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Michael

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  1. I Don't think the lich can provide you Sydney real estate.
  2. Also, there's no initial zapping or other untoward effects from picking up the very magical sceptre which contains auras from many schools, necromancy, conjuration and evocation being the strongest.
  3. , and others thinking of nicking the sceptre and going home, remember:
  4. Good grief, I go off to erect a greenhouse for a couple of days and come back to... I'm not going to pick a side here. Up until right now I had thought both of you were enjoying the exchange and characters. I hop you can get to the handshake part and move on.
  5. somone's gonna have to do something actionable!
  6. Carmine fires off just enough of a blast to take out the third enemy, leaving 1. Emboldened by the sudden improvement in numbers, the remaining fiends, well, Kerapsis, Brandisher and Nizell, surround the final undead goblin and eliminate it. Combat Over given a chance to look around the room, the fiends see the ancient remains of some kind of fire pit in the centre, the stone altar with the sceptre on it just south of that, and the remain of come kind of cell or cage against the south wall. There are another 4 exists from the room.
  7. Carmine grazes one, Brandisher almost kills another. Kerapsis brawn in this round is sadly no better than his brain the round before. Nizell continues to slice and dice, taking out another. The two remaining enemy tear some strips off Brandisher, who nevertheless remains upright. Your turns.
  8. Nizell strikes true with her sword and tail, downing one of the enemy. Kerapsis' divine might once again proves to not be very mighty. One of the creatures has a flurry of attack against Brandisher, with one connecting, another hits Kerapsis twice, and the last one moves up to Nizell and scores a solid hit. Note I misrolled, the one that moved up only gets one attack, not 3. Your turns (doesn't matter if you are last in this round or first in next)
  9. Correction: Molgrug ignores the dire peril facing his work colleagues, and instead tugs futilely at the shard. He realises there is another force in play apart from ice, because it does not budge, nor can the thing layer of ice on the shard or the creature be chipped. Carmine backpedals and fires off a bolt which goes wide. ROUND 2: Brandisher steps up into the gap left by Carmine, and get a solid hit on one of the critters. Actions from Kerapsis and Nizell
  10. Kerapsis attempts to exert supernatural control over the twisted undead, but fails. Nizell lays down some strategic grease, causing one of the critters to fall over. Brandisher rushes in and appraises the situation. The creatures rush to attack, and though they run through the grease they are not affected by it. The one that fell prone managing to get upright as well. The smushed up goblins claw and scratch on arrival. It is clear to the fiends that there's enough working brains left in the binary undead critters that they can probably swing quite a few limbs given the chance, which is a worry, given how well they swung just the one. Carmine takes 8, Kerapsis 7. Sceptre is on altar north adjacent to Kerapsis+critter Actions from Molgrug and Carmine.
  11. Need you to finish your WIP for round 1 mate.
  12. It was (iced over)
  13. Kerapsis pushes through the next door along, and discovers the creatures making the gibbering. They are foul, misshapen lumps, looking like two goblins that somehow got mushed together and then were slow roasted over a fire. They have 4 arms, 2-4 legs, and a large lumpy head with 2 mouths and 2-4 eyes. They hold crude weapons in each hand. A rotten smell exudes from them suggesting that on top of everything else that must have been done to them, they have also been turned into undead. The south half of the room holds an altar upon which rests an ornate black-silver sceptre. The gibbering undead multigoblins attack! Roll init with your next post, have an action if you beat monster init of 13
  14. roll20 suggest it already happened, so... Also everything you can see on roll20 is correct.
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