Medieval Europe PbP campaign (Inactive)

Game Master Michael Johnson 66

Set in a version of 15th century Europe where magic, monsters, myths and legends are real....


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Female half-orc Inquisitor (preacher, witch hunter) [HP 10/10 | AC:18 | T:14 | FF:14 | CMB: +3 | CMD:16 | Fort:+6 | Ref:+6 | Will:+6 | Init:+4 | Perc: +8 (Darkvision), Sense Motive +9| Speed 30]

OK, so Tevaga wasnt threatened last round? Assuming that, here are my actions. I will admit I am still a bit confused.

Round one: Tevaga takes out a bottle of holy water, fills her aspergilium.

Round two: Tevaga Holds the aspergilium aloft, preparing herself for their advance Readied action: attacks the first skeleton that approaches


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Recap:
We entered the catacombs and were discussing how we should proceed (marching order). It was a wide chamber with passages going in the 4 cardinal directions. Most of us heard music coming from the north passage.

Alphonse Veritas, Paddy and Tevaga the Redeemer indicated that they would go ahead of the party, outside of the others' Light source.

I *think the DM had those three go ahead with the rest of us 60' behind with our Light. I *think that those three made it to the end of the north passage (it opened into another chamber) where the Undead moved toward them.

It appears the north passage was not very long.

Then the PCs moved to bottleneck the Undead at the entrance to the chamber at the end of the North passage. Alphonse Veritas and Paddy both moved back -- I assume Tevaga would also need to move back -- to the opening. The other PCs moved forward to the entrance of the chamber at the end of the north passage.

I *think Tevaga needs to take a Move Action to back up with the other PCs to join the bottleneck (unless she wants to stay up with the Undead).

I *think the DM had the Undead do "nothing" the first round because the situation was a bit confusing and he wanted to make sure we the Players (regardless of our PCs) weren't, for lack of a better phrase, flat footed, and had a fair chance to start the encounter.


M Human unchained monk 8/paladin 6

1st round, the undead formed up a skirmish line and mocked you with music....


Female Human Warpriest 1, [HP 9/9] [AC 17] [T 10] [FF 17] [Init +1] [Perception +4] [CMD 13] [Diplomacy +6] [Heal +8] [Sense Motive +8]

im going to bow out of this campaign, its too hard to follow. thanks guys and good luck.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Michael seems to be pretty lenient with actions so I adjust accordingly. Seems to be working out ok so far

Hisao as a move action takes one of the very effective flasks from Iommi's bag and lobs it at the ghoul.

Thrown Splash on Touch: 1d20 + 4 ⇒ (3) + 4 = 72d4 ⇒ (2, 2) = 4


Hisao of the Yellow Reeds wrote:

Michael seems to be pretty lenient with actions so I adjust accordingly. Seems to be working out ok so far

Hisao as a move action takes one of the very effective flasks from Iommi's bag and lobs it at the ghoul.

[dice=Thrown Splash on Touch]1d20+4;2d4

The ghoul dodges the vial hurled by the ninja....


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

To Hisao of the Yellow Reeds (and anyone else who DIDN'T take advantage of "unlimited FREE Holy Water vials from Father Renaud) -- Let me know how many Holy Waters you take from me as I like to keep an up-to-date record on my Character Profile. I've marked off the one Hisao tossed at the Ghoul and have (hopefully) plenty more to share if you have nothing with which to attack.


Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

ROUND 2

Jean scans the current state of the skirmish with wide, reminiscent eyes. He remembers the bodies of his beloved frenchmen, the river running red, the glorious sight of Joan and her legendary standard, and all the many times he took the daring approaches to gain footholds against the Brittons.

He knows what he must do.

Carrières... It's just like Orlèans all over again...

Jean's fright develops into holy frustration as the dead mock him and his heroes. He charges in at the enclave of bones and wretches, longspear in full grip.

"Mes amis! I will provoke them and give you an opening! May your blessed bombs strike true! POUR LE SEIGNEUR!!"

Longspear Charge!: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 2 ⇒ (6) + 2 = 8

Full Round Action: Charge with spear. +2 to hit, -2 to AC; AC=14 for round 2.

He means to create a diversion for the skeletons, firstly aiming for the one skele that provides the piper the most cover, and then draw them away from their ghoul, so that the waterbros can do their thang. The longspear has the reach property, so it would have to draw them out if they wish to surround Jean.
I would switch out to morningstar for the charge, Jean knows about the skeletons' inherent armors, but he doesn't have any BAB to pull it out as a part of the move of the charge.


Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

So the line he spoke is Celestial, not French. He has the tongues curse. Thanks for playing.


M Human unchained monk 8/paladin 6
Jean Lamarre wrote:

ROUND 2

Jean scans the current state of the skirmish with wide, reminiscent eyes. He remembers the bodies of his beloved frenchmen, the river running red, the glorious sight of Joan and her legendary standard, and all the many times he took the daring approaches to gain footholds against the Brittons.

He knows what he must do.

Carrières... It's just like Orlèans all over again...

Jean's fright develops into holy frustration as the dead mock him and his heroes. He charges in at the enclave of bones and wretches, longspear in full grip.

"Mes amis! I will provoke them and give you an opening! May your blessed bombs strike true! POUR LE SEIGNEUR!!"

[dice=Longspear Charge!] 1d20+3; 1d8+2

Full Round Action: Charge with spear. +2 to hit, -2 to AC; AC=14 for round 2.

He means to create a diversion for the skeletons, firstly aiming for the one skele that provides the piper the most cover, and then draw them away from their ghoul, so that the waterbros can do their thang. The longspear has the reach property, so it would have to draw them out if they wish to surround Jean.
I would switch out to morningstar for the charge, Jean knows about the skeletons' inherent armors, but he doesn't have any BAB to pull it out as a part of the move of the charge.

Does he charge one of the middle two, or one of the ones on the end of the line?


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ROUND 2:

The ghoul hisses it's hatred of the living and takes additional cover from further holy water missiles by ducking to the right, out of line of sight around a hard corner....


The line of skeletons withstands the ardent French prophet's charge, meeting his approach with swings of their rusted scimitars....

1d20 + 0 ⇒ (15) + 0 = 15 hits Jean's reduced (due to charging) AC, dealing 1d6 ⇒ 4 slashing damage!

1d20 + 0 ⇒ (16) + 0 = 16 also slashes the hapless hero for 1d6 ⇒ 5!


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

Alphonse moves in slightly and swings his Scythe at the nearest skeleton.

1d20 + 5 ⇒ (20) + 5 = 25

Confirm: 1d20 + 5 ⇒ (7) + 5 = 12

=(

Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11

Still murdelizes it though.


M Human unchained monk 8/paladin 6

Jean is slashed by two skeletons, leaving the poor oracle with a single hit point!


Alphonse Veritas wrote:

Alphonse moves in slightly and swings his Scythe at the nearest skeleton.

1d20+5

[dice=Confirm]1d20+5

=(

[dice=Damage]2d4+6

Still murdelizes it though.

The skeleton's vertebral column is neatly hacked in half by the scythe of Alphonse! The bones clatter to the floor, inert once more....


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

"Jean, I'm not sure this is the place you want to be." Alphonse says with a worried glance at the newcomer's predicament.


A skeleton next to the one Alphonse just mowed down attempts to bash the paladin with it's rusty light mace....

1d20 + 0 ⇒ (14) + 0 = 14 but Alphonse's quick reflexes place him out of harm's way!


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40
Status before Rd THREE wrote:

The injured Ghoul retreats behind his 3 remaining Skeletons, gaining further Cover behind a Hard Corner:

Jean Lamarre and Alphonse Veritas have entered the chamber with 3 Skeletons near them -- there is also one destroyed Skeleton:

The rest of us are in the entryway to this chamber (at the end of the north passageway) -- some have used Ranged attacks; some are Holding or Readying:

.

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ummm,...
As Charmaine Da'vi left the Darkness of the cheese, I mean, "Goyer," she tossed the Ring of Def AC+1 to Alphonse Veritas and it, amazingly, slipped on his finger -- a perfect fit!...
Right?


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Round, The THIRD:
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.
.

Norwegian: What a beautiful language that is, that the Frenchman babbles in while attacking these profane menaces!
.

*Whenever it's my turn:*
Move Action: Iommi-Tyr Magnusson draws another vial of Holy Water and prepares to move into the room at a diagonal angle AWAY from the reach of the Skeletons, but far enough in so that he can throw a Holy Water at the Ghoul without the Hard Corner.
(If he needs to take a 5' Step to get a better angle for Movement NEXT round when he goes to attack the Ghoul, he will.)
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.
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Here, take some; destroy the Skeletons! (English then French)
Standard Action: Iommi-Tyr Magnusson takes whatever Action to give his adjacent companions vial(s) of Holy Water so they can throw them at the 3 Skeletons this Rd -- if they want.


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

Paddy bolsters Iommi's defensive posture.

I've got yer back, me boy-o!

aid: 1d20 + 4 ⇒ (13) + 4 = 17 to give +2 AC


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Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

Round 3

w8, are we good for 3rd round now? is our roster that quick? and yea he attacked the ones in the middle

Jean, in spite of straddling the line between life and the shadow after, retains his zeal in the midst of the pain wracking his body.

Seigneur, I am yours, in this world and the next. May Your will be done, and may Your light and truth overcome this darkness...

Jean takes a step back away from the swiping skeletons and utters a prayer of dire need.

"Haora Bareageish Sh'Yah colurrh borroguy Shy'Yah keis Sh'Yah!"

Celestial:
Thank you Jesus: CLW!

Invigorated, he eyes the skeletons with the crazed gaze of a sadist, and draws his weighty morningstar.


5-Foot Step: Backwards from the wall of death. No AoO's upon me?

Standard Action: Cast CLW upon myself. Cure Light Wounds!: 1d8 + 1 ⇒ (5) + 1 = 6

Free Action: Drop Longspear.

Move Action: Draw Morningstar.

1st Level Spells Remaining for the day: 2

AC is again 16.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Round Three
Hisao accepts another flusk and mutters

Japanese:
These flasks have a terrible weight to them
before trying again and aiming for a skeleton near the center that isn't engaged in melee

Thrown Splash on Touch: 1d20 + 4 ⇒ (6) + 4 = 102d4 ⇒ (4, 4) = 8

By the way, I think thrown splash weapons can still do some damage right? Rolling 1d8 to see where the flask lands to get at least the 1 damage in

Flask one miss: 1d8 ⇒ 8
Flask two miss: 1d8 ⇒ 8


Hisao of the Yellow Reeds wrote:

Round Three

Hisao accepts another flusk and mutters ** spoiler omitted ** before trying again and aiming for a skeleton near the center that isn't engaged in melee

[dice=Thrown Splash on Touch]1d20+4;2d4

By the way, I think thrown splash weapons can still do some damage right? Rolling 1d8 to see where the flask lands to get at least the 1 damage in

[dice=Flask one miss]1d8
[dice=Flask two miss]1d8

Hisao's attempts to bombard a skeleton with holy water in the confined space of the catacombs proves tricky, but he manages to cause some splash damage to one of them....


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Round 3

The ghoul slips into the gap left where the skeleton mowed down by Alphonse fell, and snaps it jaws at the young paladin....

Bite 1d20 + 3 ⇒ (10) + 3 = 13 gnashes the edge of Alphonse's shoulder pauldron....

Claw 1d20 + 3 ⇒ (12) + 3 = 15 scrapes the young paladin's left vambrace....

Claw 1d20 + 3 ⇒ (19) + 3 = 22 slashes Alphonse's right cheek for 1d6 + 1 ⇒ (5) + 1 = 6 damage, and he must attempt a Fortitude save (DC 13) to resist the ghoul's paralyzing touch!


Round 3
The three remaining skeletons assail Jean and Alphonse with blows from their rusty sabers or maces!

Scimitar on Alphonse 1d20 + 0 ⇒ (16) + 0 = 16 slashes for 1d6 ⇒ 2 damage!

Scimitar on Jean 1d20 + 0 ⇒ (2) + 0 = 2 misses!

Light mace on Jean 1d20 + 0 ⇒ (16) + 0 = 16 bashes for 1d6 ⇒ 1 damage!


Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

can I has attack of opportunity?


M Human unchained monk 8/paladin 6

No AoOs have been provoked, as the undead have only made 5-foot-steps during their movements so far....


Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

true story!


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

I'm a bit confused by the precise layout of this tunnel now. I had thought the corner the Ghoul slipped around was a good bit further away than 5 feet from the rest of the skeletons.


M Human unchained monk 8/paladin 6
Alphonse Veritas wrote:
I'm a bit confused by the precise layout of this tunnel now. I had thought the corner the Ghoul slipped around was a good bit further away than 5 feet from the rest of the skeletons.

My apologies....

I retroactively had the ghoul move into the line and attack on round 3 instead of moving to take cover.... He is wide open for attacks....


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ah. I thought he had moved to cover on round 2. I'll make that save when it's less of a pain in the ass to type brackets. On my phone ATM.


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

Okay it's later, earlier than I expected.

Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Neat.

Alphonse, confronted with the foulest of the creatures, whips his scythe at it.

1d20 + 5 ⇒ (1) + 5 = 6

Snicker-snack goes the scythe, passing right through the ghoul as though he isn't there.

Which he isn't.

Alphonse steps back a bit.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

You can understand our confusion--

Mike wrote:

ROUND 2:

The ghoul hisses it's hatred of the living and takes additional cover from further holy water missiles by ducking to the right, out of line of sight around a hard corner....


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Yeah, if the Ghoul didn't Move behind a Hard Corner as indicated earlier, then Iommi-Tyr Magnusson would have used his Standard Action to throw the vial of Holy Water he just drew at the wretched monster:

Rd 3:
Die you Ghoul -- I hate flute-playing Bards, especially dead ones!: 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 16 vs Touch AC
Damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6
(+1 to adjacent Skeletons, just in case any are adjacent)

(Attack = +2Dex, +1Point Blank, +1Firebug)


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Iommi-Tyr Magnusson wrote:

Yeah, if the Ghoul didn't Move behind a Hard Corner as indicated earlier, then Iommi-Tyr Magnusson would have used his Standard Action to throw the vial of Holy Water he just drew at the wretched monster:

Rd 3:
[dice=Die you Ghoul -- I hate flute-playing Bards, especially dead ones!]1d20 +2 +1 +1 vs Touch AC
[dice=Damage]2d4 +1
(+1 to adjacent Skeletons, just in case any are adjacent)

(Attack = +2Dex, +1Point Blank, +1Firebug)

Iommi's second direct hit on the ghoul with a vial of holy water is more than the monster can withstand! It squeals with torment as the water erodes it's unholy flesh, and collapses in a lifeless heap, destroyed!


Three skeletons remain....


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Well Hisao would have done the same but he would have still missed but maybe in both rounds the missed flask would have landed in a place that would have dinged quite a few dead things. Will see how that resolves before we get to Round 4.


Hisao of the Yellow Reeds wrote:
Well Hisao would have done the same but he would have still missed but maybe in both rounds the missed flask would have landed in a place that would have dinged quite a few dead things. Will see how that resolves before we get to Round 4.

The shattered vials splash the skeletons, searing their bones with droplets of holy water that burns the undead like molten metal... 2 skeletons sustain a hit point of splash damage each!

Silent, the bony sentinels persist....


Female half-orc Inquisitor (preacher, witch hunter) [HP 10/10 | AC:18 | T:14 | FF:14 | CMB: +3 | CMD:16 | Fort:+6 | Ref:+6 | Will:+6 | Init:+4 | Perc: +8 (Darkvision), Sense Motive +9| Speed 30]

Well, I picked a good couple of days to be very busy... anyways, here's what I do for round 3 (I'm assuming I lost round 2)

She walks up to strike a weakened skeleton with her holy-water filled aspergilium.

attack: 1d20 + 4 ⇒ (20) + 4 = 24

damage: 1d6 + 3 ⇒ (2) + 3 = 5

Note: one point of damage is from the holy water


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Nice, crit chance


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Oh, I think Tevaga should definitely roll a 2nd rd attack with her aspergillum -- then let Mike decide.


Tevaga the redeemer wrote:

Well, I picked a good couple of days to be very busy... anyways, here's what I do for round 3 (I'm assuming I lost round 2)

She walks up to strike a weakened skeleton with her holy-water filled aspergilium.

[dice=attack] 1d20+4

[dice=damage] 1d6+3

Note: one point of damage is from the holy water

Tevaga's aspergillium connects solidly with a skeleton's skull, caving it in! The bones collapse with a clatter!

Only 2 skeletons remain standing!


Female half-orc Inquisitor (preacher, witch hunter) [HP 10/10 | AC:18 | T:14 | FF:14 | CMB: +3 | CMD:16 | Fort:+6 | Ref:+6 | Will:+6 | Init:+4 | Perc: +8 (Darkvision), Sense Motive +9| Speed 30]

Ooh, hadnt noticed the crit... and here's a possible 2nd round attack, on a different skeleton

attack: 1d20 + 4 ⇒ (14) + 4 = 18

damage: 1d6 + 3 ⇒ (1) + 3 = 4


Tevaga the redeemer wrote:

Ooh, hadnt noticed the crit... and here's a possible 2nd round attack, on a different skeleton

[dice=attack] 1d20+4

[dice=damage] 1d6+3

In round 2, Trevaga clobbers another skeleton!

This leaves but 1 skeleton at the top of round 4....


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

Paddy urges his colleagues forward.

That's it, lassy! Smash that wee nasty bugger to bits! Come on then..let's finish this one off and get on with things....there be drinking and women to get to!!

aid: 1d20 + 4 ⇒ (20) + 4 = 24 to aid Iommi's next attack


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Heavy Mace on last skeleton with flank I think: 1d20 + 3 ⇒ (16) + 3 = 191d8 + 1 ⇒ (4) + 1 = 5
Moving around to surround the last skeleton Hisao attempts to smash it's head in.


Hisao of the Yellow Reeds wrote:

[dice=Heavy Mace on last skeleton with flank I think]1d20+3;1d8+1

Moving around to surround the last skeleton Hisao attempts to smash it's head in.

With a swift wave of the mace, Hisao finishes off the final skeleton! It's bones rattle and clatter to the floor....


Male CG French Oracle 2 HP: 14/17 AC:16 (T: 10/FF: 15)| Fort+0 Ref+2 Will+3 Fire Resistance: 5 | Init:+0 Perception:+2
Spells Per Day:
1: 5/3 left

Cue the Final Fantasy music...


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

While his new companions finish off the final of the four Skeletons at around 20 seconds into the fight, Iommi-Tyr Magnusson Moves to take a look at the instrument the Ghoul was playing, to see if it perhaps radiates magic.

My turn in Initiative is after the final Skeleton in Rd. 4 and I'm confident it'll have been long destroyed by the other PCs before I get to it.

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.
.

Once the fight is over & we're healing & searching -- assuming more of the Necromancer's toys don't arrive:

To all: I have a few vials of Holy Water to share if any of you need one or two for future engagements against the Undead.
.

....To Alphonse Veritas: English Sir, you are a well trained warrior of Light -- a Nobleman, I'd wager. May I ask: Who is your family?

....To Tevaga the Redeemer: German Auf Wiedersehen! Ne'er met no Ork-Blood Lady yet I am sehr impressed. You are strong indeed -- Yet is that not a token for St. Jude the patron of Lost Causes? Why him,... please explain?

....To Paddy: English Ah,... thanks for having my back in the fight; your observation is accurate, I'm not accustomed to combat.
He sounds Irish! ...Wow, I never thought I could trust an Irishman enough to even turn my back on one, let alone trust one of those lowbloods to help me in a fight.
....This tyrannical Dragon's arrival from Mercury really IS changing things.

....To Hisao of the Yellow Reeds: Latin Chinaman, well done, Sir! Do you speak our tongue?

....To Jean Lamarre: French That language you babbled during the fight, a noble language it was, though I do not know the words. Please, you must teach it to me.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

To Alphonse Veritas: Look Sir, our French girl, Charmaine Da'vi, dropped this magical Ring as she fled from the darkness. You should take it as it helps defend one from harm and you are our most forward warrior.

I was quite intrigued by Charmaine Da'vi; though she revered the peasant heretic, Joan of Arc, I could tell she was a noble person despite her low blood.

I truly hope to see her again.

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