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Chapter Zero: Mysterious Dungeon.

Posted by MittensFor group archive 0
Gale
player, 39 posts
Human wizard wielding orb
Robe of adornment +0
Sat 31 Jan 2009
at 16:18
  • msg #193

Re: Chapter Zero: Mysterious Dungeon

"I'm nervous about a giant stone wall slamming down all of a sudden," Gale says, stepping forward to get closer to her allies, "Or our team getting split up at the very least.  Let's stay close together if at all possible."

Should Timothius move further into the room, Gale will follow him.  (Readied move action)

http://spreadsheets.google.com...xxmisVhZHQ&hl=en
[Private to Joe Darkthorne: Just by way of reminder, there was more than one kerchink sound.  I'm allowing you to pinpoint the direction of any that are within a certain number of squares to Joe because he has such impressive perception.]
This message was last edited by the player at 16:24, Sat 31 Jan 2009.
Timothius
GM, 60 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 12 Feb 2009
at 11:59
  • msg #194

Re: Chapter Zero: Mysterious Dungeon

Timothius flies toward the left side of the room (That is... left to those entering. There's little to no way for us to know which way north is unless someone picks up a true north spell). He keeps close to the tree so that in case he's shot down, he doesn't activate any tile traps.
Iron Dog
player, 5 posts
Wed 8 Apr 2009
at 17:36
  • msg #195

Re: Chapter Zero: Mysterious Dungeon

The first Iron Dog runs at Timothius and snaps at him, but gets a face full of shield.  The second Iron dog runs wide around the corner, possibly to try and surround Timothius, but instead it triggers the trapped floor!  The wooden planks give way from under it and it falls into a 10' deep pit, taking damage from the sudden stop at the bottom.  It climbs back out of the pit and runs up to Timothius.

(Cat's out of the bag.  All the trap tiles are randomly activated to give way under anything that steps on them.  1d10 falling damage and DC10 athletics check to climb back out.)

[142] 09-04-08 19:29:35 CEST - c_fewell@hotmail.com
Iron Dog 2 falling damage.
1d10
6 = 6

[143] 09-04-08 19:32:14 CEST - c_fewell@hotmail.com
Iron Dog 2 attempt to climb out of the pit.
1d20 +4 >= 10
17 + 4 = 21 ... success


Dog 1: 47hp
Dog 2: 41hp
This message was last edited by the player at 17:38, Wed 08 Apr 2009.
Clay Defender
player, 1 post
Yes I realize the monster
manual says I'm Psychic
Wed 8 Apr 2009
at 18:01
  • msg #196

Re: Chapter Zero: Mysterious Dungeon

Lurking behind the tree were two Clay Scouts.  They sense Timothius's presence and in total darkness, move to the far wall to hurl rocks at him from a distance.  The second one misses it's target, but the first scout's rock hit's timothius' head, ringing his bell.

(( Timo takes 4 damage and is dazed.  Clay scouts are invisible to dazed creatures... Not that it matters, they're in total darkness anyway.)

[146] 09-04-08 19:57:03 CEST - c_fewell@hotmail.com
Clay Scout 1 Rock Throw damage
1d6 +3
1 + 3 = 4

[145] 09-04-08 19:55:45 CEST - c_fewell@hotmail.com
Clay Scout 2 Rock Throw vs. Timo's Reflex
1d20 +5 >= 13
4 + 5 = 9 ... failure

[144] 09-04-08 19:54:57 CEST - c_fewell@hotmail.com
Clay Scout Rock Throw vs. Timo's Reflex
1d20 +5 >= 13
18 + 5 = 23 ... success

Gale
player, 40 posts
Human wizard wielding orb
Robe of adornment +0
Wed 8 Apr 2009
at 18:29
  • msg #197

Re: Chapter Zero: Mysterious Dungeon

Hearing the clashing sounds of Timothius getting hammered, Gale rushes to see how she can help.  On her way there, she's sure to jump over the not-yet-disabled trap square.  She can't see the clay scouts, but she can see the iron dogs.  Her eyes glow black as she gestures upward as if summoning some unholy beast from the underdark.  Several slender shadowy hands rise from the ground and grab the two iron dogs.

"Bad dogs!" she chides, "No snack for you!"


[150] 09-04-08 20:33:26 CEST - c_fewell@hotmail.com
Gale jump check
1d20
15 = 15

[149] 09-04-08 20:26:27 CEST - c_fewell@hotmail.com
Grasping Shadows damage
2d8 +6
5 + 5 + 6 = 16

[148] 09-04-08 20:23:57 CEST - c_fewell@hotmail.com
Gale Grasping Shadows vs. Dog 2 will
1d20 +6 >= 13
10 + 6 = 16 ... success

[147] 09-04-08 20:23:35 CEST - c_fewell@hotmail.com
Gale Grasping Shadows vs. Dog 1 will.
1d20 +6 >= 13
18 + 6 = 24 ... success


Dog 1: 47-16= 31hp (slowed till the end of gale's next turn)
Dog 2: 41-16= 25hp (slowed till the end of gale's next turn)
This message was last edited by the player at 18:46, Wed 08 Apr 2009.
Narrator
player, 70 posts
Fri 10 Apr 2009
at 14:38
  • msg #198

Re: Chapter Zero: Mysterious Dungeon

The kerchink sounds can be heard again from the south and east.

Map Link:
http://spreadsheets.google.com...xxmisVhZHQ&hl=en
This message was last edited by the player at 14:51, Fri 10 Apr 2009.
Joe Darkthorne
player, 89 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 10 Apr 2009
at 22:38
  • msg #199

Re: Chapter Zero: Mysterious Dungeon

  Joe chased after Gale and Tim, skirting around the dead bug and then making his way across the mass of roots surrounding the tees as he rounded the corner and passed the Magical lady.

  "lets see, a place filled with things trying to kill us, and a large trend of it being things just out of sight or part of the obvious scenery.  There's no possible way something is hiding in the darkness back there."  This said, Joe tossed a lit torch to the back end of the room.

  "...why is my sarcasm so often accurate when it sucks?  Those are Clay Scouts.  See in the dark like over half of everything wanting to kill us ever.  They hit better when near whatever thing or area they are guarding.  They have a mildly poison bite despite being, you know, freaking stone. They also got a weird mind blast... thing, that dazes you and you cant see them when dazed.  So of course take a guess what they'd use over and over."

  Joe sighs,  "Most annoying though, is they can redirect singular ranged or melee attacks to anything next to them.  If Tim goes after them not only does he run the risk of us hitting him, but they just might make him stab himself.  And thats if he ever gets the chance to see them to attack in the first place."

  Yup.  This place hates them.  Nevermind the cash and goodies a bit back.  It totally totally hates them.

DC of 15 for Clay Scout Lore.  15-8= 7 goal
http://rollr.appspot.com/view/...IIRGljZVJvbGwYmoACDA
I got an 18. I'd know even if I didn’t have Dungeoneering, or any skill, heh.

Move: Duh.  Standard: Quick draw, Draw+toss torch (since when did anyone ever spend an action LIGHTING them anyways?)

Can just exactly get to intended spot, via diagonal crossing through dead bug tile.  It's guaranteed to be safe, as otherwise the bug woulda triggered it.  I was also reminded Joe went out of his way to buy a lantern, but throwing those is a bad idea, heh.

This message was last edited by the player at 22:42, Fri 10 Apr 2009.
Elric
player, 83 posts
Warforged Cleric
Level 2
Fri 10 Apr 2009
at 23:42
  • msg #200

Re: Chapter Zero: Mysterious Dungeon

Elric mutters, “Looks like we still have to deal with hostile foes in this room,” as he moves forward and then next to Gale before saying, “May Pelor's flame illuminate our salvation,” as sacred light momentarily shines from above, searing at Iron Dog 2 with its radiance, while at the same time basking Timothius with beneficent power.

[OOC:
Move Action: move to current spot on map, only passes over squares that are disarmed or roots so no possibly trapped tiles to avoid.
Standard Action: Scared Flame vs Iron Dog 2.
[151] 09-04-11 01:28:15 CEST - c_fewell@hotmail.com
Elric Sacred Flame vs. Iron Dog 2, Reflex
1d20
10 = 10
Forgot to add the +5 to hit that Elric has for Sacred flame as I clicked the d20 thinking it would add d20 to the formula not roll it right away.
10+5=15 which hits the reflex of 15 of an Iron Dog.
[152] 09-04-11 01:32:14 CEST - c_fewell@hotmail.com
Sacred Flame Radiant damage to Iron Dog, and Tim can immediately make a savings throw (Against the dazed condition)
1d6 +3
3 + 3 = 6
Iron Dog 2: 25-9=19hp and is now 'bloodied',(slowed till the end of gale's next turn)
Tim gets to make a savings throw before Tim's turn (against the dazed condition as that is only condition Tim is currently under that a save will end.)]

Timothius
GM, 61 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 13 Apr 2009
at 00:29
  • msg #201

Re: Chapter Zero: Mysterious Dungeon

"Pelor be praised!" Timothius says in a loud tone as he is rescued from the daze. He then looks at the Iron Dog 2. Fearing the dog may go after Elric, Timothius proclaims with divine authority, "And now, in the name of the Platinum Dragon, you will face ME before the others, or face the consequences!"

With that, Timothius swings his sword down upon the dog who evades his attack.

(OOC: Thanks, Elric! I rolled a 12, saving from the dazed condition. So thanks to that, I was able to take my minor action challenge alongside my attack)
(Minor Action: Divine Challenge)
(Standard Action: Bolstering Strike - Misses. Ah well. Better to save from a condition and miss than to not save and then hit IMO.)
Iron Dog
player, 6 posts
Tue 14 Apr 2009
at 02:47
  • msg #202

Re: Chapter Zero: Mysterious Dungeon

Enraged by Gale's attack, the first Iron dog moves to the eastern wall to charge her.  Timothius takes advantage of it's lowered guard and strikes it soundly with his sword as it passes him by!  Heedless of Timothius' attack, it proceeds to charge Gale and bites her!

The second dog is more compelled to answer Timothius' challenge, but it's attack is deflected by Timothius' armor.  It then shifts back in an attempt to lure the paladin into the grasping shadows.

(( Dog 1 was still able to move 2 and charge 2 even though it was slowed.  ))

((OOC: I overlooked something important when I put a shield into that treasure box earlier...  Timo was using a greatsword.  If there's no objection, I'll just retroactively put a mundane longsword in the box so he can still use the shield.  Timo's char sheet needs updated to reflect his new sword and shield.

Also: A reminder...  Lvl 2 means a +1 to-hit from 1/2 level bit AND a +1 to-hit / damage from our existing "innate enhancement bonus" house rule with mundane weapons / armor... and COULD mean another +1 to-hit from innate implement/weapon mastery...  yeah.  Gunna need to update Gale big time.))


Dog 1 charge damage vs. Gale
1d8 +3
5 + 3 = 8

Dog 1 charge vs. Gale
1d20 +9 >= 16
10 + 9 = 19 ... success

Timo AoO damage v D1
1d8 +4
2 + 4 = 6

Timothius AoO vs. Dog1
1d20 +8 >= 18
16 + 8 = 24 ... success


Dog 1: 31-6= 25hp
Dog 2: 19hp (bloodied)
Gale: 24-8 = 16hp
This message was last edited by the player at 02:51, Tue 14 Apr 2009.
Clay Defender
player, 2 posts
Yes I realize the monster
manual says I'm Psychic
Tue 14 Apr 2009
at 03:01
  • msg #203

Re: Chapter Zero: Mysterious Dungeon

The clay defenders were startled by Joe's shedding light onto them, but there's no way to get a clear shot at him without getting even more exposed than they are.  They opt to continue their harassment of the paladin before lurking back out of view of the others.  The first defender is successful in hitting Timothius, but the second one is not.

The kerchink sounds can be heard again from near the center of the north wall, almost immediately to the east of Joe, and from the south side of the room.

Clay Defender 1 rock toss damage vs. Timo
1d6 +3
5 + 3 = 8

Clay Defender 2 rock toss at Timo's reflex
1d20 +5 >= 15
2 + 5 = 7 ... failure

Clay Defender 1 rock toss at Timo's reflex.
1d20 +5 >= 15
19 + 5 = 24 ... success


Tim: <insert starting hp here> -4-8= 12damage (Tim's current hp TBD.  Is dazed, save ends)



http://spreadsheets.google.com...xxmisVhZHQ&hl=en
This message was last edited by the player at 03:11, Tue 14 Apr 2009.
Joe Darkthorne
player, 91 posts
Not So Dashing Rogue
+0 Sword of Short
Tue 14 Apr 2009
at 19:48
  • msg #204

Re: Chapter Zero: Mysterious Dungeon

  While Tim was of course in more direct trouble at the moment, ignoring the killer robot metal dog taking a bite out of the nice lady next to him would also be a bad idea.

  So he opted to try and deal with the latter somewhat before moving a bit towards the former, so Elric might be able to get closer without resorting to the tiled floor.  This did not turn out so well as his sword did a wonderful job at decapitating the air molecules a good foot over the Iron Dog's (d1) head.

  "Tim, you may want to invest in a helmet at some point if we live through this."
  Move: Move across rough terrain as I can't shift on it. D1 gets AoO that I'm too lazy to roll myself right now.
  Standard:  Rolled a 1 XD, So of course the Riposte strike which would have taken advantage of the AoO misses in the first place.

I'll get around to adding the +1's all around to my various sheets later.  Though plan on fixing Blake's Feats and the resulting differences(if without the new +1) sooner.

Narrator
player, 70 posts
Tue 14 Apr 2009
at 23:40
  • msg #205

Re: Chapter Zero: Mysterious Dungeon

Not surprisingly, the Iron Dog that Joe attacked retaliates with a painful bite when Joe's movement presents an attack of opportunity.


Iron Dog 1 AoO bite damage vs. Joe
1d8 +3
8 + 3 = 11

Iron Dog 1 AoO bite vs. Joe AC
1d20 +6 >= 17
15 + 6 = 21 ... success


http://spreadsheets.google.com...xxmisVhZHQ&hl=en
This message was last edited by the player at 23:40, Tue 14 Apr 2009.
Gale
player, 42 posts
Human wizard wielding orb
Robe of adornment +0
Tue 14 Apr 2009
at 23:37
  • msg #206

Re: Chapter Zero: Mysterious Dungeon

"OW!" Gale screams as she steps cautiously away from the dog that bit her, "That HURT!  See how YOU like getting bit!"

She conjures a ghostly wolf that viscously bites the iron dog before vanishing.

Gale illusary ambush damage vs. Dog 1
1d6 +5
6 + 5 = 11

Gale illusary ambush vs. Dog 1 will
1d20 +7 >= 13
9 + 7 = 16 ... success


Dog 1: 25-11= 14hp (bloodied.  takses a -2 to all attack rolls until the end of Gale's next turn)

http://spreadsheets.google.com...xxmisVhZHQ&hl=en
Elric
player, 87 posts
Warforged Cleric
Level 2
Fri 17 Apr 2009
at 03:31
  • msg #207

Re: Chapter Zero: Mysterious Dungeon

Elric says, “Pelor, please punish those who stand against the light,” as the Warforged Cleric casts Sacred Flame, this time against Iron Dog 1, but unfortunately the canine construct manages to avoid the spell. Elric then growls, “You won't be attacking Gale again,” as Elric moves east slightly to insure that the Iron Dog won't be able to easily reach Gale by standing between the two.

[OOC:
Standard Action: Scared Flame vs Iron Dog 1
[167] 09-04-17 05:21:26 CEST - c_fewell@hotmail.com
Elric Sacred Flame vs Iron Dog 1
1d20 +6 >= 15
4 + 6 = 10 ... failure
Move Action: Move 1 square east to be between Gale and Iron Dog 1
Minor Action: Unused
Won't be able to give Tim an extra save chance this round :(
Next Round I'll might need to throw a heal on Tim if both clay defenders move into LOS (as currently the tree blocks los to/from them) to attack him along with Iron Dog 2 (if Iron Dog 1 tries to attack Gale or Tim, it would draw two AoOs from Jake and Me.]

Timothius
GM, 62 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 18 Apr 2009
at 00:42
  • msg #208

Re: Chapter Zero: Mysterious Dungeon

Timothius looks to be back to being dizzy as he tries to shake it off and lunges forward, filling the space the dog just vacated.

"You will NOT engage anyone but me!" he commands with divine authority, his eyes lock onto the dog's with stern intent.

(Move action: shift forward.  Divine challenge still active on dog, so Iron dog 2 must attack Timothius or suffer the consequences.)

Timothius save throw vs. Dazed.
1d20
12 = 12

Iron Dog
player, 7 posts
Sat 18 Apr 2009
at 02:20
  • msg #209

Re: Chapter Zero: Mysterious Dungeon

The second Iron Dog answers Timothius' challenge with another bite attack, dealing a critical wound with it's sharp jaws!

Dog 2 bite vs. Timo's AC
1d20 +8 >= 21
20 + 8 = 28 ... success


11 damage to Timo




In spite of the threat Joe and Elric present by proximity, the first iron dog decides that Gale represents the greater threat and moves to attack her, drawing opportunity attacks from both Elric and Joe.  It learns a swift and final lesson when both Elric and Joe bring down their weapons on it, defeating it before it could even make it's first step toward Gale.

Elric AoO damage vs. Iron dog
1d10 +4
8 + 4 = 12

Elric AoO vs. Iron dog AC
1d20 +10 >= 18
16 + 10 = 26 ... success

Joe AoO damage vs. Iron dog
1d6 +3
5 + 3 = 8

Joe AoO vs. Iron dog AC
1d20 +7 >= 18
17 + 7 = 24 ... success

This message was last edited by the player at 18:33, Sat 18 Apr 2009.
Clay Defender
player, 3 posts
Yes I realize the monster
manual says I'm Psychic
Sat 18 Apr 2009
at 02:26
  • msg #210

Re: Chapter Zero: Mysterious Dungeon

Once again, the Clay Defenders huck rocks at Timothius then retreat.  Once again, one misses, and the other finds it's target, dazing Timothius.


Clay Scout 2 rock throw damage vs. Timo
1d6 +3
3 + 3 = 6

Clay Scout 2 rock throw vs. Timo reflex
1d20 +5 >= 15
15 + 5 = 20 ... success

Joe Darkthorne
player, 93 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 19 Apr 2009
at 02:12
  • msg #211

Re: Chapter Zero: Mysterious Dungeon

  "Stop trying to eat my recent acquaintances."  Joe called back to the recently put down Metal animal.  "That goes for you too, cut it out."  Joe continued to make reasonable sounding requests seem crazy, as he drew and tossed a shuriken at the Dog assaulting Tim in a single motion.

  Oooh, right in the mouth.  "That would have been much cooler if that was on purpose."
Minor: Hunters Quarry D2; Standard: Quick Draw Shuriken vs D2, Hit

http://rollr.appspot.com/view/...IIRGljZVJvbGwYsJ8CDA
Rolled an 11, even without the new +1's, My Shuriken would still hit.
Shuriken + Hunters Quarry: 11 dmg, D2 (misslabled roll reason) Dog has 8 HP left.
Incidentally, Joe has 20 Hp, and 9 Shuriken left.

Gale
player, 44 posts
Human wizard wielding orb
Robe of adornment +0
Sun 19 Apr 2009
at 18:13
  • msg #212

Re: Chapter Zero: Mysterious Dungeon

(( Oops.  Forgot to mention the kerchink sounds.  One to the east of Joe, one to the north, one to the south, one from the west side of the tree.))

On the one hand, Gale wants to help Timothius out by distracting whatever's hucking rocks at him, on the other she doesn't want to become their target.  Self preservation wins out over altruism this time.  Besides, there is that dog to deal with still.  She moves in closer stepping carefully over the roots before hurling a ghostly skull at the iron dog.  Much to her surprise, her attack defeats the dog!

"Take that you... you... metal monster!"

Gale illusary ambush damage vs. Dog2
1d6 +4
6 + 4 = 10

Gale illusary ambush vs. Dog2 will.
1d20 +7 >= 13
18 + 7 = 25 ... success


Gale: 18 of 26hp... i think.  still working on her char sheet.  currently have 12 con.
This message was last edited by the player at 18:23, Sun 19 Apr 2009.
Elric
player, 90 posts
Warforged Cleric
Level 2
Sun 19 Apr 2009
at 19:09
  • msg #213

Re: Chapter Zero: Mysterious Dungeon

Elric realizes he needs to get closer to Timothius if his current idea is going to work out as he hopes it will. Thus Elric briefly moves to where the adjacent iron dog was defeated since he knows that square is safe, due to knowing it would have dropped under the dog's weight if it wasn't, before moving to and passing Joe to end up just south of Joe and adjacent to Timothius. Elric then quickly places his Battle Standard of Healing into the square just east of his location since he can't place it in his current square due to it being difficult terrain.

Elric then says, “Pelor, please bathe Timothius with your healing light,” as divine light washes over Timothius' wounds, mending the paladin's injuries. Elric smiles as he knows his actions have also helped Joe and Gale due to the placement of the Battle Standard of Healing.

[OOC: Elric is currently at 31hp and is unharmed.
Move Action: Move SE 1 square onto dead iron dog, then SW 1 square passing through Joe's square South 1 more square to marked position, 1 move +2 move through difficult terrain = 5 move total)
Standard Action: Use/Place Battle Standard of Healing in square East of Elric. (It's range of effect is a close burst 5 zone that heals Elric and all his allies in range an extra 1hp whenever one of them spends a healing surge.)
Minor action: use Healing Words on Tim. Tim regains 13 hit points at the cost of a healing surge, and Gale and Joe both heal/regain 1 hit point.
[179] 09-04-19 21:07:52 CEST - c_fewell@hotmail.com
Elric using Healing Words on Timothius. (With both healer's lore and Battle Standard of Healing included)
1d6 +12
1 + 12 = 13
1d6+3(healer's lore)+8(Tim's healing surge value)+1(Battle standard of healing)]

Timothius
GM, 63 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 5 May 2009
at 02:56
  • msg #214

Re: Chapter Zero: Mysterious Dungeon

Without batting an eye, Timothius charges at Clay Scout 1, leaping forward and flapping his wings to once again avoid trap squares. Timothius is feeling better than a second ago, but he's still not looking well. "Thanks for your prayers, Elric!" he manages to yell back before putting his sword to the Clay Scout.

(Standard Action: Charge.)
(Attack Roll: 19. I don't need the plusses to tell me that hit.)
(Damage roll: 8. And yes, I switched to rolling a d8. I can't wield a shield and a great sword at the same time, so that is now fixed. :p +3 damage makes the attack do 11 damage to Clay Scout 1.)
(No other actions can be taken unless...)
(Saving Throw: 2. Fail. Oh well.)
Clay Defender
player, 4 posts
Yes I realize the monster
manual says I'm Psychic
Tue 5 May 2009
at 21:56
  • msg #215

Re: Chapter Zero: Mysterious Dungeon

Both Clay defenders snarl and bite at Timothius, but are unable to get past his heavy armor.  Once again, kerchink sounds eminate from around the room.  [Private to Joe Darkthorne: 2 to the north of Joe, one to the south, one to the west]

( Timo AC: 10 + plate armor 8 + heavy shield 2 + half lvl 1 + innate enhancement bonus 1 = 22 not 19 like his char sheet says.  Not that it would have mattered, they both rolled low. )
Gale
player, 48 posts
Human wizard wielding orb
Robe of adornment +0
Tue 5 May 2009
at 22:13
  • msg #216

Re: Chapter Zero: Mysterious Dungeon

Gale fumbles her way across the knotted roots and stops when she can see what's attacking Timothius.

"Back to the pit you came from, beast!" she curses at the first clay scout while snapping her fingers to conjure up an illusory shiruken of fire between them, "That shiruken thing worked well for Joe... Let's see how well it works for me!"

She launches it behind the two clay defenders where it explodes in a scorching burst, harming the second clay scout.

"...not quiite as good as I'd hoped."

(Move, minor: warlock's curse v. clay scout 1, standard: scorching burst.  Juust missed clay scout 1, even with reckless curse.)

scorching burst damage
1d6 +5
5 + 5 = 10

Gale scorching burst vs. Clay Scout 2 reflex
1d20 +7 >= 14
9 + 7 = 16 ... success


scout 1: 31-11 = 20 hp
scout 2: 31-10 = 21 hp
Joe Darkthorne
player, 94 posts
Not So Dashing Rogue
+0 Sword of Short
Tue 5 May 2009
at 22:30
  • msg #217

Re: Chapter Zero: Mysterious Dungeon

  Joe sighed as Tim charged out of view in pursuit of the creatures that have so far been easily smacking him around.  "I'd wonder if Pelor's blessing encouraged suicidal actions, but I'm still chasing after Tim myself regardless aren’t I?"

  Joe travesed the pile of roots, snagging his previously thrown shuriken on the way, then plunking down a lit lantern when he stopped to finally give the room full illumination.  Every little bit helps when trying to screw with your enemies as much as they screw with you.

  "Look at it this way Gale, at least you were able to hit one without it backhanding the attack into Tim's face."
  Move: Duh ; Standard: Retrieve shuriken ; Minor: Place down lantern

  While Mittens said I could have a chance to do a sneak attack when rounding the corner, I'm sooo not risking a sneak attack being redirected into Tim's skull.

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