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  1. E

    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: For some reason, I've been thinking that Morwyn has a BAB of +6, instead of +5 (not quite sure why I made that mistake). Anyway, that means he only hit once for 8 points of damage, in the previous post. Sorry for the error. And it was a crit threat too :( .
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn attacks (1d20+8=10, 1d20+7=21, 1d20+3=23), unaffected by the darkness miss chance (1d100=27, 1d100=39), for damage (1d4+5=8, 1d10+4=12).
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn I'll go down the stairs and attack (1d20+6=11) either Sa4 (if Finn doesn't drop it) or Sa1 (if Finn does). The additional +1 to hit Sa4 due to higher ground isn't enough to get a hit. OOC: Since I'm moving more than 5' and can't get a full attack, I'll be using the dagger as a shield...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Morwyn can't make a spellcraft check - it's trained only. Maybe some else?
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn Since Finn and Marienna have both initiative and position on me, I'll wait for their actions before deciding on mine. However, was there any chance I, or anyone else, saw where the fireball came from?
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn Reflex save (1d20+1=16) Current HP: 40 Total HP: 60
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn My actions are pretty much a "no brainer" - attacks (1d20+6=15, 1d20+6=17) Sa2 for damage (1d10+8=16, 1d4+8=12) to try to keep Radoon from being flanked any longer. miss chances for concealment (1d100=59, 1d100=41) (Though I suspect the 15 missed, I rolled damage and miss chances, just...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Again, +3 to Power Attack Morwyn swings and stabs (1d20+6=20, 1d20+6=9) at Sa1, for damage (1d10+8=17). If that doesn't down him, I'll swing again (1d20+1=9), and miss.
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    Island Empire OOC, (Closed)

    I've also put some thought into this. The method I came up with was linear, rather than geometric, and valued (and tracked) skills differently than feats. For skills, it was 1000 exp x how many times skills had been purchased (ie. 1000 exp for the first purchase, 2000 for the second, ... 5000...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Since the DM gave me the dagger, it's probably best if the DM decides for that weapon. Although, the description didn't mention "glowing" or otherwise emitting light, so that may be conclusive. As for his other weapon, a check of the axe qualities (1d100=9), reveals that it does...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn Spot (1d20=14)
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: You're right, and I said as much; Darkvision doesn't penetrate a Darkness spell. However, look at the description of Darkness in the PHB (pg. 216) - "shadowy illumination out to a 20-foot radus. All creatures in the area gain concealment (20% miss chance)". It doesn't say that...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: BTW, I don't get anything useful from the Deck Plan document.
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Morwyn has has Uncanny Dodge, so he retains his Dex Bonus to AC. My AC remains at 17. Morwyn also has Darkvision; if the magical darkness is the equivalent of the 2nd level Darkness spell, then his Darkvision won't penetrate, but it will offset the fact that it's night, and so his...
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn If Knowledge (Sea) is more appropriate, then the result is 26.
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    Island Empire Part 1, to Mermaid's Rest

    I'll make a check to see if I recognize the 'fish men' and whether or not I know any of their abilities or weaknesses; Survival seems the most likely skill - Recognition check (1d20+9=29).
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn Morwyn will follow Michael until he either turns his back to go down the stairway, or has to back down the stairs, either way putting himself at a severe disadvantage, then attack.
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Todd, you've been working up to this the entire game. If this is what you want, let's get it on. IC: Morwyn draws his axe and dagger. Initiative (1d20+6=14)
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn OOC: Todd; it's real cute to say, after your actions and insults, that you're being sure to keep everyone at greater than arm's length. And if you want to be an ***-**** that's your business, but I'm tired of you taking your personal problems out on the rest of us.
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    Island Empire Part 1, to Mermaid's Rest

    Morwyn I think now's a good time to tack; I don't want to get too far off the route to Mermaid's Rest, but I don't want to be on the same course we were on at nightfall. "Mr. Storm, what kind of idiot are you? You request a call to quarters, then request that all the senior officers come to...
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