Dungeon Master S's "Hydra's Fang Incident" CORE (Inactive)

Game Master Chris Marsh

COMBAT MAP

Initiative Quick Post:


  • [dice=D'Lack]d20+3[/dice]
  • [dice=William]d20+3[/dice]
  • [dice=Guntir]d20+7[/dice]
  • [dice=Makindi]d20+4[/dice]
  • [dice=The Agent]d20+2[/dice]
  • [diceFriar Huck]d20+3[/dice]


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Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

We could walk. Or swim.

Is it docked by a pier?


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Still in the air, but yes there are oars. :-)


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With the location listed on the board, and a dinghy (now with oars!) You've got the means to head out to the Hydra's Fang.

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

"Well it looks like we have a fairly solid lead! Let's get moving before he gets too far away!"

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Right! In the dingy with you!"

Will climbs in and prepares to row.

Grand Lodge

Male Human Cleric 4 | AC 19 T12 FF17 CMD17 | F+7, R+5, W+7 | Per +2, Init +2 | HP 35

The Agent nods and saunters up to the boat.

"Let's do this... I've got a totally important uhh, Desnan prayer meeting tonight I don't wanna miss..."

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

Guntir follows the lead of the others, muttering to himself. Best be hopin' this drif'wood don't fall ta' pieces or some o' this lot will be goin' down down down...

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Well, it semms we will go by boat then.

D'Lack, followed his comrades in the boat.


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Opting for the boat the party settles in and heads towards Du Moire's ship.

Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed off by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes forms a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with ominous creaks and strains as if you were traveling through the belly of a great beast. Thankfully, navigating out of the maze is far easier than navigating in, and the ever-watchful eyes of Enforcers on the walls fall almost entirely on the cargoes of incoming merchants.

As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.

There's about a half mile of rowing left when the water beside the boat explodes in a white spray. A pair of aquatic looking beasts break the surface and scream in a gurgled Taldane, "Die Pirates!"

The beasts (Knowledge (Local) to ID) are in the water next to the boat. They're close enough for melee (giving you a +1 for higher ground), but have cover versus anything ranged.

D'Lack: 1d20 + 3 ⇒ (16) + 3 = 19
William: 1d20 + 3 ⇒ (20) + 3 = 23
Guntir: 1d20 + 7 ⇒ (17) + 7 = 24
Makindi: 1d20 + 4 ⇒ (18) + 4 = 22
The Agent: 1d20 + 2 ⇒ (6) + 2 = 8
Friar Huck: 1d20 + 3 ⇒ (4) + 3 = 7
Baddies: 1d20 + 1 ⇒ (9) + 1 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Initiative Repost:

Guntir: Current
William: On Deck
Makindi: TBD
D'Lack: TBD
Baddies: TBD
The Agent: TBD
Friar Huck: TBD

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

If Guntir can stand on the edge of the boat:
Guntir draws his axe. Then he steps forward and swings it down towards the creature, yelling I'm no bloody pirate!

If Guntir can't stand on the edge of the boat:
Guntir pulls out a Javelin and hoists it in the direction of the sea creature, yelling I'm no bloody pirate!

Crunch:
Attack Roll (+2 for Javelin, +4 for Axe): 1d20 ⇒ 14
Javelin Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Waraxe damage: 2d8 + 6 ⇒ (4, 8) + 6 = 18


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Guntir stands on the edge of the boat. It totters a bit from the shift in weight, and looks like it could go over, but the dwarf stands firm and with a mighty swing of his axe, he cleaves the head of the first creature into even halves!

Round 1 Update:

Guntir: SLICE AND DICE
William: Current
Makindi: On deck (literally)
D'Lack: TBD
Baddies: TBD
The Agent: TBD
Friar Huck: TBD

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Knowledge (Local): 1d20 ⇒ 1

Will is positive this is a unicorn!

Even though I failed on the knowledge check, I am assuming this is an aquatic humanoid, correct?

Will steps over and swings his cutlass down on the creatures head.

Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5


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It's got gills, but has two legs and two arms. :-)

Will scores a slice with his blade, bloodying the creature, but it continues its rant in bubbly Taldane.

Makindi and D'Lack.

DM:

Baddie: 5

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'Lack cast a spell and cone of colors, like a rainbow, wrapped the creature color spray

the creature must make a Will save DC14


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WILL: 1d20 + 4 ⇒ (20) + 4 = 24 The creature completely resists the spell from the sorcerer!

Makindi.

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

Makindi? Been two days now...

-Posted with Wayfinder

Grand Lodge

Male Human Cleric 4 | AC 19 T12 FF17 CMD17 | F+7, R+5, W+7 | Per +2, Init +2 | HP 35

Possibly worth GMPCing at 48 hours (it's been 60). I would never complain if a GM did that for my character after even 24-36 hours.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

I agree.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

Will do (as soon as I get to work).

-Posted with Wayfinder


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Autopilot of Makindi: Actually without the crunch available, he delays for now. Meanwhile, hopelessly outnumbered, but driven by ...something... the remaining sahuagin tries to capsize the boat! STR: 1d20 + 2 ⇒ (3) + 2 = 5, but can't get the leverage.

Agent and Friar Huck finish the round.

Round 1 Update:

Guntir: SLICE AND DICE
William: Current
Makindi: Delay
D'Lack: Color Spray
Baddies: Fail
The Agent: Current
Friar Huck: Current

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Yeah, unless people give me a courtesy note that they are going to be away and ask that I bot them, I don't even bother with botting and just put them on delay. The GM shouldn't be forced to do more work by playing other peoples' characters imo.

Not wanting to get in the water the good friar simply flings a stone at the water creature!

sling: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
damage: 1d3 - 1 ⇒ (1) - 1 = 0

Grand Lodge

Male Human Cleric 4 | AC 19 T12 FF17 CMD17 | F+7, R+5, W+7 | Per +2, Init +2 | HP 35

The Agent briefly contemplates bestowing the luck of the totally righteous Desna on Makindi, but notices the big man seeming to hesitate instead of swinging at the sea creature.

"Alright man, I'm gonna use my bow and try to scare the little fella' off..."

Drawing his bow (move), The Agent tries to line up a shot.

Longbow (melee penalty): 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 for 1d8 + 2 ⇒ (5) + 2 = 7

As the arrow nearly hit Makindi, he whistles and looks skyward - at least what passes for a "sky".

"My bad!"

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

Guntir pulls out a Javelin and tosses it at the creature, but it harmlessly splashes into the water.

Javelin, attack, melee penalty: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will seems to fairly deft at moving around the small boat, and makes another attack on the creature.
Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10


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Will's technique is really impressive. The ranger's slash turns the waters red...

Out of combat!

You continue the trip towards the Hydra's Fang. There's no way to sneak towards the ship as you're in open water. On the deck a lookout spots you and calls to someone on the deck. As you get ever closer someone new hits the deck. This new figure is still a bit far away, but his reaction is clear, there is something wrong. He shouts orders and immediately people start preparing to set sail! The race is one to get to the ship before he pulls away. Thankfully weighing anchor isn't quick and you're confident that you're going to get get to the ship. The question is, how do you want to get there?

It looks like there are really three options. Try to go up the anchor line? That way is likely easiest, but you can only go in a line. The curved sides? That way is hardest, but you can all go at once. The flat stern looks easy, but is a longer climb....

Pathfinders, Du Moire is getting away!!!! What do you do?

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

Guntir looks at his companions. I think I can make it up the side. How about you lot?

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

"I'm not the best climber but I'll try."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

The same, here ! said D'Lack

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Shall I climb up and lower a rope down, then? "

Climb: 1d20 + 7 ⇒ (16) + 7 = 23


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Some mechanics: There is a flurry of activity aboard the Hydra's Fang. It'll be combat as soon as someone is on deck. If you have a grappling hook, you can give that a go to greatly reduce the difficulty. I don't mind sharing the DCs. The anchor chain is DC 13. The sides are DC 25, and the stern is DC 15.

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

"I 'ave a grappling hook. Let's toss it up there first."

does anyone else have a grappling hook also?

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Aye, I have one as well." Will offers it to whoever needs it, since he is comfortable climbing up another method.

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

"Le's go up by the anchor chain."

That would make at least 3 avenues up

-Posted with Wayfinder

Grand Lodge

Male Human Cleric 4 | AC 19 T12 FF17 CMD17 | F+7, R+5, W+7 | Per +2, Init +2 | HP 35

The Agent makes his way to the anchor chain as the others make their way up at various points.

He asks the most righteous Desna for a little guidance before he begins.

Climb: 1d20 + 3 ⇒ (6) + 3 = 9

No progress? Attempt #2...

Climb: 1d20 + 2 ⇒ (20) + 2 = 22


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This would be much easier at a table, and I can see it being killer on PbP. It'll amount to 3-4 rounds of "combat" that involve making climb checks and nothing else (and that assumes there are only a couple of failed checks in the whole party. SO....

The party lashes rope and hook to the Hydra's Fang and takes to the deck amid battle cries and chaos. Many of the people on deck are simple hands that have no dog in the fight, but a trio of brigands advance towards you with a lavishly dressed man in the back barking orders! After telling his men to charge, the man turns to flee into the hold of the ship.

D'Lack: 1d20 + 3 ⇒ (4) + 3 = 7
William: 1d20 + 3 ⇒ (16) + 3 = 19
Guntir: 1d20 + 7 ⇒ (18) + 7 = 25
Makindi: 1d20 + 4 ⇒ (8) + 4 = 12
The Agent: 1d20 + 2 ⇒ (19) + 2 = 21
Friar Huck: 1d20 + 3 ⇒ (1) + 3 = 4
Baddies: 1d20 + 2 ⇒ (11) + 2 = 13


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Initiative Repost!

Guntir: Current
The Agent: On deck
William: TBD
BADDIES: TBD
Makindi: TBD
D'Lack: TBD
Friar Huck: TBD

Grand Lodge

Male Human Cleric 4 | AC 19 T12 FF17 CMD17 | F+7, R+5, W+7 | Per +2, Init +2 | HP 35

The Agent practically winces when he sees how many armed men are about the ship.

"Whoa man, it's amazing this boat stays afloat with all these people!"

As the men draw weapons, the Agent does the same, hoping to land an arrow in the man directly ahead of him.

Firing at the thug due south of the Agent, and then taking a 5ft step to the SW.

Longbow: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

"Running away are ye? Guilty conscience maybe?"

Guntir draws his war axe and steps forward, swinging it down on the fellow in front of him.

Crunch:
Large Waraxe, Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Large Waraxe, damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8

-Posted with Wayfinder


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Guntir wastes no time bringing his blade to bear. The axe bites deeply and the brigand howls in pain, murder in his eyes. The Agent, despite his dismay drills the brigand with an arrow.

William, then baddies.

DM:

Red: 7
Green:
Blue: 8
Du Moire:

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will moves to get into a better position (hopefully flanking and maybe even AoO from baddie), drawing cutlass and dagger.

Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23

Will then attempts to disarm the guard closest to him with his dagger.
Disarm Attempt: 1d20 + 3 ⇒ (6) + 3 = 9

If gets an AoO, preference against leader:

Attack with Cutlass: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


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The Agent and Guntir draw first blood. The brigands, despite their slower reflexes, are trained for combat. Will's attempt at a disarm is met with a quick counter cut from the man. AoO: 1d20 + 4 ⇒ (7) + 4 = 11, but it's sloppy. He tried in earnest for a killing blow: Red on Will: 1d20 + 4 ⇒ (6) + 4 = 10. The other two guards make aggressive swings: Green on Makindi: 1d20 + 4 ⇒ (16) + 4 = 20 and scores for DMG: 1d8 + 3 ⇒ (5) + 3 = 8 and Blue on Guntir: 1d20 + 4 ⇒ (11) + 4 = 15, a narrow miss. Du Moire, on the other hand tries to get out of harms way and adopts a defensive stance.

Makindi delays (hopefully he returns. D'Lack and the Friar!

Round 1 Update:

Guntir: Slash
The Agent: Pierce
William: Move and failed disarm.
BADDIES: Attack!
Makindi: delay
D'Lack: TBD
Friar Huck: TBD

DM:

Red: 7
Green:
Blue: 8
Du Moire: Full defense

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck runs around the ship to come at the brigands from the other side!

Double move.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Not that it matters since he missed, but Will has Improved Disarm, so shouldn't provoke an AoO.


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Thanks for the FYI. I meant to look, then apparently forgot. :-)

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'Lack wasn't able to find a good way to cast his spell. So he decided to Intimidate Du Moire.

He ! You ! Yes, you Du Moire. You will be given to the Chelaxian Imperial Marine if you don't surrender to us ! Better the gibet than the torture at the hand of the Hellknight !

Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19


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It seems D'Lack rattles his cage a bit. Du Moire shouts, "There's no need for this! Think about it. Think of what I can do for you; land, titles, money... It's all yours, just talk this out!"

Begin Round 2:

Guntir:
The Agent:
William:

Silver Crusade

Male LG Dwarf Stonelord/3 | DR 1/adamantine | 34HP | AC 18 T 11, FF 17 | CMD 17; +4 vs. Bull Rush, Trip | +6 Fort, +2 Ref, +2 Will; +3 vs. poisons; +5 vs. spells, and spell-like abilities | +1 Init | +5 Perception

"Surrender now and I can assure you nothing more than the justice due a murdering pirate."

Guntir pauses for a moment.

If the pirates don't surrender:
Guntir grimaces, "today I am the blade of justice..." He mutters as he hauls his axe over his head, then swings it mightily down on the blue pirate.

Large Waraxe, Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Large Waraxe, damage: 2d8 + 6 ⇒ (3, 7) + 6 = 16

-Posted with Wayfinder


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

"You haven't defeated me yet ye scallywags!" Du Moire shouts, but his voice wavers a bit (and a bit more after hearing the death knell of one of his men.)

The Agent and William

DM:

Red: 7
Green:
Blue: DEAD
Du Moire: Full defense

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will moves into a flanking position and attacks the red guard.

Attack with Cutlass: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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