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Reknar's page

1,205 posts. Alias of Edeldhur.


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Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

I would wish you the best of luck in finding a new DM - it was a pleasure to play with you. But I will drop off from this one.

There were some things hyping me about GM2H DMing style which I find will be hard to re-capture, and I also got busy with other games in the meantime, so I prefer to bow out.

Hopefully we will cross paths around the boards!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

All good here.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

I am perfectly fine with private rolls for the DM. No issue at all for me.
Believe me when I say though, rolling ‘in the open’ can be liberating as a DM ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Reknar wrote:
Ever practical, Reknar does a thorough search of the hobgoblin body, then drags it out of sight. Once that is done, he will go take a peek at the shrine door.

Reknar had gone to take a peek at the shrine door, but I guess he did not see anything before? Also I think he would probably start the round already at the door? No biggie though.

Reknar follows the others inside - "Let's make sure that bastard regrets it" - he snarled.

Starting Inspire Courage = +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Ever practical, Reknar does a thorough search of the hobgoblin body, then drags it out of sight. Once that is done, he will go take a peek at the shrine door.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"We got this!" - Reknar encouraged his companions, moving forward himself - "Craig and Thess, make those arrows count. Val, set up the flank! Strike hard and fast!"

Starting Inspire Courage = +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Next level will be another level of Bard - Versatile Performance + Performance (Oratory), and no one will be able to shut up 'sergeant Reknar' :P

So will still need to stick with Short Bow for now.

At level 3 we might see a Ranger or Fighter dip, and then yeah! ALL weapons baby!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar stands ready to come to Craig's aid if needed.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:
You guys are currently taking cover in the remains of the building to the south of the shrine, so the wolf is within range of Craig's calm animals. I figured that he is going to cast, then Val, Macharius and Thess simultaneously take their shots. Reknar, Moragul and Tern can act as well, my guess is that Tern might join the archers and throw a spell, Rek and Mor charge in to skewer that poor scout if she's still alive, or deal with the wolf if he makes his save?

Plan sounds good, let's see if it survives contact with the enemy ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Fair enough.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post to Shrine:
Not very practiced (yet) with a bow (only proficient with short bow, but I don't have one), Reknar looks back at Thess with a nod - "We will need you now"

Then he turns to Valtyra - "You should give it a go" - he agreed.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Aelethea Callandriil wrote:
Apologies, everyone. Last Friday I closed on a new house and I've been spending most of my free-time between the two houses. I set up internet service on the new house last Monday and have been on the phone with Comcast all week trying to get things started, only to find out from tech support on Friday that they sent out a faulty modem. I have a technician coming out today to replace it and get me up and running.

Congrats on the close!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:
Great news gang! I actually started on a rudimentary spreadsheet tonight, which I didn't think I'd get to seeing as how I drove a nail through my thumb this afternoon trying to install a new window in my house (typing has been rough)!

Sorry to hear that - but indeed spring is coming and it is time for handiworks around the house! Protect those hands!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post:

Reknar gives a small nod in return as Thess acknowledges the bandaging, his grin now gone. She didn't flinch. Didn't cry. He could respect that.

He keeps his voice low, for her ears alone - "You’re still standing. Still breathing. That means you can fight back. They didn’t take that from you - and they won’t"

Then, more practical now, he gestures toward her bow. "You got arrows left?" If she doesn’t, Reknar reaches into his pack, pulling out a small bundle of fletched shafts they scavenged earlier. "Here. Take these"

He steps back and eyes the others, glancing toward where the scavenged gear was laid out. "We found some armor earlier- studded leather. Might fit one of you. You should have some protection"

He looks to Rauland then, his tone calm but serious. "You ever used a blade before?" He doesn’t wait for posturing or pride - just the truth. "Not saying I want you in the thick of things. I don’t. You and Thess both should stay out of sight if things go bad. But if someone comes at you, I want you to have a chance to stand."

Then, to the group at large, he straightens and speaks with quiet conviction - "I think we should check the shrine next"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post:

Reknar exhales through gritted teeth as the healing light settles into him, the pain ebbing like a tide drawn back to sea. He lets out a short huff of a laugh, then reaches up and clasps Craig’s shoulder with a strong, callused hand.

"I will not forget that, Brother" - he says, a tusked grin splitting his face.

His expression sobers the moment he sees the two youths step out. He straightens, instinctively protective. The boy has the look of someone who’s already seen too much. And the girl… that cloth across her face, the way her hand stays tight on the bowstring… that speaks volumes.

Reknar gives them both a slow nod of respect - "Rauland. Thess. You've got more courage in you than many I’ve known. You did well staying hidden, looking out for each other. That took guts"

He steps closer, posture relaxed, voice softening as he addresses Thess.

"That wound…" - Reknar says gently, his voice softening - "It looks bad, but I’ve tended worse. If you’ll let me take a look, I can clean it up proper. Won’t poke or prod if you’d rather not, but infection’s a crueler killer than goblins ever were"

He glances briefly at Craig, a knowing look in his eyes - "Though we do have someone amidst us who might be able to help even more"

“And don't worry - we’re not leaving you behind. Not now, not ever. We stick together. That’s how we make it through this mess"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Craig Lawrence wrote:
There we go, Reknar is no longer 'tragic death early on to show the stakes are REAL' bait ;)

Thanks Craig!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

And Reknar already has a MW Backpack ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post:

Craig Lawrence wrote:
"If we get into a fight you'll need more of it," the priest admits feeling bad it only healed so much. He looks about "Anybody else capable of healing, magical or otherwise, let folks know. If my well runs dry, or I end up meeting Ol Deadeye sooner than I want, you'll be the ones to keep others going."

"I might surprise you yet Craig" - Reknar winked, then winced as his ribs complained.

Reknar does have CLW as a Bard. Saving it to heal you if needed ;)
But will use it on me if we face another fight and I am still at 4hp.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

I think if the buckler is masterwork or magical, the -1 penalty can be canceled out. But when you attack, you do not get the buckler bonus to AC.

I 'think' that is about it.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post:

Pragmatic as always, Reknar was grabbing some extra supplies as they decided to move - a whetstone, a crowbar and a grappling hook. He paused though, looking Kining - "Is it ok if I grab these, master Kining?"

Please insert Kining's response here - I can retcon :D

As they were about to leave, he turned his head around, raising a hand - "I hear something from the smithy" - he added, moving in that direction - "I think it is coming from the hayloft" - he whispered, drawing his spear.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Loot added to my alias ;)

I see Valtyra and Macharius already have shields giving them +2 to AC, so the magical buckler is not a big advantage? If that is the case, Reknar will gladly take it - it goes well with the Longspear. Otherwise I am happy to let someone else grab it.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post:

Reknar smiled as the healing power washed over him - "One can get used to that" - he commented with a smile to Craig.

He keeps an eye out for any more hobgoblins, as the others address Kining.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

@GM2H: I am keeping an 'informal list' in my alias, in case we need a reference. Bit of an info dump, but at least it captures all. Or it should :P


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

That description alone should mean max HP healed! And I say this without any personal interest in the subject :P

Jokes aside - nicely done man.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post (Craig, Mac, Rek, Val):

"Good job gang" - Reknar spat blood, taking a moment to regain his balance and check the nasty arrow wounds, while leaning hard against the fence - "That was too close for my taste though" - he growled, shaking it off and moving to the storefront - "I heard someone calling for help in here"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading post:

Previous AoO: 1d20 + 4 ⇒ (8) + 4 = 12
Damage if it hits: 1d8 + 5 ⇒ (4) + 5 = 9

I doubt that hits, so:

Reknar continues trying to skewer the hobgoblin in front of him - "You should have surrendered"

Longspear: 1d20 + 4 ⇒ (14) + 4 = 18
Damage if it hits: 1d8 + 5 ⇒ (7) + 5 = 12


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

GM2H:
That guy wouldn't happen to be the guy who hit me with the arrow shot, no? Because that could make a difference now :P


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

GM2H:
Since the hobgoblin closer to Reknar is shooting arrows, and he is in reach of my Longspear, he should eat an AoO, right?


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post group (Craig, Mac, Rek, Val):
Noticing one of the hobgoblins coming closer, Reknar attempted a spear thrust!

Longspear: 1d20 + 4 ⇒ (7) + 4 = 11
Damage if it hits: 1d8 + 5 ⇒ (8) + 5 = 13

"Mow them down Craig" - he encouraged his companion.

Keeping up Inspire Courage = +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Gotcha! Position updated ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:
Just an FYI gang, I'm about to head off on a cross country drive. As Val and Aelethea haven't put anything up yet, I'll hold off on my post until tomorrow. Likely roughly 24hrs from this post, just wanted to let you guys know. If anyone who has already acted wants to update the map, it should be all good now so feel free to do that :)

Do have a question before updating the position for Reknar - around the animal pen, is that a fence of sorts, allowing shots to be fired from behind it for example, and maybe also melee attacks? Or are those wooden walls around the pen?


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Enjoy the drive!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post group (Craig, Mac, Rek, Val):

I am having the same issue with the map - I only see the town.

As Craig loosens an arrow, Reknar draws his longspear and steps protectively ahead of the cleric, and slightly to the side, in a position to intercept any attackers - "Keep those arrows flying - if they come closer, I'll skewer them" - he nodded - "We got this"

> Move action: Inspire Courage = +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. (might only affect him and Craig at the moment?)
> Brace with Longspear and reach.

AoO in case someone comes at us: 1d20 + 4 ⇒ (18) + 4 = 22
Damage if it hits anyone: 1d8 + 5 ⇒ (3) + 5 = 8


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Trading Post group (Craig, Mac, Rek, Val):
Before charging into action, Reknar took a moment to observe the area a bit further, in case those who slaughtered the animals might still be around.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

If he spots no immediate danger, he will go check the animal pen in looking for water, as suggested by Craig.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Aelethea, as far as I am concerned we were still discussing if we wanted to split the group or not in Discussion. But let’s not drag this any longer than we need to.

Since the girl did not offer her name, Reknar did the same - he looked around at Craig, Valtyra and Macharius, then nodded - ”Lets do this” - peered out the door to check the vicinity, and when he saw a chance to move away unnoticed, he motioned the group to move.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Agreed with Aelethea - if we split, spoiler the two groups in one post.

Other PbP forums have very interesting features, like split threads with restricted viewing, etc. But not Paizo :)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

I find it very risky to split up, but will go with the majority vote.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar is good to go for Oreld's, definitely creeping around the buildings.

His Spellcraft is nothing to write home about - he will probably inform the group, so others more skilled than him can have a go at it ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Craig Lawrence wrote:
"Just one proviso to this plan of yours: Stefan, my little brother was out there afore all this started, might be in the thick of it. If I see him, I'm fetching him. Come hell or high water."

"More than fair - I will not hesitate in doing the same if by any mishap my parents are caught in the middle of this" - the half-orc nodded back, grabbing the masterwork backpack and a potion, and getting ready to leave.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Hey GM2H, whereabouts in town would Reknar's childhood house be located?


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Hope it is ok I am putting some posts in advance also.
Have some time on my hands this Sunday :P


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:
"It... it sounds like there’s an army outside the door. How did they fall on us without being seen? These damn plains are so flat you can see an elk from two days off, let alone an army!” She winces and presses her hands against the bloody bandages on her chest. “They sound large. Too large to fight on the ground like honest fools. We need to gather what we can..."

As he searched the bodies of the hobgoblins, he nodded in appreciation, both at the words and actions being discussed, but also at the useful items they come across - "If we are intent on gathering supplies, and I had to vote, I would say we should try to head on to Oreld's first. Grab what we can, then move around the edge to the trading company and the shrine, before we get back here"

He makes room in a table, displaying the 'loot' - "Ok, lets make the best use of this" - he grunted.

GM Two-Hands wrote:
"I've got plenty of supplies down in the cellar too. It's the least I can do, seeing how y'all risked your necks for us. If you find anyone else around, send 'em our way too. We can hide out down there while we wait for you to come back... you will come back, right?"...

"Thank you Jet" - he passed her the dried goat meat, cheese and milk - "Add this to the rest of the supplies, and try to have it all as packed as possible and ready to go for when we return"

His eyes shone momentarily as he looked over the items for magical traces.

Casting Detect Magic.

"An old army trick, so to speak" - he chuckled at those around him.

Loot list for our reference:

> Masterwork backpack - can go to someone strong for more carrying capacity, or someone less strong for not becoming encumbered?
> Heavy crossbow - ??
> 20 bolts - ??
> 10 masterwork bolts - ??
> 8 potions of guidance (clearly labeled) - I say we each grab one of these? And someone gets 2.
> 1st-level wand of magic missile (11 charges) - Tern?
> Divine scroll (calm animals, cure light wounds, magic stone) - Craig?
> Dried goat meat - stays with Jet
> Sheep’s cheese - stays with Jet
> Jug of sheep’s milk - stays with Jet
> Tin ring decorated with rabbits - ??


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Thoughts of his parents assaulting his mind, Reknar continued peeking outside, trying to get a feel for the troop's movements - where they could be coming from, if they are focused on anything in particular, and what avenues of escape might present themselves.

Profession (Soldier)?: 1d20 + 4 ⇒ (12) + 4 = 16

"They bear the Ironfang Legion insignia, a mercenary army responsible for the Ramgate Massacre two years ago" - the half-orc whispered back to the others - "But they have been absent from any battlefields ever since, so I don't get what they are doing here" - he grunted.

"Some of you know me, but for those who do not, I am Reknar" - he offered a nod back at the assembled people in the room, seeing some faces he recognized - "And that was well fought" - Reknar added with respect - "I fear Valtyra is right though, and sooner or later they will come poking here again - there is a veritable army out there. So we should probably think about moving sooner rather than later"

"You, big man. Moragul, right?" - he addressed the druid - "Can you help me pull the bodies inside so they are not easily visible by any of those bastards which may just pass by on the street?" - and started pulling the corpses to a corner of the inn, while rifling through them for valuables, weapons, orders, or anything which might catch his eye. If possible, he also removes some of the insignias.

"Someone make sure to keep watch"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Kahl sark er kramark dak!" - Reknar snarled back in the hobgoblin's own tongue.

Goblin:
"Then we will meet you in hell!"

> Swift Action Arcane Strike
> Attack with Longspear

Longspear on hobgoblin: 1d20 + 3 ⇒ (20) + 3 = 23
Damage if it hits: 1d8 + 5 ⇒ (4) + 5 = 9

Is it a crit?: 1d20 + 3 ⇒ (4) + 3 = 7
Naaaaah.

If the hobgoblin falls, Reknar wants to take a peek outside.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Tern Bismeth wrote:

It is the same in either case. Corner cover is +4 just like soft cover. The reason they call it soft cover is because it only applies to ranged/reach. Though creatures with reach and larger than medium size can get around the corner cover.

I'm not this sharp on rules all the time. One of my active campaigns just had it come up in combat.

Yeah, I meant some argue it is Partial Cover and not Soft Cover.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:

@Tern, glad you appreciate my upside down time difference :).

@Reknar, FYI I think you use the rules for cover when attacking from the second line (target has +4 AC). I found them on AoN, see the below quote for the reference I used. You still hit anyways, just wanted to let you know that's how I'm going to handle it moving forward.

AoN Reference: Cover Rules wrote:
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Gotcha! It is not my plan to fight from the second line very often - I am betting on a reach weapon more for AoOs etc, hopefully when we get the gang more coordinated ;)

But it is good to have it as an option.

Tern Bismeth wrote:
There is even a feat for it!

Yep, that is a good one. I was asking because I’ve seen a lot of discussion around the www whether it would be +4 or +2 to AC. I think if you are fighting around a corner it is +2? So some argue it is a similar situation.

But +4 works for me. Game on! ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

His mind still reeling at the fact there are hobgoblins simply pouring in and attacking, Reknar grunts in disbelief at the chaos of the situation.

He moves behind the line of combatants and thrusts with his longspear, the weapon glowing briefly before it strikes.

> Swift Action Arcane Strike
> Move
> Attack with Longspear from the second line (not sure of the exact penalty, so am not going to include it. Will leave it up to you GM2H) :D

Longspear on hobgoblin: 1d20 + 3 ⇒ (19) + 3 = 22
Damage if it hits: 1d8 + 5 ⇒ (8) + 5 = 13

"Are there any other exits?!" - he roars to no one in particular, his military mind at work.

@GM2H - does Reknar recognize any of the hobgoblin's military regalia? He has Knowledge (Local) +6 and Profession (Soldier) +4.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
GM Two-Hands wrote:

To clear the air on this one too, I'm perfectly fine with how Valtyra handled the roll. By rolling the dice any OOC questions are implied, and I can give an appropriate response either in the next enemy turn post, or in the discussion thread if we're still waiting for people to finish their actions. I think we have to trust that everyone is doing the right thing here; if any has gripes or concerns within the game I'd ask that you please message me about it privately first.

I'd like to leave it there for now, let's just move past it and try to have some fun. I'm so excited that this is finally off the ground, I've wanted to get involved in PbP for a long time now and I'd hate to kick things off on a sour note.

More than fair!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Moragul Bearskin wrote:
GM Two-Hands wrote:
@Moragul, I'm gonna assume you've made your way to the tavern by now :)
Sorry, game start coincided with big changes in my business, so I've been quite busy. I assure you I am here.

Moragul, I was looking at your profile, and I see two ability stat blocks.

One has:

Strength 18
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

And the other (I believe the correct one) has:

Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 8

Just thought I would drop a line and let you know ;)


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Valtyra Slate wrote:
Reknar wrote:

Hey @Valtyra, do you mind if I ask why you rolled a Knowledge (Local) for the Hobgoblins on your last post?

I am just curious to understand why people love so much pre-emptive rolling of dice. And it looks awfully like a 'filler' roll. So I had to ask. Hope it is ok to talk openly.

From an in game perspective a bunch of hobgoblins (who aren't in any way common in Phaendar from what I can tell) burst in the door attacking. The first thoughts anyone would have would be trying to figure out what the hell is going on.

I figure we all know enough to know a hobgoblin when we see one, but what else do I know? Do I know theyu're inherently militaristic? Do I know the way the fight? Are they structured and organized or like goblins all random chaos?

I didn't take the Ironfang Survivor trail so do I even know that the Ironfang Legion exists? All of these things impact character reaction and some of the conversation that would unfold afterward, assuming we survive the fight. At the beginning, more information helps to flesh out a character's actions and RP.

Hope that satisfies your curiousity.

Since I saw none of those questions asked (in OOC for example) alongside the roll, it just felt like something thrown out into the void without any purpose.

Thank you for clarifying.

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