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  1. J

    [Adventure] Artemis' Pact

    It's pretty obvious to everyone that it's coming from just around the corner. It's echoing through the walls, but not from very far away.
  2. J

    [Adventure] Artemis' Pact

    The tapping doesn't come in any pattern Gil can recognize. It seems completely random.
  3. J

    [Adventure] Artemis' Pact

    That would be History.
  4. J

    [Adventure] Artemis' Pact

    Thanks for the straight line! I was trying to figure out how to transition from, "You broke the spell," to, "But you still have to go through the bad guys and not back..." The tunnels are easy to follow now. One is wider, with floors well worn from the traffic of feet (booted and otherwise)...
  5. J

    A Night at the Four Seasons (DM: renau1g, Judge:Ozymandias79)

    "Cut down the wounded one!" yells Tarkus. "Slay one, and the others will see that this isn't worth the danger!" A silver circle appears over the eladrin he is pointing to, marking it clearly for his companions. Standard: Astral Seal at Eladrin 2 (1d20+8+1=23) That should hit: it takes -2...
  6. J

    L4W Discussion Thread V

    Great tip! (I hate having to spread XP around...)
  7. J

    L4W Tavern Patrons

    Ironheart (Level 3 Warden) is available. I have one PC in an adventure already (yours, come to think of it...) so anybody on their first char gets priority. He's dormant in tree form outside the tavern, I just haven't spotted a good opening to have him overcome his distrust of wooden buildings...
  8. J

    [Adventure] Artemis' Pact

    Neil1889: Ok, that makes sense. I thought we were retconning out Gil's IC suggestion as it was too late to aid Shale, and just keeping the Aid Another roll. (In fact I'd forgotten what it was Gil actually suggested!) But it makes sense as a way to actually strike back at the confusion in the...
  9. J

    [Adventure] Artemis' Pact

    Nice! That's 6 successes - you're guaranteed partial victory now. Need 2 more for full victory, with Artemis left to act. I'm also waiting for Lilli to expand on how exactly her post relates to Arcana before I decide whether to give her the +2 or say that that roll was a miss (in which case...
  10. J

    [Adventure] Artemis' Pact

    What's to think? You needed a 19, you rolled an 18. If you want to spend your AP, go ahead. Actually, wait. I said if I though the action was especially well described or innovative, I'd give you an extra +2. Your writing was certainly well described, but I'm not sure what it has to do with...
  11. J

    [Adventure] Artemis' Pact

    Although Shale can no longer sense the magic directly, when he opens his senses he can feel exactly where the inimincal intelligence is glowering at him from - and that will certainly be helpful! Yep, that's 2 successes, and the Aid Another is now available to the next person to try an Arcana...
  12. J

    [Adventure] Artemis' Pact

    CaBaNa: It's too late to assist Shale. You have to do it before his action. He can spend an action point to reroll, but it's part of the same action. You could assist the next character to try an Arcana check, though - your +2 from Aid Another would cancel the -2 from Shale having used Arcana...
  13. J

    [Adventure] Artemis' Pact

    Someone: Remember you can spend an action point to reroll, BTW. It's not too late to do that (especially as you've been waiting to use Arcana for so long...)
  14. J

    [Adventure] Artemis' Pact

    Shale latches on to lines of magic flowing through the walls. The power follows the spent veins of silver that once threaded through the earth here. It spirals tighter and tighter through the maze, converging on a central point. Shale can tell that the group is being tugged closer and closer...
  15. J

    [Adventure] Artemis' Pact

    You press on down the tunnel. Bob seems relieved to be in motion again. The passage slopes up gradually, never turning, until the last patches of water on the floor are gone. Then it suddenly ends at a T-junction - or, more precisely, runs into a perpendicular passage which is much rougher...
  16. J

    [Adventure] Artemis' Pact

    Ok, I'm lost. Ultimately it's Artemis' choice. I'll wait for a clear instruction from him.
  17. J

    [Adventure] Artemis' Pact

    So if I'm reading this right, Gil is agreeing with Artemis, breaking the tie, so you're going back the way you came. Is that right?
  18. J

    [Adventure] Artemis' Pact

    "Ah don' know about Destiny," says Farmer Bob, breaking the haunted silence he's been sunk into ever since you killed the ghouls, "But I ain' goin' back to that cave-in! We come this far, no point'n turnin' around now. This is a nice, straight path, an' if it leads us out, well that's great...
  19. J

    [Adventure] Artemis' Pact

    A good point! Wish I could give XP for it... I'm enjoying the banter, so not rushing anyone, I just want to point out that if you're "killing time" waiting for me to move the story along - I'm actually waiting for you guys to make a clear "we go that way" post deciding which tunnel to follow...
  20. J

    [Adventure] Artemis' Pact

    So does Gil. The brain is spongy and squishy, and feels like it's turning to mush as his teeth touch it. It has a rancid, oily taste. [url=http://invisiblecastle.com/roller/view/2985157/]Poison vs Fort (1d20+8=9)[/url Critical miss. Gil will be queasy for the next few hours. He grants...
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