Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

Dramatis Personae and Maps
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IronFang Invasion Language Guide


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Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

conversation with Edran:
Of course Edran. I'm glad you stumbled into our camp. Our plan was to save as many as we could. And one less person for the Hobgoblins to murder or enslave can only be a good thing. Malgrim gets quite and sad as they think about everyone that they know is dead now. At some point we'll have to send scouts back to look over the river and see what's going on. But we can't do that until we find someplace better for all of us to stay. It's hard days ahead but we'll get through them.
sense motive: 1d20 + 5 ⇒ (15) + 5 = 20

Malgrim takes a turn entertaining the camp telling a comedy version of the great wasp swarm attack at the old orchard. Malgrim's arms flailing muppet-like as they cry out get 'em off me, get 'em off me and running in circles saved only by Sighere's quick thinking and the liberal application of alchemist's fire.
performance: 1d20 + 9 ⇒ (18) + 9 = 27


Malgrim:
He's definitely being deceptive about something...

Malgrim's story keeps refugees smiling, and the camp turns in shortly thereafter. The night passes in four watches without incident, and the morning breaks with an early spring crisp to the air. Campfires are stirred to life, and the smoking meat carries a wonderful aroma to everyone's noses this morning. Supplies seem to be holding well, and with yesterday's bounty starvation is held at bay for another day or two...

So Day three - what's the plan? You only need to assign 1 person to herding detail to maintain all the livestock for the day since they aren't doing anything else. So 1. What's the party doing? 2. Which NPCs are you assigning to which tasks? 3. Anything I haven't thought of yet...


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

conversation with Rhyna:
Sighere smiles slightly at the young acolyte, and then thanks the spirits for providing her solace in a companion. He absently pats the smug owl when it lands on his shoulder. You have done admirably, the others look up to you. I find it helps me to help others as the life spirit has taught me. I am sure your Goddess would teach you the same. He gives her a brief hug and makes sure she is composed Come let us return

I will defer to the group on how we proceed with day 3. useful things I can do: Detect Animals, pass without a trace, and Summon Natures Ally.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Detect animals seems like it would be a big time-saver for collecting livestock, but the villagers are doing pretty well at that already. I think we should explore adjacent hexes. Next time we move everyone, it would be better if it is into areas we already know.

I would think we repeat sending the people with Survival (and cats!) to forage and the people with Handle Animals to find more livestock. I assume we haven't gotten all of the livestock back yet. The only villagers with both skills are Vane, Aubren, and Rhyna. Vane can make stuff instead, Aubren should stay in camp, Rhyna not sure? Do we also need some people on guard at the camp?


You can also send NPCs to 'scout' an area - DC 10 Survival check and they can learn if there is anything noteworthy, if they pass by 5 or more then they can learn specific information about a square, "ie. There was something smelly and moving v. there was a swamp wolf prowling about... or the like.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Can they forage while scouting, or is it one or the other?


Its one or the other, they aren't heroes after all :D


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Ok, if we send a forager with +4 survival out to forage, on average they bring back 2.45 PP. So, every scout essentially costs us 2.45 PP that they are not out gathering. We probably at least want to send them in pairs, too, so maybe 5 PP per hex. On the other hand, it looks like we currently have 80 PP, which is about two days supply, so we can afford that.

It's a pretty big map, I'd say it's worth having them scout at least one hex, possibly two.


So is that the call? You send 2 scouts NE today and you head SE toward the ranger camp? If so, which two scouts are you sending, and which herders are tending and which are gathering more sheep?


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

If no one else has an opinion... Yarrow, Herman, and Pharus seem like the best choices to me. Whichever two of them are willing to go.

Lirosa and Taidel are better, but they are so good at hunting it seems like a waste to send them.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Those seem like okay choices for scout, but none of them have Perception. Maybe pair one of them with Garret, who has the lowest Handle Animal check of the herders?

Separately: Can Rhyna Forage in addition to her healing stuff? Her description makes it sound like she can.

Zdena is eager to get on the trail (such as it is in these twisty woods), but there seems to be a LOT to organize. She spends some time conferring with Aubrin to make sure she has good directions to the Ranger Waystation from here, and preps her camouflage for the day.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Malgrim sits at the parties campfire eating breakfast and going over their notes for food supplies and personnel. Premek paws at the page a few times and Malgrim follows carefully. Thinking did a moment...
Either Pharus or Yarrow. We shouldn't send both and then leave their watch short handed. But everything else I agree. They look up at the rest of the party. Any other bright ideas?


GM Dice:

?!?: 1d100 ⇒ 9
????: 1d100 ⇒ 20
??$?: 1d100 ⇒ 52
*@@@: 1d100 ⇒ 20

So it sounds like consensus is to send Pharus and Garret to go scout the next hex over, and then the remainder of the refugees will continue to forage or herd as assigned for the day. If you'd like to change this up, please let me know, but we'll proceed on that assumption. :D
Yes Rhyna can forage and still impart the +1 hp healed/day to answer that question.

Garret and Pharus come together and look over the terrain, arraigning their equipment to keep themselves as light as possible, while still both carrying heavier armor. Doesn't make much sense to me why we're trashing around in the wood, should make for the road and make for Tamran if you ask me... Garret gripes as he heads out with the tribesman.

Come friend Garret, we'll find you a wood nymph who'll quiet your complaining before luring you to wake from the dream... Pharus laughs as they head out of sight to the northeast.

Other groups head out to search for more food or collect more animals for the burgeoning herd in the forest. Drynn and Sarah spend time watching over the herd with Rhyna, while Jet keeps an eye on the smoking meat collected the previous day; arraigning coals in a pattern to spread the smoke over the meat and prevent it from spoiling.

You head into the forest, on a different bearing than taken by your scouts. It is late afternoon following the directions given by Aubrin to the ranger hideaway in the woods, shadows grow long over the valley.

This swampy gully is well-hidden from casual glances, and thus makes it an ideal hiding spot. If it weren’t for the ever-present insects, and lack of potable water, it would really be quite lovely. The forest grows thick here, trees pressed close together with their branches intertwined. A gloom hangs in the air. Foliage around the bases of the trees is sparse, stunted by a lack of sunlight. The songs of birds and noises of small animals have ceased, adding to the eerie atmosphere of the ancient wood.

Peering ahead, you can see the ranger redoubt, built in the ancient trees, fifteen feet above the ground. The miniature fort and the trees it is nestled in are covered in spider webbing, giving the redoubt a more ominous appearance.

updated the map


Please use arrows to describe your movement on the map....


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Looks like there's a trail leading up to the outpost. Let's use it and stay clear of the ravine edges.
I put some lines on the map
That's a lot of spiderwebs, looks like the rangers have been busy elsewhere for a while.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Premek advances on that path, sniffing the air. When he gets to the treeline, he follows it instead of the path (assuming he doesn't smell anything lurking close), trying to stay out of sight.

Green arrow on the map, using Scent.

We should read that as ravine and not as water? Doesn't change my actions, just want to clarify.


Its shallow water thanks!


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

going to Shadow Malgrim as they move up, staying about 20' back, and also sending Caleb up to scout from height and warn us of any ambushes


You can have Caleb roll perception as he's actively looking for something- heck everyone can actively roll perception since you are approaching cautiously...


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

perception: 1d20 + 7 ⇒ (6) + 7 = 13
Malgrim walks toward the ranger outpost worried about having to fight a swarm of spiders to clear the door.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Zdena nods agreement with Malgrim. Yeah, that's... off. This doesn't smell right. She follows behind them, scanning the area. She tries to spot anything lurking in the trees.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


Once Ryll, Premek, and Sighere have posted up perception checks and Ryll's moved we'll see what you see!


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

taking a second to cast guidance

Perception Sighere: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Perception Caleb: 1d20 + 10 ⇒ (16) + 10 = 26


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

I see some solid rolls preceding me...

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Looks like that die is stuck!


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Ryll nods at Zdena's words. This...this doesn't makes sense... She paces behind Malgrim, focusing her attention of the too-quiet encampment and surrounding area.

Perception+Guidance: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24


Everyone except Malgrim:
There is a finely spun spiderweb trap across the opening to the ranger tree house about thirty paces in front of Malgrim. You can all see two giant spiders perched on either side of the pathway ahead preparing to strike if Malgrim enters their web...

Also you can all tell that the shallow water edging the path is actually quicksand, very dangerous...

The web is the dark grey line on the map

GM dice:

???: 1d20 + 8 ⇒ (7) + 8 = 15
???@: 1d20 + 7 ⇒ (20) + 7 = 27

Malgrim, ignore the icons on the map until everyone points them out to you please!

initiative:

Initiative Premek: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Zdena: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Ryll: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Malgrim: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Sighere: 1d20 + 4 ⇒ (3) + 4 = 7
Spider: 1d20 + 3 ⇒ (2) + 3 = 5
???: 1d20 + 7 ⇒ (12) + 7 = 19

Premek and Ryll may act


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Regular round, no surprise? I imagine they saw us approach.

Premek coughs an acid splash against the closer spider (blue).

Ranged touch: 1d20 + 6 ⇒ (11) + 6 = 17
Damage including sneak: 1d3 + 1d6 ⇒ (2) + (2) = 4

Then tries to hide in the brush.
Stealth minus sniping: 1d20 + 20 - 20 ⇒ (16) + 20 - 20 = 16


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Stop! Ryll hisses urgently to Malgrim. Two big spiders ahead of you, past the bridge, on either side of the trail. Watch out for the web trap at the end of the bridge. And I wouldn't trust that shallow water, either.


A hideous purple skinned humanoid? drops from the webs, it walks upright like a man, but has the face of a spider and hooked appendages appears. It spits a gout of webbing at Malgrim, attempting to ensnare them it it...

web touch attack: 1d20 + 6 ⇒ (12) + 6 = 18

And wraps Malgrim in a sticky mess of webbing.

Malgrim is entangled... move at half speed, -2 on attack rolls, move at half speed, cannot run or charge, -4 on dex, and must make a DC 15 concentration check to cast spells. You can make a DC 15 strength or escape artist to escape the web.

the rest of the party may act!


knowledge nature dc 13 to figure out what this abomination is...


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere looks quickly at the situation developing.

nature check: 1d20 + 5 ⇒ (8) + 5 = 13

Ug, Ettercap. Be careful it's bite is poisonous! And with that he begins chanting. Wave of spiritual energy washes over the party when he finishes.

casting Bless, 50' radius so it looks like everyone is in the radius


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Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Arrgh! Horrible spider monster! Not better that swarms!
immediate action cast Liberating Command
Malgrim says a word in the Arcane tongue and tries to wriggle free of the webs. escape artist: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
Gaining their freedom Malgrim draws their rapier and drops a hand to their side and starts drumming to Inspire Courage.
party has +1 to Hit and Damage


Waiting on Ryll and Zdena to take actions as well...Then the spiders will act.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Knowledge Nature: 1d20 + 6 ⇒ (14) + 6 = 20

Watching carefully how the weird spider thing is moving, Zdena takes aim and looses an arrow at it.

Movement action is Studied Target

Longbow+Bless+ST: 1d20 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Damage: 1d8 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9

Sure wish I could roll to hit with this bow.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Speaking of range weapons, did we end up keeping the MW javelin and the MW light crossbow? (What sorry-ass rogue doesn't keep track of loot?!?) I'll throw a dagger for now, and see is either of those are options for next round.

Ryll throws a dagger at the Ettercap

Dagger+Bless+Courage: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25

Damage+Courage: 1d4 + 1 ⇒ (1) + 1 = 2

Confirmed crit: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17

Confirmed crit damage: 1d4 ⇒ 3


GM dice:

Ettercap Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Spider yellow perception: 1d20 + 4 ⇒ (15) + 4 = 19
Spider blue perception: 1d20 + 4 ⇒ (8) + 4 = 12
Spider yellow attack: 1d20 + 2 ⇒ (3) + 2 = 5
Spider Blue ranged touch: 1d20 + 5 ⇒ (8) + 5 = 13

You haven't had the chance to sell anything yet - so yes the MW light crossbow is in play and you are welcome to be carrying it!

Zdena:
That, as surmised by Sighere, is an ettercap - they are aberrations who have a mildly poisonous bite and can spit webbing, they like to lay in ambush - as seen here...

Premek's hairball of acid finds the nearest spider, and Ryll's dagger finds purchase in the Ettercap's hide, drawing a little blood.

The giant spider skitters across the webbing over the quicksand attempting to bite Malgrim, but its pincers are deftly avoided by the bard. The second spider, losing sight of its feline prey in the bushes, spits a gout of webbing at Ryll, who nimbly sidesteps the mess.

Round 2! Premek and Ryll are upEttercap, party, both spiders


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Premek contemplates doing something excessively risky but decides to save it for later. Since the first spider lost track of him, he sprays acid at it again (blue).

ranged touch attack: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24
damage: 1d3 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4

Then tries to hide again.
stealth-sniping: 1d20 + 20 - 20 ⇒ (1) + 20 - 20 = 1
But apparently too many of the leaves have been melted away by the acid and it's pretty clear where he is.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Ryll grimaces in disgust at the blob of viscous webbing, and raises her crossbow to shoot at the Ettercap.

MW Light Crossbow+Bless+Courage: 1d20 + 5 + 1 + 1 + 1 ⇒ (15) + 5 + 1 + 1 + 1 = 23

MW Light Crossbow damage+Courage: 1d8 + 1 ⇒ (5) + 1 = 6


GM dice:

Ranged touch: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Premek's acid attack severely injures the closest spider, who now fixes its many eyes on the small feline form. Ryll's crossbow bolt lodges itself into the Ettercap, who lets out a small grunt of pain, and immediately attempts to shoot another sticky mass of webbing at the half-elf. Ryll again deftly sidesteps the mess flying her way however...

Damage to both ettercap and blue

[b]Sighere, Malgrim, Zdena[b] are up! Then the spiders...


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

With a soft growl of frustration, Zdena grabs for one of Abby's good arrows and looses it at the ettercap.

Longbow+Bless+ST+1Arrow: 1d20 + 4 + 1 + 1 + 1 ⇒ (3) + 4 + 1 + 1 + 1 = 10

grumblegrumble


Zdena, 50% chance missed ammo is recoverable.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Malgrim steps to the side of the spider that rushed them and takes a quick slash at it.
attack+Bless+Inspire Courage: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26
Crit confirm: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23
damage: 2d6 + 2 + 1 ⇒ (1, 1) + 2 + 1 = 5
And continues to play their drum.
+1 to Hit and Damage continues


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Well, maybe I'll at least get it back, then. BTW, apparently I missed +1 from Inspire Courage on all those rolls. Don't think it would've changed anything.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere quickly changes tones once the bless is cast. His voice becomes deeper, the language changes. Suddenly a spectral figure appears superimposed over Malgrim holding a shield out.

Placing Ward on Malgrim, +2 deflection to AC and +2 resistance to saving throws. Will last until they are hit.


Malgrim executes a perfect parry and riposte onto the spider, thrusting deeply into its carapace, and returning to a perfect defense. Zdena's shot goes wild, missing the spider entirely in passing. Sighere brings the blessing of the spirits down on Malgrim, and they are protected from harm for the moment...

GM dice:

Spicder yeloow: 1d20 + 2 ⇒ (8) + 2 = 10
spider blue ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11

Malgrim's spider bites again at them and misses, creating an opening for those in melee with it. The other spider spits a mess of webs at Premek, attempting to ensare the feline, but the webs hang in the remainders of the trees and Premek strides free of the entangling mess....

Premek and Ryll are up!


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Premek moves towards the bridge, and sprays acid at the web trap strung across it. Not really sure if that has a chance of working, but worth a shot.

attack roll if relevant: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
damage roll if relevant: 1d3 + 1 ⇒ (3) + 1 = 4


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Ryll reloads and fires again at the Ettercap.

MW Light Crossbow+Bless+Courage: 1d20 + 5 + 1 + 1 + 1 ⇒ (19) + 5 + 1 + 1 + 1 = 27

MW Light Crossbow damage+Courage: 1d8 + 1 ⇒ (8) + 1 = 9

Confirm Crit: 1d20 + 5 + 1 + 1 + 1 ⇒ (15) + 5 + 1 + 1 + 1 = 23

Confirmed Crit: 1d8 ⇒ 2


GM Dice:

attack: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Premek sprays more acid, this time at the web trap across the path, disintegrating it and clearing the pathway to the Ettercap. Ryll's shot thunks solidly into the ettercap, obviously wounding it deeply.

The ettercap crosses the no-longer trapped bridge, its inhuman legs moving at odd angles, reminiscent of an arachnid. As it closes on Ryll, it snaps its jaws at her, and she can see the venom present on the pincers as Ryll ducks under the bite attack.

The rest of the party is up!


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Zdena drops the bow, draws her falchion, and swings at the ettercap.

Falchion+Bless+IC+ST: 1d20 + 7 + 1 + 1 + 1 ⇒ (9) + 7 + 1 + 1 + 1 = 19

Damage: 2d4 + 6 + 1 + 1 + 1 ⇒ (4, 3) + 6 + 1 + 1 + 1 = 16


Zdena's powerful swing levels the ettercap, reducing it to a quivering pile of disjointed limbs and odd eyes....

Two spiders remain...

Malgrim and Sighere are up!

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