Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Love letters and poems, i think your commander fell for some kind of fey. That would explain Myriana, and why it's near a First world portal. Flynn chuckles a bit, We should go find him, the man has a post to resume. Either that or we try and track Lucretia.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Let's find the commander. He can help put this place back together.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

That where my vote lies, i'm interested in seeing what caught his attention so thoroughly. That and his assistance here will be needed


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra would use the next day to scribe scrolls.
She will ask her friends if there are any spells they would want her to scribe.Check the char and the spells. I will scribe them


"The Gnomes and I will guard the Fort. Go quickly. I fear the worst." The stoic Ranger shows uncharacteristic concern.


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

"I will stay with my Step-father. He will need archers should trouble return," Shalelu adds.

[ooc]The party can use Day Seventy-three to fully rest up, write scrolls, etc.[/oocy

Day Seventy-Four

The rain is relentless. Jakardros will note he had never seen such a volume of water over the falls.


"You may need to go quickly the Skull River was already over its banks when we came up a couple of days ago," Bastrge relays the condition to the party.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Fair Enough, Let me check the horses and ensure that they are ready for the journey.

Brandark heads out to the stables and checks on the parties mounts.

He then asks if Elektra would be able to add an enchantment to his belt, given time.

Will provide the cash, but looking at the +2 con to my belt, which works out to 3000 gp with it being enchanted by "self". Plus, I had already bought her the scroll with the spell a while ago. :)


Is the party ready to move forward.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath will take time to clean off, and look at some of the garish scars left from the ogre fight with a proud grin, trailing a finger along the scar left from the huge blow the hook landed. Looking back at his friends he smiles "Each tells a part of our story. Lasting trophies of great battles, and the great difference we make. They will tell of our story. We should be proud of our lasting reminders!


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Of that we can agree big guy, i have more than a few scars myself. Flynn chuckles in response.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Everyone ready to go find a Ranger?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra shuckles and nods."Of course, Stone!"
Do we stay one day or not?


The party stayed a full day before heading out. Go ahead and prepare what you can in one day's time.

Shalelu stays behind at Fort Rannick for more reasons than just her archery skills.

@ Garrath:
Shalelu approaches Garrath and quietly tells the Shoanti Barbarian that she is with child. (Garrath is in the driver seat with this information)

The rain is relentless. When you get to the Skull River, it is over its banks. The party has to follow it along higher ground and through brush. The progress is slow. Turtleback Ferry is along the way, so this would be your first destination. The arching bridge over the Skull River was still passable, though barely. It was almost noon when the party reaches the bridge. A little after noon, the party will notice that the river rises even more rapidly with a rush of water.

By later afternoon the party reaches the town. It was more than fortuitous that the party was passing through Turtleback Ferry, for as the party approaches the town, screams can be heard through the rain.

Turtleback Ferry is drowning. The muddy, surging waters of the Skull River tear through the center of the community to fill Claybottom Lake with a terrible fury—many of the buildings that once sat comfortably on the river’s banks are already flooding and in danger of collapsing from the rushing water. A group of children and a woman huddle aboard one of the old turtleshell ferryboats, the tiny flood-bashed vessel lodged up against the general store and threatening to capsize at any moment. Beyond, the town’s church stands solid, its foundations already three feet deep in floodwaters. Frantic movement is visible in the upstairs windows as townsfolk trapped inside rush about in a desperate attempt to save scriptures, comfort, the sick, and pray for deliverance.

And old man sees the party approach, "Help, Ms. Henkenson and her class is caught on one of the ferryboats. And there is a big snake in the water"

Garrath's Initiative: 1d20 + 9 ⇒ (2) + 9 = 11
Elektra's Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Flynn's Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Stone's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Brandark's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Snake's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Round One

New map up. Elektra was quick to notice the problem.

The party is unable to see the school teacher and students stuck on the ferryboat. Line of sight is blocked by the buildings. The same is true at first for the snake. But many townsfolks can see or have seen the problems, and they quickly relay what they see to the party.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

It ate my post. But I can see that the dice still hate me. :b

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will dismount and start moving towards the class.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Are there any other boats around? Garrath scans the area trying to find a skiff, or rowboat that he can commandeer.

@mazra:
Garrath looks stunned at the announcement for a moment and then smiles broadly wrapping her in a fierce embrace. And either a fine strapping boy or beautiful girl the child will be.


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

@Garrath:
At a private moment, Shalelu gives Garrath a warm and uncharacteristically gentle embrace. They kiss.


The old man says, "Yes. There is a row boat on the back side of this house." The old man points toward the back right side of the house.

I will update the map with the row boat's location. It is behind the center gray house next to the fields. Either way, it would take a full round to get to it. Four could carry the small boat at normal speed, two or three half-speed, one one-quarter speed. The problem is the snake. Do you have time? It will take three to four rounds to get to the boat, then get it to the water. Other boats have broken their moorings and are either adrift in the lake, run aground further down along the lake's edge, or sunk.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Post deleted with rereading gm's post.
How deep is the water between us and the kids ?


4 to 5 feet based on the overall height of the building.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone is wading in. Wishing he used a staff.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Can we see the snake? and how much distance is between us and them?


On the map, I have added a line-of-sight line. This should give you an idea about at what point and distance you can see the snake. I am thinking we need to throw out the initiative rolls in this situation and go by marching order with Brandark in the lead, then Flynn, Garrath, Elektra, Stone, and then the Snake will act last. This way we can Round play out if you move with your horse, dismount, etc. Squares are the usual five by five foot.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I had to ask, to see if I can get my mount in there. I know I cannot walk in there. too deep.

Brandark walks after Stone, and enters the water on his downstream side to help support Stone as they walk in the water headed for the kids.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath wades into the water, intent on the boat with the kids. "Keep an eye out for that snake." Garrath moves to the building to the north of where the children are, climbs to the roof and leaps across the 15' gap to the building they're behind. assuming 5' per square

acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra will quickly haste her comrades.


Elektra had the highest initiative roll. So, with that in mind, everyone can benefit from the Haste.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will ride up 60ft heading to the water and then says a prayer for help.
prayer


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn follows staying near the back


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandard reassures abacus as he rides into the water on the downstream side of Garrath.

Come on my boy, we have to save those kids

Downsteam of Garrath so if he slips, he has something to grab onto.


Round One

Elektra quickly cast Haste then follows the party toward the danger, dismounting at a nearby building.

Garrath reacts. With the villagers screaming and pointing in the direction to go, the Shoanti Barbarian leaps from horse, to building, to building with heroic acrobatics.

Flynn follows toward the danger.

Stone says a prayer and follows Flynn toward the flooded parts of the village.

Brandark moves along with Garrath, taking Abacus into the water.

The Large Snake slithers toward the screaming teacher and children. The tasty small humans look to be just about the right size for swallowing whole.

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (92/92)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Snake (AC? ?/?)

Round Two

I moved people to various locations. At least everyone is closer to the action. Brandark could move further into the water on Abacus to reach the snake. Garrath could attack the snake from the house with a reach weapon (lucerne hammer). Flynn and Stone could find a place to see the Large Snake, though the Snake would have some cover from the building.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will bring in some help.
Spiritual Ally
Comes in between the snake and the class.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Looking at the rope in his hand, and then the snake.

Elektra, you should be able to use this.
As he tosses his rope from his hand towards Elektra.

He then drops his hand for his trusty axe, as he rides Abacus into the water around the side of the building as fast as he can to try to block the snake from the kids.

Come boy, we got to go faster.

Free action=Guide by knees auto succeed, Move action=draw axe, standard action=throw bag with rope to Elektra, Free=push Abacus to move/double move.

Depending on water depth, would determine my speed. Abacus with his armour on moves normally 40' per round.


@Stone - The Spiritual Ally can attack in the Round it appears.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Your right oops.
Spiritual ally: 1d20 + 10 ⇒ (3) + 10 = 131d10 + 2 ⇒ (10) + 2 = 12


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn focuses of moving to get the kids out of there rather than attacking. He mutters something underbreathe, Flynn casts expeditious retreat to increase his speed by 30 feet, he's focusing on removing the kids versus attacking the snake.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Elektra would try to identify that kind of creature.
Know: 1d20 ⇒ 18
Arcane +19/ Dung, nature +13/Planes, religion +15


Elektra knows that the large snake is a Nightbelly Boa Constrictor. It has a nasty bite, but it is its constriction that is particularly deadly.

AC17 HP58 Very beatable quick at your level.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"It is just a snake! A big one yes, but just a snake!"


I will wait for Garrath's actions before I recap the Round.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

The children are priority, i'll handle them. The rest of you kill it Flynn directs, an odd amount of concern in his voice.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath takes up his hammer, moves to the snake and swings at the snake.

hammer strike: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d12 + 10 ⇒ (1) + 10 = 11


Round Two

Elektra communicates to the party that the snake is a large variety of the Boa Constrictor, known as a Nightbelly.

Garrath pulls out his Lucerne Hammer and goes after the Boa, but misses the big snake.

Flynn heads for the Turtleback Ferry boat in an effort to get the children and their schoolmaster to land. He gets to the children aboard his trusty mount. The water is churning around the Inquisitor, but both his head and his horse's are above water.

(I noticed that Flynn does not have your Skills listed for the Character in the profile. I was not certain whether you had the Ride skill.)

Stone asks for a bit of help. A shimmering form that looks like a female Cleric appears and attacks the Boa. The Spiritual Ally missed.

Brandark guides Abacus with his knees, draws out his trust axe, and approaches the Boa.

The Nightbelly turns toward Garrath and strikes out of the water at the big Barbarian that was first on the scene to confront the Boa. It wraps itself around Garrath on the roof of the building.

Nightbelly bite: 1d20 + 11 ⇒ (10) + 11 = 211d8 + 10 ⇒ (5) + 10 = 15
Nightbelly Grapple: 1d20 + 17 ⇒ (16) + 17 = 33

Garrath takes 15 points less his DR in damage. He has the Grappled condition. At least it is no longer going after the children. :)

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (65/77)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Snake (AC17 58/58)

Round Three


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

it's alk on my character sheet, i can transfer the skills i have trained to it if you want


@Flynn - It's OK. It doesn't come up that often. Just let me know how you are reaching the children. It's a DC15 Ride Check to spur your mount into the swirling waters.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

How far can I move on Abacus in the water?


Good question. The closest rule would be like a swim check, though you don't need to roll for a swim check. Horses are usually good at moving through water if spurred on to do so. I would say half movement or 25 feet as a standard action. I think you could have made it to the place I moved Brandark on the map in the last Round. You used your full round to move, so that was double movement or 50 feet. And that was about the most you needed to travel.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

as my movement is slightly restricted to 40' due to armour, I might be a bit less. but I will go with the half movement as a base.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

It ate my edit, so I will submit a new one

Brandark and Abacus come around the corner to see the roiling mass of water and Garrath bound up by the snake.

Hey, let him go, and try to chew on someone your own size.
Abacus, it is time to play stompie on bad things

Stomp: 1d20 + 4 + 5 + 1 - 1 ⇒ (8) + 4 + 5 + 1 - 1 = 17
BAB,STR,prayer,size
damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Str,prayer
Add 1 to both attack and damage if Abacus was hasted

Brandark attack: 1d20 + 8 + 5 + 1 + 1 + 1 - 3 + 3 ⇒ (2) + 8 + 5 + 1 + 1 + 1 - 3 + 3 = 18
BAB,STR,Magic,haste,prayer,power,focus
Add 1 if Orc, Goblin, Magical, or Abberation

damage: 1d10 + 7 + 9 + 1 + 1 + 1 ⇒ (4) + 7 + 9 + 1 + 1 + 1 = 23
2H str,2H power, magic, prayer, haste
Magice/Adamantine

Ride check in water=auto succeed, guide with knees=auto succeed, fight from combat mount=auto succeed, standard=attack, push to attack=free

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