[001] The Undervaults
Posted: Tue Aug 21, 2012 12:56 pm
waysoftheearth wrote:
Tirandir lets fly his arrow and catches one of the figures in the throat. It goes down with a squeal and a splash, but the throng of them break into a squawking run and the rush into the room.
Vangelis smashes one of the reptiles in the face as they pass through the door arch, dropping it convincingly, but the remainder of the throng pour into the chamber, splashing and yelping and brandishing knobbly bones and maces.
Mot and Gaspard loose missiles, and Mot's shot drops another while Gaspard's clatters wide. Meanwhile, Javas lodges his torch in a scone and readies his short bow, by which time the squealing kobolds have leaped and bounded across the short gap and are about to crash into the company of adventurers.
Tirandir's attack roll 1d20=14 is adjusted by +2 due to the range being short, but -2 for firing into the semi-darkness. However, a 14 would hit AC 5, and it is enough to hit. 1d6=5 points of damage are scored. The enemy can't have more than 5 hit points, so there's no need to roll for them.
With this hostility, there is no need make a reaction roll, the kobolds charge. The referee rolls and determines that there are 15 (of a possible 24) of them.
As they charge into the room, Vangelis rolls to see whether his attack takes them by surprise; 1d6=5, it does! His attack will go unanswered, and will be at +2; 1d20=12 adjusted by +2 makes 14, which is enough to hit AC 6. It's a hit, and Vangelis rolls 1d6=3 points of damage. Referee determines the target has 2 hit points, so it is slain.
Missiles can be fired safely into the charging mass before melee is joined, so Mot and Gaspard fire their missiles as the remaining 13 kobolds pour into the chamber.
Mot rolls a 1d20=12, adjusted by +1 because hurled missiles are always considered to be at medium range, making a 13 which is exactly enough to hit AC 7, so it is a hit. 1d6=2 damage is scored, and the referee determines that the target has only 1 hit point, so it too is slain.
Gaspard's sling shot 1d20=7 goes awry, however.
The distance is closed and it will be melee in the imminent next round... do you have any special instructions?
Tirandir lets fly his arrow and catches one of the figures in the throat. It goes down with a squeal and a splash, but the throng of them break into a squawking run and the rush into the room.
Vangelis smashes one of the reptiles in the face as they pass through the door arch, dropping it convincingly, but the remainder of the throng pour into the chamber, splashing and yelping and brandishing knobbly bones and maces.
Mot and Gaspard loose missiles, and Mot's shot drops another while Gaspard's clatters wide. Meanwhile, Javas lodges his torch in a scone and readies his short bow, by which time the squealing kobolds have leaped and bounded across the short gap and are about to crash into the company of adventurers.
Tirandir's attack roll 1d20=14 is adjusted by +2 due to the range being short, but -2 for firing into the semi-darkness. However, a 14 would hit AC 5, and it is enough to hit. 1d6=5 points of damage are scored. The enemy can't have more than 5 hit points, so there's no need to roll for them.
With this hostility, there is no need make a reaction roll, the kobolds charge. The referee rolls and determines that there are 15 (of a possible 24) of them.
As they charge into the room, Vangelis rolls to see whether his attack takes them by surprise; 1d6=5, it does! His attack will go unanswered, and will be at +2; 1d20=12 adjusted by +2 makes 14, which is enough to hit AC 6. It's a hit, and Vangelis rolls 1d6=3 points of damage. Referee determines the target has 2 hit points, so it is slain.
Missiles can be fired safely into the charging mass before melee is joined, so Mot and Gaspard fire their missiles as the remaining 13 kobolds pour into the chamber.
Mot rolls a 1d20=12, adjusted by +1 because hurled missiles are always considered to be at medium range, making a 13 which is exactly enough to hit AC 7, so it is a hit. 1d6=2 damage is scored, and the referee determines that the target has only 1 hit point, so it too is slain.
Gaspard's sling shot 1d20=7 goes awry, however.
The distance is closed and it will be melee in the imminent next round... do you have any special instructions?