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  1. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: Garyh, I'm lost. For me, looking at the map, O2 is the square directly below the SW corner of the pit. My bad - that's O12! K10, K11 - N11, N12, O12 OOC: Actually, I'm ahead of myself, this should really still be rogue's work - but I stick to it this time - to O12 and GLORY!!!
  2. V

    The Necromancer's Skull (Judge - covaithe)

    Keep an eye northward, but let's take the southern passage around the pit, says Vlastos, there appears to be items of particular interest in this direction. Follow me, if you know what treasure is! Move: Wizard to O2
  3. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: good news for me; I had an image of flooding darkness as the light source plunged into the pit along with the wizard! What's this? Yo, Paladin, says Vlastos, looking back over his shoulder! I think we've left mighty Skalisss behind...
  4. V

    The Necromancer's Skull (Judge - covaithe)

    Good show, Vixo, I was heading straight for the hole and a long drop down, says Vlastos the wizard. OOC: Dr Garyh, you've got my light source centered where I said it would be - but this is a trap. Did Vixo warn me before I step on the plates?
  5. V

    The Necromancer's Skull (Judge - covaithe)

    ooc:agree with Vixo - more light, easier exploration That said, if the marching order is intact, Vlastos will move the light source to P10, glancing nervously to the north as he does. Watch for more traps, Steppyn, he offers as he proceeds.
  6. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: Surge up. Let's restore marching order and continue on.
  7. V

    The Necromancer's Skull (Judge - covaithe)

    Move to O8: That's the spirit, Steppyn, states the mighty wizard! Behold, yet another terrible sorcerous blast onto the machine! Cloud of Daggers to M9; 1d20+4+1 vs Reflex -> 11 for ... Uh, er, scratch that folks, I seemed to have screwed up my spell, er, uh, sorry about that... ...mutters...
  8. V

    The Necromancer's Skull (Judge - covaithe)

    In that case, Sir Garyh, I'll also move to P7 and fire a silvery bolt of force at the pernicious construct: Die, foul contraption, blurts the wizard as he unfurls his fury! Magic Missile: 1d20+4+1->17 for 2d4+4->11 Vlastos Human Wizard Initiative +4 Passive Insight 17 Passive Perception...
  9. V

    The Necromancer's Skull (Judge - covaithe)

    You're time is up, trap, cries Vlastos! Vlastos extends the Cloud of Daggers an additional round - orb of imposition!
  10. V

    The Necromancer's Skull (Judge - covaithe)

    Incoming, shouts Vlastos as he works his next spell::D Cloud of Daggers to N9; 1d20+4+1 vs Reflex -> [10,4,1]=15 for 1d6+4=7 Vlastos Human Wizard Initiative +4 Passive Insight 17 Passive Perception 12 Senses normal HP 24 Bloodied 12 Surge Value 6 Surges Per-Day 8 AC 14 Fortitude 13 Reflex...
  11. V

    The Necromancer's Skull (Judge - covaithe)

    "Behold, the tables are turned", shouts Vlastos as he delivers a Cloud of Daggers onto the device! "I shall slice and dice you, Mr Trap!" Cloud of Daggers 1d20+4+1 vs Reflex -> [8,4,1] = 13 for 1d6+4 = [4,4]=8 OOC: question: since Cloud of Daggers attacks Reflex, would a stationary trap not...
  12. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: Ha ha, no need to wait, ... that trap has it coming. If they fail, I'm blasting it whether it's moving or not (this time for sure!), and I hope I'll be joined by dragon's breath and thunderwave...:D
  13. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: DM, just an idea, but I believe the non-rogues are locked and loaded in the direction of this trap; if it moves it's going down. Until then, why not just cycle the rogues until they succeed or fail? :D
  14. V

    The Necromancer's Skull (Judge - covaithe)

    Check...Vlastos passes on his turn for fear of dislodging the dagger from the trap with an attack. He'll wait on the rogues while keeping an eye on the unexplored portion of the tomb.
  15. V

    The Necromancer's Skull (Judge - covaithe)

    That thing's nastier than a sun burnt cave troll, says Vlastos. Wait, why not do both? Work the control panel and open fire on the trap at the same time?
  16. V

    The Necromancer's Skull (Judge - covaithe)

    Orb aloft and aglow, Vlastos moves to O7, and after a glance at Vixo's nifty thief-work, he keeps an eye out for attacking hoards and what not from the unexplored portion of the tomb. Look here? The wizard's at point - that can't be right, he says as he takes his position!
  17. V

    The Necromancer's Skull (Judge - covaithe)

    Lautos's Judgment! Skalisss was right yet Trevor and Steppyn have failed to finish the jelly! Vixo, that means there's some left for er I mean on you! Destroy this foul thing, mighty rogue - please!!! entreats the wizard quietly and mostly to himself, else I must once again pronounce yet another...
  18. V

    The Necromancer's Skull (Judge - covaithe)

    Thanks for the info, chief.:D
  19. V

    The Necromancer's Skull (Judge - covaithe)

    ooc: from one non-defender to another, good call, Brain, but what gives with marking when the foe self spawns?
  20. V

    The Necromancer's Skull (Judge - covaithe)

    OOC: Sh_t city! You're right as far as tactics go, but I've already launched the thing to m5 (my thinking was I had a better visual to aim at). Perhaps the wounded blob at n5 will mysteriously take this round off? :D Careful Steppyn, that orange blob next to you is wounded and pissed, cries...
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