DM Brainiac’s Rusthenge (Inactive)

Game Master Brainiac

Exploration Activities: Ed: Detecting Magic, Hess: Avoiding Notice, Reknar: Searching, Tol: Scouting, Turac: Searching


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Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol is about to warn Hess not to get them killed when…Hess absolutely disables the trap.

”Fair enough, Hess. I should not have doubted you.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Good job" - Reknar nods at Hess, then proceeds to check the racks, without touching anything.

@Brainiac: Are there any other exits from the room?


Yes, two exits, one to the west and one to the north.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

After investigating the racks, and allowing the others some time for their own explorations, Reknar goes to listen on the western door.


Reknar can hear rustling noises coming from beyond the western door. By contrast, there is only silence beyond the northern door.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol stops his own investigation of the room and backs up Reknar, as the fighter has clearly heard something.

Did Reknar (or Tol, or anyone else) find anything interesting in this room?


No, nothing of interest, just long iron rods being stored here. They are useful in creating a variety of items but have no value in or of themselves.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"I kind of like silence. Let's try the Northern Door".

Hess moves to the Northern door to see if it is locked or trapped.

1d20 + 5 ⇒ (8) + 5 = 13 Perception


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Hang on, Hess - Reknar has heard something behind the Western door, and we haven't investigated it yet. Brainiac was telling us there was nothing of interest in THIS room...


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

He also said there was no noise behind the Northern door… so I thought I’d try that one first. I’m good either way.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Ah, yes. I see now. Carry on!


The door is neither locked nor trapped. Beyond it, a hallway leads east to west. Doors are set at either end, as well as to the north halfway along the hall's length. You are able to surmise that the eastern door leads back to the large chamber where you fought Ragnulf.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Cracking his neck, Reknar leads the way west, fist pausing to listen to the northern doors.


Reknar does not hear anything beyond the northern door.

The western door opens into a very large chamber. Torches illuminate this fifteen-foot-high chamber. A pair of massive columns of rusted metal loom in large alcoves to the east and south, each fitted with complex hinged armatures and drooping lengths of wire that connect them to one of two large metallic worktables. Gears grind slowly and glowing crystals periodically pulse from these worktables. A stone well ten feet in diameter stands in the center of the room between the two strange worktables, capped with a stone slab engraved with a singular broad rune with three downward spikes. Bookshelves line the northern wall, though most of their contents have fallen to ruin—save for one faded red tome near the center of the northern wall.

A group of three robed cultists work here, periodically adjusting the crystals and gears on the worktables. Of course, as soon as they notice your intrusion, the cultists reach for their daggers!

Initiative:
Ed: 1d20 + 5 ⇒ (20) + 5 = 25
Hess (Stealth): 1d20 + 8 ⇒ (5) + 8 = 13
Reknar: 1d20 + 7 ⇒ (3) + 7 = 10
Tol: 1d20 + 4 ⇒ (1) + 4 = 5
Turac: 1d20 + 7 ⇒ (6) + 7 = 13
Enemy: 1d20 + 3 ⇒ (16) + 3 = 19

Ed may act first! The enemies are grouped up 25 feet away from you.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

No need to ask for their surrender here... Ed thinks as he takes a defensive posture to begin with.

◆ Take Cover
◆ Cast Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.


The cultists move in to attack. Two of them gang up on Reknar while the third, tougher-looking man moves to attack Tol!

Dagger vs Reknar, Gang Up: 1d20 + 6 ⇒ (18) + 6 = 241d20 + 2 ⇒ (20) + 2 = 221d20 + 6 ⇒ (14) + 6 = 201d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 ⇒ 11d4 ⇒ 11d4 ⇒ 31d4 ⇒ 2
Gang Up: An enemy is flat-footed against the Rustsworn initiate’s melee attacks due to flanking as long as that enemy is within both their reach and their ally’s reach.

Dagger vs Tol: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Geez, who pissed off the dice roller?!? Fortunately the initiates don't do a lot of damage. 8 total damage to Reknar and 5 damage to Tol. Everybody may act.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Cursing the cultists, and unable to provide a flank for Reknar, Tol calls out to Vanda…and Turac…

”Vanda! Help Reknar! Turac, on me!”

Then, growling a low purr, Tol drops into his powerful feline stance and tries to eviscerate the stronger cultist…and steps back to force the cultist to follow…

◆ Enter Tiger Stance ◆ Flurry ◆ Step

Growl!!!: 1d20 + 7 ⇒ (9) + 7 = 16 [Slashing]
Lrrr!!!: 1d8 + 3 ⇒ (7) + 3 = 10

Rowllll!!!: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 [Slashing]
Lgrrowr!!!: 1d8 + 3 ⇒ (5) + 3 = 8


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

With a snarl, Reknar turns on the closest cultist, swinging hard.

> Raise Shield
> Power Attack

Magical Warhammer: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage if it hits: 2d8 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Now that Ed is under some defensive cover he turns to offense here, sending a large rock at the cultist pestering Tol!

◆◆ Cast Telekinetic Projectile at the stronger cultist.
Spell attack: 1d20 + 7 ⇒ (12) + 7 = 19; Bludgeoning damage: 1d6 + 3 ⇒ (5) + 3 = 8
◆ Sustain Shield Spell.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess is caught a bit off-guard by the aggressive cultists, and takes the time to draw his hand crossbow, load it, and fire off a shot at the closest with no cover.

◆ Pull Hand Crossbow
◆ Load Hand Crossbow
◆ Strike Hand Crossbow
1d20 + 8 ⇒ (17) + 8 = 25 Crossbow
1d6 ⇒ 5 Bolt


Turac Longswod: 1d20 + 6 ⇒ (18) + 6 = 241d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 61d8 + 3 ⇒ (5) + 3 = 8

Hess scores a critical hit, his crossbow bolt catching the nearest cultist in the neck and taking him down! Reknar delivers a crushing blow that shatters the skull of the second of his assailants. Tol misses with his attacks, but Turac moves in to assist the monk, slashing the last enemy twice with his sword. Then Ed hurls a large rock that hits the cultist in the head, finishing him off!


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

”Alright…what in all the planes is going on in here?!?” Tol exclaims, breathing hard from his air-striking exertions - arms wide taking in the gears, slab, crystals and columns.

”If the cultists we just dropped don’t continue their ministrations, I wonder if this….stuff will explode?!? What do you think Hess?”


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Don't think an hour has elapsed, otherwise Reknar will try to treat his wounds.

Reknar goes to take a look at the slab with the rune.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"Let me have a look at those wounds Reknar," Ed offers.

Treat Wounds: 1d20 + 5 ⇒ (20) + 5 = 25

Once Reknar is taken care of Ed moves closer to the contraption. "I don't like the looks of this at all, but let me see what I can find out..."

Knowledge Arcana +7


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Nice one Ed! Critical Success so 4d8 HP healed…


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Thank you Ed!" - Reknar nodded, then proceeded in searching the cultists for anything of use.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess throwing caution to the wind starts to poke and prod the devices and equipment for clues as to what it is.

1d20 + 6 ⇒ (17) + 6 = 23 Crafting?


Ed recognizes the rune on the well as the Thassilonian rune of envy. Ed can see that the stone slab is relatively weak and wouldn't be too difficult to break or force open.

Meanwhile, Ed is able to determine that the spires here are some sort of magical "battery," and the workbenches are meant to help focus the energies for various purposes.

An arcane spellcasting PC can make use of this energy to gain a +1 status bonus to Arcana or Crafting checks made in this laboratory to examine or create magic items, and to all rolls made to cast rituals. Ed also can determine how to deactivate the workbenches harmlessly.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"Let me deactivate the magical energies here then we can move on," Ed suggests.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol stands on guard while Ed does…whatever Ed is doing.


Ed disrupts the workbenches, cutting off the flow of magical energy. As you look around the laboratory, you can see quite a lot of bric-a-brac and curios all around the workbenches and bookshelves. It will take quite a while to look through everything here.

You can spend 30 minutes Searching the chamber, or you can move on.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"We should get moving here," Ed advises, "Once whoever is in charge figures out what I've done here they will send someone to investigate."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Reknar wrote:
"Thank you Ed!" - Reknar nodded, then proceeded in searching the cultists for anything of use.

Anything interesting Brainiac? :)

Edoveus "Ed" Almar wrote:
"We should get moving here," Ed advises, "Once whoever is in charge figures out what I've done here they will send someone to investigate."

"Very well" - Reknar nods and pushes onward, returning to the hallway and opening the northern doors when the others are ready.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"Can anybody here check to see if there are any magical goodies lying around? I'd hate to think we left behind something we might could use"?


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol chews the inside of his cheek looking around, his gaze falling on the bookshelf on the northern wall.

"Hess, there's a faded old red book in the middle of that bookshelf. I bet if you pull it out, a secret door will open...or it will explode..." he says nonchalantly.

Was described upthread when we entered...


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar decides to wait for his companions.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

As his companions seem to be hesitating, Reknar moves ahead and pulls the book - "What? this one?"


Pulling on the book activates a hidden lever that opens the secret door behind the bookcase! A sluggish clicking sound fills the air in the vast chamber beyond. A wide, rusted metal cylinder stands in the northeast corner of the room. Long cables and articulated armatures attach from the cylinder to cube-shaped devices with ticking gears and monotonously clicking weights that swing in lazy circles. Just west of the metal cylinder, a copper cauldron stands on a rusted iron stand; one of the legs has bent, growing weak from the encroaching rust. The fire under the cauldron has burned down to mere embers.

In the southeast corner sits a stone basin holding a broad, sloped bowl with runes carved along the outside rim. Across from the basin in the southwest corner is a wooden cage built into the stone floor. Chalk-drawn runes surround a circle of chalk drawn around the cage. In the northwest corner, an empty bookcase stands against the wall behind a staircase that descends into darkness.

Two sinspawn wielding halberds stand guard at the top of the staircase. Upon spotting you, they hiss with anger and move to attack!

Initiative:
Ed: 1d20 + 5 ⇒ (12) + 5 = 17
Hess (Stealth): 1d20 + 8 ⇒ (13) + 8 = 21
Reknar: 1d20 + 7 ⇒ (4) + 7 = 11
Tol: 1d20 + 4 ⇒ (9) + 4 = 13
Turac: 1d20 + 7 ⇒ (4) + 7 = 11
Enemy: 1d20 + 10 ⇒ (3) + 10 = 13

Ed and Hess may act first! The enemies are 25 feet away.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed yells, "Those are Sinspawn!" He then recalls what he knew of the foul creations while he casts

◆ Cast Mage Armor; gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5.
◆ Recall Knowledge (Arcana +7)
◆ Take Cover


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"ah! They're ugly! Kill them".

◆ Pull Hand Crossbow
◆ Load Hand Crossbow
◆ Strike Hand Crossbow
1d20 + 8 ⇒ (11) + 8 = 19 Crossbow
1d6 ⇒ 2 Bolt
1d6 ⇒ 5 Sneak Attack

"Sinspawn? What are Sinspawn".


These are the same type of creatures as Azomi was, who you fought beneath Stonehome. Ed cannot recall any additional details about them. Hess manages to hit one in a tender spot with his crossbow. Then the sinspawn rush forward, using their halberds' reach to attack Reknar from 10 feet away. Reknar blocks most of the attacks, but one slips past his defenses, the pointed tip of the polearm impaling him!

Halberds: 1d20 + 10 ⇒ (10) + 10 = 201d20 + 5 ⇒ (9) + 5 = 141d20 + 10 ⇒ (3) + 10 = 131d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 + 4 ⇒ (10) + 4 = 14

14 piercing damage to Reknar! Everybody may act.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Badly wounded, Reknar ponders his options - with a shrug, he decides to advance.

>> Step
> Attack

Magic Warhammer: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage if it hits: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol’s mouth hangs open momentarily as the door slides open. Mostly irritated that Reknar didn’t discover a manual of gainful exercise or some other equally unlikely magical treatise, Tol takes a few moments to get up to speed, and thus is late to the halberd party.

Nevertheless, he rushes in to flank with Rek while also not becoming flanked himself…

”Let’s focus on this one to even the odds! Turac! Vanda!

◆Stride ◆ Enter Tiger Stance ◆ Flurry

Haiii!!!: 1d20 + 8 ⇒ (12) + 8 = 20 [vs Off-guard]
Hree!!!: 1d8 + 3 ⇒ (1) + 3 = 4

Hrowwr!!!: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 [vs Off-guard]
Gree!!!: 1d8 + 3 ⇒ (7) + 3 = 10

”Gah, there things *are* ugly!!!” Tol shouts, getting up close and personal with the foul creatures…


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Reknar wrote:

Badly wounded, Reknar ponders his options - with a shrug, he decides to advance.

> Step
> Attack

> And Raise Shield.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

As the others prepare to advance upon the Sinspawn Ed casts a spell at the pair, hoping to end the fight quickly...

◆◆ Cast Sleep at the Sinspawn. Will save DC 17 or fall unconscious.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

◆ Take cover
◆ Load Hand Crossbow
◆ Strike Hand Crossbow

1d20 + 8 ⇒ (4) + 8 = 12 Crossbow
1d6 ⇒ 1 Bolt

But is too quick on the movement or the aiming one and the bold flies wide.


Turac Attacks: 1d20 + 7 ⇒ (19) + 7 = 261d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Vanda Attacks: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Tol, Reknar, Turac, and Vanda all converge on one of the sinspawn. Each hits the creature once, their combined assault taking it down!

Will vs Sleep (Status Bonus vs Mental Effects): 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22

The other sinspawn becomes momentarily drowsy but otherwise resists Ed's sleep spell. Hess' crossbow bolt whizzes past the creature as it drops its halberd and attacks Reknar with its teeth and claws.

Jaws, Claws: 1d20 + 10 ⇒ (19) + 10 = 291d20 + 6 ⇒ (14) + 6 = 201d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

5 damage to Reknar. If he uses Shield Block, then he will take no damage! Everybody may act.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed takes the chance here to try finishing off the remaining sinspawn!

◆◆ Cast Telekinetic Projectile at the sinspawn.
Spell attack: 1d20 + 7 ⇒ (15) + 7 = 22; Bludgeoning damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol moves to set up a flank with Reknar once again…not even bothering to move out of danger after he attacks in his desire to end this creature…the result being that he misses with every strike…

Ignore off-guard if Tol is not flanking now…but at least Reknar can flank with Tol…

◆ Stride ◆ Flurry ◆ Strike

Koo!!!: 1d20 + 8 ⇒ (3) + 8 = 11 [vs Off-guard]
Ooff!!!: 1d8 + 3 ⇒ (2) + 3 = 5

Pow!!!: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 [vs Off-guard]
Sock!!!: 1d8 + 3 ⇒ (5) + 3 = 8

Kick!!!: 1d20 + 8 - 8 ⇒ (5) + 8 - 8 = 5 [vs Off-guard]
Upk!!!: 1d8 + 3 ⇒ (3) + 3 = 6


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Yep, Shield Block it will be.

With a growl, Reknar continues his attack.

> Raise Shield
>> Power Attack

Magical Warhammer: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage if it hits: 2d8 + 4 + 1 ⇒ (3, 8) + 4 + 1 = 16

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