Elf

Lorqiroth / "Lorr"'s page

90 posts. Alias of Helaman.


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Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

1d6 ⇒ 5
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 2


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
GM_Coreyllon wrote:
Lorr, I do not believe you have a dodge skill yet. The Elf can get it, but you need to level to pick it up. Or am I missing something?

You start with it. It's on the card.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Dodge vs dmg: 1d6 ⇒ 2

Shoot dark elf orange

BS4: 1d6 ⇒ 2 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

My dodge roll from last attack Dodge: 1d6 ⇒ 3

Targets his wounded foe with a bow.

BS4: 1d6 ⇒ 3
DMG: 1d6 + 3 ⇒ (6) + 3 = 9


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Shot at yellow/gold border one to the south while yelling Move towards Coreyllon.

Bow 4+: 1d6 ⇒ 6 for 1d6 + 3 ⇒ (4) + 3 = 7


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

I'm up?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Allowing others to have fun in melee, he resorted to his bow.

BS4+: 1d6 ⇒ 2

BS4+: 1d6 ⇒ 5

BS4+: 1d6 ⇒ 4


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

so... three attacks or one attack at +2


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Well.... s!~%


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Unless you wish to wish to join us? A spare blade in this gods forgotten place would be helpful.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Wont say no to that idea.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

I have a potion of healing here... who really needs it? It's yours for the asking.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Oooooooo

Wow

Once per adventure? Eeeeeeeeeh....

If we have a warrior who's more warriorish? Happy for them to have it.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

str3: 1d6 + 3 ⇒ (5) + 3 = 8

With a snap of cordage, he liberates the blade.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

He passes his gore stained blade to Verhor to use, grabs a new blade from a zombie body, and prepares to cycle to the rear.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Unable to engage the remaining room without leaving the pleasant healing embrace he yells over to the armoured figure.

Well hello there fellow adventurer... glad to see you. We were getting bored here.

Can he get any weapons off the fallen zombies to hand them over?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Attack on Blue WS 4+: 1d6 ⇒ 5
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

IF another attack

Attack on Relevant target WS 4+: 1d6 ⇒ 1
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Sword in hand he feels confidence return to his body and he whips it around.

Ws 4+: 1d6 ⇒ 3 for 1d6 + 3 ⇒ (5) + 3 = 8


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

This battle has more or less crippled the party... we will be limping the rest of the dungeon.

Oh well. The tension will be high.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

You're a mind reader. Exactly what I wanted to see.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Okay... so seeing there are no fallen zombies that have unstrapped weapons he fights on.

WS 4+: 1d6 ⇒ 3 attacking the one in front of him in the hopes that another team member might help.

DMG?: 1d6 ⇒ 3


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Next round sacrificing my action to pick up the fallen ones weapon...


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Dodge: 1d6 ⇒ 3

The elf grunts audibly on the hit but the healing does take some of the pain away.

He attacks again, desperately trying to drop his foe.

WS4: 1d6 ⇒ 6 for 1d6 ⇒ 1

That should bringing it to 9... hopefully that drops it


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

His foe still ahead of him, he strikes it again!

WS4+: 1d6 ⇒ 3 Is that a hit?

IF a hit: 1d6 ⇒ 3


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

I'm slowly getting the feel of this but this is shaping up to be interesting because it's let the dice fall where they may approach.

That said, 9 zombies? That's a toughie.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr will 1d6 + 2 ⇒ (5) + 2 = 7

Able to resist the urge to flee, he joins his hands together and swings both arms as a club...

WS4: 1d6 ⇒ 5

1 damage dice, correct? 1d6 ⇒ 5

Assuming this drops his foe, he looks to see if it carries any weapons he can scavenge... but zombies are notoriously tough, so he is not hopeful.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Huzzah


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Probably just move us along with some room narrative as needed


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
GM_Coreyllon wrote:

Lorr, do you want to use that avatar or a different one on the map?

If it's not too much trouble, can we use the same as my Paizo one?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Not as though we have much of a choice now, do we? Very well. I'll take up the challenge.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Thanks... so there is no spare bow and sword and healing potion?

Edit: Brain fart. Got it, no equipment


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr swings again...

1d20 + 5 ⇒ (20) + 5 = 25 for 1d10 + 3 ⇒ (7) + 3 = 10 and add 1d10 ⇒ 4

Turns out he had been lining up his foe and lands it with a masterful swing.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr moves to engage one of the foes and takes to it with a halberd.

1d20 + 5 ⇒ (2) + 5 = 7 for 1d10 + 5 ⇒ (9) + 5 = 14 but as seems to be common, his bulk makes his strike awkward.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Apologies- been messy lately


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr, from his reclined position, throws Croaker a salute.

It is good to have fond memories of old comrades. Sadly I remember them well with fondness but have few good memories of my time in service itself. The Edjet was ordered to do things that I can't stomach.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr has always felt amusement rather than kinship with kobolds but he's happy enough to wait, rest and be fed.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

The Dragonborn is happy to let events unplay around him.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr expends a hit dice 1d10 + 2 ⇒ (8) + 2 = 10


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr takes the opportunity to try to get in a short rest...


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Report back? That isn't a bad idea... and there's no point in charging into the dark right now. I think you're right, besides I think we need to gather some more information.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Sounds good to me


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Who or what is a 'red mother'?, the Dragonborn says, reading the letter


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Kelemvor wept... how tough is this bastard?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr takes another slash at the departing ghoul

1d20 + 5 ⇒ (14) + 5 = 19 for 1d10 + 3 ⇒ (1) + 3 = 4

Reroll the 1 due to fighting style

1d10 + 3 ⇒ (4) + 3 = 7


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr swings at the ghoul again...

1d20 + 5 ⇒ (5) + 5 = 10 for 1d10 + 3 ⇒ (9) + 3 = 12 but his swing is slower than the fleeing ghoul.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Waiting on my turn...


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Be well


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Implacable the large warrior stalks and chases down the ghoul...

1d20 + 5 ⇒ (18) + 5 = 23 for 1d10 + 3 ⇒ (1) + 3 = 4... reroll 1 due to fighting style, 1d10 + 3 ⇒ (1) + 3 = 4

Well... bully...

He prepares to use his weapon defensively.

Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Sounds good


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Reach weapons are able to strike zone in zone 0 and 1? Also is the Ghoul still in 0 despite fleeing?

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