An Ancient Evil

Game Master Celestial Healer

The kingdom of Leyland is in the midst of change. New technology and new social structures are taking the place of the old ways. In the midst of this, an ancient evil is awakening and threatening this prosperous nation. It falls upon a band of heroes to face this menace.


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Train Group:
The man with the gun pales when he sees Trina's display and lowers his weapon. He is visibly trembling. The woman at the far end of the car grits her teeth. "What are you doing?" she asks him.

"I didn't sign up for nothing with soul-eating demons," he responds plaintively. "Please don't hurt me," he says to Trina in a panic.

Caladrel:
The dog seems to understand everyone's speech, and was most definitely trying to get your attention. It seems to have been subdued by Elise's warning.

Overland Group:
Elise answers Jerry without much enthusiasm. "Fall bridge is less than two miles down he lane. A small village full of small-minded people." She seems somewhat dejected and has lost some of her intensity. But then she adds with a smile, "But at least we have each other, don't we?" Gregory does not reply.


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
"Set down the gun and kneel." She nods to Sylvia. "Do take it off his hands, if you would."

She then turns her gaze to the other bandit. "You'd be wise to do the same. Or we can shed some blood, which I'm certain you've factored into your plans for today, haven't you?" She turns, pointing the pistol in her direction now, while her glaive is still gripped in her tail. "There are three of us and one of you. We have both guns and blades, plus healing magic, which I would wager you lack save perhaps a potion or two. Let's be practical here."


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
Caladrel kneels down beside the dog trying to block the dog from Elise's vision. He pats the dog on the head. He says to Elise, "With some praise and patience, any dog can learn to be a great companion." Turning his attention to the dog, he continues to pat its head. With a wink of his eye, he says to the dog, "You are a handsome dog. Elise is treating you quite well. You know your safe here, right?" Caladrel watches the dog's reaction very closely.

sense motive to understand the dog's answer: 1d20 + 4 ⇒ (7) + 4 = 11


Train Group:
The red-haired woman hesitates, weighing her options. Suddenly, she points her weapon at the hostage. "I am warning you now, I am a hell of a shot," she exclaims. "We get out of here safely - no constables - or this sorry bastard gets a bullet in his head."

Overland Group:
The dog makes a motion that is clearly his attempt to shake his head in the negative. The eyes then focus over Caladrel's shoulder, in the direction of Elise. The dog is trying to warn you about her.

"Alright, that's enough," Elise says. "Time for you to go outside." She moves to the dog and tries to grab him, but he nips at her hand. Enraged, she kicks the dog solidly in the ribs.

Gregory continues to stand, a passive, glazed expression on his face.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train Group:

Sylvia snorts. "Frankly, if nobody is hurt - and dead counts as hurt, mind you, though I know that's technically not the case - and my mule is fine and nothing is taken, I find it hard to give the hind end of a dire rat what you do. If the way you came in is open, why don't you use it so we don't take our annoyance at this inconvenient delay out of your hides?" Keeping her eyes on the woman and her rapier and small clay pot in hand, she says to Trina and Smitty, "Alright with you?"


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
With a swift movement, Caladrel grabs his quarterstaff and places himself between Elise and the dog. "Jerry, quick, grab Elise, something is quite wrong here!" shouts Caladrel. "You will not harm nature's children," he orders Elise. He holds his quarterstaff threateningly, prepared to swing if she takes any hostile action or begins a spell.


46/46, AC 11

Overland Group:
Wincing slightly as the seemingly despondent Elise describes the village, Jerry replies; "Many places are like that."

However as Caladel communicates with the dog and the subsequent fracas, he gets to his feet quickly. "Here let me look at that!" the tones is compassionate, but careful to get closer to the pretty young lady - even to grab her like the druids request.


Train Group:
The female bandit looks uncertainly at you.

Smitty will go along with the group. Also, please make Perception checks.

Overland Group:
"Meddlesome elf!" Elise screeches. "You should have finished your tea like a proper guest." Before your eyes, a horrific transformation comes over her. She appears to age several decades within seconds. Her nails extend into fierce, curved claws. Her flowing tresses become straggly and grey. Her firm skin sags and turns a sickly shade of green. "You will never leave this place."

This would be a good time to roll initiative.

Overland group Knowledge (Nature or Arcana) DC 16:
This creature is a hag, although not a particularly powerful specimen. They have the power to change shape at will.


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
Perception: 1d20 + 10 ⇒ (12) + 10 = 22


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train Group:

Perception/llv: 1d20 + 8 ⇒ (8) + 8 = 16
An alarming thought occurs and the elf's voice grows suddenly fierce. "You didn't hurt the mule in the livestock baggage car, did you?"


46/46, AC 11

Overlanmd Group:
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

"My lady, I know afternoon tea is serious but it's not something one should go to pot over." He instructs Elise, whilst his dark eyes grow wide as she transforms. Hesitatingly he takes a half step back, before his resolve starts to coalesce into action.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

overland group:
knowledge (nature): 1d20 + 10 ⇒ (18) + 10 = 28
initiative: 1d20 + 4 ⇒ (20) + 4 = 24


Train Group:
You hear a raised voice from the next car forward. The voice is indistinct, but it may remind you that there were 4 bandits.

"Mule?" the woman asks with a look of utter confusion. "We didn't come here to rustle livestock."

Overland Group:
MAP

The western door is to the outside. A doorway to the next room is in the southeastern corner. Gregory is standing there, but does not seem to move to attack or defend himself in any way.

Elise Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

The hag shrieks with insane fury.

Caladrel
Elise
Jerry


Predator

Overland Group:
Stretching out on the warm and dry straw, the lioness enjoys the rest after the long run. Her muscles relax and she stretches languidly against one of the timber columns, claws extending to give them a small scratch - marking it as her place. She decides to preen and give herself a wash, taking her time in the act. The stable might not be as grand a place as she has been however the fewer other animals means her senses aren't as assailed as when she has to concede some room to horses.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

overland group:
Caladrel chants a spell. A blazing sphere of fire erupts and moves to the hag. Caladrel steps forward and threatens the hag with his quarterstaff. "If you have any hope of living beyond today, you will surrender."

fire damage: 3d6 ⇒ (4, 1, 3) = 8, DC16 reflex to negate, 5 foot step to D4


Train Group:
Bumping. Are you taking any action regarding the sounds you heard, or just carrying on with letting them go?

Overland Group:
Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24

The hag screeches and draws back away from the ball of fire. She bounds to the side and then lunges at the elf, swinging with both gnarled, clawed hands.

1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 8 ⇒ (4) + 8 = 12
Caladrel must make a DC 15 Fortitude save. On a failed save, take 1 point of Strength damage. The hag seems to feed on your very strength and vigor.

MAP

Jerry
Caladrel
(Must make a Fort save)
Hag


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
Fort Save: 1d20 + 7 ⇒ (19) + 7 = 26

The first claw catches Caladrel but he is able to avoid second claw. He resists the hag's attempt to sap his strength. He moves the flaming sphere toward the hag. fire damage: 3d6 ⇒ (5, 4, 1) = 10, DC 16 reflex save He takes a swing at her with his quartstaff. attack: 1d20 + 1 ⇒ (19) + 1 = 20, damage: 1d6 - 2 ⇒ (5) - 2 = 3 Add +2 to the attack if Jerry moves into the flank.


46/46, AC 11

Overland Group:
Jerry reaches around and tries to grasp the strange hag from behind to subdue her from doing anymore damage. "Madam, please calm yourself. This is no method for a lady to behave." the gentleman says with a certain confusion at the way events have transpired.

Effectively move to E6 for the flank
Standard Action: Grapple CMB: 1d20 + 8 ⇒ (20) + 8 = 28 Giving away an AoO, since Jerry has no respective feats.


46/46, AC 11

Overland Group:
It seems Jerry has a certain aptitude for grabbing (ex-)pretty young ladies from behind.


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
Taking advantage of the woman's moment of confusion thanks to Sylvia, Trina swaps her gun for the glaive in her tail and lunges, charging the perplexed bandit. She interposes herself between her and the cringing mechanic, and sweeps the blade in a low arc, attempting to pull the bandit off her feet.

Move to F2 and trip attempt.
CMD: 1d20 + 6 ⇒ (7) + 6 = 13


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train group:
Sylvia is a font of confusion.
With full confidence in Trina's abilities to handle the woman, Sylvia holds her rapier at the man's throat. "Let's not get riled up, huh? I'd hate to have to burn you to bones. Smitty, watch the front door in case there are more coming, mkay?"

Ready an attack if he makes any hostile action.


Train group:
We didn't roll initiative, but I will treat the situation as if the bandits were delaying, since Trina has declared a full round of attacks.

The red-haired woman is fast on her feet, and avoids the sweep of Trina's glaive. Outraged, she raises her weapon and fires.

Touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 3

The bullet pierces Trina's shoulder and bloodies her traveling clothes. The woman drops her pistol and draws a short sword, crouching and ready to meet Trina's attack.

The other bandit does not move, his eyes fixed upon Sylvia's blade.

map

Sylvia (can continue with readied action or do something else)
Trina
Smitty
Bandits

Feel free, either of you, to take Smitty's turn for him.

Overland group:

Reflex save: 1d20 + 5 ⇒ (16) + 5 = 21

Jerry manages to get a grip on the hag and tries to admonish her for her poor manners. Elise shrieks and thrashes in response. As if to reinforce Jerry's point, Caladrel manages to smack her with a staff.

The hag struggles to free herself from Jerry's grasp.

1d20 + 10 ⇒ (11) + 10 = 21

She possesses what seems to be supernatural strength, and forces Jerry's arms apart.

map

Jerry
Caladrel

Elise


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
Blur 20% miss (lower is better): 1d100 ⇒ 69

The tiefling snarls at the pain of the bullet wound but doesn't relent her assault; rather, if blood is going to be shed then attempts to handle the situation nonlethally have come to an end. She takes another swing, this time lunging with the blade of the glaive rather than sweeping with the blunt end.

Activating Justice Judgement - +2 attack
Attack: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage: 1d10 + 4 ⇒ (9) + 4 = 13


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train Group:

Sylvia says something in Elven that sounds absolutely beautiful, though the tone of her voice adds ugliness. "So much for peaceful endings," she snarls, "Don't move." Her rapier remains ready to pierce the other bandit's throat and she holds his gaze with determination.

Smitty takes a step back toward Sylvia and aims Bessie at the train door, ready to shoot if another bandit enters and attacks. "Need help, lass?" he calls to Trina.


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
"T'would be appreciated," she manages to growl between her teeth.


Train Group:
The glaive makes a vicious wound in the bandit's flank. She gasps as she begins to bleed heavily.

Smitty takes aim with Bessie at the wounded bandit. "Yer messin' with the wrong dwarf!"

1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 1 ⇒ (2) + 1 = 3

The bullet strikes her in the throat. She sputters and collapses to the ground. The other bandit drops his pistol on the floor and spreads his hands wide, his eyes constantly returning to Sylvia's blade.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
Caladrel moves his flaming sphere back on top of the hag. fire damage: 3d6 ⇒ (5, 3, 4) = 12 The flaming sphere has one more round left after this one.

He stands his ground to prevent the hag from escaping.


46/46, AC 11

Overland Group:
"Now, now madam. Just what were you intentions?" Jerry asks, trying to sweep her legs out from under her. The cavalier is a touch unsure about the vehemence of his actions, but judging from her strength and character there's something amiss - even if she does a good muffin.

Trip: 1d20 + 8 ⇒ (19) + 8 = 27 This gives up an AoO, if he fails by 10 then he slips over


Train Group:
Bump!

Overland Group:
Save: 1d20 + 5 ⇒ (10) + 5 = 15

AoO: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4 DC 15 Fort save vs weakness

Jerry trips the hag as she slices at his flesh with her foul claws. She falls to the floor ungracefully as the flaming sphere sears her flesh. She reacts in anger to Jerry's question. "You will be mine!" She shrieks. "You will serve me or die. You will not undo what I have created here."

She stands up and claws at Jerry again.

1d20 + 8 ⇒ (11) + 8 = 19
1d4 + 3 ⇒ (1) + 3 = 4 DC 15 Fort save vs weakness

MAP

Jerry Make an AoO as she stands up. Roll 2 fort saves.
Caladrel
Elise


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
The sphere remains over the hag burning her again. 3d6 ⇒ (1, 4, 3) = 8. Caladrel takes a five foot step forward and whacks at the hag with his quarterstaff again.

attack: 1d20 + 1 ⇒ (10) + 1 = 11, damage: 1d6 - 2 ⇒ (4) - 2 = 2

As Caladrel moves forward, the flaming sphere winks out.Move to D5


46/46, AC 11

Overland Group:
"Madam, I am not a servant - or a slave, I am a free man. Whose will is my own." the words burst from his lips a trifle more aggravated than he intended as her claws rake into him.

The chill seeps into his bones from her blows, he staggers back and places a hand upon the tablecloth to steady himself. Strong fingers touch the edge of a crockery plate; "And another thing, you're muffins aren't that fluffy."

Grasping the plate he swings it at the hags head, but stumbles before her as his knees give out & his natural reluctance to hit a lady.

Unfortunately Jerry isn't armed, so no AoO.
Fort Save 1: 1d20 + 6 ⇒ (2) + 6 = 8
Fort Save 2: 1d20 + 6 ⇒ (6) + 6 = 12
Move: Pick up plate
Standard: Attack (Imp Weapon: Plate): 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train Group:

Sylvia gives the surrendered bandit a little push towards the end of the car opposite the voices and away from his dropped weapons. Get to the end of the car, she hisses, gingerly kicking the dropped gun to Smitty while keeping her blade at the man's throat. "Trina, are you OK?"

Move to the back of the car with the prisoner, kicking the gun to Smitty.


Train Group:
Smitty picks up the dropped pistol. He turns to the prisoner and asks him, "Where are the others? How many?"

The shaken bandit says, "There are two, up robbing the other passengers." Then he adds, "You said you would let me go..."

Overland Group:
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

The hag simply laughs at your attacks as she continues to claw at Caladrel

1d20 + 8 ⇒ (19) + 8 = 27
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 8 ⇒ (16) + 8 = 24
1d4 + 3 ⇒ (2) + 3 = 5
Two DC 15 fort saves please.

Wow, this is pretty brutal. You guys should probably figure out what you are going to do about her.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
Fortitude Save 1: 1d20 + 7 ⇒ (19) + 7 = 26, Fortitude Save 2: 1d20 + 7 ⇒ (13) + 7 = 20

Ranged touch attack: 1d20 + 5 ⇒ (1) + 5 = 6

Caladrel takes a five foot step back to D4 and grabs a small sack hanging from his belt. He throws the tanglefoot bag at the hag but in his haste he misses and the tar and resin splashes harmlessly against the wall. Caladrel lets out a loud howl of pain at the door hoping to get the attention of Luce in the barn.


46/46, AC 11

Overland Group:
"Your sense of humour seems a touch warped." Jerry replies wishing that he hadn't been so polite as to leave his weapons upon his saddle in the stables.

Seeing that the plate is ill-suited for the task of stopping her, the cavalier grabs the back of one of the dining room chairs in both hands and swings it at her. "I saw this in a disagreement in a bar once."

Attack (Chair): 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
[b]"Leave him," Trina hisses, shoving the dead bandit's body aside and making her way forward toward the opposite end of the car. She pauses at the next door, listening for the sound of the other bandits beyond.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Train Group:
You don't have to say that twice. The bandit makes for the exit.

Through the door, amid the commotion, Trina hears heavy footsteps approaching.

Overland Group:
The hag actually laughs at you as you attempt fruitlessly to subdue her. You hear a roar and rattle from the stable as Luce responds to your cry, but you do not see how she could let herself out.

Elise claws at Jerry.

1d20 + 8 ⇒ (18) + 8 = 26
1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 8 ⇒ (1) + 8 = 9
One DC 15 Fort save please.

"Give in. No man can resist me!" the hag calls out shrilly.

I'm just going to give a hint. I strongly recommend you either make a break for your gear and mount, or find some non-combat way to resolve this. You are not going to subdue her with found objects.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

overland group:
Caladrel makes a break to the stable to let out Luce and retrieve Jerry's gear.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Train Group:

Sylvia swiftly swaps the the bomb in her hand for another in her belt pouch, quaffling the arcane formula, then faces the door, rapier in hand. There were far too many guns in this place.

Drink formula of shield; +4 to AC between the door and Sylvia.


46/46, AC 11

overland Group:
Yep that's what I was going for. Apologies that I had Jerry leave his weapons elsewhere, I just didn't see it as in character that he would go to a Ladies tea party with sword in tow.

"Do you hear that Gregory. Be a man, stand up for yourself - this lady is no Lady." He says stoutly trying to distract Elise from Caladrels actions and break the spell that afflicts her 'brother'.

Flexing his remaining sinews he swings the chair once more.

Fort Save: 1d20 + 6 ⇒ (8) + 6 = 14
Attack (Chair): 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
Trina motions toward Sylvia and Smitty, signifying someone's approach. She then steps a short distance away from the door and prepares to launch herself at the first thing to pass through that isn't a train official.

Readied action.


Train Group:
The door bursts open as a grubby-looking man bellows, "What's all this racket now, Dottie?" He and another, younger bandit behind him both hold pistols at the ready.

He reacts in surprise as one of his comrades lies dead on the floor and unfamiliar faces stand before him with weapons drawn.

MAP

Trina has a readied action.

Bandits initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Order:
Trina (readied action)
Sylvia
Smitty

Bandits

Overland Group:
Caladrel makes a break for it and is able to get to the stables. The rain continues to pound down upon him as he gathers Jerry's gear and mount.

It will take a total of four move actions: One to get there, two to get Jerry's weapons and release Luce, and one to return. By the end of your second round of this, you will be back in the cottage.

Gregory seems pained at having been addressed directly. He looks back and forth at the hag and at Jerry, but does not act.

Elise swats away the chair and strikes at Jerry again.

1d20 + 8 ⇒ (13) + 8 = 21
1d4 + 3 ⇒ (1) + 3 = 4
Another DC 15 Fort save for Jerry

The dog jumps into the fray and bites at his erstwhile mistress.

1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (2) + 2 = 4 No crit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

MAP

Caladrel (second round of gathering gear)
Jerry

Elise
The dog


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Train Group:
Attack! w/ Power Attack: 1d20 + 7 + 2 - 2 ⇒ (19) + 7 + 2 - 2 = 26
Damage: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16

The blurred tiefling gives a bestial snarl as she drives the glaive forward in a violent sweep, cutting upwards diagonally across the bandit's torso as the long blade whirls through the air.


46/46, AC 11

Overland Group:
"See Gregory, even the Hound has a bite - show this Hag that you do too. Snap out of it man!" Jerry replies with some bite of his own as he manoeuvres to ensure the woman is focussed on him and not the dog.

Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7

Thus he swings the chair once more hoping to buy some time and safety against the upset harridan.

Attack (Swing): 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18


Train group:
Trina's blow eviscerates the bandit. He clutches at his abdomen and crumples to the floor in a pool of blood.

The eyes of the bandit behind him open wide. Speechless, he drops his pistol on the floor and raises his hands in surrender.

Overland Group:
That hit. I will roll damage. I will treat it as a heavy mace.

1d8 + 4 ⇒ (8) + 4 = 12 Wow.

Jerry smashes the chair over Elise in a blow that is more effective than he was probably expecting.

She shrieks and claws back at him.

1d20 + 8 ⇒ (19) + 8 = 27
1d4 + 3 ⇒ (4) + 3 = 7
Another save.
This round, Caladrel can return and you can rearm.


46/46, AC 11

Overland Group:
Finally having connected with the chair he holds it's shattered remnants in his hands, a stern look on his face that transforms to shock as she rakes across his chest.

"Milady, repent and this doesn't have to go badly for you." Jerry says offering clemency; "I'd take it as a sign of repentance if you gave up your thrall over young Gregory."

Save: 1d20 + 6 ⇒ (16) + 6 = 22


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Overland Group:
Caladrel returns to the cabin with Luce and Jerry's equipment. He circles the table and squeezes next to the dog to hand Jerry his sword.

move to D5


Predator

Overland Group:
Luce awakes from her slumber as Caladrel enters the room, she smells the blood & knows that there's trouble. Shaking off the remnants of her nap she bounds after the druid as he picks up Jerry's equipment.

'What trouble has my foolish pet gotten himself in....again?'


Overland Group:
"You will die, fools! Nothing can save you," the hag shrieks. She is clearly not persuaded.

Jerry, you can act still, and you have your weapon now.


46/46, AC 11

Overland Group:
"Everyone dies, I'm just sorry that you'll have to experience it so soon." Jerry retorts sadly, though there's a steel in his eyes that matches the newly reacquired steel in his hands.

The sword describes a glittering arc as it swings towards the hag, the noble puts in his remaining strength to keep it's course true.

Attack (2 hd Sword): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11

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