JZ's The Hydra's Fang Incident


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M Dwarf Monk 1

Rondu will continue to bleed with enthusiasm.


Noted.

Scarab Sages

I'm going last, so I assume DuMoire is going to retreat into that corner, to avoid being flanked. If and when he does so, I'll cast Stabilise on Rondu. Unless I see someone else taken down with a goodly blow before then.

It sucks to be declaring actions at the start of the round, when you're going last. As last active healer, everything I do is conditional on the next three actions.

Best to ask me again, when it gets to me.


Du Moire swings at Hagruk twice ...

Attack 1d20 + 8 ⇒ (1) + 8 = 9 - MISS

Attack 1d20 + 3 ⇒ (12) + 3 = 15 - MISS

Du Moire then retreats.

Rondu loses 1 HP.

Fendrel steps forward swings and hits the pirate captain.

Augusto leaps onto the platform, moves past Hagruk and attacks. He too draws blood against Du Moire.

Hagruk turns and casts a lifesaving spell on Rondu.

Rondu is now stabilized.


Next round begins !

Combat Map


Male Human Inquisitor 1

Augusto, Seeing his quarry weaken, moves in for the kill

" Your actions today are unforgivable! Erastil has tried and Measured you, He Demands your Blood!"

1 of two actions, If fendrel moves, i take a 5 foot step to his old space, if not, i take a 5 foot step above him to clear the space for Hagruk

full round attack
mh atk
1d20 + 3 ⇒ (12) + 3 = 15
mh dmg
1d8 + 3 ⇒ (5) + 3 = 8
oh atk
1d20 + 3 ⇒ (13) + 3 = 16
oh dmg
1d8 + 1 ⇒ (6) + 1 = 7

Scarab Sages

Oh, choices, it's great we get a whole round where no-one dropped.
I think if there were other pirates around, we'd have seen them by now, so I can afford to get stuck in.

Wait till the opening appears, then if DuMoire is still up, cast Inflict Light Wounds, stepping in to deliver the touch attack.
This, in addition to the base damage, will inflict 1hp of bleed per round, until he gets healing.

Touch Attack 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d8 + 2 ⇒ (8) + 2 = 10 plus bleed 1.

If he's dropped before then, go down to Rondu and cure him.
Cure Light 1d8 + 2 ⇒ (3) + 2 = 5


Waiting on Fendrel. I'm not going to move for him as it's the last battle of this game.


M Dwarf Monk 1

How long are you going to wait? Fendrel last posed at 11:59 pm on Monday - about 60 hours ago.


Good point.


No update tonight, sorry.


Fendrel continues to advance upon DuMoire, grinning madly and swinging savagely. The fighter knows his opponent is beat; it's now just a matter of time.

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 4 ⇒ (6) + 4 = 10


Du Moire slashes at Fendrel ...

Attack 1d20 + 8 ⇒ (12) + 8 = 20 - HIT
Damage 1d8 + 1 ⇒ (1) + 1 = 2

Attack 1d20 + 3 ⇒ (7) + 3 = 10 - MISS

Augusto hits!

Fendrel misses.

Hagruk taps Du Moire on the shoulder. The bloodied pirate captain lets out a blood-curdling shriek, then collapses dead.

Combat is now over.

Scarab Sages

"Time to revive Rondu, then search the ship."

"Better bring DuMoire belowdeck, then strip him there."

Cure Light 1d8 + 2 ⇒ (8) + 2 = 10


M Dwarf Monk 1

"Did we win? Thanks for the healing. I could use another one of those, if you have it to spare.


"Just strip him here. Keep him closer to the water so we can just dump him in," Fendrel grunts.

Scarab Sages

"There's a bounty on him, or so I thought?
We'll not collect on that, it he's feeding the sea-devils."

"I just want to be out of the way of greedy locals.
Can we get a message to Osprey?"


M Dwarf Monk 1

Rondu gets up and down another healing potion.

"I guess if we're lootin', we won. It's a bad day when you're on the wrong side a that."

Rondu walks over to the fallen pirate and checks for obvious signs of life.

"Is he dead or just close? He might give us good information if we can keep 'im alive." Either way, Hagruck's right about getting 'im outta sight."

Rondu observers the sceanery and other boats slowly drifting by, then looks around for an obvious way to stop the boat's progress.

"Anybody know how to stop this wreck or at least steer it? We should probably do sumpin' afore we crash."


M Dwarf Monk 1

Healing Potion: 1d8 + 1 ⇒ (3) + 1 = 4


Rondu -The Round Mound of Pound wrote:
Healing Potion: 1d8 + 1

Noted.


Du Moire seems quite dead.

The ship has barely left port.

There is an anchor on the deck.

An irregular thumping sound can be heard below decks.


Male Human Inquisitor 1

i'm intrested to see whats below decks, but maybe we should rest, if possible


M Dwarf Monk 1

Rondu heaves the anchor over the side, then walks back over to the dead pirate.

"Let's go check out the thumpin' below decks. Might be a prisoner trying to get our attention. We can check it out when we drag Dufus down there.

"Augusto, you grab his feet, I'll grab his arms."

"Fendrel, open the door for us, would ya?"

"Hagruk if you have some healing to spare, this might be a good time. I feel pretty good, but I think Fendrel could use a shot of the good stuff."

Scarab Sages

"One more cure, then..."

Cure Light 1d8 + 1 ⇒ (7) + 1 = 8

"This Pathfinding is a costly business, to be sure..."

"I'm still fit as a fiddle, so I don't mind opening the door to belowdeck."


Another dull thud is heard.

Fendrel's HP goes up by 8.


M Dwarf Monk 1

OK, I'm assuming that Augusto and Fendrel participate as requested. What do we see when we open the hatch/door to the hold?

With Augusto's help, Rondu carries the dead pirate toward the open door of the hold. While facing forward and carrying the body behind him, Rondu cautiously descends the stairs, scanning the area and preparing to kick anything that might jump out at him.


Below decks, the dimly-lit hold has taken on a foot of brackish bilge water. A small whale-oil lamp mounted on the lower mast provides dim lighting. The cavernous hollow contains dozens of water-damaged crates roped in neat stacks secured tightly to the sidewalls. The remaining portion of the hold is set up as common room with hammocks, an open larder, and a small kitchen. Toward the bow there is a wooden door, sodden,swelled shut and held fast with thick black chains.


"I have a bad feeling about this," Fendrel says quietly, trying to keep his voice from being overheard by whatever might be behind the door. "We still don't know why the fish-men attacked us. Might have something to do with that door."


M Dwarf Monk 1

Rondu drops his end of the body in the nearest flat(ish) space then begins searching the hold.

"Let's take a look around down here to see if we can't turn up the tablets. A don't like the idear of openin' them chains if'n we don't have ta. You don't use chains like that for an regular guy."

Search: 1d20 + 0 ⇒ (9) + 0 = 9


A brief search turns up nothing of interest or value.

*WHUD*

Something shoves against the chained door.


Male Human Inquisitor 1

"I'll have to agree with our round friend here, Thats no normal way to keep someone put...."

Augusto nervously keeps his hand on the hilt of his blade


Fendrel walks over to the chained portal and responds with a full-fisted hammering on the door. "The pirates are dead - who are you?" he yells. Looking back at his companions, he mouths, The chains have held this long, right?


M Dwarf Monk 1

"Yeah Fendrel - I was thinkin' of doin' the same thing."

The post that I was writing said pretty much the same thing as Fendrel. When I previewed it, I saw Fendrel just posted. Great minds think alike.


M Dwarf Monk 1

Rondu searches the Du Moire's body for a key of some type that might unlock the chains on the door.

"Let's see if our buddy here has a key to them chains."

I will take "20" on my search of Du Moire's body.

Search (take 20): 20

Scarab Sages

Is the ship on a tilt?
IE, would the area behind the chains be submerged?

"That swollen door may be all that's holding back the sea.
Opening it could scuttle this bucket."


Fendrel Eronitin wrote:
Fendrel walks over to the chained portal and responds with a full-fisted hammering on the door. "The pirates are dead - who are you?" he yells. Looking back at his companions, he mouths, The chains have held this long, right?

Nobody answers Fenrel's call.


Rondu -The Round Mound of Pound wrote:

Rondu searches the Du Moire's body for a key of some type that might unlock the chains on the door.

You find a key that would likely fit the lock.


Hagruk Spindleshanks wrote:

[ooc]Is the ship on a tilt?

The ship is level.


M Dwarf Monk 1

"I found a key. Ya want I should open the lock?"

You know we're going to do it eventually. I don't think we can get much more ready than we already are.


Male Human Inquisitor 1

Augusto readys his blade for whatever may come through the door

Open it, let us see what is banging on the door

I ready an action to full round attack if something comes through the door that is hostile

Initative
1d20 + 5 ⇒ (19) + 5 = 24

full round
mh atk
1d20 + 3 ⇒ (5) + 3 = 8
mh dmg
1d8 + 3 ⇒ (3) + 3 = 6
oh atk
1d20 + 3 ⇒ (6) + 3 = 9
oh dmg
1d8 + 1 ⇒ (2) + 1 = 3

Scarab Sages

"Oh, my poor old bones, here we go again..."

Move to stand near the chained door.

Initiative 1d20 + 2 ⇒ (5) + 2 = 7.

Attack 1d20 + 2 ⇒ (16) + 2 = 18
Potential confirm 1d20 + 2 ⇒ (5) + 2 = 7

Damage 2d4 + 1 ⇒ (1, 4) + 1 = 6
Potential crit damage 2d4 + 1 ⇒ (2, 1) + 1 = 4


I don't have time right now to make a new combat map. However, initiative and attack rolls in advance from Rondu and Fendrel would really help.


M Dwarf Monk 1

Rondu unlocks the chains and assumes a defensive stance in anticipation of an attacker bursting through the door.

"Here goes nothin'."

If possible, Rondu will go on full defense (AC 210 until he knows what he is facing.

Inititative: 1d20 + 7 ⇒ (5) + 7 = 12


Fendrel will prepare a cautious attack at anything threatening that comes through the door, bringing his AC to 18.

Init:1d20 + 3 ⇒ (18) + 3 = 21
Oh yeah, and attack: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d10 + 4 ⇒ (4) + 4 = 8


OOC:

Inits

1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (18) + 2 = 20


The black chains fall away, sploshing into the water. Soon the thing behind the door pushes the door open, revealing the horror within. A crowd of pale, bloated people with slit throats stand about aimlessly. They see you and hiss.

Combat Map

Only one lacedon (undead) can attack through the doorway at a time. The two PCs in the front rank can both attack through the doorway. In addition, PCs in the back rank can attack with missile or reach weapons.
But beware, the lacedons will try to push through the doorway!


Round 1 :

Augusto and Fendrel miss.

Rondu stays on the defensive.

The lacedon attacks Rondu ...

Attack 1d20 + 3 ⇒ (1) + 3 = 4 - MISS

Hagruk stabs and hits!

Round 2 begins !

Scarab Sages

Attack 1d20 + 2 ⇒ (19) + 2 = 21
Potential confirm 1d20 + 2 ⇒ (18) + 2 = 20

Damage 2d4 + 1 ⇒ (1, 3) + 1 = 5
Potential crit damage 2d4 + 1 ⇒ (2, 3) + 1 = 6

"I think someone should get ready to jump into this spot, after I attack."

If I get a positive reply, then I'll step back after my attack, to let them in.

Scarab Sages

"I'm confident I can laugh off the ghoul-fever, but not the paralysis. If I go down, the healing wand is the white one."


M Dwarf Monk 1

"That was probably not the best idea I've had today."

Rondu unstraps his quarterstaff and stikes at the shambling horror in the doorway.

"There no way I'm touchin' that thing with my bare hands. Eat wood, ugly!"

Quarterstaff: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 3 ⇒ (1) + 3 = 4

Question: A quarterstaff is normally a 2-handed weapon (gets 1.5 x str bonus on damage). Can I perform a flurry of blows using my quarterstaff two-handed or would it have to be considered a double-weapon (just 1 x str damage) on a flurry? I am not sure of the mechanic.

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