The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Raven, who knows little of enchanted things, is excited about the torch that never goes out, especially if they are underground for more length of time.

She is uncertain, and bites her lip as she considers but finally she answers Varn's gesture: "I would make that barter, all of those items appears useful to us. But if you think coin is more important, I understand."

She steps back to see what Orlando thinks.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Orlando frowns as he thinks.
"In my opinion, that second trade group seems to be best for us."


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn shrugs again and turns to the merchant.

Ok, we will be taking the set with the everburning torch. Thank you for the deal.


"Of course, pleasure doing business." says the merchant and he hands out the items while putting away yours.

You eventually meet up, your business done on both ends.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn heads toward the others his attention drawn by the glowing mace.

We finished our shopping expedition and got a few things. Were did you get that glowing mace and would you like me to check what kind of magic it is.

Taking to for 21 spellcraft.

While he is examining the mace Varn asks

So how did the chief take the news?


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

"Better than expected. Despite his sorrow, his will remains strong and he thinks of his people first" - Selka nods to Varn, in her words clear admiration for the mongrelman chieftain - "He gave us this weapon. It was supposed to be a gift for his son... He asks that we use it to crush at least a traitor mongrelman's skull on our way to the surface."

Her grip tightens on her own weapon as she adds, in a very serious tone - "I intend to help fulfill that promise."


It's a +1 morningstar


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

There is some good news on the selling front. We traded all the stuff for some magic items. 3 potions one each of CLW, expendious retreat and spider climb along with an Everburning torch. So does anyone want the torch and potions.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Raven listens with interest as the other relate the story of the chief and his reaction. She eyes the enchanged morningstar with interest handing sliding to the hilt of her own morningstar.

As Varn asks about the use of the magic items bartered for, Raven pipes in a little intimidated. "A climbing potion, may help me, especially if I need to climb to get us out of here. I also like the idea of a torch that never goes out, but likely shouldn't be the one to carry it if I am to scout ahead. A defer to the others for the rest."

She lowers her eyes in embarrassment at her own boldness and steps back a little kicking at a rock underfoot.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

"Well, I can make my own light, and I can already move expeditiously; I would claim a Cure Light Wounds myself."


If it is ok then, Tessai hangs on to the Morningstar - Raven takes the hammer?

Tessai nods at Selka's words - "And you will not be alone in doing it"

As Varn recounts the items purchase, she adds - "I do not believe any of those items are helpful in my hands - I have a limited capability to heal, and my eyes pierce the darkness without any difficulty. I could perhaps use an increased speed in combat, but it looks like a marginal advantage for the time being - for that reason, I have no immediate claim to any of the items acquired"

I believe the plan is to take a rest this evening, and leave in the morning?


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Why we just rested and sold stuff it could not have taken more than a few hours.


That was my doubt - then I guess we can head out.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

All right then it is time to leave these caves and talk about what we found out and what happened here.

Varn point strait down the road for a moment before taking a look around and seeing that that was the way they came in and starts pointing in the opposite direction.

This is why I shouldn't stand in front if someone with a better sense of direction can take point.


You meet up with Lann and let him know your ready to go. He takes you out of the settlement and heads south. You travel for about an hour and reach a large cavern.

Barricades made of heaped loose rocks and wooden boards bisect this cavern. Beyond the barricades, a wooden screen covers the lower half of a tunnel mouth.

"See that barricade? Their lair is just beyond that. I cant see anyone from here but there are surely guards on lookout. The lair itself is a network of caverns closely connected by short tunnels. Each cavern is a "room" of sorts and it's like a maze...You can find the way to the surface is you take a left at the first two intersection and a right at the third...Assuming the layout is the same I haven't been up that way in over a year."


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

"Two lefts and a right. Got it. Anything else we should expect? I'd go anywhere to feel the sun on my face and the wind in my hair again. Let's get moving."

Raven looks down the cave to see if there is enough cover to making sneaking worthwhile. If so, she stealthily works her way up to the barricades, looking for any signs of life all the while. If there is no cover, she will wait for the others, hoping that the heavily armored will tank their way through.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

If there is enough light for his poor human eyes, Orlando will try to stealth his way close to the barricade.
If not, he will wait just out of sight.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka takes Lann's hands in her own, and thanks the mongrelman profusely - "Thank you for all your help. From this point onward, we can proceed on our own. Please get back safely to your town, and tell your people they have our thanks and friendship. Farewell, Lann!"

Eager to see the light of the surface once again, and knowing how close they all are to finally be able to do so, Selka takes hold of her weapon, double checks her equipment, and follow the group into the cave.

Stealth: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

*Clangh* *clangh* *clangh*, says the new armor! ;p


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn keeps his eyes and ears open but listening to his allies clank about doesn't bother to move stealthily.

per: 1d20 + 6 ⇒ (4) + 6 = 10


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

With Stealth no longer an option, Orlando ducks behind some handy cover and thinks.
He gets an Idea.
Sure he is within earshot of the enemy, he calls out; "COME APHAROE! I SUMMON THEE MISTRESS OF FIRE ELEMENTALS! BURN THE INFIDELS FROM THEIR FORTIFICATIONS! I SUMMON THEE!"
He casts Dancing Lights in the form of a glowing manlike fire elementalish looking thing, and sets it to walking towards the barricade hoping it will force the enemy to panic, reveal their positions, attack it instead of us, or all of the above.
Bluff: 1d20 + 7 ⇒ (1) + 7 = 8

Dammit!


The light reveals two mongrelmen hideout out along the wall and one of them fires his crossbow at the glowing being while the other takes out a signal whistle and starts blowing into it.

Mongrelmen init 1d20 + 2 ⇒ (6) + 2 = 8


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn summons another spear to be sent hurling at the mongrel men but it only a few scraps of wood are drawn from his magic. He stares aghast at what should be a spear before it fades a way. Varn quickly draws his bow and follows Orlando's example and heads to cover.

attack: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 4 ⇒ (2) + 4 = 6
init.: 1d20 + 3 ⇒ (15) + 3 = 18

What is the distance I have a 20 ft range increment on the spears and a 100 foot maximum distance.


They are 40 feet away but the 4 foot tall barricade gives them cover and you need to climb up (dc 10 climb) or jump over (dc 10 acrobatics) to engage in melee.


Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Tessai is slow to react, but her actions are resolute and she closes the distance to the ones attacking them - "We have not attacked you, but we WILL defend ourselves"

Not sure if she can move enough to actually climb the barricade, but if there is no way around them, and she has the move to climb:

Climb: 1d20 + 2 ⇒ (20) + 2 = 22

--Status--
AC: 20
HP: 21/21
-------------


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Aeron looks at the others with a shrug. "So much for sneaking through..." With that he charges the barricade and makes to climb over it to reach the mongrelmen behind it!

Double move to get to the barricade, annnnnd Climb check to see if he makes it over.

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 4 ⇒ (2) + 4 = 6


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10
Tessai wrote:
Tessai is slow to react, but...

Don't forget that if you want Selka can grant a few Init. rerolls a day, thanks to her Tactics domain! You can take one right now if you like. ^_^

When the bolt from the enemy's crossbow pierces the air near them, Selka instinctively dodges to the side - 'Those must be the traitor mongrelmen Lann warned us about...' - and frowns visibly as the signal whistle piercing sound spreads into the cave.

"Quickly! We need to dispatch them before they alert the others!" Weapon in hand, she jumps forward trying to reach the barricade and get past as fast as possible.

Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Climb: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13

Double movement (40 ft.) to reach the barricade. If she can, she climbs it in this round, otherwise she does so in the next.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 1 Init:1d20 + 3 ⇒ (20) + 3 = 23

Orlando leaps up, draws his sword and charges the barricade, leaping it as he comes to it. His Dancing Lights Elemental does the same.
Acrobatics (Jump) vs. DC10: 1d20 + 7 ⇒ (2) + 7 = 9
He crashes to a stop as he hits the barrier, then takes the whole round to laboriously climb over it.
Climb vs DC10: 1d20 + 5 ⇒ (4) + 5 = 9
But finds himself held at the barricade; defeated as he can't seem to do either one.


Technically you attacked first by summoning a "fire elemental" and they reacted by firing on it :P

raven init: 1d20 + 3 ⇒ (7) + 3 = 10

round 1
Orlando: Runs up to the wall and fails to get over it I lol'd
Varn: Summon a magical javelin and fires it off but misses
Aeron: Runs up to the wall and fails to get over it.
Selka: Runs up to the wall but cannot climb it this round.
Raven: no action posted yet.
Mongrelmen: They Reload and fire their crossbows targeting Aeron who got over the wall. One bolt misses and the other digs into his shoulder.
attack: 1d20 + 4 ⇒ (11) + 4 = 151d8 ⇒ 3
attack: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 5
Tessai: By making a double move you can get over the wall.
You can re-roll init if you want, using Selka's ability

round 2:

You can start posting round 2 actions and raven post round 1 and 2.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn will walk to the barricade and wait to go over until three allies are up there if so he will try to climb up the barricade.

climb: 1d20 + 2 ⇒ (7) + 2 = 9

Well I just joined the almost there club. Worse part is that i would have made it with an acro check.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Round 1

Hearing the stealth is out of the question, Raven rushes the barrier, drawing her new warhammer on the way. She reaches the barrier and climbs her way over.

Climb DC 10: 1d20 + 6 ⇒ (14) + 6 = 20

Round 2

Making it over the barrier, Raven engages the nearest mongrelman in melee, swinging with both hands, and trying to keep it from firing anymore.

Raven Warhammer: 1d20 + 6 ⇒ (7) + 6 = 13
warhammer dmg: 1d8 + 4 ⇒ (4) + 4 = 8


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 2 (Init 23)_____

Face burning with embarassment, Orlando jumps the barricade.
Acrobatics (Jump) vs. DC10: 1d20 + 7 ⇒ (10) + 7 = 17 Finally!

He then engages an enemy.
Rapier attack: 1d20 + 3 ⇒ (20) + 3 = 23 for a possible 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage.
...Crit confirm?: 1d20 + 3 ⇒ (16) + 3 = 19 for a possible extra 1d6 + 2 ⇒ (4) + 2 = 6 piercing damage.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Climb: 1d20 + 4 ⇒ (5) + 4 = 9
Climb#2: 1d20 + 4 ⇒ (9) + 4 = 13

Aeron attempts to climb the wall once again; however, the bolt in his arm catches and he is unable to get to the top. He yanks out the bolt in frustration and attempts a second, at which point he finally clears the wall!!

Freaking ridiculous... This dice roller hates my skill checks.


Oh right it was Tessai who made it over the wall and not Aeron. Sorry shot would be aimed at her an not Aeron. The jump check dc 10 to get over the wall included a running start, without one the dc is 20. I'm gonna say Orlando climbed over and made it

Orlando runs up and wounds one of the mongrelmen with a precise strike.

Varn: Tries to climb over the wall and fails.

Aeron: Just barely makes it over the wall.

Selka:

Raven gets up there and with a powerful hammer blow drops the one Orlando wounded to the ground.

Mongrelmen:

Tessai:


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Round 2

Having reached the barricade, Selka swiftly climbs it and drops on the other side, weapon in hand and ready to strike.

Turning toward the closest enemy, she twirls her spear and lashes forward.

Selka climbs the barricade (I rolled in the post above, 13), then attacks the closest enemy!

Longspear Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


After having passed over the barricade, and being received by two crossbow shots, one of them hitting her painfully, Tessai grits her teeth and attacks - "You have made your choice"

Morningstar Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

--Status--
AC: 20
HP: 16/21
------------


The second mongrelman is taken down by Selka's strike.

You can hear shouting coming from inside the caves. Reinforcements are likely on the way.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

If any cover is available Raven will take it, drawing out her longbow. She will ready a shot at the first available target.

"The whistle has alerted others, prepare to repel an attack. I will do my best to thin them as they approach."

Raven Longbow, Deadly Aim: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Arrow Damage: 1d8 + 2 ⇒ (8) + 2 = 10
+1 more to each attack and damage if within 30', but I assumed it was farther?


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Disliking the thought of a full frontal assault, Orlando uses his Dancing Lights to look around the area, seeking a way to go around the defenders.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20

Varn walks back and tries to vault the ledge throwing himself over easily.

Would anyone like to be enlarged before the reinforcements arrive.

If so he spends a standard to start casting.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Assuming the area will accommodate it, Aeron could definitely benefit from more Strength!


Do we have a map of the area?

Tessai looks for the most probable direction where the reinforcements will be coming from, and places herself there, waiting and watching.

Preferably looking for some sort of bottleneck, or corner where they can best manage the combat, if it comes to that.

--Status--
AC: 20
HP: 16/21
------------


I actually tough it was bigger than this but I found and posted the map, the ceiling is 10 feet high. The 3 in the room beyond take 2 rounds to prepare then come out on the 3rd round.

Map


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

See Raven's post above, I will move to the corner and shoot at them while they are preparing if it's at all possible.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

We're in the chamber to the left of the three marked red dots?
If so, Orlando will hug the wall at [M,5], waiting for them to come in before sneak attacking them.


Tessai summons her power, and protects herself against the onslaught of Evil creatures, getting ready for the probably incoming fight.

I am a bit unclear as to how the action is occurring but, Tessai will wait for the incoming foes if they opt to attack. If not, she will move to M:6 and attack foe number 1.

Morningstar Attack: 1d20 + 6 ⇒ (15) + 6 = 21Damage: 1d8 + 5 ⇒ (5) + 5 = 10

--Status--
AC: 22 (2 from Protection From Evil)
HP: 16/21
Effects: Protection from Evil -> 9/10 rounds
------------


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Do we have to reroll initiative, or we act with the init. we rolled before?

Following her friends example, Selka uses surrounds herself with divine energy, then follows Tessai as the tielfing woman plants herself firmly in front of the narrow entrance to the next chamber.

"I've got your back. As soon as they step up, we'll strike them down!"

If there is at all time to prepare, Selka casts Protection from Evil on herself as well (using her spell-like ability to do so). Then she gets behind Tessai, at L6, ready to impale whoever comes close enough with her reach weapon!

Longspear Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Nevermind on the Enlarge Person... that'll cause Aeron to grow larger than the ceiling lol.

Seeing the two women have already positioned themselves into the most advantageous positions, he simply stands by and waits for an opportunity to strike at the mongrelmen. "Save some for the rest of us!"


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Okay, scratch the enlarge and I have a delayed grease to be cast when I can hit all of them and not my allies.

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