Jalros

Hasren Gunnarrsson's page

245 posts. Alias of James Yonemura.


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Male Half-Elf Bard/3

At home today! I get to see the map! Yay!

Seeing the bandits about to be overwhelmed on the other side, Hasren advances on the bandit engaged with Marc and lays in with his blade. All the while he keeps up his boisterous war-chant.

Minor action sustain Song of Courage
Move action: advance to S12
Standard Action: Attack B7 with Warsong Strike 1d20 + 7 ⇒ (14) + 7 = 21 vs AC; on Hit 1d8 + 3 ⇒ (1) + 3 = 4 HP damage and any ally who hits B7 before the end of Hasren's next turn gains 3 tempHP


Male Half-Elf Bard/3

Assuming I'm figuring things right, Marc doesn't seem to be working in the +1 bonus to-hit Hasren is providing from his zone effect. I can't tell if Terra & her toad are or not, but from what I can tell I think she might be. I'm mentioning it now as there might be a chance it makes a difference for a couple of these rolls. The map at my last viewing shows only Sefra outside the zone of effect. It's only a +1 bonus, but it might help one of these day! :D


Male Half-Elf Bard/3

Seeing Marc about to get ganged up on by the charging bandits, Hasren shouts out a familiar word of power to help the sorcerer! Translation: free HP's if you beat this bandit(B7) up!

Stirring Shout @B7 1d20 + 4 ⇒ (6) + 4 = 10 vs will; on hit 2d6 + 3 ⇒ (4, 3) + 3 = 10 psychic damage. Effect: Until the end of the encounter, whenever an ally hits B7, that ally regains 3 HP.

I'd have rather shot B8 to maximize the healing potential, but B7 was the easier shot & more likely to go down faster, thus making this fight finish sooner. Ah well... at least Marc can tap the guy for some of the hit points he may be taking away!


Male Half-Elf Bard/3

Hasren calls out: "Marc! Aleph! One more shot on that guy and then head over towards Terra! Start working over their pet mage! Don't let those two draw you out where I can't help you. Unless of course, you enjoy getting cut up..."

He shifts his position slightly to keep everyone in the party within the area his warchant will help them & within a range that he can help them with his arcane bolstering.

Move action: move to U10
Minor action: sustain Zone of Courage
Standard action: Ready Stirring Shout to target the first bandit to get into melee range of either Marc or Aleph. (Don't really want to use it, which is why I'm holding it as a ready action for something I hope doesn't happen this round. But also don't want to totally waste the action either...)


Male Half-Elf Bard/3

Ooh! Crit! Does the dagger do anything fun in addition to extra damage?

nvm... checked out your char sheet. Nice! He'd lose any resistances, but I'm guessing he'll merely be inconvenienced by the 17+1d6 psychic damage you're doing to him!

"Ouch! That's going to leave a mark!" Hasren banters.


Male Half-Elf Bard/3

Uh... there's a big rock between you & them Marc...

Taking a deep breath, Hasren renews his warchant and continues his attack on the bandit before him. Seeing Heimoth moving lethargically about the battlefield, adjusts his blow to splash a bit of his opponent's blood on Heimoth's face. In between stanzas, Hasren asks "Shouldn't you stop lolly-gagging about & see to what's coming around this rock?"
Minor action: sustain Zone of Courage
Standard action: Attack B5 with Focusing Strike 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 vs AC, on hit 1d8 + 3 ⇒ (2) + 3 = 5 damage & Heimoth can make a saving throw now.

Invoking a word of power, Hasren heals Aleph's wounds and quips "I thought I heard that unpleasant fellow over there saying rude things about your mother." while pointing at the bandit spell-caster.

Minor action: Majestic Word - Aleph regains a surge+3 HPs


Male Half-Elf Bard/3

Which is why I've been uh... waiting to post. No, Really! Honest! I didn't forget to check the map when I got home! Seriously! >.>

And as long as I'm making ooc posts... Since I don't know if it's been noted, said initiative jumper is using his 1st level Lay on Hands stats. Lay on Hands allows Heimoth to expend a healing surge so that the target regains hit points as if the target had spent a healing surge (1/4 maxHPs). Assuming Heimoth has 48 HP when fully healthy, he should be regaining 12 HP not 7 HP.


Male Half-Elf Bard/3

Sorry. Hectic weekend & forgot to check the map, so posting blind again.

Still chanting his rousing Warsong, Hasren adjusts his position to take advantage of his opponent's distraction & slashes into his side.

Minor action: sustain Song of Courage
Move action: Shift/move into flanking postion of B4 (is he still alive?) if not, then next closest bandit.
Standard action: Warsong Strike: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 vs AC, on hit 1d8 + 3 ⇒ (4) + 3 = 7 damage & any ally who his bandit B4(or closest) before the end of Hasren's next turn gains 3 tempHP.


Male Half-Elf Bard/3

It's a bit after the fact, but Hasren's Virtue of Valor has an effect once per round if someone bloodies or brings an enemy to 0HP. I definitely missed Heimoth 2 times, but I am catching Sefra on her round so maybe we can have the effect count? If not that's fine & I'll try to be more alert in the future.

If we're allowing the Virtue of Valor to affect Sefra (I think she bloodied bandit B3 yeah?) then she gains 4 TempHP and adds +2 to her first damage roll this round.


Male Half-Elf Bard/3

Sorry about the delay. I was hoping to look at the map before posting & so I needed to wait until I got home. However, once at home, a family "emergency" arose & in the course of resolving it, I completely forgot my intention to post. In the interest of keeping things moving, I'll be posting blind. Handy that a bandit walked up to Hasren!

Taking affront at being struck, Hasren glowers at the bandit that attacked him, steps up & swats at the bandit.
Move Action - move up to bandit B4
Standard Action - Guiding Strike: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 vs AC; on hit 1d8 + 3 ⇒ (4) + 3 = 7 damage, and the target takes a -2 penalty to AC.

Disappointed with his ineffectual strikes, Hasren weaves his anger into his warchant, sustaining the recently invoked magic.

Minor Action - Sustain Song of Courage


Male Half-Elf Bard/3

Hasren will start in T11 & move to V10
Seeing the large number of bandits facing the party, Hasren moves toward the center of the group & begins uttering an Ulfen song of courage.

Minor action: Song of Courage
Effect: Close burst 5 zone that lasts until the end of Hasren's next turn. Zone moves centered on Hasren. While within the zone, all allies receive a +1 power bonus to attack rolls.


Male Half-Elf Bard/3

Initiative: 1d20 ⇒ 18


Male Half-Elf Bard/3

"The centaurs don't seem like they'd be happy to see us again on their lands. Since it seems faster to get out by heading North, I agree that we should head that way."


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:
Really your main requirement is to get down from the cliff - the Nomen are claiming pretty much everything east of that.

Seeing as we've basically been told to get out, is there a sense as to which way would get us out of their territory sooner? I think our choices are more or less Northerly or Southerly? If there's not an obvious quickest way out, I think a more south-bound route would be preferred as it would in my mind reduce the amount of back-tracking. (All that said without the map to reference, darn blocking at work!)


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:
She looks at Hasren thoughtfully. "I know nothing of this 'Stag Lord' you seek. You say that Restov wants to explore this land. If not for conquest, then for what?"

Insight check (for truthfulness of her statement about the Stag Lord): 1d20 + 10 ⇒ (20) + 10 = 30

"I guess we won't need to search for him East of these markers then."

"I am not privy to the plans of the Sword Lords so I cannot say for certain. However, given our charter, I suspect they wish to find out which areas are safe & which are not. Possibly they wish to settle in the safer areas? I don't think they are looking to conquer these lands. To do so, they would need to build up an army, and I think that would cause trouble with northern lords and the Irovetti King."

If needed, Diplomacy check: 1d20 + 11 ⇒ (16) + 11 = 27


Male Half-Elf Bard/3

I was afraid you were going to say that! I was hoping to put it off for a while... My Diplomacy score is pretty good, but bad rolls will still likely get us in hot-water!

Diplomacy check: 1d20 + 11 ⇒ (11) + 11 = 22

Oh! That wasn't so bad... (Is it sad I'm afraid of the forum die roller? :P)


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:
Vatters is distracted at the moment - it might fall to Hasren to do the diplomatising right now.

Ok. Hopefully, the tack I take makes sense.

Getting the cue from Heimoth that it's ok with him if Hasren speaks up:

"With all due respect Honored Lady. You can believe what you like, but we are in fact, looking for bandits lead by one known as the Stag Lord. I do acknowledge though that it is not the only reason we are here. I and my companions have been chartered by the Swordlords of Restov to explore & map these lands. It seems to me that our explorations have discovered lands claimed by your people & I see no reason not to recognize those claims. Especially since you did not immediately attack us. That signifies to me that you are a reasonable people & I hope it is possible for us to be friends and allies."


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:

The centaur woman finally speaks. In Common she says to her companions, "They do not seek to give offence. They are simply ignorant."

She turns to scrutinise the two half-elves. "But I do not believe you are here to look for bandits. Others of your kind, east of here, build a village on our lands, near the mountains. They fight our braves. Long have the humans coveted the land of the Nomens. I think you seek to claim these plains for your 'city people'." The last two words are spat out, as if disgusting. She then folds her arms and waits for a reply.

Deciding it is better to act as a unified group and not a motley band of individuals, Hasren leans over to speak to Heimoth.

"I think it best to let her know that we are also exploring the area on behalf of Brevoy in addition to hunting the bandits. We should also let her know that we will mark these lands as belonging to the Nomen centaurs."

"It would seem to me that if the lands we have explored are to be settled, it would be more advantageous for such a settlement to trade with the Nomen rather than take up the expense of trying to develop the area while under attack by hostile locals. I think we should let her know this will be the position of any settlement WE will be involved with."

"Obviously, we don't know who is settling in their lands, so we should make this clear. It might do us good to offer to speak with those settlers & attempt to resolve the situation, but then again if we cannot convince the settlers to leave, then it might also diminish us in the eyes of these people. I think any negotiation, should we decide to offer, should wait until we deal with the Stag Lord."


Male Half-Elf Bard/3

Reacting to the change in behavior, Hasren attempts to assess what could have changed the situation.

Insight check 1d20 + 10 ⇒ (1) + 10 = 11

Not having a clue Hasren asks (in Common) "What just happened here? Should Terra not have pointed out who is in charge? Or was it her laughter? We are new to the area & have never met your people. We freely admit to being unfamiliar with your ways."

Diplomacy check: 1d20 + 11 ⇒ (10) + 11 = 21


Male Half-Elf Bard/3

Insight check: 1d20 + 10 ⇒ (12) + 10 = 22
Based on what you said above, History check to recall information about centaurs that look like this1d20 + 7 ⇒ (4) + 7 = 11

Making no further efforts to hide his examination of the centaurs and their behavior, Hasren acts out a show of realization & then leans over to Heimoth and whispers "She looks to be in charge. I'm not sure if it's wise to address her directly though."


Male Half-Elf Bard/3

Before speaking, Hasren observes the centaurs' reactions to Heimoth's greeting.
Insight check: 1d20 + 10 ⇒ (8) + 10 = 18
Also, now that he can actually see the centaurs, is there a chance this jogs his memory enough to recall information useful for negotiations?


Male Half-Elf Bard/3

Checking to see if I understand our options here. The cliff we're on runs North-South correct? So to find a way around, we'll need to go either North or South? Assuming this is true, assuming our primary goal is to locate the Stag Lord, & remembering that one of our charter's stipulations is to explore, I'd vote we go south to find a way to get around the cliff as it likely affords us the opportunity to map yet more unexplored territory.


Male Half-Elf Bard/3

Nature(foraging assist) check: 1d20 + 7 ⇒ (11) + 7 = 18
Dungeoneering check: 1d20 + 7 ⇒ (6) + 7 = 13
Nature check: 1d20 + 8 ⇒ (3) + 8 = 11
Perception check: 1d20 + 8 ⇒ (20) + 8 = 28
History check: 1d20 + 7 ⇒ (6) + 7 = 13
Jeebus someone get me new dice!!!

"The tracks appear to be fairly recent, but that's about all I can tell you now." Hasren says apologetically.

"Unfortunately, I spent most of my time in the region closer to civilization & haven't heard much about the centaurs. All I have heard is that there are centaur tribes out to the east, but that's about it. Give me time to talk to people & I'm sure I could find out about the centaurs, but seeing as there are none about..." Hasren shrugs.


Male Half-Elf Bard/3

"I'm happy to fill in where needed. Though I'd prefer near the beginning or near the end. My mother's blood means I don't need nearly as much 'beauty sleep' as Marc!" Hasren chuckles.


Male Half-Elf Bard/3

Hasren admires the magical flute.
"I think I can put this to good use. Any objections?" he asks as he tucks it into his belt & packs his mundane flute away.


Male Half-Elf Bard/3

Really sorry about this, I check from work often & hardly at all on weekends/holidays. I gotta break that pattern. (THe not checking part of that in case that wasn't obvious.)

Before I start, I want to remind people that THIS ogre has Hasren's Stirring Shout effect on him which means whenever an ally of Hasren's hits the ogre, they regain 3 HPs. So Heimoth regained 3 HP when he hit the ogre with his Paladin's Judgement. Same with Sefra if she was hurt & if she hit.

Hasren figures the ogre's already off balance whipping Heimoth around, so it should be pretty easy to make the ogre a ripe target for the others. He stabs at the ogre's foot hoping to make it stumble.
Guiding Strike to-hit: 1d20 + 7 ⇒ (10) + 7 = 17 vs AC.
On Hit: 1d8 + 3 ⇒ (6) + 3 = 9 damage and the ogre takes a -2 penalty to his Reflex defense

Also, who bloodied the ogre? Due to Hasren's Virtue of Valor, they gain 4 temp HP and a +2 to their next damage roll until the end of their next turn.

I still have a move & a minor action left, but I think we more or less still have things reasonably well in hand. I could provide the party with a bonus to hit as a minor, but that's a daily power. Do we think the +1 bonus to hit is needed? The ogre doesn't seem particularly hard to hit as long as we don't roll poorly.

Lastly, I believe Escaping a grab is a move action using Acrobatics vs Reflex defense or Athletics vs Fortitude defense to break the grab & shift away 1 square (except we're in rough terrain which negates a 1 square shift, unless Heimoth has some special movement in rough terrain)


Male Half-Elf Bard/3

Is Heimoth delaying/readying an action? Otherwise it looks like his turn got skipped.


Male Half-Elf Bard/3

Sorry about the delay, I didn't check in over the weekend. And so, now @ work & no access to the map so I'll be working blind.

Seeing Aleph fall in a heap & knowing the coarse-mouthed warlock's ability to lay out blistering amounts of damage, Hasren invokes another Majestic Word to revive & scoot Aleph out of the Ogre's reach.

Minor Action: Majestic Word - Aleph may spend a surge to regain surge+3 HP's and slide 1 square. Since I have no idea where Aleph is relative to the Ogre, I'd like to slide him 1 square that would put him outside the Ogre's spear reach if possible.

Once he gets the warlock clear of the Ogre's punishing spear strikes, Hasren moves up to impede the brute's progress & again strikes at the savage creature to get it to pay more attention to him & less to his allies' attacks.

Move action: move up into contact with the Ogre. If Marc hasn't gotten clear, then I'd like to postion myself to make sure he gets a chance to escape. If he has gotten clear, then I'd like to position myself to keep the Ogre pinned in the passage. I theink Sefra has given herself reach 2 until the end of the encounter, so only Heimoth & I need to be in contact with the Ogre to get in effective attacks.

"Heimoth! I think it's better we fight the beast here! Aleph, Marc & Terra will have a safe line to fight behind. And Sefra's crazy fighting style will still let her get in some nasty hits."

Standard Action: Guidng Strike 1d20 + 7 ⇒ (2) + 7 = 9 vs AC. On hit, 1d8 + 3 ⇒ (8) + 3 = 11 HP damage & -2 penalty to the Ogre's reflex defense.

And THAT'S why you shouldn't fight blind!

"Heimoth! I think we should fight the brute here! Aleph, Marc & Terra will have a safe line to fight behind & Sefra's crazy fighting style will still let her get some nasty hits in."


Male Half-Elf Bard/3

Sorry about the delay. I had held off while I looked something up & the thing I was hoping to find never turned up. So... I guess I get to find out the hard way!

"Marc! Heimoth's been hit pretty hard! I need to move up if I'm going to help him. But if I do so, you'll be dangerously exposed to the ogre coming up behind us if you stay where you are. If you get over by Sefra, you'll have some cover from the beast if he gets up this far."

Standard action - Guiding Strike: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 vs AC. On hit, 1d8 + 3 ⇒ (8) + 3 = 11 damage and -2 penalty to the Ogre's reflex defense.

Move action - move to square R9. (The thing I was trying to look up was whether he could make an opportunity attack as I left since I have cover. I thought he couldn't but I can't find anything that says that. Not sure why we play it that way in the local live game.)

Minor action - Assuming Hasren makes it to R9, he utters a Majestic Word & Heimoth can spend a surge to heal a surge+3 HPs & slide one square. I was thinking W10, but feel free to pick on that suits your plans better.

Before withdrawing from his position, Hasren hacks at the ogre's legs to throw off it's balance. Satisfied with his sword-work, he moves closer to Heimoth so that the Majestic Word he utters will do his comrade some good.


Male Half-Elf Bard/3
Heimoth wrote:
Fortunately, only the second attack hit. Can I attack on my turn again even though I'm dazed?

Yeah, but that's all you'd be able to do. A daze limits you to 1 standard, move or minor action (vs 1 each), prevents you from taking immediate or opportunity actions, causes you to grant combat advantage, & prevents you from providing a flank. If you check your powers, you'll see most of your attacks are standard actions.

Also, balls! Work now appears to be blocking access to Google Docs! >:/
If I need to refer to a map, I may need to wait until after work to reply with combat actions requiring a move.


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:
OK, we'll assume that Hasren is holding his action until ogre 2 shows up. Aleph.

Sorry about that. Fair assumption. Was going to delay & see what happens.


Male Half-Elf Bard/3

Sorry about the delay. Let's start Hasren @ o7
I had rolled initiative up-thread in anticipation of this. Use that or re-roll? If use previous, init is 16, if re-roll, then it's 1d20 ⇒ 9

Much as he'd like to hold the 2nd ogre pinned in the narrow entryway, Hasren decides it's better to stay close to the group. Seeing where his compatriots have arrayed themselves, he decides to take a position at the corner of the bend in the tunnel. Once there, he begins preparing for what is to come next.

Hope this isn't jumping the gun. Once in position @ o7, I'd like to ready an action to use Stirring Shout on the ogre coming up behind us as soon as I can see him within 10 square of Hasren's position.
Stirring Shout To-Hit: 1d20 + 4 ⇒ (13) + 4 = 17 vs Will
Stirring Shout Damage on hit: 2d6 + 3 ⇒ (2, 6) + 3 = 11 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 3 hit points.


Male Half-Elf Bard/3

Should we assume single file Aubrey? I figure we'll need to be single file for getting through the 3' area, but would expand out if the space allowed.

Unless Marc indicates otehrwise, this is what I'm assuming the marching order looks like:
Heimoth
Terra
Sefra
Hasren
Marc
Aleph

Perception check: 1d20 + 8 ⇒ (18) + 8 = 26
"I had to go and say it!" Hasren mutters.
"I hear them too Terra. To the front & back." He whispers.
"We should try & hold whatever's coming up behind us at the narrowing in the passage I think. Shall I? Or would you rather Sefra?" Hasren asks quietly.


Male Half-Elf Bard/3
Marc Wyvernspur wrote:

Marc nods his acquiescence to the plan, and slides into line behind Heimoth.

"Although, what an Ogre might consider edible as a crumpet is another cause for concern,..." He mutters as he pulls his new magic dagger from his belt.

Do magic weapons still glow in 4E? If so, Marc will use his dagger as a torch, even if it is a dim one. Otherwise, he'll light a torch.

Uh... Heimoth or Hasren? Behind Heimoth puts you close to the front & in dire danger of getting bashed. Behind Hasren puts 4 people between you & whatever lurks IN the crevice/cave. If you are concerned about getting dry-gulched, that's fine, I'm just checking. (it's the "H's" in our names isn't it?)


Male Half-Elf Bard/3

Hasren kicks in his two coppers "Well if we're expecting a fight, I think Sefra should go before me to give her a shot at getting more room to maneuver. I shouldn't follow too much further back than that though. Aleph & Marc can follow me & hopefully shoot from relative safety. This assumes we won't get jumped from behind."

Initiative: 1d20 ⇒ 16 (Just in case!)


Male Half-Elf Bard/3

Nature check (aid foraging): 1d20 + 8 ⇒ (5) + 8 = 13

"They're out there Aleph, they're just making sure you don't see them!" Hasren teases.


Male Half-Elf Bard/3

Nature check (forage assist): 1d20 + 8 ⇒ (19) + 8 = 27

Taking in the beauty of the area and enjoying the travel, Hasren "forgets" his former daily travel ritual. (Traveler's Chant)


Male Half-Elf Bard/3

Nature check (aid foraging): 1d20 + 8 ⇒ (11) + 8 = 19
Nature check (navigation): 1d20 + 8 ⇒ (10) + 8 = 18


Male Half-Elf Bard/3

Popping in quick to note that I'll also be picking up 1 healing potion & 2 weeks rations. I'd like to have poked around the fort using Streetwise to get a sense of how things work, who to go where, but hadn't been able to check in during the time when folks were doing so. So, instead of rewinding, I'll assume Hasren did something like that by exploring the bottom of cups! Next time maybe!

And treading new ground sounds good.


Male Half-Elf Bard/3

Whoops. So based on the map there's a road to the fort, so I figured the rations we have should be enough to get us there & back. I also figured we'd be doing the majority of our outfitting at the fort, so that's why I didn't immediately pipe up. (Also, I wanted to see what others had to say.) So, all I think we need to do is make sure our horses are rested, that we have ournormal equipment, that we have enough food for the trip & that we bring all our cash along with us so that we can purchase what's necessary. Anyone else have anything to add? (I think Vatnisse has been keeping pretty good track of what treasure we've been picking up. Can we get an accounting? If not, say so & I'll go back & try to figure it out.)


Male Half-Elf Bard/3

It wasn't intended as a list of options, but I can see how my ramble would make it seem as such. Here's what I thought I was suggesting we do (in order), stated much more explicitly:
1) Go to the fort so we can get healing potions and other things we can afford but are not available at the trading post. Then...
2) Go clear out the kobolds because they might have loot that will be useful vs the bandit king & they're a source of trouble. Then...
3) Explore southwards with the dual intention of fulfilling our charter & locating the Stag Lord. While exploring we can look for opportunities to accomplish the side-quests we've been accumulating. Then...
4) Defeat the Stag Lord once his lair is found.


Male Half-Elf Bard/3

I haven't been paying close attention to our leveling progress, but I kind of get the feeling that if we were to explore our way down where the Stag Lord's camp may be we will have progressed enough to reach 3rd by then & should be able to handle him & his crew. (Getting the 2nd encounter power is a pretty big boost & I think with the encounters we've had & the one's we have ahead of us will give us all a better idea of how fellow party members behave in fights that we'll be working better together. Heck, I already think we're starting to work better together now that we've had a few more fights under our belts & understand our powers better.)

Sooo... having said that I figure we should gear up for more exploration and have exploring south as one of our primary goals. I think the kobold lair might yield some loot that would be useful in a fight with this bandit king we intend to face, so I think that should be part of our planned foray as well. What's our group treasure look like? If we can afford it, I think we might do well to pick up a healing potion or two for spike healing in tough or unlucky fights. Given that, I think a trip to the fort is still in order.


Male Half-Elf Bard/3

Aubrey:
General rumor trawling. He just wants to keep up with the concerns of the community & keep an ear open for any problems or troubles that might be developing. Also, to get a sense of the things that are of interest to the locals so he can better tune his repertoire of entertainment & amusements.


Male Half-Elf Bard/3

Sorry all. Got sick. Mostly better now.
Perception check: 1d20 + 8 ⇒ (7) + 8 = 15
Bardic Schmoozing, wheedling, charming, joshing, chumming-it-up & the like checks (I did say I was mostly better & I think even on my best days I'll not be up to Raggy's roleplay):
Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27 & Streetwise: 1d20 + 8 ⇒ (16) + 8 = 24
Hasren maneuvers through the party joining in the eating, the drinking, the jokes, the stories, & telling a number of tales himself. He makes sure everyone's aware of Heimoth's martial prowess & divine blessings, of Marc's & Aleph's arcane prowess, of Sefra's elegant, nimble & dangerous fighting prowess, and of Terra's wonderous shape-shifting & command of the spirits as he regales the folk with word of their adventures. All the while, he keeps his eyes & ears open for what the folk have to say about what's been going on with their & their neighbor's lives. What goings on have been taking place while the party was out exploring. What news there is from nearby lands.

At Garess's inquiry, Hasren agrees with Marc's invitation: "Please do."
"How may we be of service?" he asks.


Male Half-Elf Bard/3

Sounds like we're going to visit the fort then!


Male Half-Elf Bard/3

I believe our original plan was to head back to Oleg's to restock our supplies since we were starting to run low on food. (We'd have enough to go out, but not necessarily enough to stump around & then return.) I would think decision on whether to continue with this plan depends on how much food we get out of the boars. Still, I think it's a good idea to head to Oleg's if we think there might be equipment we'd want to pick up for going after kobolds, or crawling around in cramped tunnels.

BTW, in a face-to-face campaign, our GM had us go into a kobold lair & let me tell you that was pretty painful! No shifting, restricted movement, nasty ambushes... I don't recommend it. However, our characters might be too green to know any better... :P


Male Half-Elf Bard/3

I don't know if this will change how many surges people spend, but each person spending a healing surge during the short rest regains an additional +3 HP for every surge spent.

Also, my bad as I should be remembering it but every time someone bloodies an opponent or takes an opponent down to 0 HP they can gain the benefit of Hasren's Virtue of Valor. 4 temp HP & a +2 bonus to their next damage roll until the end of their next turn. I figure if I mention this enough, either I'll remember, or someone else will! :D

Hasren will spend 1 surge to regain 11 HP, bringing his total to 31/33HP & 8/10 surges left.

During the rest after the fight Hasren will tend to his wounds & those of his friends. He joins in the joking until he realizes he'd forgotten about the piglets the boars must have been protecting. He goes to where he last remembered seeing them to see if they are well.


Male Half-Elf Bard/3

Doh! Forgot to benefit from my own effect! Hasren regains 3 HP, putting him at 20/33 HP.


Male Half-Elf Bard/3

For reference, B3 is our healing pinata, so unless Heimoth's Holy Strike grants hit points, none are forthcoming. If I'm reading things right Terra being the first one to successfully hit B3 after Hasren, gains 3 temp HP from the Warsong Strike & also regains 3 HP from the Stirring Shout.

Hasren moves up to the boar closest to him and hamstrings the beast, limiting it's ability to react. Uttering a Majestic Word, arcane energies begin closing Sefra's wounds.

Move action: move to square U11
Standard action: Guiding Strike 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 vs AC; on hit 1d8 + 3 ⇒ (3) + 3 = 6 damage & target suffers a -2 penalty to reflex defense.
Minor action: Majestic Word on Sefra: Regain surge+3 HP


Male Half-Elf Bard/3
Aleph wrote:

Move to w11, and curse B3.

then eldritch blast Mr. B3...
1d20+5 vs reflex;
damage 1d10+3+1d6

gain 5 h.p. if I hit.

If you hit, you also gain 3 Temp HP from Hasren's Warsong Strike, unless of course those 5HP you gain from your own abilites are temp HPs. This is because you get the larger of the two temp/bonus HP totals, they are not additive. However, on a successful hit you would also regain/heal 3 HP from Hasren's Stirring Shout effect. I believe this would add even if your 5HP gain is not temp HPs.

Oh... and did you include the +1 power bonus to hit from Hasren's Song of Courage effect? If not, then you'd be 15 vs reflex, which may or may not make a difference...

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