6. Dawn of a New Night
Re: 6. Dawn of a New Night
Robert draws the new scimitar and grabs his shield. He swings at any of the attacking wraiths that are close enough to hit.
Scimitar ? to hit[1d20] = 15 Damage[1d8] = 6
He feels good about his swing but hopes it hits it's mark.
Robert says, "You foul creatures will be sent back to the underworld this night."
Scimitar ? to hit[1d20] = 15 Damage[1d8] = 6
He feels good about his swing but hopes it hits it's mark.
Robert says, "You foul creatures will be sent back to the underworld this night."
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Re: 6. Dawn of a New Night
Fendt takes both of his new maces out not sure how to fight like Iluq dual wielding but is going to try anyways. likely only able to swing one at a time anyways. Footman's Mace ?? [1d20] = 15 to hit [1d6+1] = 3+1 = 4 dmg
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: 6. Dawn of a New Night
Melampus swings his flail at the wraith who drained him!
Flail +1 to hit [1d20+1] = 13+1 = 14, dmg sm/lg [1d6+2] = 1+2 = 3/[2d4+1] = 6+1 = 7
Melampus loses Prayer from his spell inventory!
Flail +1 to hit [1d20+1] = 13+1 = 14, dmg sm/lg [1d6+2] = 1+2 = 3/[2d4+1] = 6+1 = 7
Melampus loses Prayer from his spell inventory!
Re: 6. Dawn of a New Night
Bragar- Will use his new Mace. He will take a swing at the closest Wraith.
Unidentified Mace
Mace attk, to hit[1d20+1] = 9+1 = 10, to dam[1d6] = 4
Unidentified Mace
Mace attk, to hit[1d20+1] = 9+1 = 10, to dam[1d6] = 4
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Re: 6. Dawn of a New Night
Tibbius backs away into the corner and casts his unseen servant spell. He cowers behind the thing and hopes he doesn't get targeted by the wraiths. He shakes his head in absolute disgust at the newest failed endeavor. He stays there and waits for an opportunity to throw his dagger.
Re: 6. Dawn of a New Night
Castran will release the illusion and cast colour spray up into the approaching wraiths.
Greys Campaign.
Re: 6. Dawn of a New Night
If the party doesn't win initiative by 2 or more, the wraiths will be in melee by the time the spell goes off. The color spray could hit PCs as well as the wraiths. Do you still want to cast the spell?Storm11 wrote:Castran will release the illusion and cast colour spray up into the approaching wraiths.
You could also choose to try to cast the spell and abort it if the wraiths make it into melee before the casting is completed.
Re: 6. Dawn of a New Night
Agizompo ill awake because of the noise and Sunsword shining light in his face. Standing up he will bellow rage and froth and dribble from his mouth. This zombie weirdo with the beardo will attack thus:
46584 to hit [1d20+3] = 11+3 = 14
46583 damage [1d8+4] = 6+4 = 10
"just glad we aren't being attacked by more Strahd zombies, I'd only know its' you when after choppin yer head off it didn't roll around the floor gnashing its teeth!" Agrippo to Iluq at least I think that ugly half decomposed red eyed thing next to me is him.....
46584 to hit [1d20+3] = 11+3 = 14
46583 damage [1d8+4] = 6+4 = 10
"just glad we aren't being attacked by more Strahd zombies, I'd only know its' you when after choppin yer head off it didn't roll around the floor gnashing its teeth!" Agrippo to Iluq at least I think that ugly half decomposed red eyed thing next to me is him.....
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Re: 6. Dawn of a New Night
Fendt dont be crazy, toss me one of those maces. Tumbler shouts when he sees him trying to fight with two maces at once. "He's gonna bash his own brains out" he thinks to himself.
Re: 6. Dawn of a New Night
Date: Nouluna 6, 1221
Time: 2:32 AM - Combat Round 2
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Treasure Vault
**************************************
Our heroes take a narrow initiative against the wraiths' ambush.
Melampus pushes the wraith away and reaches for his flail as he stands up. Whatever force was interfering with your attacks earlier is still in effect, however, and Melampus's attack is slowed just enough for the wraith to avoid the blow.
Castran drops his illusion, places his hands together, and begins casting. The remaining wraith to have been tricked by the zombie illusion joins the others in attack. The four wraiths dive toward Fendt, Iluq, Tibbius, and Castran.
Fendt gets a crazy idea about attacking with two maces, then wisely decides against it. He side-steps the wraith's attack and smashes it as it flies past him. Tumbler asks for the other mace—an odd request from a thief locksmith!
Iluq, more accustomed to fighting with two weapons, silently stands his ground. The hammer in his right hand pounds the wraith with magical force in what might as well be called the undead's "chest." His left-hand attack at the wraith's head just misses, sent astray by a combination of the the bright lights and weird force in this room. Agrippo joins the fray, thrusting the Sunsword into the wraith's side. The wraith shrieks in pain.
Tibbius frantically begins conjuring forth an Unseen Servant. He finishes his spell just as the wraith reaches him. Tibbius tries to hide behind the Servant, but the magical force he has conjured is no wall. The wraith simply reaches through the Servant and grabs Tibbius by the neck. Tibbius, who only hours ago absorbed incredible physical pain at the loss of his familiar, now feels some of his life force and mystical power slip away. (Tibbius: -2 HP, -1 level!)
Bragar and Robert rush to Tibbius's defense. Bragar doesn't quite have the feel for his new mace yet; his attack just misses. But Robert's new scimitar proves as comfortable in combat as it was in test swings: just a flick of the forearm sends the scimitar gliding through the arm holding Tibbius's neck. The wraith howls and pulls back its arm.
Castran completes his casting as a wraith attacks. Brilliant, vivid colors shoot forth from his hands, blinding the wraith! The wraith gropes about, but Castran easily avoids it.
Actions!
Status: Agrippo: 32/52, Tibbius: 8/9, Iluq: 13/34, Tumbler: 24/39, Robert: 16/34; Fendt: 14/15; Castran: 13/23; Melampus: 19/26; Bragar: 31/42
Effects: None
Time: 2:32 AM - Combat Round 2
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Treasure Vault
**************************************
Our heroes take a narrow initiative against the wraiths' ambush.
Melampus pushes the wraith away and reaches for his flail as he stands up. Whatever force was interfering with your attacks earlier is still in effect, however, and Melampus's attack is slowed just enough for the wraith to avoid the blow.
Castran drops his illusion, places his hands together, and begins casting. The remaining wraith to have been tricked by the zombie illusion joins the others in attack. The four wraiths dive toward Fendt, Iluq, Tibbius, and Castran.
Fendt gets a crazy idea about attacking with two maces, then wisely decides against it. He side-steps the wraith's attack and smashes it as it flies past him. Tumbler asks for the other mace—an odd request from a thief locksmith!
Iluq, more accustomed to fighting with two weapons, silently stands his ground. The hammer in his right hand pounds the wraith with magical force in what might as well be called the undead's "chest." His left-hand attack at the wraith's head just misses, sent astray by a combination of the the bright lights and weird force in this room. Agrippo joins the fray, thrusting the Sunsword into the wraith's side. The wraith shrieks in pain.
Tibbius frantically begins conjuring forth an Unseen Servant. He finishes his spell just as the wraith reaches him. Tibbius tries to hide behind the Servant, but the magical force he has conjured is no wall. The wraith simply reaches through the Servant and grabs Tibbius by the neck. Tibbius, who only hours ago absorbed incredible physical pain at the loss of his familiar, now feels some of his life force and mystical power slip away. (Tibbius: -2 HP, -1 level!)
Bragar and Robert rush to Tibbius's defense. Bragar doesn't quite have the feel for his new mace yet; his attack just misses. But Robert's new scimitar proves as comfortable in combat as it was in test swings: just a flick of the forearm sends the scimitar gliding through the arm holding Tibbius's neck. The wraith howls and pulls back its arm.
Castran completes his casting as a wraith attacks. Brilliant, vivid colors shoot forth from his hands, blinding the wraith! The wraith gropes about, but Castran easily avoids it.
Actions!
Effects: None
Last edited by Zhym on Wed Dec 31, 2014 3:31 pm, edited 1 time in total.
Re: 6. Dawn of a New Night
The gnome will attack the blinded wraith.
PbP Forum code: [1d20+2] = 2+2 = 4 : [1d6+2] = 6+2 = 8
Pah. Not even the wraiths four point a/c penalty won't net a hit on that roll grrrr
PbP Forum code: [1d20+2] = 2+2 = 4 : [1d6+2] = 6+2 = 8
Pah. Not even the wraiths four point a/c penalty won't net a hit on that roll grrrr
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Re: 6. Dawn of a New Night
Iluq will step back, taking out his holy symbol, and calling out boldly, "When I say leave us you Undead spirits I mean LEAVE!!"
Turn Undead: [1d20] = 15
Turn Undead: [1d20] = 15
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
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Re: 6. Dawn of a New Night
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
Re: 6. Dawn of a New Night
Back to hell with ye, Melampus proclaims as he swings!
Flail +1 to hit [1d20+1] = 17+1 = 18, dmg sm/lg [1d6+2] = 2+2 = 4/[2d4+1] = 3+1 = 4
By gum, this one should hit!
Flail +1 to hit [1d20+1] = 17+1 = 18, dmg sm/lg [1d6+2] = 2+2 = 4/[2d4+1] = 3+1 = 4
By gum, this one should hit!
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Re: 6. Dawn of a New Night
Fendt trying to maintain his fighting stature tosses or hands Tumbler the mace in his left hand and tries to swipe the mace in his right at the wraith. Footman's Mace ?? [1d20] = 5 to hit [1d6+1] = 5+1 = 6 dmg
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: 6. Dawn of a New Night
Tumbler moves over to grab the mace either through the air or in a hand off. He will do a forward roll once its in his hands and spring up in a ready to fight stance.
"Can't be all that different then swinging a hammer" he thinks to himself "and at least Fendt wont brain himself now..."
"Can't be all that different then swinging a hammer" he thinks to himself "and at least Fendt wont brain himself now..."
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Re: 6. Dawn of a New Night
Tib draws his dagger and fights the unholy creature that is stealing his life away.
Dagger Attack [1d20+1] = 8+1 = 9 Dam [1d4+1] = 1+1 = 2 more uselessness
Dagger Attack [1d20+1] = 8+1 = 9 Dam [1d4+1] = 1+1 = 2 more uselessness
Re: 6. Dawn of a New Night
Bragar- Will attack the Wraith that is going after Tibbious.
Unidentified Mace attack
Mace attk, to hit[1d20+1] = 10+1 = 11, to dam[1d6] = 1
Unidentified Mace attack
Mace attk, to hit[1d20+1] = 10+1 = 11, to dam[1d6] = 1
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