The Scribbler

Anmuspi's page

84 posts. Alias of Meursault.


RSS

1 to 50 of 84 << first < prev | 1 | 2 | next > last >>

Male Human Ranger 2

If this map is showing the top of the stairs, then G27 for Anmuspi.
Otherwise, O30.


Male Human Ranger 2

Anmuspi takes up the back, about 10 feet behind the last person, keeping his eyes open for any enemies.

"Be wary comrades. The greeting party at the gate weren't pushovers, so I imagine it will only get more hairy from here."

He then nods toward the dwarf and the halflings feet, smirks and says...

"perhaps not that hairy though"


Male Human Ranger 2

Anmuspi stands firm and fires 2 more shots into the fray.

Twin Strike, +7/+7 vs. AC, 1d10+1d8+3, 1d10+3 damage respectively.


Male Human Ranger 2

Anmuspi stands, takes a step back, and fires a single shot at the spectre.

Move = stand
Minor = Hunter's Quarry on Spectre
Standard = Nimble Strike (Shift to J15, +7 vs. AC, 1d10+1d8+9 damage on hit)
Action Point Second Wind.


Male Human Ranger 2

Anmuspi nimbly steps away from the armor and fires directly at its center.

Standard - Evasive Strike: Shift to J14 then +8 to hit (due to Prime Shot), and 2d10+1d8+9 damage.


Male Human Ranger 2

Anmuspi moves in a straight line towards A2, stopping only to fire 2 arrows at it along the way and then casting a glance up on the walls for more enemies that may now be apparent from his new vantage point.

Minor: Hunter's Quarry on A2.
Move: Jog to K13
Standard: Twin Strike on A2. +7/+7, 1d10+1d8+3/1d10+3
Glance - Perception +7


Male Human Ranger 2

J19.

Stealth +10 to remain unseen.


Male Human Ranger 2

That sounds like a good idea to Anmuspi, and he'll do just that. Latro can take one side and he'll take the other to cover more ground and improve our chances at nothing enemies.

Apologies for the delay in posting - smote with work and very short deadlines this week.


Male Human Ranger 2

"My skill is with the bow, little Latro, so flanking the flock of birds probably won't work, but I will see how many I can skewer with one arrow."

Anmuspi steps away from the swarm and fires one arrow into it carefully.

He will step 1 square away in whatever the most advantageous spot appears to be - my map isn't showing much. Then, Hunter's Quarry if applicable followed by Careful Shot. +9 attack, 1d10+1d8+3 damage.


Male Human Ranger 2

That explains it - I was looking at the old map. Bonuses added to saves as well.

When it comes around again:
Anmuspi plants his feet and looses a couple arrows at the previously offending skeleton.
Minor: Hunter's Quarry on S2.
Standard: Twin Strike on S2. 2 Arrows, +7/+7 to hit, and 1d10+1d8+3/1d10+3 damage respectively. If S2 drops, 2nd arrow goes to S1.

"Who puts skeletons in a tree to grab folks? Who does that!"


Male Human Ranger 2

Anmuspi will break free using Acrobatics +10 and will then move 15' away from the nearest skeleton, avoiding the raven mess -- H1 looks suitable.


Male Human Ranger 2

Whatever square Anmuspi is in is fine by him. He wasn't being cautious - rather entirely fixed on assessing ghosts or not.


Male Human Ranger 2

"You may be on to something there Latro."

Anmuspi steps forward and examines the bodies for any similarity in physical framework, manner of dress, scales, etc. that might identify one of them as Owyk.

Perception and Knowledge Nature +7, Heal +2 -- whatever applies most


Male Human Ranger 2

Anmuspi breaks from the group to create a separate trail using know:nature +7 to create the appearance of more than just one person going that way, find significantly difficult terrain, use Acrobatics (climb/jump) +10 to get past it, and then use Stealth +10 (and scent masking leaves) to return to the group.

If that is too close to what has been done previously, he instead uses Perception +7 to keep track of where the horde is in relation to the party, and will use it to aid in zigging while the horde zags.

Anmuspi also quietly says to A'loran "Latro showed up at an interesting time - how much do you know of halflings, aside from they being very susceptible to Sleep magic?"


Male Human Ranger 2

Anmuspi will attempt to aid our journey in a few different ways if possible.

#1. Utilizing Acrobatics at +10, he will choose a route difficult for the horde to follow in the case that they are following us, and/or taking one that allows us to get around pockets of the enemy as needed (climbing, jumping, balancing, and so forth). He will also help the others to cross these areas as needed.

#2. Utilizing Stealth at +10, he will keep the parties tracks and progress as hidden as possible, again aiding others as needed.

#3. Utilizing Stealth at +10 in a slightly different manner, if the party crosses near enemy encampments, he will get somewhat close to attempt to overhear their plans. If close enough, he uses Perception at +7 to gather whatever information he can, hopefully aiding the group in choosing what path to take as well as perhaps discovering how/why this is happening overall. If it helps, he will utilize his knowledge of Hobgoblins and humanoids at +7 to try and figure it out.


Male Human Ranger 2

That sounds like an excellent idea to Anmuspi. Collecting that and the arrows. He does go through a bunch, despite retrieving ones he missed with. I imagine we are all doing surges to recover before the next day as well?


Male Human Ranger 2

Anmuspi jogs to where the rest of the group is, and promptly fires 2 more arrows.

Move to F4, Rapid shot - +6/+6 for 1d10+1d8+1 and 1d10+1.


Male Human Ranger 2

Anmuspi darts around the bushes and fires a couple shots at the departing beast.

Move to K9. +6/+6 for 1d10+1d8+1 and 1d10+1.

"I am surprised it can still fly considering all the injuries we gave it!"


Male Human Ranger 2

I thought I had shifted to M8 last turn?

In any case, Anmuspi shifts to M8 if needed, and looses 2 more arrows.

Two arrows at +6/+6 for 1d10+1d8+1 and 1d10+1


Male Human Ranger 2

Anmuspi takes a step forward behind cover, and from the corner fires two arrows at the things head. "This beast seems hell-bent on making one of us a meal!"

Shift to M8. Two arrows, +6/+6 for 1d10+1d8+1 and 1d10+1 respectively.


Male Human Ranger 2

Anmuspi winces in pain and then gets back to the work at hand. He moves forward to get a better shot and lets loose a targeted shot aiming for the beast's underbelly before quickly dodging back.

Move Action: Move 3 squares to 09.
Standard: Evasive Strike - 1 arrow at +7 to hit, 2d10+1d8+5 damage, then shift back to M7.

Would the hippogriff have missed if my AC was 2 places higher? I have Defensive Mobility which adds 2 to AC vs. AoOs.


Male Human Ranger 2

Move Action to L6 then, Hunter's Quarry as Swift. Hippogriff is obscured to me as a player by the square of fc's :)


Male Human Ranger 2

Anmuspi loses track of the hippogriffs exact location due to the freezing cloud, so he steps back, reorients himself and fires 2 shots at it.

Shift to L6, Hunter's Quarry on it, Fire 2 arrows as standard +6/+6 for 1d10+1d8+1/1d10+1 damage


Male Human Ranger 2

Anmuspi hunkers down in his foliage and nocks an arrow, watching for the enemy to attack as best he can at dusk.

Hide in foliage and prepare to launch a volley of arrows with combat advantage should the visitor prove to be an enemy.


Male Human Ranger 2

K5

"Camping along the road is perfect for bandits -- they can see our campfire from a distance along the road should we choose to have one, and if they are creeping along the edges of the road looking for easy marks, we are likely to be found. Traveling alone, it may pose a problem, but equipped as we are, it may be a better choice. Far better for bandits to try and rob us than some simple merchant. I expect we can at least provide them with a nasty surprise."

Anmuspi seeks out the densest part of the bush and settles in.

"Rolf, it seems to me a rock is just like a bush or tree, but different. Find the best spot for cover and concealment and go from there."

"Kava - I might suggest you take 2nd or 3rd watch. Best to have someone who can see in the dark on those watches. I'll take first. I might also suggest camping sans cookfire given the reasons I mentioned above."

He then strings his bow and keeps an eye to the road and an ear to the woods.


Male Human Ranger 2

Anmuspi will re-supply his arrows, make his usual rounds of the areas outside of town, and then return to see how the rest of the group has fared.

Upon finding them, he asks "How did your meetings with the temple and the smith go? Also, do we have a individual split of the treasure for the purpose of supplies/gear/etc.?"

A nice restful evening will be well deserved.


Male Human Ranger 2

"Seems to me it's time we relaxed for a day or two and enjoyed our victory. Best to commit it to fond memory now so it will accompany us to the dark places I expect we are traveling to in days ahead"


Male Human Ranger 2

Anmuspi will assist in transport in any way he can, while he gets used to his newfound skills.


Male Human Ranger 2

"If anyone has anything extra heroic to do, now would be the time!"

Any action points left out there? I'm out from when we walked into this battle.


Male Human Ranger 2

More of the same from Anmuspi. Increasing chances of hitting is about the best he can do for the moment.

Careful Shot +8 to hit, 1d10+1+1d8 damage.


Male Human Ranger 2

Anmuspi stays the course.

Careful Shot +8 to hit, 1d10+1+1d8 damage.


Male Human Ranger 2

With his arrows finding their mark, Anmuspi continues his attack away from the front line.

Careful Shot +8 to hit, 1d10+1+1d8 damage


Male Human Ranger 2

Anmuspi holds position and repeats his previous action hoping for continued success.

Careful Shot +8 to hit, 1d10+1+1d8 damage


Male Human Ranger 2

Anmuspi takes careful aim and looses an arrow, aiming for the dragons face in an effort not only to wound, but also to distract.

Careful Attack +8 to hit, 1d10+1+1d8 damage if it hits.


Male Human Ranger 2

rapid shot +4/+4 for 1d10+1+1d8/1d10+1 shifting 1 square for a better shot if need be.


Male Human Ranger 2

Anmuspi advances to get an unobstructed view and then fires off two shots at the dragon, hoping that the cover was the problem with the prior shots.

Move: Move to AS14.
Minor: Hunter's Quarry on dragon.
Standard: Twin Shot on Dragon: +6/+6, 1d10+1+1d8/1d8+1 for damage.


Male Human Ranger 2

"Sounds like this could be the lair of a ..... Whoa! .... that! That being a white dragon. A couple arrows in the face may improve its mood."

Surprise: Nimble Strike, +6 to hit, 1d10+5 damage, Shift to AS16. Arrow used is the one that has the light on it, especially since I think we have multiple light sources in the group (I have a sunrod going if I am not mistaken).

Action Point Used.
Minor: Hunter's Quarry - if I get a minor along with the standard using an action point.
Standard: Evasive Strike +6 to hit, 2d10+5+1d8 damage, shift 2 squares to AT18 (or AS18 if I have to go around corners).

Watch out - this thing can breathe frost!


Male Human Ranger 2

Anmuspi finally comes to his senses (after a terrible week) and decides AS15 is a good square.

"I could do with a pocketful of brownies right now!. Thanks for the intro Kava -- hail Rolf"

Knowledge check to see what likely could be rooming in this chamber, especially since we've come across guardian drakes and a small dragon already?


Male Human Ranger 2

Anmuspi recovers arrows and heads where available and strides over to the rest of the group when done, confident in their ability to care for the downed baker.

"My suggestion would be to press on rather than giving them time to regroup. Their shaman is brought low, their drakes are slain, they cannot have much left. Even if there are a few more, best to move on cautiously rather than have them ambush us while we rest, or reset traps. I also suggest leaving the secret door until we've secured the other access points."

Anmuspi uses 1 surge.


Male Human Ranger 2

Anmuspi darts to the corner and fires off two more shots, targeting KP with bad intent.

Move: Darts to AY26.
Minor: Hunter's Quarry on KP
Standard: Twin shot on KP (extra arrow on K2 if KP drops from the first). +6/+6 -- 1d10+1+1d8/1d10+1

A'loran, can you see any more enemies from your position?


Male Human Ranger 2

Anmuspi steps to get a better angle, looses a careful shot and then takes a few more measured steps toward the main combat.

Minor: Hunter's Quarry on K1.
Move: Shift to AU24.
Standard: Nimble Strike on K1 (+6 to hit, 1d10+5+1d8 damage), shift to AV24.

"Only a couple left standing...the battle is ours!"


Male Human Ranger 2

Anmuspi will move into the room and to the left until he sees a target, then loosing the normal pair of arrows after assigning a quarry.

+6/+6 to hit, and 1d10+1+1d8 damage/1d10+1 damage


Male Human Ranger 2

Anmuspi was waiting to see what the situation with Brianna was -- if he needed to fire arrows at enemies beating on her or if she was going to get out of there. Seeing as the situation is unresolved and his hand is forced, he will shift to AR29 and then fire 2 arrows into the drake (changing the target of the 2nd one if the drake falls from the first).

Standard: Twin Strike (+6/+6) 1d10+1+1d8/1d10+1


Male Human Ranger 2

Spinning on his heel to follow the drake and seeing no one else near it, Anmuspi lines up two shots to try and bring it down.

Minor: Hunter's Quarry on Dragon
Standard: Twin shot (prime shot applies as no one else is near it) +7/+7 to hit, and 1d10+1+1d8/1d10+1 damage on the shots.

Is that Block next to me behind the kobold body fortification :)


Male Human Ranger 2

Anmuspi calmly repeats his last action, choosing his shots quickly (and hopefully accurately).

Minor: Hunter's Quarry on nearest kobold in case it changes.
Standard: Twin shot on nearest kobold: +6/+6, 1d10+1+1d8/1d10+1 damage.


Male Human Ranger 2

Anmuspi determines the closest target and begins firing arrows from his fortified position.

Minor: Hunter's Quarry on nearest enemy.
Standard: Twin shot (+6/+6 for damage of 1d10+1+1d8/1d10+1)


Male Human Ranger 2

Now just to draw them out - any suggestions? Anyone have any oil? A'loran and I should be able to keep them pinned with arrows and acid if we decide to press forward.


Male Human Ranger 2

Anmuspi tosses whatever kobold bodies he can find into the hallway and then drags one (or both if he can) drake bodies down the hallway behind Kava. Once Kava takes up a position, he begins to build cover in the spot next to it using the bodies. Once complete, he will fire a light arrow into the best spot in the room to illuminate as much of it as he can.

Should the kobolds attack prior to the cover being built, he will take a few steps back and ready return fire.


Male Human Ranger 2

"Block - you try to make a point in an odd manner. The guard pays good money for shields, but your comrades are dead for using doors and bodies as shields (instead of their actual shields)? I expect it is more an inability to think and improvise on their feet.

Kava, I agree. We have plenty of slings and stones lying around. Let's have the wizard put light on them, toss them to various points in the room, and then establish cover. If the kobolds make a move, then excellent. Otherwise we give them a few minutes and see if we can draw them out. If Block wants to force a direct fight, he can always be the first one in to be a target and get them to show themselves."


Male Human Ranger 2

"...and even if it didn't block the entire doorway, it could at least provide some cover for the front rank. Heck, if Kava can only cover half, let's get these bodies up here to provide cover for the other half. Those drake bodies with some kobolds on top should make a hasty fortification."

1 to 50 of 84 << first < prev | 1 | 2 | next > last >>