CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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From Shore to Sea GM All-powerful dictator of reality 4

Think of it as a smaller-scale version of this :D


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu will browse the magical wares for a while, then finally decide on a nice brown cloak (4000g, Resistance +2) and a well crafted cold iron morningstar (316g, MW).

Most of the time he merely follows the group and pays close attention to everything except the following two things. He will constantly keep the spell 'message' up among his teammates and suggest the practice using it periodically. He also often sends his bird friend to fly high and keep an eye on the comings and goings outside the wall and in the countryside. Hoping to gain a few extra hours notice before an attack.

When Soranna Anitah is introduced as Helakuu's personal guard he bows to her and thanks her. He spends time learning her skill set and explaining his own. He then casts fly on her so she can practice fighting in the air as he will likely be up there at some point.

Message Spell:
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Range 190 feet. Limited to 9 plus Helakuu.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar blushed a bright red at the fuss being made by Trellara and the rangers. He wasn't used to anyone making a fuss over him, especially not someone as pretty as she was. "Uh, alright, get up everyone. Thank you, I suppose. I'm not exactly what I'm supposed to say. I guess, thanks again. Let's do our best to keep those creatures from storming our walls, how about that? Trellara, you know the rangers better than I. I trust you to position them to take advantage of their strengths. And everyone, please, stay safe. If we need to run, there's nothing wrong with retreating and regrouping."

He shook all the ranger's hands, and then went to try to upgrade his items as well. Is upgrading from a +1 cloak of resistance valued at 1000 gold to a +2 cloak which is valued at 4000, for a total cost of 3000 okay? Or do I need to sell the +1 cloak for 500 gold and buy the +2 cloak for 4000, for a total of 3500 gold? Either way is fine.


From Shore to Sea GM All-powerful dictator of reality 4

Brindol has a famous crafter-wizard, so go with 3k.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I have 3,065 gp of my own funds already, so with the additional 4,500 I am going to purchase an Amulet of Natural Armor +1 for 2,000 GP, Horseshoes of Speed for 3,000 gp, and a Cloak of Resistance +1 for 1,000 gp. Also going to enchant Smoke's barding to +1 for 1,000 gp.

Ambrose salutes Teyani in the Stone Wyvern. "Very well, one beer when you save my life. And one for you now, and one for each of you Lionesses." He returns the grin and purchases a round of drinks for the four Lions. "May our lances and swords rain down with the fury and justice of Heironeous's lightning bolts."

Ambrose spends the evening among his brothers and sisters and the other warriors, taking up the role of informing them of the enemy's strengths, weaknesses, and tactics. He will find a moment to get to the stable for a few moments of peace and privacy and find Smoke, as he often finds clarity in grooming her before a big battle.

"This is it, old friend," he says to her as he inspects the new magic shoes upon her. "Our grandest, and most terribly battle is upon us. You have been there with me through the thick of it all, and once more I must look to you for your aid. You have grown stronger than I could have ever hoped, a true paragon of your kind. There is no greater honor for me than fighting in this saddle. I will protect you, as you always have me, even as I ask you to go into places that could mean death. Your life is as important to me as my own, the people of Brindol, even Lord Jarmaath's. We will show this goblin army what it means to face a true steed."

Later, when the elves appear to serve Leonar, Ambrose nods to Trellara with respect, and gives a half-grin to his druid companion, clapping him on the shoulder. "Doesn't seem like it was that long ago when you came across us in the woods. Now you command a squadron of Tiri Kitor wild elves who have mistrusted and denounced humans for centuries, and have sworn their lives to you. War is a strange thing, Leonar of the Witchwood. A strange thing indeed."


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

"Heh. Pleased take meetcha, all. Name's Harek, jus' n case ya ain't heard yet. Me and these lads, we're gon' chop demand gobbo scum in half, and cut deir nasty heads clean off after! Happy ta have more fightin' types along, 'specially you elf lads and lasses. Yer arrers gon' come in mighty handy, I figger. To yer health, da lot a ya's!"

Harek tosses back a good healthy swig from his whiskey bottle, then passes it along to the next warrior standing by.

"Now, if'n ye'll 'scuse me, I'm a go buy all da bear traps, barbed wite, oil an' alc'mist fire display town can supply. I can' wait til demand filthy gobbos start getting chomped, squished, burned, and bleedin' from all dese traps and whatnot."

Buying a bag of holding type 1 for 2500gp, then getting as many bear traps, wire, rope, oil, and alchemist fire as I can in the time allowed.


From Shore to Sea GM All-powerful dictator of reality 4

Bear traps are 2gp and weigh 10lb. You can buy a maximum of eight. They are a full-round action to set and may be concealed with a stealth or survival check.

50ft of rope is 1gp and weighs 10lb. You can purchase a huge amount of rope from the docks. The limit is pretty much up to your encumberance.

I can't find any stats for wire. I'll say it is part of the cost of the trap if you make a trap, otherwise we'll price it as bloodvine but you can only get 50ft (200gp, 5lb).

Alchemist's Fire: you can purchase up to 14 flasks of alchemist's fire (20gp per flask)

Oil: you may amass up to 20 flasks of lamp oil (1sp;1lb)

Go hog wild!


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

Aleste disappears into a series of weird and wonderful alchemists' shops: from scarf hung, smoke-filled and colourful street-side shops to grimy, unwelcoming structures stacked high with copper pipes and strange glassware.

Aleste has purchased a headband of vast intelligence +2, a moonlight globe and a portable alchemist's lab.


From Shore to Sea GM All-powerful dictator of reality 4

I think we're just waiting for Shaylar to go shopping.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Assuming I can find the bag of holding, I'll buy the place out of bear trwps, oil, and alchemist fire, then spend the rest of my coin except for 50gp on rope and other trap making materials. That last 50gp gets spent on whiskey.


From Shore to Sea GM All-powerful dictator of reality 4

Apparently, Shaylar is one of those fussy shoppers...

I'll PM him and get this show back on the road.


Not really a fussy shopper. But been out for the count for almost two weeks now due to another attack of pneumonia.
Getting better now, so working on it. Should be posting soon about my purchase(s)


From Shore to Sea GM All-powerful dictator of reality 4

I’ve been snowed under with work and sleepless from baby’s teething, so I haven’t minded that much.

I hope you’re on the mend, sounds awful.


From Shore to Sea GM All-powerful dictator of reality 4

Sorry for the delays. I will get us back up soon. I think we'll have to do some theatre-of-the-mind as I have had trouble sorting out maps for a few upcoming encounters.


Sorry for the delay people. Last few weeks been a roller coaster ride with wednesday bein gthe worst day in a long time. Wife's MRI showed two new brain tumor spots, so she's starting new chemo therapy next wednesday. My presence here may be kinda sporadic, depending on the impact this is gonna have on her ability to function normally.

Buying 3 scrolls of Flame Arrow for additional damage with my shots and 3 potions of Heroism for even better chances to hit my targets.


From Shore to Sea GM All-powerful dictator of reality 4

That's awful. My sympathies to you and your wife.

Site problems have caused an even bigger delay in getting this going but I am on the job. Update soon.


From Shore to Sea GM All-powerful dictator of reality 4

Sorry for the delay. Am getting back into it now.

The horde's approach is signalled over the next few days as more refugees pass into and through Brindol. The time is well-spent, you hope, reinforcing the city's defences and making asjustments in line with Harek's plans.

When the horde arrives before the city it is just that, a great horde which throws up vast plumes of dust and whose encampment stretches into the distance.

There is no flag of parlay, no formal niceties. The generals of the Red Hand makes their plans and dispositions, Brindol does the same.

With their darkvision, the horde has an advantage in the dark and nobody is suprised when they use it, attacking a few hours after dusk the next day.

As the Red Hand begin to move, an extended telepathic bond is established between Ambrose, Lord Jarmaath, Immerstal the Red (the crafting wizard who casts the spell) and Captain Ulverth.

The attack begins with giant boulders pummeling the walls of Brindol.

Ambrose:
You sense Lord Jaarmath's thoughts in your head, "Ambrose, The giants are striking in two flanks. I am arranging a sortie to the east, your group must confront the Southern giants!"

Please note, in forthcoming action, Leonar will command the elven rangers, Ambrose the lion blades and Helaku Soranna Anitah.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

A lump grew in Leonar’s throat when he saw the size of the attacking horde. He waited on instructions as he looked out over the masses. He casts Magic Vestment and Barkskin, sterling himself for the battle.


From Shore to Sea GM All-powerful dictator of reality 4

Seeing Leonar’s actions, the elves string their bows and check their flights.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

In the days before the battle, Ambrose assists wherever and whenever he can with the preparation of the defenses, though without shirking any duties set upon him by Captain Ulverth or Lord Jarmaath. He also sees to it that his own effects are ready for battle, having his weapons and armor serviced, sharpened, and cleaned, and Smoke well fed, rested, and groomed. He also finds time to visit his parents if he can.

When the horde presents itself in its full muster, Ambrose tightens his grip around his blade and clenches his teeth, fully steeling his spirit and will for the trials ahead. He looks left and right to his allies - his friends - and mutters a silent prayer to Heironeous to protect them in the battles to come and to guide their weapons and spells. He is just about to speak when Lord Jaarmath's voice comes into his head. He senses the urgency and immediately turns to face everyone else.

"It is upon is. Giants at the south and east walls. We are to break the southern attack." He mounts Smoke and raises his lance, fitted with battle standard. "For Brindol!"


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

"Oh, aye, lads. It's on, an dese stupid, stinkin', green-blooded, ugly bastids are gon' feel the edge o' me axe! I'm thirsty, and it ain' fer ale er whiskey today, nah, it's fer gobbo and giant blood!"

Armored in heavy plate, recently scrubbed, polished, and oiled, Harek raises his axe and shield on high, loosing a mighty bellow of rage and hate before proceeding with Ambrose.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar follows the others, giving their orders to the elves to arrow the heck out of the intruders!


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helaku prepares for a night attack, saving his second cast of mage armor for the actual start of the fight and getting a short nap in the late afternoon. When the boulders slam into the walls, he casts his armor spell and prepares for orders.

As Ambrose barks directions, he pulls out a small feather, makes a quick motion and speaks the following, "lighter than air, make us an eye in the sky." With that he channels his arcane power into a spell for himself and Soranna Anitah.

Fly, 9 minute duration, +4 to Fly skill, see spoiler for more details.

He zips into the air above the group, trying to get a better vantage point on the battle. He motions for Soranna to stick close.

Fly:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


From Shore to Sea GM All-powerful dictator of reality 4

Helakuu, I should have announced this earlier, so feel free to retcon if you'd wish.

As you reach the gates, you peer out from the damaged ramparts, grateful that the moon is up. The humans amongst you can see vague shadows in the distance and a huge boulder which soars through the air and smashes into the walls.

However, those with low-light vision:
can make out four hill giants on a small rise, each beside a pile of boulders, perhaps 20ft apart, readying to throw again. They are approximately 500ft away. The terrain is quite clear once you get past the obstacles close to the walls.

Trellara turns to Leonar, "We have the owls, if you wish to fly out?"

There are four owls, each to be ridden by an elf and able to take a single passenger. The owls are too useful to risk as combatants, but may be deployed as transport.

The human guards on the walls peer into the dark, holding their crossbows, but struggle to get a bead on a target.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Helaku and myself can both fly. Do the rest of you need the owls? If so, we will use them as needed. If not, we can keep them for later use.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

I can ride a horse along with Ambrose, better to stay close by him and watch his back.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I'm best on horseback. Plus with the horseshoes of speed I purchased Smoke has an 80ft base speed.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I’ll stick with the spell for this area for myself and Soranna. I’d say use owls for any who haven’t posted who need them and support staff.


ODST anyone? Or Puff the magic Dragon? I'll take an owl to take me close enough to attack the giants with arrows.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu looks at the battlefield and then his allies. ”If one of you wants to make themselves a target and help the ranged people out, I can make you glow really really brightly. It might even hurt some of the enemies a tiny bit.”

He is offering to cast daylight on something.


From Shore to Sea GM All-powerful dictator of reality 4

Shaylar, what about Smoke?

Our heroes slip through the postern gate.

Theatre of the Mind: no map for this one.

Roll for INITIATIVE!


From Shore to Sea GM All-powerful dictator of reality 4

GM Screen:

hill giant initiative: 1d20 - 1 ⇒ (4) - 1 = 3


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

1d20 + 2 ⇒ (17) + 2 = 19 initiative


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Init 1d20 + 8 ⇒ (17) + 8 = 25


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose will volunteer to be the Daylight beacon, if that's the plan.

Initiative: 1d20 ⇒ 11


Initiative: 1d20 + 11 ⇒ (15) + 11 = 26
Soaring high through the air on the back of the giant owl, I prepare to engage the hill giants with a furious storm of arrows


From Shore to Sea GM All-powerful dictator of reality 4

Heroes go first: act now!


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

The Druid shifts form into that of an Eagle. He spreads his wings and takes to the air!

I figure it will take me a round or two to close with the Giants.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu channels powerful arcane might into a spell and transfers it into Ambrose’s Armor, where it starts glowing painfully bright. He then takes to the air with his guard in tow, following Leonar.

Daylight on Ambrose, remainder of the turn flying next to Leonar.

daylight:
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Harek makes sure his axe and shield are ready, riding beside Ambrose with a grin.

"Oh lad, it's gon' be a good day today. Today, we kill us some giants!"


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

As they depart through the gate, Ambrose nods in agreement with Harek. "We must harry them before they are able to damage the walls. I am going to pound earth hard ahead to hopefully gain their attention while everyone else gets into position. Catch up when you can - I look forward to hacking them down alongside you!" With that, the knight kicks Smoke into a full charge, newly acquired magical horseshoes spurring the steed into unseen speeds.

Full round run 320 feet towards the giants.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Ambrose will have a large lead on us. Helakuu can move at 60 ft flying, doubling that to 120. Soranna can go 40, doubling that to 80. It'll be a few turns before either is in range for much. By virtue of the spell we are not allowed to 'run'. :(


From Shore to Sea GM All-powerful dictator of reality 4
Leonar wrote:

The Druid shifts form into that of an Eagle. He spreads his wings and takes to the air!

I figure it will take me a round or two to close with the Giants.

Standard action to transform and then 80' movement. Next round you can use the run action and get all up in their business (400'). Will you issue any commands to the elves?


From Shore to Sea GM All-powerful dictator of reality 4

Ambrose glows magnificently, while Helakuu shoots 60ft through the air, his bodyguard beside him.

Ambrose and Harek spur their mounts, surging forward, and Ambrose soon pulls away.

Shaylar, your owl has a speed of 60ft.

Shaylar to act and then the giants.


From Shore to Sea GM All-powerful dictator of reality 4

The Lions of Brindol ride hard beside Harek but cannot keep pace with Ambrose.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

"Ha ha, lad! You'll beat me there, but I'll best ye in body count!"

Raising his axe high, Harek bellows his war cry alongside the knights.

Full run on horseback; 250' I believe


From Shore to Sea GM All-powerful dictator of reality 4

Not meaning to be rude but I rather imagine that Hayek in all his gear may be a heavy load.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Oh yes, could I please tell the elves to open fire as soon as they gain sight on the giants , if they are close to in range.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Oh, probably. I am riding an unarmed horse alongside knights in barding, that puts the mounts at Spd 40, right? So run of 200' in a turn?

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