Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)

Kruk moves off the snow pack and gets into a position to help out Kane. Hit him and than move away. Let me take the brunt of its attacks! I can hold this thing off for awhile. Catch your breath bugbear! The dwarf attacks, hitting the enemy for a minor wound, and then gets into a guarded position.

Agghhh! I hit it and it doesn't look like I've hurt it at all! What is this thing!

[sblock=actions]
immediate reaction: unbreakable: subtract 8 from last attack

minor: clock power: resist 5 until the beginning of next turn
movement: move to v22
attack: resolute shield: 1d20+15 vs zombie ac: 24 for 9/2 = 4 damage

kruk marks zombie and adds +3 to ac against foe until beginning of next turn.
[/sblock]
 

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Kane slides away from the zombies on a wave of musical excellence from Wil, his stamina restored the bugbear leaves the undead for Kruk, moving towards the enemies hiding.

"C'mon you cowards, open door, Kane have to talk to you" the bugbear bellows, his athletic form ready to spring into action at the slightest opportunity.


[sblock=ooc]
save v slow (1d20=13) no longer slowed
*Heal 17 from Wil's power and slide to X21

BTW - I love the berserker's axe, so fitting for Kane. Thanks @ tenchuu - I hope the baby's ok, take whatever time you need for the little one. We'll be here when you're done your Tim Allen impression ;)

Move: to R18
Minor: n/a
Standard: Ready action to charge when door is opened (attack 1st enemy) - howling strike on somebody, vs ac, dmg (incl +2 power bonus to atk/dmg) (1d20+14+1+2=32, 1d12+9+1d6+2=23) hits AC 32 for 23 damage

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 9
Initiative: +10, Passive Perception: 14, Passive Insight: 14, Senses: Low-light
AC: (19)24, Fort: (19) 24, Reflex: (18) 23, Will: (13) 18
HP: 35/77, Bloodied:35, Surge Value:17, Surges left:10/11
Action Points: 1
Powers:
Howling Strike
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge

Whirling Frenzy
Whirling Step
Curtain of Steel
Shrug it Off
Run Rampant

Swift Panther Rage
Rage of the Crimson Hurricane
Stoneroot Rage
Vanguard Weapon
Vagabond's Die
Raven Cloak +2
Berserker Waraxe

Important Stuff:
Cool stuff happens when he bloodies or kills a bad guy

Conditions: +2 power bonus to atk/dmg rolls, -5 defenses, resist 5 damage until end of encounter or unconsciousness. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action

Full sheet: PC:Kane - L4W Wiki [/sblock]r
 

Charina is not well suited to deal with the throng of zombie and instead decide to snipe the sniping archer.

[sblock=Actions]
Minor:Reload
Move:Z21 (I think I still have cover from the archer at that square)
Standard: vs the Archer
Preparatory shot (1d20+17+2=23, 2d8+9=23)

Wow, good damage for preparatory shot.

I will have CA against the archer next turn. The Archer sees me but I should have cover if I stopped at the right square.
[/sblock]
 
Last edited:

[sblock=WIP]

OOC:
Dims: Zombie movement triggers an OA from Kruk. I'll let you roll it.
R1: FYI, I was wrong, because charm ray recharged this round. Watch out!


Just saving time, since I have time now, to make the updates I can before IG posts.

[sblock=Wil's Triggers]
N/A
[/sblock][sblock=Zombie Aura]
I don't mind rolling this for you, but you're welcome to roll it as well; could effect how you want to take your turn.
[/sblock]

The Zombie throng pushed past Kruk, not seeming to care as he hacked away at one of the mindless drones. The mass of undead pressed up against both Wil and Kruk, but focused their attack on the Dwarf. However, he easily deflected their blows.

The Archer atop the western wall called back to Kane, "No. You stay back, intruder!" He fired his crossbow with deadly accuracy, the bolt finding its way through Kane's tattered armor and deep into his shoulder.

The enemies moved behind the wall. A dozen paces down from the Archer, the fat woman ascended the wall. Taking aim at the wounded barbarian, she warped space again, crushing Kane in the process, effectively pushing him backwards.

Another Archer climbed atop the eastern wall, out of breath.

[sblock=Mechanics]
Zombie Throng
Move: W20 (Centered) -- Triggers an OA from Kruk
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=21 Miss
Damage: 2d8+5=0

Ajathan Strongheart:
Recharge: Charm Ray 1d6=6 Recharged
Move: ???
[sblock=ignore saving for later]
Standard: Teleporting Bolt vs Kruk (Reflex)
Attack: 1d20+13=18 Hit
Damage: 1d8+7=9
Effect: Kruk is teleported to Y22
Minor: Grab door pull
Move: Retreat/Swing left door closed.
[/sblock]

Archer
Move: to L28
Standard: Double moved

Archer L12
Recharge: Bullseye Bolt 1d6=2 Nope
Move: N/A
Standard: Crossbow vs Kane (AC)
Attack: 1d20+14=28
Damage: 2d8+3=15
Effect: Resist 5, net damage = 10

Alaria d’Orien
Move: L11
Standard: Disrupting Warp vs Kane (Will)
Attack: 1d20+12=26
Damage: 2d6+6=17 Force Damage
Effect: Resist 5, net damage = 12. Teleport Kane to S19

[/sblock][sblock=Status]
Wil Rando: Y21 48/61 HS 9/10 AP 2 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: S19 15/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5,
Kruk: V22 49/80 THP 0/9 HS 10/12 AP 1, Resist-5-TENT
Carolina: X24 54/54 HS 7/7 AP 2,
Charina: Z21 59/59 HS 7/7 AP 2,

Enemies:
Human Archer 1: L15 13/62 THP 10/10 Bolts(15/20),
Zombie Throng: V19:X21 74/121 THP 0/10, Marked-Kruk+3AC-TSNT
Alaria d’Orien: L11 86/86 THP 10/10,
Ajathan Strongheart: K28 (behind the wall) 180/180 AP 1/1,
Human Archer 3: L28 62/62 Bolts(20/20),

Human Outlaw: W19 -10/87 THP 0/10Bolts(20/20), dead
Gloom Mount: U24:V25
-8/88, Dead
Human Outlaw: X24 -15/87 THP 0/10 Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP 1/1, Dead
Human Archer 2: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]

[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline

2. The wall and gate are made of wood, 12' tall.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.

3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .

Alaria d’Orien
Medium natural humanoid, human
Initiative +6 Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will) Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will) Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.
Painful Jaunt (standard, recharge 5,6 ) Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger

Ajathan Strongheart
Medium natural humanoid, human
Initiative +7 Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.
Charm Ray (standard, recharge 5,6) Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will) Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.
Teleporting Bolt (standard, at-will) Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger

Zombie Throng
Huge natural animate (swarm, undead)
Level 9 BruteXP 400
Initiative +2 Senses Perception +8; darkvision
Swarm Attack aura 1; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.
HP 121; Bloodied 60
AC 21; Fortitude 24, Reflex 18, Will 20
Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits
Speed 4
Mob of Crushing Blows (standard, at-will)
+12 vs AC; 2d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
Zombie Mess Grab (standard, recharge 6)
Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.

[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron

Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship Wind's Will captained by Captain Levenbrech, and mated by Porse and Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (link to the leads gathered).
4. Went to the temple of Netari, where the new priest, Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about Hellview (background reference for players).
5. Dealing a mortal blow to the Priest, he says Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate.
[/sblock]




[/sblock]
 
Last edited:

Seeing that Charina has the archer well in hand, the halfling sets her sights on the pack of zombies. She picks one out of the crowd sends her dagger home; the blade returns to her hand quicker than normal, it seems, and she unleashes it again and again in a flash of unnatural speed.

[sblock=Actions]
Move: None
Minor: Hidden Blade (Grants CA to Carolina)
Standard: Blinding Barrage (Daily Power)
-vs. Zombie Throng; hits AC 35 for 30 damage (Roll +10 for vulnerability from area attacks); Zombie Throng is blinded until the end of Carolina's next turn.
[/sblock]
 

OOC:
Dims: Zombie movement triggers an OA from Kruk. I'll let you roll it.
R1: FYI, I was wrong, because charm ray recharged this round. Watch out!


[sblock=Wil's Triggers]
@johnmeier1
You can Retcon to use Arrow of Warning, But since the zombies are now adjacent to you it would trigger an OA. Also, I'm not sure if Kane is technically within Charging distance of either of them. Can you use athletics to leap up a wall during a charge?
[/sblock][sblock=Zombie Aura]
I don't mind rolling this for you, but you're welcome to roll it as well; could effect how you want to take your turn.
[/sblock]

The Zombie throng pushed past Kruk, not seeming to care as he hacked away at one of the mindless drones. The mass of undead pressed up against both Wil and Kruk, but focused their attack on the Dwarf. However, he easily deflected their blows.

The Archer atop the western wall called back to Kane, "No. You stay back, intruder!" He fired his crossbow with deadly accuracy, the bolt finding its way through Kane's tattered armor and deep into his shoulder.

The enemies moved behind the wall. A dozen paces down from the Archer, the fat woman ascended the wall. Taking aim at the wounded barbarian, she warped space again, crushing Kane in the process, effectively pushing him backwards.

Another Archer climbed atop the eastern wall, out of breath.

[sblock=Mechanics]
Zombie Throng
Move: W20 (Centered) -- Triggers an OA from Kruk
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=21 Miss
Damage: 2d8+5=0

Ajathan Strongheart:
Recharge: Charm Ray 1d6=6 Recharged
Move: ???
[sblock=ignore saving for later]
Standard: Teleporting Bolt vs Kruk (Reflex)
Attack: 1d20+13=18 Hit
Damage: 1d8+7=9
Effect: Kruk is teleported to Y22
Minor: Grab door pull
Move: Retreat/Swing left door closed.
[/sblock]

Archer
Move: to L28
Standard: Double moved

Archer L12
Recharge: Bullseye Bolt 1d6=2 Nope
Move: N/A
Standard: Crossbow vs Kane (AC)
Attack: 1d20+14=28
Damage: 2d8+3=15
Effect: Resist 5, net damage = 10

Alaria d’Orien
Move: L11
Standard: Disrupting Warp vs Kane (Will)
Attack: 1d20+12=26
Damage: 2d6+6=17 Force Damage
Effect: Resist 5, net damage = 12. Teleport Kane to S19

[/sblock][sblock=Status]
Wil Rando: Y21 48/61 HS 9/10 AP 2 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: S19 15/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5,
Kruk: V22 49/80 THP 0/9 HS 10/12 AP 1, Resist-5-TENT
Carolina: X24 54/54 HS 7/7 AP 2,
Charina: Z21 59/59 HS 7/7 AP 2,

Enemies:
Human Archer 1: L15 13/62 THP 10/10 Bolts(15/20),
Zombie Throng: V19:X21 74/121 THP 0/10, Marked-Kruk+3AC-TSNT
Alaria d’Orien: L11 86/86 THP 10/10,
Ajathan Strongheart: K28 (behind the wall) 180/180 AP 1/1,
Human Archer 3: L28 62/62 Bolts(20/20),

Human Outlaw: W19 -10/87 THP 0/10Bolts(20/20), dead
Gloom Mount: U24:V25
-8/88, Dead
Human Outlaw: X24 -15/87 THP 0/10 Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP 1/1, Dead
Human Archer 2: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-08.png

[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline

2. The wall and gate are made of wood, 12' tall.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.

3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .

Alaria d’Orien
Medium natural humanoid, human
Initiative +6 Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will) Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will) Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.
Painful Jaunt (standard, recharge 5,6 ) Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger

Ajathan Strongheart
Medium natural humanoid, human
Initiative +7 Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.
Charm Ray (standard, recharge 5,6) Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will) Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.
Teleporting Bolt (standard, at-will) Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger

Zombie Throng
Huge natural animate (swarm, undead)
Level 9 BruteXP 400
Initiative +2 Senses Perception +8; darkvision
Swarm Attack aura 1; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.
HP 121; Bloodied 60
AC 21; Fortitude 24, Reflex 18, Will 20
Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits
Speed 4
Mob of Crushing Blows (standard, at-will)
+12 vs AC; 2d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
Zombie Mess Grab (standard, recharge 6)
Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.

[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron

Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship Wind's Will captained by Captain Levenbrech, and mated by Porse and Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (link to the leads gathered).
4. Went to the temple of Netari, where the new priest, Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about Hellview (background reference for players).
5. Dealing a mortal blow to the Priest, he says Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate.
[/sblock]
 

Hey! Where do ya think yer going! Never turn yer back on an angry dwarf! With that warning the fighter strikes hard on the of the zombies in the back. An arm falls to the ground as a result.

ooc: OA: 1d20+15 vs horde AC for 1d10+7+2(Combat Superiority)= 22 or 19/2 = 9 damage

Kruk continues his pursuit. Slowly but surely you are going down! He swings again then shifts back into a guarded position, but this time his attack misses. However, the attack is enough to get the enemy's attention.

[sblock=actions]
movement: none
minor: none
attack: resolute shield: 1d20+15 vs horde ac: miss but mark the foe

[/sblock]
 



Ahhh! shieks Wil, fleeing the zombie mob.

OOC: zombie aura misses since i shifted last turn
minor: boots shift 2 to AA22
standard: jinxmob
move: walk to V26
free, drop prone
 
Last edited:

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