
Morkeleb the Mighty |

Morkeleb peers about the field, wand of Slow poised as he tries to decide the best place to cast...until he hears Bucho's plaintive yelp of pain. At the sight of the noble beast falling in a shower of blood, he silently gasps in horror. The blank look lasts but a second, as his anger manifests in the familiar green glow of his staff's headpiece--tinted red with the wizard's rage.
He locks eyes on the berserking Orc and mutters his incantation with vitriol. He forms a claw with his right hand, and slowly flexes his fingers until he forms a fist, shaking with outrage. He spits out the last word of the spell like a curse through a grimaced mouth...black and green tentacles shoot out of the staff and engulf the Orc
Cast Constricting Coils. Will DC 25 each round. On every fail, he's held and takes 1d6 + 6 ⇒ (2) + 6 = 8 damage

Dungeon Master S |

After some debate, I'm ruling in Mike's favor. The scene is just too cool, you can see the tops of the heads of the combatants, and just barely. This means line of sight with improved cover (+8). Doesn't affect the spell though!
The barbarous fights the spell with all he's got: WILL: 1d20 + 5 ⇒ (20) + 5 = 25. He resists!
Sorry man, that was a perfectly chosen game changer...
Begin Round 2
Ferox: Current
Baddies: Guess
Odric: TBD
Morkeleb: TBD
Sandor: TBD
Grym: TBD
Gaius: TBD
Ury (Magenta): 45
Black: 0
Red: 13
Yellow: 14
Green: 0
Cyan: 0
Blue: 0

Thorgrym the Tracker |

The barbarous fights the spell with all he's got: [dice=WILL]d20+5. He resists!
Sorry man, that was a perfectly chosen game changer...
holy crap "you roll 20's". First a 20 vs bucho and now a 20 to resist a spell that would have been his doom

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Wrong game sadly. No hero points.
-Posted with Wayfinder

Dungeon Master S |

Rich isn't around for a bit, and I don't want to hold everyone up, so I'm going to post the bad guys. I think the only thing that Ferox's turn might change is what Red does, so I'll hold that one til the end.
Ury, the lead orc continues his blood-thirsty assault on the heroes. Now he targets Grym with his anger:
Sword 1: 1d20 + 22 ⇒ (3) + 22 = 25 DMG: 2d6 + 14 + 1d6 ⇒ (3, 1) + 14 + (3) = 21
Sword 2: 1d20 + 17 ⇒ (12) + 17 = 29 DMG: 2d6 + 14 + 1d6 ⇒ (5, 5) + 14 + (5) = 29
Sword 3: 1d20 + 12 ⇒ (12) + 12 = 24 DMG: 2d6 + 14 + 1d6 ⇒ (5, 4) + 14 + (6) = 29
Bite: 1d20 + 17 ⇒ (17) + 17 = 34 DMG: 1d4 + 4 ⇒ (3) + 4 = 7
Black: Moves through the rubble to try and get a shot off at Morkeleb:
Bow: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 DMG: 1d8 + 5 ⇒ (6) + 5 = 11
Yellow: Snarls at Sandor, the smelly dwarf and leaps into a massive attack:
Axe 1: 1d20 + 17 ⇒ (1) + 17 = 18 MISS
Axe 2: 1d20 + 12 ⇒ (2) + 12 = 14 MISS
Green: Double Move
Cyan: Double Move
Blue: Takes aim at the wizard with a pair of arrows.
Bow 1: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 MISS
Bow 2: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 DMG: 1d8 + 5 ⇒ (3) + 5 = 8
Red: Will TRY to make a full attack on Ferox. If that's not possible, he'll move and take a swing at the Inquisitor. If he moves, ignore the second swing.
Axe 1: 1d20 + 17 ⇒ (1) + 17 = 18 MISS
Axe 2: 1d20 + 12 ⇒ (8) + 12 = 20 HIT DMG: 1d12 + 11 ⇒ (4) + 11 = 15
I have one more thing to do for the bad guys, but it depends on Ferox. It won't however, stop you guys from taking your turns.

Thorgrym the Tracker |

Round 2
Caught in the tight confines of the balcony the ranger stands over the body of his loyal dog. Blades in hand he goes toe to toe with the massively powerful orc. Blood pouring from his wounds he makes a final stand.
main attack 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
scimitar 1d6 + 13 ⇒ (6) + 13 = 19
off hand 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
shark slayer 1d4 + 14 ⇒ (2) + 14 = 16
2nd 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
scimitar 1d6 + 13 ⇒ (2) + 13 = 15
2nd offhand 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
shark slayer 1d4 + 14 ⇒ (1) + 14 = 15

Harold's Discount Heraldry |
2 people marked this as a favorite. |

For Joe:
While relaxing before the fire in the Keg & Eagle, Harold the Herald recounted the oft-repeated talr of Sandor Strongbellows' round two attack. Patrons leaned in sipping on Odric's newly crafted Heroic Brew ^(tm), as the warm light of the fire danced within Harold's twinkling eye. In his deep and sonorous voice, the raconteur continued...
"Sandor shuffled forward with a rocking shift of his hips, designed to disguise his advance until the last moment. His shoulders followed soon after and his feet scraped across the floor with a metallic screech as the hobnails ground into the stone mercilessly.
With a huffing breath that exploded out of his hairy left nostril and his burned-smooth right nostril, Sandor's weapon began a relentless series of hacking attacks. Sandor eschewed technique for violence of action as the blade of the axe crashed down with crushing force."
5' east then Full attack.
Attack 1: 1d20 + 10 ⇒ (20) + 10 = 30 for 1d10 + 10 ⇒ (3) + 10 = 13 damage
Attack 2: 1d20 + 5 ⇒ (8) + 5 = 13 for 1d10 + 10 ⇒ (9) + 10 = 19 damage
Harold built the excitement within the tavern, and noted with satisfaction that several patrons were leaning over the balcony on the upper level, listening with rapt attention.
"Sandor knew his hacking attack was going to be potent, but just HOW potent, he had no way to tell, until he..."
Harold always paused for effect here,
The audience having heard the epic tale of Sandor's round two action many times throughout the years all shouted in unison, with a hearty sloshing of ale in raised mugs and drinking horns,
"CONFIRMED... HIS... CRIT!!!"
1d20 + 10 ⇒ (1) + 10 = 11 for 1d10 + 10 ⇒ (5) + 10 = 15 extra damage.
With a collective groan the patrons all smiled ruefully and Sandor's poor luck, but waited with palpable anticipation to hear what happened next.

Sandor Stouthammer |

Thanks Odric, but I need to apologize the attack that was happening is supposed to be for Odric Round 2, your before Sandor in the init, so your actions will totally affect mine.

Odric the Stout |

I'm hitting red
Odric steps forward in a rush and swings the Kegerator with a vengeance at the orc before him, only dimly aware of Sandor's attack happening almost simultaneously.
Full attack:
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 ⇒ (7) + 19 = 26 for 2d4 + 11 + 9 ⇒ (4, 2) + 11 + 9 = 26 damage.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 ⇒ (9) + 14 = 23 for 2d4 + 11 + 9 ⇒ (1, 1) + 11 + 9 = 22 damage.

Morkeleb the Mighty |

ROUND 2
Morkeleb's eyes narrow at the orc's apparently strong will--he should not have been able to resist that spell! But, his anger has cost him...two arrows sticking out of him attest to that. He takes a steadying breath, and decides to change tack. Trusting Grym to handle the berserking orc, the wizard tries to get the rest of the group inside by slowing down the arrow barrage.
Use Irresistible Demand on the farthest orc who shot me. Will DC 25 to negate.

Sandor Stouthammer |

Round 2
Ouch!! this isn't going well... Grym, Gaius this guy can out damage you. Get mobile! Bring him to us. At least that's what I wold hope the wizard would tell him via message. I love Harold's description above, but here are my attacks.
Sandor moves to flank with Odric and attack Red. Unless Odric killed him, if so he 5' steps east and attacks yellow. If so then remove flank bonus.
MW Axe TWF+PA+Flank: 1d20 + 13 - 3 + 2 ⇒ (19) + 13 - 3 + 2 = 31
Dmg: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Shield Bash TWF+PA+Flank: 1d20 + 12 - 3 + 2 ⇒ (15) + 12 - 3 + 2 = 26 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
MW Axe TWF+PA+Flank (2nd attk): 1d20 + 8 - 3 + 2 ⇒ (9) + 8 - 3 + 2 = 16 Not adj for prone
Dmg: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Shield Bash TWF+PA+Flank (2nd attk): 1d20 + 7 - 3 + 2 ⇒ (9) + 7 - 3 + 2 = 15 Not adj for prone
Dmg: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14

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I'll have to wait until I'm at a computer to resolve these, somewhat confusing on my phone.
-Posted with Wayfinder

Dungeon Master S |

Ferox quickly...TBD*Before the orcs go crazy! Grym is nearly slaughtered as quickly as Bucho, and there doesn't look like there is much he or Gaius can do about it without some kind of intervention. Odric viciously slashes at his foe carving deep wounds that should kill a normal foe, but the orc fights on! Looking to keep the pressure off, Morkeleb targets a foe with his beguiling powers WILL: 1d20 + 3 ⇒ (11) + 3 = 14 and promptly, inexplicably tosses his bow off the side!
Holding for Sandor as I need to know what Ferox does first. Grym and Gaius can post though.
*The only way anyone's turn changes is if Ferox drops his target.
Continuing Round 2
Ferox: CURRENT
Baddies: LOTS OF ATTACKS
Odric: 2 Hits
Morkeleb: Disarms the archer on the second floor.
Sandor: TBD
Grym: TBD
Gaius: TBD
Ury (Magenta): 45
Black: 0
Red: 61
Yellow: 14
Green: 0
Cyan: 0
Blue: 0

Ferox Kerr |

Let's see if I can mitigate some of that damage from Red
Round 2
Ferox takes a step back from Red and lets loose a volley of arrows. Ferox will shift targets to Yellow if Red should happen to fall.
Arrow1: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 13 + 2 + 1 + 1 - 2 - 2 = 28
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (6) + 3 + 4 + 1 + 4 = 18
Damage, Manyshot: 1d8 + 3 + 4 + 1 + 4 ⇒ (8) + 3 + 4 + 1 + 4 = 20
Arrow, Rapid Shot: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (7) + 13 + 2 + 1 + 1 - 2 - 2 = 20
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (8) + 3 + 4 + 1 + 4 = 20
Arrow2: 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (1) + 8 + 2 + 1 + 1 - 2 - 2 = 9
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (3) + 3 + 4 + 1 + 4 = 15

Dungeon Master S |

Okay, I think we're all caught up. I'll make some command decisions that I think are in everyone's best interests
Ferox NEARLY kills red with a flurry of arrows to vital spots. Unfortunately the killshot misses. Odric steps up and finishes the job. Sandor hacks and smashes at Yellow. [ooc]So I've always been under the impression that to Bull Rush someone back more than 5' you have to move with them, and have the movement left in your turn to do so... If I'm wrong, definitely let me know (with a link.)
Grym and Gaius!
Continuing Round 2
Ferox: Perforates Red
Baddies: LOTS OF ATTACKS
Odric: 2 Hits
Morkeleb: Disarms the archer on the second floor.
Sandor: Hack and slam
Grym: TBD
Gaius: TBD
Ury (Magenta): 45
Black: 0
Yellow: 39
Green: 0
Cyan: 0
Blue: 0

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He did just go. All but one hit. Foe still up
-Posted with Wayfinder

Gaius Lirsiiv |

Chris, it LOOKS like I might have a 5' Step away that will bring me out of melee. If so, I'll take the step. If not, I'll have to tumble to get enough space to cast a spell.
Gaius then casts Hold Person. Will Save DC 15. I'm hoping you used up your 20s.

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Let's see will: 1d20 + 5 ⇒ (15) + 5 = 20
-Posted with Wayfinder

Sandor Stouthammer |

So I've always been under the impression that to Bull Rush someone back more than 5' you have to move with them, and have the movement left in your turn to do so... If I'm wrong, definitely let me know (with a link.)
Also please remember that this bull rush is free off of my shield bash.

Gaius Lirsiiv |

Let's see [dice=will]1d20+5
-Posted with Wayfinder
Dagnabbit.
See you on the other side, Grym. I think we're boned. Unless you think we can outrun him. Our best plan is either bail and come back for Butcho later, or I can dump all my spell power into healing you next round and we can keep that going.

Gaius Lirsiiv |

Interesting question for our DM: Can you delay on your turn and move your stability save to later in the initiative round? You know, if you're unconscious and making death saves/stability rolls?

Dungeon Master S |

I would say no it doesn't provoke. The movement from Bull rush never provokes from you, only allies. They get knocked prone, which is a horrible fate anyway.
Grym gives as much as he gets, but the orc is still standing. Meanwhile, Gaius takes a shot with magic, but his spell is easier to resist than Morkeleb's. It looks like the enemy likely can't survive another onslaught like the one Grym just gave him, but then again, it doesn't look like Grym can either...
Begin Round 3 Ferox!
Ury (Magenta): 86
Black: 0
Yellow: 39
Green: 0
Cyan: 0
Blue: 0

Thorgrym the Tracker |

Dagnabbit.
See you on the other side, Grym. I think we're boned. Unless you think we can outrun him. Our best plan is either bail and come back for Butcho later, or I can dump all my spell power into healing you next round and we can keep that going.
yup, not looking good. I don't think Grym can run from this. He is making a final stand, he will live or die w/ Bucho. I think it is what he would do. But seriously, turn and run for it. Or jump off the balcony or something...

Gaius Lirsiiv |

Gaius Lirsiiv wrote:yup, not looking good. I don't think Grym can run from this. He is making a final stand, he will live or die w/ Bucho. I think it is what he would do. But seriously, turn and run for it. Or jump off the balcony or something...Dagnabbit.
See you on the other side, Grym. I think we're boned. Unless you think we can outrun him. Our best plan is either bail and come back for Butcho later, or I can dump all my spell power into healing you next round and we can keep that going.
Cool. Then we'll see what happens. ;)

Dungeon Master S |

He has cover from Ferox, but a barbarian in a rage is easy to hit, even with cover... It'll be interesting...

Ferox Kerr |

Round 3
Hearing the cries of pain and anguish from his comrades, Ferox takes careful aim at the humongous orc through the balustrade, hoping his arrows help turn the battle for his friends.
Cover is not accounted for in my rolls
Arrow: 1d20 + 13 + 2 + 4 - 2 - 2 ⇒ (19) + 13 + 2 + 4 - 2 - 2 = 34
Damage: 1d8 + 3 + 4 + 4 ⇒ (3) + 3 + 4 + 4 = 14
Damage, Manyshot: 1d8 + 3 + 4 + 4 ⇒ (1) + 3 + 4 + 4 = 12
Arrow, Rapid Shot: 1d20 + 13 + 2 + 4 - 2 - 2 ⇒ (4) + 13 + 2 + 4 - 2 - 2 = 19
Damage: 1d8 + 3 + 4 + 4 ⇒ (8) + 3 + 4 + 4 = 19
Arrow: 1d20 + 8 + 2 + 4 - 2 - 2 ⇒ (1) + 8 + 2 + 4 - 2 - 2 = 11
Damage: 1d8 + 3 + 4 + 4 ⇒ (7) + 3 + 4 + 4 = 18

Ferox Kerr |

Round 3
Hearing the cries of pain from his friends, Ferox focuses his training from Abadar and lets loose a volley at the mad orc, hoping his arrows fly true through the balustrade and find their target.
Activates Bane: Orcs
Cover is not taken into account with my rolls
Arrow1: 1d20 + 13 + 2 + 2 + 4 - 2 - 2 ⇒ (11) + 13 + 2 + 2 + 4 - 2 - 2 = 28
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (6) + 3 + 4 + 4 + 2 + (4, 1) = 24
Damage, Manyshot: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (1) + 3 + 4 + 4 + 2 + (5, 5) = 24
Arrow, Rapid Shot: 1d20 + 13 + 2 + 2 + 4 - 2 - 2 ⇒ (8) + 13 + 2 + 2 + 4 - 2 - 2 = 25
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (4) + 3 + 4 + 4 + 2 + (2, 2) = 21
Arrow2: 1d20 + 8 + 2 + 2 + 4 - 2 - 2 ⇒ (12) + 8 + 2 + 2 + 4 - 2 - 2 = 24
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (7) + 3 + 4 + 4 + 2 + (6, 3) = 29

Dungeon Master S |

Going with the second post ;-)
Grym prepares for the death stroke, and he is at peace. He knows this is a last stand, and wouldn't leave Bucho behind. As he grits his teeth - BAM! BAM! a pair of arrows appear in the orc's temple. The orc is utterly stunned by the surprise attack. The ferocious monster turns to look at the source only to SPLOCH! take an arrow in the eye, into the brain.
Impossibly he turns to Grym with a ferocity only known to orcs and slashes once more with his greatsword: ATK: 1d20 + 22 ⇒ (13) + 22 = 35 DMG: 2d6 + 14 + 1d6 ⇒ (4, 6) + 14 + (1) = 25 before falling into a bloody puddle on the floor...
The other orcs have no idea their leader is down and they fight on!
Black: Shoots a single arrow at Sandor ATK: 1d20 + 10 ⇒ (17) + 10 = 27 DMG: 1d8 + 5 ⇒ (4) + 5 = 9. He then drops his bow and draws an axe on the move.
Yellow: Rushes back in to lay into Sandor ATK 1: 1d20 + 17 ⇒ (17) + 17 = 34 ATK 1: 1d20 + 12 ⇒ (9) + 12 = 21 DMG: 1d12 + 11 ⇒ (4) + 11 = 15
Green: Double Move
Cyan: Rushes up the stairs and gets within striking distance of Gaius.
Blue: Jumps off the balcony and rushes towards Morkeleb! Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16 DMG: 1d6 ⇒ 5
Good guys (other than Ferox) are up!
Ury (Magenta): -13
Black: 0
Yellow: 39
Green: 0
Cyan: 0
Blue: 5

Morkeleb the Mighty |

point of order...which Orc did I have in thrall? Since I had him act--throw his bow--does he even get an action this round?
Nicely done saving grym's life. If that Orc hadn't rolled a 20 on my spell it woulda been different!!

Dungeon Master S |

You did say "throw" I moved him back 30'.
GOOD GUYS!

Morkeleb the Mighty |

ROUND 3
Morkeleb sees the advancing orcs, and decides to stay with his specialty--sowing chaos through manipulating the weak-minded.
He fixes his intense gaze on black. His staff flashes briefly as he makes mental contact with the beast.
use Irresistible Demand on Black. Will DC 23 to negate (I'd mistakenly posted a DC of 25 above)

Odric the Stout |

ooc- sorry for being AWOL guys - doing my final push for my Masters - in class all week till sat nite.
Round 3
Odric steps into a massive swing at the next Orc he sees.
ooc - 5 foot and attack yeller
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 ⇒ (4) + 19 = 23 for 2d4 + 11 + 9 ⇒ (2, 4) + 11 + 9 = 26 damage.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 - 5 ⇒ (15) + 19 - 5 = 29 for 2d4 + 11 + 9 ⇒ (1, 2) + 11 + 9 = 23 damage.

Dungeon Master S |

Odric moves forward 15' and takes a swing at the orc foolish enough to approach. The big man slashes a deep wound across the already wounded orc. Morkeleb continues to try to manipulate the weak willed WILL: 1d20 + 3 ⇒ (14) + 3 = 17. Black shockingly drops his axe and advances on blue!
Round 3
Ferox: Saves Grym and Gaius
Baddies: LOTS OF ATTACKS
Odric: move and hit.
Morkeleb: Beguiles
Sandor: CURRENT
Grym: ON DECK
Gaius: IN THE HOLE
Ury (Magenta): -13
Black: 0
Yellow: 65
Green: 0
Cyan: 0
Blue: 5

Dungeon Master S |

SANDOR!
5' Step to yellow
MW Axe TWF+PA: 1d20 + 13 - 3 + 1 ⇒ (9) + 13 - 3 + 1 = 20
Dmg: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Shield Bash TWF+PA: 1d20 + 12 - 3 + 1 ⇒ (20) + 12 - 3 + 1 = 30 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Shield Bash Confirmation: 1d20 + 12 - 3 + 1 ⇒ (11) + 12 - 3 + 1 = 21
Dmg: 2d8 + 6 + 6 ⇒ (6, 8) + 6 + 6 = 26
Sandor slides in and labels the orc with his axe, practically killing him. Then the dwarf brings the edge of his shield up and crushes the orcs throat, sending him backwards. The orc dies before hitting the dirt
You actually wouldn't have been able to follow him since you had to 5' step first.
Round 3
Ferox: Saves Grym and Gaius
Baddies: LOTS OF ATTACKS
Odric: move and hit.
Morkeleb: Beguiles
Sandor: Orcslayer
Grym: Current
Gaius: Also current
Ury (Magenta): -13
Black: 0
Green: 0
Cyan: 0
Blue: 5

Thorgrym the Tracker |

Round 3
Things can change quickly. Grym was waiting for the death blow from an orc, then he is saved by Ferox's archery and now Gaius is healing him. The Calistrian's healing magic always had a taste of pain in the sweetness of its healing.
The ranger 5 foot steps to the orc who was running up behind Gaius. Blades out Grym gives him the Full Attack.
Main 1d20 + 13 ⇒ (17) + 13 = 30
Scimitar 1d6 + 13 ⇒ (5) + 13 = 18
Offhand 1d20 + 14 ⇒ (9) + 14 = 23
SharkSlayer 1d4 + 14 ⇒ (3) + 14 = 17
2nd 1d20 + 8 ⇒ (1) + 8 = 9
Scimitar 1d6 + 13 ⇒ (3) + 13 = 16
2nd off hand 1d20 + 9 ⇒ (6) + 9 = 15
Shark Slayer 1d4 + 14 ⇒ (2) + 14 = 16

Dungeon Master S |

Gaius brings new life, and more fight, into the raging ranger. This time the Sharkslayer misses, but the scimitar score a couple of solid hits.
Round 4
Ferox: Current
Baddies: On deck
Odric: TBD
Morkeleb: TBD
Sandor: TBD
Grym: TBD
Gaius: TBD
Ury (Magenta): -13
Black: 0
Green: 0
Cyan: 35
Blue: 5

Ferox Kerr |

Round 4
Ferox takes a step to draw a clearer line to Blue and release yet another devastating volley. If Blue should fall, I'll shift the attacks to Black
Arrow1: 1d20 + 13 + 2 + 2 + 4 - 2 - 2 ⇒ (10) + 13 + 2 + 2 + 4 - 2 - 2 = 27
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (1) + 3 + 4 + 4 + 2 + (6, 2) = 22
Damage, Manyshot: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (3) + 3 + 4 + 4 + 2 + (4, 5) = 25
Arrow, Rapid Shot: 1d20 + 13 + 2 + 2 + 4 - 2 - 2 ⇒ (14) + 13 + 2 + 2 + 4 - 2 - 2 = 31
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (5) + 3 + 4 + 4 + 2 + (6, 5) = 29
Arrow2: 1d20 + 8 + 2 + 2 + 4 - 2 - 2 ⇒ (8) + 8 + 2 + 2 + 4 - 2 - 2 = 20
Damage: 1d8 + 3 + 4 + 4 + 2 + 2d6 ⇒ (5) + 3 + 4 + 4 + 2 + (4, 3) = 25

Dungeon Master S |

Ferox takes out another orc with a trio of deadly arrows.
Black: Shakes his head and dives onto his dying comrade....
Green: Double Move
Cyan: Lays into Grym Axe 1: 1d20 + 17 ⇒ (10) + 17 = 27 DMG: 1d12 + 11 ⇒ (5) + 11 = 16 Axe 2: 1d20 + 12 ⇒ (6) + 12 = 18 MISS
Rest of the good guys are up!
Round 4
Ferox: Drops Blue
Baddies: Attack!
Odric: TBD
Morkeleb: TBD
Sandor: TBD
Grym: TBD
Gaius: TBD
Ury (Magenta): -15
Black: 0
Green: 0
Cyan: 35

Dungeon Master S |

REF: 1d20 + 3 ⇒ (11) + 3 = 14 The orc takes some of the fire, using his axe to deflect the rest.
Odric, Sandor, Grym, and Gaius
Round 4
Ferox: Drops Blue
Baddies: Attack!
Odric: TBD
Morkeleb: Burns
Sandor: TBD
Grym: TBD
Gaius: TBD
DM:
Ury (Magenta): -15
Black: 5
Green: 0
Cyan: 35

Dungeon Master S |

Botting Odric. Adam said he was busy doing school work anyway...
Odric, thankful for all the mobilization warm ups from earlier in the day takes off at a charge. He rushes the lone orc, leading with his blade. He takes a moment to think about how two years ago, the sprint would have left him winded. Now, he arrives at the orc: CHARGE!: 1d20 + 2 + 19 ⇒ (2) + 2 + 19 = 23 2d4 + 11 + 9 ⇒ (4, 4) + 11 + 9 = 28 and sprays orc blood all over the road. Still the orc fights on.
Sandor, Grym, and Gaius remain.
Round 4
Ferox: Drops Blue
Baddies: Attack!
Odric: TBD
Morkeleb: Burns
Sandor: TBD
Grym: TBD
Gaius: TBD
Ury (Magenta): -15
Black: 33
Green: 0
Cyan: 35

Thorgrym the Tracker |

Round 4
Grym strikes back against the Cyan orc trying to bring him down.
Main 1d20 + 13 ⇒ (3) + 13 = 16
scimitar 1d6 + 13 ⇒ (5) + 13 = 18
offhand 1d20 + 14 ⇒ (8) + 14 = 22
SharkSlayer 1d4 + 14 ⇒ (3) + 14 = 17
2nd 1d20 + 8 ⇒ (10) + 8 = 18
scimitar 1d6 + 13 ⇒ (4) + 13 = 17
2nd offhand 1d20 + 9 ⇒ (1) + 9 = 10
SharkSlayer 1d4 + 14 ⇒ (3) + 14 = 17
wow, could I roll crappier