I think Wildthing may be unable to run thru the door with the rest of us due to his wounds. I think we may need to take measures to help him out.LTDave wrote:Wildthwing takes a toughness check… [ 12 ] Fail! Wildthwing is wounded, semi-dazed, shaken, and deafened all in the same phase.
Werebiscuit wrote:OOC BTW Adreena no longer has D'Steps gem even though it is still listed in her possessions /OOC
LTDave wrote:The night phase passes without incident, and the new dawn breaks over Lord Wye Island with sudden "pop".
Jax calls the stacks to order, watches as they gather their gear, and climb on board Stephanie. She gives a particular glare to stack seven, and a very slight nod to Adreena.
Stephanie flaps her wings and tail and the whole unlikely caboodle launch into the sky, headed south.
After a few hexes' journey, Jax walks back to meet A'ah and Adreena. "Now might be a good time."
Lipkin wrote:The caster gave Jax a look of disdain.
Toothry took the gem and, producing a piece of parchment from his cape, wrapped the gem up so it was easier to grip. He placed it between Victor the Doombat's claws, who began to furiously flap his wings, attempting to get air born.
"Even with the penalty to his move for over-encumberment, he should still be able to get far enough to serve our purpose.
LTDave wrote:The Taker slithers around the corner and rises up, hissing and spitting, fangs dripping with Twoll blood and venom...
(No map update)
Swodaems wrote:LTDave wrote:The Taker slithers around the corner and rises up, hissing and spitting, fangs dripping with Twoll blood and venom.
If the Taker hasn't crossed the gate, then Craven will attempt to close the gate in order to separate the Taker from the group. If the gate opens inwards towards the group, Craven will then use his shield to lean on the gate in order to keep it shut.
Name: Singthis Corrosion [MarbitChow]
Spells: Fire Bolt: If a Caster makes a Shooting check this automatically casuses a wound. Range 30'; Invisibility: Caster cannot be seen for 3 phases unless he attacks an enemy or casts a spell; Teleport: Caster disappears and reappears at any point he can see within 60'; Countermagic: This disrupts a spell targeted at the Caster and nullifies it. This is the only spell that can be cast as an immediate reaction and not on the Caster's turn. It can only be cast once per turn.
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