DM Carbide runs *! Rise of the Runelords !*

Game Master John Woodford

Today: 4727 AR, 4 Rova

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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Oops, four doors. Assuming that Cordwin listened at one of the west doors and one of the east doors:

Cordwin hears the gentle sound of lapping water through both the east and west doors.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn looks up from his skull moving efforts and glares at Cordwin, "I thought we were...?" He pauses before asking, "well? What did you hear?"


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin shrugs, You know me! Always curious. Sounds like lapping water behind the doors.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn nods, "so are we going that way or through the skull door?"


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

In the interests of moving things along:

Both of the doors to the west open onto the same room, a narrow chamber empty save for a long, ten-foot-wide pool.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

"Someone want to check the pool?"


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The water in this pool is clearer than the one where Wet Papa Grazuul lived, for reasons that it probably won't take a rank in Knowledge (Nature) to figure out. It's about fifteen feet deep. There's an opening to the east near the bottom of the pool.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

"Let's check the other way before we go following a hole in the bottom of a pool."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

There are the two doors to the east and the double doors to the south.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will listen at the doors.

East Door 1: 1d20 + 17 ⇒ (5) + 17 = 22
East Door 2: 1d20 + 17 ⇒ (11) + 17 = 28
Double Door: 1d20 + 17 ⇒ (13) + 17 = 30


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Cordwin hears the lapping of water at the east doors, and hears nothing at the double doors (once they're cleared).


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

"Didja want to look into the ones with water real quick, before we go off for the real adventure?"


Status: | Darkvision 60 | Fighter 8 | HP: 90/90 | AC: 29/14/26| Init: +2 | Fort: +10 / Ref +6 / Will: +4 | CMB: +16 | CMD: 30 | Perception: +0 | 2/4 Hero Point HERO LAB CHARACTER SHEET

"Might as well, hopefully nothing will pull us in."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Which door are you going to open, and what's your marching order? Move your tokens on the map or tell me where to put them.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

The other swishy water ones, I guess.

I'm happy to be up front.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Unless someone wants him to see if the doors are trapped, Cordwin will be in the back.


NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (Kobu: 73/73)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 | CMD 19 (18 fl) | Spells used: | Conditions: none

I can go second.

Druamin pitches in and helps move the skulls out of the way. Once that is done he sees the others messing around with the pool in the room to the west. "So that opening down there could just be a drain for the water or maybe it is a tunnel that leads to some place where another ugly creature lives. But this water seems pretty clean. Too clean for an ugly creature to be living in. But before exploring more here, let's look at those other side doors on the east of the main room. I mean, if that's ok with you Skarn."

Skarn seems to agree with Druamin since he moves to the east doors. Druamin stands right behind him. "Cordwin, you said you just heard watering noises behind the door? Maybe it is nothing then."

Can't access the map at the moment (my problem).


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Yep! Just water, but there could be something in the water! Cordwin cautions.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn moves to the front of the party, and opens the door when ready.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Skarn opens the door, with the rest of the party gathered behind him. A pool of water sits against the wall to the west of this chamber, with a set of steps leading down into it along the pool’s east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull’s Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen despite the age of the room.

However, Skarn's eye is drawn by the...statue? It's covered with cobwebs, but no, after a moment he sees it turn slowly to face the door. A large, scorpion-shaped monstrosity squats between the party and the model of the dam. It appears to be a hideous mixture of chitinous limbs and human skulls.

DC 18 Will save for anyone who can see it from the doorway, which at this point is Skarn and Druamin. If you fail the save, you're frightened for the next round and must flee from the creature.

Round 1:

Initiative order
Erond
Trox
Reynard
Cordwin
Druamin
Skarn
Creature

Everyone can act! Note that as soon as anyone moves to where they can see it they'll have to make a DC 18 Will save or be frightened for a round.

DC 19 Knowledge (Arcana) for anyone who can see it and made their save:
This is a skull ripper, a construct first made to serve as custodians for the great ossuaries of Thassilon.

Dice rolls:
Cordwin Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Druamin Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Erond Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Reynard Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Skarn Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Trox Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Skull Ripper Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Enemy: AC ? T ? FF ? HP taken: 0


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Will: 1d20 + 9 ⇒ (5) + 9 = 14 +2 vs poison, spells, and spell-like abilities

Skarn cries out, "NOPE!" He turns and runs.


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

Will: 1d20 + 2 ⇒ (10) + 2 = 12

Reynard gets just far enough into the doorway to lay eyes on the whatever-it-is, before turning and racing past Skarn, his eyes wide.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Oops.

Anyone else?


Status: | Darkvision 60 | Fighter 8 | HP: 90/90 | AC: 29/14/26| Init: +2 | Fort: +10 / Ref +6 / Will: +4 | CMB: +16 | CMD: 30 | Perception: +0 | 2/4 Hero Point HERO LAB CHARACTER SHEET

Will: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Trox is suprised when the others push by and steps forward sword and shield at the ready. He steels his gave and step around the corner before whispering.

"Sh(t!"

With that he runs while a small part of him wonders what he is doing.

How is my will save +3 lol. Good lord.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Now Cordwn is just curious. He will take a peek at what everyone is running from.

Will Save DC18: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge Arcana DC19: 1d20 + 11 ⇒ (11) + 11 = 22


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Cordwin identifies all construct traits on the creature. However, half the party has fled. Erond and Druamin?


NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (Kobu: 73/73)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 | CMD 19 (18 fl) | Spells used: | Conditions: none

Will: 1d20 + 11 ⇒ (7) + 11 = 18

Druamin looks at the creature and a wave of revulsion washes over him. He shakes it off, just barely. He steps aside to allow Skarn and Trox past him. "Yeah, I don't blame you. That is one ugly creature. Take a moment to gather yourself. We'll hold this thing off for a moment or two."

He steps up to get within striking range of the creature. "Sorry guy. I don't know what you are but you look ugly enough that you just have to die." He swings his axe at it but is unable to connect.

battleax@creature: 1d2 + 9 ⇒ (2) + 9 = 11


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Druamin, are you going to have your spiny buddy do anything this round?


Status: | Darkvision 60 | Fighter 8 | HP: 90/90 | AC: 29/14/26| Init: +2 | Fort: +10 / Ref +6 / Will: +4 | CMB: +16 | CMD: 30 | Perception: +0 | 2/4 Hero Point HERO LAB CHARACTER SHEET

For clarity is Trox just frightened this round and will another save be needed so I can fail again.


NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (Kobu: 73/73)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 | CMD 19 (18 fl) | Spells used: | Conditions: none

Whoops. Forgot to send Kobu in too.

As he's swinging his axe, Druamin yells out to Kobu "Attack!".

Kobu will save: 1d20 + 5 ⇒ (12) + 5 = 17

Kobu starts to charge towards the creature but then hesitates. His nose twitches as he gets a whiff of the creatures foul smell. Kobu turns around and races out of the chamber.

Dark Archive

AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes

Erond is too far back to see he will inspire the group and then move to be in position for the next turn.

Inspire the group +4/+4 attack and damage as well as +4 morale bonus on saving throws against charm and fear effects and a move action.

Imp stays close on Erond's heels.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Erond, have you updated your location on the map?


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire
Trox Ragmend wrote:
For clarity is Trox just frightened this round and will another save be needed so I can fail again.

I'm sorry; I thought I'd replied to this. Everyone who missed their save is only frightened this round. That means double-moving away from the construct.

As Druamin closes with the creature, it lashes out at him with a claw. Druamin, take 14 HP, and it grabs you (doubtless why your attack missed).

At its turn it tries to get a better hold on the dwarf, but fails. Druamin is still grabbed, though.

Round 2:

Initiative order
Erond
Trox
Reynard
Cordwin
Druamin
Skarn
Creature

Everyone can act! Anyone who was frightened has recovered, but will need to make fresh saves if/when they see the creature again.

Dice rolls:
Attack vs. D: 1d20 ⇒ 16

Claw damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Grab attempt: 1d20 ⇒ 3

Pin attempt: 1d20 ⇒ 1

Skull Ripper: AC 24 T ? FF 21 HP taken: 0


Status: | Darkvision 60 | Fighter 8 | HP: 90/90 | AC: 29/14/26| Init: +2 | Fort: +10 / Ref +6 / Will: +4 | CMB: +16 | CMD: 30 | Perception: +0 | 2/4 Hero Point HERO LAB CHARACTER SHEET

Will: 1d20 + 3 ⇒ (4) + 3 = 7

Trox clears his head and spins around only to run back and see the creature again.

Trox is just going to rubber band like a lagging video game for this fight.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn shakes the feeling of dread off and runs back, feeling heartened by the inspirational song. He sees the creature again and...

Will: 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14 +2 vs poison, spells, and spell-like abilities

...turns to run.

My movement is used this turn. It would take me as much movement to get here, as I ran away last round. As I interpret it, next round, I'll get another save, before I need to run away again, right?


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Skarn: correct.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will start casting resistance to touch Trox with when he comes back.
+1 to saves for 1 minute


NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (Kobu: 73/73)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 | CMD 19 (18 fl) | Spells used: | Conditions: none

Druamin grunts and struggles in the grip of the creature. "Ok. This is not what I had planned for today."

CMB to get out of grapple: 1d20 + 8 ⇒ (15) + 8 = 23

Does that beat the creature's CMD? If so, then he will five foot step further into the room so that others have room. In any case, he'll use his move action to get his potion of blur so that he can quaff it next round.

Kobu stops and shakes his head. He hears Druamin grunting and hollering from the other room and instinct kicks in. He spins on his clawed feet and races back into the room.

Will: 1d20 + 5 ⇒ (19) + 5 = 24

He is unfazed by the creature's frightening presence this time. He slaps at it with his tail but is unable to connect.

tail slap: 1d20 + 9 ⇒ (6) + 9 = 15


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

Will: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12

Reynard is a yo-yo.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 2 (ongoing):

Initiative order
Erond
Trox-acted
Reynard-acted
Cordwin-delaying
Druamin-acted
Skarn-acted
Creature

Druamin struggles, but is unable to escape the construct's grip. Kobu rushes up and is grabbed by the other claw taking 17 HP. The creature doesn't seem to be discomfited by Kobu's quills, and from his position Druamin can tell that they didn't penetrate its damage resistance.

Erond is up!

Dice rolls:
AoO vs. Kobu: 1d20 ⇒ 6
Grab vs. Kobu: 1d20 ⇒ 3
Quill damage: 2d4 ⇒ (1, 2) = 3
Claw damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Dark Archive

AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond Niroden wrote:

Erond will fire a few arrows. He will start with red and moving on to blue if red falls.

Attack: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (11) + 12 + 1 - 2 - 2 + 4 = 241d8 + 2 + 4 + 4 + 1d6 ⇒ (2) + 2 + 4 + 4 + (4) = 16
Attack RS: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (6) + 12 + 1 - 2 - 2 + 4 = 191d8 + 2 + 4 + 4 + 1d6 ⇒ (8) + 2 + 4 + 4 + (5) = 23
Attack Iterative: 1d20 + 7 + 1 - 2 - 2 + 4 ⇒ (13) + 7 + 1 - 2 - 2 + 4 = 211d8 + 2 + 4 + 4 + 1d6 ⇒ (6) + 2 + 4 + 4 + (6) = 22

It looks like I can see the northeast square of the creature.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Erond, it looks like you replied to one of your own posts from the fight against the trolls. What are you going to do? (Also, if you can see the creature you'll need to make a save vs. fear.)

Dark Archive

AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes

Sorry, I had two posts up and somehow hit submit on the stupid one.

Erond moves one small step north and shoots, sees the creature and feels

Will: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17

That's what I get screwing up the post. I had good rolls on the one I screwed up. C'est la vie.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The creature drops Kobu and tries again to get a better grip on Druamin. This time it succeeds. Druamin, you're pinned.

Pinned:
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flatfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Round 3:

Initiative order
Erond
Trox
Reynard
Cordwin
Druamin (pinned)
Skarn
Creature

Everyone can act! Recover from being frightened, but make fresh saves if/when you see the creature again (or if it's right there). Since Erond's performance was interrupted by terror, you don't get the save bonus.

Dice rolls:
Grapple to pin: 1d20 ⇒ 7


NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (Kobu: 73/73)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 | CMD 19 (18 fl) | Spells used: | Conditions: none

The creature squeezes Druamin, further tightening it grip on him. With his arms pinned, Druamin has few options but he smiles none the less. "Ok. I think it's about time you pick on someone your own size," he says through gritted teeth. A moment later his body shifts and morphs until the creature is no longer grappling a dwarf, but is struggling to hold onto a huge sized mastodon.

Wild Shape is a standard action. As far as I can tell there isn't a somatic element so it's not restricted by the pinned condition. But since I'm pinned, I also don't get a move action. I don't think I can try to escape the grapple this round either. Huge shape increases my strength by 6, reduces my dexterity by 4, and gives me +6 natural armor bonus. Since CMD is 10+BAB+STR+DEX+size_mod, my new CMD is 10+6+5-1+2=22. My new AC is 10+armor+dex+amulet+wild shape+shield ring which is 10+6-1+1+5+2=23. I think I got that all right.

Kobu drops to the floor. He stares at the creature with beady eyes and swipes at it again with his tail.

tail slap: 1d20 + 9 ⇒ (10) + 9 = 19
dmg: 1d8 + 6 ⇒ (1) + 6 = 7


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Will: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28 +2 vs poison, spells, and spell-like abilities

Skarn steels himself in the face of the creature. He activates his bane against the creature as a swift action:

And he will strike with his pick...

Heavy Pick +1 Hit: 1d20 + 11 + 4 + 2 ⇒ (11) + 11 + 4 + 2 = 28
Heavy Pick +1 Damage: 1d6 + 5 + 4 + 2 + 2d6 ⇒ (4) + 5 + 4 + 2 + (3, 4) = 22 x4, P

Twice...

Heavy Pick +1 Hit: 1d20 + 11 + 4 + 2 - 5 ⇒ (15) + 11 + 4 + 2 - 5 = 27
Heavy Pick +1 Damage: 1d6 + 5 + 4 + 2 + 2d6 ⇒ (3) + 5 + 4 + 2 + (2, 2) = 18 x4, P


Male Tiefling Alchemist (Beastmorph/Vivisectionist) 6, Master Chymist 1 Buffed AC: 31 T:14 F:28 | HP:76/76| CMD:28 | F:+8 R:+9 W:+2 | Init:+3 | Perc: +11, Darkvision

Will: 1d20 + 2 ⇒ (5) + 2 = 7

Reynard continues to be unable to approach the creature.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 3 (ongoing):

Initiative order
Erond
Trox
Reynard-acted
Cordwin
Druamin-acted
Skarn
Creature

Reynard continues to find its appearance terrifying, and flees back up the stairs.

Druamin transforms in the creature's grasp, breaking its grip and shoving it back. The grab special attack can't be attempted against a target larger than the attacker unless otherwise noted, and this particular monster lacks that ability. Unfortunately, this puts it more than a move action away from Skarn; what do you want to do instead?


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Oh! I thought I had been face to face with it when I first had to flee. I looked back, and you're right, it was across the room from me. No problem, then I can charge it. Add a further +2 to that first attack roll. If this is difficult terrain, I can ignore the difficult terrain as well.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Are you able to charge through an ally? It's not difficult terrain, but there's probably a teamwork feat that would let you.

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