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[Gamma World PbP] The Steading of the Iron King - Encounter 1; Round 2
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Unless anyone has any major objections, I am assuming that the group is willing to depart Mesa and head toward the steading. Getting off work and will be moving forward with the first encounter (as the encounters are where more of the meat of the game takes place) when I wake back up. I will still RP any town NPC you want to mingle with prior to leaving.
If you want to be a super special teacher's pet, you can roll initiative and a d100 roll to determine your first Alpha Mutations.
83 pretends to not see any messages on the screens, and states "Hmm, I have had a burst of intuition that it would be a good idea to determine where these robots come from."
Alpha Mutation: 70
Initiative Check: 1d20+0=5
perception 14, mechanics 4, science 14, initiative 13, alpha mutation 17
Kraft finishes playing robot cars with Grimmsly and decides to go check out the voice he heard in his head earlier.
Kraft ends up standing in the shadow of a massive beast of a person. Kraft still feels strangely pacified though and so he crawls up the Empath's back and onto his shoulder.
For some reason Kraft holds absolutely no animosity to this being, even though he's not a cockroach. A ringing endorsement of friendship if ever there was one.
Perhaps Kraft could accompany this Lugg and find out what those damn robots were up to.
Alpha Mutation: 1d100= 46
Initiative: 1d20+3= 11
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Lugg, completely failing to notice the cockroach on his shoulder, and not really understanding what's going on treads along following the others.
Maybe there'll be something to lift up here.
Alpha Mutation: 1d100 47
Initiative: 1d20-1 6
Marishka wants to be kind, and try to repay the kindness of the being that just gave her milk. After hearing that these robots were something to be investigated and possibly jabbed at with her sharp stick, she set out.
Never added 13 to an initiative check before...
Initiative: 1d20+13 = 25
Mutation: 1d100 = 12
Now at some point, someone might have to explain to me how these mutation things work.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
After a couple of hours of backtracking the latest robot's trail, Krondil is the first to see an rough-hewn stone tower upon raised ridges. Outside it is a guard contingent of three badders and a pair of humanoid pigs called Porkers. A glowing crater lies a scant distance from the towers' doors. As the group approaches the structure, the badders ready their crossbows and the porkers snort anxiously behind giant boulders, their flails clinking quietly.
I am under the general assumption that everyone's played 4e, but can provide a primer if necessary.
Map:
Please place yourself within the green square at combat start, and I'll throw the token on the map.
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Kraft.
Marishka
Badder Steading Guard 3
Krondil
Kraft
Badder Steading Guard 1
Badder Steading Guard 2
Porker Marauder 1
Lugg
83
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Not a choice.
Availible: J8, K7-K9, L7-L9.
Switch Friend Code: SW-1406-1275-7906
Also I'll take my K9 (Read: Canine) YEEEEEAAAAAAAAAAAAAAAAAAAH!
Mutation= 81
Initiative= 21
Switch Friend Code: SW-1406-1275-7906
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
---->Marishka [28/28 HP]
Vinesly [60/60 HP; Vulnerable Fire 5]
Badder Steading Guard 3
Krondil [23/23 HP]
Kraft [28/28 HP]
Badder Steading Guard 1
Badder Steading Guard 2
Porker Marauder 1
Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 bonus to all defenses while this card is readied.
9 or less: Your new organs don’t fully function and you are dazed (save ends).
Also, question: Since my Alpha mutation is a reaction, can I try to overcharge it anytime I get hit?
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Alpha mutations are encounter powers unless they have a continual benefit. You may only overcharge it the one time you are using it.
Also, combat started, and you (or vinesly) can act.
Marishka looked back at these new...things she was traveling with. They seemed nice enough to the townsfolk to be trusted. Some of them even liked milk. But these badder things...she could just tell they had to go. She had a sense about these things.
Lightning-fast, Marishka ran to the nearest Porker and began to jab it with her really pointy stick. She manages to slide it deep inside the thing's ribcage, and began to salivate with the thought of roasting it on a spit.
Move to H13, using my stick on the porker: Hits for 12.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Switch Friend Code: SW-1406-1275-7906
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
Marishka [28/28 HP] moved to H13 and stabbed Porker Marauder 1 for 12 hit points.
---->Vinesly [60/60 HP; Vulnerable Fire 5]
Badder Steading Guard 3
Krondil [23/23 HP]
Kraft [28/28 HP]
Badder Steading Guard 1
Badder Steading Guard 2
Porker Marauder 1 [17/29 HP]
Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 bonus to all defenses while this card is readied.
9 or less: Your new organs don’t fully function and you are dazed (save ends).
Switch Friend Code: SW-1406-1275-7906
The attack will hit for 7, and Marishka will grant combat advantage to adjacent enemies, unless Marishka uses his alpha mutation.
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
Marishka [28/28 HP] moved to H13 and stabbed Porker Marauder 1 for 12 hit points.
Vinesly [60/60 HP; Vulnerable Fire 5] DELAYED
Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka.
---->Krondil [23/23 HP]
Kraft [28/28 HP]
Badder Steading Guard 1
Badder Steading Guard 2
Porker Marauder 1 [17/29 HP]
Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 bonus to all defenses while this card is readied.
9 or less: Your new organs don’t fully function and you are dazed (save ends).
Fly to D10 and land. Hit B2 with slashing claws, hitting twice. 13 damage, and B2 is blinded till start of Krondal's next turn. roll lookup.
Move to K10
Use Tiny Rifle Power on Porker Marauder 2
Attack Roll: 1d20+6= 21
Damage Roll: 1d10+4= 5
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Badder 1 Moves to B-6 and fires Clever Shot at Krondil hitting for 11, Krondil is granting combat advantage to adjacent enemies.
Badder 2 Swings a mace at Krondil as well, and misses spectacularly.
Porker Maurader 1 moves to E-9 and uses a Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
Fixed the lack of Porker 2 on the initiative list and the fact that he was getting hurt, not number 1.
Map:
Notable Terrain:
Ridges count difficult terrain.
The boulders are 10 feet tall
Swimming in the radioactive crater is ill-advised.
Initiative Order:
Any grouping of players without an enemy to seperate them may act in any order. For example. Kraft may act before Krondil, or 83 before Lugg.
Marishka [21/28 HP; Granting Combat Advantage to Adjacent Enemies] moved to H13 and stabbed Porker Marauder 2 for 12 hit points.
Vinesly [60/60 HP; Vulnerable Fire 5] DELAYED
Badder Steading Guard 3 shifts to C-11 and fired a clever shot at Marishka for 7 damage.
Krondil [0/23 HP; DYING]
Kraft [28/28 HP]
Badder Steading Guard 1 moved to B-6 and fired Clever Shot at Krondil hitting for 11.
Badder Steading Guard 2 [9/22; BLINDED] swung a mace at Krondil as well, and missed spectacularly.
Porker Marauder 1 moved to E-9 and uses a Minor to Foul Belch on Krondil dealing 12 poison damage, dazing him and felling the furry feathered friend.
---->Lugg [26/26 HP]
83 [23/23 HP; Resist 10 Physical]
Porker Marauder 2 COLOR="red"]12/29 HP[/COLOR
Red indicates Bloodied.
Adversaries (Defenses listed for your convience)
Badder Steading Guards: AC 15, Fort 13, Reflex 14, Will 13 Inits: 8, 7, 23
Porker Marauders: AC 17, Fort 16, Reflex 13, Will 12 Inits: 7, 3
Alpha Mutations:
Alpha mutations are powers that you receive at the beginning every encounter that generally assist you in combat. The majority of them are Encounter powers, but some have persistent benefits that are on until you lose the mutation.
You can OVERCHARGE some Alpha Mutations by rolling a D20 when you wish to use it, and adding the effects listed under the overcharge section depnding on your roll. Your Primary Origin gives you a +2 bonus to overcharge one of three Alpha Mutation types: Dark, Bio and Psi.
It is important to note that used or not, you will discard your current Alpha Mutation at the end of an encounter.
You must also discard an Alpha Mutation in the event of an Alpha Flux (which happens to a player if they roll a 1 on ANY d20 roll during an encounter).
83 feels the sudden embrace of an unknown force.
You surround yourself with a shimmering shield of electromagnetic force.
Benefit: You gain resist 10 physical.
Overcharge: When you start your turn, you can roll a d20.
10+: While this card is readied, whenever you take electricity damage, you instead regain that many hit points.
9 or less: You slide toward the largest metallic object (if any) within 20 squares of you and slam into it; you take 3d8 physical damage and are immobilized (save ends).
You grow enormous clown feet.
Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.
Overcharge: Really?
You can walk on almost any surface thanks to your hyper-acute sense of balance.
Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 power bonus to AC and Reflex while this card is readied.
9 or less: You become very clumsy and are slowed while this card is readied.
You can liquefy your bones and move like flesh-water. It’s pretty gross.
Move Action, Personal; Effect: You shift your speed. During this movement, you can move through enemy spaces (but can’t stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.
Overcharge: When you use this power, you can roll a d20.
10+: You can use the power each turn while this card is readied.
9 or less: You collapse into a puddle of flailing pseudopods and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
You switch places with an enemy.
Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will;
Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.;
Miss: You teleport 3 squares after the triggering attack.
Overcharge 10+: The triggering attack scores a critical on the target.
9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.
Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market.
Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.
Overcharge: When you start your turn, you can roll a d20.
10+: You gain a +2 bonus to all defenses while this card is readied.
9 or less: Your new organs don’t fully function and you are dazed (save ends).
It seems the plant is a vegetable. Ohohohohoh </statlerandwaldorf>.
Seriously, he's getting replaced as soon as I get a reply from Sakutain.
"Noooo!!! Birdy-Kitty!!!" Lugg screams as he watches Krondil be vomited upon.
He immediately grabs his pole firmly in two hands and charges towards porker 1.
Charge J9 -> F9
Charging F9: 1d20+7 24
Damage: 2d8+4 13
His pole connects solidly with the porkers chest inflicting 13 points of damage after which he moves to defend his fallen comrade.
Shift F9-> E10
Until they fly way ahead of the group and get killed.
Switch Friend Code: SW-1406-1275-7906