Its "A" Dungeon (Inactive)

Game Master Terquem

Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...


901 to 950 of 3,582 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Those are some nice rolls!


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Surprise Round: Jim moves in behind the monster. which he cannot identify
Square -E 12


male

Quick note, anyone can attempt a DC 10 knowledge check


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Knowledge check: 1d20 + 1 ⇒ (10) + 1 = 11


male

Day 2, Turn 62 (consecutive turn, 122, turn 5 of 6)Remember that one turn in six must be spent “taking a brief break, or resting” to avoid initiative penalties and growing fatigue.

Round 1 (Is now the Surprise round)

The Altar is in –E, 10. The Basilisk is in -D,10

Initiative Order:

Basilisk – 19
Byron – 17
Jim – 16
Roberto – 14
Berenwyr – 14
Victor – 13
Jerrica – 11
Teirist – 10

Having kicked the door open in one swift motion, Bryon rushes into the room, headless of the deadly creature in front of him. Jim follows closely behind and darts to the corner of the room. Roberto follows after the other two warriors, and then Jerrica calls upon her Deity and casts bless.

The monster is startled by the sudden appearance of all these leg challenged creatures.

Berenwyr, Victor and Teitist may take either a standard action or a move action in this surprise round


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Sorry, I moved to D9


male

sure now you tell me, and for the record that's the basilisk's right, grumble grumble grumble, Edit: oh you said Left OF the basilisk, my mistake


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Well, why don't you tell the rest of us? Berenwyr calls out to Roberto in an exasperated tone.

Berenwyr pulls a scroll out of the case at his belt.


Male Human Fighter (Phalanx Soldier) 2

Victor growls, "Wait, its a what?" He attempts to fight the gaze as he stares into the basilisk's eyes.

Fort Check: 1d20 + 5 ⇒ (1) + 5 = 6

Victor grunts and holds in place, simply staring at the basilisk instead of poking at him with his spear.


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Intuition (+3): 1d20 + 3 ⇒ (1) + 3 = 4
Perception (+1, +3 for unusual stonework etc.: 1d20 + 1 ⇒ (20) + 1 = 21

Shadow Lodge

Male Human Invulnerable Barbarian 2

Avert your eyes if you're a dress wearing panty waist! It's a Basilisk! he laughs as he stares it straight in the eyes as he charges it (on his turn)


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Intuition: 1d20 + 7 ⇒ (17) + 7 = 24


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Move Teirest to b11, I think that's all I can move.

Knowledge: 1d20 ⇒ 10
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Fort Save: 1d20 + 1 ⇒ (4) + 1 = 5


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

kn(arcana): 1d20 + 9 ⇒ (20) + 9 = 29

I assume that's good enough to know everything in the bestiary entry.


Male Human Fighter (Phalanx Soldier) 2

Dang, yous smart!


male

Day 2, Turn 62 (consecutive turn, 122, turn 5 of 6)Remember that one turn in six must be spent “taking a brief break, or resting” to avoid initiative penalties and growing fatigue.

Round 1 (Is now the Surprise round)

Initiative Order:

Basilisk – 19
Byron – 17
Jim – 16
Roberto – 14
Berenwyr – 14
Victor – 13
Jerrica – 11
Teirist – 10

As members of the party rush to deal with the monster, Victor reaches the middle of the passageway, peers into the room, and turns to stone.

Teirist runs up and almost collides with the Victor Statue, he wonders what could work this transformation and turns to look into the room, and also becomes a statue.

Berenwyr hears someone shout that it is a Basilisk, and he recalls all of the information he learned about these creatures in his studies as an apprentice.

When Byron is in position to attack the monster, he is filled with confidence. His intuition tells him that they have this under control, and then he catches, out of the corner of his eye, a misplaced flagstone on the floor to his left, near the door in the north wall, but his overwhelming confidence in his intuition tells him to disregard what he sees. Meanwhile, Jim is also maneuvering into position, when he sees Byron glance to his left, and Jim gets a gut feeling that something is amiss on the floor where Byron had looked.

end of round 1, beginning of round 2, remember, you can declare that you are Averting your eyes, if you do roll d%, on a 01-50, you fail and meet the monsters gaze, you must make another fortitude save. If you roll 51-100 you succeed and you do not have to make a fortitude save, but the monster has concealment from your attack, and can roll to avoid being hit, if your attack succeeds. OR, you can just go with the fortitude save, and hope you make it.

The monster tries to bite Byron
NomNomNom: 1d20 + 10 ⇒ (1) + 10 = 11
NomDamage: 1d8 + 4 ⇒ (6) + 4 = 10


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Jim tries to remember if he's seen this monster before.
Knowledge (untrained): 1d20 + 1 ⇒ (7) + 1 = 8
But he hasn't. So he tries to hit it.
Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
But instead he (apparently) turns to stone.


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Byron swings his scimitar lustily in the general direction of the creature whose gaze he is trying to avoid.

Averting eyes %: 1d100 ⇒ 87
Fortitude Save: 1d20 + 5 ⇒ (6) + 5 = 11
Scimitar Swing: 1d20 + 7 ⇒ (13) + 7 = 20


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Oops!

Damage: 1d6 + 3 ⇒ (3) + 3 = 6


male

Ah, you succeed at averting your eyes, now to see if your attack missed due to concealment. If I roll 01-20, the attack failed

Where is the darned thing?: 1d100 ⇒ 51

The scimitar cuts a gash on the monsters snout

DM Notes:
The Monster has taken 6 points of damage

OH, and I see this alot, please do not over look bonuses from Flanking and BLESS

Shadow Lodge

Male Human Invulnerable Barbarian 2

attack: 1d20 + 6 ⇒ (2) + 6 = 8

he wiffs completely

save: 1d20 + 5 ⇒ (14) + 5 = 19


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"You know I'm not going in there, right?" Jerrica says to Berenwyr. She casts Guidance on the wizard.


Male Human Fighter (Phalanx Soldier) 2

Do I get another save? Or nothing until the thing is dead?


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Stay close to me Berenwyr tells Jerrica with an iron tone. He chants out the runes scribbled on the parchment of his scroll and billowing fog rises up around them, extending twenty feet in every direction, until the area is draped in obscuring mist.

Based on my read, the mists should block the gaze effect at a distance greater than 5'. If that is not the case, let me know and I'll roll a fort save.

The wizard strides toward the doorway and hangs back for a moment, composing his thoughts before he begins speaking in a tone akin to that of a frustrated professor addressing a classroom of especially dense pupils. The basilisk is a magical beast, more cunning than most animals, present company excluded of course, Doctor, but not quite as cunning as some of our other compatriots. As poor Victor and Teirist have so ably demonstrated, its gaze can turn the unfortunate into stone. Without extremely powerful magics, currently outside the confines of our limited budget, the only way to restore those so afflicted is to bathe them in the fresh blood of the basilisk itself. The creatures themselves are quite slow, and the baleful effect of their gaze only extends some ten yards, so normally they can be avoided, unless one foolishly chooses to engage them in melee. While they lack in agility and speed, their hides are quite thick, although they are fortunately subject to normal weapons. As an afterthought he adds, They also see in the dark as well as any orc or goblin, and can be quite stealthy when it suits them. So kill the damned thing already, although I'd give my third nipple for a competent archer at this point! He pokes his head around the corner, doing his best to keep his eyes low on the off chance that the spell does not shield him from the creature.

avert gaze: 1d100 ⇒ 73


male

No, but do not worry, unless this is a TPK, you should survive. The Gaze is BLOCKED by the mist, even at 5 feet, "A creature 5' away has concealment",so the Gaze is effectively shut down even to fighters standing next to the monster. AS long as it doesn't move! but we have to clarify a bit before we move on. Berenwyr must approach to within the area of effect of the Gaze, which is 30', to within 15' of the monster in order for it to be within the 20' radius of the Obscuring Mist. But he averted his eyes, so he does not have to make a save, I do need to move him closer, though. Is that alright?


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Oh great I am stone and the silly elf wizard seems to be in charge, which deity did I piss off for this to happen.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica stays behind Berenwyr. "You know, it'd be a little more effective if you didn't announce your presence to the monster. Twit."

Intuition: 1d20 + 9 ⇒ (4) + 9 = 13 (as I am now entering the room)


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Terquem wrote:
No, but do not worry, unless this is a TPK, you should survive. The Gaze is BLOCKED by the mist, even at 5 feet, "A creature 5' away has concealment",so the Gaze is effectively shut down even to fighters standing next to the monster. AS long as it doesn't move! but we have to clarify a bit before we move on. Berenwyr must approach to within the area of effect of the Gaze, which is 30', to within 15' of the monster in order for it to be within the 20' radius of the Obscuring Mist. But he averted his eyes, so he does not have to make a save, I do need to move him closer, though. Is that alright?

Berenwyr moves into the room, drawing his sword as he goes.

Please move me to -B, 10, just inside the room.

Berenwyr Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Dr. J Hellispont Intuition: 1d20 + 8 ⇒ (4) + 8 = 12


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

I'll move to -A, 10 after Berenwyr.


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

I'll just stand here behind Victor Statue, chillin.


Male Human Fighter (Phalanx Soldier) 2

I will just look awesome. All immobile and stoic


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Except when the Mister Doctor invites a pigeon to sit on your shoulder and poop.


male

Day 2, Current Turn/Turn of the Clock: 62/122 (turn 5 of 6, Remember that one turn in six must be spent “taking a brief break, or resting” to avoid initiative penalties and growing fatigue.)

Round 3

Initiative Order:
Basilisk – 19
Byron – 17
Jim – 16
Roberto – 14
Berenwyr – 14
Victor – 13
Jerrica – 11
Teirist – 10

As jerrica and Berenwyr enter the room they have only a brief moment of time to take in the features, they see the Altar and a door that leads out of the room in the north wall.

Berenwyr:
You notice strange scorch marks, in parallel lines on the ceiling above the square just to the south of the door in the north wall. You can make a Knowledge Arcana roll for a chance at more information

Jerrica, already concerned about the monster in the room, doesn't have the wherewithall to feel anything else might be out of place.

Berenwyr reads from his prepared scroll, and the room suddenly fills with a thick, heavy mist

The monster is confused and it spins in place for a moment.

I am going to roll a d8. On a 1, the monster stays where it is, but on any other numbers it moves to a square next to where it is standing and attempts to bite something nearby. Since the Altar is in the square directly above the Basilisk, that will be the number 1, and counting clockwise from there the other numbers of the die represent the square the Basilisk tries to move to. If there is a character in that square, the Basilisk will be doing a Bull Rush instead of a bite, and if the roll is a 3, the Basilisk knocks the statue of Jim one square backward, to the east.

Confused Basilisk: 1d8 ⇒ 3

The statue of Jim is shoved out of the way as the Basilisk lumbers five feet to the east, and then it thinks it sees something to the south and tries to bite it
Melee Bite on Roberto: 1d20 + 10 ⇒ (10) + 10 = 20
Damage if successful: 1d8 + 4 ⇒ (4) + 4 = 8

Large teeth aim to crush down on Roberto’s leg, but the mist makes his image seem to shift from side to side
Roberto, roll d% and on a 01-20 the attack does not hit

DM Notes:

The Monster has taken 6 points of damage
Obscuring Mist was cast from a scroll in Round 2
Victor, Teirist and Jim are Turned to Stone
Roberto has taken 8 points of damage

Shadow Lodge

Male Human Invulnerable Barbarian 2

%: 1d100 ⇒ 42

did you take 1dmg off for 1/- invulnerability


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Terquem:

kn(arcana): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 +1 with Guidance.
I'm going to hold my action until I know what if any further info I get from that knowledge check.


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Byron steps up to the basilisk and swings his scimitar again.

Averting eyes %: 1d100 ⇒ 80
Fortitude Save: 1d20 + 5 ⇒ (13) + 5 = 18
Scimitar Swing: 1d20 + 7 ⇒ (2) + 7 = 9
Scimitar Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica defers to Berenwyr, seeing that three of their companions are now statues. "Just tell me what you want me to do."

Shadow Lodge

Male Human Invulnerable Barbarian 2

free action enters rage


male

Berenwyr:
The signs you notice indicate a discharge of electrical energy in front of the door, indicating an electrical trap of some kind


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Sorry for the delay guys.

Looks like some kind of electrical trap in front of that door to the right of the altar Berenwyr calls out. Best steer clear of it, although maybe we can force the basilisk into the trap?

Berenwyr steps forward in a defensive stance, longsword in hand, and attempts to aid Roberto in his attack.

Defensive Aid another: 1d20 + 2 + 1 - 4 ⇒ (13) + 2 + 1 - 4 = 12 Roberto gets +2 on his next attack.

AC 14


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica also casts Guidance on Roberto, taking her cue from Berenwyr.

Shadow Lodge

Male Human Invulnerable Barbarian 2

fort: 1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 10 ⇒ (9) + 10 = 19dmg: 2d4 + 7 ⇒ (3, 4) + 7 = 14


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Terquem wrote:
The Gaze is BLOCKED by the mist, even at 5 feet, "A creature 5' away has concealment",so the Gaze is effectively shut down even to fighters standing next to the monster.

Did all you guys rolling fort saves happen to catch this part?


male

Day 2, Current Turn/Turn of the Clock: 62/122 (turn 5 of 6, Remember that one turn in six must be spent “taking a brief break, or resting” to avoid initiative penalties and growing fatigue.)

Round 3

Wrap up: Roberto took 7 points of damage, the basilisk moved, Byron swung at where he thought the basilisk was still standing, but obviously he missed because it moved, Roberto goes into a rage, Berenwyr steps up and tries to help Roberto find the monster in the mist. Roberto, did you remember to apply all the modifiers in your favor? It probably would not be a factor, you hit anyway, but try to read everyone’s post and watch for the help given, you would have had a +1 to to hit and damge from Bless, a +1 to hit from guidance, and a +2 to hit from Berenwyr’s help. I moved Berenwry to –C,11 as he said he was “taking a step forward

Initiative Order:

Basilisk – 19
Byron – 17
Jim – 16 – turned to stone
Roberto – 14
Berenwyr – 14
Victor – 13 turned to stone
Jerrica – 11
Teirist – 10 turned to stone

Round 4

Will the Basilisk move again?

Confused Basilisk: 1d8 ⇒ 8

The Basilisk lumbers around in the mist, confused and angry, looking for something to bite, and collides with the alter taking one point of damage. It tries to bite Roberto again
Melee Bite on Roberto: 1d20 + 10 ⇒ (7) + 10 = 17

Damage if Successful: 1d8 + 4 - 1 ⇒ (6) + 4 - 1 = 9

The bite is aimed for Roberto’s leg again, but will the mist interfere?

Roberto, roll d100 again, and on a 01 -20 the attack misses

Roberto may or may not have taken damage from the bite, but in his rage he swings his weapon at the monster, hoping to take it down

Concealment Miss Chance for the Basilisk: 1d100 ⇒ 48

Roberto’s weapon hits hard and opens a large gash on the monster’s back

DM Notes:

The Monster has taken 21 points of damage
Obscuring Mist was cast from a scroll in Round 2
Victor, Teirist and Jim are Turned to Stone
Roberto has taken 8 (possibly 17!) points of damage

Byron can make another attack but he will have to move first, then Berenwyr and Jerrica can go in round 4

The Map has been updated

Shadow Lodge

Male Human Invulnerable Barbarian 2

bite is successful
1d100 ⇒ 98

to hit: 1d20 + 10 ⇒ (16) + 10 = 26dmg: 2d4 + 7 ⇒ (4, 2) + 7 = 13
when it gets back to my turn attacking again! also don't forget dr 1/-!


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Byron steps in (to d10) and swings at the Basilisk again...

Scimitar Swing: 1d20 + 7 ⇒ (5) + 7 = 12
Scimitar Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Miss Chance: 1d100 ⇒ 50


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr takes a swing of his own against the basilisk.

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 1 ⇒ (5) + 1 = 6
concealment: 1d100 ⇒ 83


male

Day 2, Current Turn/Turn of the Clock: 62/122 (turn 5 of 6, Remember that one turn in six must be spent “taking a brief break, or resting” to avoid initiative penalties and growing fatigue.)

Initiative order:
Basilisk – 19
Byron – 17
Jim – 16 – turned to stone
Roberto – 14
Berenwyr – 14
Victor – 13 turned to stone
Jerrica – 11
Teirist – 10 turned to stone

Round 4 (wrap up)
Berenwyr drags one sleeve across his eyes, trying to clear away the mist, he peers into the shadows and sees a short lumpy figure, and strikes at it with his sword. The weapon bites hard, and the monster bellows in a rage.

Jerrica stays behind Berenwyr, her nervous eyes glance left and right, wondering if the monster is anywhere close by.

Round 5

The basilisk rears backward, prepared to charge. It shakes its massive head and lumbers in a random direction.

Confused Basilisk: 1d8 ⇒ 7

And barrels into Byron

This is an unintentional Bull Rush attack on Byron that provokes an AOO from him

Bull rush: 1d20 + 10 ⇒ (5) + 10 = 15

But the stout dwarf is immovable and the beast remains where it is
Byron, after making a reflexive attack against the creature, tries to strike it again, but cannot find his target in the mist

Roberto strains his eyes to see what has just happened. It appeared that the monster vanished and then reappeared in front of him, with quick presence of mind, he slices at the rump of the beast

Miss Chance: 1d100 ⇒ 94

and cuts the monster once again.

Byron, please make your AOO, if you hit AC 15 or better and the miss chance is >20, indicating a successful hit, the Basilisk will be dead (it has 1 hit point remaining0, otherwise Berenwyr and Jerrica may have to finish the beast off

DM Notes:
The Monster has taken 53 points of damage
Obscuring Mist was cast from a scroll in Round 2
Victor, Teirist and Jim are Turned to Stone
Roberto has taken 17 points of damage

Shadow Lodge

Male Human Invulnerable Barbarian 2

does his movement away from me provoke as well? if so...
provoke: 1d20 + 10 ⇒ (2) + 10 = 12dmg: 2d4 + 7 ⇒ (1, 4) + 7 = 12
normal: 1d20 + 10 ⇒ (15) + 10 = 25dmg: 2d4 + 7 ⇒ (1, 2) + 7 = 10


male

according to my research on Bull Rush, the Bull Rush only provokes an AOO from the creature who is the target, and only if the creature doing the Bull Rush does not have a particular feat, which the Basilisk does not have. Before you can make a normal attack, Berenwyr and Jessica hqave an opportunity to do something and Byron's AOO might be all we need. If it doesn't drop this round it may move again, before your attack, and might not be within reach, and since all vision is obscured, finding it might be difficult if it does move.

901 to 950 of 3,582 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Its "A" Dungeon - the Dungeon All Messageboards

Want to post a reply? Sign in.