Donal the Seeker |
Well, you are the one most likely to see and disarm traps... ;) Myl's darkvision helps in the darkness too... Maybe she should be second.
Gorn Steelbreaker |
The plan solidified, Gorn accompanies the charismatic sorcerer and wanders West then North, going around the building widdershins. He examines the windows, seeing what their locked/unlocked status is, and wondering which would be best to get in to and which someone would take most readily getting out of.
Perception!: 1d20 + 3 ⇒ (15) + 3 = 18
GM Infinity |
Gorn, visibly the windows are too cloudy to see anything inside or even simply whether or not they are locked. This is likely by design, as presumably naked bathing customers would not wish to be peeped upon by passers by on the street. But you also think there might be condensation on the inside further making the portals opaque.
Tactiley, the windows are quite warm and giving each the slightest, teensiest, mouse push reveals them to be unlocked.
Dex or Sleight ability check if opening further clandestinely. Otherwise no check.
Audibly, you hear nothing other than a lot of running water. Not just from inside, but echoing from the courtyard fountains as well.
Gustatorily, the windows do not taste yummy (and why did you even do that?).
Olfactorily however, the windows on the north and south side that are farthest west emit a much stronger perfume-y smell than any of the other openings. Not the west side windows, but those on the north and south side which are left-most.
They are all the same height off the ground, about 3 feet, and well anchored in the granite stones. Any of them, all of them, seem relatively painless to get in or out of.
GM Infinity |
If Mal wants to roll Dex or Sleight on the door thats cool, going to go ahead and post and get the map ready.
The door swings open and as the blast of hot humid air escapes to the stars, you notice the walls of this twenty-foot-high pillared chamber are adorned with frescoes of (bathing) royalty. Natural moonlight steadily streams through the pearly-glass windows, creating colorful patterns on the tiles of polished blue marble that cover the floor. Three shallow, sunken pools contain scintillating perfume-scented water. White marble benches bearing stacks of dry towels are situated near the pools, each of which comes equipped with a pair of brass faucets that look silver outside of Grim's light radius. One of the faucets of each pool is open and continuously spilling, but the pools dont seem to be overflowing somehow.
Donal: 1d20 + 3 ⇒ (14) + 3 = 17
Evendur: 1d20 + 5 ⇒ (8) + 5 = 13
Gorn: 1d20 + 4 ⇒ (3) + 4 = 7
Malaric: 1d20 + 5 ⇒ (19) + 5 = 24
Mylivanni: 1d20 + 3 ⇒ (1) + 3 = 4
Tiberius: 1d20 + 1 ⇒ (16) + 1 = 17
edit: map updated
Gorn Steelbreaker |
'One of these days Imma find a window that is yummy I tell ya!'
"What do you think? Should one of us stand on the North side and one West, since any of these could be an exit? Or should we enter one and see what's on the inside?"
"Mal" Malaric |
Dex: 1d20 + 3 ⇒ (12) + 3 = 15
Mal whispers ”there are some suspicious shapes behind the furthest two pillars.”. He starts prowling along the edge of the bath.
Stealth: 1d20 + 5 ⇒ (4) + 5 = 9
GM Infinity |
Mal, as you move in, you immediately spot a beautiful woman hiding just around the corner from the door. She was waiting for you, it seemed...with a dagger nearly half as long as you are tall. She has a deadly serious look on her face like she is about to murder you, and starts chanting some little riddle... "...I choose death."
Then another voice from across the room "...I can destroy your kingdom.." as the shape of another woman emerges from a cloud of steam, another long bladed dagger flashing in the moonlight.
And another from behind the far pillar "...by murdering your subjects."
There is dark power in their words and their aurae seem ablaze with the touch of the divine...
Donal: 1d20 + 2 ⇒ (19) + 2 = 21
Evendur: 1d20 + 0 ⇒ (10) + 0 = 10
Gorn: 1d20 + 2 ⇒ (16) + 2 = 18
Malaric: 1d20 + 3 ⇒ (15) + 3 = 18
Mylivanni: 1d20 + 1 ⇒ (3) + 1 = 4
Tiberius: 1d20 + 2 ⇒ (13) + 2 = 15
Night Blades: 1d20 + 2 ⇒ (1) + 2 = 3
DM: 1d20 ⇒ 1
Round 1
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni <--UP
Night Blades
Gorn and Tib hear after the first strikes and shouts
Mal can see 4 enemies inside. 2 are behind the pillars (half cover) 20 ft from the entrance. The other two are north and south of the entrance, just around the corners.
Tiberius Vorrack Kerrhylon |
Well... I'd say we shouldn't split up any further. I don't think myself incapable, but, I'd rather not offer myself up on a platter to a killer my good man. I say we find a spot were we can survey both areas, even if it takes a little walking back and forth. Tibs scratches his long chin as he talks, looking over the place.
Something just feels off though, you know?
Donal the Seeker |
Donal moves in to the closest enemy, giving Mal an opening for an attack and swings his war mace at the first one's head! Assuming, I had my shield out, as we expected a fight...
War mace: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 + 2 ⇒ (1) + 2 = 3 Or course... >.<
GM Infinity |
No problem with the shield.
Donal advances to his squadmates side, checking the combatant around the corner from the door before she can skewer the halfling. But he slips on a wet rag as the war mace connects, drawing most of his momentum away...
Just a quick theatre of mind note: with the walls, pools, and benches if anyone wishes to join Donal's melee (at most 2 in addition to Donal can) they will need to either stand in the water of the north pool or stand on a bench. Both are difficult terrain but a single move is enough for 30 spd characters starting from the entrance.
Round 1
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni <--UP
Night Blades
Evendur "Grim" Greymantle |
Kelemvor take thee to before his throne! Evendur yells before incanting a bolt of holy power into being...
Guilding bolt: 1d20 + 5 ⇒ (20) + 5 = 25
4d6 ⇒ (5, 1, 6, 2) = 14
It seemed that Kelemvor was impatient to have the furthest of the three or four cultists report immediately to his realm... his prayers echoed off damp stone and the room flashed into blinding white brightness as a bolt of holy light streaked out from the priests hand to strike his target.
So is that max damage plus roll?
He then drew his sword and moved to engage the remaining cultist while standing on a stone bench...
"Mal" Malaric |
Mal slides his first shortsword from its sheath and flows with Donal's attack to stab the Dead Threer. He has no concern about killing these disciples, because that's what they evidently worship.
Use Object unsheath shortsword
Attack with Shortsword: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 3 ⇒ (4, 2) + 3 = 9
"There are four Dead Threer's in here. Two are behind the pillars twenty feet from the entrance. The other two are north and south of the entrance, just around the corners. Maybe keep one alive for information. Give the others what they worship." He offers his Flaming Fisters.
GM Infinity |
Grim, I've only copied over the blunt crits still. Go ahead and roll 1d15 when you crit for now and I can just reference in my pdf.
edit: Also, guiding bolt grants advantage to the next person to strike it. Technically Mal is ahead of Grim in init order, so it would be Myl. Is anyone botting Myl? Can be as simple as pick target and roll attacks (I just don't like playing with myself). Can discuss Common Magic Item as reward if you need incentive. ;P
edit2: Or I suppose it could be Gorn/Tib, they have the movement to get there through the window (if they chose the right one). Use an object needs to be spent getting a window open though.
Round 1
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni <--UP
Night Blades
Donal the Seeker |
For Myl:
Mylivanni surges forward, beginning with a slow spin of her double-bladed scimitar at the opposing Threer from the column by Donal.
Double-blade crescent w advantage: 2d20 + 4 ⇒ (4, 18) + 4 = 26 22 to hit
damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
2nd blade: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Evendur "Grim" Greymantle |
Quote:Precise Magic. Maximum damage.Relatively boring one, just maximum damage (not doubled) for 24. Enough to kill that target though.
Kelemvor wants that cultist... PM that crit list, I'm interested
Gorn Steelbreaker |
"Actually, Tibs," Gorn observed, still pausing after examining the first few windows on the West side, "I was thinking another option we could try is--" Gorn's words are quickly cut off as the distinctive sound of GLORIOUS COMBAT fills the air.
"Or we could just forget all that and rush in right frickin' now."
Not bothering with subtlety (a concept he is ardently against just on principle) with a casual extension of the arm holding Shellcracker he breaks through the nearest window and plunges in, the blood and red-haze of battle taking over his vision.
Now that he had tasted blood in honest combat, he found that he had artificially put limits on his rage. But, with all that had happened, he discovered a way to push past those limits into a true stage of recklessness.
"I'm gonna murder YOUR subject!" he rails, swinging the great maul.
Reckless ATTACK!: 1d20 + 5 ⇒ (5) + 5 = 10
Reckless ATTACK!: 1d20 + 5 ⇒ (12) + 5 = 17
Reckless Damage!: 2d6 + 3 + 2 ⇒ (4, 2) + 3 + 2 = 11
breaking through the lower of the windows on the West side to attack the hostile behind the southernmost pillar.
Tiberius Vorrack Kerrhylon |
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Tibs merely watches in curiosity as Gorn goes on his rampage, he follows behind at a walk before sticking in his head in the ruined and shattered window.
After a moment, he glances down, then back towards the raging barbarian.
Well, I suppose that is one way to go about. Though, to be honest, I don't think they were talking about that subject Gorn. Is all he can really say.
if any enemies are left standing, he will fire off a firebolt to try and take them out.
NL firebolt: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 ⇒ 7
GM Infinity |
Mal followed up Donal's strike with a quick and well placed thrust, stabbing the woman in her exposed stomach. Her eyes for a moment went wild, and she raised her dagger high over her head in the moonlight chanting some long hidden prayer to Bhaal...
At just that moment the man-with-the-munchies shattered through the western window screaming "I'm gonna murder YOUR subject!" crashing into another waif-like woman and pinning her against the pillar with his hammer. He was fairly sure at least some of her ribs were fractured in the maneuver, despite his lack of medical training.
Tiberius' little dragon face is the next to appear with a curious inspection of the bathhouse interior. Seeing no clear shot to Gorn's target, he arcs his fires just barely above the surface of the water striking another of the night sentinels in the neck, singeing her long black hair.
Meanwhile Grim strides forth, having no time for the cultist hiding south of the entrance, executes the completion of his god given powers as a pulsing light coalesces in his palm. The axiomatic ions seek and luminously possess every tiny corrupted portion of the woman's body and soul, twisting her like a wet rag in one final burst until she disintegrates into sanctity. Dead
Mylivanni finds an opportunity with Tiberius' scorcher to clip the night blade's striking arm, spilling black blood over the soft armor.
Round 1
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni
Night Blades <--UP
At this point, Donal, Mal and Evandur are in melee with the one just north of the entrance (I'll call A). The one south of the entrance was killed by Evandur (B). Gorn is engaged at the southwest pillar (C). Mylivanni meanwhile is in melee with Tiberius previous target at the northwest pillar (D).
A -3-9
B -24 (dead)
C -11
D -3-7
GM Infinity |
Despite the rush of battle, those standing near the night blades (All but Tib) can't help but sense a feeling of weakness or some kind of deterioration within themselves...as if some part of your soul is actually quite willing to bow down before this woman and take what she is so eager to deliver...the blade falls with an 'amen'...
A vs Mal: 1d20 + 4 ⇒ (12) + 4 = 16
Dagger: 1d4 + 2 ⇒ (4) + 2 = 6 see below
For 12 total. There is an aura power at play here giving Mal vulnerability to piercing damage.
...nearly slaying the halfling outright. His blood quickly dissipates in the hot waters he struggles to remain standing in...but worse is the sensation of the cut itself. Even though it was really just a scratch, the cut seems to tear on its own, nestling its way deeper into the sinew...digging and clawing its way to the bone.
Gorn and Myl face similar perils on the edge of Evandur's light...
C vs Gorn: 1d20 + 4 ⇒ (4) + 4 = 8
D vs Myl: 1d20 + 4 ⇒ (14) + 4 = 18
Dagger: 1d4 + 2 ⇒ (1) + 2 = 3 for 6
...and the elven leader likewise feels the tiny scratch multiply and devour her from the inside.
*SLAM* *WaBAM*
Suddenly the doors near Mylivanni and Gorn swing open, revealing in the dim light a pair of foul necromancers...each raising a glowing blue skull and muttering in a language that makes you nauseous to even hear. They seem to focus on Gorn, and presently 10 pairs of spectral hands burst through the marble flooring, tearing up at the chef's legs!
N vs Gorn: 1d20 + 5 ⇒ (4) + 5 = 9
S vs Gorn: 1d20 + 5 ⇒ (15) + 5 = 20
Necrotic: 2d4 + 3 ⇒ (3, 4) + 3 = 10
Round 2
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni <--UP
Night Blades, Necromites
edit: map updated. Lighting is dim except for Grim's spell.
Donal 20 /20
Evendur 16 /18
Gorn 18 /29
Malaric 4 /16
Mylivanni 16 /22
Tiberius 14 /14
Donal the Seeker |
Mal! Tiberius! Take out the necromancers! Donal calls out as he takes in the battlefield.
Is anyone threatening Donal?
EDIT: Is A the one we attacked first?
EDIT2: Did C move, or attack Myl from range?
Donal the Seeker |
Ah, so Myl is across the room? Got it!
Donal swings at the cultist before him, hoping to drop it and allowing Myl and Grim to do their work!
War mace @ A: 1d20 + 4 ⇒ (19) + 4 = 23 Dammit! Twice, it would have crit, if only we were 1 lvl higher! >.<
Damage: 1d8 + 2 ⇒ (4) + 2 = 6 If high enough to drop A, I will move to help Myl and Action Surge. If not, I will Action Surge to take another swing.
Action Surge War mace: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
GM Infinity |
Surrounded, the woman's failed deathstrike was easily countered by the continued blows of Donal's mace. Whatever satisfaction she or her god received from merely wounding Mal was hard to gain insight into, as blood obscured her quite pretty face and she plopped onto the cold marble tiles.
Action Surge to take another swing killed it. A is dead.
edit: Also just a note, those at the melee with A can melee C or D with a single move. Getting into the rooms with the necromites N and S would require a double however.
GM Infinity |
Sounds good, if another PC engages D in melee however (besides you and Myl) they will be forced into a position where the pillar partially blocks their attacks (half cover, granting their target a +2 ac and dex saves). C on the other hand still has 2 'open spots' to melee with.
Donal the Seeker |
Understood.
EDIT: Could Mal, conceivably, move into my square, attack, and move back out, because of the Halfling ability to hide in the same square as a creature one size larger?
GM Infinity |
Can't end a segment of movement in an occupied square (willingly), whether friendly/hostile or halfing. However one could cheat this by spending your Reaction for the round with a Ready...Action: Ready attack when enemy within reach. Move: into ally space, reaction is triggered. The reaction being triggered doesn't interrupt/alter the movement. Non-halflings would also suffer the penalty of squeezing during that scenario (disadvantage to attack).
So, hinges on my interpretation that movement ending means any segment of movement, not all movement. So stopping to take Attack action counts as the end of movement, as does spending your full speed. Someone else could argue 'end of movement' means only when all speed has been spent for that round. I'd probably have to research some other abilities/spells with the 'end of movement' wording to think further on it.
However, this segment interpretation is based on the following tweet exchange with Crawford:
Can a creature enter the space an ally occupies and attack an enemy, as long as he ends his turn in unoccupied space?
The intent is that you can't willingly end your move—any part of it—in another creature's space (PH, 191).
I'm ok with the reaction 'cheat' though since it has a cost (your reaction/squeezing..possible AoO). More generally speaking, I think bottlenecks should work.
Also, the Naturally Stealthy ability of Lightfoot halflings doesn't require the halfling to be in the same square (just standing near enough to be obscured). Its the universal Halfling Nimbleness that allows halflings to move 'through' any space (ally or enemy) as long as its bigger and applies more to hostile squares imo.
There's actually a 3rd free spot for meleeing D from just north of Donals position I missed earlier. Corners don't mean anything in 5e unless they are doorways. And sorry this is straying a bit from theatre of mind.
"Mal" Malaric |
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No sorry necessary. You read my typo in profile where I track HP
Mal unsuccessfully dodges the cultist's dagger as it slides into him with extra necrotic badness. He exhales his Mistress's name, "Shar," and the wound disappears after a blink. Even the attempted murderess wears a shocked expression when Donal ends her life.
Cast Shield! 1 of 2 1st level spells
He follows Donal to engage the cultist attacking Myl unsheathing his second shortsword on the way. When he arrives in melee, he stabs twice at the cultist.
Use Object unsheath second shortsword
Attack with Shortsword: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 3 ⇒ (6) + 3 = 9
Bonus Attack with second Shortsword, Crit!: 1d20 + 5 ⇒ (20) + 5 = 252d6 ⇒ (6, 3) = 9
Extra Sneak Attack damage if either hit: 1d6 ⇒ 2
20 points of damage on cultist D! Mal is a monster!
GM Infinity |
Regardless of Mal's boots being quite squeaky from the hot bath water, he still managed to rush to Donal's side and execute a perfect dimachaeri maneuver...most claimed the dual wielding style took a lifetime to master, but equally as many said that halflings were unusually lucky. Either way, the pledge of Bhaal died a painful death...and there was no time for last rites, or any words for that matter.
D is for dead. Yes <3 rogue
Round 2
Donal, Mal, Gorn, Tiberius, Evandur, Mylivanni <--UP
Night Blades, Necromites
Evendur "Grim" Greymantle |
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Mal got his shield spell up so no need to fret there... whew. It seems from your text I am still not in melee. I am okay with this. I can necromancer hunt :)
Evendur shealths his blade and summons the righteous will of Kelemvor into his hand again, then pushes it out towards one of the necromancers.
Guiding Bolt: 1d20 + 5 ⇒ (15) + 5 = 20 for 4d6 ⇒ (4, 5, 2, 5) = 16.
He then moves towards their position with the implacable Will of death itself.
Look upon your Doom! I am the hammer of the gods! I am thunder, wind and rain!
If my move will get me into melee, let me know... I'll use my bonus Action to literally b!@!~ slap the necromancer if he survived the spell
GM Infinity |
You got into melee with A earlier by hopping up on the bench, then she was killed. The necromancers are actually inside the two small rooms north and south of the western pool (see map in my Avernus tracker), so slight change will be that you move first then cast. With full move spent, you could be just south of the north doorway, directly in line of sight of both necromancers and cast as described. Alternatively, besides moving and casting your spell you could move to engage in melee with C and attack.
Evendur "Grim" Greymantle |
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You got into melee with A earlier by hopping up on the bench, then she was killed. The necromancers are actually inside the two small rooms north and south of the western pool (see map in my Avernus tracker), so slight change will be that you move first then cast. With full move spent, you could be just south of the north doorway, directly in line of sight of both necromancers and cast as described. Alternatively, besides moving and casting your spell you could move to engage in melee with C and attack.
Death to the necromancer!
GM Infinity |
Until now, the Doomguide was (if you really thought about it) just playing around. It may not have seemed that way from his casual decapitation back at the bar, and more recently the instant disintegration of one of the strange guards here. But now the hint of necromancers afoot had Evendur fully roused and striding across the battlefield. As the light of his magic illuminated the small massage parlor rooms there was no mistaking the skull flails and regalia: these were necromancers of Myrkul, the Lord of Bones.
The body of Grim was a willing and fine tuned conduit for the god Kelemvor to channel his alterations...where stood a necromite there would stand one no longer, so it must be. However, the foe was unusually fortified and despite the overwhelming energies remained intact.
Hurt him. A lot. Bloodied, not quite dead.
Round 2
Donal, Mal, Gorn, Tiberius, Evendur, Mylivanni <--UP
Night Blades, Necromites
Evendur "Grim" Greymantle |
Hope they weren't concentrating on anything... :D pity I couldn't have killed him by pimp slap
Mylivanni |
I'm back and trying to get caught up. Myl will try to finish off the one she's been meleeing with if it's still up, if not she'll move to one of the Necromancers and attack.
1d20 + 4 ⇒ (10) + 4 = 14 Hopes End Attack 1
2d4 + 2 ⇒ (3, 1) + 2 = 6 Slashing
1d20 + 4 ⇒ (12) + 4 = 16 Hopes End Follow up attack
1d4 + 2 ⇒ (3) + 2 = 5 Slashing Also
Rally! Now we have an enemy and a course of action we can all agree on".
GM Infinity |
The elven Fist rushed past Evandur to bolster the assault, and was quickly face to face with the dark necromancer. The decrepid old man let the weight of the glowing skull drop to the marble, while in the other hand he spun the chain defensively against Mylivanni's approach, shattering many bottles of oil and perfume in the vicinity.
Here was an amateur, perhaps thought the elf, for while the spinning chain was an effective barrier, the rhythm of its oscillations were predictable. There was an opening every 3rd beat of the spinning rhythm. It was tempting to act immediately, but Mylivanni had that kind of stalwart patience that strong discipline confers. She let her footsteps join the beat as she stalked around the large massage table, and in one effortless strike at the right moment, the necromite fell.
N dead on the first strike. Still have bonus action if needed.
Round 2
Donal, Mal, Gorn, Tiberius, Evendur, Mylivanni <--UP
Night Blades, Necromites
At this point there is only the south Necromite and Gorn's night blade remaining. Map updated.
edit: And welcome back, scranford :D
GM Infinity |
Going to go ahead and call it, its been a lot more than 24 hours for Gorn and Tib. Their actions are lost this round. Update coming presently...
DM: 1d100 ⇒ 71
Despite their dire predicament and being vastly outnumbered, the strange bathhouse inhabitants fight to the death...
C vs Gorn: 1d20 + 4 ⇒ (10) + 4 = 14
S vs Gorn: 1d20 + 5 ⇒ (17) + 5 = 22
Necrotic: 2d4 + 3 ⇒ (1, 4) + 3 = 8
...ghostly claws reach up from the floor and tear at Gorn, shredding deep into his Achilles tendon.
Round 3
Donal, Mal, Gorn, Tiberius, Evendur, Mylivanni <--UP
Night Blades, Necromites
Gorn in melee with last night blade. Last necromite is in the south room. Myl can reach night blade C with single move, but not necromite. All others can reach either with single move. Cleanup on aisle 3
Donal 20 /20
Evendur 16 /18
Gorn 10 /29
Malaric 14 /14
Mylivanni 16 /22
Tiberius 14 /14
"Mal" Malaric |
Mal follows his good luck charm Donal to engage the last cultist. When he arrives in melee, he stabs twice.
Attack with Shortsword: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (5) + 3 = 8
Bonus Attack with second Shortsword, Crit!: 1d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 3
Extra Sneak Attack damage if either hit: 1d6 ⇒ 4
7 points of damage on cultist C!
Evendur "Grim" Greymantle |
Grim closes on the remaining necromancer... draws his sword and attacks.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6 for 1d8 + 2 ⇒ (4) + 2 = 6
His attack is hindered by his overly enthusiastic draw, which catches the tip of the sword on the scabbards mouth and ruins his assault.
Gorn Steelbreaker |
With a foe engaged in front of him, Gorn has no more worries in all the world and he continues his assault.
Although, he hears a few choice words in the distance and the memory strikes him. Almost by its own volition, he will Carry On the phrase, as if he were among true Sons of Odin, determined to Fight For Metal while seeking a way to Die With Honor.
"There they wait in fear with swords in feeble hands,
With dreams to be a king first one should be a MAN!"
Attack!: 1d20 + 5 ⇒ (10) + 5 = 15
Reckless Attack!: 1d20 + 5 ⇒ (3) + 5 = 8
Damage!: 2d6 + 3 + 2 ⇒ (3, 4) + 3 + 2 = 12
Then he pauses a heartbeat, only long enough to cram the last of his well-cooked and well-seasoned raccoons into his mouth, swallowing almost without chewing.
'Mmmph. Something about combat that really kicks the flavor up a notch.'
GM Infinity |
As Gorn felt the spirit of Tyr carry his hammer forward, the woman planted her feet and raised the peculiar long dagger upwards in an attempt to catch the hilt and dampen the blow.
The ferocity of the chef's attack made that attempt quite useless.
As the hammer's face pushed through the paper thin defense, the woman's legs buckled and she was wholly swatted down. C dead
Round 3
Donal, Mal, Gorn, Tiberius, Evendur, Mylivanni <--UP
Necromite
Just the necromite remaining.
Evendur "Grim" Greymantle |
"There they wait in fear with swords in feeble hands,
With dreams to be a king first one should be a MAN!"
A man of good taste I see