Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)

[sblock=OOC]For what it's worth in your decision making process, the walls are torched lined for a in-game reason, not just a lazy DM reason.

I'll need move locations like a normal turn before my next post.[/sblock]
 

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"Ah, never mind, I see that there's torches inside, nothing to hide behind" Kane says, looking to Mervin "You can make me shine magicman?" he asks.

With that he moves into the caves. (ooc to N13, unless I see something that would stop me)

[sblock=ooc]
Even if we don't need the extra light, Kane's going to try something ;) [/sblock]
 

[sblock=ooc]Mervin will move to one square behind Kane until further notice.

Kane, if you want light cast on you, it's on you.[/sblock]
 


Hergunna follows ten feat behind Kane, trying to move quietly. That's right, eyes on the big glowing bugbear, not Hergunna...

for whatever good it will do, in case she ends up with cover when things get started:
Stealth (1d20+8=17)


[sblock=potions]Did we divvy those cold resist potions? Hergunna will pass as she has the Resist Elements power. (which, by the way, can cover allies, but they need to be within one square when she's hit by the triggering attack, so don't count on it. :))[/sblock]
 



[sblock=Movement]I had to put Kane in M13. From that vantage point, it looks just like the last map: No interesting marks, items, etc. The pathway narrows to 5 feet at J14, and then looks to open up again to the left once you get past there. So, I figure it would be easier to solicit another move action rather than DM/Map post again.

Legal moves beyond J14:
- I11, I12, I13, I14
- H11, H12, H13, H14
- G11, G12

[/sblock]
 



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