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Initiates!

Moderators: Jonathan Berg, Michael Doss.

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Jak's relentless attacks get the creature near to death, and Dwimmerlaik sends it over that edge.

Final Status
Tchort - 13/26 (8/9, 1 AP), bloodied
Jak - 22/27 (8/12, 0 AP)
Dwimmerlaik - 14/24 (7/7, 2 AP)
Koliak - 22/22 (6/6, 3/3 PP, 1 AP)
Hammer - 16/31 (9/11, 2 AP), bloodied
Corvan - 21/26 (5/9, 0 AP)

OOC: The group gains 1000 XP, for a total of 5000. Level 2 is at 6000, so might want to start thinking about powers/feats.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
« Last edit by Jonathan Berg on Wed Jan 11, 2012 10:07 pm. »
Member
Registered: Sep 2010
Posts: 378
"That went according to plan, except for whoever missed those two clinging to the ceiling. We must remain observant in all endeavors." says Koliak.
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Registered: Oct 2008
Posts: 7786
OOC: Hammer should be at 16 hp and one surge down.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Edited above. Thanks.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
A faint chill comes over the room as the wounds on Dwimmerlaik's undead body disappear.

OOC: With Tchort's Song of Rest, one surge heals Dwimmerlaik to full, so he's now at 24/24 HP, 6/7 surges.


  •  Dwimmerlaik
    • Male Revenant (Human) Hexblade (Fey Pact) 1
    • Full Character Sheet
    • Passive Perception: 11, Passive Insight: 11, Senses: Low-Light Vision
    • AC: 18, Fort: 12, Reflex: 15, Will: 15 - Speed: 6
    • HP: 24/24, Bloodied: 12, Surge Value: 6, Surges left: 6/7
    • Action Points: 2
    • Resists: None

    • Past Life - Human (Race): Human feats, paragon paths, and epic destinies are available if all other prerequisites are met.
    • Undead (Race): You are considered to be both a living creature and an undead creature for effects that relate to that keyword.
    • Unnatural Vitality (Race): At 0 HP or below, can choose to remain conscious and dazed until failing a death saving throw.
    • Son of Alagondar Starting Feature (Theme): While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the Low Blow power.
    • Rod Expertise (Feat): +1 to hit with rods, +1 shield bonus to AC and Reflex.

    • Basic Attacks
    • -Eldritch Bolt - RBA, +6 vs Reflex, 1d10+8 force damage, range 10, one creature.
    • -Icy Skewer - MBA, +9 vs AC, 1d10+8 cold damage and gain a +2 power bonus to all defenses against the target's attack until the end of my next turn, range melee, one creature.

    • Powers
    • -Eldritch Bolt
    • -Icy Skewer
    • -Soul Step
    • -Dark Reaping
    • -Low Blow
    • -Piercing Shard
    • -Star Shackles

    • Items
    • -None yet.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Member
Registered: Oct 2011
Posts: 309
Jak replies to Koliak, "Who looks for zombies in the rafters? Their minds are generally too dim to utilize such strategy." As Jak talks, he moves over to Tchort and uses his last healing powers for the day. After seeing to Tchort, Jak turns his concentration inward as he tends to his own wounds.

  •  Jak
    • Male Minotaur Paladin 1
    • Passive Perception: 15, Passive Insight: 18
    • AC:18, Fort:15, Reflex:11, Will:14 - Speed:5
    • HP:27/27, Bloodied:13, Surge Value:6, Surges left:7/12
    •  
    • Powers
      • Ardent Strike (Standard; Melee; Str vs AC; 1W+5; Can use while charging. Hit: Target is subject to my Divine Sanction UENT)
      • Holy Strike (Standard; Melee; Str vs AC; 1W+5 Radiant Damage; If I marked the target: +3 damage)
      • Divine Challenge (Minor; Close Burst 5; Single target is marked by me. 5 Radiant damage if mark is violated)
      • Lay on Hands (Minor; Uses left: 1/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 6 HP, +2 def)
      • Action Point x0 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Can use while charging; Target is knocked prone)
      • Valorous Smite (Standard; Melee; Cha vs AC; 2W+3; Each enemy within 3 squares of me is subject to Divine Sanction UENT)
      • Shining Symbol (Standard; Blast 3; Str vs. Will; 1d8+5 Radiant; Each hit enemy in blast takes a -2 penalty to attack rolls UENT)
      • Divine Mettle (Minor; Channel Divinity; Close Burst 10; Target makes a saving throw with bonus equal to my Cha)
      • Divine Strength (Minor; Channel Divinity; Personal; Apply extra Str damage on next attack this turn)
      • Blood of the Mighty (Standard; Melee; Reliable; Str vs AC; 4W+5; I take 5 damage, which can't be reduced in any way)
       
    • Items
      • +1 Bloodclaw Falchion (+3 Prof, +1 Magic, 2d4+1 Damage, 1d6 Crit) Encounter Ability: Free action upon a hit; I take enhancement bonus damage. Increase the damage dealt to the target by double the amount of damge I took. Triple when I wield the weapon two-handed.
      • Plate Armor (+8 AC, -2 armor check, -1 speed)
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +9 (+4 Str, +3 Prof, +1 Magic +1 Feat, +0 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Ferocity (Make a melee basic attack when dropped to 0 HP)
      • Heedless Charge (+2 AC vs OA while charging)
      • Vitality (Gain 1 healing surge)
      • Channel Divinity (Invoke a Channel Divinity power or class feature; Encounter)
      • Lay on Hands (Gain Lay on Hands at-will power; Minor)
      • Divine Challenge (Gain Divine Challenge at-will power; Minor)
       
    • Skills
      • Acrobatics -3
      • Arcana +0
      • Athletics +2
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +3
      • Endurance +4
      • Heal +8
      • History +0
      • Insight +8
      • Intimidate +2
      • Nature +5
      • Perception +5
      • Religion +5
      • Stealth -3
      • Streetwise +2
      • Thievery -3


OOC: Lay on Hands for Tchort and a second wind for me. I am up to full and have 6 surges left.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
« Last edit by Daniel on Wed Jan 11, 2012 11:59 pm. »
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Don't waste a Lay on Hands. No need when Tchort has plenty of surges and it's not a combat situation.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
OOC: FYI, tchorts song of rest allows anyone using a surge during a short rest to gain charisma mod extra hit points. That value is currently 4. Everyone, feel free to do your own healing up with this, as Gary did.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
As Jak moves to use his Deity's power on Tchort, the Teifling waves him off and mutters something about being wasteful. Jak shrugs and tends to his own wounds instead.

OOC: Canceling the Lay on Hands. Still using my own second wind. Full HP and 7 surges left.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corvan leans against the sarcophagus as he regains his strength, trying to ignore Tchort's soothing voice. Once rested, he turns around to examine the tomb carefully without touching it. Remembering how Tchort was almost poisoned by the last ring's hiding place, shame that actually, Corvan calls out. "Hey, Dwimmer. You might want to look at this thing seeing how nimble you are. I reckon you could easily avoid a deadly dart or whatever trap there might be. And if not, you strike me as having a little bit of a death wish, so it's a win either way." he says sardonically.

Use one surge to heal to full HP.
Perception on the sarcophagus (1d20+1=16)

OOC: It sounded like Gary's PC has the best thieving abilities, unless someone else wants to try.

User posted image

Current Defenses: AC 18, FORTITUDE 17, REFLEX 14, WILL 11
Surges: 4/9, Action point(s) left: 0/0, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 1
    • Passive Perception: 10, Passive Insight: 10
    • AC: 18 Fort: 17 Reflex: 14 Will: 11 Speed: 6, Initiative: +3
    • HP: 26, Bloodied: 13, Surge Value: 6, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee (Unarmed): 1d20+9;1d8+4
      • Basic Melee Charge (Unarmed): 1d20+10;1d8+4
      • Basic Ranged (Repeating Crossbow): 1d20+7;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Hide Armor
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+1 AC/REFLEX, heavy shield
       
    • Skills
      • Acrobatics +7 (trained)
      • Arcana +0
      • Athletics +8 (trained)
      • Bluff -1
      • Diplomacy -1
      • Dungeoneering +0
      • Endurance +4 (trained)
      • Heal +5 (trained)
      • History +0
      • Insight +0
      • Intimidate +4 (trained)
      • Nature +0
      • Perception +0
      • Religion +0
      • Stealth +2
      • Streetwise -1
      • Thievery +2
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik can see no traps, or perhaps does not wish to see. However, he easily handles anything Corvan points out.

OOC: Perception, Thievery (24H, Thieves' Tools on Thievery) (1d20+1+1=3, 1d20+8+2+1=26)

Perception 3, Thievery 26.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Corvan sees no traps, and Dwimmerlaik finds that the sarcophagus top even is on a swivel, and opens easily. Inside is the final ring and an orb, scattered among some old bones.

OOC: The orb is a petrified orb of mental constitution +1, meant for Koliak. If you would prefer a different +1 orb, it can be made so. Just let me know.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Member
Registered: Sep 2010
Posts: 378
Jonathan Berg wrote
OOC: The orb is a petrified orb of mental constitution +1, meant for Koliak. If you would prefer a different +1 orb, it can be made so. Just let me know.


OOC-The orb is fine. I was considering the Orb of Nimble Thoughts (for mobility), but I may go route of dual-wielding, so I can always still get this one later...

Koliak takes the orb and studies it while holding up near his eyes. "This will be a nice addition for me. Magical protection is always welcome." he says, pausing. "Ahhh...It seems I'll be able to tinker with this item. Make it work even stronger than usual, if needed. Hmmm...ok, then. Ready when you guys are. Shall we return to the tower?" asks Koliak.
« Last edit by DasachTra7 on Thu Jan 12, 2012 2:40 pm. »
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Registered: Jun 2009
Posts: 3164
OOC: Cool. I just thought that in this particular party the movement would likely be less an issue for you than the defense. Let me know how you want to use it. (If you have a PP, use it the first time an attack hits either AC or FORT? If no PP, just use it the first time an attack hits FORT? Some other system?)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
« Last edit by Jonathan Berg on Thu Jan 12, 2012 5:36 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Corvan sees the ring and orb and turns away disinterested.

Tchort doesn't even bother looking.

OOC: Good to go.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Sep 2010
Posts: 378
Jonathan Berg wrote
OOC: Cool. I just thought that in this particular party the movement would likely be less an issue for you than the defense. Let me know how you want to use it. (If you have a PP, use it the first time an attack hits either AC or FORT? If no PP, just use it the first time an attack hits FORT? Some other system?)


Use the first time an attack from a non-minion (if known) attacks my FORT, and always use a PP if avail. I may also decide to use if attacking my AC, but only to use a PP to make my Will a 19. How to use it this way as a contingency? This is hard to decide. I'll have to use this on a case-by-case, and post as quick as possible for it's use (the above contingecy for FORT applies first though).
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Ok. Always if vs FORT and use a PP if you have. AC we will do case by case.

Is Dwim keeping this ring?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Member
Registered: Oct 2011
Posts: 309
"I am ready to return to the Tower..." Jak hesitates and wonders briefly if the Commandant set these undead guards here as a part of their test. Would the Commandant also remove them? Perhaps they were supposed to dispose of them before returning? The town undertaker would surely be spooked to find his once-customers out and about... "Yes. I'm ready." If they were supposed to deal with the corpses of their foes, then Tchort would have probably gotten instructions to do so.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Here is what I have right now. Let me know if anyone else wants a surge. Otherwise, we will continue tomorrow-ish.

Final Status
Tchort - 25/26 (7/9, 1 AP)
Jak - 27/27 (7/12, 0 AP)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Koliak - 22/22 (6/6, 3/3 PP, 1 AP)
Hammer - 27/31 (8/11, 2 AP)
Corvan - 26/26 (4/9, 0 AP)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik places the ring on his finger. If he was lucky this one would be cursed...

No. No curse. That would have been asking too much. The fey would never make it that easy...

OOC: Ready to go.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
Hammer follow.

OOC: Lead on fearless DM.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Rings in hand, actually on fingers, the Red Team leaves Ravengro and begins to walk back to the Shadow Tower. It only being early afternoon, the walk is pleasant as you leave the town itself behind and enter the lightly wooded hills between there and the Tower. As you are more than half of the way back, you notice a figure - a large figure - in the road in front of you. "It's the Red Team," Garrl sneers. "I was hoping you would come along. How much better to impress the Commandant if I bring him eight rings. So, would you like to give me yours now, or should I take them from your corpses?" You can see that Garrl wears all four of his team's rings on his giant fingers.

Though it is hard to see behind the huge goliath, you can see the other members of the Green Team scattered across the road. Bella, the enchantress, has taken a position behind Garrl, likely to look at his backside as much as get a good view of you. At Garrl's side is Wavryn, a genasi swordmage and behind him, just off the road, stands Qaxar, the cleric you heard mumbling about newly discovered powers after the Green Team's turn in the Arena. Off to the other side of the road is Drogon, a dragonborn sorcerer of fairly immense power for his age. The only member of the team you do not see is Ret, a halfling rogue who must be off hiding somewhere.

OOC: Since the map is large, and the enemy tokens hard to see, I have included where each is standing. Feel free to make knowledge checks prior to doing anything else if you would like. If you use the same power source as a member of the Green Team, your knowledge checks have +10 due to spending significant time with them training.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Corvan - 26/26 (4/9, 1 AP)
Ret (Halfling Rogue) - no damage, hidden
Hammer - 27/31 (8/11, 2 AP)
Drogon (Dragonborn Sorcerer) - no damage (at J7)
Koliak - 22/22 (6/6, 3/3 PP, 1 AP)
Garrl (Goliath Warden) - no damage (at J10)
Jak - 27/27 (7/12, 0 AP)
Tchort - 25/26 (7/9, 1 AP)
Wavryn (Genasi Swordmage) - no damage (at K11)
Qaxar (Human Cleric) - no damage (at M10)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - no damage (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. The also block line of sight for ranged attacks.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
« Last edit by Jonathan Berg on Fri Jan 13, 2012 4:11 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Corvan takes a half step forward as if he is about to rush his foes and scoffs. "Finally! We've been hoping to run in to you long before now. Garrl, we're going to gut you from crotch to your ugly face, but not before we mutilate and torture any of your team that fights us. This is the first and only chance you get! Leave Garrl to us and we'll let you live!" he shouts his challenge, putting as much menace into his voice as he can, while wracking his memory for what he knows of Ret. Where would I hide if I was that damn rogue.

Intimidate roll and knowledge check on Ret the halfling rogue. (1d20+4+1=21, 1d20+10+1=28)

OOC: Any tactical ideas? EDIT: Jon, looks like some of the enemy grid positions are type wrong in the initiative list.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Jan 13, 2012 11:14 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Jonathan, perhaps to help with enemy tracking, you could put their initials on their map icons?
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
OOC: I will come up with something. Viktor, an intimidate check in a combat situation is a standard action. Also, please specify which knowledge check(s) you are doing?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron

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