Memories of Holdenshire.

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Dec 21, 2023 3:09 pm
kalajel sent a note to GeneCortess
Dec 21, 2023 11:32 pm
"Considering our benefactor did in most of these skeletons, I suspect that we are going to end up finishing the job." Scarfs has her shortsword drawn and ready now. And a torch in the other.
Last edited December 23, 2023 7:04 pm
Dec 23, 2023 6:32 am
"Well, if they're not coming, we can pelt them with arrows, perhaps." He reached for the tiny crossbow at his hip, racking up a bolt and taking aim. Not the most effective weapon against a pile of bones, perhaps, but he did not fancy getting too close and having his coat get torn up.
Dec 23, 2023 2:53 pm
You have a point. Roark readies his bow and two arrows. With a trained arm, he sends two arrows against a skeleton
[ +- ] Doubleshot (1 point, A)

Rolls

Longbow - Biting Zephyr - (1d20+5, 1d8+3+1d8)

1d20+5 : (15) + 5 = 20

1d8+3+1d8 : (4) + (1) + 3 = 8

Dec 23, 2023 3:35 pm
Taking note from competent companions, our half-orc ranger draws and loads his own longbow. And puts a missile of his own into dungeonous air!

Rolls

Longbow - (1d20+4)

(16) + 4 = 20

Dmg - (1d8+2)

(3) + 2 = 5

Dec 23, 2023 5:16 pm
Okay, so right now, your only source of light, IIRC, is a torch carried by Scarfs. The torch provides 20' of bright light and another 20' of dim light beyond that. If you retreated all the way back the corridor to lure in the skeleton, the corridor is 40' long, add another 10' to 20' for the skeletons being a bit further inside the large room and they are more likely in complete darkness right now.
So unless you have darkvision, shooting at the skeletons is going to be very difficult if not down right impossible. I'll let you discuss a plan of action for now, you have plenty of time anyways as the skeletons seem rather uninterested in you at the moment...


One skeleton crumbles from the concentrated fire and the other turns towards you. INITIATIVE!
OOC:
Note that in a5e, initiative is not always a straight DEX roll, depending on the situation and what can be justified, it can also be a skill check. Also, since you are now fighting only one remaining skeleton, I think we can do this fight in a "theatre of the mind" style for now.

Rolls

Sjeleton's initiative

Dec 23, 2023 10:16 pm
OOC:
Initiative.

Rolls

Initiative (Dex) - (1d20+2)

(10) + 2 = 12

Dec 23, 2023 10:35 pm
OOC:
Initiative

Rolls

Initiative - (1d20+2)

(10) + 2 = 12

Dec 23, 2023 10:49 pm
INIT is 10. Looks a bit slow.
Last edited December 23, 2023 10:50 pm

Rolls

INIT - (1d20+2)

(8) + 2 = 10

Dec 24, 2023 9:24 am
OOC:
yep

Rolls

Initiative (Dex) - (1d20+3)

(20) + 3 = 23

Dec 27, 2023 3:15 am
"Well, that went better than expected." Chester saw the arrows fly, impressed with the barrage, and stowed his crossbow in favor of his whip.

Rolls

Initiative - (1d20+2)

(19) + 2 = 21

Dec 27, 2023 3:30 am
OOC:
Init

Rolls

Init - (1d20+3)

(12) + 3 = 15

Dec 27, 2023 4:36 am
First round of combat!

Initiative
23 Roark
21 Chester
19 Skeleton
15 Eronar
12 Garbuffel
12 Harsk
10 Scarfs

Conditions: Scarfs is holding a torch (20' bright light, 20' dim light after that).

Roark is up first!
Dec 27, 2023 6:18 am
OOC:
Side note. :) Scrafs does own a lantern and oil should that torch become less than useful.
Last edited December 27, 2023 6:19 am
Dec 27, 2023 9:41 am
Again Roark launches 2 arrows

Rolls

Longbow double shot - (1d20+5, 1d8+3+1d8)

1d20+5 : (12) + 5 = 17

1d8+3+1d8 : (2) + (3) + 3 = 8

Dec 27, 2023 5:25 pm
Roark's shots breaks a few ribs, that skeleton looks to be in bad shape (It has the Bloodied condition even though it can't bleed... yeah, it's a bit weird to say...).

Chester is up next!
Dec 27, 2023 6:31 pm
Chester took a step forward, in front of the bowmen, uncoiling the length of his bullwhip. Taking his cape and throwing it off his shoulder to free his fighting arm, he began to wind up, forming an elaborate pattern of loops and curls around him as the lash gathered energy, ready to strike out like an asp...
OOC:

Movement: Chester will take the fore, and move ahead of the party.
Bonus Action: Prepare the Frightful Suppression trick.
Action: Ready an attack against the first enemy to enter my reach, using Frightful Suppression to stop their movement. (DC 13 Wisdom Save). (Feel free to roll the attack if it gets in - 1d20+4 / 1d4+2 slashing damage.)
[ +- ] Frightful Suppression
Last edited December 27, 2023 6:49 pm
Dec 27, 2023 7:10 pm
The skeleton will now make a dash towards the nearest target (I assume that will be Chester). Its movement takes it right to teh end of the slime-covered hallway, so it will take some acid damage as well...

And with Chester's well-placed strike as well as the acid, the last skeleton crumples onto the floor.

The fight is over.

Rolls

Chester's attack (1d20+4, 1d4+2) - (1d20+4, 1d4+2)

1d20+4 : (9) + 4 = 13

1d4+2 : (1) + 2 = 3

Acid damage

Dec 27, 2023 7:58 pm
Scarfs who does have an athletic look to her was posed for combat and rather slow on the reactions. "That was fast work. Now to see where she came here from."
Dec 28, 2023 6:48 am
Roark recovers some of the arrow.
Let's move on
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