[002] A Temple and a Tomb

Eris
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Eris
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Re: [002] A Temple and a Tomb

#341 Post by Eris »

Round 2
My apologies! I thought I was still waiting on turn order. Thanks for the chance...
DM: No problem! I just did the same thing. :(
Willow, as lights come back on, the grim Halfling focuses on the not-dead-enough hobgoblin wizard. She moves around where she can see through the kitchen door. She looks past Naugrim and three skeletons and barely sees the flaming...something...buzzing and muttering and oozing both magic and evil beyond! She nocks and looses an arrow!
Round #1: Longbow [1d20+2]=19+2=21 [1d8+2]=7+2=9
The arrow whizzes through the scrum ahead of her and hits its target...a great shot! But the arrow seems to burn away to nothing as it enters the creature's body. She thinks it hurt whatever that is, but not much!

An unearthly howl fills the whole area!!! Everyone's blood runs cold and you'll have to save against fear (see below).

Beset by three skeletons of his own, Naugrim trusts the shield of his faith to hold a little longer and strikes out with his new mace...striking first Skeleton1 and then Skeleton2 resounding blows! The mace glows a bright green as it strikes the undead creatures and both of them throw up their boney arms and stumble back. The second turns away and attempts to retreat from Naugrim, but the first continues to challenge him!

We still don't know the powers of his new magical mace, so perhaps this is how we find out!
Blessed Mace [1d20+4]=13+4=17 [1d6+4]=1+4=5
Blessed Mace [1d20+4]=13+4=17 [1d6+4]=6+4=10
With his Shield of Faith cast, his AC is 16.
Monsters!
Skeleton1 stays in front of Naugrim, but doesn't strike him as it attempts to keep its bones from all falling apart. Skeleton2 turns to run away trailing bone fragments as it does before collapsing into a pile of dust on the floor.

Skeleton3 takes advantage of Naugrim concentration on it's two companions and gets a sharp rake in along his side (6hp)...that hurt!

The unearthly howl penetrates all of your bodies (roll 1d20+CON >= 15+ to avoid taking 4hp damage and do roll again to prevent being unable to do anything for the next round.)!

S7's slashes at Black Wolf who blocks it with his shield laughing manically. Even as blood rushes from his nose he pounds his sword into the monster (6hp)! It is rocked, but doesn't fall!

Erlthal Anyone who can hold the torch? Otherwise Erlthal cannot fire his bow. No one replies to Erlthal's request. He can drop the torch to the ground, hoping it doesn't go out, or try to put it into one of the sconces on the wall (that will take a full turn). If you say that Erlthal did that, you'll be free to use your bow Round 3.

Wendel Concerned at the number of skeletons in his vicinity, he decides to double-up on his protections:

"Pellis repellit malum"
He casts Protection From Evil.
Spellcasting lvl 1 (vs 11): [1d20+4]=15+4=19
DM: This lasts 1 minute (6 rounds) and repels any physical attack from an evil creature, gives Wendel an extra +2 on saves and +2 AC against missiles fired by evil creatures.
Skeleton4 tries to rake its sharp claws at Wendel, but is magically repelled and bounces back chattering and shaking its head doing the Wizard no damage.

Ulfgar is beset by S8 and S9 and both slash at him with razor sharp claws! S8 misses, but S9 hits him (3hp)!

Ulfgar attacks again, using the Amulet of Skill again, and manages to bludgeon S8 with the side of his Great Axe. Normally, the side would do much less damage than the sharp blade, but this time it seems to really hurt the Skeleton!
Great Axe [1d20+6]=6+6=12 to hit [1d10+3]=4+3=7 damage Amulet of Skill [1d20]=4

Amulet is still good.
Fergus tries again and attacks a nearby skeleton. (his preference would be an injured one if possible.)
Long Sword: [1d20+5]=14+5=19; dmg [1d8+2]=1+2=3
Going after the one that looks most hurt, S7, he slams it (4hp) and it crumbles to dust between him and Black Wolf.

S10 attacks Fergus from behind! Its claws sneak past his defenses and hit him (2hp).

Willow knocks and looses an arrow again as soon as she can line up another shot.
Round #2: Longbow [1d20+2]=17+2=19 [1d8+2]=3+2=5
She fires at the fiery creature in the kitchen again as it appears to be the most dangerous of the monsters. Again her arrow seems to burn away as it hits the creature! These arrows must be hurting the monster, as the fire burning throughout it seems to wane, just a bit!

At the back of the kitchen S5 and S6 continue to run away from Naugrim, but two more skeletons come past them into the kitchen. S11 and S12 rush past Naugrim toward Willow. Black Wolf moves to block S11, but S12 comes on toward Willow. Its teeth chattering and claws slashing through the air fires off 2 bone fragments at her from FAR, the first misses, but the second catches her in the shoulder (4hp) as it moves to NEAR her.

Round 2 ends!

Give me your actions for Round 3, please!

You can post these in any order so you don't have to wait for those above you in Init Order to post (although you can add if/else clauses to your actions if you want to have the actions change based on what others do).

Init Order
16 Naugrim
11 Monsters
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow
05 Fergus

Monsters:
red=turned
strike=destroyed
Skeleton 1: AC14, HP 13/8, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 2: AC14, HP 13/3, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 3: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 4: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 5: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 6: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 7: AC14, HP 13/0, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 8: AC14, HP 13/6, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 9: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 10: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 11: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 12: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Burner 1: AC16, HP 19/14, 1d20+6/1d8 (Bludgeon, Pierce, Slash, Turn) INT+2+6 [Darkness-2, Sound Blast-1, Fear-1, Summon-2]
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
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Rex
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Re: [002] A Temple and a Tomb

#342 Post by Rex »

Ulfgar

Ulfgar attacks again with the flat of his great axes blade.

Great Axe, flat of the blade [1d20+5]=17+5=22 to hit [1d10+3]=6+3=9 damage
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Re: [002] A Temple and a Tomb

#343 Post by shaidar »

Wendel

[1d20+1]=11+1=12, takes 4hp

[1d20+1]=6+1=7, unable to act
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Re: [002] A Temple and a Tomb

#344 Post by shaidar »

Fergus

[1d20+2]=14+2=16, no dmg


[1d20+2]=5+2=7, unable to act
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Re: [002] A Temple and a Tomb

#345 Post by Marullus »

Naugrim continues to put up valiant defense, keeping the three skeletons from his fellows. He prays aloud for his goddess to keep him alive before resuming any offense.

Willow continues to fire volleys at the undead wizard.
Edit to add Con Saves:
Last edited by Marullus on Wed Jun 26, 2024 7:26 pm, edited 1 time in total.
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Rex
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Re: [002] A Temple and a Tomb

#346 Post by Rex »

Ulfgar

Sorry, missed the fear save.

Fear Save [1d20+3]=2+3=5
Takes 4hp damage.

Second Fear save [1d20+3]=20+3=23
Made it, see attack post above.
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Re: [002] A Temple and a Tomb

#347 Post by Edeldhur »

Erlthal

(Not 100% sure if Erlthal has a skeleton in melee with him - if he does, he will just draw steel and attack. If not, he will put the torch into one of the sconces on the wall)
Eris
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Re: [002] A Temple and a Tomb

#348 Post by Eris »

Round 3

Naugrim continues to put up valiant defense, keeping the three skeletons from his fellows. He prays aloud for his goddess to keep him alive before resuming any offense.
Naugrim Con Saves [1d20+2]=13+2=15[1d20+2]=5+2=7 Cure Wounds (Lvls 1-3) [1d20+2]=19+2=21 [2d6]=6 Blessed Mace [1d20+4]=14+4=18 [1d6+4]=4+4=8
Praying as he attacks with the Blessed Mace Naugrim hits Skeleton1 (8) and it splinters apart turning into inanimate dust!

Skeleton 3 turns on Black Wolf and stabs at him, but the warrior skillfully blocks it with his shield! When it does, this leaves Naugrim alone in the front of the party and with a clear path to the Undead Mage (Burner) in the next room!

Skeleton 4 again tries to hit Wendel, but the strike can not penetrate the Wizard's defense even as he stumbles back in fear!

Skeleton 8 and Skeleton 9 continue to attack Ulfgar with their swords! Ulfgar blocks one, but the other gets past his defense as the screech continues to bother him (3HP damage).

Skeleton 10 swipes at Fergus who sweeps the attack aside, but he can't stop the others from going past him toward Willow and Erlthal behind him.

Skeleton 11 barges into Erlthal as he is putting the torch into a sconce, but does him no damage as Erlthal whirls around with his sword out to attack it.

Skeleton 12 closes on Willow, but she skips aside as it chops with it's sword and it misses her!

Erlthal has a skeleton on him! He draws steel and attacks (Critical Hit!!!) and what a blow he delivers! The evil Skeleton is carved completely in twain from the blow and turns into nothing but a swirling cloud of dust that quickly settles to the floor!

Wendel
[1d20+1]=11+1=12, takes 4hp [1d20+1]=6+1=7, unable to act
can't act and stumbles back in fear and shock from the unearthly screech! But the screech suddenly stops as Black Wolf charges the Burner and cleaves it! Wendel recovers his composure and can act again!

Black Wolf, never one to pass up a chance to go for the main target, ignores the skeletons around him and bounds forward toward the one in the kitchen! With a shout he swings his blade through its midsection and out the other side! A normal skeleton would go down from such a blow, but this one does not...but it does end its screech! Whatever this thing is, it now hurt as the flames that once burned brightly are now just flickers with blacken bone showing behind them.

Ulfgar feels the fear leave him and he attacks again with the flat of his great axes blade. Great Axe, flat of the blade
[1d20+5]=17+5=22 to hit [1d10+3]=6+3=9 damage Fear Save [1d20+3]=2+3=5 Takes 4hp damage.
strikes Skeleton 8 knocking it (9 hp) apart!

Willow continues to fire volleys at the undead wizard even as she skips aside when the skeleton stabs at her.
Longbow [1d20+2]=6+2=8 [1d8+2]=7+2=9 Longbow [1d20+2]=3+2=5 [1d8+2]=8+2=10 Willow Con Saves [1d20]=19[1d20]=3
Unfortunately, both arrows fly past her target missing it!

Fergus
[1d20+2]=14+2=16, no dmg [1d20+2]=5+2=7, unable to act
feels the fear leave him and he gets an attack at the skeleton in front of him. Skeleton 10 takes only minor damage (3 hp), but it does take damage!

Round 3 ends!

Give me your actions for Round 4, please!

You can post these in any order so you don't have to wait for those above you in Init Order to post (although you can add if/else clauses to your actions if you want to have the actions change based on what others do).

Init Order
16 Naugrim
11 Monsters
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow
05 Fergus

Monsters:
red=turned
strike=destroyed
Skeleton 1: AC14, HP 13/8, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 2: AC14, HP 13/3, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 3: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 4: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 5: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 6: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 7: AC14, HP 13/0, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 8: AC14, HP 13/6, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 9: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 10: AC14, HP 13/10, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 11: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 12: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Burner 1: AC16, HP 19/8, 1d20+6/1d8 (Bludgeon, Pierce, Slash, Turn) INT+2+6 [Darkness-2, Sound Blast-1, Fear-1, Summon-2]
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
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Re: [002] A Temple and a Tomb

#349 Post by shaidar »

Wendel

The wizard takes a deep breath and recovers his focus, "Cordis Quaesitor"

Magic-Missile (adv, vs 11): [1d20+4]=20+4=24;[1d20+4]=20+4=24; dmg [1d4]=1

A glowing missile strikes skeleton 4.

A critical success? Can I double the damage? :)
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Re: [002] A Temple and a Tomb

#350 Post by Rex »

Ulfgar

Ulfgar attacks the nearest skeleton with the flat of his great axe's blade.

Great Axe, flat of the blade [1d20+5]=13+5=18 to hit [1d10+3]=10+3=13 damage
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Re: [002] A Temple and a Tomb

#351 Post by shaidar »

Fergus

The warrior makes another attack at skeleton #10:

Long Sword: [1d20+5]=1+5=6; dmg [1d8+2]=6+2=8

Wendel gets two 20's and then Fergus gets a 1? :SAN:
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Re: [002] A Temple and a Tomb

#352 Post by Rex »

shaidar wrote: Tue Jul 09, 2024 4:48 am Fergus

The warrior makes another attack at skeleton #10:

Long Sword: [1d20+5]=1+5=6; dmg [1d8+2]=6+2=8

Wendel gets two 20's and then Fergus gets a 1? :SAN:

LOL, looks like something I would roll.
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Re: [002] A Temple and a Tomb

#353 Post by Marullus »

With a clear path, Naugrim rushes forward with his shield and mace, striking out at the Undead Mage (Burner)!

His CLW worked, too, right? So he has some hit points now?

Attacking...
Blessed Mace [1d20+4]=2+4=6 [1d6+4]=4+4=8
Blessed Mace [1d20+4]=12+4=16 [1d6+4]=6+4=10
Willow ducks away from the skeleton, disappearing in the scrum and evading its attention. She dodges and weaves from cover to cover, loosing her arrows at the burning skeleton first, or the undead wizard again, if it falls.
Stealthy. Once per day, you can become invisible for 3 rounds.

Special ability - describing it as mundane hobbity-evasion rather than magic.

Attacking...
Longbow [1d20+2]=3+2=5 [1d8+2]=1+2=3
Longbow [1d20+2]=6+2=8 [1d8+2]=6+2=8
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Re: [002] A Temple and a Tomb

#354 Post by Edeldhur »

Erlthal

Erlthal, having secured the torch, surveys the chaotic battlefield. Seeing the burning skeletal mage, a central threat to his companions, he swiftly draws his longbow.
The mage, flickering with diminishing flames, stands as a clear target amidst the melee. Erlthal nocks an arrow, takes a steady aim, and releases, hoping to aid in vanquishing this formidable foe and relieve the pressure on his allies.

Longbow: [1d20+2]=1+2=3 Damage [1d8]=5

(Sigh... Question: Str does not apply to damage does it? Neither melee nor ranged?)
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Re: [002] A Temple and a Tomb

#355 Post by Eris »

Round 4

OOC: Just to let you all know, I haven't been tracking your PC's HP. I'm depending upon you to keep track and play out if your PC goes down.

With a clear path, Naugrim rushes forward with his shield and mace, striking out at the Undead Mage (Burner)!

His CLW worked, too, right? So he has some hit points now?
GM: Yes! It's half your level rounded down d6's, and you rolled 4+4 so 8hp, right.

Attacking...
Blessed Mace [1d20+4]=2+4=6 [1d6+4]=4+4=8
Blessed Mace [1d20+4]=12+4=16 [1d6+4]=6+4=10
A mighty blow (10hp) rocks the Burning Skeleton back and crumbles, but even as it does it begins to pull itself back together!

Monsters

Flames come up from the floor under the Burner and it suddenly seems no worse that it was before Naugrim struck it!
OOC: regen of 2d6 and I rolled 12, so it's 8-10+12, back to 10! It's going to take some doing to put this thing down and out! It lifts it's boney hands and a large flaming sword extends up from them as it swipes at Naugrim passing through his shield and armor and burning as it passes through his body (8hp). OOC: Really, I rolled 21 to hit and 8hp damage, so Naugrim lost all the hp his CLW's just gave him. Sorry about that!

S3 turns around and clomps after Black Wolf stabbing him in the back (5hp), hurting him badly!

S4 again tries to stab the Wizard, but can't seem to hit him!

S9 swings at Ulfgar and penetrates his defense, hitting him (4hp).

S10 attacks Fergus and the warrior's luck runs out as he takes (6hp) damage from the blow!

S11 continues to swing at Erlthal, this time hitting him (3hp)!

S12 swings at Willow, but she disappears into the pack of moving bodies! The skeleton's chop strikes sparks from the stone floor, but the nimble halfling is gone, leaving the skeleton to stand flatfooted looking around trying to find where she went!

Erlthal, having secured the torch, surveys the chaotic battlefield. Seeing the burning skeletal mage, a central threat to his companions, he swiftly draws his longbow. The mage, flickering with diminishing flames, stands as a clear target amidst the melee. Erlthal nocks an arrow, takes a steady aim, and releases, hoping to aid in vanquishing this formidable foe and relieve the pressure on his allies.
Longbow: [1d20+2]=1+2=3 Damage [1d8]=5
But Erlthal's aim is ruined by the blow from S11 and the arrow splats against the wall behind the creature!

Wendel, the wizard takes a deep breath and recovers his focus, "Cordis Quaesitor"
Magic-Missile (adv, vs 11): [1d20+4]=20+4=24;[1d20+4]=20+4=24; dmg [1d4]=1
A glowing missile strikes skeleton 4. A critical success? Can I double the damage? :) Dang! 2 crits and you get a 1 or 2, nah! Can't have that, I'm doubling the first 1 to a 2 and rolling for the second...Ha! Ha! Ha! I just rolled a 1 which I'll double so a total of 4hp damage.
The wizard's missile strikes and actually goes around and restrikes S4, but doesn't do as much damage as it should have, for some reason.

Black Wolf grunting in pain redoubles his efforts against the Burning thing in front of him, ignoring the Skeleton that is attacking him from behind. He hits his target, but with a weakened blow (6hp)! Still you can all tell the Burner is nearly done as it's flames are now only flickers.

Ulfgar attacks the nearest skeleton with the flat of his great axe's blade.
Great Axe, flat of the blade [1d20+5]=13+5=18 to hit [1d10+3]=10+3=13 damage
Returning the blow from S9 he had just received, but his is much more mighty (13hp)! S9 falls apart into splintered bone fragments on the floor! For the moment, there are no enemies right around Ulfgar. The Burning skeleton, attacking Naugrim, and S3, attacking Black Wolf, are ahead of him. There are others behind him attacking the rest of the party and two others are up the stairs still moving away from you so aren't a threat.

Willow ducks away from the skeleton, disappearing in the scrum and evading its attention. She dodges and weaves from cover to cover, loosing her arrows at the burning skeleton first, or the undead wizard again, if it falls.
Stealthy. Once per day, you can become invisible for 3 rounds.

Special ability - describing it as mundane hobbity-evasion rather than magic.

Attacking...
Longbow [1d20+2]=3+2=5 [1d8+2]=1+2=3
Longbow [1d20+2]=6+2=8 [1d8+2]=6+2=8
OOC: If y'all had any luck it would all be bad, wouldn't it? Willow's arrows fly wide again! She can't seem to buy a hit!

Fergus, the warrior makes another attack at skeleton #10:
Long Sword: [1d20+5]=1+5=6; dmg [1d8+2]=6+2=8
...and misses!

Wendel gets two 20's and then Fergus gets a 1?
GM: Yeah, and Wendels two 20's yielded only 1hp (doubled) if I was being RAW about it. Naugrim made a good hit, but the regen totally canceled it and Ulfgar crushed, but everybody else either missed or just dinked. This whole party seems to be jinxed when it comes to rolling the dice. This time anyway, the Monsters were getting high rolls. How close to 0 are all of you?


Init Order
16 Naugrim
11 Monsters
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow
05 Fergus

Monsters:
red=turned
strike=destroyed
Skeleton 1: AC14, HP 13/8, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 2: AC14, HP 13/3, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 3: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 4: AC14, HP 13/9, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 5: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 6: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 7: AC14, HP 13/0, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 8: AC14, HP 13/6, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 9: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 10: AC14, HP 13/10, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 11: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Skeleton 12: AC14, HP 13/13, 1d20+3/1d6 (Pierce, Slash, Turn)
Burner 1: AC16, HP 19/2, 1d20+6/1d8 (Bludgeon, Pierce, Slash, Turn) INT+2+6 [Darkness-2, Sound Blast-1, Fear-1, Summon-2]
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
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Marullus
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Re: [002] A Temple and a Tomb

#356 Post by Marullus »

just went back to audit...

Naugrim: 20hp
-7 -6 +6 -8 = 5hp

Willow: 17hp
-4 = 13hp

Naugrim's Shield of Faith spell also has worn off.

Still looking for info on the magic of Naugrim's mace? It flared with green flame and made the first two flee him, but this boss-skeleton is unaffected?
Naugrim falters back as the sword-of-flame sizzles through his flesh. With no one else near him, he cannot fall back. "We must all come and strike him together!" he yells, watching the flaming bones reform.
Blessed Mace [1d20+4]=20+4=24 [1d6+4]=1+4=5
Yeah! Finally a crit! With minimum damage!
"Aaaaaaaaaaaaugh!" he gives a primal yell, bringing his mace around to crush the flaming foe’s legs!

Willow continues to remain hidden, peppering arrows into foes however she can!
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Rex
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Re: [002] A Temple and a Tomb

#357 Post by Rex »

Ulfgar

Ulfgar moves to the burning skeleton. Invoking his amulet of skill again.

Great Axe, w/amulet, flat of the blade [1d20+6]=9+6=15 to hit [1d10+3]=10+3=13 damage

Amulet of Skill [1d20]=7
Still good to use.

He is at 21 hp of 31 max.
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shaidar
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Re: [002] A Temple and a Tomb

#358 Post by shaidar »

Wendel

Hearing Naugrim cry he directs his magic at the burning skeleton:

Magic-Missile (adv, vs 11): [1d20+4]=9+4=13;[1d20+4]=5+4=9; dmg [1d4]=3

(If the burning skeleton is not an option by his action, he will use his magic on S4)
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shaidar
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Re: [002] A Temple and a Tomb

#359 Post by shaidar »

Fergus

Fergus staggers back from the skeletons attack. "Why, you bony little sh...", he hears the priests cry for help.

If he can make it there this round he will attack the burning skeleton. If he's too far away, or the skeleton is destroyed by the time we get to his action, then he will attack S10.

"Aaaargh!" he screams as his blade races towards the undead horror:

Long Sword: [1d20+5]=20+5=25; dmg [1d8+2]=3+2=5
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Edeldhur
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Re: [002] A Temple and a Tomb

#360 Post by Edeldhur »

Erlthal

With a dismayed grunt, Erlthal decides to get back to using his sword - the quarters are just too tight to use his bow with any accuracy.

Attack (Short Sword): [1d20+2]=19+2=21 Damage: [1d6]=4
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