Summer's Soldier--A Solo Reign of Winter Game (Inactive)

Game Master Almonihah

Sometimes you run from one war just to crash headlong into a bigger one...


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Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric's first arrow impales the nearer of the two sprites through the chest, killing it instantly. The other one cries out in pain and dismay as his other arrow slices a deep gash in its arm. It flies upwards and away, clearly fleeing.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric does his best to shoot her down. Scouts meant problems, and it was prudent to kill them when you managed to spot them.

Cold Iron arrow, rapid shot: 1d20 + 4 ⇒ (5) + 4 = 9, 1d8 + 2 ⇒ (3) + 2 = 5
Another Cold Iron arrow, rapid shot: 1d20 + 4 ⇒ (15) + 4 = 19, 1d8 + 2 ⇒ (2) + 2 = 4


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

His first shot went wide, but his second one struck home, bringing down the other sprite. It lands in the snow, dead, its small body making too soft of an impact for you to hear even in the sudden stillness of the frozen forest.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric goes to retrieve the diminutive corpse, and to see if the fey has left any interesting belongings behind.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Besides bows and arrows sized much too small to be worth taking, the two sprites also carry a few tiny coins each. While they wouldn't be legal tender, you could probably sell them off as a curiosity to an interested buyer. (You could get 5 gp for them in Heldren, possibly more elsewhere if you're willing to hang onto them for a while)


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

"Hmm." He'd hoped for something that might tie them to some sort of organisation. Or something. Regardless, coin wasn't a bad thing; he produced a square of cloth from his backpack, and wrapped the coins in it, before stowing them.

Then, mounting back up, he follows the trail onwards.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric rides on for a couple of hours, with little but the soft sound of spectral hooves hitting snow for company. Finally you come around a corner to see a frozen stream crossing the path. In front of it, someone has built a crude snowman next to a rough sign that says "TURN BACK".

As you approach, a voice suddenly sounds from the snowman. "Hey, can't you read?" It asks, crankily. "Turn back!"


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

"Reveal yourself." Theodric looks around. "I'm not talking to a snowman," he decides. Still, he holds up the horse, just in case the snowman decides to respond. Or attack. Or something.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Nothing answers you but silence.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Right. He huffs, takes a long moment to see if anything happens. He fidgeted a little; he'd much prefer battle to trickery. There was no reson he could discern for someone to do something like this. If he had magic, he wouldn't be wasting it on something like talking snowmen in the middle of nowhere.

Shrugging, he dismounts, deciding to lead the horse across instead of trusting the ice implicitly. He has little idea if the horse weighs anything, but it's better not to risk it.

Carefully, he tests the ice before putting his weight on it. If it seems solid, he'll walk across.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

As you pass by near the snowman, it suddenly explodes with a deafening scream of rage!

Theodric fort: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 5 You saved, so take half damage

As if signaled by the sound, a small, vaguely humanoid creature slides out of the ice. It seems to be made of ice itself, and it charges toward Theodric!

Theodric init: 1d20 + 4 ⇒ (9) + 4 = 13
Ice elemental init: 1d20 - 1 ⇒ (14) - 1 = 13

You go first--the ice elemental is about 15' from you at the edge of the frozen stream.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Knowledge(Nature)?: 1d20 + 9 ⇒ (6) + 9 = 15

Theodric brings his glaive about, closes the distance, and swings at the humanoid.

To hit(slashing, nonmagical): 1d20 + 6 ⇒ (3) + 6 = 9, 1d10 + 3 ⇒ (6) + 3 = 9


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Elementals are outsiders, so it would be Knowledge (Planar). You don't have it trained, so you don't know about this thing.

The little ice creature ducks under Theodric's swing and then closes within his reach, trying to punch him with an icy appendage.

Slam: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5

It whacks him in the shin, and Theodric feels its frigid essence sapping his strength.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Kane backs up, and with a wordless prayer, swings his glaive at the creature again; he feels a golden heat overcome him, and his movements become more rapid.

Free action 5ft. step back, Standard action Enduring Crane Strike, Swift Action Minute Hand

Enduring Crane Strik: 1d20 + 6 ⇒ (10) + 6 = 16, 1d10 + 3 ⇒ (10) + 3 = 13, Healed if hit: 1d6 ⇒ 1
Minute Hand: 1d20 + 4 ⇒ (7) + 4 = 11, 1d10 + 3 ⇒ (4) + 3 = 7


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric's glaive shatters the ice elemental on his first strike, sending shards of ice flying all over the frozen stream.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric reaches into his belt pouch to retrieve a potion, unstopping it and downing the contents.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Satisfied that the worst of his cuts and bruises are mended, he starts the trek across the ice, making sure to test his footing for each step, snow crunching under his boots as he walks.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric finds a couple weak spots that he's able to avoid fairly easily. Just on the other side of the stream, however, he finds a frozen body half-buried in a snowbank, his equipment scattered about him. You find a composite longbow (+1 Str), 12 arrows, a dagger, a masterwork handaxe, and a pouch with 14 gp, 25 sp, and 18 cp.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Extra weapons are always useful. He stows most of the equipment, unstringing the bow and storing it in a quiver.

He also takes a closer look at the corpse, trying to figure out how the man died, and if he has any insignia or some other symbol of affiliation. Does he look poor or rich?

Finally, he rifles through the man's pockets.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

He's dressed warmly, but in fairly rough clothes--likely one of the local farmers. Theodric recognizes the equipment as being fairly consistent with someone who mustered out of the army and took some of their gear home with them--hardly an uncommon thing, since soldiers often paid for better equipment than was issued to them. He finds nothing else of interest on the man.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

No wounds? Any black parts that look like he got frostbite when he was alive?


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Looking closely at him, it seems he died from blunt strikes to his chest, based on the bruises and broken ribs.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Nodding, he makes sure the man's eyes are closed, and mounts up to ride on, assuming he can locate the trail.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

The trail on is still clear and easy to follow. Theodric doesn't go too far, however, before he hears voices up ahead.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Hmm. They might be friendlies. Still, he dismounts, and shooes the horse. It fades away into nothingness as he forges on, moving towards the voices with his glaive at the ready.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric comes around the corner to see two men in fairly rough leather armor arguing.

"Hey, that outfit's definitely mine. I saw it first!" One is saying as you come into view.

The other is about to respond, but then sees you. "Look out, we've got trouble!"

They both start nocking arrows.

Going to say anything, or just roll init?


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Just roll initiative; 1d20 + 4 ⇒ (7) + 4 = 11. Also posting my first action, in case I win:

Theodric drops the glaive and wordlessly slings his bow off his back to fire at the nearest man.

1d20 + 8 ⇒ (4) + 8 = 12, 1d8 + 4 ⇒ (7) + 4 = 11

Assuming they're human. If not, substract 2 from both rolls.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Yes, they're human.

Bandit Initiative: 1d20 + 2 ⇒ (2) + 2 = 4 Well, you definitely won that. Pity about the attack rolls, though.

The bandits dive aside as Theodric opens fire on them, and his arrows just skim their leather armor. They then return fire.

Shortbow 1: 1d20 + 2 ⇒ (17) + 2 = 19
Shortbow 2: 1d20 + 2 ⇒ (10) + 2 = 12

Their shots simply bounce off your armor.

One of the bandits curses. "I think we're in trouble here!"


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric rapidly sends two arrows after them. He'd much rather they didn't live to warn their gang.

Rapid Shot #1: 1d20 + 6 ⇒ (5) + 6 = 11, 1d8 + 4 ⇒ (5) + 4 = 9
Rapid Shot #2: 1d20 + 6 ⇒ (3) + 6 = 9, 1d8 + 4 ⇒ (4) + 4 = 8

His aim is quite off, however.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Desperately, backing up as they go, the bandits continue their barrage.

Shortbow 1: 1d20 + 2 ⇒ (9) + 2 = 11
Shortbow 2: 1d20 + 2 ⇒ (10) + 2 = 12

They're even less effective than the first time.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric returns fire.

1d20 + 6 ⇒ (3) + 6 = 9, 1d8 + 4 ⇒ (6) + 4 = 10
1d20 + 6 ⇒ (17) + 6 = 23, 1d8 + 4 ⇒ (4) + 4 = 8


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

His first shot goes wide, but his second arrow catches one of the bandits right in the chest. The man falls to the ground, choking on his own blood.

His friend breaks and runs.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric sends two arrows after the last guy.

Rapid Shot: 1d20 + 6 ⇒ (16) + 6 = 22, 1d8 + 4 ⇒ (5) + 4 = 9
Rapid Shot: 1d20 + 6 ⇒ (9) + 6 = 15, 1d8 + 4 ⇒ (8) + 4 = 12


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Both of Theodric's arrows catch him right in the back, and he falls to the ground, quite dead.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric makes sure the men are dead, and drag them off the road before patting the bodies down for their belongings.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

They don't have much other than poor-quality weapons and armor--shortbows, shortswords, padded armor. Between the two of them you manage to scrape together 10 gp in various change.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric pockets the gold, and looks for a place to leave the bodies out of view before he sets off again. The gear is shoddy, and the arrows too short for his bow, so he leaves it with the dead.

Whistling to summon the horse, he mounts up and rides on.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric doesn't go too far before he comes around a bend and can see some sort of lodge up ahead on the trail. Smoke streams from a chimney in the center of the surprisingly large structure, and several windows look out on a small cleared area around its walls.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

He dismounts, and tries to sneak up to a window - it seems fair to assume that the bandits lived here, but Theodric thinks the structure is a little permanent for something the highwaymen built, especially if those High Rangers were supposed to have been around to hunt them. No sense in just barging in there.

Stealth: 1d20 + 4 ⇒ (6) + 4 = 10


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Perception: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14

Unfortunately, Theodric's concentration on stealth means he's too distracted to notice the tripwires hidden in the snow across the path... until he hears the twang of the crossbow attached to them.

Crossbow trap: 1d20 + 10 ⇒ (5) + 10 = 15

Fortunately for him, his breastplate deflects the bolt. But along with the bolt he hears the crashing of some pots and pans against one another--clearly a form of crude alarm.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric draws his bow, ready for whoever comes to check on the alarm.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

After a moment, the door of the lodge bangs open, and four bandits, bows ready, come charging out!

Bandits Init: 1d20 + 2 ⇒ (11) + 2 = 13
Theodric Init: 1d20 + 4 ⇒ (4) + 4 = 8

They open fire upon you before you can react!

Shortbow 1: 1d20 + 2 ⇒ (9) + 2 = 11
Shortbow 1: 1d20 + 2 ⇒ (11) + 2 = 13
Shortbow 1: 1d20 + 2 ⇒ (2) + 2 = 4
Shortbow 1: 1d20 + 2 ⇒ (14) + 2 = 16

As usual, their arrows just rattle uselessly off your armor.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric picks out two targets and fires.

Rapid Shot #1, Favored Enemy: Human: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 4 ⇒ (3) + 4 = 7

Rapid Shot #2, Favored Enemy: Human: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric's targets manage to dive aside from his arrows, narrowly dodging them. One thing with solo campaigns--it's much easier to have rounds where everybody just missed.

The bandits fan out a bit and keep firing.

Shortbow: 1d20 + 2 ⇒ (9) + 2 = 11
Shortbow: 1d20 + 2 ⇒ (19) + 2 = 21
Shortbow: 1d20 + 2 ⇒ (14) + 2 = 16
Shortbow: 1d20 + 2 ⇒ (17) + 2 = 19

Damage: 1d6 ⇒ 5
One shot manages to cut your arm at a seam in your armor.

You think you see movement through the windows in the lodge behind this group--reinforcements?


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric grunts with pain as one of the arrows hit home. Shadows seep from the wound, three flamelike patches shooting towards the bandits and coiling around three of them.

Using my Dark Claim class feature as a swift action. Normally, I'd recover maneuvers, but all my maneuvers are currently readied. More importantly, now I recieve Temporary Hp if I manage to down them.

Dark Claim:
Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (1rd) (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (+4) (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.


Grasp of Darkness feat:
Your malicious intentions ensnare many creatures at once, placing them under your power.
Prerequisites: Dark claim class feature
Benefit: When you use your dark claim class feature to Claim a creature, you recover two expended maneuvers rather than one, and can Claim two additional opponents within close range. You do not recover additional maneuvers for Claiming these opponents beyond the one granted by this feat.

Sin Eater feat:
You prosper as your enemies fail.
Prerequisites: Ability to Claim creatures.
Benefit: Whenever a creature Claimed by you is reduced to 0 or fewer hit points, you gain temporary hit points equal to twice that creature’s Hit Dice. These temporary hit points last for one minute.

Surprised by the shadowy wisps, he nevertheless fires more arrows towards the opponents, going for the ones cloaked in darkness.

Rapid shot #1: 1d20 + 6 ⇒ (2) + 6 = 8, 1d8 + 4 ⇒ (5) + 4 = 9
Rapid shot #2: 1d20 + 6 ⇒ (8) + 6 = 14, 1d8 + 4 ⇒ (6) + 4 = 10


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric's first arrow goes wide, but his second takes one of the bandits in the throat. The dark tendril around him darts back to you, engorged with... something, and you feel slightly reinvigorated. He's only 1 HD, so... 2 temporary HP

Another person comes out the door--a half-orc woman. Unlike the others, she darts around and dives into the woods.

Stealth--Roll Perception to see where she went: 1d20 + 7 ⇒ (9) + 7 = 16

Meanwhile, the remaining three bandits keep up their barrage, though they seem more than a little nervous after the whole darkness-thing.

Shortbow: 1d20 + 2 ⇒ (7) + 2 = 9
Shortbow: 1d20 + 2 ⇒ (4) + 2 = 6
Shortbow: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm?: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 ⇒ 4

Again, an arrow finds a chink in your armor.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Theodric tries to keep track of the half-orc girl, but loses her in the general confusion.

Shrugging, he continues shooting as more shadow oozes from his wounds towards the attackers.

Only lasts 1 round, so I'm marking the remaining 3 now.

Rapid Shot #1: 1d20 + 6 ⇒ (17) + 6 = 23, 1d8 + 4 ⇒ (4) + 4 = 8
Rapid Shot #2: 1d20 + 6 ⇒ (15) + 6 = 21, 1d8 + 4 ⇒ (2) + 4 = 6


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Theodric downs another of the bandits with his first arrow, but his second hit only strikes his second target in the shoulder. The injured bandit grunts in pain, hand going to the wound as he grimaces.

The other one fires at you again.

Shortbow: 1d20 + 2 ⇒ (9) + 2 = 11

His shot goes wide, however.

Three more bandits pour out of the lodge, though they look a bit... off, somehow. They spread out and also start getting ready to fire.

Perception 15:
They look rather feverish and ill.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

They were suffering from some malady. Hmm. He'd have to take care how he handled the corpses, then.

By now, the wisps of shadow has almost formed and aura around him, taking the shape of black feathers here and there. Tendrils continue to shoot out and attach themselves to the bandits. The sight is bizzare, even to Theodric himself, but he'll have to deal with it later. For now, it seemed to be helping, mostly.

Rapid Shot #1: 1d20 + 6 ⇒ (6) + 6 = 12, 1d8 + 4 ⇒ (6) + 4 = 10
Rapid Shot #1: 1d20 + 6 ⇒ (1) + 6 = 7, 1d8 + 4 ⇒ (7) + 4 = 11


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Since it actually matters for whether or not a 12 hits if you're targeting one of the sick ones or not: Which one?: 1d5 ⇒ 3

Theodric just so happens to pick one of the sick bandits with his first shot. His reactions dulled, he can't quite dodge aside in time, and instead dodges so that his throat is right where your arrow was aimed. He falls to the ground, quite dead.

Nervously, the remaining bandits, save for the injured one, draw blades and charge you! The one hanging back fires an arrow, instead.

Shortbow: 1d20 + 2 ⇒ (6) + 2 = 8
Short sword: 1d20 + 3 ⇒ (16) + 3 = 19
Short sword: 1d20 + 2 ⇒ (10) + 2 = 12
Short sword: 1d20 + 2 ⇒ (19) + 2 = 21
Crit confirm: 1d20 + 2 ⇒ (6) + 2 = 8
Total Damage: 1d6 + 1 ⇒ (2) + 1 = 3

One of them manages to nick your leg with his blade.


HP 9/22(0 temp) | AC:22 T:14 Fl:20 | CMB: +6 CMD: 18 | F +5 R +4 W +3 | Init +4 | Perc: +6 Sense Motive +6

Theodric lets the bow fall to the ground, drawing sword and shield in its place. He's being pressed hard here.

With a wordless prayer, he lashes out with his sword. Time even seems to slow down as he dances among the men around him.

Enduring Crane Strike(sick bandit if possible): 1d20 + 8 ⇒ (15) + 8 = 23, Damage: 1d6 + 4 ⇒ (3) + 4 = 7, Self Healing if hit: 1d6 ⇒ 4
Minute Hand(sick bandit if possible): 1d20 + 6 ⇒ (9) + 6 = 15, Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Move: Draw Cold Iron Scimitar & Heavy Wooden Shield. AC is 22.
Std: Enduring Crane Strike
Swft: Minute Hand

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