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18:00, 4th May 2024 (GMT+0)

Ascension of Heroes: Heathen.

Posted by MittensFor group 0
Matt
player, 440 posts
I am two things.
A Fighter, and a Fighter
Thu 18 Apr 2013
at 01:40
  • msg #35

Re: Ascension of Heroes: Heathen

  "Well I'd feel kind of terrible for just standing there and watching."  Plus it wasn't as questionable a decision as certain past ones, like rushing the local police force.

  "I'd ask for specifics, but I think general assumptions cover what just happened here."
Angel
player, 413 posts
Deceptively Charismatic
Dangerously Optimistic
Fri 19 Apr 2013
at 04:24
  • msg #36

Re: Ascension of Heroes: Heathen

Angel asks, "Can I kick the bad guys while they're down? I might feel a little better..."

Carla offers a note to Angel. Angel reads it, blushes, and squats down for Carla to kiss her cheek. Angel smiles and says, "You're right... a kiss is better than kicking a downed enemy."

Maverick says, "OK... so why did they attack? For the heck of it?"
Mittens
GM, 934 posts
Shifter
change job kupopopo!
Wed 24 Apr 2013
at 23:06
  • msg #37

Re: Ascension of Heroes: Heathen

As the refugees put their camp back together, the well-armed newcomers wrapped in gray cloaks set with the sun of Pelor see to it that the injured are taken care of.  The tall human woman approaches and greets you deferentially.
“Well met,” she says. “And thanks to you for a timely intervention. We have been hard after these cult butchers for three days now. Had you not been here, our arrival would have come too late.  I am Emesha, a cleric of Pelor.  I and my companions are members of an order called the Light of the Sun.  These are cultists of the Hand of Naarash, a sect of Bane that spreads like plague.  The Hand seeks converts in the
isolated settlements, meeting resistance with steel and fire.  Friends, if you will be here in the morning, I would speak with you. It concerns a matter of some importance and a favor that we might humbly beg in Pelor’s name.”

"Mittens," Mits answers, "Druid.  And nothing says you can't have kisses and kicks, Angel.  Just don't hurt your tootsies."
Matt
player, 441 posts
I am two things.
A Fighter, and a Fighter
Wed 24 Apr 2013
at 23:16
  • msg #38

Re: Ascension of Heroes: Heathen

  "It does sound like there is definitely more to worry about than locating a missing Paladin like we came out here for."  He looks to his friends,  "Unless I've forgotten a lead, waiting to hear them out sound like the best idea to the rest of you too?"

  Survey is still out on 'Do I like Big Shield more than Little shield', but Matt is going to stick to the trial run for the moment.
Angel
player, 414 posts
Deceptively Charismatic
Dangerously Optimistic
Tue 30 Apr 2013
at 20:34
  • msg #39

Re: Ascension of Heroes: Heathen

Maverick's question is answered. Not quite "for the heck of it", but because "join us or die" tactics tend to wind up with dead people. He looks up and over at Matt and Mittens. "You know... if they recruit people by threatening to kill them, then what makes them fight to the death sooner than be "rescued" from service?"

Angel glances towards Mav. "Probably the people who *want* to join wind up recruiters, and those who joined out of fear wind up slaves. Alive, but slaves."

Angel picks up the cherub and faces the cleric. "Why wait till morning? Do you need to discuss it privately?"

Carla looks over toward the cleric with a concerned look.
Mittens
GM, 935 posts
Shifter
change job kupopopo!
Thu 2 May 2013
at 13:54
  • msg #40

Re: Ascension of Heroes: Heathen

The cleric looks surprised at Mat's suggestion of the group looking for a missing paladin but looks even more surprised when she catches sight of Carla.  She looks over to Angel and answers with a bow.

"Apologies.  As a cleric of Pelor it is my custom to wait until the light of day to discuss matters of import.  But in light of what we've seen and heard, I suppose it would be better to not wait.  Our order fights the Hand of Naarash at every turn, but still the cult’s strength grows. Our hope a year ago was that striking at the heart of the cult would grant us an advantage. That hope has been dashed until now—should you decide to aid us.  We need a group willing to seek a paladin named Jaryn, lost across the frontier.  Your actions last night, putting yourselves in danger to defend others, makes me hopeful that you might undertake this quest.”

"Yup.  That's the same paladin the Unity Cathedral asked us to look for," Mittens affirms.


Module has pre-made answers to the following expected questions:
Who is Jaryn?
What was Jaryn’s mission?
What happened to Jaryn and his group?
Who else was in Jaryn’s party?
Who is naarash? What is the Hand of
naarash?
What activities does the cult engage in?
Why do you need our help?

Matt
player, 442 posts
I am two things.
A Fighter, and a Fighter
Thu 2 May 2013
at 14:26
  • msg #41

Re: Ascension of Heroes: Heathen

  "The Sun is always up somewhere, if it helps you feel better."  Matt rubs the invisible ink revealing marker across his Hint Guide, and asks "Who else was traveling with Jayrn-" That actually had names "Where was the 'heart' of the Cult, and do you think they would have moved their power base by now if it wasn't in the most readily availible fortification already?"

OOC: INSOMNIAAAAA time to see if I can at least get some rest.
Carla
player, 209 posts
Reborn Angelic being
Talks less than Maverick
Fri 10 May 2013
at 23:03
  • msg #42

Re: Ascension of Heroes: Heathen

Carla begins to take notes, making sure to keep track of what is said.

Maverick is quiet, gazing at the starry sky. But he's listening also.

Angel says, "I'd like a description of Jaryn and his team so we'll recognize them." what she doesn't say is "so we can identify the bodies/zombies/paladin-turned-evil boss/insert jaded commentary here."
Mittens
GM, 936 posts
Shifter
change job kupopopo!
Sat 25 May 2013
at 01:23
  • msg #43

Re: Ascension of Heroes: Heathen

"That does help," Emesha answers Matt, "Thank you."

“Four faithful
of Pelor—Andressa and Annika, sister-clerics of our
order; the fighter Kelma; and dajani, a tiefling sworn
to Pelor’s cause.

Naarash’s faithful are based in a great temple
in the Moonsfall Mountains. The Pillars of Night, they
call it. Jaryn swore to break the cult by destroying its
leaders.

Jaryn’s group made its way west through the settled
frontier, then north along a trail he called the Black March.
Our
last contact with them was a sending ritual six months
ago that placed him deep in the borderlands at the
head of the Black March. We have
had no further word.”

Emesha
can sketch out a map that will see the party through
the first stage of the journey. She gives the PCs a
description of Jaryn, noting a prominent scar on his
left cheek earned in battle with a hobgoblin war chief.
Emesha and her group carry little wealth, but she
can cobble together a 100-gp stipend for the party as
the PCs prepare for their expedition.

"We don't need the stipend," Mittens says, "We are well supplied and I don't expect throwing gold at these cultists will be very effective.  Speaking of whom, who is Naarash anyway?"

“Naarash is said to be a hobgoblin prophet of Bane before the fall of Nerath, but no history
speaks of that name. The Hand of Naarash arose as a
hobgoblin cult five years past, though it now counts
all of the borderlands’ races among its members.  They
prey on the most isolated frontier villages for converts
and spoils. Townsfolk are given the choice of joining
the Hand or accepting 'the salvation of death.'"
Matt
player, 443 posts
I am two things.
A Fighter, and a Fighter
Wed 29 May 2013
at 19:13
  • msg #44

Re: Ascension of Heroes: Heathen

  "A sack full of gold can have some decent heft to it, if I somehow misplaced my hammer.  But yes, better uses for coinage than that."  Matt doesn't comment on their recent experience helping Hobgoblins (between killing other Hobgoblins Cultists).

  "Historical accuracy is likely the least of anyone's problems on the borderlands right now."
Angel
player, 415 posts
Deceptively Charismatic
Dangerously Optimistic
Fri 31 May 2013
at 02:25
  • msg #45

Re: Ascension of Heroes: Heathen

Angel ponders a bit. "So are we set? We know which direction to go, right?"

She hefts her backpack / gear, ready to march in the direction of the bad guys.

Carla and Maverick are missing their fave mount Lucky. But they are still rarin' to go.
Mittens
GM, 937 posts
Shifter
change job kupopopo!
Wed 5 Jun 2013
at 15:35
  • msg #46

Re: Ascension of Heroes: Heathen

"You have my thanks, heroes," Emesha answers, "Pelor's blessings light your path.  Be careful."

"Ayup," Mits answers.

She shows the map with the various locations mentioned so far marked on it then leads the way...  to the nearest inn so the group can get a night's rest rather than trudge through the rain in the dark.

OOC: Can timeskip to next encounter if the group is eager to move the story along.
Matt
player, 444 posts
I am two things.
A Fighter, and a Fighter
Fri 14 Jun 2013
at 00:49
  • msg #47

Re: Ascension of Heroes: Heathen

  Matt has little problem getting a proper night's sleep when it's avilible.  Considering how it can feel like years (HAH) between such moments with what they have been through already.

  OOC: Activate the timedrive!
Maverick
player, 293 posts
Master of Stealth
Holder of Grudges
Fri 14 Jun 2013
at 16:23
  • msg #48

Re: Ascension of Heroes: Heathen

Maverick has considered getting summoned armor so he can be ready for combat even in the middle of sleep. But frankly, his armor bonus isn't enough to really sweat over it and the boy curls up against Mittens in what amounts to medieval pajamas.

Carla is happy to cuddle to anyone in the group who wants her for the night. Unless Matt or Mittens specifically insist on it, Angel claims the li'l angel. Partly because she had a taste of holding Carla earlier and doesn't wanna stop holding her until tomorrow.

Of course, once Carla and Angel are in their night gowns and cuddling, they would sleep. But not without Angel having set up some kind of watch. Mav loves the night, so he stays up for first watch, regardless of who stays up with him.

(time skip is go!)
This message was last edited by the player at 16:27, Fri 14 June 2013.
Mittens
GM, 938 posts
Shifter
change job kupopopo!
Tue 2 Jul 2013
at 04:30
  • msg #49

Re: Ascension of Heroes: Heathen

Cuddle time is go!  The night passes uneventfully beyond the rain letting up from time to time.  By morning the rain has died down to a light drizzle.

"Little rain won't bother me," Mittens says, "Should clear up in a couple hours anyway by the looks of it."

She transforms into a pony for the little ones to ride and takes the rear, letting Angel and Matt sort out who'll lead.

F3. The Frontier
Having accepted Emesha’s mission and equipped
themselves for a long journey, the PCs set out.
With a last word of thanks, Emesha and her compatriots
take their leave of you as they escort a group of refugees to
larger settlements south and east. Your destination is west,
and the frontier road is all but empty as you head out.

Skill Challenge
Level 5, Difficulty 5 (1,000 XP)

[DM handwave: we succeed.]

In this initial stage of the adventure, the PCs follow
Jaryn’s trail across the borderlands. Endurance and
Nature checks in this skill challenge occur once per
day. Other checks occur only when the PCs arrive in
an inhabited village, as determined by the results of
their Nature checks.
Setup: The PCs seek out frontier villages, searching
for information on Jaryn, the cult, and the
location of the Black March.
Primary Skills: Endurance, Nature, Streetwise,
Perception.
Endurance (DC 18): The frontier is an inhospitable
expanse of scrub and grassland that offers little
in the way of food or shelter. Each day that the party
spends traveling, its members must make a group
Endurance check. Low DC Penalty: The group takes a
–2 penalty to its next Endurance check (each character
takes that penalty).
N ature (DC 22): In the absence of trade roads,
the PCs must use Nature to seek out the intermittent
foot and cart paths crisscrossing the wilderness.
Streetwise (DC 26): While in a village, the PCs
talk with the locals. However, the folk of the frontier
are reluctant to speak of the Hand of Naarash to
strangers, and only one Streetwise check can be made
per PC. High DC Bonus: The party gains one piece of
information (see below).
Perception (DC 22): While in a village, one
of the PCs eschews conversation in favor of poking
around town or eavesdropping. In addition to victory,
the party gains one piece of information (see below).
O ther Skills: Diplomacy
Diplomacy (DC 22): The folk of the frontier
are unused to strangers, and it takes time to earn
their trust. Each day they remain in a town, the PCs
can make a single Diplomacy check. This skill does
not yield victories or defeats. On a failed check, the
townsfolk reject the party’s attempts at sociability; the
PCs take a –2 penalty to subsequent Streetwise and
Perception checks and cannot make further Diplomacy
checks in that town. On a successful check,
the PCs gain the trust of the townsfolk, granting a +2
bonus to their next Streetwise or Perception check.
Each of the villages the PCs pass through can be
similarly described:
The intermittent trails you follow eventually join a faint
track. Ahead, scrubland gives way to fields dotted with
farmhouses. However, even before you reach the village,
you feel the eyes on you. Through shuttered windows, the
villagers watch your approach with dark suspicion.
Settlements of this size have no inns or taverns, and
the PCs must seek shelter in private homes and
farms. The folk of the frontier are uniformly suspicious
of strangers but downright fearful of the Hand
of Naarash. However, a DC 18 Diplomacy check and
1 sp each procures a night’s shelter for the PCs (and
their mounts, if applicable).
Success: From the final village, the PCs are given
directions to the Black March. See “Village Showdown”
below.
Failure: The PCs’ inability to gain the complete
trust of the folk of the frontier sees them stymied in
their efforts to find the Black March.

Rumors on the Road
The reward for success in this skill challenge is the
location of the Black March. However, each Streetwise
or Perception check can shed light on Jaryn’s
quest. Information can be given out in the order presented,
or you can decide what to reveal based on the
specific information the PCs tell you they are seeking.

umors
1 “I saw this paladin of yours. He and his group were
headed west. I told him all he’d find west was cult
trouble. He was smiling as they rode off.”
2 “Used to be you’d only ever see the Hand of Naarash
out west and north. These past months, their banners
have been flying in every corner of the frontier.”
3 “The Hand’s enforcers were always after silver and
gold, but that’s changed. More of their death squads
are on the hunt for arms and magic now.”
4 “Used to be, the cult’s hobgoblins were thugs that a
strong threat and a pitchfork could drive off. Now,
they fight like soldiers.”
5 “I remember the paladin and his group. Hobgoblins hit
us two days before, black-haired butchers. Your folk
healed up our wounded, helped us give rites to the
rest, then headed west.”
6 “We were hit by the Hand twice in the past year.
Your Jaryn and his group came through, told us not to
worry about the Hand no more. Cult came back just
the same.”
7 “I never saw him, but I heard about him from three
different villages northwest. Jaryn and his band of
Pelor faithful were going after a Hand chieftain named
Larkazh—foulest hobgoblin Hell ever spawned.”
8 “Heard about a fight between the paladin and a force
of Hand members come down from the north to hunt
him. Didn’t see it, but the crows were thick over the
hills.”
9 “That fight was eight months back. Naught there but
hobgoblin bones now and three cairns on the field,
each capstone painted with Pelor’s sun.”
10 “I talked to a trapper just come down from the
Harsmad Hills. Said he saw nothing but burned villages
there. Said, too, that he met a lone knight and a
tiefling on foot seven months back, heading into the
hills as he was heading out.”
11 “I heard a story from a refugee family out of the
Harsmad that met a holy knight of Pelor. Said he
looked like a wild man—mud and brambles in his hair,
a string of hobgoblin teeth around his neck.”
12 “Caravan of refugees came through four months past
on its way south Refugees said they met a knight
heading the other direction. Shared a campsite with
him. Said he preached the faith of Pelor. When they
woke up, he was gone. But there by the fire was
his gear—armor, shield, and all. He took his sword
and waterskin and naught else, heading straight for
the heart of the hills and the Moonsfall Mountains
beyond.”

F4. Village Showdown
In one of the villages the PCs stop in as they make
their way across the frontier, they become targets
of a Hand of Naarash death squad. Incorporate this
encounter into the preceding skill challenge when the
PCs are one check away from either victory or defeat.
The last three settlements you passed have been burned
out, human and hobgoblin bodies scattered in the ash. Just
before dusk, you find a settlement still standing. The track
meets up with a wide stream ahead, green fields to both
sides. As you approach, a figure on horseback rides out
from the nearest farmhouse. An older human man hails
you, one hand resting on the longsword at his hip.
Perren Auldwyl is a widower and elder of the town
of Erstlin. Guessing that the PCs are seeking a place
to stay the night, he offers the use of his well-kept
farmhouse. While the PCs rest, he prepares a meal,
steadfastly keeping any conversation steered toward
mundane topics. If the party chooses to seek lodging
elsewhere, Auldwyl shows up later unannounced,
forcing any other townsfolk to keep quiet. Either way,
the following exchange occurs as soon as the PCs
attempt to ask about the Black March or the cult:
“Not the first time I’ve heard such questions from
outsiders,” Auldwyl says. “And I’ll tell you straight what I
told them—Erstlin don’t need no would-be heroes making
trouble. Best you take your questions and head back to your
precious cities at first light.”
Whether the PCs argue or prepare to leave, read:
From outside comes the sound of hoofbeats through the
dark night. Auldwyl sprints to a window, carefully peering
through the shutters. “Fools!” he hisses as he turns back.
“You don’t know what you’ve done.”
Tactical Encounter: “Village Showdown”
(page 36).

Having seen that the house is surrounded, Auldwyl
ignores the PCs as he runs to secure the front door.
If the PCs choose to look out, only the bugbear
warriors are seen.
Even as Auldwyl attempts to lock the front doors, they
slam inward with a crash, knocking him to the ground.
The hulking figures of two bugbears surge past him,
snarling a challenge as they heft morningstars and attack.

https://app.roll20.net/join/48848/eGkyJw
Matt
player, 445 posts
I am two things.
A Fighter, and a Fighter
Sat 6 Jul 2013
at 03:12
  • msg #50

Re: Ascension of Heroes: Heathen

  "Note to self, if I accept an invitation give freely and unasked, then I am a fool who does know I have accepted such an invitation."  At least, Matt feels bad about calling out cranky hypocrite when they get door slammed.

  "Honestly, I think this place is just on their To Burn list with or without us."  Matt's Hammertime list was somewhat simmilar.

OOC: Matt Initiative 21

HP: 52/52 S 10/10 V 13, AP 1.

Angel
player, 416 posts
Deceptively Charismatic
Dangerously Optimistic
Sat 6 Jul 2013
at 03:57
  • msg #51

Re: Ascension of Heroes: Heathen

Angel says, "Then the enemy's on our to-burn list."

Angel, Maverick and Carla all prepare for combat.


Initiatives:
Angel: 20
Maverick: 16
Carla: 4

Don't know if we have surprise round, but the bugbears certainly used theirs. Either way, I'll need a map before I can decide actions.

Roll20
Wed 10 Jul 2013
at 06:45
  • msg #52

Re: Ascension of Heroes: Heathen

Map up.  Inits up.  Matt goes 1st!  :)
Matt
player, 446 posts
I am two things.
A Fighter, and a Fighter
Thu 11 Jul 2013
at 01:33
  • msg #53

Re: Ascension of Heroes: Heathen

  Hardly enough room to literally charge into the fray, but plenty of room for Matt to walk up and strike a blow to his second favorite target one would expect a Halfling paladin to aim for, the Knees Of Evil.

  The party was down to 1.5 Melee specialists, so the extra insurance against being flanked first thing was more important than the extra damage die right now anyway.  Even if the first blow of the battle still left the Hobgoblin with more hitpoints than him.
Move: Duh.
Standard: Steel Serpent Strike Vs Bugbear 1, Hits (24 AC). 19 DMG.

Reminder: Parry will be uses the first chance it triggers (Enemy misses with Melee vs me or ally).
And since it's been over months, refresher of Nuclear AoO Stats:  +14 Vs. AC; 1d10+10 DMG

Effects: Matt Marks Bugbear 1.  Bugbear 1 Slowed, Can't Shift until End Of My Next Turn.

Bugbear 1 HP: 76-19= 57/76

Matt HP: 52/52
S 10, V 13, AP 1

"Oh man I hope a 13 is high enou-oh, wow.  We're on the downswing of wildly scaled enemy defenses it seems, cool."

Angel
player, 418 posts
Deceptively Charismatic
Dangerously Optimistic
Thu 11 Jul 2013
at 22:44
  • msg #54

Re: Ascension of Heroes: Heathen

Angel knocks two arrows and fires. The first arrow wedges between armor pieces, but seems to only serve to open the wedge so the second arrow slips in effortlessly, injuring the bugbear.


Minor: Quarry on Bugbear1.
Standard: Twin Strike v Bugbear1. Miss(15), Crit(33)!
 dmg: 17
 bonus crit dice: 3
 TOTAL: 20


Bugbear1 HP: 57 - 20 = 37

Hobgoblin Archers
Fri 12 Jul 2013
at 02:08
  • msg #55

Re: Ascension of Heroes: Heathen

Two hobgoblin archers approach windows to the west and north then shatter them!  One fires a shot at Maverick that barely misses him!

"Haha!  Can't even hit a human child!" one of the bugbears mocks!

"Interference!" the archer objects, "Stupid curtain got in the way."
Maverick
player, 294 posts
Master of Stealth
Holder of Grudges
Fri 26 Jul 2013
at 04:51
  • msg #56

Re: Ascension of Heroes: Heathen

Maverick sticks his tongue out at the archer. The human child unsheathes a sword. Then heads off to Matt's side to stab the bugbear that's next to Matt. He gives the bugbear a glare as his sword sinks into the bugbear. He then seems to be going for a sling with his other arm. The bugbear tries to take the opportunity to hit the kid only to discover the legendary protectiveness he's heard about humans having for their children as Matt slams the bugbear so hard, he goes flying out the door. Insult to injury, Maverick's sling sends a rock at the bugbear just before he was sent flying; it hit the bugbear right in the teeth.

Maverick looks over at the next bugbear and narrows his eyes as if killing the other guy just didn't satisfy him. "Thanks, Matt." he says without pulling his eyes from the next bugbear.


Clever Strike v Bugbear 1. Hit(19)!
 dmg: 7 + 9(2d6) = 16
ACTION POINT!
Piercing Strike v Bugbear 1. Hit(21)!
 dmg: 13 (ranged, provoking AoO on purpose)

Bugbear takes AoO. Misses.
Matt takes AoO. NUKES!
 dmg: 21


Bugbear 1 HP: 37 - 16 - 21 - 13 = Slaughterhouse

This message was last edited by the player at 04:51, Fri 26 July 2013.
Narrator
player, 234 posts
The Voice
Helping plots along
Fri 26 Jul 2013
at 05:19
  • msg #57

Re: Ascension of Heroes: Heathen

The bugbear wrestles with the window to open it, climbs inside, then passes through the curtains to find himself and his allies outnumbered.

"Where Glug go?"

The other steps forward and smashes Matt with his morningstar!

"This one kill Glug!"

The warcaster then appears in the doorway and blasts everyone with a force pulse, knocking several back and prone!

If they coordinated better, the bugbear woulda done more damage.  Oh well.
Mittens HP: 43-12=31
Carla HP: 38-12=26
Angel HP: 56-6=50
Matt HP: 52-12-12=28
Maverick HP: 42-6=36

Mittens
GM, 941 posts
Shifter
change job kupopopo!
Fri 26 Jul 2013
at 05:35
  • msg #58

Re: Ascension of Heroes: Heathen

Mittens growls as she stands.  Glowing spirit claws appear on her hands and she swipes at the enemy, slashing them from 15' away!  She then slowly steps forward menacingly, morphing into a weretiger!

Ironbreaker's Claws.  Any enemy that attacks Mits will take 5 damage.
Bugbear 2 HP: 76-16=60
Warcaster HP: 46-16=30

This message was last edited by the GM at 05:36, Fri 26 July 2013.
Carla
player, 210 posts
Reborn Angelic being
Talks less than Maverick
Fri 26 Jul 2013
at 23:20
  • msg #59

Re: Ascension of Heroes: Heathen

Carla slowly gets up, hiding the fact she is hurting, and glows brightly, filling the room with holy light! She then shakes her head and her finger at the Warcaster as he feels the weight of the watchful eye of a god on him.


Move: Stand from prone
Minor: Shed bright light
Standard: Healer's Mercy (Me and everyone within 5 can spend a surge)
Darn. Target is each BLOODIED ally in burst. Even Matt isn't technically bloodied just yet. >.> Ah well. Still don't regret taking this power for when things get bad. Plus, even if Matt were to go down, baby can bring him back up with this power.
Standard: Offering of Justice v Warcaster.
 dmg: 17 is he attacks. 5 thp if he doesn't.

Carla HP: 26 + 9 = 35 (surges: 7/7 - 1 = 6/7)
Matt HP: 28 + 13 = 41 (surges: 10/10 -1 = 9/10)
Mittens HP: 31 + 10 = 41 (surges: 7/7 - 1 = 6/7)


Something fun occurred to me. TECHNICALLY, the dmg roll isn't supposed to even be rolled until the badguy attacks. Which means neither Carla or the badguy know if the attack will do its full 25 dmg or not. Which means IN character, for all the badguy knows, he could DIE for attacking. XD Sure he'll be left with 5 HP, but still. By the time his turn comes, I'm sure he'll have less than 25 hp left. :D

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