Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

LOL, not the best thing to get critted by.

Truk howls in pain as the rhino's horn find a gap in his armor and drives deep into his torso. The big orc staggers back pulling himself from the beast only to pour blood all over the arena floor. Damn...

Might need a hand here...


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Baldwin:

Dont forget DC 12 for the rhino on the:

Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.


Evil GM

Faelyn:
It rolled a nat 20 so it wouldn't have made a difference this round.
Will Save: 1d20 + 3 ⇒ (19) + 3 = 22


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Andrea1 wrote:

Truk! Get over to me!

Andrea will 5' step the the west, if Truk comes over, she will convert a Channel the Gift into Cure Serious Wounds

[dice=Fort save]1d20+7

[dice=CSW]3d8+6

Not exactly in any condition to argue, Truk staggers back towards Andrea.

To Y15.


Evil GM

I assume Truk did a 5 ft step to meet up with Andrea. The LA is flying over head.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
baldwin the merciful wrote:
I assume Truk did a 5 ft step to meet up with Andrea. The LA is flying over head.

Yeah, 5-foot step back to Y15 after activating defense aura.

Seeing as how we've already won the competition, Truk is okay with throwing the LA under the bus at this point. =)


Evil GM

Lucrezia Rd 8 action was to fire three arrows at Thrax. All three whiz in the air but miss the wizard.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

John should be able to move in and melee attack the rhino if he wants due to haste.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

He's welcomed to. The next 39 damage is all his!


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:
He's welcomed to. The next 39 damage is all his!

I am back now. Time for havoc!


Evil GM

RD8: summary

Note the gate for Lucrezia and Jonh are one and they can join the battle.

Faelyn - nauseated. 4/4 rds
The LA - attacked the rhino

Thrax - hasted to body guards
- 2 body guards moved to get hasted
-2 lemures attacked Andrea
- dino attacked and bit Faelyn
- rhino gored Truk

Truk - moved 5 ft and received Andrea's CSW

Lucrezia - fired 3 arrows at Thrax missing
Shadow - 1 rds from joining
John - moved to X14
Orsin - hurling at X12 3/5 rds nauseous.
Andrea - 5 ft step then CSW on Truk

This is Faelyn's last round of being sick.

DMPC John:

He moves to X14.
I will let John take the attack, he's been checking in. If he doesn't check in soon, I will take the action.


Evil GM

RD 9:

Faelyn -
The LA -

Thrax -
- 2 body guards
-2 lemures
- dino - nauseous
- rhino -

Truk -

Lucrezia -
Shadow - Can join next round
John -
Orsin - hurling at X12 4/5 rds nauseous.
Andrea -

John has take his move action in Rd8 but he still has his attack.

Map Rd 9


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 9

Faelyn moves to Z 15 and calls out as the sickness finally leaves: Now taste the wrath of Faelyn the Dragon of Westcrown! Faelyn begins casting in draconic Disin grout and a 10x10' hole opens up under the rhino. (create pit-Reflex 19 or fall in. If saves, 33% chance to move back/left/right-DC 25 climb to get out)

The latern Archon 5' steps over the hole 10' off the ground and attacks the rhino 

Touch Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Touch Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Touch Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d6 ⇒ 2
Damage: 1d6 ⇒ 6
Damage: 1d6 ⇒ 2

 Archon buffs for round 9:: 
Haste +1 AC, +1 attack 3 attacks (7/12 rounds) 
Mage Armor (6 hours) 
Bless +1 hit and versus fear (6 min) 
Shield other (5 hours)

Summon: 8/15 rounds 
AC 22
HP 12(+6 temp) Damage Reduction 10/evil 1/2of all dmg goes to Truk 
Attack (touch) +6 
Damage per Ray 1d6

Faelyn HP 28/44


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Round 9

Still bleeding heavily, Truk motioned for Andrea to get out of the cage and behind him while casting another spell. A second later his already thick orcish hide became thicker and darker still.

Barkskin


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Just waiting on the results of what happens

Assuming I can, I move to Z,16. If I can't do it without catching an AoO fromt he Rhino, I won't do it.


Evil GM

Rhino DC 19 save: 1d20 + 3 ⇒ (6) + 3 = 9

The pit opens under the rhino and he sinks in 10 feet, his body filing the hole. Head thrashing. It's body wedged into the sinkhole.

It won't be able to get out, it is stuck. No dex bonus and no skill ranks in climb. He can not make a DC25.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea will move to Z,16 and blast the flying dino with her Circlet of Blasting

Searing LightTouch attack: 1d20 + 6 ⇒ (18) + 6 = 243d8 ⇒ (2, 6, 6) = 14
Conceal roll: 1d100 ⇒ 39

Spells in effect:Bless,Haste


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:

[dice=Rhino DC 19 save]1d20+3

The pit opens under the rhino and he sinks in 10 feet, his body filing the hole. Head thrashing. It's body wedged into the sinkhole.

It won't be able to get out, it is stuck. No dex bonus and no skill ranks in climb. He can not make a DC25.

Yay! 7 rounds and then the hole pushes him back up to the surface.

Get away from the edges! You still can fall in!


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

two handed Attack with PA and Lunge: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage: 1d8 + 15 ⇒ (1) + 15 = 16
AC 20


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Rd9 John will put on his Tower shield then move ot r20 avoiding the fog and getting near the pit.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
John Deos wrote:
Rd9 John will put on his Tower shield then move ot r20 avoiding the fog and getting near the pit.

Go get them John!!


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Sorry for being out of it.

DM baldwin the merciful:
So...Shadow has had a good long time to observe the crowd and be some where within its many folds.

Where did Rance Lucca have his seat? Being close to said gentleman would seem a good idea. Though, as things progress being in a position to prevent the enemy from leaving would also be bonus.

Again, sorry for Real Life getting in the way. Hope Shadow can make a contribution to the adventure.


Evil GM

Shadow:
RL takes precedence, I understand.

I'm sure you missed the post on where Rance is sitting. The arena has luxury booths that look down at the stadium where nobles or rich merchants sit. He was up in the one of the booths.


Evil GM

So John's RD 8 action was to attack, and hit, the rhino. John moved in RD 9 to R20, which is on the center stage.

There is a chorus of cheers as the armored man attacks the rhino then moves towards Thrax.

Some yell,"LAZOHROD SUMMONED AN IRON GOLEM"


Evil GM

RD 9:

Thrax -
- 2 body guards
- 2 lemures
- dino - nauseous
- rhino - stuck in pit

I'm trying to work with John's RD 9 move action, so the Lemure's will wait till John moves then go.

One Lemure moves to W13 and attacks Orsin.
Claw: 1d20 + 4 ⇒ (13) + 4 = 17;dam: 1d4 + 2 ⇒ (3) + 2 = 5

The other moves to X15 under the LA and attacks Truk.
Claw: 1d20 + 4 ⇒ (4) + 4 = 8;dam: 1d4 + 2 ⇒ (2) + 2 = 4

*The LA gets an AoO on the Lemure going after Truk.

---
Body guards:

One of the body guards moves to G20 near Lucrezia.

The other body guard moved to Q 20 and waits until someone, John gets close),

longsword: 1d20 + 10 ⇒ (2) + 10 = 12;dam: 1d8 + 3 ⇒ (5) + 3 = 8

---
Thrax scoff's at the feeble attempt to shoot him with arrows, "Take that you foul mouthed witch." He utters in his fiery language, "Acidio" Springing from his hand is an acid arrow:

ranged touch: 1d20 + 5 ⇒ (2) + 5 = 7;dam: 2d4 ⇒ (1, 1) = 2


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 9

LA AOO Touch: 1d20 + 6 ⇒ (3) + 6 = 9

Damage: 1d6 ⇒ 6

Are we ready for my R 10 action?


Evil GM

RD 9: Summary

Faelyn - created pt
The LA - attacked rhino in the pit. LA missed his AOO.

Thrax - cast acid arrow at Lucrezia
- 2 body guards - one moved towards Lucrezia hex G20; the other moved to Q20 and attacked John when he arrived..

-2 lemures- One moved to W13 and attacked Orsin, the other moved to X15 and attacked Truk.

- dino - nauseous and now dead.
- rhino - in pit

Truk - cast barkskin

Lucrezia -

Shadow - Can join next round
John - moved to R20
Orsin - hurling at X12 4/5 rds nauseous.
Andrea - moved to z16 and cast searing light at the dino. the dino disappeared

Actions remaining: Lucrezia. She can take it before her Rd10 action.

------

RD 10:

Faelyn -
The LA -

Thrax -
- 2 body guards
-2 lemures
- dino - dead
- rhino - in pit

Truk -

Lucrezia -
Shadow -
John -
Orsin - hurling at X12 5/5 rds nauseous. Last round for being sick
Andrea -

*Shadow can join the fun this round.

**X15 has the LA flying and the lemure on the ground.

RD 10 MAP


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 9

Baldwin:

I am not sure if it will matter, but the Rhino should take 10 foot fall damage as if hitting a stone floor. The Lemure that ended it's round next to the pit must make a DC 17 reflex (I added a +2 since he is on the ledge) or fall on the rhino.


Evil GM

faelyn:
Here is my concern, the hole is 10 feet and the rhino is large 10x10, so he is stuffed or wedged into the tight spot. Besides he can't do anything, as mentioned earlier.


Evil GM

RD 9: Edit

Lemure Reflex: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

To avoid falling in pit.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 10

Faelyn speaking in Draconic to the LA: Kill the Lemure on the nauseated companion!

The Latern Archon still 10' off the ground attacks the Lemure on Orsin.

Touch Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Touch Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21

Damage: 1d6 ⇒ 4
Damage: 1d6 ⇒ 5
Damage: 1d6 ⇒ 1

 Archon buffs for round 10: 
Haste +1 AC, +1 attack 3 attacks (8/12 rounds) 
Mage Armor (6 hours) 
Bless +1 hit and versus fear (6 min) 
Shield other (5 hours)

Summon: 9/15 rounds 
AC 22
HP 12(+6 temp) Damage Reduction 10/evil 1/2of all dmg goes to Truk 
Attack (touch) +6 
Damage per Ray 1d6

Faelyn HP 28/44,  AC 

If the Lemure dies, it will affect Faelyn's action.


Evil GM

The Lemure is not dead.


Evil GM

Shadow:
I'm not sure if you caught your position on the map. You are in a staging area that is level with the arena. You were watching the events unfold there, acting as possible guard should anything go awry. When things began to get out of hand you had a couple stage hands assist to raise the gate so you can enter the arena floor. You are not in the crowd of spectators.


Evil GM

FYI, the body guards are using longswords, I miss read the damage it should be 1d8+5, not +3. He didn't hit so it doesn't matter last round.


Evil GM

RD 10

- 2 body guards:
The body guard closes to John swing with his longsword:

LS: 1d20 + 10 ⇒ (15) + 10 = 25;damage: 1d8 + 5 ⇒ (3) + 5 = 8

The one near Lucrezia takes a 5 ft step to F19 and swing at her.

LS: 1d20 + 10 ⇒ (20) + 10 = 30;damage: 1d8 + 5 ⇒ (4) + 5 = 9

To confirm crit:
LS: 1d20 + 10 ⇒ (13) + 10 = 23;damage: 1d8 + 5 ⇒ (6) + 5 = 11

"Die ye whorebytche" he scowls.

***If Lucrezia moved into the arena in RD9, then he will take the AoO.

-2 lemures;

Lemure near Orsin double claws him,

claw1: 1d20 + 4 ⇒ (14) + 4 = 18;dam: 1d4 + 2 ⇒ (2) + 2 = 4

claw2: 1d20 + 4 ⇒ (5) + 4 = 9;dam: 1d4 + 2 ⇒ (2) + 2 = 4

The one near Truk attacks:

claw1: 1d20 + 4 ⇒ (5) + 4 = 9;dam: 1d4 + 2 ⇒ (4) + 2 = 6

claw2: 1d20 + 4 ⇒ (4) + 4 = 8;dam: 1d4 + 2 ⇒ (2) + 2 = 4

*I'll post Thrax's action shortly

**I have Orsin taking 5hp damage in RD9 and 4HP in RD10.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 10

Faelyn moves to V23 (avoiding the cloud). Partially hidden by the cloud, Faelyn pinches ground mica and tosses it in the air. Boris blitz Centered on 0 19, A golden cloud of dust bursts in a 10' radius covering Thrax and his body guard. (Glitterdust DC 19)

You are not going invisible and running from me!

Faelyn blinks back to Y 23 out of sight.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Baldwin:

Thrax and his bodyguard's action may be altered if they fail their will save. Blinded:The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.


Evil GM

RD10:

Thrax's will save:

WS: 1d20 + 6 ⇒ (9) + 6 = 15

Bodyguard's Will Save:

WS: 1d20 + 2 ⇒ (4) + 2 = 6

May you rot with Dispater, Faelyn, that was Thrax's next move.


Evil GM

RD10:

Thrax will dimensional step to A27, the exit tunnel in the stands, as his standard action, he is not seen from anyone's current position.

To John, Lucrezia and Shadow it looks like Thrax blinked out of existence.


Evil GM

RD 10: mid Rd update

Faelyn - glitterdust
The LA - attacked lemure on orsin

Thrax - effected by glitterdust, then dim stepped away.
- 2 body guards - one hit Lucrezia, the other effected by glitterdust
-2 lemures - attacked Orsin hitting, and Truk missing
- dino - dead
- rhino - in pit

Truk -

Lucrezia -
Shadow -
John -
Orsin - hurling at X12 5/5 rds nauseous. Last round for being sick
Andrea -

*Shadow can join the fun this round.

**X15 has the LA flying and the lemure on the ground.

RD 10 MAP


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:

RD10:

Thrax will dimensional step to A27, the exit tunnel in the stands, as his standard action, he is not seen from anyone's current position.

To John, Lucrezia and Shadow it looks like Thrax blinked out of existence.

Baldwin:

Can he dimension step if he can not see the square he is jumping to?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Round 10

Truk looses a bellowing roar before smashing the lemure in front of him.

Rage 2/14

Primary /w Bless, Haste, PA: 1d20 + 12 ⇒ (20) + 12 = 32
Damage /w PA: 1d8 + 15 ⇒ (4) + 15 = 19

Confirming: 1d20 + 12 ⇒ (6) + 12 = 18
Additional Damage: 2d8 + 30 ⇒ (7, 6) + 30 = 43

He then bolts northward up the arena towards the guard attacking Lucrezia.

Avoiding the pit but provoking from the lemure attacking Orsin. That should get me to P11.


Evil GM

faelyn:
yes, Its a conjuring spell like ability that acts like dimensional door. This is an 8th level ability, this one is not limited like your ability. Your ability is a 1st level ability.


Evil GM

The lemure in front of Truk is dead.

AoO:
Claw: 1d20 + 4 ⇒ (12) + 4 = 16;dam: 1d4 + 2 ⇒ (4) + 2 = 6

Truk make a perception check, to assess where the dangers are now that you are at a clear end of the battlefield.


Evil GM

Lucrezia - yes the guard is human...thought you asked that question.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Evil GM

Truk you can see John fighting a human in a chain shirt on the center stage Stealing your glory, the adversary is glittering in gold dust.

There is another man in chain shirt in combat with Lucrezia at the far entrance to the arena.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

yeah, asked the question then deleted the post since I was reacting to round 10 without posting for round 9. Didn't want to skip an action.

round 9
arrows at Thrax again
attack 1 1d20 + 9 ⇒ (3) + 9 = 12
attack 2 1d20 + 4 ⇒ (3) + 4 = 7
attack 3 1d20 + 2 ⇒ (19) + 2 = 21
damage 3 1d8 + 6 ⇒ (1) + 6 = 7

round 10

Cursing as the guard slashes her while trying to figure out where Thrax just went to, Lucrezia drops her bow and draws her sword to attack the guardsman.

round 10
attack guard
attack 1 1d20 + 10 ⇒ (15) + 10 = 25
damage 1 1d10 + 5 ⇒ (7) + 5 = 12
attack 2 1d20 + 5 ⇒ (13) + 5 = 18
damage 2 1d10 + 5 ⇒ (5) + 5 = 10


Evil GM

RD 9 - Lucrezia

One arrow pierced the wizard for 7 hp.

Rd 10

The first attack hit the human hard.

drawing a weapon:

Draw or Sheathe a Weapon

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.


Evil GM

RD 10: mid Rd update

Faelyn - glitterdust
The LA - attacked lemure on orsin

Thrax - effected by glitterdust, then dim stepped away.
- 2 body guards - one hit Lucrezia, the other effected by glitterdust
-2 lemures - attacked Orsin hitting, and Truk missing
- dino - dead
- rhino - in pit

Truk - raged, cleaved one lemure, and ran towards the middle of the arena, P11.

Lucrezia - dropped bow, drew sword and hit the bodyguard.

Shadow - double moves to P19, giveing John the ability to do a 5 ft step for flanking.

John -

Orsin - hurling at X12 5/5 rds nauseous. Last round for being sick.

Andrea -

*Shadow can join the fun this round.

RD10 actions remaining: John and Andrea.

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