ooc: Aram, like the rest of the party, is hasted (+1 AC, +1 to hit, extra att)
Despite his cautiousness, Aram's blades whirl even faster than usual, and his luck seems to improve as he scores three hits on the spectral hound in front of him. It doesn't drop, but it seems badly hurt. Aram gets the impression that the extra power he seems to have noticed in his scimitars of late isn't affecting these creatures.
Jex calls forth more of his mysterious magic, targeting the ghostly doglike creature, but it dodges his dweomer this time.
Eissun strikes the monster, but again does little damage. Perhaps the spectral hound is immune to the chilling cold of the shadow elemental.
[sblock=ooc on rolls]You can roll on IC if you want to, which is easier for me. Otherwise I can roll. I always roll things you don't initiate, like saving throws.[/sblock]
[sblock=ooc]Maybe it's hard to tell from the map but 'Jex's hound' got out of range of the clinging darkness. If I would have placed the darkness closer then (at least as I mapped it) it would have caught Father Fuller. 'FF's hound' is still caught in it. The hounds can move more than fast enough to exit the darkness in one move action.[/sblock]
ooc: Girgal (& Ripclaw) to act (see above)
Despite his cautiousness, Aram's blades whirl even faster than usual, and his luck seems to improve as he scores three hits on the spectral hound in front of him. It doesn't drop, but it seems badly hurt. Aram gets the impression that the extra power he seems to have noticed in his scimitars of late isn't affecting these creatures.
Jex calls forth more of his mysterious magic, targeting the ghostly doglike creature, but it dodges his dweomer this time.
Eissun strikes the monster, but again does little damage. Perhaps the spectral hound is immune to the chilling cold of the shadow elemental.
[sblock=ooc on rolls]You can roll on IC if you want to, which is easier for me. Otherwise I can roll. I always roll things you don't initiate, like saving throws.[/sblock]
[sblock=ooc]Maybe it's hard to tell from the map but 'Jex's hound' got out of range of the clinging darkness. If I would have placed the darkness closer then (at least as I mapped it) it would have caught Father Fuller. 'FF's hound' is still caught in it. The hounds can move more than fast enough to exit the darkness in one move action.[/sblock]
ooc: Girgal (& Ripclaw) to act (see above)
Last edited: