Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Not really. I've got one of the armors, so does Ali, I've got the masterwork short sword, thieves tools, and dogslicer, Vandra's got the masterwork dagger, that's 1370 right there.

EDIT: 685, Sorry, forgot I had previously been using sales price.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Indeed, no loot has been sold yet, nor any gold distributed Furnok ;)

"Yes" - Helgarr nods in agreement with Cleo - "Let us try and find if the shopping area is open" - and moves towards the Glassworks 'commercial' entrance.


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The customer entrance to the Glassworks is also locked


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

The barbarian frowns - "No chance. Let us move around the building, maybe we may glimpse inside"

Helgarr will circle around, trying to find an open window, or one through which she can peek inside.


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As Helgarr circles around the building, she finds a back entrance (also locked), and the loading entrance mentioned in the note (also locked). She also finds a number of empty crates at the back.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

No way to peek inside the ground floor? :P

The crates wouldn't be fortunately piled below a window, would they? :D


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You could pile them if you wish, there are no windows that are open, although you did see some skylights on the roof


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

"What say you?" - the woman turns to Furnok and Cleo - "Worth a try?"

Can we hear any noises coming from within? Not sure how much noise a Glassworks would do but at least the furnaces should do some noise.


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You can easily hear the furnaces, but you can't hear anything else.


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

"The son you say?" Ali friend before holding a hand out towards the Halfling. "I will need that my dear lady. I must go at once. I can use this information! "


Time to make dramatic entrances from the roof? Sounds fun.


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"Of course! Here you are." The halfling says, handing him the note. "Fair well, and good luck in your investigation! The Master may be mean, but without him I won't have a job!"


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12
Furnok of Ferd wrote:
Time to make dramatic entrances from the roof? Sounds fun.

"Just a peek" - Helgarr winks at the man, piling the crates as best as she can, and trying to climb to peer through a window.

TreasureFox, can I take 10?


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Yes, you may.

It takes Helgarr a fair bit of time and effort, but with the stacked crates (and a little help from Furnok), Helgarr manages to scramble onto the roof. Although one of the skylights illuminates nothing but the commercial section of the Glassworks, the other skylight reveals a truly gruesome scene. Helgarr peers through the glass window to see two giant furnaces burning along the southeast and northeast walls, several marble tables used for glasswork, several wooden tables with tools, and...

8 red-green colored goblins.

Corpses of human men and women lay strewn across the floor, while these goblins cut off limbs and feed them to the fire. They run around breaking glass, throwing tools, burning whatever they can find.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Hey, Fox, in case you missed it, I'm in the apothecary :-)


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

"Oh no..." - the woman mutters, her blood boiling - "Goblins" - the barbarian whispers to the others, as she clambers down the crates - "The Glassworks are full of Goblins" - they can see the rage playing at the edges of her eyes - "And dead people, a lot of dead people, the workers maybe" - she continues without skipping a beat, heading to the service door they have found to be closed, and without a second thought, throwing herself at it - "We need to get inside... NOW!"

Strength: 1d20 + 3 ⇒ (16) + 3 = 19

Vandra, I thought we had ascertained that we didn't go shopping - when Cleo referred the shopping area, she was talking about the second entrance to the Glassworks.


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Were our events simultaneous Fox or are Ali, Azeri (and now conscious Maria I assume), still a few minutes in the past?

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Thought we were keeping my post but guess not. Will have an appropriate action posted when I get on my laptop in a bit and can look at my books.


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

You can keep your post if you like I am sure Van. No one would have forced you to go to the Glassworks straight away.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Indeed :D


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

of course vandra, but we'd love to have any backup you'd be able to provide Cleo will have her bow out and be ready behind Helgarr.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

And she is really not liking goblins anymore.


Furnok looks more and more appalled as Helgarr speaks of the goblins. I'm right behind you, time to end these rodents now! He lends his shoulder to the cause.
Perfect time for Helgarr to have the stunning irruption feat

Aid another: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

I'll stick with ya'll. I mostly did that post because I liked the scene of Vandra almost walking into the Pixie's Kitten. The apothecary was honestly an after-thought I tacked on at the end.

Vandra stopped cold when Helgarr told them about the goblins. Those damn beasts were ruining this place, and they needed to be stopped. When Helgarr started trying to break down the door, he ran over and said, "Wait, this should help!" With that, he dug down within himself and grabbed ahold of his magic. Channeling it into his hand, he laid it upon Helgarr's arm, enhancing her already formidable strength to help give them an entrance into the building.

Augment: +2 to Strength for 1 round.


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Ali, you're coming right up behind them!

With the help of Vandra's magic, Helgarr bashes right through the oak double doors. With one door hanging off it's hinge, and the other one dented, there is now easy access into the Glassworks. Just as Helgarr bashes through, Ali, Azeri, and the now conscious Maria see the commotion, as do several gawkers.

Inside the Glassworks, there are a number of doors labelled as the following.
- Glassworking room, employees only
- Preparation
- Basement
- An open door leading into a long hallway

A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass. An empty safe on the floor hangs wide open. The furnace is exceptionally noisy, but not noisy enough to drown out the shrieks and cries of joy of the goblins within the Glassworking room.


Furnok draws his Falchion. Right with you, let's get to goblin hacking.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

But be Maria awake or is she still dozing.


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99% sure you'll choose the Glassworking room
Yes, Maria. I said you're conscious.

As described above, this glassworking room is at least 100 ft. long, with a 20ft. high ceiling. Along your left side are two large furnaces, their heat so intense that you can feel it from here. Leaning against the opposing wall is a burnt and charred corpse sitting in a chair, encased in nothing other than solid clear glass.

8 red-green goblins shriek in surprise as Helgarr and the others barge through the door. Their bloody teeth grin manically, and several of them yell out (in goblin) "Kill the intruders!!"

They are surprisingly well equipped. Each of them carries at least 1 potion. Some of them have crossbows, some of them have curved daggers, and one of them wields a miniature falchion. Their armor ranges from leather to breastplate, and some of them have tiny shields.

Initiative:

Ali: 1d20 + 2 ⇒ (20) + 2 = 22
Azeri: 1d20 + 1 ⇒ (7) + 1 = 8
Cleo: 1d20 + 3 ⇒ (13) + 3 = 16
Furnok: 1d20 + 6 ⇒ (17) + 6 = 23
Helgarr: 1d20 + 2 ⇒ (11) + 2 = 13
Maria: 1d20 + 3 ⇒ (18) + 3 = 21
Vandra: 1d20 + 2 ⇒ (3) + 2 = 5
Goblins: 1d20 + 2 ⇒ (11) + 2 = 13

Sorted Initiative:

1. Ali, Cleo, Furnok, Maria
2. Goblins
3. Azeri, Helgarr, Vandra

Everyone gets a surprise round! You can make 1 standard, or 1 move action.

After that, group 1 begins. Ali, Azeri, and Maria are 100ft. away from everyone else.


Furnok gets buy and will attemot to ginsu a goblin

FalchionPaunnnccchhhhhhh!: 1d20 + 5 ⇒ (13) + 5 = 182d4 + 5 ⇒ (4, 1) + 5 = 10

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Maria sprints forward covering the distance quickly. x3 rate for 90 movement


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo does the math quickly and sees two to one odds, not knowing that the cavalry is on the way. So she'll will clutch her symbol "Please guide our hands"

Casts Bless. so don't forget to add +1 to attack and fear saves.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Does that affect everybody?


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

How far are the goblins from us?


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20 ft. Furnok had to spend his surprise round moving there, then his regular turn to strike.


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Ali draws all of his power down deep inside, before drawing it to his palm, summoning runes of protection, deflection and binding, before placing his palm on Azeris back.

Cast Mage Armor then move 30dt forward

Azeri feels the protective skin covering his body and grins, readying his weapons and advancing.

Azeri double moves for 60 feet


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

yep effects everybody Vandra, well all allies in a 50 foot radius. treasure will have to tell us if Maria and Ali were in that radius.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Helgarr takes a step forward to stand between the goblins, Cleo and Vandra, ready to strike at any that tries to come close.

Since it is a surprise round, that is my action - stepping 10' ahead, and fishing for AoO if they come close ;)


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Maria and Azeri will just make it, but Ali is too far back at the time of casting.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Vandra, pretty sure we're waiting on you.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Feeling a rage against these bloodthirsty creatures, Vandra decided it was time to try out a new spell. Reaching deep within himself, he pulled on his magic. It took on a green tinge as the power flooded his hands before his reared back and three it at the nearest goblin.

Ranged Touch Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d3 ⇒ 1

Action: Acid Splash Cantrip

Jeaux stands next to Vandra, getting in a defensive stance to protect herself and her son.


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The goblins unawares, Furnok charges forwards and cleaves the first goblin in two! Maria runs as fast as she can to back up her allies. Ali casts a protection spell on Azeri who starts following up on Maria. Cleo casts Bless on all her allies (except Ali). Helgarr stands firm to protect her allies. Vandra lobs out a splash of acid, catching the nearest living goblin. Jeaux positions herself to protect Vandra.

The goblins shriek at the aggressive cleave from Furnok, but they seem to hold firm against the heroes.

The following people have actions remaining:

Ali has a standard action
Cleo has a full round action
Furnok has a move action

Ally HP and Conditions:

Ali: 20/20
Azeri: 6/25, Blessed, Mage Armor
Cleo: 18/18, Blessed
Furnok: 26/26, Blessed
Helgarr: 23/23, Blessed
Jeaux: 10/10, Blessed
Maria: 18/18, Blessed
Vandra: 10/10, Blessed

Enemy HP and Conditions:

Unarmored Goblin1: DEAD
Unarmored Goblin2: 1 dmg
Unarmored Goblin3: 0
Unarmored Goblin4: 0
Scarred Goblin1: 0
Heavily Armed Goblin1: 0
Heavily Armed Goblin2: 0
Falchion Goblin: 0

Positioning:

Unarmored Goblin2 is 10 ft. away from Vandra, adjacent to Helgarr, threatened by Jeaux
Unarmored Goblin3: 5 ft. behind Unarmored Goblin2, threatened by Helgarr
Unarmored Goblin4: 10 ft. away from Furnok
Scarred Goblin: 20 ft. away from Helgarr
Heavily Armed Goblin1: Next to the Scarred Goblin
Heavily Armed Goblin2: Next to the Scarred Goblin
Falchion Goblin: 50 ft. away from the Scarred Goblin
Maria is 10 ft. behind Vandra
Azeri has 60 ft. to go
Ali has 100 ft. to go

I'll wait for Ali, Cleo, and Furnok to finish their actions, then I'll post the enemies.


Furnok holds, waiting for any gobbo to get into his threat range and AoO them with Combat Reflexes


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Ali moves up to beside Azeri and prepared himself to cast another spell, his magic brimming inside of him, new runes swimming in to his field of vision.

Azeri actually summons with full health at the start of the day, sorry. I haven't been on my laptop to update it.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo pulls her bow back and lets an arrow fly at an unarmored goblin. ranged: 1d20 + 5 ⇒ (11) + 5 = 161d6 ⇒ 4Sorry forgot point blank, if applicable +1 more to attack and +1 damage to those rolls.


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"Gahhhhhh!!!," the goblin screams as Cleo's arrow impales the creature in the chest. In utter terror, the goblin's morale shifts and it staggers to the back. At such a time, the falchion wielding goblin cries out in it's native language "Kill those that flee!! Fight to the last! Death to Longshanks!!"

A sickening splash of blood is heard as a heavily armed goblin slices through the routing goblin's neck with its wickedly inward curving dagger.


OOGA BOOGA BOOGA! I GUNNA EAT YOU UP!


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Will Saves:

Ali's Will: 1d20 + 4 ⇒ (10) + 4 = 14
Azeri's Will: 1d20 + 2 ⇒ (20) + 2 = 22
Cleo's Will: 1d20 + 6 ⇒ (14) + 6 = 20
Furnok's Will: 1d20 ⇒ 4
Helgarr's Will: 1d20 + 3 ⇒ (15) + 3 = 18
Jeaux's Will: 1d20 + 1 ⇒ (15) + 1 = 16
Maria's Will: 1d20 ⇒ 8
Vandra's Will: 1d20 + 5 ⇒ (10) + 5 = 15

Dice Rolls:

Cast Defensively: 1d20 + 4 ⇒ (5) + 4 = 9
Jeaux AoO: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Jeaux AoO2: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Helgarr AoO: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Armored Charge: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Armored Charge2: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Just after the routing goblin gets killed by its own kind, a goblin covered in wicked scars across its face presents some sort of black holy symbol. Chanting loudly in some dark hissing language, a wave of pitch black energy bursts forth around it, washing over each of you. You feel sick to your stomach, like something is crawling inside it. The feeling lingers within Furnok and Maria.

As Helgarr stands against the cruel goblins, she sees the one next to her try to cast a spell. Helgarr curses, as her bardiche is too long to fight in close combat, but thankfully Jeaux has her back. With a quick swipe, Jeaux expertly takes off the goblin's finger while it waved its hands in the air. Swearing vehemently, the creature pulls out a potion stored on its hip. Jeaux swings again, but the goblin reacts in plenty of time. Nearby, Cleo notices the remaining unarmored goblin reach for the potion in its holder before uncorking it and chugging it down. With a loud belch, a dark aura circles around the goblin.

Screaming warcries in unison, the two armored goblins suddenly charge forward on a direct course for Helgarr. "Watch out!," Furnok yells. Helgarr takes the advice and whips around with her bardiche, but unfortunately it bangs harmlessly against its stout shield. Two sudden stings later, and Helgarr grimaces as the goblins retract their curved daggers oosing crimson.

And in the distance, the goblin wearing breastplate holds up another black holy symbol and casts a spell with surprising speed. Its falchion bursts into a black and orange flame, and the goblin grins menacingly, locking eyes with each of you.

Ally HP and Conditions:

Ali: 20/20
Azeri: 25/25, Blessed, Mage Armor
Cleo: 18/18, Blessed
Furnok: 26/26
Helgarr: 19/23, Blessed
Jeaux: 10/10, Blessed
Maria: 18/18
Vandra: 10/10, Blessed

Enemy HP and Conditions:

Unarmored Goblin1: DEAD
Unarmored Goblin2: 3 dmg
Unarmored Goblin3: DEAD
Unarmored Goblin4: 0, buffed
Scarred Goblin1: 0
Heavily Armed Goblin1: 0
Heavily Armed Goblin2: 0
Falchion Goblin: 0, buffed

Positioning:

Unarmored Goblin2 is 10 ft. away from Vandra, adjacent to Helgarr, threatened by Jeaux
Unarmored Goblin4: 10 ft. away from Furnok
Scarred Goblin: 20 ft. away from Helgarr
Heavily Armed Goblin1: Adjacent to Helgarr
Heavily Armed Goblin2: Adjacent to Helgarr
Falchion Goblin: 50 ft. away from the Scarred Goblin
Maria is 10 ft. behind Vandra
Azeri has 60 ft. to go
Ali has 70 ft. to go

Azeri, Helgarr, Vandra, and Jeaux go next, everyone else after that.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

High on the realization that he can now contribute something to a fight, Vandra took a small breath and once again hurled a glob of green acid, this time at the scarred goblin.

Action: Casts Acid Globe at the scarred goblin.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d3 ⇒ 1

Jeaux, meanwhile, taking advantage of the fact that no enemies were adjacent to her or her son, decided to give the goblin close by a good swipe to keep him away.

Action: Attack Unarmored Goblin 2.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


*Urrrrp* Oh, here comes breakfast!

Furnok sickened?


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Furnot not sickened, just not blessed anymore.

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