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30 posts. Alias of Jeffrey Klingbeil.


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FireSkorn wrote:

[dice=Punch]1d20+2

[dice=Kick]1d20+2

Throwing a punch, as the skeleton moves out of the way, he connects with a knee to its jaw
[dice=Crunch]1d6+3

-Posted with Wayfinder

The final skeleton collapses in a heap!


The skeleton swings its light mace at Fray....1d20 ⇒ 16 clubbing the young Dominican friar for 1d6 ⇒ 4 bludgeoning damage!


Fray Manuel Jose wrote:

The cleric will call upon the power of his faith to strike down the abomination before him with his quarterstaff:

1d20
damage 1d6

Fray Manuel's staff strikes hard against the skeleton's clavicle, causing the undead monster to shudder under the blow, but it yet stands....


As Jimeno slides back, thrusting his lance at a skeleton that dodges, FireSkorn springs into the air, scissor-kicking the two skeletons into heaps of bones!

A single skeleton remains, menacing Fray Manuel with a light mace....


Scimitar swing at FireSkorn 1d20 ⇒ 16 deals 1d6 ⇒ 3 slashing damage!

Light mace swing at Jimeno 1d20 ⇒ 11 WHIFF!!!

Light mace swing at Fray Manuel 1d20 ⇒ 4 WHIFF!!!


Hisao of the Yellow Reeds wrote:

[dice=Heavy Mace on last skeleton with flank I think]1d20+3;1d8+1

Moving around to surround the last skeleton Hisao attempts to smash it's head in.

With a swift wave of the mace, Hisao finishes off the final skeleton! It's bones rattle and clatter to the floor....


Tevaga the redeemer wrote:

Ooh, hadnt noticed the crit... and here's a possible 2nd round attack, on a different skeleton

[dice=attack] 1d20+4

[dice=damage] 1d6+3

In round 2, Trevaga clobbers another skeleton!

This leaves but 1 skeleton at the top of round 4....


Tevaga the redeemer wrote:

Well, I picked a good couple of days to be very busy... anyways, here's what I do for round 3 (I'm assuming I lost round 2)

She walks up to strike a weakened skeleton with her holy-water filled aspergilium.

[dice=attack] 1d20+4

[dice=damage] 1d6+3

Note: one point of damage is from the holy water

Tevaga's aspergillium connects solidly with a skeleton's skull, caving it in! The bones collapse with a clatter!

Only 2 skeletons remain standing!


Fray Manuel Jose wrote:

The cleric will attempt to smash the skeleton with his quarterstall.

1d20+0

The skeleton is alarmingly nimble and evades Fray Manuel's attack!


Hisao of the Yellow Reeds wrote:
Well Hisao would have done the same but he would have still missed but maybe in both rounds the missed flask would have landed in a place that would have dinged quite a few dead things. Will see how that resolves before we get to Round 4.

The shattered vials splash the skeletons, searing their bones with droplets of holy water that burns the undead like molten metal... 2 skeletons sustain a hit point of splash damage each!

Silent, the bony sentinels persist....


Three skeletons remain....


Round 3
The three remaining skeletons assail Jean and Alphonse with blows from their rusty sabers or maces!

Scimitar on Alphonse 1d20 + 0 ⇒ (16) + 0 = 16 slashes for 1d6 ⇒ 2 damage!

Scimitar on Jean 1d20 + 0 ⇒ (2) + 0 = 2 misses!

Light mace on Jean 1d20 + 0 ⇒ (16) + 0 = 16 bashes for 1d6 ⇒ 1 damage!


Hisao of the Yellow Reeds wrote:

Round Three

Hisao accepts another flusk and mutters ** spoiler omitted ** before trying again and aiming for a skeleton near the center that isn't engaged in melee

[dice=Thrown Splash on Touch]1d20+4;2d4

By the way, I think thrown splash weapons can still do some damage right? Rolling 1d8 to see where the flask lands to get at least the 1 damage in

[dice=Flask one miss]1d8
[dice=Flask two miss]1d8

Hisao's attempts to bombard a skeleton with holy water in the confined space of the catacombs proves tricky, but he manages to cause some splash damage to one of them....


Akio Derick Ryuu wrote:

5 vials of water as well.

[Dice=initiative] 1d20+3
shinigami spawn, begone from this place and return to the spirit realm!

He draws forth his katana in a flash, the steel glinting from the light of the torch.

[Dice=Iajutsu strike ] 1d20+7-1
[Dice=damage] 1d8+1d6+8+3

The skeleton lurching toward Akio-San is cut down by the samurai's swift katana, the two halves of it clattering into a heap!


4 human skeletons emerge from niches on the walls of the passageway, two from each side, 1 on each PC!


The intrepid adventurers set forth, guttering torch in Fray's hand to light their way through the maze of bones and skulls that is the catacombs beneath Rome....

The only sounds at first are the clank of their armor, their breathing, their footfalls, the crackling of torchfire and their heartbeats....

Then, as they are shuffling through a long gallery of upright skeletons in niches, clad in the mail and bearing the rusted arms they wielded in life in skeletal clutches....

The torchlight causes shadows to dance around these gaunt guardians, creating the optical illusion that the skeletons themselves are subtly stirring....

....or is it not an illusion?

A dry creaking sound echoes suddenly all around as dark necromancy breathes morbid semblance of life into these used mortal vessels....

Initiative 1d20 + 6 ⇒ (5) + 6 = 11


A skeleton next to the one Alphonse just mowed down attempts to bash the paladin with it's rusty light mace....

1d20 + 0 ⇒ (14) + 0 = 14 but Alphonse's quick reflexes place him out of harm's way!


Alphonse Veritas wrote:

Alphonse moves in slightly and swings his Scythe at the nearest skeleton.

1d20+5

[dice=Confirm]1d20+5

=(

[dice=Damage]2d4+6

Still murdelizes it though.

The skeleton's vertebral column is neatly hacked in half by the scythe of Alphonse! The bones clatter to the floor, inert once more....


The line of skeletons withstands the ardent French prophet's charge, meeting his approach with swings of their rusted scimitars....

1d20 + 0 ⇒ (15) + 0 = 15 hits Jean's reduced (due to charging) AC, dealing 1d6 ⇒ 4 slashing damage!

1d20 + 0 ⇒ (16) + 0 = 16 also slashes the hapless hero for 1d6 ⇒ 5!


The adjacent skeletons throw up carpal bones to deflect the splashing holy water....


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The Skeletons form a rattling line in the chamber where the ghoul pipes, protecting their ghoulish piper....


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A macabre dance of human skeletons begins!

Skeletons leap with a rattle from their wall niches in the chamber wherein the ghoulish piper plays, and stalk toward the heroes menacingly, points of hellfire burning in their eye sockets, and rusty weapons clutched in bony claws!

Initiative 1d20 + 6 ⇒ (1) + 6 = 7