Berdred Leredel

Frank "Boom Boom" Di'Noso's page

76 posts. Alias of Vrog Skyreaver.


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Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Apologies.

"You guys should really surrender. Or else."

Readying to cast Thunderwave as a 2nd level spell if they don't surrender.

Thunderwave (DC 13 Con save for half): 3d8 ⇒ (8, 5, 5) = 18


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Will get a post up tomorrow.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you!


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

OMG, we're going to murder the POTUS! J/k, don't start a polidebate!


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I tend to get on in the late evenings/early mornings stateside, as that is the best time given my work schedule, but I will occasionally post from work if we're slow. Feel free to have me either Thunderclap or thunderwave as needed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank will simply target one opponent (or two if there are any adj. to each other) with Acid Splash.

DC 13 Dex save or take: 1d6 ⇒ 4 Acid damage.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Nope, the game just wasn't updating for me.

Frank moves next to as many of them as possible and casts Thunderclap.

DC 13 Con save or take: 1d6 ⇒ 6 Thunder damage.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Spring break yo!" says Frank, as if that explains anything.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank casts and then unleashes his signature spell on the knight again and again. assuming that he will move between castings.

Thunderwave as a 2nd (dc 13 Con Save or take): 3d8 ⇒ (2, 6, 4) = 12 Thunder damage and pushed 10'. Half damage on a successful save and not pushed.

Thunderwave (dc 13 Con Save or take): 2d8 ⇒ (4, 8) = 12 Thunder damage and pushed 10'. Half damage on a successful save and not pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Btw Blight, just a heads up in case you didn't know: You don't need to use your standard action to concentrate on a spell. With that being said, however, you can only concentrate on a single spell at a time, and if you take damage, you have to make a concentration check to keep the spell going.

Frank waits to see what this guy does before acting. Delaying "Come at me bro!"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank will again Thunderwave, this time focusing on the three who were shoved back last time.

Con Save DC 13: 2d8 ⇒ (3, 1) = 4 Thunder damage. Save for half and to avoid being pushed back.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Morning people are annoying." says Frank on the subject of Lathander.

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Frank does so much walk as strut into the arena, waving at the people in the stands. When the raptors appear, Frank moves to the group and the left and unleashes his thunder.

casting Thunderwave as a 2nd level spell. DC 13 Con save or take: 3d8 ⇒ (2, 7, 5) = 14 Thunder damage and pushed back 10'. Take half damage on a save and you are not pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank looks at Blight and says "Hey bro, who is this crying guy you keep talking about? He your daddy or sometin?"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank will cast Thunderwave at the guy.

Thunderwave as a 1st; Con save dc 13: 2d8 ⇒ (1, 4) = 5 thunder damage and be pushed 10', half on a save and not be pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Wrong choice son!" says Frank, who then intones his famous Thunderclap spell, which echoes particularly loudly indoors. It also sends anything not nailed down in the area flying away Presumably plates, glasses, and mugs. I will move so that I can only hit him with the spell, if possible.

Thunderwave as a 2nd level spell. DC 13 Con Save: 3d8 ⇒ (5, 8, 3) = 16 Thunder damage and are pushed 10'. On a successful save, take half and you are not pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank approaches and puts a hand on the guy's shoulder, saying "Hey buddy, you can't just go around making bets then not payin'. Not cool bro! You give the nice man the money you own him, and you get to keep all your teeth."


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Whatchu say Svala? You wanna make some fast scratch?"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"What you payin to get Boom Boom to be your enforca?"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I know that Svala and I were planning on continuing.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I'd like the earrings and maybe the dagger (since I don't currently have a melee weapon). We should divvy up the healing potions since we can all use them (I'm willing to take 2 lesser and a greater). One of you melee types should definitely take the cloak.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I'm good to keep going on.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Wisdom Save: 1d20 + 2 ⇒ (3) + 2 = 5


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Con save: 1d20 + 2 ⇒ (16) + 2 = 18 so I take half damage.

Frank will Thunderwave him back.

Thunderwave as a 2nd level spell; Con Save DC 13 or take: 3d8 ⇒ (2, 4, 6) = 12 Thunder damage, or half on a save.

"How you gunna bring da thunder if you ain't got no backbeat son?"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Wisdom Save: 1d20 + 2 ⇒ (2) + 2 = 4


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank will cast Sniloc's Snowball Swarm on the mage.

Dex Save DC 13 or take: 3d6 ⇒ (6, 6, 2) = 14 Cold damage, with half on a successful save.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I'm a wizard, Scarwing!


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

I would vote for the mage, since there are only three of us, we should be able to drop him faster. Thoughts?


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I don't have a particular preference.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Sense Motive: 1d20 ⇒ 4

"Okay, I'll help!" says Frank.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank stops counting and walks to the door, then opens it and says "What chu got there?"


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank begins counting, clearly attempting to be reasonable and not just have his own way. Basically going to be delaying for a minute or until I hear combat.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I can't get less than a 4 on initiative.

Frank will use Earth Tremor on the biggest group of them he can without harming his allies it's a 10' radius burst.

DC 13 Dex save or take: 1d6 ⇒ 1 Bludgeoning damage and be knocked prone. If the area is loose earth or stone, it becomes difficult terrain until cleared.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Perception: 1d20 ⇒ 3


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Ya. I don't like getting hit on by dudes."


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank, badly damaged but not out, steps back and Thunderwaves again.

DC 13 Con Save or take: 2d8 ⇒ (6, 4) = 10 Thunder damage and be pushed back 10'. On a successful save, take half damage and you are not pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Frank will level a Thunderwave at the four cultists.

Thunderwave as a 2nd level spell. DC 13 Con save or take: 3d8 ⇒ (6, 8, 5) = 19 Thunder damage and be knocked back 10'. Take half that on a successful save and you aren't knocked back.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Booming loudly, Frank says "Ok, so here's the deal, right? You should all throw down your pointy sticks and surrender. If you don't, your dead. You, with the weird necklace? Dead. You, with the bargain basement cult robes? dead. I'd tell you to ask your friends, but they're....you get the idea."

Intimidate: 1d20 - 1 ⇒ (20) - 1 = 19


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Btw, it's worth mentioning that each Thunderwave I cast can be heard loudly out to 300' away. Frank doesn't do sneaking.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"You gonna step to me, you best not bring that weak $#!+" says Frank as he backs up and again calls thunder in a cone ahead of him.

Casting Thunderwave. DC 13 Con save or take: 2d8 ⇒ (5, 7) = 12 Thunder damage and be pushed 10'. On a successful save, take half damage and you are not pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

"don' go sayin I never tole you son." says Frank, who then splays his hands and a wall of sound smashes into them.

Thunderwave as a 2nd level spell. DC 13 Con save or take: 3d8 ⇒ (5, 1, 2) = 8 Thunder damage and be pushed 10'. On a successful save, they'll take half damage and not be pushed.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"You think the three of you are enough? Go back and get your whole posse and then you almost be ready to throw down with Boom Boom."

Intimidate check to try and save their lives: 1d20 - 1 ⇒ (20) - 1 = 19


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I am that first level Dwarf Bro!


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Son, you are out gunned and you gonna be smoked you step to me."


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"Welp, I could start some S#!+ if that helps. I mean, you know what comes after the lightning? Tha boom. After I go and let them know not to f!@# with me, I could lead them back here and you could jump em."


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

During the short rest, I will use arcane recover to get back my 2nd level spell Slot.

"you peeps gots some nice digs here." says Frank by way of compliment.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank is Human btw.

Frank's eyes narrow, then he smiles at Mani. He then moves and will either Thunderwave if he can get both of the lizards in it, or magic missile if not.

Thunderwave (DC 13 Con Save): 2d8 ⇒ (6, 4) = 10 Thunder damage and pushed 10'. On a successful save, they take half damage and are not pushed.

Magic Missile (on the least damaged one) as a 1st level spell: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

"You got that pants shrinkin magic girl!" hollers Frank after Mani's speech.

Note that I am not a pig, I just play one on TV


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

Frank turns his patented magic on the flying Kobolds.

Casting Snilloc's Snowball Swarm on the two of them (unless I can get more in a 5' radius sphere).

Dex Save DC 13 or take: 3d6 ⇒ (5, 5, 1) = 11 Cold damage; Take half that on a successful save.


Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Spell Slots:
3(4)/1 (2)

I have Frank all levelled up. I now have no spells that require attack rolls.

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