This post has potentially manipulated dice roll results.
((We're still in area 5 on Roll20 so we don't see the current room or monsters.))
"I wanted more regular skeletons! Not these little ones..." Mist grumbles as he positions himself behind the meat shields... I mean... Well, literally anyone/everyone except Kraven.
Thrusting out a pouty chin, he fires off another pair of blasts at the Kraven's target.
This post has potentially manipulated dice roll results.
Kuatho attacks any skeletons near him, he is terrified of this room. If the skeleton falls, won’t move near the others, but try to strengthen his resolve to fight back.
Punch 1 : Attack: 18 Damage: 6
Punch 2 : Attack: 24 Damage: 7
Kick : Attack: 15 Damage: 5
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Jecob nods at Kraven's description of the new adversaries, as he agrees that he sees skeletons with bows. He swings the magic Censer to try to clear a path to the exit.
(I'm not sure which foes have been dispatched or wounded, but since the Roll20 map shows 6, 7, and 11 next to Jecob, he has plenty of targets to attack.)
Attack1: 19 Damage: 11
Attack2: 18 Damage: 17
If the skeletons are Vulnerable to bludgeoning, then the first attack does an extra 7 damage, and the second attack does an extra 8 damage.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Seeing even more skeletons, Varlan rushes forward and attacks the nearest. Any that are hit and still stand after his attacks find themselves at disadvantage if they attack anyone other than Varlan. He also tries to position himself so that the bow-wielding skeletons are next to him and suffer disadvantage should they choose to use their bows.
Jecob's attacks land and send parts of the skeletons flying. (#11 is still climbing out of the hole.)
Varlan you can not get within melee of the enemies, please make a new action that uses ranged attacks. To your north is wall and to your south is a hole that skeletons are climbing from.
I will take the NPC, and monsters turns now, I can adjust if we need to based on Varlan's new action.
Vlar will send a Fire Bolt at number 5 Attack: 18 Damage: 4
Gorvenal Serpentwind will send a Sacred Flame at #4 dex save from skeleton DC 14 or take 6
Varlan you can not get within melee of the enemies, please make a new action that uses ranged attacks. To your north is wall and to your south is a hole that skeletons are climbing from.
Varlan launches a fire bolt at the most injured skeleton (and if none injured), then #9.
This post has potentially manipulated dice roll results.
Dark mists collect around Varlan as his form disappears, only to reappear a moment later 5' west of #9 (or where #9 stood). As he appears, a wave of force erupt to the east, engulfing 2,9,4,10,12,5,13,8 (assuming they are within 15' of his position.
Take 10 damage and pushed back 10', DC 18 CON save for half and no pushback.
This post has potentially manipulated dice roll results.
Jecob grits his teeth as an arrow hits (for 6 damage), then continues melee attacking. (11 first, then if it goes down switch to 8).
Attack1: 25 Damage: 9
Attack2: 11 Damage: 11
If the skels are vulnerable to bludgeoning, then attack1 does an extra 13 damage. I think attack2 missed, and the mouse-over for that damage is messed up anyways.
Now the rolls are scrambled and the "manipulated rolls" banner is up... Originally, attack1 was 23 to-hit, 18 damage. Attack2 was 12 to-hit, 13 damage.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Kraven surveys the enemies in front of them and shrugs his shoulder and randomly chooses one to throw at, as it appears to be a target rich environment, throwing his daggers at #13.
This post has potentially manipulated dice roll results.
Ok working things a little differently than what's posted. There isnonly about a 5 foot lip that people can stand on so Varlan can't go where he wants however I'm going to let you go to the same spot as #9 seeing as the two actions will kill it.
1 16
2 10
4 14
5 1
8 8
12 16
1 and 4 crumble, 12 is still climbing so when he is pushed he is pushed off the ledge.
2, 5 and 8 don't have 10 feet to movesonrather they will take 10 feet of fall damage.
Kraven Wis Save: 20
Vlar will be out till the end of the month, here is his wisdom save 6
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
I forgot about Gorvenal Serpentwind 13
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
How everyone knows what monsters they are fighting. You all may take your turns.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven squawks out, "More skeletons but with bows this time." As he launches himself into the air and starts chucking daggers at the nearest skeleton.
Psychic Dagger: Attack: 10 Damage: 9
Corpse Psychic Dagger: Attack: 14 Damage: 8 Undead Damage: 6
Seeing as everyone is seeing different monsters I have numbers up rather than images on roll20.
Kravens first dagger hits, the second misses.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
((We're still in area 5 on Roll20 so we don't see the current room or monsters.))
"I wanted more regular skeletons! Not these little ones..." Mist grumbles as he positions himself behind the meat shields... I mean... Well, literally anyone/everyone except Kraven.
Thrusting out a pouty chin, he fires off another pair of blasts at the Kraven's target.
Eldritch blast: Attack: 9 Damage: 14
Attack: 21 Damage: 11
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
First one hits and kills the same one Kraven hit, the second hits a second target.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kuatho attacks any skeletons near him, he is terrified of this room. If the skeleton falls, won’t move near the others, but try to strengthen his resolve to fight back.
Punch 1 : Attack: 18 Damage: 6
Punch 2 : Attack: 24 Damage: 7
Kick : Attack: 15 Damage: 5
A wizard is never late, nor is he early, he arrives precisely when he means to.
Jecob nods at Kraven's description of the new adversaries, as he agrees that he sees skeletons with bows. He swings the magic Censer to try to clear a path to the exit.
(I'm not sure which foes have been dispatched or wounded, but since the Roll20 map shows 6, 7, and 11 next to Jecob, he has plenty of targets to attack.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Seeing even more skeletons, Varlan rushes forward and attacks the nearest. Any that are hit and still stand after his attacks find themselves at disadvantage if they attack anyone other than Varlan. He also tries to position himself so that the bow-wielding skeletons are next to him and suffer disadvantage should they choose to use their bows.
Attack 1: 21 Damage: 6
Attack 2: 14 Damage: 13
Only 1 of Kuatho's attack land.
Jecob's attacks land and send parts of the skeletons flying. (#11 is still climbing out of the hole.)
Varlan you can not get within melee of the enemies, please make a new action that uses ranged attacks. To your north is wall and to your south is a hole that skeletons are climbing from.
I will take the NPC, and monsters turns now, I can adjust if we need to based on Varlan's new action.
Vlar will send a Fire Bolt at number 5 Attack: 18 Damage: 4
Gorvenal Serpentwind will send a Sacred Flame at #4 dex save from skeleton DC 14 or take 6
Save 19
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Monster 10, 12, 13 are still in the hole in the middle of the rool, 8, 9, and 11 are now out.
Monster 1, 2, 4, and 9 are all going to shoot at Jecob
1 Attack: 11 Damage: 9
2 Attack: 25 Damage: 10
4 Attack: 20 Damage: 5
9 Attack: 11 Damage: 7
Monster 5, 8, 11 shoot at Kuatho
5 Attack: 16 Damage: 11
8 Attack: 16 Damage: 4
11 Attack: 7 Damage: 11
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
You all may take your turns.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Varlan launches a fire bolt at the most injured skeleton (and if none injured), then #9.
Attack: 16 Damage: 15
Dark mists collect around Varlan as his form disappears, only to reappear a moment later 5' west of #9 (or where #9 stood). As he appears, a wave of force erupt to the east, engulfing 2,9,4,10,12,5,13,8 (assuming they are within 15' of his position.
Take 10 damage and pushed back 10', DC 18 CON save for half and no pushback.
Jecob grits his teeth as an arrow hits (for 6 damage), then continues melee attacking. (11 first, then if it goes down switch to 8).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Kraven surveys the enemies in front of them and shrugs his shoulder and randomly chooses one to throw at, as it appears to be a target rich environment, throwing his daggers at #13.
Psychic Dagger: Attack: 28 Damage: 14
Corpse Psychic Dagger: Attack: 20 Damage: 8
Sneak Attack: 8
[OOC: I will assume since the first hit was the crit the sneak attack is a crit as well.]
Sneak Attack Crit: 13
If 1st attack destroys the skeleton, 2nd attack would go to #10.
Ok working things a little differently than what's posted. There isnonly about a 5 foot lip that people can stand on so Varlan can't go where he wants however I'm going to let you go to the same spot as #9 seeing as the two actions will kill it.
1 16
2 10
4 14
5 1
8 8
12 16
1 and 4 crumble, 12 is still climbing so when he is pushed he is pushed off the ledge.
2, 5 and 8 don't have 10 feet to movesonrather they will take 10 feet of fall damage.
2 5
5 1
8 3
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star