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  1. E

    Island Empire Part 2, Mermaid's Rest

    Morwyn With a bit of a stagger as my Rage departs, leaveing me winded, I'll move the final 5' at an angle to get a flanking bonus before Rook moves again and attack all out (1d20+4=17, 1d20+3=18, 1d20-1=15) for at least some damage (1d10+8=16, 1d4+9=13, 1d10+8=18). That's for Finn!, too...
  2. E

    Island Empire Part 2, Mermaid's Rest

    Morwyn OOC: The map has me 5' further east than I should be. I started ten feet north of Radoon's current position on the map and moved due west. My base move is 40', but you only show me 35' from my starting position. Since I should be 5' from the pig's current position, it could make a big...
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    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll swing at the warrior (1d20+7=27) for (crit check (1d20+7=24)) damage (1d10+17=19, 1d10+17=20, 1d10+17=22). That should finish off the warrior, but even if it doesn't, I'll take a 5' step due west then move 40' towards the pig (which should bring me next to it, preferably between...
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    Island Empire Part 2, Mermaid's Rest

    Morwyn Did my full attack drop the other crossbowman? If so, I'll take a 5' step off the bar to land next to W5.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn OOC: Please let me know the results of my attacks, since I may want to take my 5' step. Also, is W5 still stunned?
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    Island Empire Part 2, Mermaid's Rest

    Morwyn The AoO (1d20+8=24) hits for damage (1d10+11=15). Since I can't reach piggie this round and still attack it, I'll see how my AoO and first attack (1d20+8=10) against the other crossbowman (not the one I hit with the AoO) turns out - curses, I really wanted that to hit - before deciding...
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    Island Empire Part 2, Mermaid's Rest

    Morwyn AoO (1d20+7=12) I'll take a 5' step along the bar towards the farther crossbowman, then attack the closer crossbowman (1d20+7=8, 1d20+6=11, 1d20+2=3), but he seems strangely immune.
  8. E

    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll turn my rage against the ogre. (1d20+7=26, 1d20+6=7, 1d20+2=17) for axe damage (1d10+11=21, 1d10+11=18). OOC: Yea! About time the axe scored some serious base damage.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn Intimidate (1d20+2=8). OOC: The roll has a further modifier of either -1 (Cha) or +4 (Str), depending on whether you're using the alternative rule for Barbarians. Either way, Morwyn doesn't appear very intimidating. I'm glad you liked it; it seemed like a suitably barbaric thing to do.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll give a roar of triumph/relief, while giving my weapons a flick to clear them of blood, etc., hopefully spraying the ogre and crossbowman.
  11. E

    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll attack the foul cleric, with some desperation. (1d20+7=18, 1d20+6=20, 1d20+2=10) for damage (1d10+11=12, 1d4+12=15).
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    Island Empire Part 2, Mermaid's Rest

    Morwyn AoO's (1d20+7=12, 1d20+7=12) OOC: Not very promising. Hopefully, it means that my next rolls will be better :) PS: I doubt it makes a difference, but I forgot the +1 for height advantage, so both rolls are 13.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn fortitude save (1d20+10=29)
  14. E

    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll attempt to finish Pelgarth (1d20+7=13, 1d20+6=10, 1d20+2=9), only to whiff badly.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll take a 5' step directly towards Pelgarth, then hop up onto the bar (1d20+9=16) towards the Ogre (limiting AOOs to Pel and the Ogre). Then, with the advantage of height, I'll bring the axe smashing down on Pel (1d20+8=23) for damage (1d10+11=17). OOC: Since I can't fight with the...
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    Island Empire Part 2, Mermaid's Rest

    Morwyn OOC: Any chance we can get an updated map after the end of this round? I need to figure out just how stupid what I'm thinking about doing next is. Thanks.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn I'll take a 5' step into the space Pelgarth abandoned, then swing, stab, swing at the Ogre in the corner. (1d20+7=20, 1d20+6=22, 1d20+2=8), again taking -5 for Power Attack, for damage (1d10+11=20, 1d4+12=14).
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    Island Empire Part 2, Mermaid's Rest

    Morwyn I'm confused; which round is this? I thought you had my actions for the new round (43 points of damage against Pelgarth). That would be my second round of Rage, and the third round of the combat. Of course, if this is the fourth round of the combat, I'll swing away.
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    Island Empire Part 2, Mermaid's Rest

    Morwyn OOC: Like Mike P., I realized I missed some extra damage. In the above post, I took a -2 To Hit for Power Attack, but neglected to add it to the Damage rolls. My base damage for the axe is 1d10+5; situational modifiers: less one for -2 Str, plus two for Rage +4 Str, plus two for Power...
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    Island Empire Part 2, Mermaid's Rest

    Morwyn As long as Pelgarth is still standing, I'll stick with the old tried and true, throwing caution to the wind (power attack +5), swing, stab, swing (1d20+7=26, 1d20+6=21, 1d20+2=16) for damage (1d10+11=12, 1d4+12=14, 1d10+11=17). Take that! OOC: good thing I've got power attack, since...
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