Chapter 3 - The Missing Delegation

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Apr 5, 2019 2:25 am
The reavers desperate to break free begin to lash about without regard.

Cells uses a reaction to protect Sorgrimm (imposing disadvantage)

Rolls

R2 v Sorgrimm - (1d20+4, 1d8+2)

1d20+4 : (17) + 4 = 21

1d8+2 : (3) + 2 = 5

R5 v Xella - (1d20+4, 1d8+2)

1d20+4 : (12) + 4 = 16

1d8+2 : (3) + 2 = 5

R6 v Xella - (1d20+4, 1d8+2)

1d20+4 : (16) + 4 = 20

1d8+2 : (8) + 2 = 10

R7 v Sorgrimm - (1d20+4, 1d8+2)

1d20+4 : (2) + 4 = 6

1d8+2 : (7) + 2 = 9

R8 v Sorgrimm - (1d20+4, 1d8+2)

1d20+4 : (16) + 4 = 20

1d8+2 : (2) + 2 = 4

R2 disadvantage - (1d20+4)

(10) + 4 = 14

Apr 5, 2019 2:28 am
Xella takes a blow for 10, Sorgrimm for 4.

You're all up.
Apr 5, 2019 10:45 am
Yillia continues to pepper the two reavers R7 & R8 with arrows.

20/28 HP

Rolls

Damage #1 - (1d8+2)

(2) + 2 = 4

Attack #1 - (1d20+6)

(14) + 6 = 20

Damage #2 - (1d8+2)

(4) + 2 = 6

Attack #2 - (1d20+6)

(12) + 6 = 18

Apr 5, 2019 10:50 am
Yillia strikes two reavers, who are getting nervous.

Damage recorder
R1: dead
R2: 12/22
R3: dead
R4: dead
R5: 12/22
R6: undamaged
R7: 6/22
R8: 6/22
Apr 5, 2019 12:17 pm
Watching one after the other of the reavers fall, Felicia sends another blast of energy towards the enemy combatants.

Casting eldritch blast as an Action against R2.
18/21 HP | 13 AC | Darkvision 60’
Spell Slots: 0/2 | Spell Level: 2
[ +- ] Xestras - Quasit - AC 13 | 7/7 HP

Rolls

Eldritch Blast - (1d20+6, 1d10+4)

1d20+6 : (16) + 6 = 22

1d10+4 : (8) + 4 = 12

Apr 5, 2019 12:23 pm
Another reaver falls screaming, dragged into the abyss.

Damage recorder
R1: dead
R2: dead
R3: dead
R4: dead
R5: 12/22
R6: undamaged
R7: 6/22
R8: 6/22
Apr 5, 2019 5:44 pm
Berci draws his maul at the sounds of steel.

You wonderers! he shouts at the men Whom do you run from, who sings their steel?

To Araaz, Ready yourself, your business will be attended too in time.

Rolls

Initiative - (1d20+1)

(10) + 1 = 11

Apr 5, 2019 5:50 pm
Berci and Araaz run into the keep and farther in, you see a pitched battle as six assorted individuals fight a throng of pirates.

Act as you will. As you run around a corner and see it, you're 30 feet from the melee, near where four of them are standing back attacking from a distance.
Apr 5, 2019 6:12 pm
Qralloq says:
Berci and Araaz run into the keep and farther in, you see a pitched battle as six assorted individuals fight a throng of pirates.

Act as you will. As you run around a corner and see it, you're 30 feet from the melee, near where four of them are standing back attacking from a distance.
OOC:
4 pirates/4 players?
Berci approaches regardless of party ready to attack with maul, but lowered. Trying to beckon one of the 4 toward him and shouting:

I saw your friends running away. Do you need a hand?
OOC:
if the pirates
You’ve got your hands full. Scared a few of them back seems it though. How can we help? motioning to Araaz
OOC:
if the adventurers
Apr 5, 2019 6:39 pm
OOC:
Sorry the adventurers are not pirates, and there are six of them: four fighting from a distance, and two engaged in melee with five pirates (three more pirates are down on the ground, unconscious or worse).
Apr 5, 2019 11:30 pm
Let’s assist them, Berci!

Araaz charges in and takes a swipe with his sword at one of the reavers. I’ll also make an unarmed strike using my Martial Arts in case I don’t do enough damage to kill it, I miss with my sword, or if he dies and I’m able to hit someone else.
OOC:
Nice! Looks like my sword attack was a crit. I read on one of the "House Rules" thread that we are treating the extra crit damage as max di value to help with making the posts more smooth? So does that mean I do an extra 12 damage for crit on top of my roll? (1d6+6)
Last edited April 5, 2019 11:38 pm

Rolls

Initiative - (1d20+3)

(16) + 3 = 19

Blessed sword attack, damage - (1d20+6, 1d6+6)

1d20+6 : (20) + 6 = 26

1d6+6 : (1) + 6 = 7

Unarmed attack, damage - (1d20+5, 1d4+5)

1d20+5 : (11) + 5 = 16

1d4+5 : (2) + 5 = 7

Apr 6, 2019 12:07 am
OOC:
Your damage rolls are too high by 2, unless you can point me at the ability that gives you that damage bonus? On a critical, you only reroll the damage die, you don't get the extra bonuses, as well. The house rule is that damage die roll is maximized.
Araaz rushes into combat and strikes at a random reaver, his sword striking for 11 damage. (1 rolled +3 Dex +1 Blessing +6 critical). His unarmed attack also lands, for 5 damage.

Randomly rolled target R5: first attack drops it to 1 hp, second attack slays it.

Damage recorder
R1: dead
R2: dead
R3: dead
R4: dead
R5: dead
R6: undamaged
R7: 6/22
R8: 6/22

Rolls

Random rolls - (1d4, 1d4)

1d4 : (1) = 1

1d4 : (4) = 4

Apr 6, 2019 12:29 am
Araaz you’re too kind. Too trusting. says Berci as he rushes in at one of the reavers
[ +- ] goading attack Wis save DC 13
Crit +12 damage?
Last edited April 6, 2019 12:31 am

Rolls

Attack - (1d20+5)

(20) + 5 = 25

Maul Damage - (2d6+3)

(32) + 3 = 8

Reroll damage (if 1/2 great weapon) - (2d6)

(12) = 3

Goading Attack (add to damage if a hit) - (1d8)

(4) = 4

Apr 6, 2019 12:44 am
OOC:
Check out the new peeps dropping all the crits!
Berci rushes in and mauls a reaver (R8) for 23 damage. (3+1 rolled +3 STR +12 crit +4 goad)

Damage recorder
R1: dead
R2: dead
R3: dead
R4: dead
R5: dead
R6: undamaged
R7: 6/22
R8: dead

Rolls

Random target - (1d3)

(3) = 3

Apr 6, 2019 2:13 am
Silver.hawk sent a note to Qralloq
Last edited April 6, 2019 2:14 am
Apr 6, 2019 2:16 am
@Silver.hawk: NP, I check that stuff, but sometimes people have odd abilities I forget about
Apr 6, 2019 2:17 am
@ Qralloq I updated my char page with the correct damage rolls. Thx for pointing it out!
Apr 9, 2019 3:14 am
Sorgrimm and Xella are up.
Apr 9, 2019 3:28 am
Xella looks at the damage already doled out by the newcomers. "Impressive! Come now Sorgrimm, let's finish what we've started." She bounds over to the injured reaver and takes a swing.

Rolls

Longsword - (1d20+5, 1d8+3)

1d20+5 : (11) + 5 = 16

1d8+3 : (4) + 3 = 7

Apr 9, 2019 3:37 am
Xella efficiently dispatches the injured reaver. The last one is looking nervous despite his fanaticism.

Damage recorder
R1: dead
R2: dead
R3: dead
R4: dead
R5: dead
R6: undamaged
R7: dead
R8: dead
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