Warforged

Cole.'s page

1,066 posts. Alias of Eben al'Jol.


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HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths (though, really, are we still in the Depths?)

Cole KLOMPS in, eyeing the strange artificing workshop. “I wouldn’t want to have to be killed,” he mutters as he listens along.

Cole reacts about the same when the strange device is given to him, then taken back. He grunts out a laugh as it sprouts legs, though. “That could be useful,” he monotones, then cokcs his head, “I’ll try not to crush it.”

He’s about to pick it up when he thinks otherwise, gesturing to Nalverren, “Maybe you should hold onto it.”

He begins taking the items made for him, dropping them into specific pouches in his pack. The hat-induced transformation on Vaard and Ashshar cause him to stop, and he looks over at Qadnis. “Do those hats also work on my kind?”


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey wrote:
"... Your items have been completed." He waves towards some tables where a number of items are stacked up.

Clarification: are these the items we requested via our WBL update? Or is this the 'additional items' that were mentioned earlier?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

To the High Speaker's House!!!

Cole pushes off the wall he'd been leaning on and picks up his warmaul. He taps Ashshar on the shoulder with the back of his thick fingers, inviting the lizardfolk along with a wordless gesture as he follows Naginiti.

"What kinds of additional items," he asks, impatience getting the better of him.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Atsu Tzolotl wrote:
"I go wherever needed to halt the machinations of the wicked."

The big warforged pauses to consider this, something in his bearing suggesting discomfort at Atsu's words. He says nothing, though.

Vaar wrote:
"This time shall be different Cole, this time the Flame and its Heralds shall be with us".

This brings Cole around, though, and he shrugs his massive shoulders. "We will see. We are a bit more experienced since our last run-in with them, that's for sure. Plus, as much as I want to even the score with them, our primary goal should be understanding their true role in this whole big thing. They might be a source of intel as much as anything else." He taps the yellow shard embedded in his warmaul's wicked head, "Maybe we can kick them around AFTER we ask them a few questions."

Having said his piece, Cole spies Ashsar sunning out on the balcony and goes to join him. He doesn't bother speaking to the huge lizardfolk warrior, instead enjoying the silent, comfortable companionship shared between blooded brothers in arms.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole looms beside the two loquacious squadmates, idly fingering a series of deep claw-shaped gashes the local armorsmiths were unable to fully remove. When his name is mentioned, he looks up, his silvery eyes settling first on Vaard, then Atsu.

"The Council's lead on this mercenary company takes us to Regalport." He shrugs, "So we go to Regalport. Plus, we owe them a beating. And if you're willing to help us with that, I say welcome aboard."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Excellent.

The city's healers have their hands full with Cole. His mix of organic and inorganic parts resist their restorative arts, and the damage is deep. Regardless, they persist, and Cole is restored fully. With a few thankful words, he goes to check on the gear that has been prepared for him. He inspects everything, making sure it's in good fighting shape, but waits to reclaim his warmaul last.

As had been requested, the artificer tasked with this specific bit of work had done something a bit odd. A bit unique. Where before the simple, well-made warmaul had the rustic tribal markings of Pooma's people, now there was a socket carved carefully into its side. A socket that now holds a yellow shard ... Portforged's memory shard. It is fused seamlessly with the metal of the warmuaul's head, with additional metal reinforcing the area around it to keep it safe. It looked like an angry yellow eye on the side of some wicked animal's maw, and it shone fiercely when Cole picked it up.

He held it quietly for a few minutes, then tapped the crystal softly to his own forehead, then slung it over his shoulder. He turned to the artificer with a serious tone, "You have done great work here. Great work."

Jjust laying the groundwork for Cole's warmaul to become a mythic weapon ... powered by the soul of his lost companion.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:

The Depths

"That is all, Warden-Commander."

OK, time to get yourselves healed, pick up your requested gear, and for Nalverren to do his crafting. After that, we move on to the next chapter.

So fully restore our HP and ability damage? :)


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths crew is at 23,799, which is level 7.

Sorry about my absence the last few days. I got overwhelmed at work and were in the middle of trying to get our house sold. Not so much fun lately. Hopefully that'll come once we're actually resettled.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole is updated, as well. (He was technically already updated on my sheet ... i had been working from a local sheet without the upgrades).


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

I'm incredibly glad that a few of you guys are doing a better job of remembering the details of our mission so far. I'm having a hard time remembering the nuances.

THE DEPTHS

"I certainly have no clue how to repair or uphold these wards." He looks to Leshlec, "If you are confident in your defenses and your ability to maintain the wards, I certainly don't intend to question you on it. What do I know of such things?" He nods at the offered generosity, "I do require healing. That creature's venom is potent, and I'm far less combat ready in my current state."

He looks back over at Atsu, Ashshar and Nalverren, "Our companions are headed for Regalport now. I suggest we plan to meet them there."

[ooc]Aubrey, will the locals finish up our gear upgrades while we're being healed?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
The Lost Voice wrote:
With a nod, they rose to their full height of nine feet...

Ashshar had a growth spurt! O.o

... I LIKE IT! >:D


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole brings the head of his warmaul down onto his opposing palm with a CLANG! “Leaving impressions is what we do.” He gives a thankful nod to Teprin, “You did good work, guide.”

He reshoulders his warmaul, giving his friends a questioning look, “Ready to move out?”


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

When Cole hears the reassuring report from Atsu's deputy, he grounds the head of his warmaul and leans against the nearest stone wall. The warforged looks happy to stay this way for the moment, but he does looks curiously at the letter for a moment.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole looks back over his shoulder as the flaming arrows set the dolgim horde alight, the explosive flames momentarily coloring the warforged’s faceplate in angry orange light before the gates slam home.

He labors his last few lumbering steps. He has no ragged breaths, nor does he drop his gear in exhaustion as one might expect from a fleshborn warrior, but Cole’s frame sags. He looks over at his friends, “I did not expect help from Lady Zishasa.” He looks back towards the gate, imagining the carnage beyond, “But I will drink to her return.”

The big warforged pauses, still as a stone, then turns to Atsu and the local soldiers. “We are not in good fighting shape, but I won’t remain inert if those attackers remain a threat. Do we need to report in somewhere?” He rolls his massive shoulders, “Adn do you have healers with powerful restorative powers? A large creature withered us with its poison.”


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole doesn't even break stride as he responds to the news. "How common are these attacks? And are they generally like this? Dolgrims?" He looks between the soldiers, Teprin, and Atsu, "And how often do they include larger creatures like we just fought? It would be good to know if your defenders are facing a situation beyond the norm."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

As Cole marches up the cavern ramps, he looks over at the group's newcomer. "So, you are Warden Commander Atsu. You just happened to be coming down our way when those things came up?" The warforged doesn't sound suspicious .. just curious and blunt. "Not that we don't appreciate your timing."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole's eyes are drawn back down into the gloom below, and he doesn't break stride. "Agreed, Master Teprin. Lets double time it."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

I think it fell off the cliff into the abyss. :/


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Alright, another level of ... surprise, surprise ... barbarian.

Level 7 hp: 1d12 ⇒ 7

I don't know about skills, yet, but I'm pretty sure I'm taking Extra Rage Power (Strength Surge) as my level 7 feat. It's just too much fun to pass up. :)


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Not a lot of XP in dead dino riding?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cool. I have some homework to do in terms of the level up. I didn't actually have a plan for Cole from this point forward. All Extra Rage Power? Intimidating Prowess to become one scary mo-fo? Hmmmmm... decisions, decisions.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole stands ready for more threats. His body is stone-still — warmaul half-raised in an aggressive stance — except for his gaze which tracks the lifeless body falling into the depths.

When it’s clear nothing else will attack, the great war engine inside his frame begins to quiet. But despite the big warforged shouldering his weapon, his frame doesn’t fully ease up. On one hand, you can visibly see the combat damage slowly, supernaturally repairing itself from the inside out. Organs close, muscle strands reknit, and even adamantine-lined armor plating wrenches itself back together. Despite that, though, Cole seems to be struggling with some other lingering effects of the battle … the bebelith’s venom, which rages its way through his system.

Dropping rage to conserve rage rounds.
Fast Healing 5 remains active for another 9 rounds, restoring 45 more hp. Cole will be at 81/85 by the end of that duration.

However, Cole must still make the Fort 23 venom saves. Succeeding at 2 successive rolls will end it (the first success was already rolled), or lasting through 5 save rolls … whichever comes first.

Venom saves, DC 23:
Fort, #2: 1d20 + 10 ⇒ (2) + 10 = 12; fail, 2 con damage.
Fort, #3: 1d20 + 9 ⇒ (14) + 9 = 23
Fort, #4: 1d20 + 8 ⇒ (4) + 8 = 12; fail, 2 con damage.
Fort, #5: 1d20 + 7 ⇒ (13) + 7 = 20; fail, 2 con damage.

Cole takes 6 Constitution damage. (-3 to Fort saves, reduces HP pool by 18, reducing him to 63/67 until Con damage is restored.

The usually stoic warrior bends as the venom runs its course. And while his frame seems mostly healed, he seems … withered.

He gives a weakened shoulder clap to Ashshar, “Well fought.” His monotone voice is quieter than usual, and his gaze sweeps the group, nodding at their apparent health, then lands on Atsu and Teprin. “We should move out. I don’t know how much more damage my frame can sustain before becoming more dead weight than you all can carry.”

He kicks a pulped dolgrim body down into the abyss, a far more emotional gesture than you are used to seeing from the warforged, then begins ka-THUNK-ing his way up the long ramp. “We can debrief as we march,” he rumbles over his shoulder.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Me'mori wrote:
That's it, I'm mathing out my current to-hit in a spoiler for the first round of combat so I don't keep missing things...

No freaking kidding. That's why I normally try to break it down early in the fight, making sure to list out bonuses adn stuff so I can reference back to them as the combat circumstances change.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

So, a quick XP audit.

Before I went off the grid for a while (which was during the encounter with the dragon down in the depths), I had Cole’s XP listed at 18,057. Then, I saw the cloaker fight (1,422xp), the dolgrim fight (2,400xp), and this bebilith fight (1,920xp).

XP math: 18057 + 1422 + 2400 + 1920 = 23799

We've been on the fast track, which means 23,000 xp is level 7. Aubrey, does that seem correct to you?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

The beast’s rending attacks punch right through Cole’s plating, and though he is aware of the venom seeping into his vital fluid channels, it has no effect … for now. His mind notes each plate and fiber that is torn, and some part of him — that piece of alien something that has been recently given him — is awoken, and he feels power flow steadily through his organs, slowly healing him.

But all that happens in the back of his mind. Cole, the war machine, adjusts his stance, favoring his undamaged side as he continues raining blows. The warmaul’s head crashes against carapace over and over, thundering down on the foe.

Swift to spend his final MP to activate Fast Healing 5 (rd 1 of 10)
Then full attack
Mods: Rage, morale bonus (Atsu), power attack
warmaul, 1: 1d20 + 13 + 2 - 2 ⇒ (16) + 13 + 2 - 2 = 29; +2 Witch Hunter
damage: 2d6 + 9 + 2 + 6 ⇒ (5, 3) + 9 + 2 + 6 = 25; +2 Witch Hunter
.
warmaul, 2: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24; +2 Witch Hunter
damage: 2d6 + 9 + 2 + 6 ⇒ (6, 4) + 9 + 2 + 6 = 27; +2 Witch Hunter
.
warmaul, 1: 1d20 + 7 + 2 - 2 ⇒ (11) + 7 + 2 - 2 = 18; +2 Witch Hunter
damage: 1d4 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11; +2 Witch Hunter

up to 36/85


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
The description in the Bestiary doesn't mention poison specifically, just the rotting caused by the bite. So I would say he isn't immune.

Dang...

Fort DC 23: 1d20 + 12 ⇒ (18) + 12 = 30


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Warforged are immune to poisons. Let me know if this venom is some kind of exception, though. However, the 47 damage smarts. (currently at 31/85hp)


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

With the front line established, both Vaard and Teprin hold their position, ready to step in as the situation changes.

Both Vaard and Teprin Delay for the time being.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

AoO, warmaul: 1d20 + 13 + 2 - 2 ⇒ (14) + 13 + 2 - 2 = 27
damage: 2d6 + 9 + 2 + 6 ⇒ (1, 6) + 9 + 2 + 6 = 24


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole nods, then bellows out his warcry once more as his body goes into combat mode. He barrels forward, risking the creature’s reaching claws to crash into it – alongside Ashshar — in a wave of steel and rage.

Rage, then spend 1 mythic point (1 remaining) to activate Fleet Charge, ending in AE.15.
This attack ignores all DR
Mods: Rage, morale, mythic, power attack
warmaul: 1d20 + 14 + 2 + 1 - 2 ⇒ (6) + 14 + 2 + 1 - 2 = 21; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (4, 1) + 9 + 6 + 2 = 22; +2 Witch Hunter
.
Full Attack
warmaul, 1: 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (3, 5) + 9 + 6 + 2 = 25; +2 Witch Hunter
.
warmaul, 2: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (4, 6) + 9 + 6 + 2 = 27; +2 Witch Hunter
.
slam: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27; +2 Witch Hunter
damage: 1d4 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8; +2 Witch Hunter


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Oof. Welcome to the team, Atsu,. :D


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Nalverren wrote:
"A Bibilith. Poison bite, destroys armor."

... a little bit concerned. o.O


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

THE DEPTHS

FOR VAARD & TEPRIN: and not wanting to get Vaard killed …

Vaard puts a claw on Teprin’s shoulder, drawing the guide a few steps farther from the fight. The Silver Flamer steps forward, taking Teprin’s spot. He calls on the Flame — that burning source of comfort, guidance, and strength — and transfers a small portion of that last bit, of divine strength, into his touch which he then reaches forward and places into his old hunt-brother, Ashshar.

Vaard: Free action to request Teprin to step back. Teprin moves back to Y.16, then goes full defensive.
Then Vaard 5’ steps to AA.15 and casts Bull’s Strength onto Ashshar.

That leaves Vaard with a move action remaining, but I have no clue what to do with it. If he doesn’t have his shield readied, he’ll do so.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

Also, does Cole recognize this thing (if it's a beast)?
Know (Nature): 1d20 + 4 ⇒ (5) + 4 = 9 <— hmm, pretty sure that's a 'no'.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole turns towards Atsu, his head thrusting slightly forward in what — for a human — would be squinted eyes. But his response to the strange sensation is interrupted by the spider-thing’s arrival.

“Too late?” he grunts, quickly trying to measure their tactical situation.

Initiative? :D


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

"Do we?" mutters the massive, thickly-armored and dark gray warforged. "I only remember hints and threats." He swings his eyes over to Teprin as he shifts the weight of the great warmaul leaning on his shoulder, "And why would you apologize? We asked to come down here, and you served well as our guide."

He nods back down towards the field of ruined dolgrim bodies, "I am Cole, but further introductions should be done on the march. Double time. Teprin says those things may have been fleeing something worse. Your people should be warned."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole nods at Nalverren's agreement as he searches the field of destroyed dolgrim bodies, checking for anything useful or interesting.
Perception: 1d20 + 15 ⇒ (2) + 15 = 17

Then (assuming nothing of worth or curiosity is turned up), he shoulders his warmaul and CLOMPS up the pathway.

"Then let's move," he monotones, "Does anyone need repairing?"


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole pivots left and right, giving threatening half-swings at the retreating dolgrims as his war engine slows to silence. When it's clear the threat has passed — for now — he looks over at Teprin.

"You said something may follow. Do we need to hurry up and warn the town?"

So, for XP, here's what I have:
18,057 + 1,422 [cloaker encounter] + 2,400 [dolgrim hordes]
.
Did I miss some XP in that (long-ass) time I was absent?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Teprin holds his position.

Continue Delaying

Can Teprin see the new character on the map (marked "Ats" above us)? Can any of us?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Man, no kidding. Surely they'll turn around at some point for you, right? :/

I'm kind of worried my own luck will run out.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole moves inexorably forward, a thing of violent momentum.

“Be ready!” He bellows, “If they break, we need to get topside and warn that a threat might follow quickly!”

Full attack (including: Rage, Power Attack, Lead Blades)
mwk warmaul: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 3d6 + 15 ⇒ (4, 1, 1) + 15 = 21
.
mwk warmaul, 2: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 3d6 + 15 ⇒ (4, 2, 5) + 15 = 26
.
slam: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 5 ⇒ (4) + 5 = 9


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

If we dont hear from Vaard, I say we have him double move up to Z.14.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

"We should hurry onward," Teprin calls out as he follows the group forward, "usually dolgrims moving like this are driven up by something else below. Something from the depths of Khyber."

Teprin will move up to Y.15 and ready an attack should the dolgrims try to press past the groups front line.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Aubrey, I think you might have moved the wrong character square. Cole should be in AB.15.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Oh, let's DEFINITELY have Cole move forward. :D
To AB.15.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

“They are breaking!” Cole trumpets as his hammer continues cutting wide swaths through the dolgrims. “Be ready to press forward!”

Full attack, including Bash (mods: rage + power attack + lead blades)
Mwk warmaul: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 3d6 + 15 ⇒ (2, 5, 3) + 15 = 25

Mwk warmaul: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 3d6 + 15 ⇒ (4, 4, 2) + 15 = 25

bash (secondary): 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d4 + 5 ⇒ (3) + 5 = 8

If Nalverren’s attack disperses Dolgrim horde 3, have Cole instead move forward to AB.16 and use his first attack on Horde 4, please. :)


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Teprin holds his ground for th me time being, ready in case any dolgrims try to spill past the outlanders’ front line. He looks over at Nalverren, “I am unused to fighting such groups!” He yells as he wracks his brain to understand why these hordes might be rushing up towards the city.

Would this be information Teprin—as a guide—would know to share with us?

He will Delay for now.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole's momentum carries him forward, and his massive hammer crashes down in yet another group of dolgrims.

Move to V.16. Attack Dolgrim Horde 3 (rage, power attack, Lead Blades)
mwk warmaul: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 3d6 + 15 ⇒ (6, 5, 5) + 15 = 31


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

:D

And safe travels, therealthom.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Teprin moves cautiously up towards the fight, keeping himself between the dolgrims and the spell-casting human.

Teprin moves to R.18 (drawing a javelin on the way), and readies an action to attack should the dolgrim group get into his threatened reach.