Lucendar's Legacy of Fire PbP

Game Master Lucendar


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No biggie, DM. I'm with you now.

Squinting against the onrushing wind, Jarva looks downthe hill and sees what appears to be trouble. When he saw Kyra launch a javelin at one of the figires that just appeared, his fear was confirmed. "Garavel,can you take the reins and get these camels down? Looks like we have run into resistance down there," the druid asked, handing off the reins and moving quickly down the hill.

I assume handing the reins to Garavel is a move action, and I will take an additional move action to head down the slope. Next round I will draw my scimitar and move as far toward combat as I can.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Initiative Roll (1d20+3=18)

Eli charges across the sand lumbering along with all of his and Jarva's gear. Upon seeing the dead warriors lining up he alters course, heading straight for the skeleton that is missing on of its arms. "By the gods!"

Not sure how far off the map Eli is so go ahead and place him in a square that is a direct path for the skeleton #2 in H7. My plan for the next few rounds is to bulrush over him to get behind the line of skeletons where I can safely deposit Jarvas Pack and then get a flanking position behind our enemies. I assume I am to far away to actually do the bulrush attack this round.


Initiative Order:

Dumah 23
Kyra 19
Eli 18
Jarva 17
Skeletons 12
Quzman 10
Garavel 5
Brebork 4

Summary of actions:
Dumah moves with quickness as he sees Quzman save himself from the fall. He moves to H15 and intones words of magic to protect himself.

For Dumah and Kyra:
As you move near pit, you see a trio of rattlesnakes at the bottom of the pit.

Kyra moves alongside of Quzman next (J13, not diff terrain), who is still hanging on, and throws a javelin with great strength at the skeletal warrior directly in front of her, penetrating his chain shirt and breaking some ribs in the process. However, the undead warrior shows no pain and no fear. He was within point blank range so added pluses to hit and damage.

Eli runs with great speed to aid his comrades, but the farthest he can reach without stopping to for a breath is square N13.

Jarva gives the reins to Garavel, who gladly takes them( not a move action) and moves 30' down slope.

Skeletons raise weapons and approach. Skeleton 1 takes a double move to G15 to threaten Dumah. Skeleton 2 does not move. Skeleton 3, struck by the javelin, charges Kyra to square J12 and cuts Kyra across her stomach with his rusty scimitar (4 points of damage). Skeleton 4 moves to K13 and also swings at Kyra, but she nimbly dodges the blow. Skeleton 5 charges at Eli and attacks from square N12, but despite his added momentum, misses badly, as Eli ducks the blow.

Quzman pulls himself up from the pit, stands in I12, and draws his blades. It is then that he appears to see the cunning in Skeleton 2's black points of light that serve as its eyes, as the skeletal warrior lowers his right shoulder and charges at Quzman, attempting to push him back in the pit. Bull rush draws an atack of opportunity, so swing away, Quzman.

Garavel, oblivious to attack (failed Perception check), continues with assisting camel caravan.

Brebork says Garavel! Something is amiss! They are under attack! Blessed Fire protect them!. He leaves the camels to Garavel, grabs his spear and moves 30' down slope.

For Quzman and Kyra:
There is something odd about these skeletons that you can't seem to figure out.

Quzman, take your attack


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Eli halts as the skeletal warrior takes a swing at him. Thinking fast he lifts Jarva's pack and attempts to plow into the facsimile of life trying to knock it off its fleshless legs.

Trip Attempt (1d20-1=16)


Dumah's round 4 action, for when everything for 3 is settled:

Spoiler:
Step back to I15 (I believe that won't provoke a AOO). Then use Force Missile class ability on the skeleton at G15. It hits automatically unless the skeleton has some special defense.

Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Here's the ability description if it helps:
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Male Half-Orc Cleric 2

I am not sure what Brebork sees as he approaches. He will stick to the plan I provided to Lucendar. But he will try to position himself as follows when he arrives:

Brebork's Approach::
Use the 3rd round to arrive as quickly as possible. Look for a position which affords some protection, but with as many enemies in range as possible...just behind the pit maybe. My colleagues are approching down the middle and may be drawing them in. I could use them as cover and reach over them with the spear ready. Stay together! I'll holler."


Brebork, you're still like 100+ feet away from ruins on the slope, so you don't see any details yet. You probably won't enter combat till Round 5.

Ok, one thing I'm not liking about pbp combat as opposed to rping is one person can hold it up (no offense Quzman!).


For things like combat, DM, in most of my PbP experience, if there is a delay, the DM goes ahead and makes the action for the character. Like Quzman has an AoO coming up that you could roll for him, since that will be his first action anyway. Not sure if you want to do that, but it seems pretty common in my other games. Just a thought.


The_Gnoll_DM wrote:
Ok, one thing I'm not liking about pbp combat as opposed to rping is one person can hold it up (no offense Quzman!).

Yeah, that's the downside of having players scattered across time zones and hopping in on work breaks (like I am now) or between family responsibilities. That's why I went ahead and posted my round 4 including dice rolls. But it is a great group of players! I am extremely pleased with this campaign so far. In response to what Jarva said, I certainly would be okay with you posting actions for Dumah if I became unavailable for a stretch.


That's an interesting idea, Jarva. Would everyone else be ok with that, if it were your character? Just for attacks? Would you be ok if it was a saving throw, as well? Interesting questions.


I naver have an objection if I am out and everyone wants combat to continue. I'd rather not slow down the posting. Saves, attacks, etc. are all fine with me. Heck, if you made a save for me, and Jarva ended up getting turned into a bunny rabbit, I would have no complaints since those saves can't be fudged and are out in the open with the dice roller. If its meant to be, its meant to be.


Male Half-Orc Cleric 2

I trust you to make the rolls for me, DM, if it helps keep the flow of the game going. I know everyone posts when they can. For me it's actually easier to post while I am working. The spouse and kids are getting suspicious. What`s he doing running off to the computer time and again! Geez.... :-)


LOL Brebork! Well, that's 3 in the yes column and I'm the 4th, so we'll go with that, since it is in the best interest of the game. If you have a problem with it, speak up and we'll see what we can do but for now, I'll act for you.


Yes, Paizo's dice roller does take a lot of the sting out of having someone else roll for you. And I am completely sympathetic to Quzman's schedule; next week is likely to be a peak in workload for me, so I may not get breaks to pop in and check the action.


Quzman sees the skeletal warrior charge at him and takes a swing with the scimitar in his main hand, trying to knock him off his course.

Attack: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 3 ⇒ (1) + 3 = 4 Possible critical! I'm sure he'll have no complaints I rolled for him!
Confirm critical 1d20 + 4 ⇒ (10) + 4 = 14 Of course, confirmed, since he charged!
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Quzman, remembering his Badawi training, swings with grace and power, bringing the scimitar up to the warrior's neck, separating its head from its spine, as the skeletal body crumples and falls into the pit.

Storm closes in on the party!

End of Round 3


Round 4

Initiative Order:

Dumah 23
Kyra 19
Eli 18
Jarva 17
Skeletons 12
Quzman 10
Garavel 5
Brebork 4

Dumah steps back to I15 from the threatening skeletal warrior, calls upon his magic and blasts pieces of bone from his torso, but the warrior continues to advance.

Eli attempts to trip the skeletal warrior with Jarva's pack, leaving his chest open, as the skeletal warrior slashes him across the chest (attack of opportunity). Warrior attacks: 1d20 ⇒ 2, but Eli's agility is too quick and he misses, while Eli smacks him with the pack, causing him to fall prone on the ground.

Jarva and Brebork are 30' down slope, so it will take 20' of movement to reach bottom and next closest skeleton is some 65' away. Actions?


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

"aargh .. filthy creature .."

Kyra slips her scimitar from her scabbard and slashes at the skeleton that just hit her.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Ninja'd with even the same dice roll :D


Kyra swings at the warrior with half a spear in his chest but misses, managing to only cut off pieces of the shaft of the spear.


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

No problems here if you DMNPC me as needed. During the work week, my ability to post will be extremely sporadic during working hours. Many days it will be impossible. I am glad you moved things along, as folks were available to continue. It does keep the tension built IMO.

Quzman seeing the skeleton charge at Kyra and slice her open offends him a great deal. He turns and does a vicious double slash at the skeleton with the spear embedded in his chest.

Main hand: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Off hand: 1d20 + 0 ⇒ (8) + 0 = 8
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Quzman curses loudly at his ineptness to strike.


Jarva continues to advance slowly down the slope, cursing the unsteady sand beneath his feet.

Move me as far down toward the skellies as I can get this round.


Jarva double moves down 20' and then 40' forward, placing Jarva on the map at J19.

Skeletons attack!

#1 with the shield takes a 5' step toward Dumah to H15 and swings his scimitar at the mage, sure the blow will connect with the mage's neck, but Dumah's invisible field of energy diverts the attacks to his shoulder, where the blow cuts him. Attack:1d20 ⇒ 19; Confirmation roll for critical: 1d20 ⇒ 14 No critical. Damage: 1d6 + 2 ⇒ (1) + 2 = 3.

#2 is dead.

#3 turns toward Quzman's ineffective attacks that bounce off his chain shirt. He goes on the full attack against Quzman and attempts to slice him with his scimitar and then gouge his eyes with a claw. 1d20 ⇒ 6; 1d20 - 3 ⇒ (10) - 3 = 7. Quzman parries both attacks easily with his 2 scimitars while the skeleton grunts.

#4 steps to K13 and goes full attack on Kyra with scimitar and claw. 1d20 ⇒ 8; 1d20 - 3 ⇒ (18) - 3 = 15. Kyra nimbly dodges each attack.

#5 prone on the floor drops his scimitar and attempts to cut Eli's legs with his claws from the floor. 1d20 - 2 ⇒ (4) - 2 = 2; 1d20 - 2 ⇒ (6) - 2 = 4. Both are feeble attempts which strike nothing but air.

Just then the party sees another figure, skeletal in nature, step from behind the ruins into square I7. However, immediately, the party can tell this warrior is different from the others. This skeleton wears a polished breastplate, wields a beautifully crafted longsword and a battered heavy shield emblazoned with the logo of 2 crossed swords on a crimson background. Also he walks with a heightened degree of awareness and intelligence, as cold blue points of light are set in his eye sockets. He looks something like this but with a shield and sword: RB. The figure turns to the party and speaks in an unearthly voice heard above the howling wind, "Warriors, destroy the intruders, and scatter their ashes to the wind." As he looks at the party, his eye clearly focus on the two rangers, as the figure bangs his sword and shield together and yells in an unhuman voice "REVENGE IS OURS!"

For Kyra and Quzman:
Upon viewing the skeletal commander's armaments, hearing his voice, and seeing the crest on his shield, you have no doubt that the commander is none other than the undead incarnation of Renfro Blackstone, your previous commander, and that therefore, the undead soldiers who are currently attacking you are the members of your former commando unit for whose deaths you were responsible!!!! Insert suspenseful music here! Enjoy!

Garavel countinues with caravan.

Brebork moves at same speed as Jarva, double moves, and reaches square K19.

Storm approaches 1 mile closer!

End of Round 4!


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Quzman gasps in horror. "What evil is this?!?! Renfro, undead? Kyra, we must destroy this desecration!"

Noting that his wild swinging hit nothing but air, this time Quzman lines up and takes a mighty swing with his leading blade alone.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Not that it helped =p


Round 5

Initiative Order:

Dumah 23
Kyra 19
Eli 18
Jarva 17
Skeletons 12
Renfro 11
Quzman 10
Garavel 5
Brebork 4


Jarva moves 30' closer toward the battle laid out in front of him. Move 30' to J13. He calls on the power of Gozreh to summon a small storm, to buffet the skeleton directly in front of him. Skeleton 3 should be within 30'.

I am using my weather domain power to call a Storm Burst. The skeletons are immune to the nonlethal damage, I believe, but if I hit on the ranged attack roll, it should take -2 to attacks next round.

Storm Burst Attack 1d20 + 1 ⇒ (19) + 1 = 20
Damage nonlethal, so it doesn't matter 1d6 + 1 ⇒ (5) + 1 = 6


Dumah will step back again to J15 from skeleton 1 and force missile again.
1d4 + 1 ⇒ (1) + 1 = 2

Can I possibly do something more than minimum damage? So much for the great evoker... :)


Male Half-Orc Cleric 2

Brebork is coming in from behind aiming for K15 to support Dumah and place himself in the midst of his friends - BUT - I guess it's not his turn yet ....DM already knows the plan


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

Gyra gasps in astonishment ... nearly dropping her guard as she recognizes her former friends and commander.

Luckily for her Quzman's cry to destroy this evil snaps her back to reality.

Gripping her sword and scimitar tightly she slashes at the skeleton in front of her with all her might.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Summary of Round 5:

Dumah, gripping his shoulder, steps back again and lets loose another volley of arcane energy at the skeletal warrior, destroying pieces of bone. The skeletal warrior hesitates and as it raises its scimitar and moves forward to attack, it crumples at Dumah's feet.

Kyra slams her scimitar into the previously damaged warrior and the blow sends him flying in pieces.

Eli ignores the warrior on the floor and tries to nimbly skip around its body (Acrobatics Check: 1d20 + 3 ⇒ (7) + 3 = 10) but the warrior reacts and attempts to claw Eli one more time from the floor. Attack: 1d20 - 2 ⇒ (5) - 2 = 3, again catching nothing but air. Eli moves to L11, where he flanks Warrior#4 with Kyra. He attacks with grace, though he doubts his pointy sword blade will have much effect on the warrior's thick bones. Attack: 1d20 + 6 ⇒ (18) + 6 = 24; Attack to confirm critical:1d20 + 6 ⇒ (3) + 6 = 9. Damage: 2d6 - 1 ⇒ (4, 2) - 1 = 5. He strikes true in the creature's rib cage, but the blow seems ineffectual, not even chipping off bone.

Jarva moves to J14 (Kyra is in J13) and summons a small storm that does not damage Skeletal warrior #4 in K12 but seems to distract him.

Skeletons:

#1, 2, and 3 are destroyed.

#4 ignores Eli and again full attacks Kyra, scimitar and claw. Attack: 1d20 - 2 ⇒ (16) - 2 = 14;1d20 - 4 ⇒ (16) - 4 = 12, both attacks that Kyra and her armor easily sidestep or absorb.

#5 stands from prone and moves to M10 to flank Eli.

Renfro screams "Vengeance for abandoning us to our death! I will show you the power that the gnolls have given me! Now die!", as he charges Quzman, moving to I11 and winds up a powerful blow with his sword, which may have killed Quzman in one blow, but the gods are on Quzman's side again, and he brings both scimitars to his chest and parries the blow. Attack: 1d20 + 7 ⇒ (5) + 7 = 12.

Quzman moves to H11 and also attempts to deliver a quality blow but Renfro's skill is exceptional and he easily sidesteps it.

Garavel continues with caravan.

Brebork moves to K14 and when he sees the undead nature of the assailants, he booms out indignantly, "What evil is this!? Begone unholy filth!" His holy symbol in clenched in his oustretched hand, a wave of blue divine energy blasts out, blasting all the skeletons including Renfro!

DC 15; 30' radius; 1d6 ⇒ 2
Skeleton 4 save: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton 5 save: 1d20 + 2 ⇒ (1) + 2 = 3
Renfro save: 1d20 + 7 ⇒ (19) + 7 = 26

Renfro laughs, shaking off the minor effect, "Priest, your god's might is nothing to me, you will be joining him soon."

Storm moves another mile closer. End of Round 5!


Round 6

Initiative Order:

Dumah 23 (I15)
Kyra 19 (J13)
Eli 18 (L11)
Jarva 17 (J14)
Skeleton #4 (K12)
Skeleton #5 (M10)
Renfro 11 (I11)
Quzman 10 (H11)
Garavel 5 (off map)
Brebork 4 (K14)
Storm (less than a minute away)

Actions please


Jarva moves to J11, creating a flanking position on Renfro with Quzman. Seeing the skeletal warrior momentarily distracted, Jarva swings his scimitar at the monster, while yelling "We are going to destroy you and your gnoll allies!"

Attack with scimitar and flank 1d20 + 4 ⇒ (9) + 4 = 13

Damage 1d6 + 2 ⇒ (1) + 2 = 3


Stays put, third force missile at Renfro.

1d4 + 1 ⇒ (3) + 1 = 4 damage, unless he has special protections.


Male Half-Orc Cleric 2

On Brebork`s Turn

If Lesser Skeletons are standing:
I shall join her when she wills it, and gladly! As for you, damned wretch! YOU are nothing!

Staying put for now, Brebok lowers his spear toward the loathsome captain With a high-pitched prayer he sends forth another blast to weaken his opponents.

Channel divine energy: 1d6 ⇒ 1 DC15 ¸: @/%"! bad roll!

If only Renfro stands:
I shall join her when she wills it, and gladly! As for you, damned wretch! YOU are nothing!

If he has a clear shot to Renfro he fires a bolt
1d20 ⇒ 161d6 + 1 ⇒ (2) + 1 = 3

If he has no clear shot he uses his long spear to reach over the others, and attack.
1d20 + 2 ⇒ (13) + 2 = 15
1d8 + 3 ⇒ (1) + 3 = 4


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Seeing how feeble the rapier is against the skeleton he switches tactics. With flair he swirls the blade around the skeleton #4 and shouts, "Hey Bone Head!"

Aid Another 1d20 + 4 ⇒ (16) + 4 = 20
If my attack vs AC ten is a success, Kyra will get a +2 on her next attack against the skeleton. Since her action is before mine it will have to apply next round if the skeleton is still alive. She gets the bonus as long as she gets to take an attack before my action next turn


Sorry, I have not posted more frequently, been busy at work.
Round 6

Dumah fires his unerring bolt of arcane energy at Renfro, but it gets absorbed by his necklace. Renfro looks at the mage in disgust. "What puny warriors, you are?", he says laughing.

Kyra attacks the warrior flanked in K14. Attack: 1d20 + 6 ⇒ (15) + 6 = 21; Damage: 1d6 + 4 ⇒ (4) + 4 = 8. The skeleton still stands but barely. She then moves to J12 to enable Quzman to flank Renfro with a move.

Eli distracts skeleton.

Jarva moves to J11, provoking an attack of opportunity from the skeletal warrior just pounded by Kyra, who draws blood with a deep cut as his body crumples to the floor. Attack: 1d20 ⇒ 16; Damage1d6 ⇒ 5.

To be continued...


Skeletons attack!

Skeletons 1-4 are destroyed.

Skeleton 5 attacks Eli with both his claws: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (17) + 2 = 19, slashing him with his filth encrusted claw and causing a gaping wound in Eli's chest. Damage: 1d4 + 2 ⇒ (4) + 2 = 6.

Renfro looks at the warriors Quzman, Kyra, and Jarva attempting to surround and flank him. He yells above the howling wind, "You want power...I will show you power!"

He spins his longsword in his hand and strikes out at Jarva, the blade of the sword aimed for Jarva's neck, but Jarva's training, evading blows saves him(damn dodge bonus! Attack: 1d20 + 7 ⇒ (7) + 7 = 14. These rolls do suck! This guy should be rocking but his actions are not matching his bravado or his speeches! :)

Quzman tries to take advantage of flank with Jarva and goes full attack with both scimitars. Attack:1d20 + 2 ⇒ (5) + 2 = 7;1d20 + 2 ⇒ (16) + 2 = 18. Renfro blocks both attacks with his shield, his anger seething at his missed attacks. Quzman then moves to H10 to give Kyra the flank.

Garavel continues leading caravan, he has only 1 more camel to reach the bottom.

Brebork blasts divine energy again. Renfro again laughs at the cleric's puny divine energy.
Skeleton #5 Will save: 1d20 + 2 ⇒ (15) + 2 = 17
Renfro's Will save: 1d20 + 7 ⇒ (18) + 7 = 25

Storm is 1 mile closer! Ranged weapon attacks at -2 due to high wind.

End of Round 6!


Jarva was momentarily distracted by the blow from the scimitar the skeleton landed. Gritting his teeth and refocusing, he again swung his scimitar at the skeleton that was almost totally surrounded now.

Scimitar 1d20 + 4 ⇒ (6) + 4 = 10

Damage 1d6 + 2 ⇒ (1) + 2 = 3


Round 7

Initiative Order:

Dumah 23 (I15)
Kyra 19 (J12)
Eli 18 (L11)
Jarva 17 (J11)
Skeleton #5 (M10)
Renfro 11 (I11)
Quzman 10 (H10)
Garavel 5 (off map)
Brebork 4 (K14)

People are bleeding and things are starting to get down to the nitty gritty!


Dumah will try a Ray or Frost from where he's at.

To hit 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1d3 + 1 ⇒ (3) + 1 = 4

Perhaps Dumah would be better off discarding a decade of intense arcane training and beating the skeleton with a stick.


Male Half-Orc Cleric 2

Get them into the pit!


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

If Renfro moves before I go, I'll try and flank him if possible before making an attack. I'll also concentrate on single attacks, since he's better armored than the previous skeletons. This will be my last post this evening unfortunately, but please run Quzman through the rounds as needed. Thanks.

Attack: 1d20 + 6 ⇒ (15) + 6 = 21 (assuming flanking bonus)
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Quzman weaves and feints, and tries to get a solid hit on the monstrosity before him. Hoping to be able to bring an end to his disgusting afterlife.


Male Half-Orc Cleric 2

Who appears hurt?


Brebork wrote:
Who appears hurt?

Jarva, Dumah, and Kyra all have exisiting wounds from which they are bleeding.


Dumah wrote:

Dumah will try a Ray or Frost from where he's at.

To hit 1d20+2
Damage 1d3+1

Perhaps Dumah would be better off discarding a decade of intense arcane training and beating the skeleton with a stick.

Dumah, give me a Knowledge(Religion) DC 15 check please prior to your attack

If you make it, you may change your actions if you wish:

For Dumah:
You know from reading all those books on skeletal undead that they are immune to cold and that in fact, your walking stick probably would be a much deadlier weapon toward a skeleton than any of the scimtars, longspears, or rapiers that the party is currently wielding.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

"Aeieerrgh! Eli screams as the skeleton's claws rake open his flesh. Stepping into a defensive stance Eli tries to remove himself from harms way moving straight back and away from his assailant.

Current HP 2
On Full Defensive +4 Dodge bonus for a temporary AC 17
Move 15 ft straight back

Kyra remember you get a +2 Aid bonus to your attack


Knowledge religion 1d20 + 8 ⇒ (2) + 8 = 10

No such luck.


These awful die rolls are killing the momentum of this fight, as I pictured it in my head. Hopefully they get better.


Well, the poor dice rolls can be frustrating, but they can also build tension. Dumah is shocked that it took two, two! of his force missiles to drop a minion skeleton. What else is in store for them?


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

Please DM PC my character. I only have GPRS here ... and the connection speed sucks ... I'll be back on monday.


Male Half-Orc Cleric 2

On Brebork's turn:
Try to force them into the pit. We have to buy sometime to get out of the storm!

Brebork continues his prayer and a another wave of energy washes over the scene, this time healing the wounds of the living.

1d6 ⇒ 1 HP per peliving person. lol ...the fates are cruel...


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Thanks Brebork, Current HP 3

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