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Wed Jul 20, 2011 9:48 am by Pryde

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» Skeletons n such
Tue Jul 05, 2011 6:04 pm by Pryde

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 Skeletons n such

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Of DOOM
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PostSubject: Skeletons n such   Wed Jun 22, 2011 9:29 pm

woot
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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 11:21 am

Skeleton's initiative

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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 11:21 am

The member 'Pryde' has done the following action : Default Die Roller

'd20' : 11

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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 12:13 pm

Initiative order:
Jericho (20)
Frank (16)
*Skeletons (12)
Myst (10)
Kenric (7)
Tarynn (2) ....poor girl. the dice really hate you!

In the future, let's put initiative rolls in the combat thread. That was my fault-I forgot to say anything.

The battle map is up. I'm not particularly satisfied with what's up though, so expect some evolution as the game progresses. You are each numbered according to Initiative, with the two colored squares representing the skeletons. I divided the map into a grid for easy movement as well, Jericho starting in F2 for example. Each square is a 5-foot area. Up to 2 medium-sized people can occupy one such square, but with penalties to both Attack and AC. Also for the new guys, don't forget Skeletal Undead traits, such as Damage Reduction 5/bludging and immunity to Cold.

Jericho, you have first move!

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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 4:15 pm

I'm confused about jericho starting his song. was that precombat or is he gonna do that on his initiative?
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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 4:43 pm

Unless he posts otherwise, it will start on his initiative.

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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 6:49 pm

Shrug, it can just be part of my initiative. So it's consistent with combat. Not like the duration matters until I stop singing~

I'll also move to in front of the mages unless they impede me.
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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 7:24 pm

Mukluk4 wrote:
Shrug, it can just be part of my initiative. So it's consistent with combat. Not like the duration matters until I stop singing~

I'll also move to in front of the mages unless they impede me.

Jericho moves to F5, and uses Inspire Courage.
(+1 saving throw Vs. charm& fear, and +1 bonus to attack and damage rolls for all allies who can hear him, including himself. Standard action required to continue ability, and effect lasts for 5 rounds after ceasing.)

Frank, your turn.

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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 9:13 pm

readying a rebuke attempt for when I have line of effect

rebuke roll-(+3)
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PostSubject: Re: Skeletons n such   Thu Jun 23, 2011 9:13 pm

The member 'Of DOOM' has done the following action : Default Die Roller

'd20' : 5
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PostSubject: Re: Skeletons n such   Fri Jun 24, 2011 11:30 am

1st skeleton attacks Myst. No movement.

2nd skeleton does nothing.

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PostSubject: Re: Skeletons n such   Fri Jun 24, 2011 11:30 am

The member 'Pryde' has done the following action : Default Die Roller

#1 'd20' : 20

--------------------------------

#2 'd6' : 5

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PostSubject: Re: Skeletons n such   Fri Jun 24, 2011 11:33 am

Critical hit! Myst takes 10 points of damage and is at -3 and dying.

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PostSubject: Re: Skeletons n such   Fri Jun 24, 2011 11:33 am

The member 'Pryde' has done the following action : Default Die Roller

'Percentile' : 34

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PostSubject: Re: Skeletons n such   Fri Jun 24, 2011 11:38 am

Myst doesn't become stable on her turn, and drops to -4 hp.

Kenric, you're up.

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 12:46 am

Watching Myst get wounded, a spell forms in his mind. With a few gestures Kenric speaks the words of magic and a negative ray of energy shoots from his hand targeting the skeleton that struck down Myst...

Standard: cast Disrupt Dead at 1st skeleton, 1d6+2
Move: none
Minor: ready shield


Last edited by ecowarrior on Sat Jun 25, 2011 12:48 am; edited 1 time in total
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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 12:46 am

The member 'ecowarrior' has done the following action : Default Die Roller

'd6' : 5

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 7:15 am

Tarynn retrieves potion of cure light wounds and pours it down Myst's throat as best she can.
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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:45 am

Tarynn, Are you using one of your potions, or one of Myst's?

Kenric, Disrupt Undead is a ranged touch attack.

Kenric's attack roll
Tarynn's Cure Light Wounds potion

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:45 am

The member 'Pryde' has done the following action : Default Die Roller

#1 'd20' : 13

--------------------------------

#2 'd8' : 2

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:49 am

Disrupt Undead strikes one skeleton squarely in the chest, clearly causing severe damage but not quite destroying it.

The potion helps, but the results are disappointinly poor. Myst's hp is now -1 but stable.

Jericho, we're back to you.

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:38 pm

OOC: Ghostly voice: I'm not dead yet!!!
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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:45 pm

I'll stand over Myst as best I can to protect her prone position and take a swing.
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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:45 pm

The member 'Mukluk4' has done the following action : Default Die Roller

'd20' : 2

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PostSubject: Re: Skeletons n such   Sat Jun 25, 2011 10:55 pm

'nother rebuke (+3)

4 rebukes left today


Last edited by Of DOOM on Sat Jun 25, 2011 10:56 pm; edited 1 time in total
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