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  1. H

    The Adventurer's Guild

    Mallick stands ready to attack if necessary. Is there any way to release you and your brethren from your fates?
  2. H

    The Adventurer's Guild

    Brothers (and Nicodemus) let us go to the floating tower and see if there is a way in.
  3. H

    The Adventurer's Guild

    Move: To I8 Minor: Hunter's quarry on Bat Standard: Twin Strike on Bat. Sheesh!
  4. H

    The Adventurer's Guild

    Move: Move To H8 That's it.
  5. H

    The Adventurer's Guild

    Minor: Hunter's quarry on bat 2 Standard: Twin Strike on Bat 2 Minor: put away bow and draw swords I don't know if you want to count this since Nicodemus has grabbed the bat. However, he isn't related to me and I am unaligned.....just sayin'.....
  6. H

    The Adventurer's Guild

    minor - put away swords minor - pull out my long bow standard - Use Second Wind.
  7. H

    The Adventurer's Guild

    minor: hunter's quarry on Rat E11 standard: twin strike on Rat E11
  8. H

    The Adventurer's Guild

    Mallick's opportunity attack.
  9. H

    The Adventurer's Guild

    minor - Hunter's quarry e10 rat standard - twin strike
  10. H

    The Adventurer's Guild

    yeah that's correct for me also
  11. H

    The Adventurer's Guild

    You're right....I'll move to F9
  12. H

    The Adventurer's Guild

    Move: to H7 Move: to E9
  13. H

    The Adventurer's Guild

    Mallick moves and attacks Giant Rat 3. Move: To H3 Minor: Hunter's Quarry on Rat 3 Standard: Twin Strike
  14. H

    The Adventurer's Guild

    Minor -- draw scimitars Minor -- Hunter's quarry on Giant Rat 1 Standard -- Dire Wolverine Strike (affects Giant Rat 1 and Giant Rat 2)
  15. H

    The Adventurer's Guild

    Move: Move to F3 Minor: Hunter's Quarry on Bat 2 Standard: Twin Strike with Longbow.
  16. H

    The Adventurer's Guild

    I say we stay in the cave if possible.
  17. H

    The Adventurer's Guild

    Mallick looks for a group of workers or farmers taking a break and talking about what's happening around town. He ambles up and makes some inquiries about the symbol on the dagger and if anyone has exhibited unusual behavior. Also, if there have been any new comers in town and if they've ever...
  18. H

    The Adventurer's Guild

    That beats mine, which is 2
  19. H

    The Adventurer's Guild

    Gentlemen and brothers, let us venture to this mountain and stop this abomination to nature! Mavros, do you know of any Zehir cultists in this town? We should probably try to see if the cult has any undercover spies in town in order to get some info about where we're going
  20. H

    The Adventurer's Guild

    A splendid idea, brother. Mallick looks for medicinal herbs for the drake. EDIT: Dad-Gummit! It's feast or famine with these dice.
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