GM of Rust's "Whims of Fate" Table 2 (Inactive)

Game Master Knight of Rust

The House of Fate and Fire

Maps


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Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

With a grunt Crow broke into a loping run. He wasn't that fast, given he wore a lot of metal and his legs were short for someone as tall as he was, but even if they were stubby for his height they were still longer than most, and he moved with more speed than might be expected.

As he ran towards the noise, on the theory that he'd need those horses himself, Crow's helmeted head swiveled to look around, to try and spot what the threat was - or at least where it was.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River, on the other hand, is very fast and she easily outpaces Crow, flowing across the ground like water down a hill.

She simply runs straight towards the noise, not bothering to stop and look around.


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

knowledge local: 1d20 + 6 ⇒ (8) + 6 = 14

Dr. Castle's ears catch the cry for help and he can't help but smile a little. "finally...some excitement." He follows behind Crow, moving from cover to cover as is his habit. As he moves, he pulls a vial from his belt, sprinkles a little something in the top, gives it a quick shake and quaffs it down.

heightened awareness. +2 perception and trained knowledge checks for 80 mins. if initiative is rolled, may end the effect for a +4 initiative instead.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund auto-passes that knowledge check.

Edmund glances over the blown glass that has so captivated River and smiles affectionately down at the ancient girl he has pseudo-adopted. He pauses at an image of a mountain lion, remembering how enamoured his son was with such creatures when he was a boy. His hand is halfway to his money pouch when chaos breaks out down the street.

”River, wait,” he calls out uselessly as she heedlessly takes off. Pausing only long enough to cast invisibility on himself, Edmund quickly follows. Those who know him know that the cane is an affectation, and the invisible old man soon outpaces Crow.


As you reach the edge of town, you find yourself at Augustus' Stables, a home that looks worse as you get closer to it with a rickety fence meant to hold in horses that has seen better days. An older man in clothes too fine to be the owner of this ramshackle establishment yells at you from the balcony of the house.

"You lot!" He shouts, frantic. "Help my stock! Get those beasts away from the horses! I'll make it worth your while!"

Even if he didn't distract you from the scene in front of you, there was no missing it. Three large, hulking abominations shared the stables with the horses, gnashing their teeth at anything nearby. One of the creatures, its feet sinking into the ground with every step, stalks towards a group of horses who had cornered themselves in their panic.

Two more of the beasts were trying to get into the stables, blocked only by a group of three bloodied humans. Their swords bounced off of the thick plating of the creatures, one sword clanking off with a metallic ring, but neither side showed any signs of giving up.

With the promise of a reward, what do you do?

River is just a bit farther ahead than the rest of the party. As you are all newcomers, I'll give you each a surprise round and let you roll initiative before figuring out the turn order. This will help you guys buff, get closer, throw out an attack, etc. The fence is five feet tall, and would require an easy DC 10 Climb check or Escape Artist (to squeeze through) or a DC 15 Acrobatics check. You can find the Map here, although only Crow and Jebediah have control of their tokens. It doesn't look like any one else entered the R20 yet, but if you tell me your display name and what your character is doing, I'll get you set up.

Knowledge Arcana to identify the creatures, as well.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

"Indeed," Crow agreed, and began to move as fast as he could towards the fence. It was going to take him a little while to get there, but climbing the fence, at least, was simple enough.

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

Can't get into R20 from work so no map for me. I confess I'm not terribly worried about though. Also I strongly recommend that you roll initiative. Us doing it just slows things down. :)

River sizes up the situation in a flash and keeps running, aiming to get between the abomination and the horses it seems to be targeting.

Init: 1d20 + 5 ⇒ (19) + 5 = 24


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

I also strongly recommend GM rolling initiative. My display name is Nazard for roll20.


I fully plan on rolling initiative moving forward. However, you all do get a surprise round, so I figured if you were going to post anyways, I'll let you guys roll your own initiative. That said, I do need to know what Edmund is doing for his surprise round.

Also, the link to join the R20 is Here, and a screenshot of the map is Here. So I'll need the initiative roll, Knowledge Arcana if you want to identify the creatures, and your surprise round action.

And while I'm here, @Jebediah, what conditions do you want to adhere to with popping Heightened Awareness for initiative?


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Given that the monsters are within his 180 foot range, invisi-Edmund casts black tentacles, positioned to catch the pair of monsters to the northeast without getting the guys they're attacking. He also take sa 5-foot step closer towards the action.

Grapple check: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 and grappled

I can see the map now, but can't move my token (or any token).


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

Well, I find +4 initiative to be one hell of a bonus, so let's go with the default assumption that I pop it for the roll. I'll try to be specific if I want to keep it otherwise but generally I'll be favoring the init bonus if combat breaks out. It's only a 1st level anyway.

knowledge arcana: 1d20 + 17 ⇒ (10) + 17 = 27 you didn't state a DC or the like, but I assume that's high enough to at least know the basics.

initiative: 1d20 + 8 ⇒ (13) + 8 = 21

Rounding the corner and assessing the situation, Jebediah's eyes widen in exasperated disbelief for a moment. "Oh wonderful..." At the (presumed) landowner's insistence, Dr. castle smiles. He pulls out a vial from his belt, gives it a quick shake and drinks it before lifting into the air to get a better view. Surely a flying goblin is less strange than a trio of horse-eating monsters around here...

sandals of quick reaction give me a move and standard action on surprise round: drink extract of fly and ascend into the air.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Knowledge Arcana: 1d20 + 20 ⇒ (6) + 20 = 26

It appears the Edmund knows less about bizarre amalgam monsters than other things arcane, but he still knows a bit.


Edmund and Jebediah:
These creatures are known as Bulettes. Large, foul beasts said to have been created by a wizard many ages ago, they're well known for attacking anything that comes near them. What's strange is that they're usually solitary creatures, or found in a mated pair at best, so it's odd that a trio has shown up.

The one farthest from you also has metal plating hanging from it. The metal looks worn and not well taken care of, but it does stand out.

Edmund gets to ask one question and Jebediah gets to ask 2 questions.

Haven't heard from Tek in a while, so going to bot his surprise round.

The Rougarou pulled his Ranseur of the Gargoyle as he approached the fight, following after Crow.

Behind the screen:
Tek Init: 1d20 + 5 ⇒ (8) + 5 = 13
Guards Init: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Monster Init: 1d20 + 6 ⇒ (18) + 6 = 24
Metal Monster Init: 1d20 + 5 ⇒ (9) + 5 = 14
Horse Init: 1d20 + 4 ⇒ (11) + 4 = 15

We'll be doing initiative in chunks based on allies and enemies and can be resolved based on whoever posts first. If anyone has a preference on how to do initiative outside of this, let me know in Discussion and we can work things out.

Initiative Order

Monster 1&2
-
River
Jebediah
Edmund
-
Horses
Metal Monster
-
Tek
Guard
Crow

------

While most of the party runs forward to get into better positions, Edmund casts a spell that attempts but ultimately fails to catch the two monsters while Jebediah quaffs a potion and ascends into the air.

The hulking beast by River stares down at her. The promise of a larger treat is denied by this small humanoid something. Outraged, the monstrosity lashes out, gnashing with teeth and claws.

Bite: 1d20 + 13 ⇒ (15) + 13 = 28 for Damage: 2d8 + 9 ⇒ (2, 7) + 9 = 18
Claw: 1d20 + 12 ⇒ (4) + 12 = 16 for Damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Claw: 1d20 + 12 ⇒ (5) + 12 = 17 for Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

However, River dances out of the way, avoiding each attack sent her way.

The behemoth near the stables stomps around on the tentacles erupting from the ground, not giving them an opportunity to grab it fully. Despite the sudden intrusion, it either doesn't care about the tentacles or is too focused on one of the humans in front of it, as it doesn't move but decides to continue attacking instead. It aims for the man to the south first.

Bite: 1d20 + 13 ⇒ (4) + 13 = 17 for Damage: 2d8 + 9 ⇒ (5, 1) + 9 = 15
Claw: 1d20 + 12 ⇒ (10) + 12 = 22 for Damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Claw: 1d20 + 12 ⇒ (20) + 12 = 32 for Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Confirmation Claw: 1d20 + 12 ⇒ (13) + 12 = 25 for Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

The monster tears into the guard, including a nasty slice from shoulder to stomach. It's easy to tell that the man is barely standing at this point, his only saving grace being the close miss of the creature's jaws.

River, Jebediah, and Edmund are up. None of the monsters look injured yet, but the guards have various teeth marks in them. Nothing life threatening yet, except for the southern-most one who is on their last leg.

Map


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River forms a bundle of water in her hands and sends it jetting towards the creature's nose.

"Bad! You don't eat the horses!"

Not 5ft stepping so eat the AOO.

KB: 1d20 + 14 ⇒ (6) + 14 = 201d20 + 9 ⇒ (18) + 9 = 274d6 + 8 ⇒ (4, 3, 1, 2) + 8 = 184d6 + 8 ⇒ (2, 4, 4, 6) + 8 = 24


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Do bulettes have any energy resistance?

Grapple: 1d20 + 13 ⇒ (15) + 13 = 28 The tentacles seem to get a better grip this time.
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Meanwhile, Edmund begins casting a summon monster 3 spell.


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

Seeing the lone soldier in tatters, Jebediah flies north, staying well above the rampaging landsharks. He pulls a vial, taps the glass, shakes it violently, then throws it directly at the beleaguered guard. "Guardsman! Healing!"

Using precise bomb to exclude the bulette's squares from slpash, starting with the closest to the guard.

throw splash weapon: 1d20 + 11 ⇒ (1) + 11 = 12 Oh you have GOT to be joking...well at least it still splashes the guard for 10 healing and the bulette's probably still full health anyway...

miss direction: 1d8 ⇒ 2 oh COME ON.
healing bomb: 4d6 + 6 ⇒ (1, 5, 3, 4) + 6 = 19


Edmund:
Bulettes have no energy resistance.

The bulette attempts to take a bite out of River as she provokes.

Bite: 1d20 + 13 ⇒ (14) + 13 = 27

She continues to sway and evade, however, and the bulette's teeth clamp down on nothing but air. It does provide an adequate distraction, however, as River's first attack misses. The second attack lands right on target.

Edmund begins casting his spell as his Black Tentacle spell continues to rage on. It damages the southernmost Bulette, but the spell still has trouble lashing onto the metal monster to the north.

Any damage done by the spell is unfortunately mitigated by Dr. Jebediah's fumble. While the guard he targeted was subjected to some minor healing, the bulette was subjected to healing as well.

Horses: 1d100 ⇒ 76

The horses use the chance that River gave them to run around the bulette blocking them in and they huddle in the opposite side of the fence.

The metal bulette roars loudly, shifting uncomfortably in the black tentacles that tried but failed to keep it in place. In its anger, it turns its focus to the guard in front of it.

Bite: 1d20 + 16 ⇒ (10) + 16 = 26 for Damage: 4d6 + 12 ⇒ (6, 5, 1, 1) + 12 = 25
Claw: 1d20 + 15 ⇒ (17) + 15 = 32 for Damage: 2d8 + 9 ⇒ (7, 7) + 9 = 23
Claw: 1d20 + 15 ⇒ (16) + 15 = 31 for Damage: 2d8 + 9 ⇒ (4, 8) + 9 = 21

The metal bulette viciously tears into the guard, claws and teeth sinking and splashing blood everywhere. The guardsman goes down, hitting the ground hard with only moments left in to spare in his life.

Initiative Order

Monster 1&2
-
River
Jebediah
Edmund
-
Horses
Metal Monster
-
Tek
Crow
-
Guard

Moving the Guards to the end of the initiative. I haven't heard from Tek in some time so after Crow goes, if he hasn't posted by tomorrow, I'll bot him and continue with Guards + Monster.

Map


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Hoping the fence, Crow charged the closest bullette with a thundering charge, the greatsword swinging in a shining red arc as blood materialised on the blade before it had any chance to hit as he invoked the Iron Lord's blessing on the swing.

To Hit: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
To Hit: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Damage: 2d6 + 10 + 1 ⇒ (5, 4) + 10 + 1 = 20
Crit Confirm: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Crit Damage: 2d6 + 10 + 1 ⇒ (4, 1) + 10 + 1 = 16
Sneak Attack: 2d6 ⇒ (5, 3) = 8
44 damage total.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Not sure if this guard counts as an ally for his Overprotective drawback. For the moment, assuming not.

The black tentacles continue to lash at the creatures.
Grapple: 1d20 + 13 ⇒ (1) + 13 = 14 +4 versus the one it already has
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Edmund finishes his spell and 1d3 ⇒ 3 imperceptible ripples (aether elementals) appear up in the air thirty feet from the metal creature. 3 fist-sized rocks fly up into the air and streak at the metal creature with blinding speed. The elementals are invisible, so unless the creature can see invisible creatures, they have an additional +4 attack bonus and may be targeting flat-footed AC.

Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

For his own action this round, Edmund invisibly advances 60 feet to get into hasting range of the warriors.


Tekaronhió:ken double moves to get closer to the action.

--

Constitution check: 1d20 + 2 ⇒ (10) + 2 = 12

The guard on the ground continues to bleed out in front of the metal bulette.

The guard in the middle attempts to strike the bulette in front of him with his longsword.

Longsword: 1d20 + 12 ⇒ (11) + 12 = 23 for Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Longsword x2: 1d20 + 7 ⇒ (8) + 7 = 15 for Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Longsword x2 Confirm: 1d20 + 7 ⇒ (1) + 7 = 8 for Damage: 1d8 + 4 ⇒ (5) + 4 = 9 Makes it thanks to being Grappled

"That's for Samwell you son of a b*&*$!" He yells as both of his blows draw blood.

His injured companion attempts the same, though his gaze alternates to the bulette and the strange goblin flying above him.

Longsword: 1d20 + 12 ⇒ (10) + 12 = 22 for Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Longsword x2: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Longsword x2 Confirm: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Whether it was his friend's dire state or the arrival of aid, the guardsman's blows land as well. The bulette starts to wobble some as its blood soaks the land.

Top of the Round

The bulette near River and Crow has taken quite the beating. Roaring at the two, it quickly turns around and bounds towards the horses, only to dive into the ground, its claws sending dirt and grass towards the duo before disappearing into the ground.

Withdraw action, no AoO

Escape the grapple: 1d20 + 16 ⇒ (11) + 16 = 27

The grappled bulette growls and barks as it barely rips itself free from the Black Tentacles. It hesitates for a moment before moving out of the spell, provoking from both guards.

Longsword: 1d20 + 12 ⇒ (20) + 12 = 32 for Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Longsword: 1d20 + 12 ⇒ (1) + 12 = 13 for Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Both attacks strike it true, but it is now out of the spell and is snarling even more viciously than before.

--

Edmund's Black Tentacle spell rages on but continues to fail getting any sort of grasp on the metal bulette.

The Aether Elementals do have more luck. The metal bulette is struck by two of the rocks, with the last harmlessly bouncing off of its hide.

A couple things, Edmund. After Black Tentacles, Edmund does become visible again. (Just a nitpick, he's far from the bulk of combat.) Invisible creatures should only have a +2 to attack instead of a +4. Your first Elemental has a +1 for damage, which I'm not sure where that came from. Finally, I don't believe Augment Summoning works to increase the damage. Looking at the different Aether Elemental forms, none of them seem to take damage off of Strength. An example is the Small having a +2 to damage but a 12 strength, and Large having a +6 to damage with a 16 strength. Please let me know if I'm missing any rules that explain all of these.

Bold is up

Bulette Red (Bloody, underground}
Bulette Blue (Bloody)
-
River
Jebediah

Edmund
-
Horses
Metal Monster (Damaged, in difficult terrain)
-
Tek
Crow
-
Guard Red (Dying)
Guard Blue (Damaged)
Guard Green (Bloody)

Map


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

Grimacing slightly at the now-savaged guardsman, Dr. Castle flies over to the nearby barn, alighting on the roof. He pulls another vial from his belt, shakes it up and throws it at the now dying guard...

healing bomb: 1d20 + 11 ⇒ (1) + 11 = 12 you CAN'T be f*$&ing serious right now...
miss direction, if that still applies: 1d8 ⇒ 4
healing: 4d6 + 6 ⇒ (4, 2, 1, 5) + 6 = 18

and glares in annoyance as his bomb once again goes errant and lands on the monster instead of the guard. "Stop hogging the medicine, you metal-mawed moron! I will NOT be charged with malpractice for your benefit!"


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River races to the edge of the tentacles and hurls a jet of water at the metal monster.

"Leave him alone!" She demands loudly.

KB: 1d20 + 14 ⇒ (11) + 14 = 254d6 + 8 ⇒ (4, 4, 6, 3) + 8 = 25


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

I don’t think he should become visible due to Black Tentacles. It’s not an attack (though the spell does attack, but that’s not any different than the elementals). I got the +4 bonus wrong; +2 is right. All the elementals should have that +1 damage—it’s from Point Blank Shot. The extra damage doesn’t come from the strength boost but the constitution boost—their telekinetic throw works like the aetherkineticist’s attack.


Invisibility wrote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

This is the line that makes me believe Black Tentacles should break Invisibility. The summoned creatures wouldn't break Invis, as stated in the spell later on, but Black Tentacles is definitely an area/effect that includes a foe. And gotcha on the +1 and the Con damage, I'll get that added in to the beast's damage.

Jebediah throws another healing potion into the fray. There seems to be some kind of leak of alchemical grease or something where he's getting these potions from as he fumbles another one. The metal bulette heals up, and the splash damage does stabilize the guardsman.

The water from River's attack splashes against its metal plating harmlessly, though her shout does draw its attention. It looks back at her and seems to notice that the other bulette had fled underground.

---

Horses: 1d100 ⇒ 28

The horses huddle in the corner of the yard, panicked but unwilling to run towards where the bulette dove into the ground.

The metal bulette, after surveying the battlefield, seems to decide that the small ones with pointed sticks and summoned tentacles were a poor meal in comparison to the horseflesh not too far from it. Turning and leaving the guard it trudged through the tentacles, stomping and crushing them as best it could, before emerging outside of it closer to the horses.

---

Round 2
Bold is up

Bulette Red (Bloody, underground}
Bulette Blue (Bloody)
-
River
Jebediah
Edmund
-
Horses
Metal Monster (Damaged)
-
Tek
Crow

-
Guard Red (Unconscious, stable)
Guard Blue (Damaged)
Guard Green (Bloody)


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

The messageboard consensus on the issue seems to be evenly divided, so I’ll rethink Edmund’s strategy for future encounters. Maybe he’ll try healing all the enemies like Jebediah…that’s a neat trick!


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

SILENCE! The dice are being little shits right now! Besides, if I manage to tame a bulette I will NEVER let you live that comment down.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow frowned as the creature slid away into the dirt to hide. It was extremely inconsiderate of it to run away as it did before he could finish it.

Instead of moving towards the other attackers the massive Warpriest muttered beneath his breath, banging one fist against his holy symbol, and two great swords as tall as he was appeared and began to circle. Crow reached out, grabbing one of the blades and hurling it in an overhand motion at the other bullette as he moved away from River. Maybe if he was alone it would dare show up.

Hedging Weapons: 1d20 + 8 ⇒ (20) + 8 = 28
Force Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
Crit Confirm: 1d20 + 8 ⇒ (18) + 8 = 26
Crit Force Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Sneak Attack: 2d6 ⇒ (3, 3) = 6

I am confused and alarmed by these rolls.


How did Crow get sneak attack on his hit last round and on the spell damage in this round? Some special ability? I also don't believe you can summon the weapons and throw one in the same round, since it's a standard to cast and a standard to throw, but I'll allow it this time for the sake of expediency.

Crow summons and throws a Greatsword after breaking off from River's position. The thrown weapon sticks between the plates of the bulette, causing it to roar in pain before the weapon dissolves into the ether.

Botting Tek

With his Ranseur of the Gargoyle ready, Tek activates its special ability as a swift action (+2 enhancement to natural armor) and the fur on his body becomes stiff as they petrify. Taking a five foot step, the Rougarou attempts to pierce the beast's hide.

Ranseur Power Attack: 1d20 + 10 ⇒ (1) + 10 = 11 for Damage: 2d4 + 14 ⇒ (1, 2) + 14 = 17
Ranseur Power Attack: 1d20 + 5 ⇒ (4) + 5 = 9 for Damage: 2d4 + 14 ⇒ (1, 1) + 14 = 16

The bulette doesn't let him get any good stabs in, seemingly far more wary of the west after it got run through by an errant greatsword.

---

The Green Guard steps up towards the beast that almost laid him low, swinging in a frenzy out of both desperation and fear.

Longsword: 1d20 + 12 ⇒ (19) + 12 = 31 for Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Longsword Confirm: 1d20 + 12 ⇒ (14) + 12 = 26 for Damage: 1d8 + 4 ⇒ (4) + 4 = 8

The guard unleashes a frantic strike to the bulette's side, losing his longsword in between its thick plating, but it's enough. The bulette convulses and falls to the ground, bleeding.

Seeing that the bulette closest to them has been taken care of, Blue Guard runs up to the fallen Red Guard and pulls out a potion from his satchel. He's ready to help the man next turn.

---

Top of the order

The Blue Bulette lays still, currently bleeding out.

The Red Bulette emerges from the ground, still bleeding but still ravenously hungry. Instead of by any of the humans who would seem to be easy prey, it goes for the horses just like its metal brethren does. The ground shakes as it leaps out of the grass and lands to bite the nearest horse.

Bite: 1d20 + 13 ⇒ (4) + 13 = 17 for Damage: 2d8 + 9 ⇒ (7, 3) + 9 = 19

The targeted horse screams out in pain before falling to the ground, the bulette's jaws grasping its neck firmly.

---

Round 3
Bold is up

Bulette Red (Bloody)
Bulette Blue (Dying)
-
River
Jebediah
Edmund

-
Horses (Red = Dying)
Metal Monster (Damaged)
-
Tek
Crow
-
Guard Red (Unconscious, stable)
Guard Blue (Damaged)
Guard Green (Bloody)

Map


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

"Leave them alone!" River yells again, running to intercept the metal monster and throwing another burst of water at its face.

KB: 1d20 + 14 ⇒ (4) + 14 = 184d6 + 8 ⇒ (4, 5, 2, 5) + 8 = 24


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

Jebediah exhales a sharp, exasperated sigh as he pulls out another vial, calling out to the guardsman below. "Save your potion, man!
Those things aren't free!"
He then chucks the golden vial at the bleeding guardsman, safe in the knowledge there's no hungry metal interruptions to block his throwing arc this time...

healing bomb: 1d20 + 11 ⇒ (10) + 11 = 21 Yup, NOW the dice cooperate. Gonna be one of THOSE games I see...
healing on red guard: 4d6 + 6 ⇒ (6, 5, 4, 4) + 6 = 25 Yup, those too. Alright RNG, I see how it's gonna be...oh and 10 healing for blue guard. Splish-splash in the healing bath!

As the vial crashes down and releases its mist on target this time, mending wounds and stopping life-threatening blood loss, Dr. Castle nods and moves to stay with the action, frowning at the now bloody, probably-lifeless horse and grumbles under his breath about how the stable owner is likely to throw a temper tantrum. If that was his prize stallion or favorite brood mare we won't hear the end of it all day...on the other hand, this might be an opportunity... he can't help but grin at the plan forming now in his head.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Apologies for not making it clear. Crow's Savage Critical feat triggers whenever he uses Vital Strike or gets a crit confirmed, so I rolled sneak attack in case the crit confirmed. I also used a point of Fervor to cast the spell as a swift action, then used the standard action to throw.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

The invisible aether elementals continue to pound the metal bulette with debris, picking up recently-deposited horse pucky and flinging it with deadly force.

Attack: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Atrack: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

For his part, Edmund casts a minor spell, and 4 force missiles fly across the stable yard and impact the red bulette, exacerbating its wounds.

Magic Missiles: 4d4 + 4 ⇒ (4, 4, 1, 4) + 4 = 17


Roger that, Crow, thanks for the explanation.

River yells at the metal bulette closing in on the horses and throws a powerful blast of water that once again washes away after hitting the metal plating.

The guard with a potion in his hand looks up just in time to see the vial break on his friend, washing them both with a fine mist of healing bomb. The downed man starts coughing as his eyes open, his wounds closing though he is still very injured.

The Aether Elementals fling whatever happens to be nearby which leads to some rather gross attacks. However, only one of the attacks connect with the metal bulette, one of them flying far into the distance over the fence.

Edmund finds great success. Three powerful missiles comprised of powerful magic and one not so powerful missile streak towards the bulette threatening the horses. Several pops were heard as the magic missiles slammed into the monster, but it was enough to take it down. The bulette collapses on the ground.

---

Behind the screen:
100: 2d100 ⇒ (61, 88) = 149

The horses begin running past the downed bulette to escape from the metal one trying to box them in. They steer clear of River while they do it with the wide eyes of total fear.

The metal bulette roars in rage and pain. Its black eyes look at the fallen and looks over the battlefield, almost as if surveying its options. It turns its attention to the downed horse and starts galloping, jumping into the air and landing on it.

Acrobatics/Leap: 1d20 + 16 ⇒ (12) + 16 = 28 And with that, I'm not going to bother rolling 4 claws and a bite on a bleeding out horse.

The metal beast lands on the horse and eviscerates it, tearing it limb from limb.

---

Round 3
Bold is up

Bulette Red (Dying)
Bulette Blue (Dying)
-
River
Jebediah
Edmund
-
Horses (Red = Dead)
Metal Monster (Damaged)
-
Tek
Crow

-
Guard Red (Bloody)
Guard Blue (Damaged)
Guard Green (Bloody)

Map


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow's helm tracked the leaping beast, and he sighed internally as he realized it was too far away to attack - and that it had taken out a horse, which was frustrating. Still, it couldn't escape entirely, and Crow hurled the second sword at the thing as he approached to try and get it's attention.

To Hit: 1d20 + 8 ⇒ (3) + 8 = 11
Force Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15


Crow attempts to throw his other greatsword of force, but unfortunately the weapon goes wide, missing its target.

Tekaronhió:ken double moves towards the metal bulette, preparing for his next turn.

---

Blue and Green Guardsman both yell at nearly the same time. "It's gunna run!" and "It came to eat, it'll flee!" They both drop their swords, and Blue drops the potion on the ground. Even Red hastily stands up and pulls his bow, but only Blue and Green get to fire shots off. They move closer, pulling out their longbows, and take their shots.

Blue Longbow: 1d20 + 10 ⇒ (14) + 10 = 24 for Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Green Longbow: 1d20 + 10 ⇒ (9) + 10 = 19 for Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Both shots bounce harmlessly off of its metal plating.

---

Top of the order

Both Red and Blue bulettes are still bleeding out.

---

Round 4
Bold is up

Bulette Red (Dying)
Bulette Blue (Dying)
-
River
Jebediah
Edmund
-
Horses (Red = Dead)
Metal Monster (Damaged)
-
Tek
Crow
-
Guard Red (Bloody)
Guard Blue (Damaged)
Guard Green (Bloody)

Map


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River unleashes a flurry of water, although she knows it isn't going to do much at this point.

KBs: 1d20 + 14 ⇒ (11) + 14 = 251d20 + 9 ⇒ (18) + 9 = 274d6 + 8 ⇒ (4, 1, 5, 6) + 8 = 244d6 + 8 ⇒ (3, 2, 1, 1) + 8 = 15


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

If the horse is already dead we lose little by letting the last one go unless someone's planning to use some form of resurrection on a horse, which seems doubtful...we keep hitting it and it's likely to just turn around and cause more harm...on the other hand, the corpse could provide some VERY useful materials and not just to me...plus the owner will likely NEVER stop complaining if we let one get away...damn you, practical dilemmas!

Dr. Castle turns another bomb vial over in his hands as he drifts through the air toward the final bulette, lost in thought for all of three seconds.

"Oh, to the nine hells with it; in for a copper, in for a gold!" He flicks the vial, tapping it with a finger and then throws it at the beast.

REGULAR bomb this time: 1d20 + 11 ⇒ (19) + 11 = 30
fire damage: 4d6 + 6 ⇒ (3, 4, 6, 4) + 6 = 23


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Three loose horseshoes fly through the air at the metal bulette. Meanwhile, Edmund moves another thirty feet closer and unleashes more magic missile.

Damage: 4d4 + 4 ⇒ (2, 1, 4, 1) + 4 = 12


Behind the screen:
Metal: 1d100 ⇒ 34

The metal bulette roars in pain as it takes a large amount of damage from the party. Struck by water, bombs, horseshoes and magic missiles, it glares at the group one more time before snatching the torn horse in its mouth and attempting to flee.

Acrobatics (Jump): 1d20 + 16 ⇒ (10) + 16 = 26

Despite the bulk of the horse in its mouth, the metal bulette jumps over the fence, prize in tow. It seems unwilling to leave without something to show for it..

Both of the guardsman attempt to shoot the bulette as it leaves. It gets partial cover due to the paddock fencing.

Blue Longbow: 1d20 + 10 ⇒ (2) + 10 = 12 for Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Blue Longbow: 1d20 + 5 ⇒ (18) + 5 = 23 for Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Green Longbow: 1d20 + 10 ⇒ (17) + 10 = 27 for Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Green Longbow: 1d20 + 5 ⇒ (12) + 5 = 17 for Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Red Longbow: 1d20 + 10 ⇒ (16) + 10 = 26 for Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Red Longbow: 1d20 + 5 ⇒ (4) + 5 = 9 for Damage: 1d8 + 3 ⇒ (1) + 3 = 4

However, due to the cover of the fencing, none of them get a clean shot off on the beast.

Whole party is up

The bulette moved 40 feet north of the paddock, so no map. It only has 22 hit points left, so it's a first come first serve on damage to keep it from getting away. If it's still alive during its turn, it's going to disappear.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow moved up, but with a lack of ranged options he was mostly making sure the thing didn't double back.


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River takes off after the creature, seemingly determined to save the wounded horse. She clears the fence with a lithe bound and hurls another globe of water after the bullette.

Acro: 1d20 + 16 ⇒ (15) + 16 = 31
KB: 1d20 + 14 ⇒ (16) + 14 = 304d6 + 8 ⇒ (4, 5, 3, 4) + 8 = 24


Combat is over! The horse is, sadly, already dead at this point.

As the group moves forward, River is able to fire off one last blast of water that causes the metal bulette to fall to the ground. Its momentum carries it a few feet, leaving a gouge in the land where it slid.

The guards let out a collective sigh of relief before the one who had been nearest the stable's gate jumped in the air and yelled, "Take that, you ornery son of a b!@&@!"

As you gather together, you see that the group of guards had been through hell. Their armor was torn and looked hastily repaired, and their swords looked they had attacking a stone wall. The oldest of the group walked ahead of the other two. "Thank you all, seriously," he said grimly. "My name is Samuel, me and my boys make up Samuel and Sons. The one Mr. Goblin saved is Samael, and the other one is Saman. I really, really appreciate you all stepping in. Last week we lost Samwell, my oldest, to these wretched things. That was just when there were just two of them. Damn them! Damn them to Hell!" About to lose his composure, Samuel threw his bow on the ground and walked a few feet away, his back turned to you all.

The one he introduced as Samael stepped up. "It's... been pretty tough," he admitted. "But, before the old coot gets down from his balcony, what do we call our saviors?"

Local DC 18, Character DC 23 (1+ years at the House):
Samuel and Sons is a mercenary company housed in Pol. They started making a name for themselves recently from taking out a group of highwaymen, but seem reluctant to leave the Whitemarch Prefecture. Samwell, the oldest son, was said to be ready to take over the company for his father.

Blue Guard = Samuel (father)
Red Guard = Samael
Green Guard = Saman


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Character Check: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Crow grunted as the monster fell. Nasty beasty, but too inclined to flee to be too dangerous. Moving back to the group, Crow responded, "Crow Irontouched, with the House of Fate and Fire." Samuel and Sons sounded vaguely familiar, but Crow didn't care enough to rack his brain for it. "It sounds like you have suffered some attrition to these monsters. I am sorry for your losses." The giant bowed his head solemnly.


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

*snicker, snort*...THE SAMSONS HAHAHAHAHAHAHAHAH

local: 1d20 + 6 ⇒ (4) + 6 = 10

Jeb drifts down to the ground near the survivors, offering just a nod in greeting as he looks them over for serious injuries. "Dr. Jebediah Castle. You two," he says, gesturing over the two bloodied sons as he reaches for a pair of vials, "Come here. Won't do to have the both of you half-dead if something else decides to make trouble." He holds up first one vial to Samael, "Drink this," then the potion in his other hand, "Then pour this in your mouth and spit it back into it's container for me. Do not swallow it. Clear?" he makes sure both of the lads are on the same page before handing him the vials, repeating the process with the other brother, supervising closely.

yay for alchemical allocation! Using potion of cure serious wounds on each after the allocation.

serious heal for Sam: 3d8 + 8 ⇒ (5, 7, 1) + 8 = 21
serious heal for other Sam: 3d8 + 8 ⇒ (2, 2, 5) + 8 = 17

Once the process is done (and Saman hands the potion back) Jebediah then begins to examine the field for the dropped potion...two for one seems a fair price, I think; nice to make a deal where everyone wins...


male goblin Alchemist (Wasteland Blightbreaker) 8 character sheet

*snicker, snort*...THE SAMSONS HAHAHAHAHAHAHAHAH

local: 1d20 + 6 ⇒ (7) + 6 = 13

Jeb drifts down to the ground near the survivors, offering just a nod in greeting as he looks them over for serious injuries. "Dr. Jebediah Castle. You two," he says, gesturing over the two bloodied sons as he reaches for a pair of vials, "Come here. Won't do to have the both of you half-dead if something else decides to make trouble." He holds up first one vial to Samael, "Drink this," then the potion in his other hand, "Then pour this in your mouth and spit it back into it's container for me. Do not swallow it. Clear?" he makes sure both of the lads are on the same page before handing him the vials, repeating the process with the other brother, supervising closely.

yay for alchemical allocation! Using potion of cure serious wounds on each after the allocation.

serious heal for Sam: 3d8 + 8 ⇒ (7, 1, 6) + 8 = 22
serious heal for other Sam: 3d8 + 8 ⇒ (3, 5, 5) + 8 = 21

Once the process is done, the wounds close and Saman hands the potion back, Jebediah then begins to examine the field for the dropped potion...two for one seems a fair price, I think; nice to make a deal where everyone wins...


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River rushes over to the horse and seems quite upset when she isn't able to heal it in time. She returns slowly, looking rather mournfully at the dead bulletes as well.

"They were just hungry..." She says sadly. "They didn't deserve to die for that."

She doesn't seem interested in joining the group, instead heading over to the remaining horses and making soothing noises as she goes. When one of them calms long enough to let her stroke it the naiad buries her face in it's neck and hugs it.

Edmund:
River has told you before that she tries to avoid killing, even animals, and it seems likely that she's having some sort of guilt attack over the fight and her actions here.


"Thank you, Crow," Samael says, lowering his head.

"The House of Fate and Fire?" Saman speaks. "That makes you a bunch of big shots then, doesn't it?" As it looks like he was about to continue, Jebediah shoves a potion at him and his brother and gives them direction on what to do and not to do with the potions he's giving them.

As they drink, Edmund introduces both himself and River. Tek introduces himself after.

The older man turns around, eyes already red and tearing. The bags under his eyes are prominent. "Thank you, all," Samuel started slowly. "It was damn stubborn of me to keep us in this fight. We would have died if it weren't for you. Just like... Just like...

"Dad..." Saman started.

"I'll be all right, Saman," Samuel said, grabbing his two sons under his arms and pulling them in close. The mercenary's tears finally begin to fall. "I still have you two. We still have Leona. I'm sure she's been worried sick over this fool of man I've become."

"You've just been doing the best you can." Samael also began crying, getting caught up in the feelings. Saman didn't last much longer, either.

"We really can't thank you enough," Samuel choked out, looking back at your group. "Thanks to you five, we were able to get vengeance for my son. If you like, could you dine with us tonight? No," Samuel shook his head. "I insist. Please come and allow us to feed you. If you need a place to stay, we can do that, too. Let me thank you for avenging Samwell and saving these two."

In the distance, you can see the man who had yelled for help on the balcony coming. Well dressed with a serious look on his face, he walked slowly with the help of his cane and opened the gate to the stable.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Sympathy and grief glistening his own eyes, Edmund places a hand on the father’s shoulder and replies, ”We would be pleased to dine with you and your family.”

Edmund casually leans on his own cane as the presumed stable owner approaches. He keeps glancing over at River, making sure she’s okay.


Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 | Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

Crow glanced at River, but didn't understand what was wrong. These creatures had been man-hunters. There deaths were a necessity. He wasn't really certain how to deal with her, so he turned back to the conversation for now, dealing with the bit he knew. "A meal would be a delight," he agreed with Edmund, on the theory that the less food be had to buy the longer his coin would last.


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River, having seen to the horses injuries, makes her slow and cautious way over to the group. She arrives just in time to catch the invitation to dinner and stands quietly behind Edmund, seemingly trying to stay out of sight. Thankfully the survivors are too exhausted to ogle the naiad in her simple belted tunic and sandals.

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