Reign of Winter (Inactive)

Game Master Whack-a-Rogue


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Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Before Percy knows it, a bunch of people from the inn last night are marching into the wood, including her new friend. She shrugs and lets her Gnomish curiosity overcome any sense of trepidation. Lets go see what's up, Allie. Everyone else is.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

"I guess most of you are figuring the same thing I am. I intend on going to check it out, do any of you care to join me?"


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

"I, um, sure, yeah. Maybe?" the elf scratches his head. "I guess, from a tactical perspective, we would have double, possibly triple the analytic power if we were to have more people. It is certainly a strange circumstance."


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

I will go.

Wolfs down muffin.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy is already walking off toward the wood with her arms floating by her side. Her little foot steps barely make a sound compared to the Big Folk.


Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

Allie walks slightly behind her sister.


GM Rolls:
Allie: 1d20 + 2 ⇒ (9) + 2 = 11
Eredhaias: 1d20 + 6 ⇒ (4) + 6 = 10
Maldrek: 1d20 + 6 ⇒ (15) + 6 = 21
Percy: 1d20 + 3 ⇒ (10) + 3 = 13
Sigrun: 1d20 + 6 ⇒ (15) + 6 = 21
Vashti: 1d20 + 3 ⇒ (20) + 3 = 23

The walk takes about 3 hours (due to the Ghomes' short legs). As you near the forest, the temperature drops noticeably. You've been walking through an inch or two of snow, but this deepens the closer you get to the treeline. As you approach, a sight of destruction and carnage greets your eyes. Dead humanoids and horses lie sprawled across the ground. A carriage stands in the middle of the road, its team of horses missing or cut free. Another overturned carriage lies broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads deeper into the forest.

All of you hear muffled sounds coming from the closer carriage.

Map link is under my name. Move yourselves as needed, but please assume we're in rounds unless I state otherwise. Don't worry about the snow yet, it's not deep enough to be a factor. Have fun! :-)


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy cautiously moves toward the site of the wreckage and does her best to not look at the bloody mess. Her heart leaps to her throat and when she finally decides she should say something, she finds she can't.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Gnome legs? We have two strength focused characters, we're backpacking those midgets!

Maldrek tenses at the sight of the destruction. "Keep your eyes peeled." He goes up slowly to examine the sight.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

You can move yourself where you wish to be on the map.


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

Ered keeps his weapon drawn and grimaces only momentarily at the sight, before closing the distance with Maldrek, prepared for whatever might be behind the doors.

"This...just sounds like a bad, bad thing."


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Axe in hand, Sigrun slips her shield onto her other arm and approaches the wagon, circling around to cover the other side.


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Seeing the carnage and blood, Vashtis face hardens from its normal cheerful smile. Her yes narrow as she quickly glances for survivors.

Don't look if you can to little sparrow, you don't need them to follow you to your sleep.

Moves into position, equips shield, sighs forlornly as she finishes last muffin, free action.


Sigrun:
The carriage door has a spear wedged through the door handles - preventing them from opening.

I'll update once Allie posts her action. :-)


Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

"There is something in that carriage..." Allies face goes blank. "burnitburnitburnitburnitBURNITBURNITBURNITBURNIT!!!!!" "Sis, Whats the plan?" She walks slightly behind her sister.


As you approach, the muffled sounds from the carriage grow louder, and Sigrun can see that the doors are barred shut with a spear. Before she gets a chance to say anything, the bodies on the ground stand up! Whatever force reanimated these Zombies left them (you assume) angry - or at least very hungry....

GM Rolls:
Zombies: 3d20 ⇒ (1, 8, 8) = 17
Party: 6d20 + 15 ⇒ (9, 1, 6, 10, 14, 14) + 15 = 69

Surprise Round complete

Round One
Your turns

To speed up combat, I roll initiative for everyone and calculate the average. Depending on results, either the PCs will go first, or the enemies will go first. Therefore, if anyone has any situational Initiative stuff (like the Diviner Wizard thing), I need to know about it. Also, I keep the map updated as close to real-time as possible and will note any necessary status effects there. All I ask is that you clearly indicate your movement path (via text description or arrows). Good luck! :-)


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Free action(Knowledge religion 1d20 + 4 ⇒ (12) + 4 = 16

What do Pharasma's teachings bring to mind?

Spits in the direction of the abominations then grits her teeth.

Is there any good information I remember about Zombies YBD?

Vashti will delay/hold action until the others intent is clear.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

"Rally, cut the abominations down quickly!" Maldrek runs forward and swings his earthhammer at the blue zombie.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12


Vashti:
Zombies are tough to kill but staggeringly slow. Slashing weapons seem to be the most effective against them.

Maldrek, unless you have a special class ability, you can only take either a move or standard action during the surprise round. No swift, no 5ft-step, etc. Means you could spend a mote to get to one of the zombies before they stand up, but you won't be able to move-attack-move-attack. YOu can keep your rolls, though, once you decide what you want to do. :-)


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Crap, you're right. I'll just save the mote than, I have edited my above post.


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Spoiler:
See what ya did there!

Cut them down with blades, other weapons do not harm them as much! Or charge in head first, that works as well.

Move action to back up Malderek.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Yeah, Maldrek is not aware of their DR (well now he is). Honestly the earthhammer might still be the better choice over a dagger. 2d6+6-5=8 average. 1d4+4=7.5 average. So, barely. I should pick a greatsword sometime.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy gives her sister a wicked grin, Burn them! She shouts with a savage ferocity. She turns her slightly crazy eyes onto one of the shambling bodies (green) and points. Energy of no discernible type sparks down her arm and streaks toward her target, barely missing Sigrun.

Ranged touch Touch of Chaos
attack: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Soft cover is a -2, right?
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Oh gosh I've been rolling poorly all night. Here's hoping they have a huge Dex penalty? Maybe? :P


Maldrek and Percy both hit their targets, but both still remain upright. Maldrek's blow doesn't seem as effective as he was expecting.

@Percy: your Eldritch Bolt (according to the d20 site) currently has a 30ft range, so I moved you forward. Eliminated the soft cover penalty. :-)

FYI, the map's editable, so feel free to move yourselves around as needed. Just make sure I know where you started. :-)

Waiting on Allie, Eredhaias, and Sigrun. :-)


Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

She giggles and her face lights up, a wicked grin much the same as Percy's crossing her face. "Sounds awesome!" "Hmm not close enough to burn, but what about SHOCK!" She points her finger at one of the lumbering zombies(green), letting out a small bolt of electricity. "THE GOATS MUSTACHE IS CAMERON DIAZ!"

Attack: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d3 ⇒ 1


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Dashing easily through the snow, Sigrun races towards the zombies, preparing to wade into battle against them.

Move action, on map


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

Ered just growls, hoofing it around the carriage, while yelling at no one in particular.

"Zombies AND sudden cold! Why are we never allowed good things during parties?!"

Move action, as well.


Allie's bolt of electricity strikes Green Zombie in the brain stem. "Desna, help us! There's too many of them! RAAAWWRR!!!"

GM Rolls:
Blue: 1d20 + 4 ⇒ (6) + 4 = 10
Green: 1d20 + 4 ⇒ (11) + 4 = 15
Red: 1d20 + 4 ⇒ (11) + 4 = 15
Eredhaias/Maldrek: 1d100 ⇒ 27
Red Damage: 1d6 + 4 ⇒ (3) + 4 = 7

All three Zombies lurch forward and attack. Blue and Green miss Maldrek and Sigrun respectively. Red Zombie barely nicks Eredhais (take 7pts damage). The noises from inside the carriage increase in volume as the sounds of combat begin to fill the air.

Round Two
Your turns


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

With brutal efficiency, Sigrun plants her axe deep into the zombie's skull, wrenching it free just as forcefully.

1d20 + 4 ⇒ (20) + 4 = 24
1d8 + 3 ⇒ (3) + 3 = 6

1d20 + 4 ⇒ (19) + 4 = 23
2d8 + 6 ⇒ (4, 2) + 6 = 12


Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

"Now BURN!" She holds out a tiny have and from it comes a huge flame, engulfing both blue and green zombie. She laughs a bubbly laugh. DC 16


Blue: 1d20 ⇒ 4
Green: 1d20 ⇒ 19
Damge: 1d4 ⇒ 4

Green Zombie dodges Allie's wave of fire - right into Sigrun's axe blade. It's headless body collapses in a heap. Blue Zombie's attention is fully occupied by Maldrek and doesn't even see the fire coming. It ends up severely charred but still on its feet.


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

Ered takes a single step, readjusting his strike as he takes a strong swipe at the zombie who left such a deep gash.

Slash: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Maldrek Smash!: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy was prepared to strike again, but doesn't as her allies land a series of heavy blows on the shambling corpses.
Instead she moves to the carriage that containes screaming people and starts to reassure them that things are well in hand.
diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Standard action, Channel energy 1d6 ⇒ 5, to heal living creatures range 30'.

That blow looked like it hurt!


Eredhaias inflicts a deep gash in Red Zombie's chest, but it remains upright. Maldrek smashes his opponent's head into powder. (which Zombie did you attack?) Vashti unleashes a wave of healing energy, and Percy begins to comfort the carriage's trapped occupant. As she speaks, the muffled noises continue, and she sees the doors shudder as whoever's inside slams against them in a desperate attempt at egress.

GM Rolls:
Maldrek/Eredhaias: 1d100 ⇒ 24
Attack: 1d20 + 4 ⇒ (3) + 4 = 7

The remaining Zombie tries to rip out Maldrek's throat, but he's easily able to deflect it with his hammer.

Round Three
Your turns


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy grabs the spear barring the door and attempts to remove it.


As soon as the spear is removed, the doors burst open - revealing another Zombie! (SURPRISE!!! Yeah, I'm a dick.)

GM Rolls:
Attack: 1d20 + 4 ⇒ (12) + 4 = 16

Fortunately for Percy, it's arm gets caught in the doorway, and it misses.

(Missed your FF AC by 1. :-( Meanwhile, in Group Two, it critted the Witch for 17pts damage.)


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

I'll attack the blue one first (last round), trusting Ered to attack the other one. This round I'll hit the red one.

Maldrek growls as he lifts his hammer free of the carnage. "Ered, help Percy!" With a roar he brings his hammer down again.

Smashin' faces: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13


SQUISH!!! Only the newest Zombie remains.


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

Ered books it over, whistling loudly at the zombie. "Hey, rothead! Over here!"

A strange, wispy substance flows from the young elf's sword hand, creating jagged edges to his blade, as his free hand hand gives the zombie an obscene gesture as pure holy energy bursts forth towards the enemy.

Move action, standard action for Disrupt Undead, and swift for giving the enhancement bonus to the scimitar. Hopefully all of that is allowed.

Ranged Touch: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 ⇒ 1

Well that was epic but useless! lol


Eredhaias's bolt splatters harmlessly against the side of the carriage.

Zombie's in melee (+4 AC) and still inside the carriage (+2 AC for partial cover). Nice try though; I like the spell/ability fluff. :-)


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Sigrun bursts into action running towards the zombie attacking Percy, forced to dodge Ered's bizarre energy, the act of avoidance utterly ruins her aim.

1d20 + 4 ⇒ (3) + 4 = 7
1d8 + 3 ⇒ (2) + 3 = 5


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Little sparrow, you should back up now.

Delay action. If percy backs up, Vashti will move up to provide cover (move) and draw her dagger (another move).


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I have already taken my actions this round by opening the carriage of worms, right?


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8
Percy Silvershaper wrote:
I have already taken my actions this round by opening the carriage of worms, right?

Correct, I believe, but I am attempting to intercept the zombie after you leave its reach if you leave your current square.


Allie steps closer to the carriage and fires another tiny lightning bolt.

Attack: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Damage: 1d3 ⇒ 2

GM Rolls:
Sigrun/Percy: 1d100 ⇒ 36
Attack: 1d20 + 4 ⇒ (2) + 4 = 6

The Zombie misses Sigrun.

Round Four
Your turns


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Percy jumps back out of the grasping arms of the corpse and sticks her toungue out at it as her travel-mates descend upon the creature.


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

On a mobile phone, so if someone can move Ered into striking range?

Ered growls in frustration and rushes around the carriage to get a swipe of the newly enhanced blade against zombie flesh.

Slash: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

And in his over eager fury, his strike takes a chunk out of the carriage instead.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Maldrek moves to help kill the final zombie.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Assuming that misses.

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