Darkness over Arglondar

Game Master Chingo Chaplo


401 to 450 of 1,822 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

No I won't get up, give me a second to deside


So will you attempt to attack the wolf from prone position at -4 or attempt to get up and provoke an attack of opportunity?


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I updated Kevroth's description on the Wiki.


Magnes, seeing as the wolf attacks Sabrik and knocks him prone, will you change your action?

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Well,I'll have Brunswick attack with his hoof attack horse commmand: 1d20 + 4 ⇒ (3) + 4 = 7

Then I will go total defense

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

*curse word* sorry, last post. I'll remain in total defense until I'm not threatened anymore.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

hm, this will be now interesting. Did my Primal Roar have any effect at all on the Dire Wolf?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

See I was basing this off the assumption that I was at the front of the group. Otherwise bracing does nothing for me.
I'm assuming that in reaching Sabrik the wolf does not come within 10ft of me? as that would trigger an AOO.
I have combat reflexes so even if the wolf goes before me I get to smack him if hes in range.

Ok. I'm going to do the rest of this in game play. I just needed to confirm what was happening before hand.


@Bhalur We'll get to that.

@Magnes roll an AoO, but also state your action for your turn.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Oh. The wolf beat us on init and went first that's what is happening here.

am I close enough to make a 5ft step to reach the wolf with my spear?


Yes the wolf beat you on init.

Magnes you are close enough to get an AoO when the Dire Wolf attacks Sabrik. Roll it, and state your action/actions for your regular turn.


Magnes roll a Will save


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

requested save and hit/damage information added.
Amusingly if he isn't drunk Magnes's damage with his bomb increase by 1 damage his ability damages intelligence.


Didn't consider I could just edit the post that caused the trouble. Problem solved.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I'm a bit lost, the wolf goes before us all. Would that not mean it takes its action again now?

Also. your fumbles rules say this
When a player rolls a natural 1 on a d20, it's a miss. However, to add a bit of drama to the game, have them roll a confirm miss or fumble. If they get a 2 or more on another d20 roll, the attack is a simple miss. If they roll another natural 1, roll on the fumble chart.

confirm: 1d20 ⇒ 18

Is your version of the house rule in question modified?


Nope you are right. My bad. Will edit the post.


Added a wolf attack on Magnes to the last post, for the wolf's turn of round 2.


Not entirely sure if it'll provoke AoO's.


@Magnes You're quite badass in melee, considering you're an alchemist. :)


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hrmm.. Well I have 10ft reach so It ought to.
And leaving our lovely paladin's threatened space would provoke from her.
And Sabrik could try and hit it from prone.
The direwolf kind of jumped into a kill box me thinks.

@Badass. There are really two ways to play an alchemist. You can go for the Int focused ranged bomb master or you can get a high STR boost STR with mutagen and take enlarge person/monster forms to rip face in melee.
With all of my stats as uneven numbers I couldn't relaly decide but I thought that beating people as Strong-chemist could be very fun here.
Then I found the Moonshiner archetype, realized it wouldn't work with the typical smarty alchemist stuff and the rest is history.
Magnes the Murder-drunk was born.


Ignore the 4 damage then and check the next Gameplay post.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hrmmm... So I wonder.
what does one do with 800 pounds of dead wolf?


Skin it and take its fangs.

Updated the Mystworld Wiki. Added information on Arglondar, quest and more..


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

@Magnes, you mentioned this in gameplay :

Magnes Coalbrow wrote:
"I'll be quite glad to act tha' mighty hero fer ya once I've recovered mehself." The Dhouvarr says quite obviously in pain. "Once'm back up I've a restorative fer Sabrik."

As far as I know you don't have the infusion discovery, so you currently can't give out extracts to people yet. Unless you just meant some alcohol to ease the pain?

I'll do the healing for now.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

*sigh*
Knew I was missing something. and this Alchemist type from the setting doesn't get access to infusion until L4. Looks like we are going to need a wand of healing pronto.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

agreed. Skin it and be on our way.


I'm having technical problems with my internet, so if I'm suddenly missing that's why


Would anyone like to write a campaign journal in character?


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Not sure who is the most talented here for that plus who really could have that personality


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I've tried a few times before with characters but find that beyond a simple instance of minutes and notes of NPC's to remember I lose steam quickly.
Magnes is the type to draw a lot of crap in a journal but my own skill with such is feeble at best. (Magnes's drawings would also look half-assed but not that bade.)

Going to need to remember to include my big plot point when we get back to town. Magnes was traveling to Bhelskar in order to see if a contact of his Uncles was still there, trying to learn alchemyst things and serve as a plot hook fountain in future.


Could be cool to have a journal on the wiki. It could just be short entries for each day. That way it would be easy to look up what's happened, if memory becomes fuzzy.

Can you elaborate on the contact of your Uncle a bit. I'd like to work with that.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I hadn't really thought much on the type of person that might be a contact for Magnes's uncle.
Most of the action would have happened 60+ years back. So a longer lived race most likely.
I'm kind of imagining Alchemists in your setting as low-key when it comes to the whole casting spells thing. Easily mistaken for Mystweavers and a distinction they don't fight, makes it easier to surprise their enemies with a potion they just happened to have.
Likely considered 'Hedge magic' by true mages from fancy homes with papers telling you how nice a school they went to.

Also makes that whole reach L12 beach a whale and have 3/4 wizards cast Enervation on it. follow up with Flesh to Gold, gain 10 tons of gold become less of an option as the alchemists would regulate that sort of thing ten tons of Whale shaped gold isn't something you can sell without making lot of waves.

I rolled with the idea that there wasn't a source of in Pheombar. so I guess the first person he would want to establish contact with would be someone who know the ins and outs. (If you are cool with that, that is.)

If not Nutty old folks and retired cooks brewers and Vinters could also work. Not every contact Magnes is hunting has to be about Alchemy, learning more on liquor is something he wants to do as well.


How about: Zabrani, an akavali alchemist, whom Bismat mentions in his journals.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Sounds like a fun time, will have to look him up when we get back into town.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

so, i have a bow (wasn't in my attack spoiler because it wouldn't fit) but I'm also mounted. as long as Brunswick doesn't move I'll be fine, but given that ranged attacks prevoke AoO, I'm keeping my distance.


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

Busy evening for me today, so not certain if I'll be able to post at all.

Koija plans to do the following :
- Cast Mage Armor using an arcane reservoir point to cast it at +2 caster level, so that it stays up for 3 hours (should've done that before, but alas :))
- Get within 30 feet. Either by stealth or double moving trying to get some cover.
- Use whatever spell/power seems appropriate at the time. Most likely this will mean snowball or lightning lance for offense and windy escape for defense. (Spells/abilities are all linked in my profile)
- If he ends up using a lot of his remaining energy he would ask if the others could wait so he could meditate to restore some of his energy.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Against Melee weapons yes. The big thing being that you can hit them from where we are at no penalty. for Magnes to do the same nets me a -2 on my sling attack.
Though if combat happens they will likely address the paladin in their ranks first so we can make Run(X4) actions if we want to risk getting shot at with little to no defense. Get up to them quick and deal with them in our preferred method.


Ambaraun Oh Ambaraun is a song from my other Mystworld game, if anyone is wondering :)


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Chingo Chaplo wrote:
Ambaraun Oh Ambaraun is a song from my other Mystworld game, if anyone is wondering :)

;)

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Now I wish I had a signal whistle that works on horses only. Then I could signal you silently.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

@Magnes, I would appreciate it if you'd give sabrik a enlarge person extract. This will make him more intimidating as well as better in combat


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Well I wouldn't be surprised if an Aasimar could hear animal whistles but I get the feeling we are thinking of a different type of Aasimar if we wanted a Catgirl.

I'm not really worried, we've just been ironing out the kinks in our groups combat roles so far, this looks like it might get a little hairy though. Hope these guys are reasonable enough, though with the way our paladin just hucked a spear at them I get the feeling that is far from the case.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

No for Brunswick, hed react, so you'll know!


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Was counting on the shouting being the signal :)


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hence Magnes's surprise round? Action 1?
Yeah whatever.
I'm holding the attention of the archers. Flat footed Touch AC isn't very hard to hit so even counting in cover one of the archers still got burned badly.

Also, would there be any issue with just having Chingo roll all the Init checks once he determines combat has begun? It would make is much easier for me to figure out when I'm safe to make an action without getting ninja'd by bad guys.

We could just stick an easy to copy/paste block in the campaign info bar to make it simple as can be.


Just a reminder. As with the Dire Wolf, I can't guarantee you'll be able to defeat the enemies you come up against. You could have snuck by the fort, or run by it, or gone in a big circle around it.


Magnes, you ninja'd me. Your action will count as your action in the regular combat round.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

My initiative sucked, I'm likely going to end up a pin cushion. You know, I may be totally scared up in time.

If I go below 0 HP I'll use my unstoppable resolve.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

@DM: you know, I want XP, what player doesn't. Besides, mele classes are known for rushing in blind.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

fortunately if we are using traditional fantasy hobgoblins they are Slavers by nature so even if we are defeated it is highly unlikely they will kill us.
Especially the exotic ones in our party.

Koija's casting mage armor.
So we're waiting on actions from Bhalur and Kevroth

Though I'm pretty sure Kevroth isn't on right now so combat is going to pause for a bit. Him being a gunslinger I'm fairly sure his action will be 'move forward til within 40ft. preferably 30' 'Shoot defenseless mook in the face while his buddies look on in surprise.

@Chingo
Would I be correct to assume that the Hobgoblin archers benefit from cover due to the tower wall and that I benefit from cover due to the trees?

401 to 450 of 1,822 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Darkness over Arglondar Discussion All Messageboards

Want to post a reply? Sign in.