Greyhawk: The Rotting War Campaign


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Male Human Expert 8th

Third round summary

Garret (22) You move in and attack the boy zombie, gutting it and seeing the entirety of its’ guts spill out to the ground. It stumbles through it’s own entrails to make a grab at you.

Thale: (20) (I rolled for you) 13; you shove the staff further into the zombies head. 3 Damage. The zombie jerks as you push the staff further into it is brain but it is not dead yet and grabs for you.
Jeric:(13)Grappled by a zombie as you try to get past. You can stop the grapple or attack (-4 with a light weapon/blast)
Zombies: (20) Move in on everyone and attack; 18 to hit and initiate a grapple. This supercedes other attack rolls unless a light weapon is being used, in which case -4 is applied to the roll. Or, you can choose to resolve the grapple to get the zombie off you. All of your respective zombies are doing this. Must beat a grapple roll of 16. [ooc] they have the feed extraordinary ability so, if they successfully grapple you, they do bite damage. 5 points in this case.
Sir Basil: Zombie grapples you before your action.
Belthic: Zombie grapples you before your action. (you can still drop your hammer though)
Commoners/soldiers (10) Those that have not already fled/died are tackled by a wave of the walking dead before they can set ranks and fire their crossbows. The bite damage is enough to kill most of them except the sergeant and a few others left alive throughout the square.

The majority of the zombies stop feeding on those that have succumbed and focus on the living immediately in their vicinity. You. You also notice through the chaos those already killed are jerking and coming back to life. The numbers of Walking Dead are growing... You all realize that there is nothing that can be done to save the few survivors across the square. What can be measured in feet should just as well be miles. You realize even as you fight to keep the zombies from your flesh, that you have to get out of the street.


Male Human Expert 8th

Notes on Sasserine:

For Garret: based on local knowledge you have of the city.

Spoiler:

Conventional: AL NG Population: 15, 650+ 2d4x1000 transients. ( 77% human, 5% half-elf, 5% Halfling, 4% Gnome, 4% Dwarf, 2% Elf, 1% half-orc, 2% other)

there are seven districts in the city each having its own noble mansions and church which has adopted the district of the city. Azure District ( Norebo, Osprem, minor sea gods) Champion’s District (Kord), Cudgel District(St. Cuthbert), Merchant’s District (Fharlanghn), Shadowshore (Olidammara), Sunrise District (Pelor), Noble District ( Wee Jas)

You are all currently in Sunrise District. Notable features:
Thunder River Lumber, Historians Guild, Landowner’s Hall, Dawn Market (where you are now), Knowlern Manor, Dawnhouse, Standing Stone Park, 30 other places, and businesses of note, coming later when I get the time...if needed


Male Half-Orc Rogue 1

The first grapple check, to resist on the zombie's turn:
Grapple = 18

I believe that resists, so on my turn I hack at the zombie again.
Attack roll = 22
Damage = 10

I'll 5-foot adjust closer to the knight and his zombie and yell across the square to those still resisting. "We have to get out of here! Make your way to the Sea Spray Inn!", and I'll gesture towards the inn.

DM, any information you're willing to give is gladly appreciated.


Male Human Paladin of Iomedae1 (Warrior of the Shining Light) FC

Grapple provokes an attack of opportunity..unless these Zombies have Improved grapple..which I doubt..in which case my attack and damage rolls would appply to the AoO

Grapple evade 1d20+2=20

My action changes to a Withdraw action heading for the Inn...withdraw allows me to make a full move without provokoing an AoO

Handle Animal 1d20+4=15

As he goes he gives a piercing Whistle and his horse charges out of the square.


Male Human Expert 8th
Sir Basil de Fermer wrote:

Grapple provokes an attack of opportunity..unless these Zombies have Improved grapple..which I doubt..in which case my attack and damage rolls would appply to the AoO

Grapple evade 1d20+2=20

My action changes to a Withdraw action heading for the Inn...withdraw allows me to make a full move without provokoing an AoO

Handle Animal 1d20+4=15

As he goes he gives a piercing Whistle and his horse charges out of the square.

They do indeed have improved grapple. I tried to give this hint in the text. These are not just zombies from MMI


Male Human Expert 8th
Garret 'Sledge' Whitestone wrote:


DM, any information you're willing to give is gladly appreciated.

Some questions from you would help me filter information your character should already know, and things you want to know. If it is just distances and facing of enemies then this should do:

You, Belthic, and Sir Basil are on the south side of the Dawn Square. The Sea Spray in is roughly 30' further south from your position. The square is roughly 300' long and 150' wide. The visitors gate and city wall are to the east, the docks, islands of the city and ocean are to the west. The Sun Garrison is immediately to the north and under Zombie seige. The buildings are mainly sun-baked clay one story-three stories tall, white-washed and red clay tile roofs.

Thale and Jeric are about 20' apart from each other and 60' from the Sea Spray Inn.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Thale and Jeric are about 20' apart from each other and 60' from the Sea Spray Inn.

Patrick, if you would just correct any bad impressions in the paragraphs below.

Striking quickly with the staff in a defensive pattern, Thale can't make a real assessment of the situation, but some things flash through his mind. To be grappled means to be slowed and overwhelmed. The Sun Garrison is cordoned off by an impassable barrier of undead. Eldritch energy bursts to his left, then the man at its source is caught hand to hand with a zombie. The number of undead grows. He hears the call to retreat to the Sea Spray and sees Basil's men providing the best line of resistance in the square.

Thale lunges to force his opponent back with his staff then breaks for the embattled mage. He swings his staff at the back of the zombie's head....

Opponent at start of round is still my dodge opponent. (+2 AC )Mobility (+4 AC on AoO) as I leave him and travel to help Jeric.

Attack Jeric's opponent: To hit, Damage, (1d20+3, 1d6+1=[1, 3], [4, 1])
nice. Thanks InvisCastle.
... and misses. Hoping the half-elf can free himself, Thale points south. "There. We must join them there."


Male Dwarf Cleric of Moradin / 3

Belthic first attempts to escape the grapple.

Grapple Check (1d20 3=23)

OOC: Then faints in shock (Just kidding)

He wants to retreat to the Inn, but can't leave the field as long as there are innocents still being killed.


Male Human Expert 8th
Thale Nyus wrote:

Opponent at start of round is still my dodge opponent. (+2 AC )Mobility (+4 AC on AoO) as I leave him and travel to help Jeric.

Attack Jeric's opponent: To hit, Damage, (1d20+3, 1d6+1=[1, 3], [4, 1])
nice. Thanks InvisCastle.
... and misses. Hoping the half-elf can free himself, Thale points south. "There. We must join them there."

Did you throw off the grapple attempted by your opponent? The zombies have improved grapple and the feed extraordinary ability. It will do damage despite the wound through the eye (5 points) if it succeeds. The DC is 16. BTW everything you said earlier would be accurate. If you free yourself from the grapple, three other zombies try to bite you as you move to Jeric's side. They will fail to do so.


Male Human Expert 8th
Belthic of Shaduum wrote:

Belthic first attempts to escape the grapple.

Grapple Check (1d20 3=23)

OOC: Then faints in shock (Just kidding)

He wants to retreat to the Inn, but can't leave the field as long as there are innocents still being killed.

Your character is an honorable dwarf, but not an idiot. The vast majority of people in the square are dead, or are being eaten alive. those that could escape, have done so. To save anyone else except possible to only two men still standing out in the square (one throwing magic, and another with a staff) would be total suicide. Even still, trying to reach those two may be your doom as well. The zombie you threw off, will get up next turn and try for you again.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Did you throw off the grapple attempted by your opponent?

Your last post describing action said zombie grabs at me. In descriptions for other characters, you'd said they were grappled. I'd assumed I'd gotten lucky and was still free. Anyway, here goes, avoiding the grapple.

Roll(1d20)+1:
17,+1
Total:18


Male Dwarf Cleric of Moradin / 3

Then since there are no innocents still alive, Belthic will retreat to the Inn for further planning.

"Damn them". "Must regroup, who knows what evil these things will do loose in the city".


Male Human Expert 8th
Thale Nyus wrote:

Roll(1d20)+1:
17,+1
Total:18

your action succeeds, on your next turn you can proceed to Jeric. As I said, no zombies bit you on the way though 5 tried.


Male Human Expert 8th

summary round 4

Jeric and Thayle fight off zombies to get back to back, but still find themselves in a ring of zombies, four of which stop eating their victims to attack them.

Sir Basil and Belthic[b],retreat to the Sea Spray Inn. [b]Garrett dispatches his opponent, cleaving the head of the zombie in two, then retreats to the inn as well.

All of you were attacked by zombies as you retreated/moved but none hit/bit you.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

summary round 4

Jeric and Thayle fight off zombies to get back to back, but still find themselves in a ring of zombies, four of which stop eating their victims to attack them.
All of you were attacked by zombies as you retreated/moved but none hit/bit you.

Cool. Will we have to make anti-grapple rolls to flee to the Seaspray in round 5?


Male Human Expert 8th

yes. one each. DC is 17. Two former laborers attack Jeric and Thayle as they make for the Inn. the others find themselves inside a typical taproom, more messy than normal because of the chaos going on outside.

actions?


Male Half-Orc Rogue 1

"I'll hold this door in case those two make it over. Somebody should check the windows and other doors.'


Male Dwarf Cleric of Moradin / 3

Belthic nods as he rushes in, "I'll check the back to see if there is another entrance".

Sovereign Court

Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant

Basil takes a last glance at the square as the two or three survivors of his command make it into the inn, then moves inside himself

"You heard the Man Sergeant...get those shutters closed..we can think about vengeance later"

He casts his eye around the common room.

Are there stairs to the upper floor here if so he will proceed to them and start to ascend


Male Half-Orc Rogue 1

Catching sight of the knight moving towards the stairs I say, "Hold up, Basil." And in close to a whisper, "I don't think you want to face whatever's behind this alone."

Maybe send some of them redshirts you got with you ;)


Male Human Monk 1 -- Cleric of Nethys 3

Anti-grapple check. (1d20+1=17) hey IC treated me right! I was ready to write off Thale. I just hope Jeric makes it too.

Thale fends off an approaching zombie with two quick running jabs of his staff as he dashes for the Sea Spray.

no attack, just flavor. I want to run. Mobility, etc.
if my pack is on the way and I can scoop it up, good. If not, we'll worry about it later.


Male Human Expert 8th

still waiting on Jeric. I don't want to roll for him on this one.

After your characters rush to the Inn, Thayle makes it to the door right behind you. During that time, Belthic rushes to the kitchens in the back, Garret holds the door and Sir Belthic looks for the stairs leading up to the second floor.

Belthic: you find a split door in the back of the kitchen. the bottom part is bolted and there is a body lying over the top of it, keeping the top part of the door from closing. The back of the body is facing you, it's top half, hanging out into the back street.

[/b]Thayle and Garret[/b] You prepare to hold the door against the three zombies following Thayle towards the Inn when a flask of oil explodes in front of the door. The zombies back away covering their eyes and a man-at-arms covered in gore wearing the uniform of Furyondy regular shouts for you to hold the door and wait for him. Getting to the door he shouts. " Sah Basil Sah! Are you in here Sah?!"

Sir Basil you find the bottom of the stairway to the second level on the right side of the common room. The noise outside makes it hard to hear anything else. The stairs themselves are old, worn, but in good condition.


Male Dwarf Cleric of Moradin / 3

Belthic with a rush and heave pushes the body off the door, and closes and latches the top part of the door.


Male Human Paladin of Iomedae1 (Warrior of the Shining Light) FC

not many redshirts left old boy and I'm not in the habit of sacrificing my men when I'm hale and hearty.It wouldn't be goood form you see

Basil turns to the man at arms.."Get in here man...we need to hold this building till relief gets here"

He spots a foot poking out from under a table and sighs

"Belthrick is that you under there" he snaps

"Err,,no my Lord" comes a hesitant reply

"Belthrick..get out from under that table and make yourself useful...help bar those windows"

Basil's servant crawls out from under the table


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

still waiting on Jeric. I don't want to roll for him on this one.

Thayle and Garret You prepare to hold the door against the three zombies following Thayle towards the Inn when a flask of oil explodes in front of the door. The zombies back away covering their eyes and a man-at-arms covered in gore wearing the uniform of Furyondy regular shouts for you to hold the door and wait for him. Getting to the door he shouts. " Sah Basil Sah! Are you in here Sah?!"

Making his break for the door, Thale outpaces the spell-caster. Thale reaches the (relative) safety of the door and spins to see if the half-elf also made it.

Patrick, a couple questions: 1. Did Thale grab his pack on the way? 2. Did Thale have time to expend all his spells as cures before the dead started rising? If not, just let me know what's left. 3. Do you care where Thale's monastery is? If not, I'll just pick a direction. If you want to answer in the discussion thread to avoid cluttering this one, I'll look there too.


Male Human Expert 8th

Summary of actions.

Garrett three zombies move on on the door moaning loudly and trying to attack you though only two can do so at once. both try to bite you and miss horribly

Belthic you rush to the door and throw the legs of the corpse out into the street. The zombie feeding on the top portion of the body stands up from where it was crouching and reaches in to grab you. surprise grapple...grabs at you but the height of the door allows you to throw the offending arm off of you. Make a strength check against the zombie to get the top part of the door closed. DC 19.

Sir Basil The lone soldier that seem to have survived so far is Sergeant Whitbourne I changed the name to protect the innocent :). He is covered in gore but otherwise does not seem hurt. He salutes and immediately starts moving heavy wooden furniture towards the windows and the door, shouting at Garrett to 'close the door civie, we need to fortify!'

Thayle you bolt into the inn and notice the strewn objects on the ground around some of the tables, now overturned by the sergeant-at-arms. One is a wooden amulet with deep cuts carved into the insignia on the face. There is another insignia on the other side. roll relgion skill


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Garrett three zombies move on on the door moaning loudly and trying to attack you though only two can do so at once. both try to bite you and miss horribly

Thayle you bolt into the inn and notice the strewn objects on the ground around some of the tables, now overturned by the sergeant-at-arms. One is a wooden amulet with deep cuts carved into the insignia on the face. There is another insignia on the other side. roll relgion skill

Thale notices the amulet, but can't immediately investigate. Although curious, he doesn't cross the room to pick it up. He tries to help Garret with the three zombies at the door.

I had envisioned this roll as "aid another in combat". but some help you just don't need. Aid Garret (1d20=1)

*** When there is time, or if Thale can remember while fighting ***Religion check (1d20+2=14)


Male Half-Orc Rogue 1

I attack one of the zombies in the door as I yell for the barely visible half-elf to hurry.
Attack Roll = 19
Damage = 8

Noticing that I'm the only one that doesn't seem completely crippled by Invisible Castle, I thought I'd post the link to all of my rolls to show IC doesn't hate everyone.


Male Human Expert 8th

thayle the doorway Garrett is fighting in has no room for your help to be effective.

A quick glance to the amulet is all you need for recognition of the defaced image. It is the sign of St. Cuthbert.

Garrett you slice into the head of a zombie spilling much blood and damaging its' motor control. It staggers to the side and another zombie, hearing your yelling moves in to take its' place. One tries to grapple you while the other attempts a bite.
bite= 2 grapple =11

anyone know what happened to Jeric?


Male Dwarf Cleric of Moradin / 3

Strength check (1d20+1=8) I'm amazed the zombie wasn't as surprised as I was ;O.

Belthic when he sees he is weaker than watered milk, attempts to turn the beast to give him time to close the door.

Turn Undead (1d20+1=16)
That should be high enough to get him.

Turning Damage (2d6+4=10)

And any friends close by.


Male Human Expert 8th

the zombie backs out of the half door, it's upper body smoking. Because the turn happened indoors, much of its' effect was soaked up by the zombie in the door, so it didn't carry over to others that may be outside.

As you close the upper door, you notice that the few zombies that are in the side street are not uniform. That is to say, their eyes are different colors, and one seems to stare at you with some sort of recognition...


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

thayle the doorway Garrett is fighting in has no room for your help to be effective.

anyone know what happened to Jeric?

Discovering there is not enough room to effectively aid the half-orc defending the door, Thale tries another strategy. Presenting his holy symbol he calls again on Pelor's shining light to drive the unnatural creatures away.

Next chance Thale gets, turn undead.1d20, 2d6=[16], [4, 1] That will turn 6 HD of 2 HD undead.

Did Thale remember anything about the religious amulet during the fight, or will it wait til after?


Male Human Paladin of Iomedae1 (Warrior of the Shining Light) FC

I checked because PsiFox was a player in one of my games too...he hasn't posted in over a week on any of his threads..so I guess we can consider him MIA

Basil keeps a weather eye on the stairs as he helps the sergeant and Belthrick block the windows.

"I don't know if even this will hold them if they make a concerted effort..these things seem more feral..more alert than the ones I have faced before. We may have to retreat upwards..and I don't like the fact that I don't know what's up there"


Male Half-Orc Rogue 1

Not sure if I need this, but...
Grapple check = 16

I yell back to the knight, "You're right, but I wasn't planning on raising a family here anyways. Let's just get these doors blocked and then we should have a minute to check as a group." And then with a last look outside at the half-elf being overwhelmed, I try to get the door shut.

Strength check = 6
Ahh, there's the IC the rest of you were using. DM, you may want to post for a new arcane type in the Seeking Players forum, or not.


Male Human Expert 8th

sorry for the delay

Belthic, Sir Basil, Sergeant Whitbourne quickly barricade the main room and lock the back door to the kitchen. Luckily the shutters on the windows in the common room open inward and with all the stuff piled against them, it may take some time for someone to get in from the outside.

Thayle and Garret With the help of the turn, the attacking zombies back away from Garret long enough for both of you to shut and latch the front door. The blinding light alerted other Walking Dead to the prescence of the living though, so more are coming from the square to investigate.

The kitchen and main tap room are clear of known threats. Inside the Inn's main room are : Thayle, Belthic, Sir Basil w/ servant, Sergeant Whitbourne, and Garrett.

Thayle The wooden disc still on the floor looks like a defaced symbol of St. Cuthbert, God of judgement and retribution.

You can all hear the continuing chaos outside. The square is quieter now. Not many screams, more sounds of eating. The side streets are starting to gain more shouts and commotion. You can also smell things burning outside. Some undead have found the walls and door of the Sea Nymph Inn and pound and claw at it. Belthic hears others tugging at the back door through the kitchen. You all hear movement upstairs; something heavy being dragged across the floor in one of the bedrooms.
what are you doing?


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Thayle and Garret With the help of the turn, the attacking zombies back away from Garret long enough for both of you to shut and latch the front door. The blinding light alerted other Walking Dead to the prescence of the living though, so more are coming from the square to investigate.
...
Thayle The wooden disc still on the floor looks like a defaced symbol of St. Cuthbert, God of judgement and retribution.

You can all hear the continuing chaos outside. The square is quieter now. Not many screams, more sounds of eating. The side streets are starting to gain more shouts and commotion. You can also smell things burning outside. Some undead have found the walls and door of the Sea Nymph Inn and pound and claw at it. Belthic hears others tugging at the back door through the kitchen. You all hear movement upstairs; something heavy being dragged across the floor in one of the bedrooms.
what are you doing?

With the door finally closed, Thale heaves a sigh of relief. "Good." He stretches his hand out, offering to shake with the big half-orc. "I am Thale."

***

Introduction over, he steps to the amulet and picks it up and examines it. "This is not good. Someone here .... " He looks around the room while showing the others the disc..

Patrick, any rhyme or reason to the defacing?

At the sounds from above he looks up at the ceiling. "We should see what that is."


Male Dwarf Cleric of Moradin / 3

Belthic hearing the sounds from above quickly trots to the stairs and begins to run up them.

"What now"? He exclaims as he begins to trot.


Male Human Expert 8th

Thale The defacing of the amulet should indicate an act of desecration to you religion DC5 On the back of the amulet is a series of inscriptions written in an obscure language.

Tense introductions are given by those willing to do so.


Male Half-Orc Rogue 1

Focefully ignoring thoughts of his friends and neighbors...
"Hey, I'm Garret, but most people call me Sledge. You folks aren't from around here, right?" And then the dwarf runs upstairs, "We should follow, I saw something bloody through the second floor window."

I'm on Belthic's heels.


Male Human Paladin of Iomedae1 (Warrior of the Shining Light) FC

"Basil..Well met Garret"

The knight turns his attention to the stairs again and he begins to climb after the dwarf and half orc

"Gelthrick..you follow me and these..gentlemen..Sergeant, you bring up the rear"

He follows the dwarf up the stairs, sword ready.

'well' he thinks 'this adds a new twist to the bards tales of heroes meeting in an inn'


Male Human Monk 1 -- Cleric of Nethys 3
Sledge wrote:


"Hey, I'm Garret, but most people call me Sledge. You folks aren't from around here, right?"
Basil wrote:
"Basil..Well met Garret"

"I am Thale."

Belthic wrote:

Belthic hearing the sounds from above quickly trots to the stairs and begins to run up them.

"What now"? He exclaims as he begins to trot.

Sledge wrote:


And then the dwarf runs upstairs, "We should follow, I saw something bloody through the second floor window."

I'm on Belthic's heels.

Basil wrote:

"The knight turns his attention to the stairs again and he begins to climb after the dwarf and half orc

"Gelthrick..you follow me and these..gentlemen..Sergeant, you bring up the rear"

He follows the dwarf up the stairs, sword ready.

'well' he thinks 'this adds a new twist to the bards tales of heroes meeting in an inn'

Patrick Murphy wrote:

Thale The defacing of the amulet should indicate an act of desecration to you religion DC5 On the back of the amulet is a series of inscriptions written in an obscure language.

Thale turns the medallion over, looking at the back one last time. Whoever did this was deliberately affronting the god, or something worse.religion check (1d20+2=13)

He slips the disc into his belt pouch. Then he follows Sir Basil up the stairs.
Does Basil wear any visible regalia of Cuthbert? I checked his profile but it didn't say?


Male Human Paladin of Iomedae1 (Warrior of the Shining Light) FC

Basils shield and surcoat both bear the billet of St Cuthbert..( the billets are the most militant of the Cuthbertian clerical orders and I see any order of Paladins in his service as being more associated with them than anything else) and he announced himself as a servant of the god in the square


Male Human Expert 8th

you all start moving up the stairs. Belthic is first, followed by Sir Basil,Garret Thale and Segeant Whitnbourne.

You are all on the stairs when Belthic makes the landing. As he steps over the stair-threshold a small glyph unnoticed before, glows bright green and shoots out crackling green energy into Belthic. fortitude save please


Male Dwarf Cleric of Moradin / 3

Fortitude Save: 2 vs Poison, Spells or Spell like effects. (1d20 2=19)

"Names Belthic by the way". "Pleased to ahhhh...".

OOC: I'll have sporadic Internet access for the next four days so please feel free to play Belthic as needed.


Male Human Expert 8th

Belthic seems to seize up for a second then shrugs it off before stepping fully away from the stairs. As he turns around he sees a cloaked figure lift an armoire over his head, and drops it down the stairwell.

Everyone on the stairwell make a Reflex Check DC 14. 2 points of damage if you fail, as the heavy object lodges itself at an odd angle in the stairway, rather than tumble down the stairs as intended.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
[Everyone on the stairwell make a Reflex Check DC 14. 2 points of damage if you fail, as the heavy object lodges itself at an odd angle in the stairway, rather than tumble down the stairs as intended.

Reflex Save (1d20+5=7)

Thale presses himself against the wall, but the armoir grazes him as it passes.


Male Human Expert 8th
Thale Nyus wrote:

Reflex Save (1d20+5=7)

Thale presses himself against the wall, but the armoir grazes him as it passes.

Thale strength check DC9 or be pushed down the stairs by the impact. DC for this check is 5+damage taken people, so if you were not damaged, you do not need to make this save.


Male Half-Orc Rogue 1

Reflex save = 16
Garret quickly leans against the railing and ducks the wardrobe.
"How about a warning next time, Belthic?!"

And now I can only assume it's time for initiative.
Initiative = 14


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
[Thale strength check DC9 or be pushed down the stairs by the impact. DC for this check is 5+damage taken people, so if you were not damaged, you do not need to make this save.

Strength check (1d20+1=12) Patrick, you said in earlier post 2 points of damage for failing check. Your math on this post equals 4 points of damage. Which?

The impact knocks Thale's feet out from under him, but he grabs the bannister to save himself from falling further.


Male Human Expert 8th
Thale Nyus wrote:
Patrick, you said in earlier post 2 points of damage for failing check. Your math on this post equals 4 points of damage. Which?

not sure where the snafu is. I talked about damage twice from what I can gather, but it is only 2 points of damage total from the armoir ONLY IF you fail the reflex check.

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