Feral Hunter

Shoo Zahal's page

190 posts. Alias of Jereru.


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Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I'll pass on the bow.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I would also like to keep the bow, of course. I have a healing potion, not sure it counts as a magic item. If it does, I won't play the smartass and drink it just before the adventure ends, don't worry :P


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

"Oh, my goodness... I don't know how we manage to pull that, but we did it!" exclaims Shoo. He puts back his bow and starts to prepare everything for the escape. "Now let's get out of here hell bent!"


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I thought of cutting the sharp point off an arrow and using only the shaft, but then I decided to use this only as a last resort.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Then I'll take Orc #3, the one who's climbing at us, as my target.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

"Flying? That won't save you...

Shoo carefully aims at Sharrak, hoping to disable him so Shadoo can easily grab him and they all can run - the combat is turning uglier than they thought and poor Clyde won't ever earn enough for bandages.

Longbow Shot at Sharrak 1d20 + 7 ⇒ (4) + 7 = 11 I will use my last maneuver die for Precision Attack: 1d8 ⇒ 8 for a total of 19
Damage 1d8 + 3 ⇒ (6) + 3 = 9 Non lethal, if need be.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Oh dear! Yes, I forgot to put it in the ooc text, sorry.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Noticing Sharrak is near unconscious, Shoo thinks he better leave the remaining job to anyone who can grab him, such as Shadoo, and concentrates on thinning the orc chieftain a bit so any of the melees can finish him off quickly. "After all, we will need to get off here asap"

Longbow Attack 1d20 + 7 ⇒ (5) + 7 = 12 Using Precision Attack to add 1d8 ⇒ 7 for a total of 19
Damage 1d8 + 3 ⇒ (4) + 3 = 7

Longbow Attack 1d20 + 7 ⇒ (12) + 7 = 19 Using Goading Attack, Will Save DC 13 or Disadvantage vs anyone but me for 1 round.
Damage 1d8 + 3 + 1d8 ⇒ (7) + 3 + (3) = 13


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Oh, thank you!


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I'm sure there's a rule to deliver non-lethal damage, but I don't seem to find it right now. Please apply the correspondednt modifier to my attack.

Shoo tries to inutilise Sharrak and thus end the fray quickly.

Longbow Attack, non-lethal 1d20 + 7 ⇒ (9) + 7 = 16
Damage. In case I hit, I'll use Goading Attack 1d8 + 3 + 1d8 ⇒ (2) + 3 + (1) = 6 Wisdom DC 13 or he has disadvantage to all attacks against anyone who's not me.

Nice rolls, I guess... :/


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

While setting himself ready, Shoo turns to Rath. "Remember, we have to take him alive." He then tries to find a sweet spot behind some rocks or a difficult to reach place, but separate from Rath so they need to divide in case they want to chase for the snipers.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

For the sake of the story advancing, yes, that's correct.

Shoo goes to his position beside Rath and stands ready for the plan.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

"Why do you think they wil send Sharrak, Sashah?"


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

"I guess you could escape taking the same route we used to get in" Shoo explains. Turning to the rest, he adds "I agree. We should try to capture Sharrak, taking advantage of the mayhem, and slip away with him and the prisoners." He's also positive towards freeing the owlbear.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Sounds good to me.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo passes nearby while helping Clyde and overhears the end of the conversation. ]b]"Capturing him alive? Mmmmh... will be difficult with all the mayhem that's gonna be, but we'll try. If the cult is responsible for human sacrifices, we should try to stop them and any info is valuable. Thank you, mate."[/b]

Yes, Shoo's not a HArper, but still his alignment communes with this objective.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

"Oh my God, Sahnd... and Clyde... who should I help? Mmm... Clyde already died once, I won't let him die again, not while I'm here."

Shoo takes another arrow and shoots at the kobold attacking Clyde.

Longbow Attack 1d20 + 7 ⇒ (13) + 7 = 20
Damage 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo puts his priority in the ones with bows or other kinds of ranged attacks.

Longbow Attack 1d20 + 7 ⇒ (19) + 7 = 26
Dmg 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo follows Rath and finds a sweet spot to initiate the ambush.

Stealth 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo has really no idea what to do. "All plans seem to have a god point and carry some risks. If you're willing me to do the stealtrh, I think I can do it, but I'll leave it up to you guys."


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo watches the entrance of the cavern while the injured are attended. When the task is finished, he asks "Should we sneak out there, or go all in?"


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Dex check 1d20 + 3 ⇒ (4) + 3 = 7

Shoo runs after the Kobold, but his reaction comes too late. He was clearly expecting the creature to die from its wounds, and the surprise of seeing it getting away with it stunned him.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Knowing Clyde has a better knack for strategy than himself, Shoo follows his advice and shoots at the kobold in flames.

Longbow attack 1d20 + 7 ⇒ (14) + 7 = 21
Dmg if successful 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Not wanting the uncontrolled weasel to alert the rest of the kobolds, Shoo tries to finish it off.

Lobgbow attack 1d20 + 7 ⇒ (7) + 7 = 14
Dmg if successful 1d8 + 3 ⇒ (8) + 3 = 11


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo turns to Sashah. "Yeah, a patched weasel..."

Then focusing on the matter at hand, he grabs an arrow and stands ready to initiate the sneak.

"Any of you melee guys, signal the attack."


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Athletics: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Yes, with 'from top of 6' what I really meant was 'from 2a', I hadn't noticed that notation :P


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Well, I'd say we first check there are no kobolds left on the camp, then we attack them from above.

Probably from 7 or from top of 6.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Also, if my mind doesn't betray me, I think there could be some prisoners at the kobold camp about to be sacrificed. I will try to free them, the rest can come or not. You- he says, finger pointing to Sahnd -might want to help free them. It could wash your name a bit, maybe.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Okay, I was going to say I'd rather infiltrate the kobolds camp, but if we're going anyway, I'll help thinner the opposition.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Sneakers:
Not wanting to risk missing again, Shoo goes for a secured shot.

Longbow shot 1d20 + 7 ⇒ (20) + 7 = 27
Dmg if successful 1d8 + 3 ⇒ (2) + 3 = 5
Critical extra dmg 1d8 ⇒ 5


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Sneaking on the Sneakers:
-And the bandit band, pun intended, is disbanding, yeah... I should have been a bard...

Seeing almost no future in his acting career, Shoo decides the kobolds will be too dazed by an attack from nowhere, so he fires.

Longbow shot, Sharpshooter 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
+Precision Attack 1d8 ⇒ 4
Dmg if successful 1d8 + 3 + 10 ⇒ (4) + 3 + 10 = 17


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Oh, so sneaky:

Seeing Rath getting ready in case the kobolds appear to be at range, Shoo calculates the distance and the possibility the kobolds have to take cover, assessing whether he and Rath have any possibility of disbanding them without turning into their next target.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

The Sneaky Ones:
Now is the time to use that inspiration and cancel the disadvantage!

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

"Guys, there are about ten kobolds sneaking on the bandit's camp. We must alert them!"


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Scouts:
Shoo looks at the scene down in the bandit camp. The bandits seem to be arresting Clyde and the others, but the old guy who's usually writing everything is now speaking... and they seem to be hesitating. Maybe he is driving a bit of reason through their minds?

-I think we should carefully watch over the two camps, and stand ready to light that signal in case the bandits take a more injuring approach at the group.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Those hiding:
-Well, I was trying to capture him alive...


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Both Rath and I have a feat that ignores up to 3/4 cover, anyway. Which doesn't matter when you roll a 1, of course :P


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo sees the enemy just a moment too late, but still he lets an arrow go as a reflex.

Longbow attack 1d20 + 7 ⇒ (1) + 7 = 8

Nice... I'll be using Action Surge then, don't want him to run away.

Action Surge: Longbow Attack 1d20 + 7 ⇒ (17) + 7 = 24
Using Trip Attack, Dmg roll 1d8 + 3 + 1d8 ⇒ (1) + 3 + (3) = 7 DC 13 Str Save or be knocked down.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Perception, disadv: 1d20 + 4 ⇒ (14) + 4 = 18
Perception, disadv: 1d20 + 4 ⇒ (17) + 4 = 21


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Staying behind, probably accompanying Shadoo. I don''t want the bandits to recognise me in case I need to execute plan B later.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-I think we should talk first, if it's happening before their meeting. There's always time to execute plan B if the talkings go South.- After a few seconds, Shoo adds -and to charge murder on another is ominous, even though I understand that desperate times need desperate measures.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Okay, guys, I know this will sound ominous, but... what if we manage to steal some arrows and... you know... use them?

If no one strongly oposes, Shoo will try to steal a pair of kobold arrows and a pair of bandit arrows.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Seeing he's going to have company, even not the best, Shoo relaxes a bit.

Stealth roll 1d20 + 5 ⇒ (12) + 5 = 17

After coming from the scouting expedition, Shoo tells the others all he has seen check spoilers.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo thinks he's not that bad, and volunteers for scouting.

If no other volunteers, I'll use Inspiration for the roll


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Actually, yes- says Shoo rubbing his chin, -we could do a little scouting and see if it helps us take a decision. Plus, if we eliminate some patrols we can potentially find, this could help them be more receptive to suspicion.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Even though we have a plan A- Shoo states, -it would be wise to be ready for a plan B. I say we take positions to cover one of the camps. With a well-coordinated attack and retreat, we can make them bite.

Which were their numbers again, sorry?


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Yeah, I agree. The screech owl feather might prove helpful if our intel is correct.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Well, if you ask me, I'd take whatever takes us there faster. That way we can recognise the terrain and think of a contingency plan. What do you guys think?


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I bet dealing with children can be way more exhausting than being sick ;)

Rest what you need (we don't want a dead GM after all :P)


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-Lots of things, and really interesting.- is what comes from Shoo's mouth. He is desperate to have a drink, though, and they should be getting ready to part if they want to be at the meeting on time, so he lets the others do the talking on their way back.

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