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  1. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    As the dragon takes flight, Mab bursts from cover. "So you must be a greeble after all!," she jeers. "No dragon would show such cowardice. But dragon or greeble, you'll steal no more gold and figgy pudding, and you're not going anywhere until you've learned your lesson!" Mab lets her blade...
  2. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Saw that, but I wanted to cover next turn as well. I'm only realizing now that to effectively use a hide-n-strike tactic, Mab really should have deft strike as an at-will, otherwise CA is not so easy to get for a cunning sneak. Oh well, that's what I get for not reading the char op boards I...
  3. pacdidj

    [Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)

    Just a note to say, that I'm also following this thread with interest. Waiting to bring in my 2nd PC once this combat is over... That is if the game is still alive.
  4. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Unable to maintain the fey glamour for long, Mab flickers back into the dragon's field of vision, just as it is brought low by Draglin's onslaught. "Now do you see, you greeble-grubbing brute? We have the blessings of the Seelie court, and our fury is lethal!," the old woman taunts, unleashing a...
  5. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Not a greeble but a dragon is it? Well, well...," Auntie Mab breathes, pausing a moment to overcome the wave of dragon fear that passes through her. Then, drawing upon an unexpected inner strength, Mab abandons her usual tactics and steps out into the open shouting in her creaky old voice...
  6. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Ooh, that must be the chief greeble dearies!," Mab whispers. "Sounds like a nasty fellow too. I'm going to slip in to take a closer look," the old woman says disappearing around the corner and behind a rock. Initiative (1d20+7=18) Start= Minor= Move= to D8 Effect= Hide behind rock formation...
  7. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    And Auntie Mab takes up a position just behind Dante, peering round the corner into the large chamber.
  8. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Do you smell that dearies? Fresh air! I think the one on the right will take us back up toward the surface. But that musty one on the left, could only lead further down." Nature, Dungeoneering (1d20+4=14, 1d20+4=20)
  9. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Well, best take care of it now dearies. Just in case we need to beat a hasty, er- that is- a strategic retreat. Tristram, time to do what you do best love," Mab says, handing a hairpin to her familiar. And, before she can even finish her sentence, Tristram has scurried across the room and...
  10. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Oh thank heavens you're alright Max dearie!," Mab exclaims as the warlord comes to. "Thought we might have lost you to the depredations of those dastardly dopplegangers. Now, I don't mean to be rude dearie, or tell you your business, but let's not be so hasty next time, hm? Maybe give Auntie a...
  11. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Auntie Mab's jeweled amulet pulses and vibrates she is shaken back to her senses after being lulled into complacency by her mirror twin's swirling dane. "See Tristram, and you said that necklace was an impulse buy," she whispers triumphantly to her familiar. But her joy soon fades...
  12. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Mab flits about confusingly, causing the mirror creatures to lose track of her position. She hastily tosses a knife that grazes her evil double before going to ground once more. Start= Move= to G33 Standard= :ranged:Gloaming Cut vs. eMab = crit for 6 damage Effect= Mab shifts to G34 and makes...
  13. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Mab is pulled out of her hiding place, but due to years of practice blending in (mostly to pilfer fruit vendors' carts), she is able to avoid the notice of the mirror clones, hiding, as it were, in plain sight. Immediate Interrupt= Chameleon = Stealth (1d20+19=28) Effect= Mab remains hidden...
  14. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    Easily ducking out of the reach of Devinihm's twin, Mab tosses her best-balanced knife at the still-blinded clone of Max. It looks for a moment as though the blade will miss, but through a twist of luck, or the intervention of some unseen force, the blade rights it's course and neatly bisects...
  15. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Oh, dear. What to do? The greebles must be cunning beasts to have ensnared these dopplegangers. Who knew they could create such powerful enchantments? But how to fight their conniving clones?" "Aha!," Mab says, as an idea comes to her and she gives evil Jonathan the slip. "Yoohoo dearies!,"...
  16. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    johnmeier1 - no time to post now. Will run Mab's turn this afternoon. I think Evil Mab should be at -12 HP, unless she received healing that I missed, as she was hit by Auntie Mab's sly flourish.
  17. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Dastardly dopplegangers!," Mab breathes, beholding her evil twin. "You'll never catch me you soothsaying charlatan!," she goads, and before the twin can cry out, Mab is gone around a corner. She pauses just long enough to hurl a knife into the clone of Devinihm that has appeared across the...
  18. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Oh dear," Mab whispers, clucking her tongue at Max's impetuousness, as she dives for cover, hiding behind one of the rotting torture devices. Start= Initiative (1d20+7=21) Minor= Move= Walk to E38, gaining cover behind 't', Stealth (1d20+19=24) to become hidden Standard= End= Auntie Mab -...
  19. pacdidj

    [Adventure] Dungeons and Them (DM:johnmeier1, judge:????)

    "Oh merciful Merkari! Devinihm, you're alive! I should have known you'd have a few tricks up your sleeve. We're a wily and resourceful lot, those who've been touched by the fey realms of Arcadia. Glad to have you back dearie," she says giving the wilden a grandmotherly pat on the back...
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