Chronicles of Daggerford (Inactive)

Game Master Rhanloi Ehlyss

“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”

Maps / Handouts


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M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler will shoot at a Lizardman (G10) Crossbow: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d8 ⇒ 1


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

I didn't notice the 10 ft height of the rock. If all I have is a standard. I guess it being a surprise round means I need to just take a move to get to visual range. Let's just move to I-17.


Male Human Nature Fang Druid 3 | AC 18 T 12 FF 15 | HP 22/22 | F +6 R +3 W +7 | Init +7 | Perc +7

Leon and lorelei both move to K and J, 14 respectively. Leon has his shield and spear drawn


Surprise round
Leon / Lorelei: You move forward quietly.
Tyler: Tyler takes a shot at one of the lizardmen in the group, the bolt scoring a glancing hit.
Brynderie: Lobs a glob of acid at the lizardman who is supposed to be watching for a group like you, hitting it square in the back of its head!
Ulf: Moves forward through the reeds...
Amelleanne: Ami takes careful aim at the lizardman on the rock, hitting it a second after Bryn's acid strike!
Kyrus: Kyrus also sends an arrow at the guard/ It is heavily injured, but not down yet!

Round 1
Leon / Lorelei:
Tyler:
Brynderie:
Ulf:
Amelleanne:
Kyrus:
Lizardfolk:


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I made my attack a while ago.


Kyrus Leafstrider wrote:
I made my attack a while ago.

Sorry - missed your post! Updated the surprise round and now we're in Round 1. You all go again before the lizardfolk =)


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Kyrus whips another arrow out the instant the first strikes and aims again. He fires, ready to finish the job before the lizardfolk can rally a proper defense.

Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 ⇒ 3


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler will repeat his shot at the (G10) Lizardman. Crossbow: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d8 ⇒ 8

First shot was the sighter. :)


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Ami loads and fires again, presume I can see G10, if I11 is downed?
xbow: 1d20 + 4 ⇒ (17) + 4 = 21 dmg: 1d8 ⇒ 1


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Now that he is in a better position, the Ulfen warrior bellows a battle cry in his native tongue, charging forward into the fray!

Charging Power Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d12 + 7 ⇒ (10) + 7 = 17


Brynderie bursts out from the cover of the tall grass and utters a short phrase in draconic. Gesturing with both hands she conjures up a spring of grease bubbling up from the ground under several of the lizarmen and the fire.

Move Action: Move to H15.
Standard Action: Cast Grease under H8-9 & I8-9. Not sure if it does anything to the fire, but wanted to hit the three lizardmen there.
Swift Action: Shift to I16, once again taking cover.


Round 1
Leon / Lorelei:
Tyler: Tyler's second shot hits the same lizardman in the back as it starts to stand and turn, severely injuring it but, again, only showing how tough these reptilians can be...
Brynderie: Sorry, Bryn - the green on this map is the swamp water (covered in slime, of course, which is why it's green.) You can go into the water and still cast your spell if you pass a DC15 Concentration check...
Ulf: Ulf, same thing - green is not grass on this map but swamp water. Sorry!! So you can re-designate your surprise round and first round actions. But that boulder is really going to stop you from charging from where you are...
Amelleanne: Seeing the lizardman on top of the rock still standing, Ami fires again at the distracted sentry...
Kyrus:
Lizardfolk:


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I'm guessing a 13 misses...


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Well either way I should be within six squares of something to attack. Do you want me to re-roll or can you just move me toward the nearest enemy within reach?


Brynderie del'Agost knows the gravity of the situation and sets her mind to casting her spell with the greatest amount of focus she can muster... given the slimey, disgusting nature of her current surroundings.

Concentration: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23


Bryn - gotcha. Passed concentration check. Thanx.
Ulf - moved you to a good spot. Subtracted 2 from your attack roll because you didn't charge, and another 1 because you used power attack. That still hits the foe, and your damage is unaffected! You score the first kill - congrats =)
Kyrus - yea...AC 17 normal and AC15 flat-footed with no shield

Round 1 conclusion
Lizardfolk: The lizardfolk were caught completely unaware by your ambush, but they now respond to the threat!
- The lizardman on the rock spins and throws a javelin down at Amelleanne, missing her completely! target: 1d6 ⇒ 5 Ranged attack: 1d20 + 2 ⇒ (5) + 2 = 7
- The three reptilians caught in Bryn's grease spell all fall to the ground ina comedic display of splayed legs and tails!
DC15 Reflex red: 1d20 ⇒ 14
DC15 Reflex blue: 1d20 ⇒ 4
DC15 Reflex green: 1d20 ⇒ 2
- The other lizardman (black), injured by Tyler's arrows, decides the loot isn't worth dying over and withdraws to the murky swamp water, swimming quickly away under the surface...

Round 2
Leon / Lorelei:
Tyler:
Brynderie:
Ulf:
Amelleanne:
Kyrus:
Lizardfolk:


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Kyrus frowns as his arrow misses. Without hesitating, he whips another arrow from his quiver and fires at the lizardman on the rock before he can try to attack again. He growls as his shot goes wide again, flying harmlessly in to the distance.

Attack: 1d20 + 6 ⇒ (5) + 6 = 11


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler will move to K12 and drop a bomb on the greased Lizardmen. Aiming at I8. Bomb: 1d20 + 3 ⇒ (3) + 3 = 6.

Switched to bombs because prone targets are -4 to hit. :(


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Amelleanne reloads and tries to return fire at the one on the rock xbow: 1d20 + 4 ⇒ (1) + 4 = 5 dmg: 1d8 ⇒ 4. must be a magic rock of protection


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"NEEEXT!!" the warrior bellows, moving on to the next closest lizardfolk and swinging with all his might!

Greataxe Power Attack: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Greataxe Damage: 1d12 + 7 ⇒ (12) + 7 = 19

Off with his head!!!

The devastating blow seems only to inspire the warrior further and he roars again at the lizards!

It's times like this when I think there should be circumstances where Intimidate is a move action rather than a standard.


Úlfheðinn Sigmundarson wrote:
It's times like this when I think there should be circumstances where Intimidate is a move action rather than a standard.

Viking, an archtype of fighter, gets intimidate as a move action at 2nd level. My Fighter(Viking)4/Sorcerer1/Dragon Disciple1 has the cornugan smash feat allowing an intimidation(demoralize) check as a free action with any power atk that does damage. His intimidate is +22. He's fun to play.

Brynderie scrambles out of the marsh and levels her crossbow at the lizardman standing atop the large boulder. Seeing him come squarely into her sights, she thinks to herself. Alright Bryn... just as Úlfheðinn taught you... She draws a deep breath and holds it. Keeping her hand as steady as possible, she gently squeezes the trigger, and the bolt leaps from the crossbow!

Crossbow: 1d20 + 3 ⇒ (19) + 3 = 22 for piercing damage of : 1d8 ⇒ 4

Seeing the bolt hit its mark, she shouts in draconic, "Surrender now! Or my Ulfen friend shall decapitate you all!"


Round 2
Leon / Lorelei:
Tyler: Lobs a bomb in the middle of the downed lizards, causing collateral damage to all of them...(4 points of damage each)
Brynderie: Bryn finishes off the lizardman atop the rock!
Ulf: Ulf's vicious attack quickly kills another lizardman, cutting through the prone reptile like a gutted fish on a chopping block!
Amelleanne & Kyrus: (Because Bryn finished off the lizard on the rock, and you have no visible targets where you are, do you want to move around the rock?)
Lizardfolk:


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

With the lookout dead, Kyrus moves forward, shifting around the rock to get a better line of sight move to H13 on the other lizardfolk who were caught in the grease spell. He attempts to make a quick shot at the nearest lizardman black, but his aim is a bit to quick and the arrow goes wide.

I'm assuming I keep the 11 I rolled earlier. Unless you want me to roll again.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Unable to see much from her location Ami moves up to the rock while drawing her sword.


OK - positions updated on the map, although you should have the ability to move your token. Of note, I'm headed out of town for the weekend and will not have any internet access, so the below lizardfolk post will allow you to post another round of actions while I'm gone. Have a great weekend!

The remaining lizardfolk (red and blue) try to stand, but the slippery substance coating the ground is more than they can handle. They remain prone on the ground...
DC15 Reflex red: 1d20 ⇒ 5
DC15 Reflex blue: 1d20 ⇒ 12

Round 3
Leon / Lorelei:
Tyler:
Brynderie:
Amelleanne
Kyrus:
Lizardfolk:


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Ami heads around and tries to poke the lizardman (blue) with the pointy end of her sword.
attack: 1d20 + 3 ⇒ (19) + 3 = 22 dmg: 1d8 + 1 ⇒ (8) + 1 = 9
confirm?: 1d20 + 3 ⇒ (11) + 3 = 14 dmg: 1d8 + 1 ⇒ (1) + 1 = 2


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Kyrus calmly draws back another arrow, taking more time to steady his aim at the same lizardman again black rather than rushing the shot. His aim is far better this time as the arrow flies through the air.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 ⇒ 6


Male Human Nature Fang Druid 3 | AC 18 T 12 FF 15 | HP 22/22 | F +6 R +3 W +7 | Init +7 | Perc +7

Leon moves to G11 to attack the black outlined Lizardman, while Lorelei moves to attack the blue outline Lizardman

Lorelei attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Leon Attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler moves to K6 and points his crossbow at the (red) Lizardman. Hoping one will take the chance to surrender.


The group moves in and quickly finishes off the last two lizardfolk. (Combat over!)

On the body of one of the lizardmen is an amulet made from a dinosaur's tooth. It has strange carvings in it and is attached to a leather cord. There is little of value in the loot pile, except for Cromm’s signet ring. You find the following weapons and armor - either on the lizardfolk or what they looted from the baron's men:
Leather Armor-1d4 ⇒ 4
Short Swords-1d4 ⇒ 3
Heavy wood shield-1d4 ⇒ 1
Morningstar-1d6 ⇒ 4
Javelin-1d10 ⇒ 6

Nature (DC10):
You notice several areas swept clean of brush that may have served as sleeping areas for the lizardfolk. There are blue feathers and shiny stones tied to the branches of the tree.

Perception (DC20):
You notice a slightly discolored area of dirt under the tree. A little digging reveals a leather pouch containing 120 gold coins, 6 platinum coins, an amethyst, 2 pieces of jade, and a stunning black pearl.

=============================================
The return journey through the swamp is uneventful. Occasionally one of Redeye's clansmen appears on the path, directing you to one trail or another, until you finally reach solid ground in the late evening...


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Knowledge Nature: 1d20 ⇒ 10
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Kyrus slings his bow back over his shoulder again and leans down to examine the pile of stolen gear and trinkets. He scoops up Cromm's ring and tucks it safely in his pocket. "At least we can return this to his wife," he says quietly. "Let's gather as much as we can. The people at Cromm's Hold may be able to make use of the weapons and armor and I'm sure they'll want their possessions back."

He takes a look around the clearing, searching the area to make sure that they're not missing anything. "It seems that this was their camp," he says, pointing to some of the blue feather markings in the trees. "So this was likely the lot of what was taken." He frowns and drops to one knee again. "And there's something here as well. It seems that the earth here has been dug up before, perhaps several times..." He digs in, not afraid to get his hands a little dirty. A smile crosses his face as he finds a small pouch. "And buried treasure as well!" A low whistle escapes his lips as he sees the coins and jewels within. "Looks like they've been looting for a while. It would be a shame to leave this lying around."


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Is good find, Kyrus! Is sure to be useful, even if only for turning to coin!"


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

"Not exactly our best work, but I suppose there was nothing more we could have done."


"What do we have here?" the wizard whispers quietly. Brynderie takes a long look at the dinosaur tooth amulet that one of the lizardmen was wearing. With a wave of her hand, her eyes cloud over as she looks for any remnants of magic in the amulet.

Cast Detect Magic. If she sees any, she will concentrate for several rounds to detect any specific auras.

Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26 <-- Just in case.


Bryn:
It is an amulet of deinonychus summoning and control. This item works if there is a deinonychus within one mile. It has three remaining charges and works for an hour per day. The lizard man leader has already used it today, of course. You also detect a magic aura from Cromm's ring...

Once you have returned to Cromm’s holding, Piann receives them and hears your story. She is devastated to learn the fate of her husband, but thanks you for your help. She gratefully offers each of you a reward of 100 gp. She also gives you her husband’s signet ring, as there is no longer anyone to inherit it. She explains that there is no claim to the baron’s holdings tied into this ring - if the baroness dies, the property probably will go to one of her relatives from another barony.
*******************
Upon returning to Daggerford, Sherlyn Spearslayer summons you and requests an immediate debrief of the attack and the outcome of your actions.

Congratulations! You have reached 3rd level! Take the rest of the long Thanksgiving weekend to level up your character, make any purchases, and determine other earnings from day jobs - but only 2 weeks...you will be visited by an NPC after that! ;-)


GM:
Spellcraft on ring: 1d20 + 11 ⇒ (1) + 11 = 12


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"Are you certain?" Cromm asks the widow. "Even if it has no tie to the hold, it is still yours by right." He accepts the reward without any other fuss, tucking away his coins in his bag. They'll have to divide up the rest of the gold they recovered later. "Regardless, we're sorry for your loss."

When they finally return to Daggerford, Kyrus is tired and more than ready for this day to be done. "We arrived at the Hold after the raiders had already left. There were casualties, but Cromm had returned before us. He killed the stragglers and went off in to the swamps to attempt to run down the rest of the band. We followed in hopes of reinforcing him before something happened, but we were too late. We found the bodies of him and his men in the swamp, most likely ambushed by the lizardfolk. We eventually managed to track down the raiders and slay them, and returning what was stolen to the people. We recovered some weapons and armor from the lizardfolk, along with the results of their raids. I believe we cleared out most of that group, but I can't be absolutely certain."


On the way back to Daggerford, Brynderie looks toward her companions, "Cromm's ring and the amulet we found on the lizardman are magical. From what I can tell, we found an amulet of deinonychus summoning and control. It looks to have 3 charges left and should control the dinosaur for about an hour. However, the creature must be within a mile for the amulet to summon it to one's service."

She looks to the ring and sighs, "As to the ring, it is beyond my knowledge. Perhaps, I could ask my mentor, Valheiman. He may be able to determine its power. Or there will certainly be someone in the Baron's employ that could assist us. We could ask Piann if there is someone with the skills to identify it."


Forgot about the gems until I saw Kyrus' post in the Discussion Thread.

Appraise Amulet: 1d20 + 8 ⇒ (2) + 8 = 10
Appraise Gems: 1d20 + 8 ⇒ (16) + 8 = 24


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Amelleane agrees with Kyrus assessment, though will speak to him quietly later.

"Did you intentionally leave out the other group of lizardmen? I don't fault you for it, but I'm curious as to your reasoning."


Male Human Nature Fang Druid 3 | AC 18 T 12 FF 15 | HP 22/22 | F +6 R +3 W +7 | Init +7 | Perc +7

Leon keeps quiet, he and his crew are alive. that's all he cares about. We did fine, no casualties from our group, that's all that matters...our pack still lives He comment's.

He leaves the reporting to the other's, leaving shortly after receiving his pay. before he departs for his home, If you guy's need anything, you know where to find us. I don't plan on leaving the village for a bit, gonna stay around and train a bit


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"Unless they lied right to our faces, they have no particular desire to pick fights or start raiding human villages. So unless I've misunderstood and nobody knows that there are other tribes in those swamps, the fact that we bumped in to them isn't all that important. Unless they somehow get mistaken for part of the same band that was raiding I suppose. If you'd like to add anything you feel important to my report, by all means. We're a team. It's hardly like you're under any obligation to blindly agree with me."


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

"Úlf does think we should tell Spearslayer about other lizardfolk tribe, if only to make sure they are not slaughtered for being on same team as those we killed. I do not think it is good idea for someone else to report that to commander, though; it might be seen as some kind of in-fighting between us, or power grab or something. I am thinking it would be better if any amendments came from you, Kyrus."


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

"I didn't exactly intend to become the spokesman of our little unit, but I'm glad you think that highly of me. Give me a moment to speak to the commander, then we can all be on our way." He steps back inside and gives a quick salute. "Pardon me commander, but Ulf and Ammelleanne have just reminded me of something that you should know. There are other tribes of lizardfolk in the marshes, but not all of them are hostile. One, the Red Skins I believe, were peaceful and helped point us in the correct direction when we passed through their territory. Other patrols should take caution when they pass through the area so that they don't start fights with the non-hostile groups."


The Shaking Earth

You are on militia duty when you feel the earth moving under your feet. Sections of the wall buckle with the posts pointing upward at strange angles, but the binding holds and the wall stays together. The catwalk behind the wall breaks off in a couple of places. The north wall shakes, with mortar and loose stone flying everywhere. Slowly, inexorably, the north wall collapses as you watch. Its supports give way, and as it falls, you can see workers caught under the wall. You hear their continuing screams as the dust settles.

Make a DC15 Reflex save or suffer 1d6 ⇒ 1 points of damage from falling debris!


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Reflex: 1d20 + 9 ⇒ (8) + 9 = 17

Kyrus leaps back as the wall starts to heave and avoids to majority of the falling rubble. He shields his eyes from the dust, trying to get a look at what's happening through the mess. "Come on! There are people who need help!" He rushes toward the mess, hopefully to try to pull the workers from the debris before it's too late.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

Tyler leaps clear gracefully and rushes over to aid the trapped workers.

Knowledge (nature): 1d20 + 9 ⇒ (10) + 9 = 19 Did the quake seem natural?


Although not common, earthquakes are not unnatural here. But who knows whether gods, magic, or nature cause such calamity?

Much of the north wall of the second story of the barracks has collapsed, trapping several residents underneath. You quickly assess there are three groups in different locations - the dwarven blacksmith and his two sons; another militia patrol; and Baergon Bluesword and two acolytes from the Shrine of Gorum.

Still need Reflex saves from the rest of the group. Kyrus and Tyler may act to assist others, as well as everyone else who makes the save. If you fail the check, you spend a round freeing yourself from the falling debris and getting back to your feet.

Who will you go to help? List the groups in order. You may attempt to move the stones and timbers by hand with a DC20 Strength check. Two PCs may combine their Strengths to move one stone. Take the weaker Strength, divide it in half, and add it to the stronger. Use this modified Strength number to make the check.


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Kyrus judges the situation for a moment, then jumps nimbly across the rubble toward the trapped blacksmith. "Someone get over here and help me move this!"

Whoever decides to aid me, Kyrus has 12 Str, so you get a +3 to your strength check if you have better.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Ref: 1d20 + 5 ⇒ (20) + 5 = 25

can only 2 of us aid each trapped group, or is it just pairing up to shift individual stones? Ami is more likely to try and aid the Blacksmith first, but if she'll just be getting in the way of someone stronger then she'll aid Baergon and his acolytes instead.

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