Zendikar: Before the Swarm (Inactive)

Game Master inxpitter

Battle Map


151 to 200 of 704 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Forgive me for presuming, it's just been several days without anyone rolling Survival though. As I understand it, Kala can't do the second section.
Kick-Lick has a +3, so if we said he used the scope his rolls might be:

Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Survival - Adv: 1d20 + 3 ⇒ (19) + 3 = 22


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

Oops, sorry, I didn't realize I was supposed to roll. Those rolls seem good, would I be able to use those?


December 26th Update

Its all good. And sure, I'll allow for Kala's rolls for Kick-Lick to count. Good rule of thumb I've learned is if the action is stagnant, throw up a post for the heck of it. But without further adieu, things are gonna start ramping up.

It took a few days, and one of you was seriously close to death, but here you are, at the ruins. You can also see why no one had found it yet as it seems that its recently resurfaced through tectonic activity. the entrance seems to be two large stone doors that are closed, symbolic creatures are etched into the stonework depicting the battles that must have taken place centuries ago. Some shapes are so mangled you can hardly believe they're creatures.

Still though, the doors are closed. The land around you is cracked, dry earth and sand. Not a sound in the air, not a living thing in sight.


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

Vitrius surveyed their surroundings, taking in the strangeness of it all. While he was used to the silence, the fact that this ruin seemed to have appeared out of the ground recently was definitely unnerving.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

"If this is not anomalous, I do not know what is. Let me take a look at those carvings, see if they make any sense." Vitrius walks over towards the doors and looks closer at the decorations.

History: 1d20 + 3 ⇒ (9) + 3 = 12


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Tes attempts to decipher the script utilizing all she knows from her past studies.

Knowledge History 1d20 + 2 ⇒ (8) + 2 = 10
Knowledge Arcana 1d20 + 2 ⇒ (7) + 2 = 9
Knowledge Nature 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge Religion 1d20 + 4 ⇒ (19) + 4 = 23

- Languages Known - Kor, Elven, Goblin, Draconic, Primordial. Sage Specialty - Astronomy.

If it helps. Investigation 1d20 ⇒ 3


December 26th Update

Vitrius:

The area is as empty as you first observed it. Not even a breeze.

As for the engravings, you can see the past tribes of being cowed by monstrous beasts and giant behemoths. Only three figures stand against these titans.

Tes:

The area is as empty as you first observed it. Not even a breeze.

As for the engravings, you can see the past tribes of being cowed by monstrous beasts and giant behemoths. Only three figures stand against these titans.

The door doesn't seem to be magically sealed, and judging by its construction and the stone its made of, it just needs a large amount of strength to push open.

There doesn't seem to be anything religious about the construction overall.

DM Rolls:

Kala Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Tes Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Kick-Lick: 1d20 + 3 ⇒ (19) + 3 = 22
Phaerlin perception: 1d20 ⇒ 15

Kick-Lick and Tes:

It could be your imagination, but there might be slightest or vibrations running through the ground.


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

"Ground buzzing. Like hit by big thing." Kick-lick says, looking around, "Eyes on horizon."


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Tes turns to Kick, "I feel it too. Where it is coming from is what I do not know. It will take great strength to move these doors perhaps all together we can try it?"


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

"Yes. All together makes good, just like back in warren!" He smiles happily, and positions himself against the wall.

Taking the help action for anyone who wants to try and open the wall.


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

"Could it be the roil?" Kala En questions out loud when Kick-Lick mentions the ground buzzing. She conjures a wisp of mana to fortell the weather just in case. Druidcraft to check the weather for the day.

If the coast is clear, she'll set to work on the doors.
With the goblin's assistance in finding a crevice, Kala En conjures a line of seaweed to snake in and snag the other side, then pulls!
Thornwhip allows me to pull a target 10ft. I think it may be applicable in pulling the doors open.
DM, is that okay? If so I'd roll my attack roll with +4. Else we would be better off having someone with a Str or Athletics bonus use Kick-Lick's advantage. Maybe we could do some sort of tug-of-war thing with the seaweed?


December 26th Update

Technically Thornwhip is a spell that only exists in the instance of the attack. That being said, I'd be willing to give the main person pulling the door advantage on their strength check if Kala can roll a high enough attack dice to weave her thorn whip inside as she attacked. Bear in mind though, should this first attempt fail, the thorn whip also ends per the regular spell.

Kala holds out her hand and concentrates. Soon a golden orb appears (signifying clear skies as the weather prediction).


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Fair enough. I was hoping the sudden pulling force might work. As is, whoever is best suited for the job has Advantage from Kick-Lick. I'm guessing that'll be our Monk or Kor..


December 26th Update

Right, forgot about Kick-Licks' Help action. In that case, if you still wanted to attempt your idea, I'll give the main person a +5 bonus to their check if you're successful


Vampire Warlock 3 | HP:6/ 21 | AC: 14 | Saves: STR: +1; DEX: +1; CON: +1; INT: +1; WIS: +3; CHA: +5

Phaerlin moves and begins trying to open the door with sheer physicality.

Strength Check: 1d20 - 1 ⇒ (12) - 1 = 111d20 - 1 ⇒ (2) - 1 = 1


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

"These reliefs seem to tell the story of guardians against a great threat. This might be someone's tomb," Vitrius says as he places his hands on the door to help push it open.

Strength: 1d20 + 1 ⇒ (5) + 1 = 6


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Kala En will hold off on the thornwhip plan, and stands at the side opposite the vampires, ready to aid the cleric.
"What do you think Tes, can we pull these doors open?"

Taking the Help action. Are any of us proficient in Investigate?


December 26th Update

Vitrius and Phaerlin both attempt to pry the doors open, but even with Kala and Kick-Lick helping the heavy doors barely shift. You take a moment to catch your breath, confident you can get it with enough effort and ti-.

(sound of rapid rumbling in the far off distance)

Wait....what was that?

Those of you who sensed the vibrations and those who haven't are definitely feeling them now. You look off to the horizon, the direction opposite the Tower Tree Forest which is long out of sight, and can see...something. Something writhing, moving, and heading towards your position.

It's a sea, almost a literal see of writhing masses, bulbous shapes, and sharp tendrils. And then you it. One massive hulking behemoth, clawing its way towards you, its tail brushing aside the other smaller eldrazi as it rushes forward. There must be thousands led by this one giant.

Intelligence Check DC 10:

You estimate you have about 2 minutes before the horde reaches your location. You estimate that at the pace they're moving, they are full out running with no signs of stopping

You can see the behemoth in the horizon arc its back and spew forth what looks to be pods. They arc high and land with squelching thud nearby. From these pods, creatures crawl forth prepared to attack.

DM rolls:

Kala Init: 1d20 + 1 ⇒ (17) + 1 = 18
Vitrius Init: 1d20 + 1 ⇒ (11) + 1 = 12
Phaerlin Init: 1d20 + 1 ⇒ (7) + 1 = 8
Kick-Lick Init: 1d20 + 2 ⇒ (15) + 2 = 17
Tes Init: 1d20 + 2 ⇒ (11) + 2 = 13
Eldrazi Init: 1d20 ⇒ 14


We are now in combat again. Kick-Lick and Kala may act.


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

Int: 1d20 - 1 ⇒ (5) - 1 = 4

"We go inside now!" Kick-lick screams. "Big persons open door quick-quick!" He readies his sword.

Readying an action to attack the first one that comes close.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage+sneak attack: 1d8 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Kala's Help action should still be good if Tes wanted to give opening the door a chance. If that fails, she tries again as below.

Intelligence: 1d20 - 1 ⇒ (20) - 1 = 19

"Okay, this is not great. Kala's mind races, and miraculously recalls enough calculations to be confident in an estimate.
"Keep that sword ready Kick-Lick, but we've got a couple of minutes before they get here and we still need your help with the door."

"Vitrius, try not to worry about the monsters. Let their footfalls fade, may the wind guide you as it does me." Guidance on Vitrius, so he can add +1d4 on his next attempt.


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Strength check 1d20 ⇒ 20

Intelligence 1d20 ⇒ 13

Borne by the strength of desperation, Tes begins to feel something shift...


Vampire Warlock 3 | HP:6/ 21 | AC: 14 | Saves: STR: +1; DEX: +1; CON: +1; INT: +1; WIS: +3; CHA: +5

Int CHeck: 1d20 + 1 ⇒ (17) + 1 = 18

Phaerlin will draw his blade and move to shield the rest of the party.


December 26th Update

Tes heaves at the door once more, pouring all her fear and hopes into her strength. And then...

(the sound of stone heavily grinding against stone)

The door begins to open slowly, allowing enough space for a small humanoid to get through easily, though a medium humanoid would have to squeeze a bit.

Until the door is closed, one creature can fit through the opening per round (and that creature can definitely be an enemy). You must beat the DC Strength check to also close the door successfully.

There's a mighty roar in the distance and you watch as the eldrazi that spewed forth these vile creatures arches its back once more and spews forth another pod which lands nearby. Another Eldrazi crawls out of its pod as it claws at the membrane holding it back. The other Eldrazi nearby begin to close in on you, clearly bent on attacking.

Entire party is up. Vitrius may act twice. Everyone else may take turn. Kick-Lick your readied action has passed. Please remember to move your tokens if possible.


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

Vitrius heaves with relief as the door opens. Rushing inside, he lets the others through before getting back on the door to close it.

Guided Strength: 1d20 + 1 ⇒ (6) + 1 = 71d4 ⇒ 1

"Once we get this closed, it won't hold them long! We need to find a place to hold out until this wave passes."

He will continue to hold the door closed against the on rushing wave of Eldrazi.

Strength: 1d20 + 1 ⇒ (11) + 1 = 12

Can we see in here? Meaning the others of course....


December 26th Update

Vitrius, see the above post of mine. Only one creature can enter the room at a time since technically all you act in the same 6 seconds of a round. So one person this round, another the next round and so on. Also, you strength DC failed to budge the heavy stone doors (which I'll just tell you all now, is a DC 15 to open or close.


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

Kick-lick runs through, dropping his rapier on the inside and grabbing his shortbow.

Map doesn't really allow for being inside, but he will go in, drop the sword, grab his bow, and ready an action to shoot the first spawn he can see.

Bow: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Sneak attack?: 1d6 ⇒ 4


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

Gotcha... so in that case, he'll go through, motion for everyone to hurry it up and get ready to kick anything not his friend that comes through.


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

It may not be the smartest thing, but Kala En is too curious to miss a chance to measure herself against an Eldrazi. She moves to stand before Phaerlin, seaweed whip forming and lashing out at the nearest monster.

Thornwhip: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 ⇒ 5 On hit it is pulled up to 10ft.
Critical Bonus damage!: 1d6 ⇒ 5
Total Piercing Damage: 10

With an unexpected surge of mana, the whip she conjures is thicker with far more bristles than normal. The merfolk holds her shield with fierce determination as the conjured weapon disappears moments later.


Vampire Warlock 3 | HP:6/ 21 | AC: 14 | Saves: STR: +1; DEX: +1; CON: +1; INT: +1; WIS: +3; CHA: +5

Phaerlin will interpose himself between Kala and the Eldrazi spawn, extend his fangs, and say "Go. Now."


December 26th Update


I'll try to explain this one more time. The opening created by Tes is not as large as it seems, resulting in difficulty getting through the doorspace. As such, in each round of action (every 6 seconds) the first character to attempt getting through the door is the one that succeeds in that round. Every other character/creature that attempts after that will fail until the next round starts.


The current initiative order is as follows.
Kala, Kick-Lick, Eldrazi, Tes, Vitrius, Phaerilin.


To decrease waiting time, I allow Kala and Kick-Lick to act during the second round (since some of you posted actions though you weren't up, which is fine but made things a bit confusing) and gave two action to Vitrius since he didn't post an action during the first round.


TLDR (but you should if you have time): Vitrius is inside, Kick-Lick is not inside but attacked so no action left this round, Phaerlin is only moving for an action, and Kala attacked. One person can get inside next round, Eldrazi are coming to kill you all.


Any questions?


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

I thought that Vitrius got in on the first round after Tes opened it -"Rushing inside, he lets the others through before getting back on the door to close it.", and Kick-Lick got in on the current (2nd) round - though he may not have an angle to fire his bow from inside, maybe he did that before going inside.

Does it take our Action to get in, rather than being a part of normal movement? Also, I can't check the map right now, but the Thorn Whip should move the Eldrazi Kala attacked adjacent to her, so Phaerlin might reconsider his options (unless he moved further out to screen the unengaged Eldrazi)


December 26th Update

....welp, confused myself as well. Kala, You're correct in your reasoning, which means both Kick-Lick and Vitrius are inside currently. I'm still waiting for an action from Tes before updating the map and going onto the next round. It is a normal move to get inside the door (but reasonably only one person can be by the door from the inside to shoot,cast spells, etc.


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Tes will throw her javelin at the nearest creature.

Javelin Attack 1d20 + 2 ⇒ (1) + 2 = 3
Damage 1d6 ⇒ 3

"Who's next to get in!?"

If Kala does not step inside next round, Tes will.


December 26th Update

While Tes and Kick-Lick miss their shots, Kala manages to wrap the thorn whip around a Eldrazi. With a flux of Natural magic she pulses the whip and it retracts its 15 feet of length in less than a second. And the Eldrazi falls apart into two separate, shredded pieces.

Another spawn reaches Vitrius and both Eldrazi make attacks on the nearest targets.
Attack Kala: 1d20 + 2 ⇒ (19) + 2 = 21
Attack Vitrius: 1d20 + 2 ⇒ (20) + 2 = 22

Damage Kala: 1d6 ⇒ 4
Damage Vitrius: 1d6 ⇒ 4
Crit Vitrius: 1d6 ⇒ 4

Eldrazi clamp down on your your flesh and rip at it with its saw-like teeth. The main is immense and the only thing hitting you with more fear than the Eldrazi clamping down on you, and the horde in the distance, is the fresh Eldrazi spawn that splats down nearby and starts clawing its way out.


December 26th Update

And I realize now this is the second time I've dropped Vitrius in one move. Sorry man.


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

I'm prepping a post, but wasn't Vitrius first one inside? I think he just wasn't sure where to put his token to represent "inside".


December 26th Update

...Dammit. Yeah, I just realized that after you pointed that out Kala. Alright, this is what's going down.

Vitrius doesn't take damage and that Eldrazi's attack is cancelled out since its not in range of anyone. Everyone may act and I'm going to review the posts to make sure I haven't missed anything.


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Thanks for the symbols DM, everything is a lot clearer now!

Kala grits her teeth and she brings her bloodied hand back to grasp her coral totem.

"Land take you!" She yells, and the next moment, vines and weeds sprout from the barren earth represented by the lime square on the map, grasping at the Eldrazi.

Entangle: The square is difficult terrain, the Eldrazi caught in the initial casting must make DC 12 Strength saves or be restrained until the spell ends. They can use their Action to try to save again. The spell is concentration (up to 1min) and the plants wither when the spell ends.

Hoping this buys her allies some breathing space, Kala En then retreats through the open door to nurse her wounds.


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

Whew!! Thought I was a goner... again.. this forum has it out for me... I hadn't moved my token because for whatever reason, Roll20 doesn't work so well on my phone's browser.. I'll try to stay near an actual computer more often..


December 26th Update

No problem. If you guys have your turns ready but can't access roll 20, just post an OOC informing me and I'll do it for you if I get to it first.


Male Zendikar Vampire Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3
Skills:
Arcana +4, Athletics +3, History +4, Insight +4

Vitrius grits his teeth as racial memories flood into his mind of these creatures. Not wanting to be their puppets again, he spits out, "Have to hurry! Let's shut these things out!"

Keeping up a Ready to Kick the first thing that isn't a comrade trying to get through the opening.

Readied Kick: 1d20 + 3 ⇒ (15) + 3 = 18
Boot to the Head Damage: 1d4 + 1 ⇒ (3) + 1 = 4


December 26th Update

Waiting on actions from Phaerlin and Tes. Assuming Kick-Lick will attack anyone not friendly coming in.


Vampire Warlock 3 | HP:6/ 21 | AC: 14 | Saves: STR: +1; DEX: +1; CON: +1; INT: +1; WIS: +3; CHA: +5

I did post an action above, but I think it got missed. I'll just adjust things.

Phaerlin will use his action to shove Tes through the doorway, then put his back to it until he can get through.

Shove (assuming it's a strength check): 1d20 - 1 ⇒ (8) - 1 = 7


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Once Kala moves through Tes is more than happy to receive the assistance from Phaerlin and leaps into the doorway, she turns back, "Phaerlin Kick hurry in!"


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

I think things are still confused. As I understand it from the DM, only one creature can move through the door a round (short of phasing/teleporting) - because whatever moves in that round is considered in the way and blocking movement for the remainder of it.

Round 1: Vitrius entered.
Round 2: Kick-Lick entered.
Round 3 (Current Round): Kala En-tered.

Some possible non-aggressive actions might be Ready an Action to Move when the Eldrazi move (I can't reference the PHB right now, but I think that works and would let you get in before the Eldrazi go before you next turn). Another good one would be the Dodge action (attacking creatures have disadvantage).


White - Kor (Female) Cleric (Sage) 3 | HP = 18 | AC = 14 (16 w/ shield) | Init +2 | Senses Perception +2
Statistics:
Saving Throws Strength 0, Dexterity +2, Constitution 0 , Intelligence +1, Wisdom +5, Charisma +3

Sorry for some reason I thought it was Round 4.

Tes will prepare to dodge out of the way now that her lone ranged weapon has been spent.


Vampire Warlock 3 | HP:6/ 21 | AC: 14 | Saves: STR: +1; DEX: +1; CON: +1; INT: +1; WIS: +3; CHA: +5

Phaerlin isn't going to enter until everyone else does so, even if it means his death.


December 26th Update

Sorry guys, I usually roll enemies together and shift a bit so all players can plan and act in the same string of actions. Think of it as a pre-round followed by enemies then all players. To make things streamlined, I'll be using this method until I think its too confusing or not working.

Also Kala is correct in her reasoning. As she retreated this turn there is not enough time/space for someone else to retreat as well. You can be creative as Phaerlin was and try to finagle a way in or out.

Eldrazi 1 Save: 1d20 + 1 ⇒ (6) + 1 = 7
Eldrazi 2 Save: 1d20 + 1 ⇒ (9) + 1 = 10

They hiss and squirm, clawing at the new greenery gasping at them, but the two Eldrazi in Kala's spell aren't going anywhere fast.

However, the last nearby Eldrazi rushes towards Tes, its teeth gnashing as it uses its mouth to pull itself closer.

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 2 ⇒ (9) + 2 = 11

But it misses as it attempts to lash itself to her and it screams with rage.

In the distance you can hear the most deafening roar since this battle started, and its one coming from miles away. Even those inside the temple can hear five new squelches as 5 fresh pods land nearby and more creatures start clawing towards you.

Players are up, though I'll go to the next one if Tes and Phaerlin act.


Male Red Grotag Goblin Rogue 3. AC 13, HP 26/27, 3d8 HD, Passive Perception 13 Init +2 Wings 1/2
saves:
STR 0, DEX +4, CON +3, INT +1, WIS +1, CHA -1

Kick-lick moves back a bit, and prepares his bow to fire on any enemy that comes through the hole.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage+sneak attack: 2d6 + 2 ⇒ (2, 2) + 2 = 6 Other players are beside any enemy that would come through the hole, granting him sneak attack.


F Green Merfolk Moon Druid HP 21/21, AC 15, Init +2, Perc +5

Is it dark within the ruin? That'll determine whether Kala lights a torch this round or readies an action to Help whoever needs it when they are near.


December 26th Update

It's low-light currently as the door is still open, but when it closes, it'll most likely be pitch black

1 to 50 of 704 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Zendikar: Before the Swarm All Messageboards

Want to post a reply? Sign in.