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  1. - Top - End - #61
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony comes up the steps and next to the croco-monster. He swings the sword at it. "Just finish it now, will you?"

    Spoiler
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    Move to E8.
    Vanguard strike (sword): (1d20+14)[21] for (1d8+5)[12] slashing cold iron and (3d6)[9] cold (incl. haste and know devo +1; if this hits, everyone gets +4 on attacks against the croc until Anthony's next turn)
    Swift: WRT Savin

    Granted next: (1d3)[1]

    Iron Guard's Glare in effect. While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.

    => Savin (again)

  2. - Top - End - #62
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As Anthony joins in the fray Savin sees a moment of distraction in the creature as the knight swings his blade and launches into another attack in that space of a heartbeat.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 19
    HP ~ 51; Current ~ 20 +12
    AP ~ 6; Current ~ 6


    Full Round action
    Haste attack
    (1d20+18)[32]

    Damage
    (2d4+7)[10]+ (3d6)[8] Bardsong

    Critical 20/x2
    (1d20+18)[29]
    (2d4+7)[13]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down
    (1d20+18)[36] touch attack

    If successful, opposed strength check
    (1d20+12)[21] includes +4 for Jotunbrud and +4 from Improved Trip

    1st nonhaste attack
    (1d20+18)[34]

    Damage
    (2d4+7)[11]+ (3d6)[16] Bardsong

    Critical 20/x2
    (1d20+18)[33]
    (2d4+7)[11]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down
    (1d20+18)[30] touch attack

    If successful, opposed strength check
    (1d20+12)[29] includes +4 for Jotunbrud and +4 from Improved Trip

    2nd nonhaste attack
    (1d20+13)[22]

    Damage
    (2d4+7)[13]+ (3d6)[11] Bardsong

    Critical 20/x2
    (1d20+13)[30]
    (2d4+7)[14]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down
    (1d20+13)[24] touch attack

    If successful, opposed strength check
    (1d20+12)[24] includes +4 for Jotunbrud and +4 from Improved Trip




    Granted Maneuvers (1d5)[1] and (1d5)[4], and, in case of duplicate (1d5)[2] and/or (1d5)[2]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Mountain Hammer
    4 - Douse the Flame
    5 - Battle Leader's Charge

    Effects ~
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves; but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds. 2/7
    × Bardsong +3 to everyone's charm and fear saves, +3d6 cold damage.
    × Haste - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; 30' enhancement bonus to movement; and extra attack on full attack action.
    Crusader -
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.

    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

  3. - Top - End - #63
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William dashes in to close with the monster as his celestial chant imbues your weapons with frost. Temiryl also rushes up the stairs her spell bringing magical swiftness to the party.

    Savin howls and lashes out with his chain for 9, 12 & 12 damage, his final blow tangling the reptilian creature sending it tumbling to the ground with a great thud, the blue-gold magical frost inflicting an additional 3, 0 & 1 damage. The captive lizardfolk grunt in encouragement as it tumbles.

    Anthony moves in, swinging at it as it struggles on the ground, his weapon turned by the unnaturally tough hide inflicting only 2 damage. It's enough for Savin though, he takes the opportunity and strikes again for 10, 11 & 13 damage, plus 6 & 1 from the intense cold.

    Spoiler: rolls & info
    Show
    Quote Originally Posted by Dimers
    E10 is where we start, not the first square we move into? Then I should be able to reach B9 with one move action.
    I make it C9, hope that's okay.

    Quote Originally Posted by razorback
    5ft step to E-9
    5ft step has to be to the top of the stairs at F9. But you can make another 5ft step using WRT.

    Savin is using a +1 chain, right? Sheet says MW in one place and +1 in another.

    croc beast vs Savin trip
    vs DC19 (1d20+12)[23]
    vs DC31 (1d20+12)[15] => Prone

    Spoiler: Map
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    Croco beast is prone


    => Kilus

  4. - Top - End - #64
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    Dropping his bow, Kilus retrieves his little-used greatclub, a large chunk of shaped hickory with a curved end, and moves to whack the creature on its head.
    Spoiler
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    5' Step to E7.
    Base to-hit is +5, +1 masterwork, +1 Haste, +4 Vanguard strike = +11 total. Target has -4 AC for being prone.
    Attack:
    Hit (1d20+11)[15]
    Damage (1d10+1)[8] bludge and (3d6)[13] cold

    Haste:
    Hit (1d20+11)[26]
    Damage (1d10+1)[9] bludge and (3d6)[13] cold
    Last edited by J-H; 2020-01-02 at 08:57 AM.

  5. - Top - End - #65
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus whacks the crocodilian creature across the snout, the blow largely ineffective but still searing frost damages it for 3 damage. With a great roar of anger that feels like it shakes the very foundations of the tower, the beast lurches to its feet...

    => AoOs
    Everyone except Temiryl gets an AoO vs the prone beast as it rises.

  6. - Top - End - #66
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As the croc thing starts to rise, Anthony tries to cut one of its arms from under it. Not having big hopes now in the success of the attack, but also not having a better plan.

    Spoiler
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    Sword AoO: (1d20+18)[20] for (1d8+5)[10] slashing cold iron and (3d6)[10] cold (incl. haste, know devo +1 and vanguard strike +4)
    Last edited by u-b; 2020-01-03 at 03:32 AM.

  7. - Top - End - #67
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "I do not think so." Savin says as he lashes out again with his chain.


    Spoiler
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    Savin
    AC ~ 20 Current ~ 19
    HP ~ 51; Current ~ 20 +12
    AP ~ 6; Current ~ 6


    AoO
    (1d20+18)[25]

    Damage
    (2d4+7)[14]+ (3d6)[9] Bardsong

    Critical 20/x2
    (1d20+18)[28]
    (2d4+7)[10]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down
    (1d20+18)[24]touch attack

    If successful, opposed strength check
    (1d20+12)[28] includes +4 for Jotunbrud and +4 from Improved Trip



    Effects ~
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves; but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds. 2/7
    × Bardsong +3 to everyone's charm and fear saves, +3d6 cold damage.
    × Haste - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; 30' enhancement bonus to movement; and extra attack on full attack action.
    Crusader -
    0 + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    0 +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

  8. - Top - End - #68
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    Kilus brings his club around for another swing, but his clumsy strike misses.
    Spoiler
    Show

    Same stats as previous roll.
    To-hit (1d20+11)[12]
    Damage (1d10+1)[11] and (3d6)[13] cold.
    nooope
    Last edited by J-H; 2020-01-03 at 09:51 AM.

  9. - Top - End - #69
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Blows rain down from William, Anthony and Kilus but are easily turned by the creatures tough hide. Savin however brings down a mighty arcing blow, smashing the beast across the back for 14 damage and finally bringing it down for good in a broken bloody heap.

    The captive lizardfolk, hanging in their chains, grunt weakly again at the besting of their jailer. You note the keys to their shackles on the body of the fallen beast.

  10. - Top - End - #70
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Not willing to take chances with regeneration or what else this thing might have to prolong its existense, Anthony hacks its head off (this takes some time) and kicks it some distance away from the body. He plans to observe both pieces for as long as he is in the room. Then he cleans and sheathes the sword, zaps his healing wand twice at Savin and proceeds to release the lizardfolk. "Do you understand Common? What can you tell me about this place?"

    Spoiler
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    Coup de grace until the head comes off. Then lesser vigor on Savin, twice, for +22 hp over two minutes.

  11. - Top - End - #71
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Seeing the threats head go rolling across the floor, Savin lets his rage wash away. Stumbling a bit, he steadies himself for a moment as Anthony bless him. "My thanks." he says roughly as sweat drips from his brow.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 19
    HP ~ 51; Current ~ 42
    AP ~ 6; Current ~ 6




    Effects ~
    Crusader -
    0 + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    0 +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

  12. - Top - End - #72
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl shudders as she sees Anthony performing the brutal, but possibly necessary task of mutilating the body of the croco-demon. To distract herself from the gruesome act, she sets about attempting to free the nearest chained lizardfolk captive using her lockpicks.

    "Do any of you speak the trade tongue?" she asks. "Are you Sharptooths? We come from Kessessek, and have slain Ketsarra."

  13. - Top - End - #73
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William doesn't turn away from the gore like some of his companions, simply giving a nod of satisfaction as the task is finished. Then he turns to the shackled unfortunates and tries to assess their healing needs.

    Spoiler: mechanics
    Show
    I speak all kinds of stuff, so I imagine I can translate if necessary. Draconic, Sylvan, maybe one of the regional languages ... ?

    Heal check, see how these fellas are doing -- does anything come to my attention beyond the obvious? (d20+8)[26] I don't think the Healing Hands skill trick will apply, but if it does, somebody gets (d6)[4] hit points cured.
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  14. - Top - End - #74
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony hacks and hacks, the head of the crocodilian monstrosity taking some time to chop free. As he does so the rest of you turn your attention to the captives. Temiryl starts to free the captives while William looks them over. It is evident to his trained eye that they are all very weak from their captivity and will need some time to recover properly.

    "Yes, we are of the Sharptooth tribe," rasps one of them in poor common Chondathan tongue, "I have the name Gathan. I am - was - chieftain of all Sharptooths. These kin have the names Kurash, Gruss, Sithen and Ashala. You hairy ones have defeated a great foe here. You have earned fat bellies full of flesh. And it pleases me that Ketsarra Shadowscale is slain. Her Shadowscales and their pet hairy ones have been a dangerous threat. Do they still come through the shadow gate and turn our warriors to death? Are any Sharptooth left?"

    "What of Kessessek?" speaks another, Ashala, "Kessessek is my brood mate. He still lives, and continues to bring Semuanya's guidance to the tribe?"

    The other three lizardfolk simply stare impassively, evidently not understanding the conversation and too weak to participate.

  15. - Top - End - #75
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Spoiler: Well, heck.
    Show
    Looks like the forum ate a post I thought I made a couple days ago. ... If the following calls for a Diplomacy roll, (d20+15)[27]


    "I think this ruin was the heart of their works, Gathan. No one is likely to try to get through its shadow gate from this side ... but we don't know yet how to close it, and we don't know what might come from the other side. Have you seen shadow people come? Yes, Ashl-- Ashala, Kessessek lives and leads well. His connection to Semuanya helped us fight off the dead ones." William tries to focus the lizardfolk's attention on the beautiful part of the truth, not the ugly.
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  16. - Top - End - #76
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl continues her work in freeing the captive lizardfolk, nodding at William's words.

    "Kessessek now rules the Sharptooth tribe in your stead, Gathan. In the face of the threat of the Shadowscales, the Sharptooths have joined forces with the Blackscale and the Poison Dusk tribes. They were all alive and well when we left the tribe yesterday, though we did fend off a Shadowscale attack. Kessessek was concerned about further reprisal, so he elected to lead the tribe deeper into the swamp in the hopes of leading the Shadowscales away from the fort and giving us the best chance at striking at their leaders." She shrugs somewhat helplessly. "We do not know what may have transpired in the last day or so, though we can only assume that Kessessek's decision was the correct one."

    "As for the shadow gate, we have not yet had a chance to study it; anything at all that you can tell us about it would be useful."

  17. - Top - End - #77
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As the others speak with the lizard men and tend to them Savin, feeling better, grabs the body of the fallen creature and drags it away from the others as he inspects it for any information or loot.

  18. - Top - End - #78
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus joins in his inspection of the unnatural creature.

  19. - Top - End - #79
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin and Kilus inspect the fallen brute but find nothing further of interest, other than the keys to the manacles.

    Gathan, Ashala and the others nod their heads at the news of Kessessek and the rest of the lizard tribes. Ashala hisses quitely, pleased at her mates success. After a pause Gathan takes a deep breath and speaks "That is good. Kessessek leads wisely and will bring many feasts to the tribes. He is chieftain now and so my time with the tribe must end. The Shadowscales and the hairy ones - shadow people - come from their lair within the shadow gate. That is where I will journey next. I will not relent until every last one of them is rent limb from limb and land is bathed in their blood. From their piled bones a great hill shall form a nest for Scaled Ones to shelter and rest. We will never need fear or fight them again. It must be so."

  20. - Top - End - #80
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "Do you know how to operate this shadow gate? The access seems to be blocked by some force effect at the moment. Might be keyed to something, but so far we didn't check."

  21. - Top - End - #81
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "I have seen them come and go through the shadow, the Shadowscales and the hairy meat men - I mean 'humans'. It seemed simple. There was no witchcraft or trickery to my eyes."

  22. - Top - End - #82
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "Will look into it after we have secured the area. We can lead those not fit for a fight to a safe area where our friends are waiting. Then let's check the tall tower now, shall we?"

  23. - Top - End - #83
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "It may well be that only creatures and the possessions they carry may pass through the shadow portal," Temiryl muses. "So far we have only attempted to throw objects through it, to no effect. But experiments with the portal must wait for now - we have not yet completely explored and secured this fort; and I for one would greatly appreciate the opportunity to rest and recuperate my spells before we attempt to pass through it, especially if more shadowfolk await us on the other side." She stands and gathers up her bow. "Where to next?"

    Spoiler: OOC
    Show
    If my reckoning is correct there are doors at the base of the tower stairs, the room behind the secret door in the main hall, and whatever other hidden doors we have yet to discover. Anything else?

  24. - Top - End - #84
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    Default Re: The Tearing of the Weave (IC) Pt 2

    At Temiryl's comment, Savin blanches. "I am not eager to go to this world of shadows. Fighting these Shadowscales... driving them back... yes, that is something I am behind.
    Going to them... Seems a fools errand."

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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    "Those strange grell creatures we fought earlier - every creature has a nest. They must have a lair somewhere around here. They look like they'd have an odiferous one, but I haven't smelled anything yet. I wonder if there is a basement?"

  26. - Top - End - #86
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "Unless we can determine a way to close the shadow portal from here, I fear that we must take the fight to them lest the Sharrans return in greater numbers," Temiryl replies to Savin.

    "The grell do fly - perhaps they make their lair on the top of the tower or fort?" Temiryl suggests. "Or maybe they've retreated through the shadow portal; they are strange and alien creatures, so it difficult to guess at their behaviour. I suggest that we search the rooms that we do know of first, and following that, I have a spell that will reveal to me any hidden doors in this place."

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    Default Re: The Tearing of the Weave (IC) Pt 2

    Privately, William agrees with both Savin and Temiryl. The idea of going into the shadow world hunting a sneaky enemy about whom little is known ... deeply disturbing. But it must be done for the good of this world.

    He doesn't say that aloud, though he wears no mask against secret thoughts. With Temiryl suggesting something more straightforward and less uncertain, the priest is quick to agree. "Yes. Ashala, are you* ready to leave this room and go to the protection of our friends? We must continue soon."

    Spoiler: *
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    Using the Draconic wordform that indicates plural 'you', not singular. Just sayin'.
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  28. - Top - End - #88
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "We can move if we must," says Ashala, "If there is somewhere nearby where we can recover ourselves, our journey to seek out our tribe will be less arduous."

    Spoiler: Exhausted
    Show
    Lizardfolk are currently exhausted so move at half speed until they get 1 hour rest.

  29. - Top - End - #89
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "We can leave you in the protection of our soldier friends whilst we continue our exploration of the fort," Temiryl offers kindly. "And you can rest and recuperate alongside us tonight until you are ready venture onward."

    She guides the Sharptooth lizardfolk to the Purple Dragons in the southern courtyard and explains to the soldiers that they are freed captives of the Sharrans, who will be resting with the group until they gain strength enough to rejoin their people in the swamp. Barring any other unforeseen incidents, Temiryl returns to the remaining unopened door at the bottom of the tower staircase.

    "Here next, I presume?"

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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony accompanies Temiryl and lizardfolk to the courtyard where the Purple Dragons are waiting, then accompanies Temiryl back. He stands next to the door with sword and shield ready, but leaves enough room for Temiryl to check for traps and actually open it. "Yep. Go ahead."

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