The Pict hops back out of the wyrm's arc of attack, draws, and fires his bow. As the arrow sinks into the creature's shoulder, he misdraws his second shot which flies wide.
Around them, the surviving Vanir pick themselves up and rush to their captain's aid.
Mananga's roaring charge drives the broad blade of his assegai into the wyrm's side, and the ice below the creature's feet steams with hot blood. Arnvid's own spear flies from the other side, piercing the wyrm's neck.
Driving his garron forward, Arturio hefts his massive sword and stands in the stirrups. At the terminus of the shimmering blade's arc, the sellsword's left stirrup breaks and his unbalanced attack glances off of the wyrm's tough hide. He grabs for the reins and struggles to stay in the saddle.
Flinching and thrashing with each attack, the wyrm finally leaps into the air with a roar. The gurgling sound like bubbling liquid follows as a heap of reeking dung falls onto Arturio and his horse. The horse utters a final scream and falls under the deluge.
OOC: First thing's first, Arturio needs a Ride check DC14 to regain his balance (he'll be at -2 ride until that stirrup gets fixed...though it may not matter). If he's in the saddle he gets 7 points of acidic damage "heaped" on. If he falls, make a Reflex save DC 12 to land on your feet, or take 1d6 (you'll be in the square next to the horse and not take poo damage). Everyone around the wyrm gets an AOO as it takes off.
- Arturio gets an action point.
- Wulf - What did you want to use yours for? The charge bonus was enough to hit the wyrm.
NOTE: if you guys want to use pbem.com or some other dice roller, I'm all for it. If it doesn't have a verifier page or whatever, just post what you rolled. All the rolls I've done for NPC's and the wyrm have been great.