If nothing should pop out to attack those in the lead, then Vondal makes it his prerogative to hold up just around the southern bend of the intersection. Specifically, just around the corner so that, anyone looking in or out of the door to the east, at the very least, might have a hard time seeing him. Though he kept Zindral ever in hand during the journey so far, the gold dwarf only now readied to notch an arrow in anticipation of some kind of trouble.
For things had been quiet... too quiet so far... not counting the occasional strange echoes that swept through the tunnels, of course.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl turns to the others and whispers "there's goblins on tother side"before slamming the door open and yelling out "pick up a weapon and you're a dead goblin!"
Following a sharp nod, Vondal stepped more into the hall just to better line up a shot when things get real. And it's /only/ when things get real, and any goblins fail to comply to Uncle Karl's demand that the gold dwarf had an arrow loosed to put a much needed hole in their skull. Because clearly they needed the extra brain room to think again before daring to deny the dwarves.
Assuming they survived the shot...
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl turns to the others and whispers "there's goblins on tother side" before slamming ... into the door, expecting it to open, but it doesn't. As he blinks and shakes his head to recover from the surprise of the door not opening, he hears the voices on the other side rise in alarm.
This post has potentially manipulated dice roll results.
"So much for our element of surprise" Adrom winks at Karl "Allow me lad, I got a key..." he raises his maul over his head and tries to smash the door down.
( STR Check 22 or the 14 I rolled at the game log when messing around my character sheet ;) )
Despite some element of surprise lost, Vondal kept a shot readied for when the door inevitably fell to the strength of dwarven might! Though this meant paying less attention to the path to the north, such concerns are mentally brushed off as the gold dwarf narrowed his eyes and held his breath to better steady himself.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
After squeezing by Karl, Adrom slams into the door, preparing for difficulty and attacking all the harder. There is a loud cracking sound, and the door — almost knocked from its hinges — swings open akwardly. The cleric has just enough time to notice the spray of wood pieces still settling on the floor leading to a brazier in the center of the room when two javelins come whizzing through the air at him. (Attack 1: 10 Damage: 9; Attack 2: 15 Damage: 12) Both projectiles bounce harmlessly off of the dwarf's chainmail.
Spotting targets within, both Vondal and Nif release their own assaults. (Vondal: Attack: 16 Damage: 5 at blue; Nif: Attack: 19 Damage: 7 at yellow) One arrow and one bolt sink into their intended targets, causing two different creatures to growl in pain and frustration.
You are the token with the gray ring at B4. I use the 5-10-5 diagonal rule. Moving through difficult terrain is double (usually 10 feet instead of 5 feet) when moving OUT of the square of difficult terrain. For instance, you can enter Adrom's square using only 5 feet of movement, but moving back out of his square would use 10 feet. You can enter a friend's square to attack as long as you have enough movement to move back out of the square after you attack. You can end your turn in the square of a dead or unconscious creature (friendly or not). If you become conscious while another creature is standing over you (in the same square), you have to crawl out of the square before you can act or stand up. Drawing a weapon as part of your action is fine. If you want to switch weapons, it's an action to stow your weapon, but you can drop a weapon for free. Please keep track of your character sheet including HP, spell slots, and bolts used.
Nif, reloads his crossbow and takes another shot at yellow before taking cover back at the corner (He will move to C5 and back to B4 again if necessary).
Attack: 10 Damage: 11
Rollback Post to RevisionRollBack
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
This post has potentially manipulated dice roll results.
Karl pushes past Nif to E4 swinging at the green goblin (Attack: 12 Damage: 13) as he arrives. "This is for the sore shoulder I got on yer front door!"
This post has potentially manipulated dice roll results.
Nif moves back into the hallway to shoot another bolt at the bugbear he can see just as Karl is pushing by Adrom. To keep from hitting the cleric, Nif jerks his crossbow to the side, and the bolt lands in the door jam instead.
Karl pushes into the room and heads for the first target he sees. He swings Hew at the creature, landing a solid blow. It's at this point that Karl realizes these might be the biggest bugbears he has ever seen.
All five of the bugbears target Karl. Four surround him and hit him with their morningstars while the fifth throws a javelin at him from the middle of the room. (Gray Attack: 20 Damage: 8 piercing; Red Attack: 8 Damage: 17 piercing; Green Attack: 9 Damage: 13 piercing; Blue flanking Attack: 24 Damage: 22 piercing; Yellow Attack: 22 Damage: 6 piercing) Two of the morningstar's make contact while the barbarian uses a combination of agile reflexes and his shield to block the other three attacks. (-25 total)
This post has potentially manipulated dice roll results.
"Easier said than done, Hammerer! We need to clear the way a bit first." Vondal reminds as he notched another arrow. Just prior to loosing the shot, sparks appear and leap from his hands to arrow, giving it a faint, blue-ish glow like so many times before. But now the gold dwarf hardly paid attention to this, for the phenomenon was as a natural as breathing now.
And without a second thought, he loosed the arrow at the height of transfer of power..
Bonus Action: Channel the Storm(Kinsei Shot).
Action:Attack with Zindral. (Lethal, Short Range)Long Bow - Attack: 21 Damage: 10 non-magical piercing damage to Bugbear(Grey).
Movement: To B8.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Adrom heals Karl with a prayer and then swings his hammer at the bugbear blocking the door. The goblinoid sees the attack coming, however, and twists out of the way. As the cleric backs up to make space for his friends, the bugbear swings his own weapon at Adrom. (Attack: 5 Damage: 17 piercing) Not expecting the attack, the cleric feels the sting of the morningstar brush against some exposed skin.
Vondal fires an arrow at the same creature, and it sees the projectile coming. It ducks, and the arrow flies over its furry head. Following, the monk moves further south.
Round 3: Nif, Karl, bugbears, Adrom, Vondal
The only change of note from the previous post is Adrom is now at C3, unblocking the doorway from the outside.
Karl continues up the stairs towards the door.
DM - Stopping a god in his tracks
As we advance towards the door, Nif takes a peek down the corridors left and right.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
If nothing should pop out to attack those in the lead, then Vondal makes it his prerogative to hold up just around the southern bend of the intersection. Specifically, just around the corner so that, anyone looking in or out of the door to the east, at the very least, might have a hard time seeing him. Though he kept Zindral ever in hand during the journey so far, the gold dwarf only now readied to notch an arrow in anticipation of some kind of trouble.
For things had been quiet... too quiet so far... not counting the occasional strange echoes that swept through the tunnels, of course.
When you realize you're doing too much: Signature.
Karl examines the door closely (Perception = 23) Assuming he hears or spies nothing out of the ordinary he carefully opens the door.
DM - Stopping a god in his tracks
21
Karl hears a few gruff voices speaking on the other side of the door. He recognizes it as the goblin tongue.
Karl turns to the others and whispers "there's goblins on tother side" before slamming the door open and yelling out "pick up a weapon and you're a dead goblin!"
DM - Stopping a god in his tracks
Following a sharp nod, Vondal stepped more into the hall just to better line up a shot when things get real. And it's /only/ when things get real, and any goblins fail to comply to Uncle Karl's demand that the gold dwarf had an arrow loosed to put a much needed hole in their skull. Because clearly they needed the extra brain room to think again before daring to deny the dwarves.
Assuming they survived the shot...
When you realize you're doing too much: Signature.
STR check: 10
Karl turns to the others and whispers "there's goblins on tother side" before slamming ... into the door, expecting it to open, but it doesn't. As he blinks and shakes his head to recover from the surprise of the door not opening, he hears the voices on the other side rise in alarm.
"So much for our element of surprise" Adrom winks at Karl "Allow me lad, I got a key..." he raises his maul over his head and tries to smash the door down.
( STR Check 22 or the 14 I rolled at the game log when messing around my character sheet ;) )
PbP Character: A few ;)
"Yeah that'll work" Karl says as he gets ready for whatever might rush out
DM - Stopping a god in his tracks
Despite some element of surprise lost, Vondal kept a shot readied for when the door inevitably fell to the strength of dwarven might! Though this meant paying less attention to the path to the north, such concerns are mentally brushed off as the gold dwarf narrowed his eyes and held his breath to better steady himself.
When you realize you're doing too much: Signature.
Nif, who is using the side corridor on the left for a little cover also ready his crossbow.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
After squeezing by Karl, Adrom slams into the door, preparing for difficulty and attacking all the harder. There is a loud cracking sound, and the door — almost knocked from its hinges — swings open akwardly. The cleric has just enough time to notice the spray of wood pieces still settling on the floor leading to a brazier in the center of the room when two javelins come whizzing through the air at him. (Attack 1: 10 Damage: 9; Attack 2: 15 Damage: 12) Both projectiles bounce harmlessly off of the dwarf's chainmail.
Spotting targets within, both Vondal and Nif release their own assaults. (Vondal: Attack: 16 Damage: 5 at blue; Nif: Attack: 19 Damage: 7 at yellow) One arrow and one bolt sink into their intended targets, causing two different creatures to growl in pain and frustration.
DM rollz: 49
Technically, Round 2: Nif, Karl, bugbears, Adrom, Vondal
Nif, you're up!
You are the token with the gray ring at B4. I use the 5-10-5 diagonal rule. Moving through difficult terrain is double (usually 10 feet instead of 5 feet) when moving OUT of the square of difficult terrain. For instance, you can enter Adrom's square using only 5 feet of movement, but moving back out of his square would use 10 feet. You can enter a friend's square to attack as long as you have enough movement to move back out of the square after you attack. You can end your turn in the square of a dead or unconscious creature (friendly or not). If you become conscious while another creature is standing over you (in the same square), you have to crawl out of the square before you can act or stand up. Drawing a weapon as part of your action is fine. If you want to switch weapons, it's an action to stow your weapon, but you can drop a weapon for free. Please keep track of your character sheet including HP, spell slots, and bolts used.
Nif, reloads his crossbow and takes another shot at yellow before taking cover back at the corner (He will move to C5 and back to B4 again if necessary).
Attack: 10 Damage: 11
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
Karl pushes past Nif to E4 swinging at the green goblin (Attack: 12 Damage: 13) as he arrives. "This is for the sore shoulder I got on yer front door!"
DM - Stopping a god in his tracks
Nif moves back into the hallway to shoot another bolt at the bugbear he can see just as Karl is pushing by Adrom. To keep from hitting the cleric, Nif jerks his crossbow to the side, and the bolt lands in the door jam instead.
Karl pushes into the room and heads for the first target he sees. He swings Hew at the creature, landing a solid blow. It's at this point that Karl realizes these might be the biggest bugbears he has ever seen.
All five of the bugbears target Karl. Four surround him and hit him with their morningstars while the fifth throws a javelin at him from the middle of the room. (Gray Attack: 20 Damage: 8 piercing; Red Attack: 8 Damage: 17 piercing; Green Attack: 9 Damage: 13 piercing; Blue flanking Attack: 24 Damage: 22 piercing; Yellow Attack: 22 Damage: 6 piercing) Two of the morningstar's make contact while the barbarian uses a combination of agile reflexes and his shield to block the other three attacks. (-25 total)
Adrom, you're up! Then, Vondal.
Adrom's voice calling for Moradin's help reassures the barbarian dwarf and he feels some of the pain caused by the morning stars go away.
( BA: Healing word to Kark, lvl 2: 11 HP )
He then swigns his hammer trying to break the knee of the bugbear in front of him
( Action: Attack: 10 Damage: 6 )
He then shifts to his right to allow the others a clear shot and Karl move back a little for some cover.
"Come back here lad " he says in dwarven " we will hold them at the door..."
( move to C6 )
PbP Character: A few ;)
"Easier said than done, Hammerer! We need to clear the way a bit first." Vondal reminds as he notched another arrow. Just prior to loosing the shot, sparks appear and leap from his hands to arrow, giving it a faint, blue-ish glow like so many times before. But now the gold dwarf hardly paid attention to this, for the phenomenon was as a natural as breathing now.
And without a second thought, he loosed the arrow at the height of transfer of power..
Bonus Action: Channel the Storm(Kinsei Shot).
Action: Attack with Zindral.
(Lethal, Short Range)Long Bow - Attack: 21 Damage: 10 non-magical piercing damage to Bugbear(Grey).
Movement: To B8.
When you realize you're doing too much: Signature.
Adrom heals Karl with a prayer and then swings his hammer at the bugbear blocking the door. The goblinoid sees the attack coming, however, and twists out of the way. As the cleric backs up to make space for his friends, the bugbear swings his own weapon at Adrom. (Attack: 5 Damage: 17 piercing) Not expecting the attack, the cleric feels the sting of the morningstar brush against some exposed skin.
Vondal fires an arrow at the same creature, and it sees the projectile coming. It ducks, and the arrow flies over its furry head. Following, the monk moves further south.
Round 3: Nif, Karl, bugbears, Adrom, Vondal
The only change of note from the previous post is Adrom is now at C3, unblocking the doorway from the outside.
Nif, you're up! And then Karl!