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RPGguy
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Post by RPGguy »

Very sorry gents. Yesterday and today have been write-offs for me. Don't kill me. :(
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Author of such notable threads as 'Chicken in the Fridge'
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Post by kozeph »

no one is killing one or blaming them, its perfectly understendeble that we all have busy moments ;)

anyways. 1d100= 68
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Post by Nvlutz »

Brauer Drudoc

After telling Waltur what you know you decide to take a rest, as you get closer to your bed you feel more and more tired, by the time your head hits the pillow the combination of fatigue and the rocking motions made by the sea send you off to a deep sleep.
You regain all your hp. and refresh your spells, you may even change the spells you have memorized...
You gain 1750 exp. 7 sp, 5 cp upkeep cost. (recharge spells, repair gear, food, ect.)
If I remember correctly you were at 2,270 exp before, + 1750 = 4,020 Welcome to level 3!

PM'd with the details on that.

You awaken to the excited shouts of "Land Ahoy!" that ring all about the ship. You decide you had better get ready, so you have a quick meal and prepare your spells before getting onto the deck.
The deck is bustling with crew members trying to shake off the hangovers as they try to land the ship safely on the island shore. As you wait for the ship to land, Waltur talks non-chalantly to himself, but close enough and just loud enough so that you know it's directed to you.
"So our ninja-friend made another appearance last night. I had one of my spies track him down to see what he was up to. Had all my men off the deck. Strangest thing. He pulled out a sextant did some measurements and then tried to pull us off course, way off... Unfortunately a damned bird gave away my accomplice's presence, and after blinding my man, the ninja was gone.", Waltur let's out a concerned sigh, "It's like he knows our weaknesses, knows how & when to strike. Yet we know so little of him. Managed to correct the course though so his plan has been foiled for now."
Then Waltur walks away leaving you with that. The ship lands, and the crewmen and students begin to run off the boat and onto the sand. You can't blame them you must admit being trapped on the boat for 3 days was an experience you aren't looking forward to repeating for your trip back...
But somethings wrong you notice! You try to shout to grab the student's attention but they can't hear you, you suddenly try and spring into action as a massive crab on the beach shore surfaces itself from the sands. And when you notice how massive the Crustacean is you know it to be only one thing... Dragon Crab!


Roll for initiative, I'll update with battlemap later.

Meanwhile...

Belfore, the Tortle Cleric of Boccob

You were a Cleric of Boccob, one of the only remaining non-evil deities that exists during the age of chaos. Your church like most other only survived due to secrecy and hiding their churches very efficiently. Your head church located in Morderheim came under suspicion from the inquisition. It became apparent that for the faith to survive the clerics of the faith were going to have to split, retreat and re-converge to continue the faith once the inquisition was no longer an issue. You and two other clerics of the faith, Brandon and Phillip, decided to escape Morderheim by smuggling yourselfs upon a ship that was leaving that night.
Unfortunately tragedy struck, as the ship was attacked by some sort of beast that dwelled in the depths. You managed to survive and made it to shore on a piece of float sam. You have no idea what happened to the other two priests and whether they are even alive, you don't know what attacked the ship, you have no idea what the state of the church is like back in Morderhiem, you don't even know where you landed.
You eventually piece together that you landed on the cradle of birth for all lizardkind... Lustria!
For a whole year you have been trying to simply survive on this island which seems to be inhabited by all manner of strange beasts, carnivorous plants, larger than life animals and a few other secrets. However, the island still has many surprises that await you...


You'll have a +2 circumstance bonus for survival, knowledge (nature) and spot while on the Lustrian Islands. However these do not cross over to the vault...

When you awoke this morning on the island you noticed something strange in the distance. As you watched the small blurred shape arrive closer and closer to the island you realize it's a ship! Finally! Passage off of this crazed island you think to yourself.
And not a better time too. Recently the amphibian frog-race of Bullywugs have been getting more and more reckless with their usage of ancient summoning magics bringing in more obscure creatures to the island that time forgot.
You arrive on the shore to greet the boat, but they have already fallen into the trap of one of the many terrible creatures of the island. With your heavy mace at the ready, you charge in to save the people before the Dragon crab crushes them within it's claws...


Post up your character sheet with an initiative roll...
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Nvlutz
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Post by Nvlutz »

Jarrackt
You rush into the clearing and hope to draw out the sword before Mao-ling can get up. As you walk in... something feels wrong. If feels like gravity is weighing your body down...

Will save
14 (average of the 3 'unintentional' rolls)+1=15

... You just barely manage to avoid the magic's paralyzing grip by altering the direction you fell to be away from the trap's range... You collapse to the ground feeling as if all the energy has been drained from your being you struggle to get up a few times like as if awaking on a cold day and trying to crawl out of a warm bed. After a few attempts you manage to sit up. You see the golden rapier vibrate in the air... It's a mirage!
You look around the clearing and see a bunch of stones set up to make a circular area, which ensnares all who are foolish enough to fall into it. You recall hearing about this phenomena before from Frederick, bless his soul, but you don't recall what it's called at the moment.
You look back at Mao-Ling who was less fortunate than you, laying face first in the centre of the trap, he's roughly 15 ft into the invisible circle from the edge. You don't want to risk entering the circle again lest you are less fortunate the next time around and actually join him.


Arvall & Cernd-ar

Arvall finds two amulets with flails on them. Both of the flails on the amulets have one spiked metal ball, a skull and a weird shaped star at the end of the flail. You also find an amulet with sinister reptilian eyes on a blazing flame and the final amulet is an amulet that has a spider on it with a diabolical elvish face on it.

Also 30% of 85 Gp is 25 gp and 5 sp. So....
Arvall also gives Cernd-ar 'half' of the gold he found under the plank, giving him 28gp and 30sp.
Arvall goes over and begins to interrogate the crippled halfling.

The breaking of fingers will give you a +2 to intimidate
You ask who Doctor McKay is. "Pfft... The priest of the feeble God probably know Doctor McKay well. He used to be just a mere physician only able to merely try and heal the few of us in this rotting city as we slowly watched the village crumble around us...", says the villager filled with spite before his voice begins picking up strength... "But now the true God reigns supreme! We live to serve! In return we have been granted the dark powers, muhahahaha... mmm... yes..."
From what you can tell so far, he is speaking as much truth as a warped mind such as his can grant him.
"Cult? Cult!? We are the new order! We're here to serve the new master!", Says the man beginning to rave, you tighten your grip on one of his fingers and wave the knife, which snaps him out of his frenzy...
"The cult will serve to bring our small village into the golden age, we shall become the new leaders when the dark one returns. Live your pathetic lie while it lasts, the sleeper will awaken..."
You move on to your next question, ignoring his ravings. You ask about the corpses of the people they've killed. Without hesitating the man smiles and continues gleefully, "I don't think you should worry about the ones that have died so much as the one who is still alive...", he lets out a giggle to that, "But as the one who have crossed us, they shall be given the honor as being the bouncers for tonight's festivities... Perhaps they shall rend the flesh from your limbs... perhaps they have something much worse planned for you... His wisdom is unpredictable as it is infinite..."
You ask about Lady Farnesse and her role in the cult.
"Hahaha she is the utmost blessed, she's been granted a glimspe of his infinite wisdom yet is caring enough to share it with us mere followers... You'll won't get to know of her true powers until it's too late....", The man looks up at the roof and screams at the top of his lungs, "Isn't that right.... Isn't that right, hahahahahaha...."
You slap him in the face to break him out of it. Then you ask your next question about the medallions. "Hahaha....", he leans in close, "...Your life is forfeit...", Then he leans back on the stairs and laughs. You snap one of his fingers. "F**ken' S**t", the villager cusses, "It is futile! A mere outsider like you will never stop the ceremony!". You snap another one of his fingers in order to try and squeeze more information out of him, but he refuses to discuss it further by giving you silence. So you ask your final questions about why they must sacrifice women.
"...Pfft, not just any women they must be pure, untainted... Virgins.", the man explains in one last bout of sanity, "Only Lady Farnesse who has shared a brief glimpse of HIS vision may even have an inclining of his methods... All I know is we live to serve him, we offer him gifts and he bestows upon us rewards and extends the life of this community. He frees us from this world... you've already seen a vision of his greatness have you not? I can see it in your eyes... Sanity is for the weak...", then the villager breaks off into another fit of laughter...


I'll wait to see what Cernd-ar wants to do. Also Cernd-ar knows where Dr. Mckay lives in the village if the two of you wish to go there next.
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Post by Nvlutz »

Khannon, Rhag'nuul & Azhag
Sorry guys, I just noticed that in my haste to make a map I forgot to explain what was actually going on!

Vault map attached to previous K,R & A post...
After going down the stairs to avoid the gnolls Azhag run off abit to explore the room and Khannon similarly checks for any immediate intruders... Rhag'nuul stays back closer to the stairs, for while he hates the idea of being attacked by gnolls he hates being trapped in the shifting maze more if it decides to do any funny tricks...

Spot rolls
Khannon 1+ 2 +2 =5
Rhag'nuul 20+ 2 +2 =24

(Haha woah, what are the odds of a fumble followed by a critical?)

Azhag shout excitedly that he's spotted an unopened crimson chest in the corner of the room. Khannon, takes a few quick looks around before going to see this marvelous treasure that's gotten Azhag excited. Maybe coming down to the vault wasn't such a bad idea Khannon muses.
Meanwhile the paranoid Rhag'nuul notices that lining the walls high up along the ceiling their are ledges and small holes around the room. He also notices that the brickwork to the east, while study, seems to have less backing it then most of the other brickwork in the room...


Gah, almost done whistler maps... Creating them is a bugger, but once it's done, it'll be done...
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Post by Shaggypichu »

is their anything around that looks like it is creating the trap? like a switch or something.
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Post by kozeph »

Brauer Drudoc.

iniciative 14+1=15
Knowledge nature 13+4=17 (I try to remember the qualities that this crab has)


updated char page
Brauer (Readonly)
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Post by Nvlutz »

Shaggypichu wrote:is their anything around that looks like it is creating the trap? like a switch or something.
The trap is magical in nature, it is being created by the stones set up in the circle.

Also Belfore was just introduced...

Anyways I'm done for tonight, sorry about the wait but it was epic updates...
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Post by Shaggypichu »

Jarrackt (dont know how to underline but this works.)

I will try and move the stones about to see if the spell will break.
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Post by Shaggypichu »

Here's my character sheet.

Belfore- Tortle Cleric of Boccob
LvL 1 Cleric
hp 11

Languages: completly forgot if his race gave him languages
Common, Dwarf, Elf

race features:
*Movement 20' Swim 10' +8 on swim checks
*Humanoid (Turtle)
*low light vision
*+3 natural armor class

class Features:
Proficency in Light,Meduim and Heavy Armor
Sheilds (not tower sheilds)
Simple weapons

Domains:
Knowledge- Add all Knowledge skills to your class list of cleric class skills. You can cast divination spells at +1 caster level.

Magic- Use scrolls, wands, and other magical devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level).

Abilities:
STR 14 +2
DEX 8 -1
CON 17 +3
INT 14 +2
WIS 18 +4
CHA 5 -3

AC base=10+4(scale mail)-1 DEX+ 1 (Light Steel sheild)= 14

Fort= +2 (class)+3 (ability mod)= 5
Ref= +0 (class)-1 DEX= -1? let me know if their are negative numbers.
Will= +2 (class)+ 4 Wis= 6

abilities:
Turn Undead

Feats:
Combat Casting

Skills:

Appraise: Int +2 ability
Balance: Dex -1 ability
Bluff: Cha -3 ability
Climb: Str +2 ability
Concentration: Con* +2 (skill points)+ 3 ability= 5
Craft: Int* +2 ability
Decipher Script: Int* +2 ability
Diplomacy: Cha* +2 (skill points)-3 ability=-1 (lol need a leve to fix it)
Disable Device: Int +2 ability
Disguise: Cha -3 ability
Escape Artist: Dex -1 ability
Forgery: Int +2 ability
Gather Information: Cha -3 ability
Handle Animal: Cha -3 ability
Heal: Wis* +2 (skill points)+ 4 ability
Hide: Dex -1 ability
Intimidate: Cha -3 ability
jump: Str +2 ability
Knowledge (Arcana) Int* +2 ability
Knowledge (Architecture and engineering)* +2 ability
Knowledge (Dungeoneering)* +2 ability
Knowledge (Geograpy)* +2 ability
Knowledge (History)* +2 ability
Knowledge (Local)* +2 ability
Knowledge (Nature)* +2 ability
Knowledge (Nobility and royalty)* +2 ability
Knowledge (Religion)* +2 (skill points)+ 2 ability
Knowledge (The Planes)* +2 (skill points)+ 2 ability
Listen: Wis +4 ability
Move Silently: Dex -1 ability
Open Lock: Dex -1 ability
Perform: Cha -3 ability
Prefession: Wis* +4 ability
Ride: Dex -1 ability
Search: Int +2 ability
Sense Motive: wis +4 ability
Sleight of Hand: Dex -1 ability
Speak Language: N/A
Spellcraft: Int* +2 (skill points)+ 2 ability
Spot: Wis +4 ability
Survival: Wis +4 ability
Swim: Str +2 ability +8 race
Tumble: Dex -1 ability
Use Magical Device: Cha +2 (4 skill points)
Use Rope: Dex -1 ability

*= Class skills. I used that just to mark them
Armor Check pen= 5

Equipment:
Scale mail armor 50gp AC +4 Max DEX Bonus +3 Armor Check -4 Spell failure chance 25% weight 30lbs
Light Steel Sheild 9gp AC +1 Armor check -1 Spell failure chance 5% weight 6lbs
Heavy Mace 8gp Dmg 1d8 Crit x2 Weight 8lbs
Holy Water 25gp 1lbs
Ratoins (1 day)x4 5sp (each) 1lbs (each)
backpack 2gp 2lbs
money left: 29gp
weight: 51 lbs

Preist Spells: Arcane Spell Failure Chance: 30%= 25%(scale mail)+ 5% (light steel sheild)

Level -0- Spells
Guidance- +1 on attacks, saving throw, or skill checks
Read Magic- Read Scrolls and spellbooks
Resistance- +1 on saving throws

Level -1- Spells
Bless- Allies gain +1 on attack rolss and saves against fear
Sommun Monster I- calls extraplanar creature to fight for you

Level-1- Domain spell
Find the Path- Shows the most direct way to location

Level -2- Spells
Spectral Stag- Conjuration (Creation) Level: Clr 2 (Malar) Components: V, S, DF Casting Time: 1 action Range: 0 ft.
Effect: One quasi-real staglike creature
Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes

You conjure a quasi-real, staglike creature. The crea- ture can either be directed to attack a target or simply carry you on its back. When you cast the spell, you decide if you want the stag to ap- pear next to you or form un- derneath you so you may ride it immediately.
The stag has a speed of 60 feet and can act as soon as it appears. It moves as you direct. Controlling the stag
is a free action. The stag can ride in the air as if it were firm land, as a phantom steed spell cast by a 12th-level caster. It can bear its rider’s weight plus up to 10 pounds per caster level.
The mount has an Armor Class of 18 (–1 size, +4 nat- ural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the spectral stag disappears.
If directed to attack a creature, the stag charges its target and initiates a bull rush. The stag is Large and has Strength 18 for this purpose. The stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of against the stag. If the bull rush fails, the stag (and you, if riding it) moves 5 feet straight back to where it was before it moved into the target’s space.

Level -3- Spells
Wind Wall- Deflects arrows, smaller creatures, and gases

Level -4- Spells
Restoration- Restores level and ability score drains

ToDM: In the handbook it didnt say how long any of the spells in their last it just had a quick description. If theirs is anything i'm missing in the spell description let me know.

wow that was alot of writing. My initiative roll d20= 12 -1 Dex= 11
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Post by Nvlutz »

I'm truely sorry about tonight guys, I was supposed to have the most free time to actually update, but then well life and stuff, and I kinda went on a date, and well now it's 1:00 in the morning work at 7:00. Sorry about that. x2 updates friday.
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Post by Siberys »

@Nvlutz, No worries. Crap happens dude.



@Shaggy-

Yes, the -1 to your reflex roll is correct. The same with initiative. There is never a minimum when determining a D20 rolls modifiers.


Khannon-

"Hmm, that chest might contain what we're looking for or at least something useful...and yet, considering this place, it's also possibly...nay probably a trap.

We could attempt to open it from a distance or simply risk it and open it with our bare hands."
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Nvlutz »

Brauer & Belfore

Quick notes, Tortles just have common to start plus the bonus languages.
So all is good.
Also your AC is 17, just making sure you remember to take the natural AC bonus into account.
As Syb said you can have negative Saving throws. so -1 ref.
Also don't worry about Arcane casting failure. Clerics use DIVINE magic, so they can have as much armor as they like and it won't effect their spells. However, if you ever put a level into mage then it'll be an issue.
Other notes so you're aware, you do 1d8+2 damage with the heavy mace.
Spell length depends on the spell, although most are tied to your caster level or wisdom score. Orisons, or cleric cantrips (level 0 spells), generally last only a minute (6 turns).

When typing a response at the top left there is a "B", "I" and "U", the "U" underlines.

Combat Map attached

Dragon Crab (Surprise attacker!)
18+2=20 Ariel
15 Brauer
11 Belfore
6+0=6 Students
2+1=3 Waltur

The Crab springs into action chasing after the students! It's massive claws snap as it walks awkwardly towards them.
Ariel, having gotten off the boat with the other students, turns around and begins to wince her red eyes unable to see what is causing all the commotion.


Ariel receives -1 to attack rolls, spot and search checks and is blinded for this round.

Brauer quickly analyzes his opponent before springing into action you recall reading about these creatures before. They usually eat whatever larger predators kill or go after wounded animals with one exception... This dragon crab has chosen to hunt because it has babies to feed. And in typical fashion the babies are probably clinging onto the dragon crab's bottom shell. While the baby crabs are smaller and less dangerous in them selves they are still large and a decent enough threat, and since a single dragon crab can have anywhere to 100 eggs, with roughly 10% hatching you could be looking at having a far larger threat with the crab's offspring!
The Crab babies won't attack people unless someone get dangerously wounded or they become directly threatened...
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Post by kozeph »

hope you had a good date last night ;)

Brauer Drudoc

I quickly draw a couple of knuckle bones from my pouch and throw them between the Dragon crab and ariel "Sommun Undead IV" for 1d2=2 huge skeletons, I command the skeletons to flank the crab and attack it.

I assume im number 4.
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Post by Shaggypichu »

I will cast a bless spell and hopefully the range will reach kozeph. if i still get to move after casting a spell i will move as close to the crap as i can. if i cant move i shall wait.
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Post by Nvlutz »

Yeah Sorry for not menitoning but in "Beach 1"
1. 5 Students in purple
2. Ariel Black face White hair
3. Waltur Blud
4. Brauer & Brim (You and Brim may occupy seperate squares if you wish especially with a "Combat Familiar")
5.Dragon Crab
6.Far off to the right Belfore.

Also scale is 5 feet per square.

Brauer & Belfore

Brauer quickly summons up 2 huge skeletons to distract the giant crab. The two skeletons materialize where the tossed knuckle bones land and the skeletons immediately surround the crab and begin attacking with their claws.
5+4=9
10+2=12
The first skeleton charges up and attack with it's claws but to no effect against the crab's armoured body!
19+4+2=25
1d6+5=5+5=10!
10+2+2=14
The Next skeleton runs into place and manages to scratch the crab's face from within the safety of the crab's shell. The claw sinks deep and rends much of the crab's face, but it is far from dead as his foams in rage.
Meanwhile the Tortle Cleric Belfore races towards the battle as fast as his bulky frame will allow.


Hey Shaggy, In any given turn you can do one of the following move and perform actions like attack, cast a spell, use a skill or use an item. There are a few spells or items that require a longer time to use but you'll generally be told in the description about this.

There a certain things called full-round actions which take up a full turn and you can't move and do the action at the same time. Later on, when you reach level 8 as a cleric you'll have to worry about making a quick attack versus a FULL attack.

Other things that take up a full round are special actions, for example charging, bull rushing, tripping ect. In this case You'll want to use RUN.
At your current speed of 20ft per round it would take you 4 rounds to reach the enemy. However with run you move up to x4 you maximum speed, the downside is you lose your Dex to AC for the round and it takes a whole turn. I'll move you regularly and allow you to cast "bless" which gives you +1 to attack and +1 to will vs fear.

After moving towards the battle, Belfore quickly makes a sign to his God and is blessed with renewed strength to take down the foul beast.

Bless lasts 6 rounds.

At this point the students freak out and begin running off, away from the dragon crab. Some of the students are already starting to leave you vision, you hope they don't go too far the jungle is filled with even stranger and more dangerous threats than this.
Waltur pulls out his mighty axe and yells at one of his crewmen, "Wake Raz's lazy ass up, we need him up here stat!". With that Waltur blasts past you with a speed you had only heard the barbarians of the Northlands possessed. For all his see faring, he sure is a speedy "landlubber". Without wasting a second Waltur swings in with his Greataxe, a weapon of choice by his people. You do not know if he has any ties with them but his abilities with the axe are not to be questioned.


6+4+2=12

Yet despite his efforts the beast is far too great for even he to make a scratch on with his axe.
At this point Ariel has decided to head back towards the ship and has already wandered back to the top of the ramp, she then pulls out a religious symbol from her cloak, holds it on high and chants some ancient tongue while pointing at the crab...

d20=
(DC 9)
Will save
D20+0=11

You imagine she's casting some sort of spell, clearly not arcane in nature, however it seems to have taken no effect.

Belfore
Knowledge (Religion):16+4=20

Meanwhile Belfore is amazed by what he sees in the distance a drow holding a Holy symbol of Lady Lolth, but not any ordinary symbol. She's an ordained high-priestess of the inner circle! How is that possible, she's only a child? Could it be that her influence in one of the largest churches in the realm is that great? Why would she be on a ship with a group of free peoples is she is clearly a leader for the opposing forces? You shake the thoughts out your head, you must worry about saving your rescuers first if you wish to have any success of leaving the island.
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Post by Shaggypichu »

lol thanks i was looking at the wrong guy thinking it was me lmao. Thanks for letting me know. wasnt sure about the full round actions but now i understand what they do i will use them thanks.
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Post by Nvlutz »

Oh yeah forgot someone :P

The mighty Dragon Crab goes in to crush Waltur with it's menacing claw...

5+8=13
VS
15 Miss.

The huge boney arm lances forward and only hits the sand of the beach as Walter rolls away from it's terrible grasp.
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Post by kozeph »

Brauer Drudoc.

"By the golden arse of a Pigeon" Brauer was shocked that Ariel was a magic user. Brauer goes to stand next to Ariel "Your full of sorprises me lady" he gives a little smile

He regains his focus then weaves his hands in a ritmyc fashion and produces flames and throws them at the giant crab "scorching ray" 3,4,2,5

I also give brim my color spray spell and have him dash forward into the fray and trigger it, without getting Waltur, then retreat back to the safety of my sholder
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Post by Shaggypichu »

Wonders what a drow is doing out here. "Shall i go to make sure the students are safe." asking anyone that is listening and will wait for an answer.

The answer will make what i do different. so if they want me to go save the students I will use RUN and get to the forest as quickly as possible.

If they want my help fighting the crab then I will RUN at the crab.
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