[OOC] My impression was that Kira's #241 post was actually a queued action from Round 3, so I was waiting for Kira to make a Round 4 action before deciding what Uradurk does in Round 4 because Initiative order.
At the top of the round, Tarhun is going to swing again on the first drow that Uradurk attacked. Attack: 16 Damage: 9
Rollback Post to RevisionRollBack
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
Xullraema transfers her hex to another archer and fires an eldritch blast.
Attack: 17 Damage: 2
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
DM: It's hard to keep track of everything and make a decision on what to do when the other turns before mine aren't resolved. Especially in cases like this one where there's so much going on and some of our turns are days apart. May I suggest linking or giving us the stats of the enemies? That way we can resolve the turns ourselves (i.e., narrate whether the attacks hit or not and how much health the enemy has left). This would reduce the amount of work on you and allow this battle to flow more smoothly.
drow: moves forward but haven’t engaged in full on combat yet, if they step forward they would have to traverse the caltrops. The quaghoths/ buppido and derendil have dropped off the side of the bridge. The two drunk drow have entered the room through the back.
Characters: (uradurk round 4: uradurk swings at the first drow slicing into his shoulder right through his armor.)
tarhun: Tarhun swings at the stumbling drow right after uradurk takes his swing. He hits the drow in the ribs as you hear a crunch of bones.
Xullraema: xullraema transfers the hex to drow number 8 and fires another Erdrich blast for 2 + 2 Damage
Mundis: Mundis strikes again with her dagger at drow number 2
Kira: Kira strikes at drow 1 with a final blow he falls with a thud
Uradurk: uradurk steps forward with a short sword and swings at the second drow hitting him right in the chest nocking him back a little
sarith: still hiding in his chest
topsy and turvy: the look around the corner at the awaiting drow, with every one distracted topsy and turvy will keep a watch on the drows movement and notify the group if they start to move into the room
(you are right posting the stats on heath would be helpful, I’ll do that at home tonight I’ll just edit this one so watch out for that)
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
This post has potentially manipulated dice roll results.
Round 6 drow:
the two (one now) drunk drow: the first drow is exesivly attacked and falls to the floor in a pool of blood. The second drow is struck and pushed back, he regains his balance “you all are crazy, you just killed my friend and now I’m going to kill you” in his drunken rage he runs forward and grapples with uradurk attempting to punch and kick him (Attack: 16 Damage: 4)
the archers/shielders/other drow: they haven’t decided on going in yet and topsy and turvy keep watch of them. Because of them not entering it seems as if the other drow had sent any remaining troops through the back.
[OOC] Does Uradurk need to do a grapple check against this guy?
The drunken drows fist finds purchase on Uradurk's jaw, but does not seem to be as effective as the speed of his fist would have indicated. Uradurk lets out a roar as his rage continues. (Rage grants resistance to slashing, piercing, bludgeoning damage, so he takes 2 damage.)
also I redid some of the math for this battle: currently there are 11 drow standing, archers 6 and 7 have died. The two in the room are also dead. The drow in the front are all at full heath except for drow 1 who’s at 4/13 hp. Out of the archers one is at full hp, 6 and 7 are dead, 8 is at 3/13 hp and hexed, 9 is at 5/13 hp and 10 is 13/13 hp.
I would suggest changing the hex to drow 10 due to that one being at full heath
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
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[OOC] My impression was that Kira's #241 post was actually a queued action from Round 3, so I was waiting for Kira to make a Round 4 action before deciding what Uradurk does in Round 4 because Initiative order.
Check out my Extended Signature here
(Oh crap, if you want to you can skip or make a move)
Uradurk's Round 4 move: Uradurk will swing a shortsword at one of the drow that Kira/Tarhun were targeting.
Attack 15 for 10 (still Raging)
Check out my Extended Signature here
(Ok so that’s the attacks of round 4, and the drow can’t see any of you but don’t want to move yet. You guys can go ahead and do your moves)
Did I hit?
Check out my Extended Signature here
(Yeah, depending on who you hit one of them might be down. Do you want just random or pick the first or second drow)
Let’s go with first.
Check out my Extended Signature here
(Got it ok)
At the top of the round, Tarhun is going to swing again on the first drow that Uradurk attacked. Attack: 16 Damage: 9
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Xullraema transfers her hex to another archer and fires an eldritch blast.
Attack: 17 Damage: 2
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Mundis grabbes another dagger she has and stabs the same drow again
Attack: 19 Damage: 7
Kira attacks the closest drow in the room.
Attack: 13 Damage: 5
DM: It's hard to keep track of everything and make a decision on what to do when the other turns before mine aren't resolved. Especially in cases like this one where there's so much going on and some of our turns are days apart. May I suggest linking or giving us the stats of the enemies? That way we can resolve the turns ourselves (i.e., narrate whether the attacks hit or not and how much health the enemy has left). This would reduce the amount of work on you and allow this battle to flow more smoothly.
[OOC] I support DaNoLyfeKing’s proposal.
If any drow are left in the room, Uradurk will swing a short sword at the closest.
Attack 12 for 9 (still Raging)
If no drow are left in the room, Uradurk throws another dagger at the closest enemy near the caltrops.
Attack 17 for 8 (still Raging)
Check out my Extended Signature here
Round 5 recap: (sorry got pretty sick)
drow: moves forward but haven’t engaged in full on combat yet, if they step forward they would have to traverse the caltrops. The quaghoths/ buppido and derendil have dropped off the side of the bridge. The two drunk drow have entered the room through the back.
Characters: (uradurk round 4: uradurk swings at the first drow slicing into his shoulder right through his armor.)
tarhun: Tarhun swings at the stumbling drow right after uradurk takes his swing. He hits the drow in the ribs as you hear a crunch of bones.
Xullraema: xullraema transfers the hex to drow number 8 and fires another Erdrich blast for 2 + 2 Damage
Mundis: Mundis strikes again with her dagger at drow number 2
Kira: Kira strikes at drow 1 with a final blow he falls with a thud
Uradurk: uradurk steps forward with a short sword and swings at the second drow hitting him right in the chest nocking him back a little
sarith: still hiding in his chest
topsy and turvy: the look around the corner at the awaiting drow, with every one distracted topsy and turvy will keep a watch on the drows movement and notify the group if they start to move into the room
(you are right posting the stats on heath would be helpful, I’ll do that at home tonight I’ll just edit this one so watch out for that)
Tarhun spies one drunk drow who is still standing. He will fix that situation. Attack: 15 Damage: 4
OOC: Sorry, jumped out of order there. Still what Tarhun is going to do once its his move.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Round 6 drow:
the two (one now) drunk drow: the first drow is exesivly attacked and falls to the floor in a pool of blood. The second drow is struck and pushed back, he regains his balance “you all are crazy, you just killed my friend and now I’m going to kill you” in his drunken rage he runs forward and grapples with uradurk attempting to punch and kick him (Attack: 16 Damage: 4)
the archers/shielders/other drow: they haven’t decided on going in yet and topsy and turvy keep watch of them. Because of them not entering it seems as if the other drow had sent any remaining troops through the back.
[OOC] Does Uradurk need to do a grapple check against this guy?
The drunken drows fist finds purchase on Uradurk's jaw, but does not seem to be as effective as the speed of his fist would have indicated. Uradurk lets out a roar as his rage continues. (Rage grants resistance to slashing, piercing, bludgeoning damage, so he takes 2 damage.)
Check out my Extended Signature here
(No grappling check, I probably should have used a different word.)
(Tarhuns taken his turn xullraema is up)
also I redid some of the math for this battle: currently there are 11 drow standing, archers 6 and 7 have died. The two in the room are also dead. The drow in the front are all at full heath except for drow 1 who’s at 4/13 hp. Out of the archers one is at full hp, 6 and 7 are dead, 8 is at 3/13 hp and hexed, 9 is at 5/13 hp and 10 is 13/13 hp.
I would suggest changing the hex to drow 10 due to that one being at full heath
Xullraema throws an eldritch blast at the hexed archer.
Attack: 21 Damage: 13
Then transfers the hex to archer 10.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum