1 Short Orphanage crawl (Inactive)

Game Master John Whyte

From Undead Unleashed - Campaign completed - Thank you all!


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The Orphanage was supposed to be a few hours walk out of Falcon's Hollow. That's what the locals said.

And perhaps years ago, when the path was well worn it might have been. But now it was overgrown with brambles, diverted into dead ends, vanished out of sight, and did all it could do to ensure it did not reach the Orphanage.

The Orphanage of Mother Comfort is what the fading sign above the porch now read. And that is who had run it. Mother Comfort had opened this establishment when she was younger, taking in Orphans, mostly those unfortunate children who had been left alive by goblin raids. The ones who were dead were in some ways luckier, they didn't have to worry about the nightmares, learning to use only one hand, or have to check under the bed every night for goblins.

Mother Comfort had run this establishment until her death, almost a decade ago. The locals at Falcon's Hollow didn't want to say much, they had said there was a terrible accident, and there had been a fire and mother comfort had not survived. The local priest had taken over the orphanage, but Othelia's name was not in his record book, nor her description, so perhaps she had been adopted from Mother Comfort.

The Orphanage is derelict now. It would be roughly 60ft by 80ft. On the western side is a large main porch, this porch has been raided for wood at some stage and is now just a collection of structural supports. There is a door, and two windows that would have opened up onto the porch, but these are both boarded up.

The house is two stories, and judging by the roof may contain an attic. It is grand enough to certainly contain a cellar.

Looking at it, the north western side on the second story is obviously firedamaged. Some of the wood is obviously charred standing from the outside. Several of the boards have fallen inwards, revealing a black weeping wound on this dark structure.

Overgrown gorse is growing up around the house.

The entire place has an eerie feel, and if it isn't haunted the entire party can see why there are stories about it being so.


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

Hmm... Anyone have a preference for how we go about getting inside? Well before we decide, let's walk a circuit around it and see what we can see from out here.
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GM, about what time is it right now as we arrive?
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Edit: I've bought the rest of my gear, but the site isn't letting me update my avatar. I will try from my other computer when I get home.


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

"Agreed, lest we see something like an upstairs window we can climb to my vote it is the front door. If this place is haunted as they say, ghost don't give a dam what door you use, if it's bandits pretending to haunt the place, they never expect the front door."

GM John Whyte, could you open up the discussion section, and we can discuss the easiest way for you to give us the map you had talked about.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Mathias leans his staff back against his shoulder and adjusts his hand wraps, an idle habit he developed over the years. Scanning the building, taking in all the data and letting his mind turn every detail over.


Hmm.

He looks at Beswaur and nods his agreement.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Marcus unsheathes his sword and lays it across his shoulder. He looks up at the others and nods.

Yes let's have a look around to be sure, but the front door seems as good as any.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7


The halfling is small but fierce and perhaps honorable.

There is small twitch at the corners of Mathias' mouth as the thought goes through his mind.


I agree. Bandits or not I don't intend to sneak up on anyone and strike without giving them a fair chance. Honor dictates that I look them in the eye.


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

perception: 1d20 + 7 ⇒ (18) + 7 = 25
Aye, as long as you lookin em in the eye is the last thing they see


You spy a window on the second floor. The window obviously leads into the room where the fire happened. It is shuttered, and you cannot tell from here if it is locked from the other side. It is however probably accessible by standing on the roof of the balcony.

The thatched room is derelict and past need of repair. [ knowledge engineering Beswaur 1d20 + 4 ⇒ (7) + 4 = 11 ] Beswaur can spot the obvious signs of water logging, and everyone else can see it is growing some serious green and black mould. Beswaur estimates it would take around 4-5 minutes to putt off a hole big enough for someone to climb through.

Mathias takes a gentle look around the house. [stealth - 1d20 + 7 ⇒ (15) + 7 = 22 and perception 1d20 + 7 ⇒ (5) + 7 = 12 ]

There are two windows on the ground floor to the north, and one of the upper floor, but this upper one does not have a balcony or a roof to easily stand on. The Eastern side of the building has no windows, but it does have a small chimney, that would probably fit a halfling. There is another deck on the south eastern side of the building. This one has also been raided for wood. THe back door onto this balcony is boarded shut, as are the two windows on the south. There is a window on the second floor, the shutter of which is slightly ajar, and this would be accessible by standing on the cover of the balcony.

Mathias also notices that a short stones throw away from the eastern side of the house is what seems to be a covered well, and beyond that some tombstones almost overgrown in gorse.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Mathias makes his way toward the covered well and carefully tests it with his staff, noting the sturdiness in the event that the group needs to go this way. After satisfied that he has tested the entire well covering he makes his way to grave sites for some further investigation before returning to the group to share his information.


The well is sturdy. The base of it has been made out heavy stonework and it is all intact.

The cover is wooden, and is now covered with a thick black gunge. The wood sags slightly under the weight of your staff, and Mathias is pretty sure giving it a couple of good whacks will cause the cover to break inwards. This might be necessary, as the cover seems to have been locked down with a large rusty iron lock.

The grave sites are an overgrown mess of weeds and thorns. The tombstones are little more than hunks of cold grey rock. The only thing that identified them initially as tombstones was the uniform nature in which the 11 stones were laid out, neatly in two well spaced rows.

Inscribed onto each rock is a name. None of them have a date, or subsequent description. The only name of any interest is a simple Mathias, interesting because it is the same as Mathias's own.


It is now about an hour or two until sunset. The sky is not yet red with color, but it is nearing the end of the day.


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Marcus hangs back until the bald man returns from his investigations.

Well sounds like unless anyone feels like climbing up some old balcony the front door is our best bet.

He begins walking towards the orphanage and will try to push open the door if no one stops him.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Mathias nods his agreement to Marcus.

Master Dwarf, if you still wish to enter through a window there is one that is open.

As they approach the door Mathias gives just the facts.

There is a locked well on the eastern side, it seems sturdy. Also there are 11 graves.

if they enter:

Reaching into a belt pouch he removes a wand and turns toward Beswaur.

If you could please apply this to my hands, it would be greatly appreciated.

just before entering the door Mathias downs a small flask

The wand is magic weapon applying +1 to any weapon (monks fists). The potion is a potion of Mage Armor adding a +4 to AC.


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

Beswaur activates the wand for Mathais, then gets ready to open the front door. As he approaches he looks over the door and the porch in front of it for any threats or loose woodwork.
perception: 1d20 + 3 ⇒ (9) + 3 = 12
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You folks ready?
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You guys want me to open the door for one of you or the other way around?
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If we really wanted to meta-game this, I would check the graves and well first. Since every write-up forever has something special in those if they actually give any details to them. But in-game, it just doesn't really make sense.


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

Was hoping the window might be easier to reach, It would be possible, but it would take a while for all of use to climb, and I don't want to give whatever it is in there that much time. I vote door then. Mathias seems to be a popular name round these parts eh?


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Perhaps, or perhaps it simply is a good name for an orphaned boy because it isn't so popular.

Mathias stacks at the door prepared to swing into the room once it is opened. His staff is now held with his right hand high, allowing for an easy swing of the other end into his left hand once through the door.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

Beswaur pulls open the door (or kicks it in if it goes that way) for Mathais to move through.
If it turns out to be locked, I have a portable ram to open it.


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

I believe as a party we lack Knowledge Engineering, so acrobatics it is.

Borgag will move onto the porch attempting to keep his balance on the old rotten wood.
acrobatics: 1d20 - 1 ⇒ (19) - 1 = 18


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

Mathias moves up the porch and as Beswaur opens the door he swings inside snapping the staff into a two handed guard. He gazes around the room letting his eyes soaking in details.


The door creeks open. Water has pooled just inside the door, in a foul smelling shallow puddle. The puddle would only be an inch deep, but it smells of decomposing material, probably grass swept in by the air. The floor beneath the puddle is sagging visibly.

In the darkness you can see stairs up, and stairs down. There are rooms to the right and left, and also straight ahead.

Mathias thinks he hears a child giggling in the distance.

This area is low light


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Mathias steps over the puddle or as far over as he can to avoid the rotted floor and shifts toward the left hand room. Reaching back with his right hand he motions the rest of the party in.

Thinking the rest of the party must be able to hear the laughter of the child he doesn't say anything about it yet.

Does anyone have a lantern? I would rather not fall through the floor because I couldn't see a hole.

Mathias then cocks his head to the side listening, trying to pin down the direction of the laughter.


The laughter seems to slip out of Mathias's hearing and vanishes into the silence of the house. Was he imagining it? Were his nerves really getting the better of him?


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Marcus follows Mathias around the puddle as best he can. Looking back at the other two hopefully,

No friend, I seem to have um, forgotten mine. Either of you?

While waiting for an answer he walks over to the left room to peer inside.

Is there a door to that room or just an open doorway?


yes, if there are door's I'll mark them with a word on the map

Through the gloom Marcus can see two ratty settees, and a harpischord. Scattered across the ground a number of broken knickkhacks. In the dim light it is impossible to make out anything else. The boarded up windows do a good job of keeping the room dark.

If nobody has a light source, this will certainly be a different experience


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

You pampered humans are always so ill prepared.
I did not bring or prep light because I have darkvision.
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Beswaur moves forward to look down the stairs into the darkness and see if he can detect any auras.
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perception: 1d20 + 3 ⇒ (6) + 3 = 9
then detect evil and detect magic


Beswaur can faintly detect evil upstairs, this process leaves him with a slightly salty taste in his mouth as it always does.

He can also detect other very faint traces of evil above him somewhere.

I've always assumed that detect magic requires line of sight, unlike detect evil which is quite specific what it can pass through. Irrespective there is a moderate aura of illusion in the room to the left, centered by the harpischord


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

Be care folks, there's something not as it seems about that harpsichord. There is also a few somethings tainted by evil upstairs.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

No doubt we will need to go down too, but I would much rather clear each room top down.

Mathias motions for someone to take the lead and head upstairs.


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

With a nod, Beswaur readies his knife and prepares to ascend.
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I can see fine, so I will lead.


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

Borgag draws from his pack a pair of torches and lights them up. Handing one each to Marcus and Mathias.

I don't require light either, but I find having some around to be useful at times. I have 8 more if we need um, so if you get jumped don't feel the need to hang onto it. Drop it, drop whatever hit you, and pick it back up.

Borgag will also draw his bow, preparing himself for whatever is to come.

So your're telling me the harp is evil?

Borgag will move near the harpsichord and investigate
perception: 1d20 + 7 ⇒ (2) + 7 = 9


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

There is something not as it seems about the harp. The only evil I am finding so far is up stairs.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Was trying to avoid the open flame, but we need the light.

Torch now in hand Mathias deftly twists his hand removing about a 2' section of his staff from one end. The only section with metal bands in the wood, he takes this in his right hand torch in his left.

Mathias heads up the stairs gingerly testing each before putting his full weight on it.

Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (10) + 7 = 17


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

Beswaur leads the way up the stairs.
perception: 1d20 + 3 ⇒ (7) + 3 = 10


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Thank you friend.

Marcus waits until Borgag finishes with the harpsichord then follows Mathaias up the stairs.


Nothing happens as Borgag enters the room. Some of the brickabrack crunches beneath his feet. The piano seems normal. Most of the strings are broken and the one that isn't makes a faint note.

On the harpischord is a small mirror and a toy tin soldier. The soldier is chipped and his spear badly bent. The copper on the frame of the hand held mirror is green with age.

given the speed of pbf I'm going to assume an investigation involves touching unless it obviously isn't going to


The stairs creak and bend slightly, and Mathias thinks there shouldn't be too many people at once on one stair. At the top of the stairs is a wooden door, that is firmly shut but not opening. Upon trying the handle Mathias and Beswaur can here a thin raspy voice shy "I see you cleric of Desna. I see the warrior of Iomedae. I know you seek to kill me. I shall put this house and it's souls to the sword before I let you send me to my judgement. You don't want that, do you?"


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

False hostage dichotomy. Only you control your actions, not me. If you harm people you will be put down. If not, not.
While saying this, Beswaur activates the blessing of holy strike on his star knife.
Then he kicks in the door. strength check: 1d20 + 3 ⇒ (12) + 3 = 15


Dwarf Ranger 3 | HP:28/28 | AC:19 FF:16 TC:13 | Fort:4 Ref:6 Will:3(+2) | Init:3 | Perc:7

Gorgag notes, the mirror and the soldier, and will come back for them after this door is dealt with.

Should Beswaurs kick fail to know down the door, he will hand him a crowbar, and prepare to smash his shoulder into the lower door to aid him.

Use this, I'll provide extra leverage on the lower side. If this don't work, I can try and pick the mechanism if need be, though i'm not that great at it.

aid STR check: 1d20 + 3 ⇒ (3) + 3 = 6

Beswaurs, if you need to try again, that crowbar will grant you a +2 bonus, even though my failed aid will grant us nothing


The door buckles slightly under the weight of Beswaur's kick. It remains firm.

the aid check will fail


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

If the door doesn't open:

Mathias slams the door with a side kick.

STR: 1d20 + 4 ⇒ (14) + 4 = 18

Once the door is opened.
Mathias steps into the room weight on the balls of his feet ready to strike whatever it was that rasped those words.


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Marcus stands several steps down while the others hammer on the door.

Iomedae preserve their souls. He prays.

He lifts the torch and looks around the room behind them to make sure they haven't attracted anything.


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

If Mathais didn't open it, I have a portable ram. That will give a +2 and allow you to automatically aid me for another +2 without having to roll. I just didn't want to use it if not necessary because we won't be "combat ready" while operating it.


The door opens with a bang, bursting through Mathias sees something flit through the walls and off the left.

Beswaur detects evil to the right and to the left. To the left are two faint aura's, the one on the right is slightly stronger.

The floor up here is covered in years of dust. It is dry and is not flexing light the stairs were.

In the ceiling Mathias can see a trap door leading up. This is a usual sort of door that would pull down, to open a gap in the ceiling to the attic. It is locked with a rusted iron bolt lock.

given that combat seems to be right around the corner I'll try some initiative
Opponent 1 = 1d20 + 2 ⇒ (7) + 2 = 9
Opponent 2 = 1d20 + 2 ⇒ (3) + 2 = 5
Opponent 3 = 1d20 + 2 ⇒ (1) + 2 = 3
Beswaur = 1d20 + 2 ⇒ (6) + 2 = 8
Marcus = 1d20 + 1 ⇒ (8) + 1 = 9
Mathias = 1d20 + 6 ⇒ (17) + 6 = 23
Borgag = 1d20 + 3 ⇒ (13) + 3 = 16


Well these opponents aren't quick off the mark at all, what I am going to do is to make 2 blocks here

Block 1 - the PC's

Block 2 - the monsters & gribbles. (I'm going to declare that opponent 1 will delay until after Beswaur, to speed things up a little.

So what I'll do is give you 24 hours to take an initiative order action, and to speed things up I don't mind when each of you post, but you have 24 hours to get your orders in.

I'll then react with all the opponents and keep repeating. I'll try to update what you see across the day as quickly as I can also.


Male Human Monk 3 | HP:12/25 | AC: 15 (19 w/potion), FF: 12 (16 w/potion), TC: 15 (19 w/potion) | Fort:4, Ref:5, Will:7 (+2 vs enchantment) | Init:6, Perc:7

Mathias came through the door ready for action whatever it may be. He swings the torch to the left toward whatever it was that caught is eye. Following the torch is his club to crack whatever evil it may be.

Club: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


1/2orc Warpriest (Champion of the Faith) of Desna 3, HP:24/24, AC:20, Touch:12, Flat Footed:18 F:+5, R:+3, W:+7(extra +2 vs charm compulsion), Init:+2, Perc:+3

If he's going left, I'll take right. Guys, at least 3 evils!
Beswaur follows Mathais in and swings to the right. If something looks evil and threatening he will take a swing with the knife.
starknife attack: 1d20 + 7 ⇒ (11) + 7 = 18, if hits damage: 1d6 + 3 ⇒ (6) + 3 = 9


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Marcus charges in after the others.

He doesn't see any monsters right?

Show yourself evil spirit!

He crouches slightly, extending his torch arm out for better balance.

Total defense action for + 4 AC


Swinging into the room Mathias notices that this room has suffered serious fire damage. The source of the fire is the large double bed, that has charred the floor and walls around it almost to a cinder. There are still the remains of a human skeleton on the bed, surrounded by old burnt sheets, and melted mattress.

In the middle of the room is a incorporeal translucent woman. She looks old, and is surrounded by flickering translucent flames that dance across her whole body. Where the flames touch her hands they seem to change and become the soft red of glowing embers.

Moving up to her Mathias notices that there is a small amount of heat radiating from her hands. He swings his club and it passed right through her without effect. In response she howls at him an ear splitting shriek.

This is an aura, Marcus & Mathias need to take a DC15 will save to avoid being frightened for 1d6 rounds. Frightened PCs must avoid the ghost, but otherwise I'll let them role play it out. This is a sonic mind affecting compulsion.

Beswaur moving down the opposing corridor sees in the room he passes (and the one up ahead) small iron beds. The mattresses have long gone, leaving only the rusting iron frames. Of an enemy there is neither sight nor sound, but focusing he can narrow down where the two auras come from.

Borag has an hour or two before the time limit is up, i haven't move the opponents yet just responding to your actions


Male Halfling Paladin 1 | HP:11/11 | AC: 17, FF: 16, TC: 12 | Fort:3, Ref:1, Will:1 | Init:2, Perc:1

Since there is an enemy he can see I would like to amend Marcus' actions.

Seeing the ghostly woman and Mathias' swing pass right through her Marcus stops short (more than 5 feet away). He drops the torch and pulls out one of his oils of bless weapon.

So you are the foul shade who failed to pass out of this realm.

Marcus swings his sword around so the point rests against the ground in front of him while uncorking the bottle with his teeth. He pours the oil down the blade.

We can fix that.

Marcus is immune to fear: Paladin Aura of Courage. Also anyone within 10 feet (pretty sure Mathias is) has a +4 bonus to fear saves

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