SeanDM's Return to Brim

Game Master Mur


701 to 750 of 848 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Deva Invoker Level 1

Atreos says "I agree with everything Aurr says! He is the best!"


Real quick, just to make sure everyone is clear:
Southwest is the unexplored section - it may or may not lead out.
West certainly leads out (and Thorren says the route is fast), but you will have to navigate traps.
East is potentially the direction that Vendis went.
...
Remember, your goal is to get out and/or get Vendis... not that going SW is wrong -- just keep your goal in mind. You're not being paid to explore, lol.


Male Changeling Artificer

Alright then lets go after Vendis then! Lets go east!


Male Halfling Warlock / 2

I am good with going that way. I would like to get some answers out of Vendis but we should also be working our way back out. I think both can be accomplished by heading that way.


Excellent. Onward through the East doors.
Any precautions?
What's the marching order?
Everyone's character is up-to-date...?

I'm assuming that someone is dragging Rive with them after the group -- I think he is comatose...


Male Halfling Warlock / 2

Cog will want his usual spot middle to back; and will assist in the dragging of the supple one.


Female Revenant Assassin 2

I would be sneaky and walk ahead...with my mighty perception bonus of NONE, I am sure that I can "find" traps before all of you.

I finish packing my gear, tell Kartus that we're off and head out the east doors.

I really don't mind being in front, but that is more from being ready to move on versus wanting to be the meat shield.


Theeb has finished packing up your camp, and Kartus just comes out of a short communication ritual.
"I've let House Tharashk know we're coming back and that the dwarf will be staying behind to guard this place." He nods towards Thorren who is directing his men in the making of a more permanent settlement in the room. Kartus keeps explaining, though you can tell there's a bit of nervousness in his next statement, "They've also helped me atune my shard to our path... I think I can get us out of here." Cog remembers seeing Kartus with a nice/fancy dragonshard, probably a bit above his pay grade, but that just tells you that The Finder's Guild was serious about your mission.


Everyone give me Stealth checks and Perception checks. (I assume you are looking for traps based on Katsuye's comment, lol)
Assumed order:
Katsuye - Rive - Aurr - Cog - Atreos - Kartus & Theeb
(I imagine Aurr and Cog trying to push Rive ahead of them like a giant riot shield...)


Male Halfling Warlock / 2

Stealth

1d20 + 3 ⇒ (6) + 3 = 9

Perception

1d20 + 1 ⇒ (16) + 1 = 17


Female Revenant Assassin 2

Stealth1d20 + 12 ⇒ (14) + 12 = 26 sneaky,sneaky!

Perception1d20 ⇒ 8 I totally feel safe here.


Male Changeling Artificer

Stealth 1d20 + 1 ⇒ (2) + 1 = 3I step on branches every step of the way. If there are no branches, Aurr still make the same sounds...

Perception 1d20 + 8 ⇒ (9) + 8 = 17 Pssst! I think I hear some people stepping on a whole lot of branches...


Male Deva Invoker Level 1

Stealth 1d20 + 1 ⇒ (8) + 1 = 9 I try to hide behind Aurr...

Perception 1d20 + 6 ⇒ (19) + 6 = 25 Atreos eyes turn all glowly and perceives the unperceivable !!!


Rive moves with the group almost as a ghost.

The path is a wide hall about 60' long. Several alcoves are spaced throughout... this appears to be some sort of trophy hall or perhaps a hall of heroes. The light that Aurr carries casts shadows off of old suits of armor, small stone statues, and bits of scrap that still litter the hollows (with Aurr and Cog both getting above a 16, they can easily tell where statues or armor may have once stood... they don't find anything of value at first glance - you're welcome to all roll again if you would like to take closer looks).

Down the hall, you can see the doors to another chamber.

Atreos is more observant than the rest of the group (Outstanding Roll!). His otherworldly eyes are able to pick up a few nasty surprises. Three hidden traps are placed along your path.

The traps look like arcane glyphs, recently drawn, and highly explosive.
Two of the squares are relatively easy to avoid, if you just squeeze close to the wall and walk carefully.

The last one will require some effort.

To get past the third:
- Disable it: Thievery DC: 25 (miss by more than 5 and you set it off)
- Jump it: Athletics DC: 15 (miss by any, and you set it off)
- Set it off: Anything... just get "too close" and it goes boom!
Arcana can be used to suppress the magic of the trap, but it is only temporary, and could set it off too...

What do you do?


Male Changeling Artificer

Aurr will try to jump it with Athletics! 1d20 + 4 ⇒ (15) + 4 = 19 Woohoo I think I made it!


Male Deva Invoker Level 1

Atreos will also try to jump it with Athletics 1d20 + 1 ⇒ (9) + 1 = 10 Dang I think I set it off...


Female Revenant Assassin 2
Atreos, Invoker wrote:
Atreos will also try to jump it with Athletics 1d20+ 1 Dang I think I set it off...

I suppose that this means that I am too late to try and disable it? (BTW, party peoples, I have a +12.) What is that...a reflex check to get out of the way?

In case it is a reset trap, I will try to disable anyway.
1d20 + 12 ⇒ (8) + 12 = 20

So missing by exactly 5...what would that do?


I should've written, "missing by 5 or more causes it to trigger"... sorry.

BUT
Assuming two things:
1) Everyone in the party knows you can disable traps (you are theify afterall), so I assume the two magey-types would wait on your assessment before trying to leap over the thing.
and
2) IF someone tries to give you a hand (assist is DC 11: make it, it's +2; miss it, it's -1, maybe one of the magey-types can try some magicy help even), you might still be able to break this thing.

If you miss by less than 5, nothing happens and you are welcome to try again. If your current roll holds up, than it's going to trigger the trap (which Atreos is doing as well). If someone can assist you with the trap, then you might be able to bypass it.


Male Halfling Warlock / 2

Cog will attempt to assist anyone willing to try and disable the trap.

Assist Thievery
1d20 + 5 ⇒ (2) + 5 = 7

Assist Arcana
1d20 + 8 ⇒ (18) + 8 = 26


Okay, let's back up - Katsuye is able to stop the two overexcited magic-users from jumping the glyph.

With Cog's mixed assistance he is able to help Katsuye feel her way around the glyph-trap. You know that it is not disabled, but it hasn't gone off yet either. You're pretty sure that if you make another attempt at it, you might be able to turn it off (Katsuye, you had a 20 originally, with Cog's theivery check gave you a -1, his arcana gave you a +2, regardless it's enough to put in the low 20's which avoids the trap from setting off. It's probably a good bet, that if Cog and/or one of the other magicy-folk roll arcana to assist, you'll be able to score high enough to disable the trap permanently).

Cog, one other thing becomes evident when you use your arcane senses: these glyph-traps are new... within the last few hours. They were set here on purpose to delay or prevent your passage. You know that Vendis (the half-elf bard) has the arcane ability to set these, and maybe it's your imagination, but you've felt Vendis's magic and you could swear there's a hint of his flavor about these glyphs.

Aurr and Atreos, if you guys still decide to jump the trap, you're welcome to use your previous rolls - Aurr makes it, Atreos won't.


Male Halfling Warlock / 2

Cog will share his perceptions with the group.

These are fresh, I bet Vendis and his group set these on his way out to delay us. I think we are headed the right direction. Katsuye, would you like me to try and assist you a second time with this trap?


Female Revenant Assassin 2

I would appreciate your input. Would you point out again the place where the hitch was? I will see if I can wedge it better this time.

1d20 + 12 ⇒ (20) + 12 = 32

My thanks, Cog. We've got this one safely disabled.

Atreos, do you see anything else to avoid or can we keep moving?


Nat 20!!
hmmm... I love to reward crits on skill checks. So...

Katsuye, with a careful hand and Cog's direction you are actually able to pry the glyph from the stone floor. It comes up in one piece and you are able to place in on a sheet of vellum (anyone with a ritual book would have a spare sheet). You are confident that if kept rolled it will store and travel without exploding, but if you unroll it and throw it, it will make a significant dent.

You now have a one-time-use "gernade"
Rune of Arcane Explosions
Consumable, Standard Action to Throw.
Range: Burst 1 within 10; Target: all creatures
Attack: Dex + 9 (that's Dex modifier + 1/2 level + 9) vs REF.
Hit: 2d6 force damage
Miss: half damage

Successful evasion of traps! (I'll add your xp from this one to the next encounter, giving it to you all at once)
The group is able to continue without trouble.

The hall continues without troubles to a closed door. With Aurr's excellent hearing, he is easily able to tell there are noises within (high enough passive perception). It sounds like a couple of guys arguing and moving or breaking objects about the room.

The door is locked.
Options:
* Pick it, this lock has a visible mechanism, Theivery DC: 18 (no assist allowed)
* Break it down (One swift kick style): Str Check DC: 23 (only 1 person can roll, and max of one assist).
* Bash it into submission (repeated hammering of the door till you're through): You don't have to roll to hit it (unless you want to try to crit), you can't use Will attacks, it's got 50hp.
* Use Rive as a battering ram... I think this would add at least a +2 to your rolls, and may only cause slight brain damage to him
Be Aware, the last three options are quite loud (success or fail).

Plan?


Male Changeling Artificer

If the party wants me to try pick the lock here is my roll:1d20 + 8 ⇒ (2) + 8 = 10 And that would be a crappy roll...

I think we should try to break down the door. I doubt we can get a surprise on them.


Male Halfling Warlock / 2

It's a long shot but I may as well try.

Thievery (lockpick)

1d20 + 5 ⇒ (10) + 5 = 15


Male Deva Invoker Level 1

Let me try!

Thievery 1d20 + 1 ⇒ (15) + 1 = 16 Bah I wish I would of had that roll with Aurr!


Female Revenant Assassin 2

I study the door over the group's shoulders and slip in while they are all discussing it quietly. I take the lockpicks and try a few things before shrugging and turning back to the group.
1d20 + 12 ⇒ (2) + 12 = 14

It must be magically protected. Did anyone check?

I turn and walk back to the door...pressing my ear and listening for continuing noise or an obvious silence.

I'm not sure if I need to roll a perception check or not, but just in case. 1d20 + 0 ⇒ (3) + 0 = 3 I hope I don't need one. :)


The door's lock seems to block even the highest trained in the group...
You won't be picking it.

Aurr can easily tell that the noise in the room continues. Picking the lock didn't catch their attention.

Options:
* Break it down (One swift kick style): Str Check DC: 23 (only 1 person can roll, and max of one assist).
* Bash it into submission (repeated hammering of the door till you're through): You don't have to roll to hit it (unless you want to try to crit), you can't use Will attacks, it's got 50hp.
* Somehow beat Rive's seemingly lifeless body against the door -- it might not open it, but you think it might be a good stress release.
All of these options will make noise, any element of surprise will be lost...


Male Halfling Warlock / 2

Cog whispers

Anyone think they have the strength to kick this door in before we start beating it down?


Looking at everyone's STR, no one has above an 11 -- meaning a +0 bonus. You won't be able to swift-kick the thing down... even with a perfect 20 and an assist, you're still 1point short of success.
That leaves blasting it open.
Which I'm assuming is the route you'll be taking... based on averages, you'll be through in about 2-3 rounds.

Using the simplest of magic (At Wills), you guys are able to blast through the door within a few seconds. Arcane power from Aurr, Atreos, and Cog fills this part of the hall as the door is blasted to ruble.


Roll Initiative!


Male Halfling Warlock / 2

Initiative

1d20 + 3 ⇒ (11) + 3 = 14


Female Revenant Assassin 2

Initiative
1d20 + 5 ⇒ (7) + 5 = 12


Male Changeling Artificer

Initiative

1d20 ⇒ 13


Male Deva Invoker Level 1

Initiative

1d20 ⇒ 4


Rive's Initiative
1d20 ⇒ 4

I pick him up and set him down in the line-up behind Atreos

Ok, let's go.


LOL! The Rive statue is placed with the group "ready" to go...

When you burst down the door and the smoke clears a bit, you find an "enterance room". This looks like it once served as a foyer to the dwarven complex you're in; the stonework, the walls, and even the ceiling show craftsmenship meant to impress guests. Two alcoves in the south wall would've held suits of armor, and four small columns in the middle of the room may have held other dwarven works.
Three of those middle columns have been broken down and moved into a barricade (probably all the noise you heard earlier).

In the room a group of humans and orcs seem to have prepared a defensive stand meant to slow down any followers (YOU!). The humans are easily recognized as 3 of the 4 allies of Vendis that took off in the middle of the night (Vendis and his remaining ally are no where to be seen). The orcs are clearly from the Jhorash'tar Clan (You've fought Jhorash'tar Orcs before - <<it was your first fight>> - you know they are savage, brutal, and tend to kill people first and then eat them... you hope in that order). These 2 look particularly threatening; their axes appear to have seen a lot of use!

You also see two dead bodies piled in the far corner of the room... but can't make out much about them from here.

<<MAP>>

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??
-You know that Jhorash'tar Orc Soldiers get to make a free attack when killed.

Map Info
Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Initiative - bold shows who's turn it is
======================TOP OF THE ORDER=====================================

Orcs!
Cog
Aurr
Katsuye
Thugs!
Atreos
Rive

=======================END OF INITIATIVE===================================

Any questions? I'll post the orcs' first turn later...
Note: Aurr and Cog are upfront b/c they "unlocked" the door.


The Jhorash'tar orcs are natural born warriors, and the second the smoke clears just enough, they hurl axes into the nearest targets in the hall. Their strength and savagery is clear, both axes land hard and Cog and Aurr are pained by the blows.

Orc1: Thrown Handaxe at Cog: 1d20 + 8 ⇒ (19) + 8 = 27 vs AC, *HIT* for 1d6 + 10 ⇒ (3) + 10 = 13 and you would be pushed 1 sqr but there's no place to go.
Orc2: Thrown Handaxe at Aurr (has some cover from Orc2): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 vs AC, *HIT* for 1d6 + 10 ⇒ (4) + 10 = 14 and you would be pushed 1 sqr but there's no place to go.

Total Damage to PLAYERS:
Aurr (from Orc2): 14
Cog (from Orc1): 13

Enemy Info:

Thugs == AC: ??, Fort: ??, REF: ??, WILL: ??

Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================

Orcs
Cog
Aurr
Katsuye

Thugs
Atreos
Rive

===================================================================

Cog, Aurr, Katsuye, you're all up!

<< MAP >>

Anyone is free to make knowledge checks or perception checks if they want to know anything more about the room or their enemies.


Male Halfling Warlock / 2

Cog will move to J6 and send a blot of crackling energy at Thug 1.

Eldritch Blast vs. Reflex

1d20 + 4 ⇒ (20) + 4 = 24

Damage (I'm assuming that's a hit)

1d10 + 4 ⇒ (9) + 4 = 13

HP: 18/31 Temp HP: 0/0 Surges: 8/8 AP:1/1


Nice Crit! Max Damage == 14.
Also, do you want to curse anyone?
It's a minor action and gives you a +1d6 damage to your attack (assuming you curse Thug1 - that 1d6 isn't maxxed on a crit, you still roll it) ... it's easy to forget since we haven't fought with these toons in a long while, so go ahead and retroactively do it (also remember that you can have multiple targets cursed, but can only place it on the nearest target -- and when that target dies, you get a +1 to a d20 roll)


Male Halfling Warlock / 2

Thanks for the reminder; I will curse Thug 1.

extra damage

1d6 ⇒ 1 booooo


Male Changeling Artificer

Perception check 1d20 + 8 ⇒ (2) + 8 = 10 I doubt I perceive anything of value...

I will move to J5 next to Cog and also target Thug 1 with aggravating force

"Back in the thick of it again Cog??? You should know better by now!"

Attack roll vs AC 1d20 + 6 ⇒ (9) + 6 = 15 Hmm not sure if that is a hit but the next person that tries to attack this target gets a + 2

Damage roll just in case it hits...1d8 + 4 ⇒ (7) + 4 = 11

Aurr looks at his companions and asks if anyone needs some healing!

Current HP 17/31 Surges 8/8


Male Halfling Warlock / 2

Forgot my free check. By knowledge do you mean insight or history? They are both the same bonus for me so I'm assuming one of them is okay to try and get some info about the foes/room.

what do we have here roll
1d20 + 6 ⇒ (6) + 6 = 12

apparently it's a room


Aurr's arcane infused bolt flies just past your former ally (You just missed him: AC = 17). As you two run in the room, the human nearest the door shouts, "Vendis thought you guys might follow us. I'd turn back now, our new friends don't take prisoners."

Neither of you notice much more about the room or your enemies. You know that the three humans in the room were 3 of the 4 guys that Vendis left with in the middle of the night (these guys were hired just like you by House Tharashk). And the orcs are very clearly of the Jhorash'tar tribe, based on their coloring and markings (and the drooling savage look on their faces).

@Aurr - As for healing, only you and Cog have been hit yet. You both took a pretty big shot, but neither of you is bloodied... and you might want to save those heals for when the orcs go all melee on someone. The orcs hit hard.

Katsuye, you're up.


Female Revenant Assassin 2

I move quickly, vanishing from behind Aurr and Cog and reappear next to one of the traitors. (Shadow Step to G4)
I hiss... They are not the only ones with no use for prisoners.

Shadowstorm on T1
1d20 + 8 ⇒ (20) + 8 = 28 vs AC NICE!
Max Dam - 1d8+5+1+3 plus 1d6 for Ki
1d6 ⇒ 3 8+5+1+3+3=20

I wrench my khopesh from his gut and raise my eyes over his shoulder, watching the Orc across the room. Shadows from the rubble crawl up the Orc's feet and legs. Assassin's Shroud on O2

Perception Check
1d20 ⇒ 12 I think I have his blood in my eyes.

Status/Used:
HP: 24/24, Surges: 8/8, AP: 1/1


Cog, I think you also have concealment, you moved more than 3 squares, so your Shadow Walk kicks in.
Katsuye, you don't learn much more about the room or foes than already note.

DOUBLE CRITS! You guys just took out a level 2 monster in 2 hits. Thug1 is DEAD... and the poor guy never even got a turn... lol, that will teach him to stand next to the door!

In a whirl of shadows and blood, the first enemy is split in two. The remaining two humans trade glances with each other - like, 'No reward is worth this'. They've seen you guys in a fight, know what you can do, and killing their buddy in roughly 2 seconds flat has them a bit rattled. Both fire their crossbows at the "Khopesh-demon", but clearly they are shaken and the bolts fly harmlessly past Katsuye...

Thug2 Ranged attack vs Katsuye: Crossbow = 1d20 + 8 ⇒ (7) + 8 = 15 vs AC, miss
Thug3 Ranged attack vs Katsuye: Crossbow = 1d20 + 8 ⇒ (1) + 8 = 9 vs AC, miss

Total Damage to PLAYERS:
none

The human enemies' defenses are now on display in Enemy Info:

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13

Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)

PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================

Orc1
Orc2: (1 shroud)
Cog: concealed (attackers take a -2 to hit you), +1 to d20
Aurr
Katsuye
T2
T3
Atreos
Rive

===================================================================

Atreos and Rive, you're up!

<< NEWEST MAP >>

Cog, one of your cursed targets died, so you now have a +1 to one d20 roll before the end of your next turn -- note in the intiative tracker


Male Human Level 1 Battlemind

Rive emerges from his state of deep and profound meditation, an aura of utter peace surrounding him. Having attained enlightenment, he surveys the room: Time to kick some butt!

Rive double-moves to B6 (I'm guessing the rubble is difficult terrain?). He'll use Battlemind's Demand, augmented, to mark Orc 2 and Thug 2.. Next turn, you guys. I'll kick your ass next turn!


Male Deva Invoker Level 1

Atreos will move to G5 and use his daily (minor Action)and summon an Angel of Fire! It appears in square[/b] D8[/b]

Details of Spell:
Summon Angel of Fire
Daily; Divine, Fire, Implement, SUMMONING; Minor Action, Ranged 5
Effect: You summon a Medium angel of fire in an unoccupied square within range.
Standard Action: Close burst 1; targets each creature in burst; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
(att: +6 vs Ref)
(dam: 1d8 + 5 fire + 1/enemy targeted)
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
(att: +6 vs Ref)
(dam: 1d8+5 fire)
Angel's Stats:
Speed: 6, Fly 6 (hover)
Hp: 12; same Defenses as Atreos
With a minor action, can be commanded to move.

As a standard action it will attack Thug 2 AND Thug 3

Attack roll VS Reflex 1d20 + 6 ⇒ (13) + 6 = 19 for Thug 2
Attack roll VS Reflex 1d20 + 6 ⇒ (2) + 6 = 8 for Thug 3

Damage roll 1d8 + 5 ⇒ (2) + 5 = 7 probably only on Thug 2

Some company to help you Rive!


Both orcs pull out greataxes - terrifying and deadly weapons (1d12!) that seem well used. They snarl and let out what can only be described as an orcish laugh -- the thought of combat thrills them, "Lok'Tar! Is uruk ogg!"
The first orc rushes Atreos swinging wildly, while the second one shifts around and brings its huge blade down on Rive just missing him...
Orc1 -- Charge Atreos: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 vs AC, miss
Orc2 -- shifts and then attacks Rive: 1d20 + 7 ⇒ (10) + 7 = 17 vs AC, miss

In the midst of the combat, two short figures appear out of the dust and shadows. Their greyish skin and beedy red eyes give them away as Goblin Cutters -- assassins that follow the Jhorash'tar tribe hoping to get a chance to practice their sadistic arts! One is able to dance around the rubble and get in position behind Rive (He spends 2 moves to SHIFT 6 squares, no OA, but he's out of actions), the other comes running from the shadows and attacks Atreos!
Goblin Cutter1 -- attack vs Atroes: 1d20 + 6 ⇒ (7) + 6 = 13 vs AC, miss

(You've fought Goblin Cutters before... these two seem just as tough, their pretty harmless unless they can get combat advantage on you -- but remember they are also VERY shifty!)

Total Damage to PLAYERS:
none

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: ??, Fort: ??, REF: ??, WILL: ??
-Jhorash'tar Orc Soldiers get to make a free attack when killed.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal
The Angel is an Ally, you can flank with it like normal (it's marked with an A)

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc1
Orc2: (1 shroud), Marked by Rive
Gob1
Gob2
Cog: concealed (attackers take a -2 to hit you), +1 to d20
Aurr
Katsuye

T2: Marked by Rive
T3
Atreos & Fire Angel
Rive
===================================================================

Cog, Aurr and Katsuye, you're up!

<< NEWEST MAP >>


Male Changeling Artificer

Aurr takes out one of his cubes and tosses at his closest opponent.

You will not block our path!!

Aurr will use shielding cube on Orc1 at H6! Attack roll vs reflex 1d20 + 4 ⇒ (16) + 4 = 20 Woohoo! That should be a hit!

Damage dice: 2d6 + 4 ⇒ (2, 6) + 4 = 12 Not bad I guess!

Orc1 now grants a +1 AC bonus (currently Atreos) to whoever he is adjacent to until my next turn

Current HP 17/31 Surges 8/8


Female Revenant Assassin 2

I stare back at the goblins with my fiery-pupiled, bottomless black eyes before signaling to Atreos and then stepping behind him (5H). The darkness intensifies around Orc2 as I crouch low and try to slice my khopesh through Orc1's groin.

Assassin's Shroud O2 and Shadow Storm on O1
1d20 + 8 ⇒ (3) + 8 = 11 vs AC

He shifts and my blade glances off of his axe. I meet his raging bloodlust with a hollow calm, settling into a guarded stance until my next opening.


Male Halfling Warlock / 2

Cog will focus his mind on J Orc 1 and then mark and attack.

Curse of the Dark Dream vs. Will

1d20 + 4 ⇒ (3) + 4 = 7

I forget how often we regain AP but if it is an option I will use an AP to reroll this one. If not then disregard.

re-roll

1d20 + 4 ⇒ (18) + 4 = 22

damage

3d8 + 4 ⇒ (5, 2, 6) + 4 = 17

+ Target is knocked back to F9

HP: 18/31 Temp HP: 0/0 Surges: 8/8 AP:1/1

701 to 750 of 848 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SeanDM's Return to Brim All Messageboards

Want to post a reply? Sign in.