Chapter One, Part One: Fires over Brinestump

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TheTick

(just want to hear from Horcrust, Jeddy and S'Vith to move along. :)))
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

SpamHead

"I'll burn the bones if you want." (fire orb)

Porteiro

Jeddy aims his crossbow in case the skeletons start doing something.  "Go ahead.  Let's see what happens."

Spoiler: ShowHide
Readied action:  Attack skeleton if it does anything.

SteveRogers

S'Vith approaches a skull with the intention of smashing it underfoot.  "Right then."

SpamHead

Horcrust begins burning all the dry bones with ease.

TheTick

Faraway and Owen step forward to smash the unmoving skeletons, and the druid reaches the nearest one first.  He easily smashes it's skull and ribcage for good measure, but as soon as he does so, the other skeletons in the room rise up and turn towards him.  Jeddy fires a crossbow bolt but it appears to bounce harmlessly off one of the other skeletons. (DR/Bludgeoning)  S'Vith is about to run forward to help when he notices two more piles of bones assembling themselves in the water, ready to attack.

Time to roll your initiative.  The skeletons are color-coded for your convenience.  Good luck!
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow


Porteiro

This dice roll has been tampered with!
Jeddy Initiative [1d20]2 + 4 = 6

Phil


SteveRogers


SpamHead


TheTick

initiative list: ShowHide
Red Skeleton
Orange Skeleton
Faraway - 20
Light Pink Skeleton
Blue Skeleton
S'Vith - 17
Green Skeleton
Jeddy - 6
Horcrust - 4
Owen - 3


Two of the skeletons on the western side of the room charge towards Owen and Faraway, clawing at them.  Faraway bats away the bony fingers at the last second, while Owen's armor protects him, the attack bouncing harmlessly off.

(can't update the map at the moment, but red and orange went straight east until they got to Faraway and Owen. Faraway, you're up)
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

Faraway's first instinct is to drop his club and reach for his sword, but he suppresses it in favor of exploiting an opening in the skeleton's defenses due to its aggressive attack. Memories of sparring outside the forge in Sandpoint surface as the druid chops the club at the skeleton's collarbone.

Club attack 1d20+4 : 16 + 4, total 20
Damage 1d6+4 : 1 + 4, total 5

TheTick

The club seems quite effective at smashing the skeleton's bones, and it falls at Faraway's feet.

One of the skeletons in the water takes a step forward and slashes at S'Vith, who reflexively blocks with his arm.  However, the skeleton's bony claws rake the dwarf painfully. (-4hp)  The other skeleton starts to walk out of the water...and promptly falls prone.  It's slippery, even for skeletons.

(S'Vith, then the green skeleton.  If any of the others have actions not affected by what the green one does, go for it.)

Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Phil

I'll probably just attack orange on my turn, but since I'm one of the obvious targets for green, I'll wait until after he goes.