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Adventure: A paladin in need (DM:Someone, judge: THB)
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<blockquote data-quote="Someone" data-source="post: 5525109" data-attributes="member: 5656"><p>The sunrod, tossed again, partially illuminates a large and unadorned room, quite wide, with an exit at the other side. </p><p></p><p>Since you sense no danger, the group advances cautiously towards the light circle in the middle of the room. You’re startled then when the walls pulse with green light; it draws intrincate lines and symbols arranged in circles that intersect each other forming a pattern of obvious arcane meanings. </p><p></p><p>Within many of the circles a darkness beat with an increasing rithm. From that, several geysers of viscous mud erupt, forming pools that bulge and raise forming vaguely humanoid shapes. The last two dark holes give unnatural birth to a couple of emaciated humanoids of leathery and repulsive skin, and arms so long that they reach the floor. </p><p></p><p>Brenwar recognizes those as a rare breed of devil, one that can summon and throw with great precision large spikes of iron. The animated mud creatures are probably elementals of some sort.</p><p></p><p>[sblock=initiative]</p><p></p><p>As I said in the recruitment thread, I rolled initiative. <strong>Porphyria and Halleck</strong> won it over the monsters; they can act first, then the monsters, then the whole group[/sblock]</p><p></p><p>[sblock=stats]</p><p>Mud monsters: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage </p><p></p><p>Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock]</p><p></p><p></p><p>[sblock=map] <img src="http://i118.photobucket.com/albums/o116/rowenstin/paladin2-1.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5525109, member: 5656"] The sunrod, tossed again, partially illuminates a large and unadorned room, quite wide, with an exit at the other side. Since you sense no danger, the group advances cautiously towards the light circle in the middle of the room. You’re startled then when the walls pulse with green light; it draws intrincate lines and symbols arranged in circles that intersect each other forming a pattern of obvious arcane meanings. Within many of the circles a darkness beat with an increasing rithm. From that, several geysers of viscous mud erupt, forming pools that bulge and raise forming vaguely humanoid shapes. The last two dark holes give unnatural birth to a couple of emaciated humanoids of leathery and repulsive skin, and arms so long that they reach the floor. Brenwar recognizes those as a rare breed of devil, one that can summon and throw with great precision large spikes of iron. The animated mud creatures are probably elementals of some sort. [sblock=initiative] As I said in the recruitment thread, I rolled initiative. [b]Porphyria and Halleck[/b] won it over the monsters; they can act first, then the monsters, then the whole group[/sblock] [sblock=stats] Mud monsters: AC 16 Fort 17 Ref 15 Will 15 MBA: +7 vs Ac 2d8+4 damage Impalers: : AC 20 Fort 18 Ref 18 Will 19 MBA: +11 vs Ac 2d6+5 damage[/sblock] [sblock=map] [IMG]http://i118.photobucket.com/albums/o116/rowenstin/paladin2-1.jpg[/IMG][/sblock] [/QUOTE]
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Adventure: A paladin in need (DM:Someone, judge: THB)
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