D&D 4th Edition [adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??) - Page 4




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  1. #31
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    Waghalter (Lvl 7)

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    Ignore CaBaNa
    Quote Originally Posted by stonegod View Post
    The orb is of Zal'Ekthees, a foe you have fought. I will await. and with that, he is gone.
    Ohhoho no, I have not fought... HEY! Where'd he go? Kamotz looks puzzled. If it is from Zal'Ekthees, everything on the other side of that gate must be cremated. It is the only way.

    Quote Originally Posted by Luinnar View Post
    What did you say? I was not listening, Sharpe says to the "Evil Necromancer".
    Be loud, burn it with fire. says Kamotz confidently.

    Quote Originally Posted by Voda Vosa View Post
    "It was about time for you to drag yourself here monk." Vermitrax states. "At the count of three...One...Two...FIVE! Attack!"
    Proudly bashing his flail to his shield, Kamotz circles to the opposite side of the Mausoleum from Dox, then whipping the three heads round and slamming them against Whiggins protective plate armor Kamotz began to howl. ooOOOooROOoooROOOROOooo Whiggins joined in almost immediately, and then the pair increased their volume.

    OOC: Int 18 RLU



    Ministat



    Kamotz (Cleric|Paladin)
    Initiative +3 Passive Insight 24 Passive Perception 22 Senses Low-Light
    HP 50/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 9/9
    AC 24 Fortitude 18 Reflex 17 Will 19
    Second wind; Not Used
    Action point; 1
    Speed 5
    At-will: Holy Strike, Lance of Faith, Divine Challenge
    Encounter: Longtooth Shifting, Healing Word, Heedless Fury, Call of Challenge, Death Surge, Shining Symbol
    Daily:Blood of the Mighty, Avenging Flame, Gravesite
    Consumable; Fey Step Potion, Unguent of Darkvision, Vial of Darkness

    Whiggins
    Passive Insight 14 Passive Perception 19; Senses Low-Light
    HP 67 Bloodied 33 Surge Value 16; Surges Per-Day 1
    AC 19 Fortitude 18 Reflex 17 Will 16
    Resist 0 (5 all damage while ridden, Impenetrable Barding)
    Speed 8 (9 While ridden, Riding Boots)
    At-Will: Bite


    Last edited by CaBaNa; Wednesday, 5th September, 2012 at 01:07 AM.
    MAGIC!

 

  • #32
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    Ignore dimsdale
    ooc; Looks like Drew is up, then the evil foes . Good luck. Once more thing I forgot. The giant orb floats 20 feet off the ground.

    @MetaVoid Go for it Drew
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #33
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    Waghalter (Lvl 7)



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    Ignore MetaVoid
    Drew ignores necromancers comment and focuses instead at getting to closest priest. He jumps over tombstone, both arms raised and spread, right knee leading. He lands and lunges forward, but the leg that landed instead sinks almost knee deep into soft earth.

    He quickly aborts the attack lest his leg snap.

    Actions

    Move: I-2
    Standard: Crane's Wings vs Fort (CP1); damage (1d20+11=12, 1d10+7+1=15) - nat 1

    Minor: N/A


    Drew Stats

    AC: 23 Fort: 19 Reflex: 22 Will: 20
    HP: 54/54 Surges: 8/8 Surge Value: 13

    MBA: +14 vs AC 1d8+6 (unarmed strike); 1d4+6 with the dagger
    RBA: +11 vs AC 1d4+5 (dagger)

    FEATS
    Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashing Kama Style, Ki Expertise, Beshaba's Boon

    POWERS

    Fallen Needle
    Five Storms
    Crane's Wings
    Centered Flurry of Blows



    Drunken Monkey
    Second Wind
    Eternal Mountain
    Iron Wolf Charge
    Echoing Thunder
    Mountainfall Stomp



    Masterful Spiral
    Water Gives Way


    Mountain Ki Rain of Hammers- On a hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
    Property: If Drew drops an enemy, one enemy adjacent to Drew takes 3 damage
    Daily Minor: Make one at-will attack vs enemy already hit this turn.
    Acrobat Boots - stand up as minor
    Bloodthread cloth armor - +1 to AC when bloodied

    Acrobatics +14; Athletics +10; Perception +13; Stealth +14; Thievery +14
    Last edited by MetaVoid; Wednesday, 5th September, 2012 at 01:44 PM.

  • #34
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    Myrmidon (Lvl 10)

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    Ignore Voda Vosa
    "Brilliant start primate." cackles the mage, awaiting behind cover for the enemies to unleash hell over the exposed monk. He can't really do anything, even if he tries to move, there's a giant number 14 floating in front of him.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #35
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    Ignore dimsdale
    DM Notes: Please Ignore

    GM: This is first combat, and it's a biggie. To make it easier for the DM, please describe in detail the powers powers your character use.. This will help me in two ways.
    1. Combat posts will move at a quicker pace.
    2. Quite frankly, you have a greater understanding of the rules and power descriptions the I do.
    Finally, it also help when you provide a summary of everything that occurred during the characters turn. Also, please provide an updated statblock if you haven't done so already.


    As the monk misjudges his attack, just catching himself from causing himself damage, he notices that the priest who was his target didn't even flitch. Drew notices upon further inspection that the priest is in some kind of a trance, oblivious to everything around him. Looking at the others the monk can see, the same observation is true. Before he can tell his allies, the dark orb targets him. The large eye of the orb seems to gaze right through him causing him to shutter. Then one of the stalks basts him with negative energy. Another stalk takes aim at Kamotz.

    Hero Actions

    Heros Turn
    Dox:
    Vermitrax:
    Prime:
    Drew:
    Sharpe:
    Sharpe Pet Dragon:
    Kamotz:
    Kamotz Familiar:

    Total Damage to Enemy:


    Enemy Actions

    Enemy Turn
    Death Orb:
    minor: Central Eye vs Drew
    Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
    deals necrotic damage to the target also deals ongoing 5 necrotic damage
    (save ends both).
    movement: float one square north

    eye stalk attack 1: fear vs Fear Ray (Fear): Ranged 8; +17 vs. Kamotz Will: (Hit 26)
    roll lookup
    Kamotz runs in fear away from the orb of death to the current location on the map (-2) to future attack rolls (save ends)

    eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Refl ex; 2d8 + 6 necrotic damage: (Hit 36) for 15+10 (vulnerable) = 25 necrotic damage and 5 ongoing necrotic damage (save ends)
    roll lookup

    Priest 1 through Priest 6: Summon Undead

    Note: The chance of summoning an undead foe depends on how many priest are present. Currently there are 5 priest. Therefore there is a 5 out of 6 chance of summoning something. Roll 1 - 5 summons a monster.
    A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.
    This round the summoning roll is: 1

    Summoned undead: Boneshard Skeleton


    F1:
    Stand in defensive position

    F2:
    Stand in defensive position

    BS1:
    Materialized: no action (will attack next round)


    Total Damage to Heros:

    map

    map

    stats

    Heros Stats
    Dox:
    Vermitrax:
    Prime:
    Drew:
    Sharpe:
    Sharpe Pet Dragon:
    Kamotz:
    Kamotz Familiar:

    Enemy Stats
    Death Orb:
    F1:
    F2:
    P1:
    P2:
    P3:
    P4:
    P5:


    Enemy Descriptions

    Priest: (Special)
    HP ?? F ?? R ?? W ??

    Fighter:
    HP ?? F ?? R ?? W ??

    Death Orb
    HP ?? F ?? R ?? W ??

    BoneShard Skeleton
    HP 77; Bloodied 38; see also boneshard burst
    AC 17; Fortitude 16, Refl ex 16, Will 15
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 6
    mScimitar (standard; at-will) ✦ Necrotic, Weapon
    +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
    mBoneshard (standard; at-will) ✦ Necrotic
    +9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
    ends).
    C Boneshard Burst (when first bloodied and again when the
    boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
    Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.


    Last edited by dimsdale; Friday, 7th September, 2012 at 01:54 AM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #36
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    Ignore dimsdale
    GM: This is first combat, and it's a biggie. To make it easier for the DM, please describe in detail the powers powers your character use.. This will help me in two ways.
    1. Combat posts will move at a quicker pace.
    2. Quite frankly, you have a greater understanding of the rules and power descriptions the I do.
    Finally, it also help when you provide a summary of everything that occurred during the characters turn. Also, please provide an updated statblock if you haven't done so already.


    As the monk misjudges his attack, just catching himself from causing himself damage, he notices that the priest who was his target didn't even flitch. Drew notices upon further inspection that the priest is in some kind of a trance, oblivious to everything around him. Looking at the others the monk can see, the same observation is true. Before he can tell his allies, the dark orb targets him. The large eye of the orb seems to gaze right through him causing him to shutter. Then one of the stalks basts him with negative energy. The attack leaves him breathless. Another stalk takes aim at Kamotz. The paladin's wolf cry quickly turns into a plea for help as fear grips him from head to toe. He runs and slams into the stone wall that marks the perimeter of the graveyard. He regains his bearings but but it is clear that Kamotz needs to focus in order to attack affectively.

    arcane 25 history 25 or religion 25

    The priests ritual one of which you have heard before from another who had witnessed it in action. Priest of the dark arts use this ritual to raise undead to fight for them. Usually this ritual takes place in a secluded place until all undead are summoned, but that is not the case here. You know that the chance of the group of priests summoning the undead decreases as the number of priest participating in the ritual decreases. Perhaps you can find a way to lesson the number of priest participating in the ritual.


    Hero Actions

    Heros Turn
    Dox:
    Vermitrax:
    Prime:
    Drew:
    Sharpe:
    Sharpe Pet Dragon:
    Kamotz:
    Kamotz Familiar:

    Total Damage to Enemy:


    Enemy Actions

    Enemy Turn
    Death Orb:
    minor: Central Eye vs Drew
    Ranged 8; the target gains vulnerable 10 necrotic, and any attack that
    deals necrotic damage to the target also deals ongoing 5 necrotic damage
    (save ends both).
    movement: float one square north

    eye stalk attack 1: fear vs Fear Ray (Fear): Ranged 8; +17 vs. Kamotz Will: (Hit 26)
    roll lookup
    Kamotz runs in fear away from the orb of death to the current location on the map (-2) to future attack rolls (save ends)

    eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Refl ex; 2d8 + 6 necrotic damage: (Hit 36) for 15+10 (vulnerable) = 25 necrotic damage and 5 ongoing necrotic damage (save ends)
    roll lookup

    Priest 1 through Priest 6: Summon Undead

    Note: The chance of summoning an undead foe depends on how many priest are present. Currently there are 5 priest. Therefore there is a 5 out of 6 chance of summoning something. Roll 1 - 5 summons a monster.
    A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.
    This round the summoning roll is: 1

    Summoned undead: Boneshard Skeleton


    F1:
    Stand in defensive position

    F2:
    Stand in defensive position

    BS1:
    Materialized: no action (will attack next round)


    Total Damage to Heros:
    Drew: -25 and 5 ongoing and vulnerable to necrotic damage (save ends both)
    Kamotz: -2 to attack rolls (save ends)

    map

    map

    stats

    Heros Stats
    Dox:

    Vermitrax:
    Prime:
    Drew:
    Sharpe:
    Sharpe Pet Dragon:
    Kamotz:
    Kamotz Familiar:

    Enemy Stats
    Death Orb:
    F1:
    F2:
    P1:
    P2:
    P3:
    P4:
    P5:


    Enemy Descriptions

    Priest: (Special)
    HP ?? F ?? R ?? W ??

    Fighter:
    HP ?? F ?? R ?? W ??

    Death Orb
    HP ?? F ?? R ?? W ??

    BoneShard Skeleton
    HP 77; Bloodied 38; see also boneshard burst
    AC 17; Fortitude 16, Refl ex 16, Will 15
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 6
    mScimitar (standard; at-will) ✦ Necrotic, Weapon
    +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
    mBoneshard (standard; at-will) ✦ Necrotic
    +9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
    ends).
    C Boneshard Burst (when first bloodied and again when the
    boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
    Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

    Last edited by dimsdale; Friday, 7th September, 2012 at 04:00 AM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #37
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Ignore stonegod
    OOC: Arcana: Fail
    Out of no where, the inscrutable man appears next to one of the chanting priests, garrote in hand. Taking advantage of its separation, the assassin presses the attack. He expertly wraps his weapon around the priest's throat, cutting off its chanting and holding it fast.
    OOC: Move to S10 then attack w/ Garrote Strangle (which allows him to shift adjacent): Ref 36, 24 poison + normal damage, the target is grabbed, cannot speak, and has a -2 to attack Dox, all until ENT. Additionally, Dox has resist 4 to all its attacks. I'm hoping muting the priest will help disrupt the ritual.
    Dox (Grabbing; resist 4 all CP2)
    Dox—Male Shade Son of Peresefa Executioner 8
    Initiative: +10, Passive Perception: 19, Passive Insight: 14
    AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
    HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
    Resist 3 ongoing, 4 all vs target last hit
    Action Points: 1/1, Second Wind: Not Used, Milestones: 0
    Powers -
    Garrote Strangle
    Poisoned Dagger
    Quick Lunge
    Hidden Stab

    Assassin's Strike
    Low Blow

    One with Shadow
    Darting Shadow

    Warlock's Curse
    Fleeting Shade

    2 Assassin Poisons (daily)
    Elven Battle Leather Armor (encounter)
    Rope of Climbing (free)


    Dox - PCox (stonegod) - L4W Wiki
    Last edited by stonegod; Friday, 7th September, 2012 at 05:39 AM.
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

    My many characters | LEB Games | EtCR |Rise of a Demon Prince Story Hour

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  • #38
    OOC: Sharpe grants Drew his save.

    A beholder! I always wanted one of those....after an army of dragons of course.

    Hey beholder, chew on this! Sharpe shouts, flying up and taking a four leaf clover out of his pocket, and blowing it towards the aberration who blasts it out the sky before it reaches him.

    Plan B, panic! Sharpe shouts.
    actions

    Move:Fly to G4-H5 20 feet up.

    Minor:Knack for success on Drew to grant a save, 20!

    Standard:Unluck on Death Orb, 15 vs ref, @dimsdale , I assume it is a miss? If not it does some fun stuff

    Moment of Escape

    Moment of Escape. (Encounter Move Ranged 10; Arcane)
    Target:
    One ally
    Effect: Sharpe slides the target 4 squares.

    Sharpe

    Sharpe Wellington- Male Half-Elf Bard 6
    Init: +3, Passive Perception: 18, Passive Insight: 16
    AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
    HP 61/61
    Bloodied 30 Surge Value 15; Surges Per-Day 11/11
    AP: 1, Milestones:0

    Basic Attacks:
    Basic Attack +8 vs AC, Longsword, 1d8+2 damage
    Ranged Basic Attack N/A

    Powers:
    Staggering Note, Guiding Strike, Martyr's Saddle
    Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation, Unluck
    Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power 1 ), Dragon I Choose You! (Ring of Dragon's power 2 ), Armor of the Exalted +1

    Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

    Conditions:
    Nil

    Note:

    Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

    Priority:

    Malifixindalaunt The White Dragon

    Malifixindalaunt (Veserab) Level 6 Lurker
    Large shadow beast (mount)
    HP 60/60; Bloodied 30 Surge 1/1
    AC 21; Fortitude 21; Reflex 18; Will 18
    Speed 4, fly 8 (clumsy)
    Immune noxious breath
    Initiative +11
    Perception +11
    Blindsight 20

    Traits:
    Combat Advantage
    Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

    Standard Actions
    Bite At-Will
    Attack: +11 vs. AC
    Hit: 2d6 + 5 damage.

    Wing Claw At-Will
    Attack: +11 vs. AC
    Hit: 1d6 + 5 damage.

    Noxious Breath (poison, zone) Encounter
    Attack: Close blast 4; +9 vs. Fortitude
    Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
    Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

    Diving Wing Rake Standard, At-Will
    Effect:
    Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

    Skills Stealth +12
    Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
    Con 17 (+6) Int 2 (1) Cha 4 (+0)
    Alignment Evil Languages

    My PBP characters: http://tinyurl.com/yy9skz2

  • #39
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    Guide (Lvl 11)

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    Ignore Someone
    +++It's up to you to bring that thing to ground level, mage+++

    Prime's chest form those letters as he turns to Vermitrax.

    +++Wait until I'm in position, then do so+++

    Saying that the construct prepares to join the thickest of the fray. In his way he turns to one of the chanting priests and hits him with a brutal hammer backswing. The defenseless acolyte flies 10 feet, hits the fence at the edge of the graveyard and drops, kissing the dirt.

    actions

    Move: To current position
    Standard: Bull's Strength on CP3. I really hope hitting AC 32 is enough for 16 damage, if not we're in deep trouble. Prime gains 5 THP since he's hit with a melee attack, CP3 is pushed to current position and I use the Knockback warhammer's daily power to drop it prone as a free action, in the hope that standing up disrupts the ritual for 1 round at least.


    mini-stats
    Prime Warforged Fighter|Battlemind 9

    Status:
    Initiative: +5, Passive perception: 23, Passive Insight: 18
    Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
    Damage resistance 1
    HP:83/83 THP: 5 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
    Languages: Common
    AP: 1 Power points 4/4
    Powers:
    Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
    Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
    Living Fortress, Rain of Steel, Shattered Time, Endure Pain, Moradin's Blessing of Iron, Knockback Warhammer


    A guide to Prime's out of turn actions

    With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

    • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
    • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
    • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
    • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
    • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
    • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)

    If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

    Last edited by Someone; Friday, 7th September, 2012 at 09:23 AM. Reason: 'malee' attack? Really...

  • #40
    OOC: Forgot Sharpe's arcana check, 22, failed of course
    My PBP characters: http://tinyurl.com/yy9skz2

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