Harsk

Argrim's page

438 posts. Alias of Jubal Breakbottle.


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HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 15

Argrim looses another bolt into the melee.

crossbow firing into melee: 1d20 + 3 + 1 - 1 - 4 ⇒ (2) + 3 + 1 - 1 - 4 = 1
if hit, damage: 1d8 + 2 ⇒ (7) + 2 = 9

Round 16

Argrim looses another bolt into the melee.

crossbow firing into melee: 1d20 + 3 + 1 - 1 - 4 ⇒ (19) + 3 + 1 - 1 - 4 = 18
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 14

Argrim looses another bolt at the leader over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (1) + 3 + 1 - 1 = 4
if hit, damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 7

Argrim looses another bolt at an orc over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (20) + 3 + 1 - 1 = 23
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6

crossbow: 1d20 + 3 + 1 - 1 ⇒ (7) + 3 + 1 - 1 = 10
if crit, more damage: 1d8 + 2 ⇒ (2) + 2 = 4


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 5

Argrim looses another bolt at an orc over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (6) + 3 + 1 - 1 = 9
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 6

Argrim looses another bolt at an orc over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (2) + 3 + 1 - 1 = 5
if hit, damage: 1d8 + 2 ⇒ (3) + 2 = 5


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim looses another bolt at an orc over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (12) + 3 + 1 - 1 = 15
if hit, damage: 1d8 + 2 ⇒ (7) + 2 = 9


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim looses a bolt at the horde over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (13) + 3 + 1 - 1 = 16
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 15, Recruit 3

Argrim slashes another orc.

dwarven waraxe: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
if hit, damage: 1d10 + 2 ⇒ (10) + 2 = 12


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 14, Recruit 3

"HORNBLOWER! Argrim repeats and slashes the orc in the entrance to the tunnels.

dwarven waraxe: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
if hit, damage: 1d10 + 2 ⇒ (8) + 2 = 10


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 13, Recruit 3

Argrim draws his dwarven waraxe and echoes, "HORNBLOWER!

dwarven waraxe: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
if hit, damage: 1d10 + 2 ⇒ (9) + 2 = 11

AC 17= 15 +2 shield


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 12, Recruit 3

Argrim drops his crossbow drawing his shield, he puts it between the orc and Argrim.

Move
Total defense

AC 21 = 15 +2 shield +4 total defense


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 1, Recruit 3

Argrim follows Durnim ata hustle.

Double Move 40 feet

AC 17 = 15 +2 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 10, Recruit 3

Argrim follows Durnim aiming his crossbow at a ladder orc and fires.

Move 20 feet
crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (1) + 3 + 1 - 1 = 4
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

AC 17 = 15 +2 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 9, Recruit 3

Argrim follows Durnim out the tower aiming his crossbow at the leader orc and fires.

crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (3) + 3 + 1 - 1 = 6
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

AC 17 = 15 +2 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 8, Recruit 3

Argrim aims his crossbow at the leader orc and fires.

crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (3) + 3 + 1 - 1 = 6
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 7, Recruit 3

Argrim aims his crossbow at a bow-carrying orc and fires.

crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (4) + 3 + 1 - 1 = 7
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 6, Recruit 3

Argrim aims his crossbow at a bow-carrying orc and fires.

crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (20) + 3 + 1 - 1 = 23
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

crossbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (2) + 3 + 1 - 1 = 5
if crit, more piercing damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

No apologies necessary.

If Dwarf 1 and 2 are on the top, don't they have some cover from the crenelated battlements? So, their AC would be higher than their base 15 AC?

cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Hi GM

You write that Recruit 3 got hit here.

I claimed Recruit 3 as Argrim here and moved him inside the tower to shoot from an arrow slit here, so his AC is currently 23 = 15 armor +8 cover.

So, I think he was missed, right?

cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 5

Argrim aims his crossbow at a javelin-carrying orc and fires.

longbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (5) + 3 + 1 - 1 = 8
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 4

Argrim aims his crossbow at a javelin-carrying orc and fires.

longbow +bless -Deadly Aim: 1d20 + 3 + 1 - 1 ⇒ (4) + 3 + 1 - 1 = 7
if hit, piercing damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 3

Argrim aims his longbow at a javelin-carrying orc and fires.

longbow +bless: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
if hit, piercing damage: 1d8 + 3 ⇒ (8) + 3 = 11

AC 27 = 19 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 2, Initiative 6 - Recruit 3

In a better position in the tower, Argrim aims his crossbow at another bow-carrying orc and fires. The bolt finds the gut of an orc.

Then, Argrim reloads his crossbow.

crossbow +bless: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
if hit, piercing damage: 1d8 ⇒ 1

threat: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
if crit, more damage: 1d8 ⇒ 2

AC 23 = 15 +8 cover


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

"Aye, Durnim. I'll be your shielddwarf like we trained." Argrim agrees and fist bumps Hornblower.

Argrim is a young dwarf. He has shaggy, blonde hair and a hirsute beard that covers his baby face. His scale mail is obviously a hand-me-down with the leather of the buckles adjusted to new locations.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Does Argrim recognize that the Acolyte is commanding the zombies to attack?

Round 1

Argrim doesn't get his bow shot off before the cadaverous guard attacks. He draws his battleaxe, settles into his Deepdelve stance, and attacks. He then steps out of the bottleneck and drops his bow to free his hand.
___________________________
move action to draw battleaxe
swift action to activate crane style
attack defensively: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
if hit, damage: 1d8 + 3 ⇒ (3) + 3 = 6
confirm threat: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
if critical, more damage: 2d8 + 6 ⇒ (5, 7) + 6 = 18
5-ft step to S2
free action to drop shortbow

Fighting Defensively: -1 attack, +4 AC, deflect one melee hit per round with free hand


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim probably needs to change actions if they close into melee. Cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

OK It's clear now. I'll go ahead and go with this action.

Bluff to act alone in the surprise round: 1d20 - 1 ⇒ (18) - 1 = 17
Initiative to act first in the surprise round: 1d20 + 2 ⇒ (5) + 2 = 7


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Responding to the priest's invitation, Argrim attempts to open the gate, in order to go inside. He's not yet going inside, but he tries to open the gate wide enough for him and wolf. "The gate's stuck."

Where is this gate? What happens? Where is Argrim in relation to the priest? His actions totally depend on where he and the priest are. Cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Surprise Round

Argrim says, "those guys don't look too healthy." He draws a magic arrow and shoots the priest.
___________________________
sneak attack with shortbow: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
if hit, damage: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (4, 6) = 14


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Could you post a map? I'm trying to decide whether to sneak the priest.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Argrim opens the gate wide so it stays open...

I would really appreciate a map. I would like to know how far everything is, specifically the priest.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim rummages in his gear and produces a gold piece that he shows to the man.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim is certainly not moving inside. He replies, "I can make a tithe as long as you don't expect too much."


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim is short even for a dwarf standing an inch shorter than 4 feet and about the same width. His dull gray outfit and blond hair are unkempt with stains from dirt and stone. A chain shirt peeks out at his neck and wrists. He equips a battleaxe and short bow with two quivers. No holy symbols on him at all.

"Do you have any food?" Argrim asks standing up from his hiding place and moving near the door... which should be visible to the team!


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim and whoever else takes their time to sneak toward the cloister. He'll try to time the advancement if he detects the person passing in from of the open door again. He has his shortbow in hand. Stealth take 10+10=20 with Darkvision


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim whispers, "There appears to be a guard at the door of the cloister. Who wants to join me to take care of him, all sneaky like?"


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim avoids the bad plants.

Sheyan, are you healed enough to survive?


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Perception: 1d20 + 9 ⇒ (2) + 9 = 11 +1 vs. traps
Knowledge (nature): 1d20 + 2 ⇒ (5) + 2 = 7

Argrim carries his shortbow.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

"Sheyan, you look wounded. Karnog, do you want to examine everyone before we go into the nest?"


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim nods to Grunt giving him more respect than any other orc in his life or he could have imagined before today. He is ready to lead if the others are ready to follow.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim checks the front gate for traps and alarms.

"Anything more you can tell us Grunt?" After the reply, he suggests that they return his gear and get him to promise not to tell anyone about us.
___________________________
Perception take 20+10=30 (+1 vs traps & +2 vs stone)


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

If I had a different character, I would milk these critters for their poison.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Just noticed Malcolm's thing adds to damage too, so Argrim did one more point. I'll correct in next post. Cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 3

Argrim moves to flank the large snake with Kalim and strikes it.
____________________________________
move BC42-BC43-B44
Battleaxe attack defensively with flank & malcolm's thing: 1d20 + 7 + 1 + 2 - 1 ⇒ (19) + 7 + 1 + 2 - 1 = 28
if hit, damage: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (6, 1) = 16
Fighting Defensively: -1 attack, +4 AC, deflect one melee hit per round with free hand


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

AOO

Argrim attacks the small viper when it slithers away.
____________________________________
Battleaxe attack defensively with flank & malcolm's thing: 1d20 + 7 + 1 + 2 - 1 ⇒ (12) + 7 + 1 + 2 - 1 = 21
if hit, damage: 1d8 + 3 + 2d6 ⇒ (3) + 3 + (2, 5) = 13
Fighting Defensively: -1 attack, +4 AC, deflect one melee hit per round with free hand

Can you update the map or say where the small viper is? Thanks


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
baldwin the merciful wrote:

Argrim double check where you moved BC 41 doesn't put you in melee with viper. Regardless your roll missed.

*Argrim I moved you on the map to where you indicated in your text. Remember the snake had moved on its turn right before your action.

I was using the round 2 map and didn't see that the viper moved. Put me in BB41. Thanks


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 2

Argrim drops his bow and moves to attack the small viper drawing his battleaxe.
____________________________________
move to BC41
Battleaxe attack defensively with flank & malcolm's thing: 1d20 + 7 + 1 + 2 - 1 ⇒ (5) + 7 + 1 + 2 - 1 = 14
if hit, damage: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (1, 2) = 14
Fighting Defensively: -1 attack, +4 AC, deflect one melee hit per round with free hand


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
Quote:

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

The key word is opposite. That's why the imaginary line goes through the center of the flanked defender. Cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 1

Argrim knocks an arrow and shoots the larger sloth viper before it can act. He moves away from the group to spread the targets.
____________________________________
Shortbow on larger: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, damage: 1d6 + 2 ⇒ (6) + 2 = 8 plus sneak if flat-footed: 2d6 ⇒ (4, 1) = 5
move to straight down to BF43


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

I've been gaming a long time. And I've never, ever seen Wild Empathy eliminate a combat. Tried several times, but never actually work.

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