Owlbear

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674 posts. Alias of Hawkeye127.


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Sovereign Court

First and foremost, I apologize for my posts only coming once every couple weeks or so. Second, I'm afraid that I might not be able to pick up the pace anytime soon. My personal life has become rather hectic and has afforded me little to no time to even boot up the computer. The situation is no better at work. I used to be able to squeak in a post fairly often but the last couple of months have been awful, these last few weeks being particularly nightmarish.
It's for these reason that I don't feel that I'll be able to continue as a GM for this game. I truly apologize for I feel that I've robbed you all of an enjoyable experience. If someone wishes to take over, I'll gladly hand over the reins. If not, that's perfectly fine. Please know that I'm truly sorry for not being able to step up to the plate as a GM. I wish you all the best luck in your future games.

Sovereign Court

Sorry for the extended absence. Work has been a waking nightmare with the holidays approaching. Hopefully we're on the downhill slide now.
Ko'Faahin, you see three hobgoblins and a wolf on the bridge. Their exact location can be seen on the map.

Sovereign Court

A hasty retreat it is then.
The heroes make an about-face and run in the face of this new threat. The hobgoblins give ready pursuit but are eventually lost in the streets.
Making your way out of town, you quickly see the bridge come into view. Before you can get there, though, you here a "Psst!" sound coming from the tree line off the side of the road. You investigate to find many of the townsfolk you've saved hiding there. They inform you that the bridge is guarded by a host of hobgoblins, making escape into the Fangwood Forest impossible.
You cautiously approach to see colorful gobs of lichen and moss dapple the ancient, basalt bridge at the Marideth’s narrowest crossing. The ravine below drops twenty feet into raging whitewater and jagged, exposed boulders. To the northwest stands a ramshackle shed and a weathered but sturdy-looking wooden crane. Twentysome bloody and motionless bodies litter the ground, and above them flap banners painted with an ominous, fanged red shield. To the north, three hundred feet past the bridge, a wall of trees and ferns marks the edge of the Fangwood.
You haven't been spotted yet and the map has been updated. How do you want to proceed?

Sovereign Court

With nothing else of value to be found here, the group prepares to leave. However, you're barely out of the door before another hobgoblin patrol round the corner. They spot you immediately and charge, shouting "More slaves for the pits!"

Initiative!
Karist: 1d20 + 1 ⇒ (3) + 1 = 4
Ko’Faahin: 1d20 + 5 ⇒ (17) + 5 = 22
Shessik: 1d20 + 1 ⇒ (17) + 1 = 18
Thakus: 1d20 + 1 ⇒ (3) + 1 = 4
Hobgoblin: 1d20 + 2 ⇒ (9) + 2 = 11
Ko'Faahin and Shessik are up first!

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I'd heard about that. Glad to hear you're ok. Let me know if you need anything.

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As the rest of the group prepares to move on, Ko'Faahin moves to check to storage shed out back. Upon first glance, the drafty building appears to be just that. However, closer examination reveals a secret hatch in the floor, inside of which you find tome trail rations (8 provision points) and a wand.

DC 15 Spellcraft:
The wand is a wand of cure light wounds (21 charges left).

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Ko'Faahin doesn't seem to find anything of value in the temple. Going back over what you were told in the tavern, these were the only places in town that held any significant amount of equipment.

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As the potion slides down his throat, the boy does indeed awaken. He thanks for the timely rescue, though it's clear he knew some of the bodies on the floor as he fights back tears. Seemingly eager to leave the room, he agrees to join the others at the bridge and heads out.
Its up to you guys where to go from here.

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You determine that the boy is at -2 HP and stabilized.

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Jesse Heinig wrote:
Hey DM, I accidentally posted on the Gameplay thread with this alias at some point. Can you go to the Campaign Info tab and remove it from the Active Player list? Thanks!

No worries, I'll take care of it.

Sovereign Court

Wow, sorry guys. It's been a long, crazy week. Let's get back to it.
The body of the adult male is easily removed by Thakus and Shessik and the young boy underneath is able to be pulled to safety. As Ko'Faahin offers a burst of positive energy, the boy's breathing becomes more easy, though he does not wake. Looking around the room, it appears that the hobgoblins made off with everything they could take, and destroyed what they couldn't.

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Ko'Faahin hears absolutely nothing from the other side of the door, prompting Karist to open it. Inside the shrine, you see wooden statues of two deities, both now chopped and marred by hobgoblin weapons, stand in their own alcoves in the northwest end of the shrine. Alcoves on either side of these two serve as general shrines to the variety of other gods and spirits worshiped by the locals. A dozen human bodies lie scattered across the floor and pews, their faces contorted in looks of terror.

DC 16 Knowledge (Religion):
The marred statues once resembled Desna and Erastil. Given that they're beyond repair, it would be respectful to perform a short ritual to formally "close" the temple and decommission the alter.

DC 15 Perception/DC 10 Heal:
One of the bodies pinned underneath a larger adult corpse is still breathing

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As the others move into position, Shessik and Ko'Faahin end the unfortunate conflict, driving their weapons deep into the wolf's side and ending the conlict.
Out of combat!

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Sorry for the delay, folks. Thakus gets a pass and will hold until he checks in again, given that he just had his second kid last week.
Wounded but still willing to fight, the wolf bites at Shessik's leg.
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Fortunately, it's teeth can't seem to penetrate the armor. The wolf growls as it back up five feet, not turning away from Shessik.

Sovereign Court

Aaand now my computer isn't wanting to work. Huzzah for phone posts! Could someone please move the wolf accordingly?
The wold charges straight at Shessik, looking to bite at his leg.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12

Those that haven't posted yet are up!

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Just a friendly reminder to all that there is a map and the wolf is almost 60 ft. away. Shessik, you'll have to go to it first before you can attack.

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That'll fail by five or more!
Seeing that the diplomacy isn't winning out, Ko'Faahin bares her teeth and hisses at the wolf in a display of aggression. It does not have the desired effect. It snarls and snaps it's jaws in anger as it leaps from the porch and charges the group.
Initiative
Karist: 1d20 + 1 ⇒ (3) + 1 = 4
Ko’Faahin: 1d20 + 5 ⇒ (1) + 5 = 6
Shessik: 1d20 + 1 ⇒ (19) + 1 = 20
Thakus: 1d20 + 1 ⇒ (8) + 1 = 9
Wolf: 1d20 + 2 ⇒ (13) + 2 = 15
Shessik is up first!

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The wolf looks intently into Karist's eyes and seems to soften. As soon as you take a step forward, though, the trance seems to break and the creature's hackles raise once more. It growls at you and bares it's teeth again.
Sorry, you didn't roll high enough but you also didn't fail by five or more. No change in it's disposition.

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The bugbear's sudden appearance catches most of the group by surprise. Only Shessik is able to recover quickly enough as he slashes the creature across the throat, emitting a spray of blood and killing it instantly.
Combat over.
Looking beyond the fallen foe, you see a building that appears to be the temple. A wooden deck surrounds the front of an octagonal structure with broad archways leading into a place of worship. To it's left stands a moss-encrusted stone monument. Carved birds, branches, and fruits decorate the wooden supports of the temple’s entryway. A dead villager is curled up on the wooden deck before the temple. Standing over the corpse is another large wolf-like creature. It initially gorges itself on the man's flesh with little regard to anything else. Upon your arrival, however, it lifts it's head to sniff the air before turning to face you. The beast emits a low and thunderous growl as it bares it's teeth at you.

Sovereign Court

While no one has said anything specifically, it occurs to me that some of you may be growing tired of combat with hobgoblins, especially since we've been at it for five months straight. I just wanted to let you guys know that surviving the night and getting out alive is literally the entire first chapter of this book and you are getting close to the end of it (there is light at the end of the tunnel!).

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As the group attempts to quietly make their way through the village, you note that the fighting seems to have all but died away. Small pockets of resistance can be heard in the distance, but not much else. And try as you might to avoid them, the hobgoblins seem to be everywhere now. Every road you look down, every corner you turn seems to have at least a half dozen of the monsters in clear view. Luckily most of them seem to have turned their attention to looting and repurposing the buildings, though some still look for survivors.
GM Roll: 1d100 ⇒ 48
That point is made clear as you come into view of the temple. As you round the corner of a building, Thakus practically bumps into a dark-furred goblinoid that stands at least a head higher than any hobgoblin you've seen yet. His tiny milky-white eyes look at you in confusion before turning to one of vicious joy. He lazily begins swinging a morninstar as he grumbles "Hmm, goodie. New toys to play with!"

Initiative
Karist: 1d20 + 1 ⇒ (7) + 1 = 8
Ko’Faahin: 1d20 + 5 ⇒ (20) + 5 = 25
Shessik: 1d20 + 1 ⇒ (15) + 1 = 16
Thakus: 1d20 + 1 ⇒ (13) + 1 = 14
Bugbear: 1d20 + 1 ⇒ (5) + 1 = 6
Map is updated. The party is up first!

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With a mighty swing, Thakus bashes the creature's skull, causing it's body to go limp.
Combat over!

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Thakus wrote:
It looks like the map is unchanged. Did they move? Will Thakus need to move to avoid partial cover?

Sorry about that. I've made the corrections.

Karist and Ko'Faahin miss their mark but Shessik's blade bites down deep, killing one of the hobgoblin's.
Thakus is up!

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Ko'Faahin and Shessik are able to connect with the second hobgoblin, wounding it grievously but not yet bringing it low. The two respond in kind by continueing there attack against Thakus and Shessik.
Attack vs. Thakus: 1d20 + 4 ⇒ (8) + 4 = 12

Attack vs. Shessik: 1d20 + 4 ⇒ (20) + 4 = 24
Confimr Crit.: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
After attacking, the two cautiously take a step back around the corner of the burning building.
H1: -14
H2: -14

THe party is up!

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We're using the same map as you haven't left the area yet.

Though the entire group engages the enemy, Thakus is the only one able to score a hit, smashing one hobgoblin in the shoulder. Emboldened by this, the monsters press the attack. One continues his attack on Thakus, while the other moves on to attack Shessik.
Attack vs. Thakus: 1d20 + 4 ⇒ (3) + 4 = 7

Attack vs. Shessik: 1d20 + 4 ⇒ (5) + 4 = 9
Fortunately, neither of them are able to connect.
H1: -14
H2:

The party is up!

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Karist lets loose a stone from his sling that strikes the nearest hobgoblin in the arm, making him wince. The patrol responds by charging the group, one attacking Thakus and the other one going after Karist.
Attack vs. Thakus: 1d20 + 4 ⇒ (10) + 4 = 14

Attack vs. Karist: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

H1: -4
H2:

The party is up!

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Well folks, I'm heading off to GenCon. See you all again on Monday!

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GM Roll:
1d100 ⇒ 1

As the group prepares to depart for the temple, they hear heavy footsteps and the rattle of armor from around the side of the burning shop. Before they can react, a patrol of hobgoblins round the corner and immediately spot you. They scream "More slaves for the taking!" as they draw their swords and charge.

Initiative
Karist: 1d20 + 1 ⇒ (20) + 1 = 21
Ko’Faahin: 1d20 + 5 ⇒ (7) + 5 = 12
Shessik: 1d20 + 1 ⇒ (10) + 1 = 11
Thakus: 1d20 + 1 ⇒ (2) + 1 = 3
Hobgoblin: 1d20 + 3 ⇒ (16) + 3 = 19
Karist is up first!

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My bad. I made a post two days ago, but I guess Paizo ate it.

Ko'Faahin:
You recognize her as Kining, the dwarven smith who had an issue with Thakus selling weapons at the festival.

As the residents cough to clear out their lungs of the smoke, the human male is able to sputter to Karist "Bridge is on the...*cough...southwest corner of town. Not sure where you'd find more supplies. I suppose...*cough...you could try the temple. Hunters in the area leave a stash of dry goods in the back for other hunters as they come and go."
At that moment, Ko'Faahin comes running out of the shop with an armful of goods (2 provision points). As you turn around to look back, you see the roof of the shop collapse, sealing off the entrance back in. It becomes clear now that whatever provisions may have been left inside have been consumed at this point. However, all is not completely lost, as the slaughtered animals in the pen are able to provide (9 provision points) a sizable quanitity of meat.
Loaded down with these new provisions, the two newest additions to the rescue team slink off into the shadows, heading for the bridge.
Where to next? Bridge or temple?

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Karist calls out into the building but only hears the sound of crackling fire in response. With the room partially cleared, the druid can see that, though the shop is mostly empty, it's not barren yet. Bits of equipment and dry goods can still be seen on the shelves before the smoke refills the room again, blocking them again from view.
Ko'Faahin directs the villagers, one human male and one female dwarf, off to the side that they might rest. As the dwarf runs by, she looks up and a spark of recognition appears in her eyes. Instead of thanks, however, she cries out in a shrill tone "Oh fer the God's sake, not ye lot again! Shoulda just left me under the shelf..."
We're out of combat/rounds at this point. What do you wish to do?

Sovereign Court

Karist:
I'll say it clears visibility in the direction you cast for one round after casting.

Ko'Faahin:
The roof is the part of the building that's on fire, so it's up to you to figure out how to get the water up there.

karist formulates a plan while Ko'Faahin and Shessik continue to drag the trough over. Shessik finishes by dunking himself and running in to help Thakus, who puts his back into it and lifts the shelf up with a mighty heave. The townsfolk isn't fully convinced that he's not with the hobgoglins, but relents as he helps his companion up and they stumble for the door, stopping right in front of it. Meanwhile, the fire continues to spread, engulfing a third of the building at this point.

Sovereign Court

Alright, I'm back in the game! Sorry for the lengthy absence and thanks for your patience.

Sovereign Court

Ko'Faahin rushes to the animal pen and does indeed discover a water trough containing about 10 gallons of rather dirty water. Shessik notices this and runs over to begin dragging it towards the door (I would agree that this would probably take two rounds.).
Karist and Thakus both look for where the cries are originating from. As Thakus moves in, he is able to see through the smoke that one of the shelves is toppled over against the North wall, pinning a person underneath it. Another person appears to be attempting to lift up the shelf but doesn't have the strength to do so. As he attempts another lift, he looks over his shoulder and loses his grip as he jumps back in horror, shouting "Oh Gods, they've made it inside! Help! Hobgoblins! Someone please help us!"

Sovereign Court

Again, sorry for the delays, folks. I'm told I only have another week and a half of this nonsense before I go back to normal hours. We should be back to normal by the beginning of August.
Thakus, Karist, and Shessik all pile up against the door, pushing with all their strength. But it's Fo'Kaahin who finally cracks open the door with one final shove. Almost immediately a gout of flames shoot out of the doorway, eager to reach this newly-opened supply of oxygen. Smoke quickly follows behind it, billowing out of the store. From inside you hear someone scream in common "Someone, whoever you are, please help us!"
We're still going on turns as time is of the essence. Please note that the fire is still alive and spreading and that ending your turn in a square engulfed by flames could be...painful. Also note that the room is filled with smoke, dropping visibility to 15 ft.

Sovereign Court

Sorry for the delay. I'm on a new work schedule temporarily and it's killing me.
The hobgoblin watches Ko'Fahhin flee and attempts to pursue when he feels a sudden pressure in his chest. He looks down and sees Shessik's blade sticking out just before the world goes dark and he falls to the ground.
Karist smashes against the door with all his might and though the door groans and cracks, it doesn't fall.
Out of combat but we'll still be going off turns until the door is down. Everyone give me your next move and we'll see what happens.

Sovereign Court

Thakus knocks the last goblin up against the wall, it's lifeless body falling to the floor.
Karist, Ko'Faahin, and Shessik are up!

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Shessik steps in and misses with his bite, but is able to cleave the goblin in half with his falcata. Meanwhile, the hobgoblin sees Ko'Faahin set up her spear but charges anyways. He's able to easily bat her spear (your readied action) aside and stabs at her with his sword.
Attack vs. Ko'faahin: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Karist, Ko'faahin, and Thakus are up!
Anyone attemping to break down the door will need to give me a strength check. Also, be sure to wait until your turn to move you mini on the map.

Sovereign Court

Karist and Ko'Faahin prepare for attacks while Shessik and Thakus charge forward. Shessik swings a little high and misses while Thakus' attack is on oint, lifting the little wretch off the ground and sending it's lifeless body right into the forge. The other two cheer as they raise their dogslicers and attack.
Attack vs. Shessik: 1d20 + 2 ⇒ (10) + 2 = 12
Attack vs. Thakus: 1d20 + 2 ⇒ (2) + 2 = 4
Both miss their attack however. Meanwhile, the small fire on the roof catches and begins to spread. As the sound of battle rages, you can barely make out the sound of hands banging on the door to the shop and muffled screams coming from within.
Shessik is up!

Sovereign Court

Gonna hold on Shessik.
The hobgoblin moves to the other set of double doors and takes a few moments to undo the latch before throwing them both open. He then draws his weapon and yells something at the nearest goblin.

Goblinoid:
"You're with me, let's go!"

Karist, Ko'Faahin, and Thakus are up!

Sovereign Court

Ko’Faahin Bhisi wrote:
"Do we want to see if there is more than one entrance available??"

Too late.

Before anybody can react, Thakus throws the door to the smithy open to reveal a trio of laughing goblins and one very frustrated hobgoblin. He looks up as you enter and points as he yells in goblinoid.
Goblinoid:
"There! Stop playing with the damn fire and get them!"

Initiative
Hobgoblin: 1d20 + 3 ⇒ (13) + 3 = 16
Goblin: 1d20 + 6 ⇒ (4) + 6 = 10
Karist: 1d20 + 1 ⇒ (13) + 1 = 14
Ko’Faahin: 1d20 + 5 ⇒ (7) + 5 = 12
Shessik: 1d20 + 1 ⇒ (20) + 1 = 21
Thakus: 1d20 + 1 ⇒ (12) + 1 = 13
Map has been updated. Shessik is up!

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Rifling through the hobgoblin's possessions, you find a battleaxe, a masterwork longbow, studded leather armor, and 12 gold pieces. Making your way through town, you do your best to avoid detection as pockets of fighting only seem to intensify with the hobgoblins seeming to gain the advantage. You're able to avoid detection, though, and arrive at the blacksmith's shop.
A signpost by the road reading "Phaendar Trading Company" announces the clapboard shop and barnlike smithy sharing a single large, stone wall. The smithy's double doors stand open, revealing a large, still-glowing forge within. Two slaughtered goats and a dead horse fill an adjacent animal pen. Many fresh scratches and dents mar the trading post's heavy wooden door, and a chair leg juts through one broken window. Small flames lick the thatch rooftop where a red-hot iron has been tossed. From within, you hear mischievous laughter that is almost drowned out by a much deeper voice yelling in goblinoid.

Goblinoid:
The deeper voice yells out "You idiots! You bloody idiots, I said no fire! How many times do we have to tell you no fire!? We have plans for these buildings!"
All you hear in response is a chorus of crackly, diminutive voices sing
"Stab the goat and slash the horse
Gotta break his legs of course
Goblins block the door with sticks
To better keep in those that kicks
Light the place with stolen bright
Grin in glee as it goes alight
Sing a song and stomp your feets
Wait your turn while fire eats
When it gutters down and dies
Find cooked meats locked inside!"

You hear the deeper voice emit a roar of pure rage from inside as a goblin crashes through a window and goes sailing across the night sky. It hits a building across the road and fall to the ground in a broken heap, clearly dead.
Your move

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Thakus charges the hobgoblin and crushes his skull with a sickening crack, dropping the creature for good.
Out of combat.

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karist, if you have another clw, then roll it. Also, there's no need for a concentration check since you didn't take damage last round.
The Druid and oracle work on knitting up the group as the hobgoblin lines up another shot.
Shessik and Thakus are up!

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Just letting everybody know that I'll be heading out of town this weekend for a camping trip. I'll try to post from my phone if I can but I'm not holding my breath. Next post will definitely be up on Tuesday.

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Ko'faahin rushes forward as Thakus finally gets the hang of it and together they bash in the wolf on either side of his skull. The deformed beast drops to the ground and lays there twitching. Upon seeing it's wolf drop, the hobgoblin screams and fires another arrow, this time at Thakkus.
Attack vs. Thakkus: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 7

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Ko’Faahin Bhisi wrote:

I get an aoo for that attack.

As the talking beast lunges at KoFaahin, she swings her spear around just enough to foul the beast, but not enough to hurt it. Realizing the desperation of the situation, she drops her spear and claws for her mace, trying to bring it around.

[dice=AOO]1d20+2

[dice=Mace]1d20+3
[dice=Damage]1d6+2

-Posted with Wayfinder

There's no AOO for a 5- ft. Step.

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Thakkus still can't seem to get the hang of it and misses again. Shessik tries to swing while on the ground but experiences similar results. Ko'Faahin, however, uses the distraction to find an opening and stabs the giant wolf in the leg. It howls in rage as it glares at the catfolk and says "You'll pay for that!" (Yeah, it talks). Karist focuses his efforts on the hobgoblin and is rewarded with an exceptionally good hit, seeming to strike the creature right in the eye. Once recovered from the "sucker punch", the hobgoblin lines up on Karist again and fires another arrow.
Attack vs. Karist: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 ⇒ 4

The giant wolf-like creature is still up, though bloody, and lunges for Ko'Faahin. It takes a step forward and bites at her.
Attack vs. Ko'Faahin: 1d20 + 7 ⇒ (3) + 7 = 10
The wounds seem to be taking their toll on the creature, though, and it misses it's mark.

H: 6
W: 19
The party is up!

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Sorry for the delays. This issue with Paizo's site is complicating things.
Ko'Faahin steps back to heal herself while the others step forward to defend her. Thakkus misses his strike but both Shessik and Karist are able to both land solid hits. The wolf-like creature still stands, though, and growls in pain. It turns it's attention to Shessik and clamps down on his leg.
Attack vs. Shessik: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
The creature then attempts to rip Shessik's leg out from under him, bringing him to the ground.
Trip: 1d20 + 7 ⇒ (15) + 7 = 22
Shessik is now prone.

Seeing that there is a spellcaster in their midst, the hobgoblin tunrs it's attention to Karist and lets fly another arrow.
Attack vs. Karrist: 1d20 + 3 ⇒ (2) + 3 = 5
The arrow flies wide, though, and once again thuds into the building.

H:-
W:11
The party is up!

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As the group watches the civilians depart, they here the sound of something else approaching from the other end of the road. Almost immediately, a hobgoblin with a massive wolf-like creature on leash come around the corner. The creature seems to be half pulling/half dragging the hobgoblin along when it sniffs the air before looking right at you. The hobgoblin sneers at he says "Is this what you been smellin' boy? Well 'ave at 'em then. Sick 'em, boy!"
Karist: 1d20 + 1 ⇒ (11) + 1 = 12
Ko’Faahin: 1d20 + 5 ⇒ (8) + 5 = 13
Shessik: 1d20 + 1 ⇒ (6) + 1 = 7
Thakus: 1d20 + 1 ⇒ (1) + 1 = 2
H: 1d20 + 3 ⇒ (16) + 3 = 19
W: 1d20 + 2 ⇒ (14) + 2 = 16

The hobgoblin drops the leash and gets the drop on the group by pulling out a longbow and firing an arrow at Shessik.
Attack vs. Shessik: 1d20 + 3 ⇒ (11) + 3 = 14
The arrow goes wide, though, and hits the building above his head. The massive wolf charges right at Ko'Faahin and lunges at her arm with his maw.
Attack vs. Ko'faahin: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
The creature bites down and begins ripping it's head back and forth, tearing at the catfolk's arm.
The party is up!

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"Shessik wrote:
He stuffs as many provisions as possible into his wicker-and-leather backpack, then hauls it up onto his back again, apparently unbothered by the weight.

Don't worry about the weight at this point. So far you haven't come across any provision points that can't be carried off by NPC's yet. If/when you come across provisions and no one else is around to carry them, then we'll get into logistics.

Oreld smirks at Shessik's question before replying "Oh don't worry about the mixture. I'll be securing it to the bridge while we wait for you lot. Just make sure you get everyone you can before headin' our way. As fer' where to go next? Well, the blacksmith might not be a bad choice. Some weapons would go a long way out in those woods."

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