[002] A Temple and a Tomb

Eris
Message
Author
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17993
Joined: Fri Jan 23, 2015 1:41 am

Re: [002] A Temple and a Tomb

#41 Post by Marullus »

Willow also covers the otherd with her bow as they advance, arrow knocked and ready to shoot.

Naugrim looks up, studying the ceiling and the stained glass, trying to identify motifs or stories in the work.

Eris
Ranger Lord
Ranger Lord
Posts: 2467
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: [002] A Temple and a Tomb

#42 Post by Eris »

Everyone Roll for Initiative!
Turn 1

OrdTemple_1_33x36.gif
OrdTemple_1_33x36.gif (66.36 KiB) Viewed 196 times
  1. Anti Chamber: Six Specters, one in each corner, two beside the inner doors
     
  2. Nave: Hole in floor to the left, pews and tapistries on walls appear singed, several piles of bones scattered around mixed with weapons, curtains hide alcoves to either side
     
  3. Raised Dais: steps up to a 3 foot high dais, an altar that appears broken/turned, several piles of bones here, exit on the right.
     
  4. Priest's Chamber: Priest's chamber/office, door to the north
Ulfgar advances slowly and cautiously. Moving towards the open hole, checking for anything of note until he can see down the hole. He sees rubble in the hole, but there is some sort of tunnel down there that is big enough for medium sized creatures to move about in. That's all he can tell right now. It does look like it was created by collapsing the floor.

Fergus enters the room behind Ulfgar, switching to his bow and continues to move up behind Ulfgar, on the left side of the aisle.

Wendel, the wizard moves into the room slowly, attempting to hold his spell active...succeeding!

Willow also covers the others with her bow as they advance, arrow knocked and ready to shoot.

Naugrim looks up, studying the ceiling and the stained glass, trying to identify motifs or stories in the work. The motifs include stories tell about Ord. It is not untypical for such a Temple.

As you all move a few steps into the room, Willow and Fergus see the piles of bones scattered around the Nave begin to stir! There is a clattering that draws everyone's attention as the bones begin to form into skeletons and rise to their feet holding weapons. There are four holding swords and 3 holding spears. A sickly green glow surrounds each of the undead creatures and red flickering light emerges from their eye sockets!

The 7 monsters move forward with clattering sounds, moving in smooth strides like they aren't really touching the floor. All will be on you in only a few seconds, you only have time for one action before they are.

All four skeletons holding swords are moving toward Ulfgar and Fergus over near the hole in the floor. The teeth in their sculls are chattering together and they are waving their swords as the rush forward.

The three skeletons holding spears are moving toward Naugrim. These skeletons are thrusting their spears as they glide toward Naugrim!

Willow is behind and to the right of Naugrim. Wendel is just behind Willow and to her left. If Naugrim blocks the skeletons approaching him both Willow and Wendel will not be in CLOSE combat next turn.

...everyone else will be in CLOSE combat next turn.

Give me your action before the skeletons reach you. Due noon CST 3/7/24.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17993
Joined: Fri Jan 23, 2015 1:41 am

Re: [002] A Temple and a Tomb

#43 Post by Marullus »

Naugrim bristles at the skeletal warrior's unnatural existence. "You are a violation!" he yells at the in a booming voice, brandishing the law book he keeps at his side, his shield otherwise ready so he can interpose himself to protect the others.
Turn Undead, affects all undead in Near range. They roll against my roll.
Turn undead [1d20+2]=3+2=5
Turn Undead (Instant, Near). You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Willow looses her shot on one of the sword-wielding monsters near the hole, hoping perhaps to topple it backwards.

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25317
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: [002] A Temple and a Tomb

#44 Post by Rex »

Ulfgar

Ulfgar throws a javelin at the nearest skeleton, then readies his great axe.

Thrown Javelin [1d20+2]=8+2=10 to hit [1d4+1]=3+1=4 damage

User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 12350
Joined: Fri Apr 04, 2014 4:27 pm

Re: [002] A Temple and a Tomb

#45 Post by shaidar »

Fergus fires off an arrow at an approaching skeleton:

Short Bow: [1d20-1]=18-1=17;[1d4]=2


Wendel

The wizard releases his detect magic spell and casts anew...

Holding his hands out vertically in front of him, palms outwards, he thrusts them forwards while declaring "Armatura Epidermis"".

Spellcasting lvl 1 (vs 11): [1d20+3]=16+3=19

(He casts mage armour)

axis57
Strider
Strider
Posts: 29
Joined: Wed Feb 07, 2024 10:19 pm

Re: [002] A Temple and a Tomb

#46 Post by axis57 »

If Orram is able he will fire off his bow at the same Skeleton as Fergus. My apologies for the late reply. I came down with something suddenly a couple days ago.

Eris
Ranger Lord
Ranger Lord
Posts: 2467
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: [002] A Temple and a Tomb

#47 Post by Eris »

Battle in the Nave Turn 0
Everybody


OOC: Black Wolf is now an NPC...

As the Skeletons close in the heroes get off some attacks.

Fergus fires off an arrow at an approaching skeleton, his arrow whizzes through Skeleton1's rib cage (2) breaking a rib bone. It doesn't appear to be greatly injured as it keeps coming!

Orram stands stock still looking in horror at the skeletons gliding toward him. He wants to run, but gamely stands his ground...all be it next to the doors leading back out of here! (Got no post, rolled low, so Orram does nothing helpful this round)

Black Wolf, on the other hand, charges at full speed at the monsters crashing against Skeleton7 and pounding it with his sword! Skeleton7 stops and it and Black Wolf fight well ahead of the rest of you while the rest of the undead continue forward.

Wendel releases his detect magic spell and casts anew... Holding his hands out vertically in front of him, palms outwards, he thrusts them forwards while declaring "Armatura Epidermis"". A shimmering silver armor springs up around the wizard's body enclosing him in magical protection!

Ulfgar throws a javelin at the nearest skeleton, then readies his great axe. The javelin is knocked aside with a sweep of the Skeleton2's sword clattering to the floor, the skeleton loses a step, but doesn't appear to have been injured at all.

Willow looses her shot on one of the sword-wielding monsters near the hole, striking Skeleton3 in the bones of its shoulder (7), an arm drops from it to the floor with a clatter.

Naugrim bristles at the skeletal warrior's unnatural existence. "You are a violation!" he yells at them in a booming voice, brandishing the law book he keeps at his side, his shield otherwise ready so he can interpose himself to protect the others. Turn Undead, affects all undead in Near range. They roll against 5.

Skeleton3 and Skeleton4 stop in their charges and turn to flee! The rest of the undead creatures ignore Naugrim's shouted command and continue forward to clash with you all.

Before you can act again the monsters close into melee with you! Fergus is facing off against Skeleton1. Ulfgar is nose to nose with Skeleton2!

A few feet to the left of them, Skeleton5 and Skeleton6 come into Naugrim's space spears ready to thrust at the doughty Dwarven Priest!

Willow, Wendel and Orram are spread out behind Naugrim where none of the Skeletons can get at them...yet, and so are free to move and act.

Willow, Wendel and Orram see 3 more piles of bones begin to rise Far ahead, up on the raised Dias! Three more Skeletons form there to face off against you!

End of opening round...

What are your Actions now?
I'll reply Sunday, or as soon as I get everyone's next post, whichever comes first.



Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12; Bk:Soldier; Grit:Str; WpMas: Long Sword
Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/10, AC:14; Bk:Mercenary; Grit:??;
WpMas: Longsword
Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/5, AC:10; Bk: Herbalist; Thieves Tools
Skeletons (see below)
Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11; Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Ranged Attack & Damage
Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/10, AC:14; Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/13; AC:14; Bk:Scout; Grit:Dex; WpMas: Great Ax
Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9; Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
----
Skeleton1: 11ac 10/8 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/10 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/3 Short Sword (1d6) Ch-1 Turned
Skeleton4: 11ac 10/10 Short Sword (1d6) Ch-1 Turned
Skeleton5: 11ac 10/10 Spear (1d6) Ch-1
Skeleton6: 11ac 10/10 Spear (1d6) Ch-1
Skeleton7: 11ac 10/10 Spear (1d6) Ch-1
Skeleton8: 11ac 10/10 Spear (1d6) Ch-1
Skeleton9: 11ac 10/10 Spear (1d6) Ch-1
Skeleton10: 11ac 10/10 Spear (1d6) Ch-1
----
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25317
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: [002] A Temple and a Tomb

#48 Post by Rex »


User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 12350
Joined: Fri Apr 04, 2014 4:27 pm

Re: [002] A Temple and a Tomb

#49 Post by shaidar »

Fergus attacks skeleton #1 with his sword:

Initiative: [1d20-1]=9-1=8

Long Sword: [1d20+4]=20+4=24; dmg [1d8+4]=7+4=11
Crit!

Wendel

Initiative: [1d20-1]=11-1=10

The wizard stabs his fingers forwards: "Cordis Quaesitor"

Magic-Missile (adv, vs 11): [1d20+3]=19+3=22;[1d20+3]=2+3=5; dmg [1d4]=4

A glowing magical dart flies off and strikes skeleton #6.

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25317
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: [002] A Temple and a Tomb

#50 Post by Rex »

Ulfgar

Missed Initiative.

Initiative [1d20+1]=20+1=21

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17993
Joined: Fri Jan 23, 2015 1:41 am

Re: [002] A Temple and a Tomb

#51 Post by Marullus »

I can't believe I turned two with that lousy roll! I am assuming all these passed their tests and I can't turn them again, right?

Naugrim interposes himself and his shield between Skeletons 5&6 and the party members behind him. He swings his mace.
Mace [1d20+2]=4+2=6 [1d6+2]=5+2=7

Willow continues to be a crack shot, shooting the injured skeleton a second time (or another, if it is down).
Longbow [1d20+1]=16+1=17 [1d8+1]=7+1=8

axis57
Strider
Strider
Posts: 29
Joined: Wed Feb 07, 2024 10:19 pm

Re: [002] A Temple and a Tomb

#52 Post by axis57 »

Orram regains his composure and fires an arrow at Skeleton 5 or 6, whichever he has a better vantage on. He moves closer to the cluster of his allies

Initiative: 1d20 = 8 + 3 Dex = 11

Shot: 1d20 = 18 + 3 Dex = 21 to hit

Damage: 1d4 = 1 damage

Eris
Ranger Lord
Ranger Lord
Posts: 2467
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: [002] A Temple and a Tomb

#53 Post by Eris »

Marullus wrote: Sun Mar 10, 2024 1:17 pm I can't believe I turned two with that lousy roll! I am assuming all these passed their tests and I can't turn them again, right?
OOC: I didn't see anything in the book saying you can't cast Turn Undead more than once. It's a spell, not an ability, and you can cast a spell over and over until you fail. Casting a spell can be done as an action in combat, it's instantaneous so it would take effect immediately. I can't see any mechanical reason Naugrim couldn't cast Turn Undead against all Near Undead again...and again and again.

I'm going to rule, that: 1. Turning Undead takes the entire turn, so Naugrim can do it, but he can't also attack or even move during the turn when he does, 2. Undead that pass a check get a +1DM on future attempts to turn them...they are less likely to be afraid of the Priest and his god.

If you'd like to revise what Naugrim does from attacking with his mace to Turn Undead with the above restrictions, I'll allow it.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17993
Joined: Fri Jan 23, 2015 1:41 am

Re: [002] A Temple and a Tomb

#54 Post by Marullus »

Sure, he will Turn them again!
Turn Undead [1d20+2]=5+2=7

Eris
Ranger Lord
Ranger Lord
Posts: 2467
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: [002] A Temple and a Tomb

#55 Post by Eris »

Battle in the Nave Turn 1
Everybody



Willow continues to be a crack shot, shooting injured Skeleton3 a second time and it falls apart as its shattered bones clatter to the ground along with a resounding clang from it's sword!

Naugrim brandishes his book a second time and attempts to Turn the Undead away! Naugrim's god deserts him in his time of need as the Skeletons all seem to laugh at him! Turn Undead [1d20+2]=5+2=7 OOC: You are rolling for %$(@, aren't you?

Orram regains his composure and fires an arrow at Skeleton 5 hitting it, but only chipping away at a bone! He moves closer to the cluster of his allies, drawing in just behind and to the left of Naugrim! Skeletons 5 and 6 are Close to Orram now and could attack him with their spears! He, could also attack one of them, even move around one and get a back stab on it.

Black Wolf continues to trade blows with Skeleton7 bashing it (5) hard, but it stays on its feet!

Fergus attacks skeleton #1 with his sword, literally cleaving it in two! The evil creature (12) shatters into splinters and tinkles to the floor!

Wendel stabs his fingers forwards "Cordis Quaesitor" Magic-Missile (adv, vs 11): [1d20+3]=19+3=22;[1d20+3]=2+3=5; dmg [1d4]=4 A glowing magical dart flies off and strikes skeleton #6 damaging it!

Ulfgar attacks skeleton 2 with his Great Axe (4), hurting, but not destroying it!

Now the Skeleton's attempt to take their revenge!

Skeleton1 swings at Fergus, whiffing as Fergus swings out of the way!

Skeleton2 stabs at Ulfgar, but it's short sword blade bounces off his armor!

Skeleton5 and Skeleton6 both thrust their spears at Naugrim. One misses, but the other goes past the Priest's armor and injures him (4). He seems to be their focus as they don't attempt to go past him to Wendel, Orram or Willow.

Skeleton7 hacks at Black Wolf getting past his armor (2) and wounding him.

Skeletons 8, 9 & 10 stay at Far range from you, but they do attack firing bone fragments from their fingers toward you! Two miss 'tinging' against the wall behind you, but Orram feels a biting pain in his arm (2) as a bone fragment flies from one of the distant Skeletons strikes him!

What do you do now?
I'm unlikely to be able to post before tomorrow night, and Turn 2 is unlikely to be adjugated before Tuesday.
----
At end of Turn 1
We will maintain this Initiative Order for the remainder of the battle

19 Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11;
Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Rngd Attck & Dam
18 Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/6, AC:14;
Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
11 Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/3, AC:10;
Bk: Herbalist; Thieves Tools; Sht Bow, Dagger are your weapons unless you object
10 Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/8, AC:14;
Bk:Mercenary; Grit:??; WpMas: Longsword
10 Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9;
Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
09 Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/13; AC:14;
Bk:Scout; Grit:Dex; WpMas: Great Ax
08 Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12;
Bk:Soldier; Grit:Str; WpMas: Long Sword
01 Skeletons (yes, I rolled 1 for their initiative. :) )
----
Skeleton1: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/6 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/0 Short Sword (1d6) Ch-1 Turned
Skeleton4: 11ac 10/10 Short Sword (1d6) Ch-1 Turned
Skeleton5: 11ac 10/9 Spear (1d6) Ch-1
Skeleton6: 11ac 10/6 Spear (1d6) Ch-1
Skeleton7: 11ac 10/5 Spear (1d6) Ch-1
Skeleton8: 11ac 10/10 Spear (1d6) Ch-1
Skeleton9: 11ac 10/10 Spear (1d6) Ch-1
Skeleton10: 11ac 10/10 Spear (1d6) Ch-1
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 25317
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: [002] A Temple and a Tomb

#56 Post by Rex »

Ulfgar

Ulfgar attacks skeleton #2 again.

Great Axe [1d20+3]=19+3=22 to hit [1d8+2]=2+2=4 damage

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17993
Joined: Fri Jan 23, 2015 1:41 am

Re: [002] A Temple and a Tomb

#57 Post by Marullus »

Frustrated at the undead who lack proper terror of the Law, Naugrim mutters under his breath, "...to hell with this." He tucks his law book away and brings his mace around in a powerful dwarf-fueled blow at Skeleton6.
Mace [1d20+2]=15+2=17 [1d6+2]=5+2=7

Willow waits for an opportune moment, where her companions provide an edge or a distraction. Then she lofts the arrow...
Longbow [1d20+1]=9+1=10 [1d8+1]=3+1=4

User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 12350
Joined: Fri Apr 04, 2014 4:27 pm

Re: [002] A Temple and a Tomb

#58 Post by shaidar »

Wendel

Magic-Missile (adv, vs 11): [1d20+3]=7+3=10;[1d20+3]=18+3=21; dmg [1d4]=1

The wizard sends a missile against skeleton #5

Fergus

The fighter heads over and attacks skeleton #5

Long Sword: [1d20+4]=20+4=24; dmg [1d8+4]=7+4=11
Another crit!

axis57
Strider
Strider
Posts: 29
Joined: Wed Feb 07, 2024 10:19 pm

Re: [002] A Temple and a Tomb

#59 Post by axis57 »

Orram, circles around the back of Skeleton 5, switches to his club and lets loose.

Initiative: 1d20 = 8 + 3 dex = 11

To Hit: 1d20 = 3 + 3 = 6 to hit

Damage (even though I know I missed): 2d4 = 7 + 1 Str = 8
with backstab

Eris
Ranger Lord
Ranger Lord
Posts: 2467
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: [002] A Temple and a Tomb

#60 Post by Eris »

Battle in the Nave Turn 2
Everybody


Willow waits for an opportune moment, where her companions provide an edge or a distraction. Then she lofts the arrow...
Longbow [1d20+1]=9+1=10 [1d8+1]=3+1=4...but again it misses! These Skeletons are proving hard to hit!
--
Frustrated at the undead who lack proper terror of the Law, Naugrim mutters under his breath, "...to hell with this." He tucks his law book away and brings his mace around in a powerful dwarf-fueled blow at Skeleton6.
Mace [1d20+2]=15+2=17 [1d6+2]=5+2=7 The Mace whistles down crushing Skeleton6's head and dropping it from Undead to just plain dead!
--
Orram, circles around the back of Skeleton5, switches to his club and lets loose. OOC: Okay, Orram has club, short bow and dagger, no more changes to that! :)

Initiative: 1d20 = 8 + 3 dex = 11 <---one roll at beginning of combat don't need again, so just to hit and damage needed.

To Hit: 1d20 = 3 + 3 = 6 to hit

Damage (even though I know I missed): 2d4 = 7 + 1 Str = 8
with backstab
Frustrated, Orram misses with his attack!

--
Black Wolf thrusts his sword [1d20+3]=8+3=11 hitting Skeleton7 [1d8+2]=4+2=6 cutting it down, to rise no more!
--
Wendel, Magic-Missile (adv, vs 11): [1d20+3]=7+3=10;[1d20+3]=18+3=21; dmg [1d4]=1 the wizard sends a missile against skeleton #5. He double clutches to make sure it doesn't hit Naugrim, but after the hesitation and a side step he 'dings' Skeleton5 only injuring it slightly, but he does draw its attention! Wendel sees the creature turn its head toward him and step past Naugrim thrusting it's spear at him!

--
Ulfgar attacks skeleton #2 again. Great Axe [1d20+3]=19+3=22 to hit [1d8+2]=2+2=4 damage, hitting it! It is badly hurt, barely hanging on, but it stays up and thrusts its short sword at Ulfgar!
--

Fergus, heads over and attacks skeleton #5 Long Sword: [1d20+4]=20+4=24; dmg [1d8+4]=7+4=11
Another crit! cutting it in twain before it can get at Wendel! The Skeleton falls apart right in the wizard's face it's spear clattering to the floor.

Skeleton2's thrust at Ulfgar [1d20-1]=16-1=15 gets past his guard piercing his armor slicing into his side [1d6]=3 hurting him!

Skeletons 8, 9 and 10 fire off boney bullets from a Far again.
First one is at Ulfgar missing him.
The second is at Naugrim striking him ...he is quite hurt now!
The third is at Orram catching him in the back , yikes! Orram goes down with a shot in the back... rounds until Orram is dead!
OOC: Those last few rolls were using the PbP Forum insert method. I prefer the roll formats using PbP Forum code, I think...more to past, but easier to fit into a narrative.
---
End of Turn 2

Try to get me Turn 3 actions by noon CST 3/13, I won't post until I get all or afternoon 3/14 whichever comes first.

We will maintain this Initiative Order for the remainder of the battle
19 Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11;
Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Rngd Attck & Dam
18 Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/3, AC:14;
Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
 
11 Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/0, AC:10;
Bk: Herbalist; Thieves Tools;Sht Bow, Dagger, Club Death Saves: 5/5

10 Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/8, AC:14;
Bk:Mercenary; Grit:??; WpMas: Longsword
10 Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9;
Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
09 Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/10; AC:14;
Bk:Scout; Grit:Dex; WpMas: Great Ax
08 Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12;
Bk:Soldier; Grit:Str; WpMas: Long Sword
01 Skeletons (yes, I rolled 1 for their initiative. :) )
----
Skeleton1: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/2 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/0 Short Sword (1d6) Ch-1 Turned
Skeleton4: 11ac 10/10 Short Sword (1d6) Ch-1 Turned
Skeleton5: 11ac 10/0 Spear (1d6) Ch-1
Skeleton6: 11ac 10/0 Spear (1d6) Ch-1
Skeleton7: 11ac 10/0 Spear (1d6) Ch-1
Skeleton8: 11ac 10/10 Spear (1d6) Ch-1
Skeleton9: 11ac 10/10 Spear (1d6) Ch-1
Skeleton10: 11ac 10/10 Spear (1d6) Ch-1
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Post Reply

Return to “Shadows in the Dark (Shadowdark)”