Tarlane's Delve


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Male Human (Kellid) Barbarian (Superstitious)

I wanted to wait and see what Karth chose to do, didn't notice his post in the discussion so I'll post my action now, sorry for the delay. Going to drop the axe, enter rage, and then attack two-handed with the warhammer.

Kend decides the orc who appears to be giving orders should be prioritized and leaves the mutant to Karth. He feels his anger at his new comrade's wound overtaking his reason. Dropping the axe held in his left hand, he swings his warhammer forward with both hands in an overhand blow.
Attack
1d20 + 7 ⇒ (1) + 7 = 8
Damage
1d8 + 7 ⇒ (2) + 7 = 9

Well that stinks... Oh well.

Liberty's Edge

No problem, Kend, I was waiting to see if Karth was going to get a chance to post or not before I NPCd him, he didn't sound sure if he was going to be kept away or not in his other post. Moving forward now.

With the bow in his hand and the mutant so close, Karth falls back a step up the stairs, notching an arrow and letting it fly at her chest.

1d20 + 6 ⇒ (7) + 6 = 13
1d8 ⇒ 1

Unfortunately the woman seems to be adapting to the close quarters fighting quickly, stretching forward with her falchion and batting aside the arrow just as it leaves the bow.

Kend turns his attention to the orc leader, letting his other weapon fall so he can put his full power behind his warhammer. The clang of the axe on stone brings the orc's attention from Karth to the barbarian for a moment though and he sees the swing coming just in time to leap back out of the way of the blow.

Errigal, you are up next, followed by Buckwell. You no longer see anything down the western stair.

12 Errigal*
12 Buckwell
11 Creature from west
9. Leader
(end of round 2)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid

Hope you all had a good Christmas.


Male Gnome Oracle (Flame) 1

Seeing Katherine fall unconcious at his feet, Bucky casts a Cure light wounds spell on the injured woman.

Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3


Male Half-Elf Fighter 1

Errigal nods at Buckwell, "Keep her safe and watch you back from that thing Buckwell, they need my help up front."

Errigal then manuevers his way down the stairwell next to Zeldin and and attemps to strike the mutant woman with a spiked elbow.

Attack
1d20 + 5 ⇒ (11) + 5 = 16
Damage
1d6 + 4 ⇒ (3) + 4 = 7

Liberty's Edge

Errigal steps down the stairs quickly, slipping in through the range of the mutant woman's blade to ram his armor spikes into her. The varied points pierce deep into her flesh between the bony protrusions and for a brief second she grunts as she drops to a knee. When she slowly rises back up the sword is trembling noticeably in her hand and its obvious she can barely stand.

Buckwell dips down, awakening Katherine with a touch that staunches her bleeding even if her wounds are still extensive.

The orc leader's expression seems to change as he sees the woman weaken before him, a show of fear passing over his face. He snarls at the other guard before taking a quick swipe at Kend-Krid.

In orc

Spoiler:
Stop them here, you fool. I will get the others.

1d20 + 5 ⇒ (10) + 5 = 15
2d4 + 4 ⇒ (3, 3) + 4 = 10

The blow from the falchion is powerful, but Kend manages to bat it away with his warhammer. After he makes the attack the orc steps back and turns to retreat down the hall away from the group.

He is provoking an attack of opportunity you can make, Kend.

That finishes up round 2, you are up next Zeldin followed by Kathrine.

21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
9. Leader
(end of round 3)


Zeldin notes Errigal beside him and is grateful for the man's presence. For a moment Zeldin had wondered if he would become a front line fighter.

Repeating his earlier action, another small bolt of blue shoots from his fingertips toward the mutant.

Karth! Don't let him get away. Zeldin calls needlessly.

Magic Missle at the mutant woman. 1d4 + 1 ⇒ (4) + 1 = 5


Male Human (Kellid) Barbarian (Superstitious)

AoO
As the orc turns, Kend instinctively lunges foward to strike while the enemy's stance is broken.

Attack
1d20 + 7 ⇒ (14) + 7 = 21

Damage
1d8 + 7 ⇒ (2) + 7 = 9

Liberty's Edge

As the orc turns to run, Kend finds a perfect opening and brings the warhammer down into his back. There is a sickening crack of bone and the orc gives a cry, making a half-turn back towards the man who struck him even as his legs buckle. The way he bends is less than natural however, making it obvious that something important has broken, and by the time he hits the floor he is still.

With the fall of the leader the tides seem to have turned quickly for the enemy, another blast of bright energy flies from Zeldin's fingertips and strikes the mutant woman squarely. The blow from the projectile is too much for her and her sword falls to the stairs a moment before she does.

Zeldin, you were in reach of her and would have provoked casting the spell so I assumed you took a five foot step back to avoid it since you had room.

Kathrine, you are up next, then its their turn.

21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
(end of round 3)
21 Zeldin


Female Human Polearm Master Fighter 1

Kathrine feels a hot wash of energy flow into her body as Bucky's hand presses near her wound, a sharp distinct pain ripples from her wounded shoulder as her eyes open to see Bucky kneeling over her.

Kathrine's looks up to see the battle still raging ahead of her and pushes off her good shoulder from the wall, standing wobbly on her feet with Fauchard in hand, but the pain of the wound in her shoulder lances through her mind like a sharp spear and stalls her actions, ragged breathing coming from her throat.

Move action to pick up my Fauchard, second move action to stand up and that should finish up my turn.

Liberty's Edge

While Kathrine rises to her feet the clang of weapons continues to ring out. The remaining orc snarls in anger as he sees the warhammer strike into the leader. Not smart enough to flee, he lashes out at Kend-Krid with his battleaxe.

1d20 + 4 ⇒ (1) + 4 = 5
1d10 + 4 ⇒ (8) + 4 = 12

The wild but powerful swing forces Kend to hop back out of the way though it is easily evaded.

From the nearest western door that originally let out the single kobold a veritable wave of small monstrous humanoids come running, 3 goblins lead the way with their teeth showing unnaturally wide grins and blades that are little more than rusty jagged metal in their hands. Behind them a second kobold comes running down the hall, followed closely by the original kobold when the door he was banging on pulls open.

Nothing yet comes out of the second door, though its obvious there is something there to have opened the door.

The new group all had to double move to get into location, so that is it for their turn.

Your combat reflexes appears to be paying off, Kend, one of the goblins provokes from you getting into place.

You are up next, Karth, followed by Kend. The front goblin may or may not be standing depending on Kend's AoO.

19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
(end of round 3)
21 Zeldin
21 Kathrine
20 Thugs


Male Human (Kellid) Barbarian (Superstitious)

Skipping back Kend recovers from his swing at the fleeing foe's back and raises his hammer in preparation to attack the remaining orc, but instead finds himself striking towards a goblin who seems intent on running past towards the rest of the party.

AoO
1d20 + 7 ⇒ (7) + 7 = 14
Dammit accidentally typed in wrong dice roll for damage, just woke up and wasn't thinking clearly. Here is hoping I can put up a d8
Damage
1d8 + 7 ⇒ (1) + 7 = 8

Liberty's Edge

Kend's backswing is powerful, but for all the reckless abandon they show as they rush into the group's reach, the goblin proves to be surprisingly nimble, ducking under the hammer blow with a creepy giggle.

19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
(end of round 3)
21 Zeldin
21 Kathrine
20 Thugs


Male Human (Kellid) Barbarian (Superstitious)

Don't know how long you were going to wait for Karth this round before NPCing him so I am going to queue up my action. Kend will continue to rage. Attack priority on the second orc in front(directly north) of Kend Krid, followed by the goblin to the west.

Kend sweeps his hammer back and forth without pause, almost franticly, trying to use his longer reach to keep the goblins back while he is fighting the orc.

Attack
1d20 + 7 ⇒ (19) + 7 = 26
Damage
1d8 + 7 ⇒ (3) + 7 = 10

Liberty's Edge

Posting for Karth since it seems he is still swept up with family.

1d20 + 7 ⇒ (10) + 7 = 17
1d8 + 1 ⇒ (6) + 1 = 7

Firing down at the goblin that has pushed towards the front of the group, Karth proves that the creature isn't nearly as skilled at dodging arrows as he sinks one to the fletchings in the goblin's chest. Its eyes go wide, dropping its blade and grabbing at the protruding feathers as it drops to the ground.

With the enemy at his side fallen it is obvious Kend is able to bring his full focus to the orc before him, slamming aside the enemy's axe before bringing the warhammer across his foe's head with a force that spins him around and leaves him crumpled on the stone.

Errigal, you are up next, followed by Buckwell.

12 Errigal
12 Buckwell
11 Creature from west
(end of round 3)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid


Male Half-Elf Fighter 1

Somewhat bewildered at the frantic action of real combat, Errigal is stunned as the bodies of both the mutant woman and the goblin fall at his feet. A few moments later, he recovers enough to lash out with his whip, attempting to strike the goblin directly in front of him.

Whip Attack (power attack -1, higher ground +1)
1d20 + 6 ⇒ (4) + 6 = 10
Damage
1d4 + 6 ⇒ (4) + 6 = 10

After striking out with his whip, Errigal steps up next to Kend-Krid and nudges the bodies aside somewhat to find firm footing.

I'm using power attack and I included a +1 to attack for higher ground being on the stairwell. If that shouldn't apply, then my attack roll result is 1 lower.

Liberty's Edge

I do generally keep track of situational modifiers and will adjust your rolls based on them(higher ground, partial cover, someone just not being aware, ect). It makes my life easier if you do include modifiers that are sure, such as flanking, power attack or any buffs you have applied to you that I could have forgotten about from previous rounds. If you think you should be getting some sort of modifier and want to make sure I notice I don't mind you including it in your roll(and noting it so I don't include it again) and I can always remove that number if necessary.

Also, don't forget that everyone still is blessed from Buckwell and will remain so for 7 more rounds.

Errigal's whip flicks out from his hands towards the goblin at the bottom of the stairs. The creature ducks its head quickly, leaving the barbed tip to pop in the air above it, between its long floppy ears. The loud crack brings a squeal from it that leads to the remaining goblin to erupt in a tittering giggle.

Buckwell, that puts you up. Zeldin, you'll be after that. Unless what they saw down the west stairs shows itself again it is essentially out of this fight.

12 Buckwell
11 Creature from west
(end of round 3)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal


Encouraged by the tide that the battle seems to be taking, Zeldin whoops in excitement.

He focuses his energy and launches another orb of crackling sparks at the kobold in the rear.

Electrical Charge at the kobold k2; Ranged touch attack 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 Damage 1d3 ⇒ 1


Male Gnome Oracle (Flame) 1

Bucky will load and fire his crossbow at the mountain lion coming up the west stair.
Attack roll: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 1

Liberty's Edge

Buckwell, the creature is currently out of sight. After you shot last round it used its remaining move action to retreat back into the darkness.


Male Human Dad/17

OK. Rewrite that as Bucky will hold his action should the lion reappear, then he'll fire his crossbow. If not then he does nothing but wait this round.
Also add +1 to the 'to hit' roll, keep forgetting my own Bless.

Liberty's Edge

The gnome loads his crossbow, bracing the stock against his shoulder and watching down the west stairwell cautiously for anything to approach, but for the moment at least the passage seems to be clear.

The electric arc flies from Zeldin's fingertip to strike the kobold causing it to jump and burst out in a string of what are obviously expletives from a variety of languages.

Kathrine, you are up next with the enemy just after.

21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
(end of round 4)
21 Zeldin


Female Human Polearm Master Fighter 1

Kathrine's eyes widen as she takes stock of the current battle field. Seeing the area in front of the stair case littered with dead bodies and more importantly, a group of kobolds and goblins. Kathrine's mouth splits into a wide grin as she steps forward between Karth and Zeldin, ignoring the pain in her shoulder she takes up her Fauchard in both hands again and steps up behind the imposing Kend-krid. Sweeping out her Fauchard she attempts to disable the little goblin menace.

"It just had to be goblins, didn't it?"

Kathrine will move forward to square S31 and attempt to trip the goblin in square R29. Adding in higher ground and Bless bonuses.

Trip CMB: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16

Liberty's Edge

The goblin, still busy laughing at the shocked kobold, suddenly widen's its eyes and gives a yelp as its feet are caught by the curve in the long weapon and pulled from beneath it, dumping it with a thud on the floor.

He quickly tries to scramble back up to his feet, fumbling with his sword as he does so. This provokes from both Kend and Kathrine if either of you wish to take an attack.

The second goblin tries to push hurriedly past the other, squeezing up to the front of the group with the poor excuse for a sword he holds ready to strike.This also provokes from both Kend and Kathrine.

The two kobolds both press forward towards the barbarian, one simply easing forward to jab out with his spear, the other wise enough to stay out of range of the man's warhammer and running around the others until he can stroke as well.

1d20 + 1 ⇒ (4) + 1 = 5
1d6 - 1 ⇒ (2) - 1 = 1

1d20 + 1 ⇒ (16) + 1 = 17
1d6 - 1 ⇒ (5) - 1 = 4

The first kobolds attack is a feeble, obviously nervous attempt that Kend is able to easily bat away, the second kobold uses that moment and nearly gets through the man's guard, though Kend's skill shows as he ducks back out of reach of that spear thrust as well.

From the back room the kobold had been banging on before he approached come a new wave of enemies, two hobgoblins leading another trio of goblins though all of them appear to be trying to finish pulling on gear as they run as if they were unprepared before the sounds of battle had started.

Phew, Ok, the two original goblins still have attacks to make assuming they survive. Kend can make an AoO against both and Kathrine can make one against either she prefers. If Kend kills the one she targets but not the other one, I'll switch her target to the other.

After those AoOs, Karth is up next, followed by Kend-Krid.

19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
11 Creature from west
(end of round 4)
21 Zeldin
21 Kathrine
20 Thugs


If you don't mind me being a little out of turn, I'm gonna go ahead and post my action. None of the melee action affects me much as at best I'm firing into melee and at worst firing through soft cover into melee.

With battle raging below him and any flankers apparently driven off, Karth nocks another arrow and lets it fly towards the incoming hobgoblins. The din of battle throws his aim off just a little and he curses lightly, hoping the hastily donned armor of the target will fail to protect the goblinoid.

Attack on h2
1d20 + 7 ⇒ (9) + 7 = 16
This includes bless and the height bonus, though I can't remember if that applies to ranged attacks. Just out of range of point blank. I assume that firing at the incoming enemies avoids any soft cover issues for firing 'through' the melee. If necessary he'll step back to get a better shot.
Damage
1d8 ⇒ 6


Female Human Polearm Master Fighter 1

Kathrine's mouth opens into a wide grin as she sweeps her Fauchard into a back swing across the legs of the second goblin who tries to step forward over the first. Swiftly shifting the direction her curved blade faces so it curves into the goblin's legs.

Kathrine will use her AoO to attempt to trip the second goblin trying to rush forward. Kill them for me will you Kend-krid? :) Adding Bless and height advantage.

Trip CMB: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14


Male Human (Kellid) Barbarian (Superstitious)

Kend swings madly about himself as the goblins seem unprepared to defend themselves. The frenzy of attacks is fueled by an unreasonable anger that has been building up inside of him.

AoO
g2
1d20 + 7 ⇒ (2) + 7 = 9
1d8 + 7 ⇒ (7) + 7 = 14

g3
1d20 + 7 ⇒ (2) + 7 = 9
1d8 + 7 ⇒ (6) + 7 = 13


Male Half-Elf Fighter 1

I had moved to where goblin g3 was on my last turn, but I don't mind just leaving things the way they are

Errigal sees the new rush of monsters comming and grits his teeth in determination, striking out with his armor spikes at the little pest of a goblin in front of him.

Attack[vs. g3] (+1 bless, +1 higher ground)
1d20 + 7 ⇒ (6) + 7 = 13

Damage
1d6 + 4 ⇒ (5) + 4 = 9

Liberty's Edge

Katherine flicks out with the return strike of her Fauchard, taking the second goblin's feet out from under him as well and dumping him in a heap on the ground.

Surprisingly the goblins are still impressively agile even on the ground, Kend makes two mighty swings of his warhammer but both manage to wriggle out of the way of the blows.

The goblin who already climbed back to his flicks out his jagged sword towards the barbarian, while the other one's chance to attack is wasted and he spends the remainder of his turn climbing back up to his feet.

This would provoke from Errigal and Kend. Just to try and keep things in order, I am going to use the attack roll your made above for your AoO Errigal.

As the goblin tries to stand Errigal is able to slam a spiked shoulder into him, crumpling him back to the ground in a heap.

1d20 + 2 ⇒ (8) + 2 = 10
1d4 ⇒ 4

The remaining goblin's swing goes wide from Kend as if he were off balance from pushing up to his feet.

Over the front row fighters' heads Karth's bow twangs again, sending an arrow out into the larger room. The arrow strikes one of the approaching hobgoblin's in the shoulder just above his shield, causing him to grunt out and leaving his arm hanging a bit more limp at his side.

That puts us back to Kend-Krid's normal action. Errigal, since I took your attack and damage for the AoO on the goblin you had been targetting, and he is down now, you have your turn up after Kend's as well.


Male Half-Elf Fighter 1

Depending on what Kend-Krid does, Errigal will proceed with the appropriate action:

If Kend kills g2:

Errigal steps up next to Kend-Krid and attacks the kobold in front of him with his armor spikes.

Attack [vs. k2] (+1 higher ground, +1 bless)
1d20 + 7 ⇒ (14) + 7 = 21

Damage
1d6 + 4 ⇒ (4) + 4 = 8

If g2 still lives:

Seeing a clear opening for his whip, Errigal snarls and lashes out with it at the goblin standing 10' in front of him.

Attack [vs. g2] (+1 higher ground, +1 bless, -1 power attack)
1d20 + 7 ⇒ (9) + 7 = 16

Damage
1d4 + 6 ⇒ (2) + 6 = 8


Male Human (Kellid) Barbarian (Superstitious)

Kend, clearly having no luck with striking goblins, turns his violent attention to the kobolds standing before him. He steps forward and brings his warhammer down with an unintelligible battle cry.

Attack K2(Beginning 3rd round of rage)
1d20 + 7 ⇒ (15) + 7 = 22
Damage
1d8 + 7 ⇒ (5) + 7 = 12

Liberty's Edge

Turning to face a new opponent, Kend brings around his warhammer in a mighty swing that catches the kobold completely off guard and smashes into him sending him sprawling back in a heap.

The goblin is momentarily caught off guard, seeing the kobold smashed beside him and it leaves him open to the sudden pop of the whip's barbed point that splits him open as surely as any blade. His blade falls to the floor as he gives a confused look, grabbing at the wound before he too drops to the stone.

Buckwell, you are up, followed by Zeldin. No sign of the creature approaching again so you may have driven it away.

12 Buckwell
(end of round 4)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal

Liberty's Edge

Haven't heard from Buckwell in a couple days, so I am going to go ahead and post for him to keep things moving.

1d20 + 5 ⇒ (8) + 5 = 13
1d6 ⇒ 6

From the top of the stairs, Buckwell turns and releases his crossbow down the stairs, trying to hit the same hobgoblin that Karth shot, but the bolt flies wide over their heads.

That finishes round 4. Zeldin, you are up next, followed by Kathrine.

21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
(end of round 5)


Again the tattooed man mutters to himself and again a spark of blue light appears at his fingers. This time it races toward the hobgoblin that Karth had previously punctured.

Magic Missile at h2. 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

The bolt of energy flies from Zeldin's fingers, streaking through the air and striking into the hobgoblin's chest. He teeters, looking like he is going to fall, but he somehow holds his feet, though he isn't even able to keep his shield up anymore as it hangs beside him.

Kathrine, that puts you next, followed by the enemy.

21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
(end of round 5)
21 Zeldin


Female Human Polearm Master Fighter 1

Still leaning slightly to one side, each breath Kathrine takes reminding her of her shoulder injury, she raises up her Fauchard in a ready stance to strike forward if any more of the monstrous creatures in front of them decide to attack.

Readied action to Trip any enemy who enters my threatened area. Here is the CMB roll for the readied action

Trip: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

The hobgoblin in the front charges forward with his blade at the ready, though he isn't prepared for the Fauchard to sweep out between the two front line fighters. Kathrine's skill shows through again as she catches his legs and brings them up, dumping him on the ground. He is forced to scramble up to his feet within range of Kends warhammer.He provokes from you, Kend

The injured hobgoblin looks to the others, clearly considering fleeing. There are obviously no healers among them though and he knows the odds he would face hurt in the dungeon alone.

Tightening his grip on his sword he gives what he has left, shouting out in goblin and then charging forward towards the barbarian with his sword raised.

Those who speak Goblin

Spoiler:
"Blood for the Beast God!

1d20 + 6 ⇒ (7) + 6 = 13
1d8 + 2 ⇒ (6) + 2 = 8

Still his wounds are too much for him and even as he tries to bring the sword up he can't make a good swing and falls in a heap on the stones.

The kobold before Kend raises the small spear in his hands, jabbing out at the man around the corner.

1d20 + 1 ⇒ (6) + 1 = 7
1d6 - 1 ⇒ (1) - 1 = 0

Obviously not very capable of a fighter, the spear is able to be batted away easily.

Next the goblins come charging forward in a wave, pushing at each other to be the first to reach the party in their bloodlust. Unfortunately the winner of their own little scuffle only leaves himself open the the weapons of the party.He provokes an attack from Kend and Kathrine. If he survives and is able to attack, the roll below will be for Errigal.

1d20 + 2 ⇒ (6) + 2 = 8
1d4 ⇒ 3

Of the remaining pair, only one of the goblins is able to get to the front, lashing out at Kend with his makeshift sword.

1d20 + 2 ⇒ (10) + 2 = 12
1d4 ⇒ 2

This attack too is easily parried away by the barbarian's warhammer.

Ok, that was a long post, so to summarize: The enemies are incapable of hitting. One hobgoblin was at disabled and has dropped to dying. The other hobgoblin provoked from Kend as he stood up. One goblin provoked from Kend and Kathrine.

Karth, you are up next followed by Kend. Kend and Kathrine both have AoOs coming up though.

19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
(end of round 5)
21 Zeldin
21 Kathrine
20 Thugs


Just aim this at the most wounded-appearing / still standing.

With the melee joined and the corridors tight, Karth takes a pot-shot at whatever target presents itself, being careful to send the arrow through space not currently occupied by the writhing mass of the party.

Attack (+5 +1 bless +1 higher ground -4 firing into melee)
1d20 + 3 ⇒ (9) + 3 = 12

Damage
1d8 ⇒ 1

Liberty's Edge

+1 on attack and damage for point blank shot too, Karth.


Male Human (Kellid) Barbarian (Superstitious)

Kend relentlessly lays into the foes before him, taking every chance he can to connect with his smashing blows.

AoO h1
1d20 + 7 ⇒ (4) + 7 = 111d8 + 7 ⇒ (4) + 7 = 11

AoO g4
1d20 + 7 ⇒ (1) + 7 = 81d8 + 7 ⇒ (4) + 7 = 11

Attack on Kend's Turn
If the Hobgoblin is still standing he is the target, if not then the target is g6
1d20 + 7 ⇒ (11) + 7 = 181d8 + 7 ⇒ (8) + 7 = 15


Female Human Polearm Master Fighter 1

Kathrine gives a wide grin as she wathces another of the monsters falling to the floor, reversing her grip, she brings the Fauchard swinging down at the next goblin to come into her range.

AoO for the provoking goblin, making this one an attack, accounting for Bless and height advantage.
Hit: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

Liberty's Edge

As the creatures press forward, Kend takes a powerful swing at both the hobgoblin and the goblin, though the attacks have to come so fast that that creatures are able to get out of the way. The swing does leave the goblin open to Kathrine's follow up however and she splits the creature open, sending him back into the foes behind him.

Karth's bow twangs from the top of the stairs, but none of the enemies offer a truly clear shot and his care to not hit the members of the party give the hobgoblin a chance to parry away the arrow with his shield.

Kend put his focus into the next swing, waiting until the hobgoblin's shield is raised to blow the arrow and bringing his warhammer beneath it, crushing ribs and bone. Blood flecks the creatures lips as its legs buckle.

Errigal, you are up next, followed by Buckwell.

12 Errigal
12 Buckwell
(end of round 5)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid


It is fast becoming apparent to Zeldin that although he cannot judge thier hearts to be good or not yet, he can certainly judge thier professionalism. These are skilled people and he is proud to be with them.

We are winning! he exclaims excitedly.


Male Half-Elf Fighter 1

Not seeing a clear opportunity to strike at range with Kend-Krid obscuring one goblin and another goblin half hidden behind the corner of the stairwell, Errigal carefully steps up into the pile of bodies and strikes out with his armor spikes at the goblin in front of Kend-Krid.

Attack (+1 higher ground, +1 bless)
1d20 + 7 ⇒ (6) + 7 = 13

Damage
1d6 + 4 ⇒ (1) + 4 = 5

Errigal moves to R30 and attacks goblin g6.

Liberty's Edge

Errigal steps forward, lashing out with a barbed arm, but the goblin's eyes go wide and he manages to hop back out of the way. For being such off balanced looking creatures they are surprisingly nimble.

Buckwell, you are up next, followed by Zeldin.

12 Buckwell
(end of round 5)
21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal


Male Gnome Oracle (Flame) 1

Sorry about the posting delay, trying to play catch-up at work after the holiday vacation.

Buckwell will step up to R-33 and fire his crossbow at goblin g-6.
Attack roll: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 Bless, Higher ground, Racial bonus, -Firing into melee

and misses.

Liberty's Edge

No worries, Buckwell, I know life gets busy at times. I just NPCed you to keep things going and you were back by the next round.

The gnome moves to the top steps, letting him see clearly over the others, but there is too much scuffle going on in the front to get a very good shot. Being cautious to avoid striking his own team he lets the bolt fly and it strikes the stone floor just behind his intended target.

Alright, that finishes round 5. Zeldin, you are up next, followed by Kathrine.

21 Zeldin
21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
end of round 6)


Feeling raw energy flowing through him, Zeldin produces a small globe of sparks and throws it at the goblin in front of him at the bottom of the stairs.

Electrical charge at g6. Ranged touch attack: 1d20 + 1 + 1 + 1 ⇒ (11) + 1 + 1 + 1 = 14(bless, dex and higher ground} Damage 1d3 ⇒ 3

Liberty's Edge

Its amazing how many times in this fight bless has been the deciding factor in you hitting, way more than the 5% should be.

The sorcerer forms another ball of energy, lobbing it down the stairs where it jolts and sizzles its flesh, causing it to squeal and yelp.

Kathrine, that puts you up, followed by the enemy.

21 Kathrine
20 Thugs
19 Karth
13 Kend-Krid
12 Errigal
12 Buckwell
end of round 6)
21 Zeldin


Female Human Polearm Master Fighter 1

Kathrine sweeps her Fauchard forward and up from her current position behind Kend-krid, attempting to hit the same goblin that Zeldin just zapped with more of his electrical attacks.

Attack to goblin G6, including Bless and height.
Hit: 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17
Damage: 1d10 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

The fauchard sweeps out again, the goblins shock at the pain of the jolt leaving him open to the sudden blow that leaves a wide gash in its chest.

The remaining goblin and kobold look to each other with a panicked gaze and then each drop their weapons, turning and fleeing down the long hallway at full speed.

The goblin provokes from Errigal, the kobold provokes from kend, and Kathrine can take a swing at either of them. If one dies but the other doesn't, I'll move her attack to the surviving one. If any of you are giving chase or making ranged attacks that can hit at 60 feet, let me know. Otherwise, the fight is effectively over.

That fight was probably as complicated as a first battle could get with how many enemies there were and starting it with surprise. Other than a bit of confusion at the beginning and a lot of AoOs, I think everything has gone quite smooth so far. I do hope you all have enjoyed as well, we seem to have a great group.

As soon as the last two are either mopped up or flee, I will add the rooms they came out of to the map, number the rooms you have seen, and put up a loot list from what the fallen had on them.

Edit: Also, I don't generally worry about enemies stabilizing unless they are someone important. I do normally make a note of what round an enemy dropped in and how low their HP was when they went down in case you ever are looking to stabilize someone for some reason. I realize the goblins you don't likely have any cause to want to, but in case you ever are hoping to keep someone alive.

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