A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Sorry for the delay...

Agility: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Ka-Boom! 1d6 ⇒ 6
ka-KA-BOOM: 1d6 ⇒ 3


Please check the map HERE. You're just barely north of C1. You can go NW, NE, or E. There is nothing special about "C2". Rule of Two...
Please let me know if the link doesn't take you to a map with a lot of paths thru a lot of vegetation, thanks!


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Perhaps taking a look at that beach area," He points just past the odd landscape feature reading C2 that obviously is of no interest and towards the beach looking area past it. East?, "I would assume any inhabitants might enjoy being near what looks like a food place to land boats."


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Crouched over, Evesk looks in the direction that Velrek is pointing and then says, "There is no guarantee that will lead all the way to the beach, but that direction seems about as good as the other two, so yeah let us go that way first."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor nods and will set off in that direction.


Velrek - I think you meant west (I'm often dyslexic WRT east and west myself)?
Regardless, anywhere you see green brush on the map, you can't see or go thru it. Remember, you're in a 20-foot high mass of thistles, crawling thru a 4 foot diameter tunnel on the ground, and can't see anything other than thistles.
I know the map shows a "bird's-eye view", but from your perspective there's a 16-foot ceiling of thistles over your head.

ALL - which way (NW, NE or E)? Rule of two, take two...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Ah. I thought we were through the problematic bushes and assumed everything else was standard foilage. West?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

West sounds good to me. Also canI check the path to see if one looks more used than the others?

Survival: 1d8 + 2 ⇒ (1) + 2 = 3
Wild" 1d6 ⇒ 6
explode: 1d6 ⇒ 2


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero leads the way once a preference has been agreed upon. He focuses on stealth over speed, pausing frequently to use all his senses to pick up information about what may be nearby.


Johhann - the west exit definitely has more footprints in the dirt near it.

The west tunnel quickly turns north, and opens into a roughly circular area about 30 feet across. Near the center of it is a *deep* hole ("C26"), which you can see water at the bottom of. If you look closely, you can see the water swirling back and forth, so it's probably the ocean.

Map updated.

There is an exit at the north, going west, and another to the west, going north (just above "C3").

Which way?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Okay I am confused we went West but you had us go East ??


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

I might have been the source of confusion. Meh, it was 50/50, it's fine. :)


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor heads towards the open path.

Continue going through C3 would be my vote since we are where we are.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Well I am more inclined to change things and go the way we intended to go, provided that does not cause an issues. Okay so yeah we the players (not characters) are aware of what is immediately in that other direction but since nothing happened there we could as players simply ignore that and the map could be corrected.

However, I am willing to leave it up to the GM as to what they do -- allow us to go in our intended direction -- or change it and have us go in the opposite direction.


Evesk - the first available choice of directions was NW, NE, or E. Velrek initially said East. I confused myself and then consistently said West (I did say I was dyslexic about them!), but in my mind moved you East to your new location.
There, the choices are N(turning W) and E(turning N), but again I said W(turning N).
Crastor got around all that by saying he wanted to go thru the exit marked C3, which is the E(turning N) exit.
Sorry for all the confusion.
ALL : bottom line - you're all in the area of C3/C26.
Do you want to take the N exit or the E exit? One vote for E so far...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

E to move us along. :)


As you go east and then immediately north from C3, you enter an area (C5) that smells like dog - wet dog hair, dog cr*p, etc. That's because there are six goblin dogs at the north end, all tied to stakes. There's 10 more unused stakes.

Map updated.

They strain at their leashes, begin barking and baring their teeth.

What do you do? If you wish to attack them in any way, just post it, in which case this "first round" will be a free-for-all, and I'll post their attacks at the end (if you have to approach them to attack).

They are tied two to a square, with at least one square between each pair.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero gestures for the group to leave the dogs alone and explore a different path, not wanting to get the dogs barking or giving any alerts to any goblins in the area.


Please re-read - they are already barking...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek sighs.
"I hate killing animals but these things are savage and will call their masters in, who will then release them to kill us."
Unless someone moves to stop his he will pull his bow and start shooting...
Composite Bow bow: 1d8 ⇒ 6
wild: 1d6 ⇒ 4
damage: 1d6 + 1d10 ⇒ (6) + (2) = 8
damage xplode: 1d6 ⇒ 4


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero fires his bow. He will fire at the one Velrek wounded, if he hit. If that dog is dead already then he'll attack another.

Edit: my first post used the wrong die for the main shooting roll. Sadly the d8 roll was lower than the d6, so pretty sure it's a miss.

Composite Bow: 1d8 ⇒ 2
Wild: 1d6 ⇒ 3
Composite bow Damage: 1d8 + 1d6 ⇒ (5) + (4) = 9
Composite Bow Raise Damage: 1d6 ⇒ 6
Raise Damage Ace: 1d6 ⇒ 1
AP 1
Result = 3
Base Damage = 9
Raise Damage = 6 + 1 = 7

Edit 2: I'll use a benny to reroll.
Composite Bow: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4
Composite bow Damage: 1d8 + 1d6 ⇒ (4) + (4) = 8
Raise Damage: 1d6 ⇒ 5
AP 1
Result = 4
Base Damage = 8
Raise Damage = 5


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor watches for any goblins coming from the west as the others deal with the dogs from range.

I just stand and guard the path west and conserve my PP for now.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann reluctantly raises his bow and fires at the goblin dogs.

Attack: 1d8 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 ⇒ 4

Damage: 2d6 ⇒ (3, 6) = 9


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Seeing the Goblin Mutated Rats Evesk was tempted to just wade in and start dispatching these abominations but then the others started using missile weapons and he saw the wisdom in this and with Crastor guarding one direction Evesk decides it would be best to set up and guard the opposite direction. Still he is hoping he will find a Goblin soon as just knowing they are nearby has his blood at a slow boil.


I should have mentioned this at the beginning, but remember you're crawling on your hands and knees, and the ceiling is no higher in this chamber, so there's a -2 penalty to all attacks.

Velrek's arrow hits it in the chest, and it drops dead.
Just a reminder - please always make a "Damage Raise" d6 roll as the last roll of your Damage block, in case the attack roll gets a Raise, thanks!

Jzero's attack misses.

Johann's attack misses.
Please note that one of your Damage dice Aced (got the highest value possible for the die type, 6), which gives you a free re-roll to add in. Also, please always make a "Damage Raise" d6 roll as the last roll of your Damage block, in case the attack roll gets a Raise, thanks!

Round 2!

Everyone fire at will...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek nocks an arrow and fires at the next one in line.
Composite Bow bow: 1d8 ⇒ 7
wild: 1d6 ⇒ 3
damage: 1d6 + 1d10 ⇒ (2) + (2) = 4
extra damage?: 1d6 ⇒ 1


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Forgot about the crawling situation.

Jzero draws and throws a shuriken at one of the dogs.

Shuriken: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4
modifier: -2

Shuriken Damage: 1d8 + 1d4 ⇒ (2) + (1) = 3
Raise Damage: 1d6 ⇒ 1
The dice gods are displeased.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor watches for goblins.


Johhann - you going to attack again?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Sorry...

Johhann again fires at the goblin dogs.

Attack: 1d8 + 1 ⇒ (7) + 1 = 8
Wild: 1d6 ⇒ 5

Damage: 2d6 ⇒ (6, 6) = 12

Damage Raise: 1d6 ⇒ 4
Damage Raise: 1d6 ⇒ 3


Velrek's arrow hit its target, but bounces off the creature's thick skin.

Jzero's shuriken flies wide of its mark.

Johhann's arrow hits true, and flies deep into the creature's body, killing it.
You're getting closer, but technically your "Damage Raise" rolls were "Damage Ace" rolls, and then there should always be a single extra "Damage Raise" roll (always a d6, regardless of your damage dice) at the end.

Round 3!

4 left. Everyone fire at will.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek sighs, nocks and lets loose again. It's obvious he's not happy about what he's doing.
Composite Bow bow: 1d8 ⇒ 5
wild: 1d6 ⇒ 2
damage: 1d6 + 1d10 ⇒ (5) + (9) = 14
xtra damage?: 1d6 ⇒ 5


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor keeps watch so they are not attacked from the flank.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann aims at another goblin dog and fires as one of the beasts falls.

Attack: 1d8 + 1 ⇒ (6) + 1 = 7
Wild: 1d6 ⇒ 1

Damage: 2d6 ⇒ (6, 6) = 12

Damage Raise: 1d6 ⇒ 4


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Evesk remains standing rear guard as there was no telling where those other tunnels lead to that they had past on their way here or if there was anything in that hole that might come up.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Which one is Will? :)

Jzero draws another throwing star and shifts his position to try to give his arm sufficient free space to throw the star with force. It is hard in such a cramped space, but he focuses on feeling the chi energy flowing around him to help.

Shuriken: 1d8 ⇒ 3
Wild: 1d6 ⇒ 3
Modifier: -2

Shuriken Damage: 1d8 + 1d4 ⇒ (3) + (2) = 5
Raise Damage: 1d6 ⇒ 6
Raise Damage, ace: 1d6 ⇒ 5

He still has trouble hurling the star accurately.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Let's speed things up a bit...

Ceri takes a stone and sling out of a pouch, and tries to hit one of the dogs :

Athletics,-2: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2

But misses due to the cramped conditions.


Velrek's attack misses the dogs.

Johhann's arrow pierces the dog to the side of its breastbone, penetrating deep into its body, and it drops dead.
Not that it matters here, but *both* your Damage dice Aced, so you should have re-rolled each of them...

Jzero's shuriken misses the dogs.

Jzero wrote:
Which one is Will? :)

I *KNEW* someone would say that! Thanks for not letting me down... ;)

Round 4!

3 left. Everyone fire at will.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri tries again :

Athletics,-2: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (3) - 2 = 1

And curses under her breath in a very un-lady-like manner.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Ahhh...ok, I was confused by the terms, but I get it now! Thanks!

Taking a deep great, Johhann aim at another of the filthy beasts and lets go of his shot.

Attack: 1d8 + 1 ⇒ (5) + 1 = 6
Wild: 1d6 ⇒ 5

Damage: 2d6 ⇒ (3, 2) = 5

Damage Raise: 1d6 ⇒ 5


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek begins to worry that he might not have brought enough arrows...

Composite Bow bow: 1d8 ⇒ 4
wild: 1d6 ⇒ 1
damage: 1d6 + 1d10 ⇒ (2) + (3) = 5
xtra damage?: 1d6 ⇒ 3

Ah, there's the dicebot I know and love!


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero has been trained to keep his focus on what he is doing in the moment, not letting himself be distracted by past failures or fears about what may happen in the future. He draws another shuriken and hurls it at a goblin dog.

Shuriken: 1d8 ⇒ 8
Shuriken, ace: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Modifier: -2
Result = 8 + 6 - 2 = 12

Shuriken Damage: 1d8 + 1d4 ⇒ (3) + (4) = 7
Damage Ace: 1d4 ⇒ 3
Base Damage = 7 + 3 = 10
Raise Damage: 1d6 ⇒ 5


Jzero strikes another dog down. Johhann's arrow grazes one's head, confusing it (Shaken).

Velrek - man, you must have really pissed the dice gods off...

Round 4!

2 left. Everyone fire at will.

This time Ceri will wait, and if both dogs aren't killed this round, she'll take an attack.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek curses the fates as he lets fly one more time...
Composite Bow bow: 1d8 ⇒ 5
wild: 1d6 ⇒ 1
damage: 1d6 + 1d10 ⇒ (2) + (9) = 11
xtra damage?: 1d6 ⇒ 4


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor keeps an eye on the way into the area.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann fires at the dog he just grazed last time, hoping to silence it forever.

Attack: 1d8 + 1 ⇒ (8) + 1 = 9
Ace: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1

Damage: 2d6 ⇒ (1, 4) = 5
extra damage: 1d6 ⇒ 5


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Shuriken: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
Modifier: -2

Shuriken Damage: 1d8 + 1d4 ⇒ (1) + (1) = 2
Raise Damage: 1d6 ⇒ 2

Jzero throws another shuriken but his aim is thrown off when his arm bumps a thorn just as he's about to release the star.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri tries to take the last one out :

Athletics,-2: 1d6 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (2) - 2 = 0

And curses again, this time a little louder...


Johhann puts the stunned dog down for good.

Round 5!

1 left. Everyone fire at will. Hopefully with everyone shooting at it, someone will hit it...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek gives his own growl as he looses again...

Composite Bow bow: 1d8 ⇒ 4
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 6
wild xplode more: 1d6 ⇒ 6
wild xplode again?: 1d6 ⇒ 2

damage: 1d6 + 1d10 ⇒ (2) + (6) = 8
damage xplode: 1d6 ⇒ 1
xtra damage?: 1d6 ⇒ 6

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