Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo nods at Irelia and resumes following the path in the woods.


MOLG// WOTW// Murder's Mark

following the map takes a simple DC10 survival check
The party travels with relative ease along the trail using the map as a guide. The party can search for a suitable area to make camp for the night DC10 Survival check or be possibly fatigued the next day

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Can we take 10 to follow the map? If we can, then it's 10+5=15 for Tametomo everytime.

Tametomo looks for a good place to rest and finds one easily.

Survival: 1d20 + 5 ⇒ (20) + 5 = 25 wow!


MOLG// WOTW// Murder's Mark

Tametomo finds a nice spot that overlooks the countryside on a slight hill, it is very picturesque and serene. A good place to meditate...or picnic... or make camp.
will the group initiate a night guard roster?

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Feeling a bit restless, Necress volunteers to take the first watch.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva volunteers to take the third watch.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye will take second watch then, but suggest we double up on guards...one man by himself sees about half as two people standing guard.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

"I will take the third and fourth watch" the priestess says. "Let's hope Holgast doesn't play tricks on us again during the night."


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia says noghing and goes to sleep, avoiding a watch shift if possible.

-Posted with Wayfinder

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

"I'll take the fourth watch, Chella."

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

How many watches are needed?

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

If the watches last two hours, then I'd say we're good with eight hours.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Wake me up when it's my turn"

Rye turns in for the night

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva takes out and bedroll, and goes to sleep.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress stokes the fire as she begins the first watch. While the others go to sleep, she can occasionally be heard making short remarks to no one.


MOLG// WOTW// Murder's Mark

Fate:
Fate: 1d4 ⇒ 4Perception Chella: 1d20 + 5 ⇒ (17) + 5 = 22

The night goes by rather peacefully, although the wind picks up a bit casuing the camp fire to flicker some. The team does hear howling in the distance but do not see any wolves....until the last shift...Chella notices a pack of wolves trying to stalk up to the camp...What does Chella do?

Inits:

Wanderlei: 1d20 + 2 ⇒ (15) + 2 = 17
Tametomo: 1d20 + 6 ⇒ (13) + 6 = 19
Irelia: 1d20 + 3 ⇒ (6) + 3 = 9
Chella: 1d20 + 1 ⇒ (14) + 1 = 15
Necress: 1d20 + 0 ⇒ (10) + 0 = 10
Rye: 1d20 + 2 ⇒ (16) + 2 = 18
Wolves: 1d20 + 2 ⇒ (6) + 2 = 8

COMBAT Surprise Round
Chella-
Wolves-

COMBAT 1stRound
Tametomo-
Rye-
Mr. Chute Boxing-
Chella-
Necress-
Irelia-
Wolves-

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Trying to not make any noise and hasty movements, Chella moves up to Rye and kicks him softly in order to wake him up. "Hey, wake up, we have some guests" she murmurs.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye grumbles and starts to stretch

Not doing anything, just waiting for my turn


MOLG// WOTW// Murder's Mark

Chella can wake one more

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella will wake up Wanderlei. Right now, she prefers to wake melee combatants or equivalent.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I auto fail hearing perception checks, and with my eyes closed, I'm guessing I'm out until someone shakes me.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei gets up out of his bedroll and says while reaching for his Battleaxe.

I suppose if we have company at this hour, it's not the friendly type.

didn't Tametomo volunteer to serve as fourth watch as well? Either way, my action doesn't change.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Yes, I think so, but I wanted to take it in place of Chella. So I guess it's fair enough :)

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Moving on.

What's out there Chella? He slows in a low, but gruff voice.


MOLG// WOTW// Murder's Mark

Those that are awake hear and feel the wolves stalk closer to the campground.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei gets up, rips the blankets of Necress and silently mouths:

Wolves.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia stirs shortly then returns to sleep on her other side.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

So normal initiative round?

Rye get's up (and having no need to put on any armor due to him having slept in his, thanks to his endurance no suffering from wearing it), gets out his weapon and wields it while he starts to move closer to the wolves

(move action to stand up and another move to pick up a weapon, then 5 ft step towards the wolves)

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Just an FYI, I'm trying to get Necress up since she's deaf. I figure Irelia will probably wake up when fighting starts.

After trying to rouse Necress. Wanderlei grips his battleaxe tightly and gets ready to punish any wolf that dares to come near the camp.

Free Action: Two hands on the Battleaxe.

Ready Move action: Five ft step in front of any wolf that gets within 10 feet of a still asleep comrade.

Ready Standard action: Swing at a wolf.

Axe swing:
attack: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 4 ⇒ (5) + 4 = 9

Still kind of new to this so I didn't do it this time but can I five ft step then use Flurry of Maneuvers to say, try to overrun the wolf then swing the axe? Just need to know for the future. This round's action is set.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

You should make some more noise then ;). I have poopy perception. Let me know what I need to roll gm. perception: 1d20 - 1 ⇒ (18) - 1 = 17

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

I'd prefer to have the wolves think they're getting the jump on us. Besides, I wouldn't want to be the one blamed for disturbing your beauty sleep :)


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Oh she will be grumpy when she wakes up one way or another ;)


MOLG// WOTW// Murder's Mark

The wolves inch closer and you can hear some of them growling. You notice the wolves are hungry and lean. @Irelia- that is high enough of a Perception roll to stir awake... the wolves stalk closer...

Inits:

Wanderlei: 1d20 + 2 ⇒ (11) + 2 = 13
Tametomo: 1d20 + 6 ⇒ (3) + 6 = 9
Irelia: 1d20 + 3 ⇒ (1) + 3 = 4
Chella: 1d20 + 1 ⇒ (7) + 1 = 8
Necress: 1d20 + 0 ⇒ (16) + 0 = 16
Rye: 1d20 + 2 ⇒ (16) + 2 = 18
Wolves: 1d20 + 2 ⇒ (11) + 2 = 13

COMBAT 1st Round
Rye
Necress
Wanderlei

Wolves
Tametomo
Chella
Irelia

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye get's up (and having no need to put on any armor due to him having slept in his, thanks to his endurance no suffering from wearing it), gets out his weapon and wields it while he starts to move closer to the wolves

(move action to stand up and another move to pick up a weapon, then 5 ft step towards the wolves)

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei has no armor, except a barbed vest. So each time he is hit with a natural attack, they take 1 point of dmg unless they beat a DC 15 reflex save. Moving on:

Move action: Head to intercept the wolf approaching Tatemomo.

Standard action: 2H attack with Battle Axe.

Axe Swing: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 4 ⇒ (8) + 4 = 12

Not sure if the wolf has cover bonuses, but I gotta believe a 19 on the die is going to hit.

Wanderlei lands a devastating shot right on the skull of the beast. The crunch from the axe crunching bone is audible as a grin flashes across the face of man known by many as "The Axe Murderer."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress's eyes flutter upon as her companion wakes her. She immediately stands and casts a simple cantrip, guidance, on Rye.


MOLG// WOTW// Murder's Mark

Silva downs a wolf

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Getting a hunch that Wandy isn't your favorite MMA fighter ;p Who are you a fan of?

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Gonna drop the MMA references for the main thread. I imagine they get tiresome for people not interested in combat sports. Anyway, one wolf down, three to go!


MOLG// WOTW// Murder's Mark

a wolf charges at Tametomo...ATK: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11...
another wolf lunges at Gronk...ATK: 1d20 + 1 ⇒ (13) + 1 = 14...
and the last one also attacks Gronk...ATK: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19...for ...DMG: 1d6 + 1 ⇒ (2) + 1 = 3...not enough to force a trip though

COMBAT 1st Round
Rye
Necress
Wanderlei
Wolves
Tametomo
Chella
Irelia

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

I might be a bit confused here...but who's Gronk? Judging from the map I'm assuming you mean me, right?

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

It's gotta be you based on the map setup. and if tatetomo wasn't awake already, he's gotta be awake by now. In case anyone is still asleep.

WOLVES! Wanderlei bellows.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Wha? Oh damn mangy mongrels. I WAS SLEEPING!" Irelia startles and shouts after waking up.
Using her ring, she magically charges a spell and summons a spear of ice which she throws at an uninjured wolf.
ranged touch dc 16 or stagger: 1d20 + 2 ⇒ (15) + 2 = 173d6 ⇒ (2, 3, 6) = 11

-Posted with Wayfinder


MOLG// WOTW// Murder's Mark

yeah my bad, different half orc barbarian in a different PbP i am running using the same picture

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

No problem, just checking so I can apply the damage and there isn't some poor innocent NPC getting mauled ;)

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo easily dodges the wolf's assault and steps back 5 feet to fire back an arrow.

Longbow: 1d20 + 7 ⇒ (4) + 7 = 11 for Arrow: 1d8 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella moves up to Wanderlei and touches the dwarf's shoulder with her hand, giving him a little bit of divine inspiration.

Touch of Good: +1 on attack rolls, skill checks, ability checks and saving throws for 1 round

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva feels an unusual warmth in his spirit. That the little halfling could be so calm when wolves were approaching certainly impressed Wanderlei.

But with the battle still being fought, there's not much time to think, with grim determination he will teach another wolf a lesson to stay away from campfires.

Assuming position don't change dramatically.

He steps over the fallen wolf and works to get into flanking position with Rye and swing his axe.

Move action: step over dead wolf.

Standard action: Swing ax at a wolf skull.

Attack 2H Battle: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 4 ⇒ (5) + 4 = 9

Extra +3 to swing with flanking and a little touch of goodness from Chella.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Assuming nothing happens at the end of the round and we continue in initiative order - taking my second turn action(s), I'll delay until after Wanderlei

Rye grunts after taking a bite to his leg and raises his greatsword above his head and brings it down towards the skull of the wolf that bit him (assuming that's the one I'm flanking right now and that that one is still alive..if it's dead, going for the other one....)

To hit AC wolf: 1d20 + 8 ⇒ (12) + 8 = 20 (Please add another +2 for flanking if it applies)
damage wolf: 1d20 + 7 ⇒ (6) + 7 = 13

(if both wolves next to me are dead after mine and Wanderlei's actions...moving next to another wolf)

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Still struggling to wake up, Necress tries to sling a stone at the wolves, but misses widely.

sling attack: 1d20 + 3 ⇒ (2) + 3 = 51d4 ⇒ 3

I think this is for the next round, but it looks like we're back at the top of the order.

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