Friday, December 4, 2009

Yeehaw!

Feeling like a storm god, Grumbleshanks glared at Ramman as he called out to the sewer folk. Grumbleshanks yelled "Charge!" and a "Yahoooo!" slipped from his lips. With hatred and revenge burning in his eyes, Hring rushed by shoulder to shoulder with Arngrim, who let a hint of a smile turn his mouth in hopes of a formidable foe. The henchies followed after, but not before Grumbleshanks told them to keep their ears and eyes open for rats sneaking behind us. Grumbleshanks began mumbling, grumbling, and chanting. (Entanglement on Ramman)

New initiative roll? 18+2=20

53 comments:

  1. No need for the new initiative roll, it is your turn.

    Here is how I'm ruling the turns:
    Surprise Round: Grumbleshanks threw his "stinking cloud" bomb.
    Round 1: Grumbleshanks threw his net, the "fog cloud" potion was thrown, and Ramman picked up the other man and retreated.
    Round 2: Grumbleshanks cast a "Storm Burst." Ramman set down the man and drew his sword.

    ReplyDelete
  2. Beranhond, Darvin, and Nym:
    Please add any posts dealing with the battle to the comments on this post.

    Beranhond, Darvin, Grumbleshanks, and Nym:
    You have until midnight tonight to post your actions this round. Grumbleshanks has already taken his turn, attempting to entangle Ramman.

    I will take care of the henchies and baddies and the next deadline will be noon on Monday.

    ReplyDelete
  3. As Grumbleshanks mumbles and grumbles, the moss and other growths on the sides of the sewers begin to reach up and entangle Ramman's legs. Ramman sees what is happening and quickly shifts his stance, avoiding entanglement for the time being.

    Ramman's Reflex Save:Roll(1d20)+8:
    19,+8
    Total:27

    Grumbleshanks: What is the DC of the spell? I'm positive he beat it this round, but next round, his save might be less. It will last 20 rounds.

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  4. Do I have to roll for spells? I'm more familiar with 4D, so am not sure what's allowed. I have 'Ray of Frost,' 'Magic Missile,' 'Obscuring Mist,' and 'Laughing Touch' that might be used. Do I just use them and they automatically do damage or occur or do I roll a d20?

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  5. You do have to roll. Unfortunately, each spell has its own rules. So, for instance, "Ray of Frost" requires a ranged touch attack, and then you do damage normally.

    ReplyDelete
  6. NPC's Attack:
    Seeing Ramman standing in the tunnel, openly defiant, Hring runs to him, whipping out his rapier, and yelling, "You will pay for your past transgressions, Ramman! Prepare to die!"

    And with that, he swings his rapier at Ramman, grazing Ramman's arm.

    Similarly, Arngrim follows Hring, and swings at Ramman with his club. Ramman dodged to the side, missing the blow.

    The other 2 henchmen with Grumbleshanks decided to stay back with their crossbows in case of any other rats coming down the tunnel. They each released a bolt, but both miss.

    Not to be left out, Thjodolf runs up with his short sword and attempts to swing at Ramman as well. He connects, this time grazing Ramman's leg.

    From behind Thjodolf, Scriptus and Codex raise their crossbows and fire into the fray. Codex's shot is wide, but Scriptus manages to hit Thjodolf in the back, and he is hurt very badly. Blood quickly covers his entire right side.

    Ramman's Attack:
    Ramman retaliates by attacking Hring. He swings and hits the shoulder, coming close to Hring's neck, before the blade is deflected. Luckily, Hring is able to deflect it a bit, and though he is hurt, he is still fighting.

    From the direction the fog cloud went, another wererat comes into view for Beranhond, Darvin, and Nym. He stops about 15 feet short of the intersection, and transforms into dire rat form.

    Hring's Attack:Roll(1d20)+5:
    14,+5
    Total:19

    Damage:
    Roll(1d6)+1:
    2,+1
    Total:3

    Arngrim's Attack:Roll(1d20)+2:
    3,+2
    Total:5

    Grumbleshanks' Hench 1:Roll(1d20)+0:
    14,+0
    Total:14

    Grumbleshanks' Hench 2:Roll(1d20)+0:
    12,+0
    Total:12

    Thjodolf Attack:Roll(1d20)+1:
    19,+1
    Total:20

    Damage:Roll(1d6)+0:
    2,+0
    Total:2

    Scriptus Attack:Roll(1d20)+0:
    1,+0
    Total:1

    Scriptus Attack Roll 2:Roll(1d20)+0:
    14,+0
    Total:14

    Scriptus Damage:Roll(1d8)+0:
    5,+0
    Total:5

    Codex Attack:Roll(1d20)+0:
    12,+0
    Total:12

    Ramman's Attack:Roll(1d20)+3:
    20,+3
    Total:23

    Attack 2:Roll(1d20)+3:
    20,+3
    Total:23

    Damage:Roll(1d8)+1:
    2,+1
    Total:3

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  7. Beranhond, Darvin, and Nym:
    Please continue your attacks in the comments of the post "Yeehaw!"

    Beranhond, Darvin, Grumbleshanks, and Nym:
    As Ramman (the wererat) is now engaged in melee combat with your allies, any ranged attacks take a -4 penalty as you try to avoid hitting your allies. Rolls resulting in a natural 1 can result in hitting an ally, as Scriptus did earlier today.

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  8. Clarification on that last: Any ranged attacks against an enemy engaged in melee combat with your ally/allies gets a -4 penalty. I am not sure it was clear that this applies to Ramman but not the rat running down the tunnel toward you.

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  9. Darvin yells "Charge!" draws his cutlasses and heads for the rat at full speed!

    um, Dan, I am confused as to what I need to do for combat. Also, you keep referring to this spreadsheet and I have no clue where it is. Please clarify. I am sorry I am a bad friend.

    ReplyDelete
  10. Darvin:
    So, what you'll do in order to attack is just go to the spreadsheet that is linked to below.

    First, put your name in and the "creature code" of the creature you are attacking (in this case, 1 is the wererat with the sword and 2 is the wererat on the ground).

    After you put those in, you'll put your roll in to hit him. If you're doing a regular attack, that's against AC, so you just put it in, and it will tell you whether you hit or missed. If you hit, then put in your damage under Acc Damage, and it will tell you how badly hurt the creature you attacked is. If that doesn't work for you, I'd be happy to call you tonight and walk you through it.

    http://spreadsheets.google.com/ccc?key=0As7GtcmyEJeMdGI1Y3VmQ2xKRlFRSUJjVUlzanF4SGc&hl=en

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  11. Nym starts at the sight of the dire rat running toward them and scrambles to ready one of the silver arrows Beranhond gave to her. She shoots at the dire rat.

    (1d20)+4, 11+4, 15. If hit, damage (1d6), 2)

    She then looks to the man entangled in the net whom Ramman was carrying. More than a little confused, she runs over to him and begins pulling the net off him.

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  12. I think I got it thanks.

    Darvin dashes forward and swings his cutlasses.

    Attack: Roll(1d20)+0:
    9,+0
    Total:9 Miss

    The wererat dodges the attack and Darvin desperately tries to recover.


    Also, thought you should know that Alan is in Portland for the next couple days so we may not hear from him.

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  13. Darvin:
    Thanks for the update on Talathel.

    A note on your attacks:
    Every round is split into two actions. For you, because you are using two weapons, you can attack twice in a round.

    This round, you used the first action to run up to Ramman, and the second to attack, but next round you can roll to attack twice with the two different modifiers on your character sheet.

    ReplyDelete
  14. Entangle lasts 3 minutes and the baddies need to make a save every round they're in it. They must make a save the moment they move into it. The creepers spread out in a 40 ft. circle, or Y in this case. Mwuahaha.

    Seeing girl bending over the entangled... a girl?? He blinked several times. Seeing her attempting to help the wretching man, he shouted "Avast lass. He's with those smelly ones. The smelly ones with tails, not those with pointy ears and grumpy cats." He glanced behind them down the tunnel, then he flipped his spear blunt side up and thwacked the cloaked man on the head attempting to knock him out or at least make his stay even more uncomfortable.

    He can't have much of an AC at this point.

    Attack: 9+2=11

    Damage: 6+1

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  15. Nym looks up confused when addressed by a voice down another tunnel. A halfling with a spear is coming toward her, telling her the netted man is with the rat-people. She blinks at the halfling, wondering where he came from, and then looks to Beranhond and Darvin to see if they've noticed this newcomer. He hits the netted man with the blunt side of his spear and she hops back, not certain what the halfling is going to do next. After a moment looking from him to the netted man, she says, "Well, hello, are you the person they're meeting down here?" Gesturing to her 6 companions and smiling. "It's sure a strange thing that you're all running around down here. Why do you have a spear? Is that your net? Are you hunting wererats too? I don't know why anyone would want to hunt wererats. I-" Nym's bubbling questions were interrupted when the netted man... Dan?

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  16. NPC's Attack:
    Hring continues his angry attack on Ramman, but in his anger, he telegraphs his thrust a bit, and Ramman easily deflects the blade.

    Arngrim puts away his sword and grabs a crossbow now that he is no longer in melee.

    Grumbleshanks' 2 henchmen both fire, but are unable to hit anything.

    Thjodolf follows Arngrim's lead and puts his short sword away, grabbing his crossbow.

    Scriptus and Codex continue the hail of bolts from behind, but both miss.

    Overall, that was rather disappointing.
    Hring's Attack:Roll(1d20)+5:
    3,+5
    Total:8

    Grumbleshanks' Hench 1:Roll(1d20)-4:
    13,-4
    Total:9

    Grumbleshanks' Hench 2:Roll(1d20)-4:
    9,-4
    Total:5

    Scriptus' Attack:Roll(1d20)-4:
    9,-4
    Total:5

    Codex's Attack:Roll(1d20)-4:
    3,-4
    Total:1

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  17. The cloaked man on the ground begins by puking all over Grumbleshanks' shoes. He then attempts to stand, provoking attacks of opportunity from Darvin, Grumbleshanks, and Nym.
    Nym is trying to help him, so I am going to assume she is not taking her attack. Grumbleshanks is definitely taking his, with nonlethal damage, and Darvin, on seeing Grumbleshanks attack, will do the same. (Nonlethal attacks with a lethal weapon get a -4 to attack.)

    Grumbleshanks swings at him with the butt of the spear, but in his efforts to not kill the man, he didn't swing very hard, and the man kind of leaned out of the way.

    Darvin did not have the same problem. He used the butt of his cutlass to cuff the man upside the head, and the man reeled back from the blow.

    Once the man was standing, he took a swig of a blue potion from his cloak. (This would provoke another attack of opportunity, but you have already used that for the round.) After drinking this potion, he seems to recover from the blows he has taken to his head, and he seems to be getting control of his stomach as well.

    Ramman begins by transforming into hybrid form. Now, standing on his hind legs with his armor and weapon in hand, he stabs at Beranhond, who dealt him a hefty amount of damage last round. He connects, but the blow doesn't do much damage. Beranhond, you have 4 damage.

    The wererat in the hallway continues coming down the hall and launches itself at Grumbleshanks with a bite attack. Luckily, Grumbleshanks easily avoids the bite.

    It is the Players' turn now.
    Grumbleshanks' Attack:Roll(1d20)--2:
    6,--2
    Total:8

    Darvin's Attack:Roll(1d20)--2:
    12,--2
    Total:14

    Damage:Roll(1d6)+2:
    4,+2
    Total:6

    Ramman's Attack:Roll(1d20)+4:
    16,+4
    Total:20

    Damage:Roll(1d8)+2:
    2,+2
    Total:4

    Dire Rat Attack:Roll(1d20)+2:
    3,+2
    Total:5

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  18. The entangle spell catches the cloaked man but Ramman and the Dire Rat are still fine.

    Ramman:Roll(1d20)+8:
    10,+8
    Total:18

    Cloaked Man:Roll(1d20)+2:
    6,+2
    Total:8

    Dire Rat:Roll(1d20)+5:
    13,+5
    Total:18

    ReplyDelete
  19. Annoyed, Beranhond smashes the shield into the face as he thrusts his silver sword.

    Attack:
    Roll(1d20)+2:
    20,+2
    Total:22

    Critical?
    Roll(1d20)+2:
    2,+2
    Total:4
    (no...)

    Damage
    Roll(1d8)+0:
    6,+0
    Total:6

    The shield smashes into the wererat's face, causing his eyes to briefly roll into his head. Due to the concussion Beranhond caused the sword easily slides into his chest, through the rib cage, and out of the back where it drips blue blood. Beranhond pulls it out and the wererat staggers, barely alive.

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  20. Nym pulls out her rapier and swings at the cloaked man.

    (1d20)+4/17+4/21

    Damage (1d6)-1/3-1/2


    She grazes his neck, missing arteries, but causing him some distress.

    Are we supposed to do two attack rolls like last time?

    ReplyDelete
  21. If we're supposed to attack twice:

    Rapier attack
    (1d20)+4/18+4/22 (HOLY SHIT! I'm on a roll... Haha... get it?)

    Damage
    (1d6)-1/3-1/2

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  22. What do you mean, like last time? I was telling Darvin that he had two attacks, but I don't remember telling anyone else to attack twice.

    Here's how two attacks in a round works:
    If you have a high enough Base Attack Bonus (look in the Core Rulebook under your class), you can attack multiple times in a round.
    OR
    If you are attacking with two weapons, you can attack twice in a round.
    OR
    If you have some other special ability or something, you may be able to attack multiple times.

    If you qualify for multiple attacks in a round, you can use a "full attack" action, meaning, you only get 1 5-foot step instead of your full movement. You may take this before, during or after your attack. You may also make the choice to make it a full round attack after you have attacked once, rather than at the beginning. (Basically, if you kill a guy, and the closest guy is too far away to use the 5 foot step, you can use a move action instead of using up the rest of your turn "beating a dead horse," so to speak.

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  23. After bopping the man on the head. Darvin turns his attention back to Ramman. He takes his first cutlass and swings at him.

    Attack:
    Roll(1d20)+2:
    20,+2
    Total:22

    Critical?:
    Roll(1d20)+2:
    9,+2
    Total:11
    Nope...

    Damage:
    Roll(1d6)+2:
    4,+2
    Total:6

    Darvin's blow came down with all his half-elven might and opened an enormous gash across Ramman's chest and stomach. As the wererat's innards poured out onto the ground, the life left Ramman's eyes and he crumpled to the ground dead.

    Darvin took his other cutlass and chopped off Ramman's head and placed it in his pack. "I have a feeling Hring may want this." Thought the half-elf to himself.

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  24. Beranhond laughs as Darvin ducks in and kills Ramman at the last moment.
    "Ah, mighty pirate, I thank you finishing him off, and for doing the beheading for me. That is a digusting act I would prefer not to do."
    He steps back, aims at the wererat hiding around the bend. Puts away his sword, takes out his bow, and fires off a silver arrow.
    Attack:
    Roll(1d20)+0:
    20,+0
    Total:20
    critical?
    Roll(1d20)+0:
    5,+0
    Total:5
    no...
    damage
    Roll(1d6)+0:
    2,+0
    Total:2
    Good lord...

    ReplyDelete
  25. Beranhond, you have to wait until Grumbleshanks has a chance to attack and for the NPC's to go. Then you'll get your chance to attack again.

    Grumbleshanks:You have until midnight, but I would really prefer it if you would post before that so I can post as well.

    ReplyDelete
  26. Ah, well, I was just doing it ahead of time then...

    ReplyDelete
  27. Thjodolf, Arngrim, Scriptus, Codex, Hench 1, and Hench 2 all do the same thing and fire at the cloaked man as one. The sight of all the bolts flying toward their target is an awesome thing to behold, but only Thjodolf's and Scriptus' bolts find their mark. The others all clatter off the stone behind the man, harmlessly bouncing to the ground.

    The cloaked man raises his arms, and turns toward Beranhond, Darvin, and Hring, and starts gesturing and mumbling.

    Darvin, Grumbleshanks and Nym all take advantage of his distraction to attack him. Nym still doesn't get the hint that everyone else is trying to do nonlethal damage to him, so she again doesn't blunt her attack, aiming to kill. Nym and Darvin miss, but Grumbleshanks, connects solidly with the man's head, knocking the man back against the wall.

    Somehow, he is able to concentrate despite the blow, and starts gesturing as if he is about to unleash all hell, when the vines wrapping his feet trip him, and he stumbles and loses the spell.

    Meanwhile, the dire rat attacks Grumbleshanks again, this time biting and then clawing as well. His claws miss the halfling, but his teeth sink into the flesh on the druid's thigh. Grumbleshanks, I need 2 fortitude saves from you.

    Thjodolf's attack:Roll(1d20)-2:
    18,-2
    Total:16

    Damage:Roll(1d8)-1:
    2,-1
    Total:1

    Arngrim's attack:Roll(1d20)-2:
    12,-2
    Total:10

    Scriptus' attack:Roll(1d20)-4:
    20,-4
    Total:16

    Damage:Roll(1d8)-1:
    5,-1
    Total:4

    Codex's attack:Roll(1d20)-4:
    4,-4
    Total:1

    Hench 1's attack:Roll(1d20)-4:
    9,-4
    Total:5

    Hench 2's attack:Roll(1d20)-4:
    5,-4
    Total:1

    Darvin's Attack:Roll(1d20)-2:
    8,-2
    Total:6

    Grumbleshanks' Attack:Roll(1d20)-2:
    20,-2
    Total:18

    Critical:Roll(1d20)-2:
    18,-2
    Total:16

    YES! Critical hit it is!

    Damage:Roll(1d8)+0:
    6,+0
    Total:6 X 2 = 12

    Nym's Attack:Roll(1d20)+4:
    6,+4
    Total:10

    Cloaked man concentration check (for damage dealt):Roll(1d20)+5:
    17,+5
    Total:22 (DC was 10 +damage dealt = 22. Wow. He squeaked that out.)

    Cloaked man concentration check (for entanglement):Roll(1d20)+5:
    7,+5
    Total:12 (So he passed the first check but failed the second. Oh well.)

    Dire rat bite attack:Roll(1d20)+6:
    19,+6
    Total:25

    Damage:Roll(1d4)+1:
    4,+1
    Total:5

    Dire rat claw attack:Roll(1d20)+0:
    14,+0
    Total:14

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  28. Grumbleshanks:
    Somehow, you fought off both the Lycanthropy disease and the filth fever disease. Well done.

    ReplyDelete
  29. Phew. Sorry about the delay.

    Disgust mixed with a hint of fear crossed Grumbleshanks' face as he looked at the bite on his thigh. However, the cloaked man's spells worried him more. Overcome with curiosity, he yelled "Take him alive." And...

    Dan can I pick up my net to toss without provoking an attack of opportunity?

    If not, I do and attempt to bag him.

    If so, I signal and yell at the nearest manly men to tackle and sit on him.

    Either case, I hope someone attacks the rat on my leg.

    ReplyDelete
  30. Flip those two possibilities... you catch my drift.

    ReplyDelete
  31. And then I thwack the shady man with the blunt of my pointy stick hoping to deal a KO.

    Attack: 11+2-4=9

    Grumbleshanks attempts to pop the man upside the head, but like a child swinging at a pinata high overhead, the swing missed wide.

    ReplyDelete
  32. This turn, the Dire rat cannot avoid being entangled, and gets caught.

    Roll(1d20)+5:
    1,+5
    Total:6

    ReplyDelete
  33. Beranhond steps back and fires another arrow at the wererat.

    Roll(1d20)+0:
    14,+0
    Total:14

    Damage:
    Roll(1d6)+0:
    6,+0
    Total:6

    (well that was nice, I was figuring it was going to be a 1 or something... these bows don't do much damage).

    ReplyDelete
  34. Hearing the halfling yell to take the cloaked man alive, a wry smile grows on Nym's face. Nym sheathes her rapier and reaches out to the man's face, catching it between her hands. As soon as her hands touch the man's skin, he bursts into laughter, falling to the floor incapacitated.

    Laughing touch. No damage. Can't be saved against. Enemy is incapacitated with laughter for one round.

    ReplyDelete
  35. Nym:
    To see if you were actually able to deliver your laughing touch, roll to hit using your Melee base attack bonus against his Touch AC. You just have to verify that you could touch him with your hand.

    ReplyDelete
  36. Laughing Touch
    Melee basic v. touch
    (1d20)-1
    12-1
    11

    ReplyDelete
  37. Having caused the cloaked man to collapse laughing on the ground, Nym triumphantly rests her fists on her hips and places one foot on the man's back. His uncontrolled laughter causes her to bounce slightly when she does this, making her look more comical than impressive. She asks wryly cocking her head to the side and jutting out her chin slightly, "Anyone have some rope?"

    ReplyDelete
  38. Shaking his head at Nym, Beranhond raised his shied and charged at the remaining wererat. Swinging his sword he connects solidly and creates a long cut in the wererat's body.

    Attack:
    Roll(1d20)+2:
    15,+2
    Total:17
    (hit)

    Damage:
    Roll(1d8)+0:
    4,+0
    Total:4

    ReplyDelete
  39. Hey guys, Sorry about this, but for some reason my post for yesterday never showed up. Hence why Nym didn't know she was supposed to give me a couple fortitude saves. Here is what I wrote for yesterday:
    Hring looks down at the corpse at his feet and steps over Ramman, pressing the attack to the cloaked man. He begrudgingly does as Grumbleshanks instructed and attempts to knock the man unconscious rather than kill him. He misses with the butt of his sword. Thjodolf, Arngrim, Scriptus, Codex, Hench 1, and Hench 2 all loose a hail of bolts again. Unfortunately, as they all try to aim for non-vital areas, they miss as well.

    After his previous attempts got him a good thwack on the head, the cloaked man attempts to defensively cast a spell. As he concentrates on avoiding being attacked, however, he loses the spell.

    The dire rat loses interest in Grumbleshanks, and attacks Nym standing next to him. He tries biting and then clawing at her. His claws miss, but his teeth catch her foot as he goes down. Nym takes 2 damage, and I need two fortitude saves.

    Beranhond, Darvin, Grumbleshanks, and Nym: It's your turn, now.


    Hring's attack:Roll(1d20)+1:
    6,+1
    Total:7

    Thjodolf's attack:Roll(1d20)-2:
    15,-6
    Total:9

    Arngrim's attack:Roll(1d20)-2:
    1,-6
    Total:1
    Epic fail! Does he hit someone else instead?

    Roll(1d20)-2:
    5,-6
    Total:1

    Scriptus' attack:Roll(1d20)-4:
    14,-8
    Total:6

    Codex's attack:Roll(1d20)-4:
    13,-8
    Total:5

    Hench 1's attack:Roll(1d20)-4:
    18,-8
    Total:10

    Hench 2's attack:Roll(1d20)-4:
    16,-8
    Total:8

    Cloaked man concentration check (for defensive casting):Roll(1d20)+5:
    5,+5
    Total:10 (Fail)

    Dire rat bite attack:Roll(1d20)+6:
    12,+6
    Total:18

    Damage:Roll(1d4)+1:
    1,+1
    Total:2

    Dire rat claw attack:Roll(1d20)+0:
    2,+0
    Total:2

    ReplyDelete
  40. Hring continues to attempt to bludgeon the man on the ground with his rapier, and has a hard time of it, his blow harmlessly glancing off the man's robe.

    Thjodolf, Arngrim, Scriptus and Codex attempt to use their arrows to incapacitate the man on the ground and miss, but Hench 1 and Hench 2 both change their tactics and attempt to take out the remaining wererat. All bolts miss.

    The dire rat retaliates against Beranhond's attack, and bites and claws at him.Beranhond takes 3 damage, and I need two fortitude saves.

    Beranhond, Darvin, Grumbleshanks, and Nym: It's your turn, now.


    Hring's attack:Roll(1d20)-3:
    7,-3
    Total:4

    Thjodolf's attack:Roll(1d20)-6:
    7,-6
    Total:1

    Arngrim's attack:Roll(1d20)-6:
    13,-6
    Total:7

    Scriptus' attack:Roll(1d20)-8:
    7,-8
    Total:1

    Codex's attack:Roll(1d20)-8:
    2,-8
    Total:1

    Hench 1's attack:Roll(1d20)-4:
    18,-4
    Total:14

    Hench 2's attack:Roll(1d20)-4:
    16,-4
    Total:12

    Dire rat bite attack:Roll(1d20)+6:
    11,+6
    Total:17

    Damage:Roll(1d4)+1:
    2,+1
    Total:3

    Dire rat claw attack:Roll(1d20)+0:
    6,+0
    Total:6

    ReplyDelete
  41. As Gurkirat came upon his friends in the midst of battle, he was able to observe at least 10 missed attacks. 'At least I can help here', he thought as he started playing some music on his clarinet.

    Bardic Performance - Inspire Competence. (An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.)

    ReplyDelete
  42. Fortitude:
    Roll(1d20)+5:
    20,+5
    Total:25

    Roll(1d20)+5:
    15,+5
    Total:20

    Attack:
    Roll(1d20)+2:
    16,+2
    Total:18

    damage:
    4

    ReplyDelete
  43. After a triumphant moment, Nym frowns and looks down at her foot. "That rat bit me! Oh, gross!" She exclaims to no one in particular, annoyed with the rat. Sher has forgotten about the need to tie up the cloaked man in her anger. She turns to the rat, pulls out her rapier, and swings at it clumsily, too angry with it to control her movements well. "I'll teach you to bite ME!" she yells at the rat.

    (1d20)+4
    4+4
    8
    Suckfest

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  44. Beranhond and Nym, did you add +1 to your attack and damage from the Inspire Courage provided to you by your gnomish bard friend?

    ReplyDelete
  45. Darvin quickly pulled the rope out of his pack and tied the cloaked man's arms and legs together. "That should hold him!" Darvin then turned and focused on the wererat behind him.

    Attack 1:
    Roll(1d20)+3:
    5,+3
    Total:8
    Miss...

    And the battle rages on...

    ReplyDelete
  46. For tying him up, could I get a Combat Maneuver Bonus roll from you, Darvin? Your bonus to it is on the "Front" tab of your character sheet, on the left, titled "CMB". The DC is 12.

    ReplyDelete
  47. Grumbleshanks watched Darvin hogtie the mysterious man and offered pointers here and there. After the half-elf turned to the rat, he double-checked the knots, cinched them nice and tight, and, weary of the spell-caster, he stuffed a dirty sock into the man's mouth. He then willed the roots and sewage slime to take good hold of the man, making sure a few vines and tentacles secured the sock. He prodded the man with his pointy stick and smirked. Satisfied, the halfling turned to the battle.

    ReplyDelete
  48. Now that the man is tied up, Hring realizes it would not be sporting to continue bludgeoning him, and stops, guarding against any escape attempts from the man.

    Thjodolf fires a bolt at the wererat, and misses, but Arngrim gets in a very lucky shot, right in the wererat's eye socket, and the wererat is dead as it falls forward into the sewage and begins transforming back into human form.

    The battle is over. Beranhond, Darvin, Grumbleshanks, Gurkirat, Nym, and Talathel are all in the same intersection, with one tied up man and two dead wererats.

    You may now start a new post.


    Thjodolf's attack:Roll(1d20)-5:
    10,-5
    Total:5

    Arngrim's attack:Roll(1d20)-5:
    20,-5
    Total:15
    20 = Hit! But is it critical?
    Roll(1d20)-5:
    18,-5
    Total:13
    Nope.

    Damage:Roll(1d8)+1:
    7,+1
    Total:8

    ReplyDelete

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