away from my computer and likely not able to do a full update until Sunday afternoon/evening.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 3
Adweard activates jugement.

Vaux moves foward and easily hits, but his slashing/piercing claw fails to damage the skeleton!

The "human skeleton" advances towards Vaux, while above the necromancer finishes casting, and another "human skeleton" appears- this time directly in front of Ichabod and attacks!
Long sword: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5 miss!

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Ivar: 8/36

Red: -3
Non-red: -4

Blue: 3 rounds remaining
Purple: 2 rounds remaining

Ivar and Frank can act now


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Yes, I will ensure that actions are taken for all characters.

FYI- I'm traveling for the holiday so I probably will not update again until Sunday evening, though I will inevitably be watching from my phone.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 2

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20 the door is swing open and a burning hands cast, but it could only hit one of the gnomes and he dodge part of it.

Griselda attempts to grapple, but the size large spriggan is too strong for her!

Relzak steps into the door, and the two small sized ones unload their crossbows at him! This is off readied attacks
Light Crossbow: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Light Crossbow: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21 one hit!
Damage: 1d6 ⇒ 3

Then he strikes hard at one of the size large ones!

Eldric steps in and hits the other large one! They are not flat footed so no sneak attack here

The size large swing at Eldric:
Morningstar: 1d20 + 9 ⇒ (16) + 9 = 25 hit!
Damage: 2d6 + 5 ⇒ (3, 6) + 5 = 14

And Relzak:
Morningstar: 1d20 + 9 ⇒ (5) + 9 = 14 Parry fails, but still misses (actually, thanks to bless that would match 14- but there's the -2 for size difference so it still narrowly does not parry)

The size small ones cast scare (DC 12 Will) at Eldric and Relzak.

The Spriggan Lord stands back, morningstar readied to attack anyone foolish enough to move to him.

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

Status:
Red: -12
Blue: -10

Relzak: 33/36
Eldric: 27/39

Ghostwind still has his round 2 action so he can act for both rounds and everyone else can act for round 3; remember bless is up for +1 to hit/damage


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

FYI, I'm traveling this weakened will probably not have a full update until late SUnday.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

You properly bury the slain, and wake up the still living Nictari. . .


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Got it Relzak-

The way I usually run parry and riposte in pbp is to have the player spoiler the rolls with a condition that triggers whether they is it-

first melee attack against me:

Put your three rolls (parry, riposte, damage here)

Can set the condition however you want- maybe you only want to use it if a particular enemy attacks or if you’re flanked or whatever, but just put the contingency in there and if it doesn’t come up you don’t use the panache -!that way I can resolve the parry with the whole round.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

remember there are two attack rolls for opportune parry and riposte- one to succeed the parry, then a second to hit on the riposte


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Everyone can act now and Handerbald can act for both rounds.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

I mean- I think we all have seen the way games go when running published material where there is never a challenge, no question of players ever being at risk, and the biggest question is who will get the best shot in during the round and a half that combat lasts-

I’ve been DMing for 25 years now, and in pathfinder 1 specifically for almost a decade- so trust me that I am not tuning these actions to kill players (since starting play by post I’ve only actually killed a single character, and that quite recently based on an insane crit).

These won’t be in during these first encounters (already have that fully planned and statted), but I think you’ll see what it looks like shortly after that- and it’s especially designed for situations where there are no “mooks”- so that you don’t have to find an excuse for the big dumb beast to have underlings just to drag it to a third round before the players win without a scratch.


1 person marked this as a favorite.
Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

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.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

you were en route for a scheduled meeting with the Rex Nictarum


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 2
Vaux prepares to attack if one moves out.

Round 3
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Ichabod's burning hands, destroys both of these skeletons!

The other two advance, attacking the closest target (the elemental):
Claw: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Claw: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
and they tear it apart!

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Reflex: 1d20 + 3 ⇒ (8) + 3 = 11 but one catches fire doing so!

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Ivar: 8/36

Red: taking burn damage.

Pending Adweardand Vaux now before the necromancer


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 1
Relzak positions himself and Ghostwind casts shield.

Inside, whatever the Spriggans are doing, they do but do not come out.

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

That brings up everyone for round 2


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Addanc narrowly hits, and Finja drops the final Nictari inconcious.

End of combat

Addanc: 30/36

Looking around, the path of this group seems easy to follow, if you wanted to. . .


2 people marked this as a favorite.
Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Also to clarify when I say something like I did this round (pending Vaud, then Ichabod and Adweard”) all the people I mention should post actions - my “then” is just to convey order the actions happen in, I’ll resolve them in initiative order regardless of post order

So right now still pending Ichabod and Adweard.

Those of you who’ve played with me before know my tics and how I phrase things, but just trying to explain till we get into the swing of the game.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Sorry Ivar- I read your intent as withdraw there if you’d have done otherwise please feel free to change it- or to adjust your final position.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 2
Frank hits the damaged one as the summoned creature misses.

Frank withdraws, and as he does you see a creature walking down the stairs, and hear more chanting for summoning above.

Round 3
Above, you hear another sound- as though a rushing of wind mixed with screams. . . there is something up there more unholy than the mere skeletons the necromancer is sending at you now.

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard

4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Red -18

Status:
Ivar: 8/36 Got down to 6/36, fast healed 1 last round and 1 this to 8/36- does that look right?

Pending Vaux, then Ichabod and Adweard before the size large skeletons act- the size medium is summoned and acts on the Necromancer's initiative

Also, its DC 12 Knowledge religion on the size large skeletons, DC 12 on the size medium on the stairs, and DC 18 Knowledge Nature or I will accept any skill related to stars if you have it to identify the creature the skeletons are made from


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Pending Ghostwind, Relzak and Handerbald here


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Maurice traps the other Nictari after his phantom intimidates him.

Addanc misses again.

Finja hits, finishing the injured one.

Alvero hits with a telekinetic attack.

Grym continues inspiring.

The final Nictari continues his ill fated attack with his broken spear:
Spear, broken, shaken, shadow trap: 1d20 + 9 - 2 - 2 - 2 ⇒ (2) + 9 - 2 - 2 - 2 = 5

Turn Order:
1. Grym
2. Nictari
3. Maurice
4. Addanc
5. Finja
6. Alvero

Addanc: 30/36

Nictari: -2

That brings up everyone again


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

I added the -2 for broken to one and one -2, missed that there were two -2 for the trapped one there- that's why their to hits went from +9 down to +7, but I was in a hurry last night trying to get games updated and didn't make that clear.


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

ah- I missed those, so you are not yet staggered


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Round 2
Ichabod hits with his produce flame!

Adweard rushes forward.

Two more of the skeletons come lumbering down the stairs! The necromancer has obviously finished animating the ones you saw he was working on!

The other two attack, lashing out with four claws each at Ivar!
Claw: 1d20 + 8 ⇒ (19) + 8 = 27
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 8 ⇒ (20) + 8 = 28
Claw: 1d20 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 3 ⇒ (20) + 3 = 23
Claw: 1d20 + 3 ⇒ (6) + 3 = 9

Confirm?: 1d20 + 8 ⇒ (13) + 8 = 21
Confirm?: 1d20 + 3 ⇒ (17) + 3 = 20
Four hits, one critical

Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Crit: 2d6 + 10 ⇒ (1, 1) + 10 = 12

Turn Order:
1. Unknown undead
2. Ichabod
3. Adweard
4. Skeletons
5. Vaux
6. Necromancer
7. Ivar
8. Frank

Status:
Ivar: 0/36, staggered

Red -10

Vaux is up before the Necromancer here; then Ivar and Frank can act as well


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Assuming there's a plan to kick in the door at this point then?

Init:

Eldric Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Ghostwind Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Handerbald Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Griselda Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Relzak Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Spriggans Init: 1d20 + 4 ⇒ (19) + 4 = 23

Round 1
Inside you hear the sounds of casting, of size shifting, and of at least one crossbow being loaded. . .

Turn order:
1. Spriggans
2. Handerbald
3. Griselda
4. Relzak
5. Eldric
6. Ghostwind

That brings up everyone now!


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

Will: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Maurice traps one to the ground.

Fortitude: 1d20 ⇒ 1 While Alvero destroys the other's weapon.

Grym casts bless.

The Nictari try again to attack:
Spear: 1d20 + 7 ⇒ (9) + 7 = 16

Spear: 1d20 + 7 ⇒ (5) + 7 = 12
both miss!

Turn Order:
1. Grym
2. Nictari
3. Maurice
4. Addanc
5. Finja
6. Alvero

Addanc: 30/36
Red: -23

That brings everyone up again!


Vault of Heaven The Order Thirteen Kingdoms Tharbenia

”the Spriggan Lord recognizes no borders, not kings, no Tharbenia nor otherwise here- this whole island is Spriggan Land by divine right, and we shall kill any who say otherwise.”

1 to 50 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>