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  1. B

    The Adventurer's Guild

    Seeing a wounded foe, the first bat strikes at Nicodemus, hitting him hard, before retreating over the pool of deep water. The second bat tries to hit the gnome, but misses, as does Dire Rat #1 when trying to bite through Sledge's armor. The 2nd Dire Rat hits the Paladin again, almost...
  2. B

    Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)

    Seeing the crown mushroom split in half by Spider, Zardi turns on his heels and rushes to protect Mallaby. He leaps forward and slams the Mushroom hard, pushing it back away from himself and Mallaby. "Mallaby, back up!"Can anyone hit this mushroom with a ranged attack? It's only got 6 hp...
  3. B

    The Adventurer's Guild

    Mark, you sure you want to move to E9? Doing so would provoke an opportunity attack. That's perfectly fine, if that's what you want to do, but you could move to F9 without provoking one. Just let me know what you want to do.
  4. B

    The Adventurer's Guild

    One thing I think we've been missing in this cave. The pool of water is difficult terrain, so you can't shift 1 square as a move action. I totally forgot about that until now, but just remember that going forward. Powers that let you slide a person (like Sledge's Bull Charge he just used) I...
  5. B

    The Adventurer's Guild

    The charge from Sledge causes both rats to focus their attention on him, biting the dwarf as hard as they can. Nicodemus is saved from attack by Sledge's actions, but the dwarf is now also bloodied. Bat #1 comes back into the main part of the cave, slashes Mallick with his tail, and retreats...
  6. B

    The Adventurer's Guild

    You can move, then charge, or do it all at once as your standard action. In this case, you are moving through difficult terrain, so you would have to move first (say to I7), then charge to G9. Charging gives you a +1 to the attack roll, but you normally have to use a Melee Basic Attack, and it...
  7. B

    The Adventurer's Guild

    All giant rats are dead. Both bats and both dire rats remain.
  8. B

    The Adventurer's Guild

    Only 3 giant rats remain, and only one is able to connect with his target, biting Nicodemus in the leg. Both of the dire rats miss him, as well as the bat. His flaming sword must be intimidating them! (Dire Rat 2 did shift over to E9, if any of your powers are activated by that.) The other...
  9. B

    Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)

    Zardi, seeing his comrades fall around him, goes into a rage and screams "Nooo!" while slashing wildly at the mushroom in front of him. His attack only glances off the side of the mushroom, so he steels himself against retribution. Free (from last turn): Take 3 temp hp from Rageblood Vigor...
  10. B

    Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)

    I think I have more surges than anyone, so I don't mind losing one to activate your power. However, you are bloodied at the moment, so keeping that AC bonus for yourself should keep you alive for a bit longer. I don't mind taking the hit at any point in the future, but if you'd rather keep the...
  11. B

    The Adventurer's Guild

    He did indeed kill rat #1. You can shift 1 (to F4) and use the attack against rat #2 if you like, or retcon your entire post - it's up to you.
  12. B

    The Adventurer's Guild

    Bat #1 Retaliates against Nicodemus and causes a slight amount of damage, but the paladin was ready and strikes at him as well.Jonathan, roll your readied attack!Bat # 2 lashes out at the dwarf, connecting soundly, but only barely scratching Sledge. Both bats retreat to corners of the cavern...
  13. B

    Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)

    VanderLegion: Go here to see how strike through works: EN World: Your Daily RPG Magazine - BB Code ListZardi takes a big swipe at both of the mushrooms in front him and cuts them both deeply. He then backs away a bit to give Spider the room he needs. Calling out to Mallaby, he encourages him...
  14. B

    The Adventurer's Guild

    You did it exactly right. As a Standard action, you can choose any of your normal actions (Move, Minor, Standard) and deem it a "Readied Action". You determine the target, the trigger, and which attack you plan to use. The only down side to this is that if the trigger doesn't occur, you don't...
  15. B

    The Adventurer's Guild

    As soon as Brocc breaks the silence, a flurry of motion is heard from the roof of the cave. Two large black bats descend from hidden nooks in the ceiling and flutter about the cave. The first bat flies straight to Brocc and lashes at him with his tail before flying back to the central column...
  16. B

    The Adventurer's Guild

    Sledge finds another pile of bones, much like the first one. Legend: 1 - Piles of animal bones (counts as difficult terrain) 2 - Deep water (DC 10 Athletics check to swim) 3 - Pool of water (difficult terrain) 4 - Large stalagmite pillar
  17. B

    The Adventurer's Guild

    Mallick walks up next to his comrades, as Nicodemus passes off one of the torches to Brocc, who holds it out for Mallick to grab on his way past him. Mallick moves a bit further to the left to try and illuminate more of the cave. Brocc can now see an area of deeper water at the back of the...
  18. B

    The Adventurer's Guild

    Sledge moves up behind Nicodemus and studies the bones. They seem to be made up of various creatures from the local wildlife. Plenty of rodents, a cat, a few of the smaller farm animals, etc. Sledge can now see a bit further than Nicodemus could...he can see all the way to the back of the...
  19. B

    The Adventurer's Guild

    Nicodemus lights a 2nd torch. (Now you have 2, what will you do with them?) He bravely takes a few steps into the cave and stands next to the bone pile. It's a pretty good size, and looks to be comprised of small animal bones. A few larger birds, some rodents, etc. As he looks around, he...
  20. B

    The Adventurer's Guild

    The party makes its way over to the cave to investigate. The entrance is about 10 ft. wide, and the edge of the floor is covered with small bones, hair, leaves, and other bits of detritus. Mallick and Nicodemus take a look at the cave and can tell that it is inhabited. Something this far up...
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