5E-Ravenloft - Hour of the Knife (Inactive)

Game Master Dennis Harry

Hour of the Knife 5e.

An Elegant Brawl Room

How About a Dip?

Initiative:

Dramatis Personae
Derrick [dice]1d20 + 4[/dice]
Bannock [dice]1d20 + 2[/dice]
Khalid [dice]1d20 + 2[/dice]
Wyatt [dice]1d20 + 1[/dice]
Marco [dice]1d20 + 3 [/dice]

Perception:

Dramatis Personae
Derrick [dice]1d20 + 6[/dice]
Bannock [dice]1d20 + 3[/dice]
Khalid [dice]1d20 + 1[/dice]
Wyatt [dice]1d20 + 6[/dice]
Marco [dice]1d20 + 0 [/dice]


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Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - In the Grand Hall - All Together Again!

As Bannock returns the Valet finally finds the key to the room. The Valet frowns at Marco but sighs, "I assume you will be helping them set up eh? Very well".

He unlocks the door and opens it. This large room 45' wide by 20' deep is dominated by a large desk east wall upon which scroll and papers are scattered. A large bookshelf reaching to the ceiling 9' highstands against the north wall. Despite the large size of the room, the furnishings are completed only by a few chairs near the desks and a scribe's table near the bookshelf.

Next to the bookshelf and over the scribe's table is a large map of Paridon. There appear to be several pins in the map.

Perception DC 15:
The pins are all in the area of Blackchapel and nowhere else.

You see nothing and no one else here. The Valet gestures for you all to enter as he sneers, "Wait here while I fetch Sir Edmund. If he believes your services are worthy of the party he will hire you. If not I'll call for the Constables to have you arrested for trespassing. Pitch well".

Crier enters the room first.

Insight DC 20:
The Valet seemed to accept Marco's presence a bit too readily.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Insight: 1d20 ⇒ 20


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Take a look at this map. It seems someone else it trackin' something in Blackchapel.

Marco studies the map more carefully to see if he can recall any correlation between the murders and the pins.

Does anyone else think he let me join up with ya a little too easy-like?


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

[b]"Yes. In fact, I'm a bit surprised at how easily any of us have gotten this far. We may want to prepare ourselves in case this is a trap of some sort."[b]

Are there any other exits from this room?


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Much as he wishes to make his presence known, Derrick keeps quiet, lurking in a corner of the room. If trouble starts, keeping the element of surprise may lend them a much-needed upper hand.


Human Male Bard 3 | HP = 8/18 | AC = 12 | Init +1 | Per +6 Str -1, Dex +3, Con +1, Int +0, Wis +4, Cha +5

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

You all hear the voice of Wyatt whispering a response to Khalid after the Valet closes the door.

"Agreed, we should remain vigilant".

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

For some reason I thought Marco was the invisible one. ^_^

Bannock nods. "Indeed. Methinks as much as we put on a ruse to gain entrance, we have simply been funneled in with an equal ruse.

Well so be it. I prefer battle by daylight as opposed to skulking about like thieves looking to pilfer a few coppers."


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Marco moves to the map and studies it. Indeed the pins are placed exactly where the murders have taken place, well except for two of the pins, no murders have taken place in those locations.

Marco Insight DC 15:
There is a great chance that this villain has already marked those as the spots for his next two murders!

Only the door which you entered the room through Khalid.

Perception DC 14:
You hear a soft "click" from the door handle.

Crier heads to the desk and begins shifting papers around, "Unfortunately, nothing incriminating here".

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Perception Ninja!: 1d20 + 3 ⇒ (11) + 3 = 14

The LifeCleric's eyes swivel like siege turrets to the doorknob. "It seems that, if anything, I have not been paranoid enough! Marco, get the door open!"

Bannock takes pause enough to form sigils of warding and protection in front of him, so that evil might find his spirit to firm to corrupt.


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Crier heads to the door first, "It's locked! Any other ways out of here? I suppose I could bash this down but then of course, they'll know we know..."


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Insight: 1d20 ⇒ 2

Perception: 1d20 + 3 ⇒ (1) + 3 = 4


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco steps quickly to the door, deftly takes out the appropriate toolband sets to worknon the door.

Tools: 1d20 + 8 ⇒ (1) + 8 = 9


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Khalid will begin checking the walls for a secret entrance, starting with the bookcase. Investigation: 1d20 + 7 ⇒ (2) + 7 = 9
Wow, the dice gods have decided that Marco and Khalid are never meant to leave this place.


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

I got nothing short of busting it down, sadly.

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Bannock frowns at Crier. "I believe the proverbial cat is already out of the proverbial bag. Hence, we should act as though combat is assured.

Marco? How goes it with the lock? Else stand back and I'll see if my booted foot can prevail where finer arguments can not."


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

One second, Bannock, and I will let ya have at it.

He again attempts to use his tools to open the lock.

Tools: 1d20 + 8 ⇒ (16) + 8 = 24


Human Male Bard 3 | HP = 8/18 | AC = 12 | Init +1 | Per +6 Str -1, Dex +3, Con +1, Int +0, Wis +4, Cha +5

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Dark Powers ONLY:
Perception 1d20 + 4 ⇒ (4) + 4 = 8


Shadow's Status
Marco Andrezi wrote:

One second, Bannock, and I will let ya have at it.

He again attempts to use his tools to open the lock.

[dice=Tools]1d20+8

Roll Disadvantage on that one based on the earlier Botch.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Tools Disadv: 1d20 + 8 ⇒ (16) + 8 = 24


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Success!

Marco is able to pick the lock the second time around though his pick appears to have had the edge chipped off in the lock.

Crier heads over to the door, "Do we leave or stay and see what they have planned?"

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Bannock looks at Crier as if he's grown a third head. "Yes, that's always a good idea. Stay in the room you were locked in to see what manner of ambush the enemy had planned for you. I'm sure as they barricade the door and pump in poison gas, or set the room on fire, or pile up fifty men-at-arms outside we will be able to die knowing that we cunningly could have left but then did not."


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

The Constable shakes his head, "I know that you are a strong willed one Priest but think on it, if all of the men here were shapechangers, why bother locking us in here? Many of the men out there are actually men, if we break down this door or enter that hallway this fight could spill out and innocents may be injured in the process. The way is no longer barred, we have the advantage now, a way to retreat which they thought lost to us.

I shall follow your lead on this but we must not assume anything, trickery is their strength not raw power".


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Would it be appropriate for Khalid to search around the walls and bookcase for secret door again with disadvantage?


Shadow's Status
Khalid de la Poer wrote:
Would it be appropriate for Khalid to search around the walls and bookcase for secret door again with disadvantage?

Sorry, I should have replied sooner. Go ahead and do so. Make 4 separate checks which is essentially 2 checks with disadvantage. Then I'll update.


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Khalid steps back and takes a second look at the situation.

Investigation Disadvantage:Wall: 1d20 + 7 ⇒ (2) + 7 = 9
Investigation Disadvantage:Wall: 1d20 + 7 ⇒ (17) + 7 = 24

Investigation Disadvantage:Bookcase: 1d20 + 7 ⇒ (14) + 7 = 21
Investigation Disadvantage:Bookcase: 1d20 + 7 ⇒ (5) + 7 = 12


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Khalid searches for secret doors but if there are any they are well hidden.

Do you all head back out into the hall or wait? :-)

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

"Well, Khalid, Marco, what council do you favor? I would rather attack boldly and be wrong, but Crier here wants to wait in the viper's den and see how the venom tastes. What say you?"


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco shrugs as if to say, makes no difference to me, and adds.

Either way works fer me, but we 'ave the upper hand right now, seein' as they think they have us locked in, right? But instead o' headin' out there and searchin' for our target, mayhap, he will walk right in. I say we prepare for 'im. I can hide, magic folks can cast what they need to, and we can hope old two-pronged dagger guy shows up t'greet us, proper-like.


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

"These folks haven't done anything to warrant an attack yet, other than lock the door behind us. let's prepare ourselves and see how this plays out."


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

I can do that, but 'at map on the wall tells a story that leads t'them bein' at least in cahoots with the murderin'.


Shadow's Status

Derrick is busy at the moment so let's say he agrees with staying so we have a direction to move in.

How do you want to set yourselves up in the room? Derrick and Wyatt are both still invisible. Crier sits at the desk and begins shuffling through the paperwork.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco will conceal himself behind the door, or drapes, if available.

Stealth: 1d20 + 9 ⇒ (12) + 9 = 21


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Khalid will cast spider climb and position himself above the door.


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Whoops, yeah, I meant to post an agreement post, although I wasn't sure how since Derrick is staying quiet and he's invisible, so...

Derrick creeps to a corner and crouches slightly, ready to move if necessary, light on his feet and invisible to the eye.


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

About 30 minutes pass of... well... silence. Not complete silence mind you, you can hear activity and hustle and bustle out in the corridor. It is clear that the servants and vendors are still scrambling to get this party together.

Crier finds nothing on Sir Edmund's desk, or at least nothing as incriminating as the map anyway.

A violin begins to play outside of the door to the office, then two, then three. Quite loudly. You and Crier tense up awaiting something to happen. None of you are disappointed when a panel behind Edmund's desk slides open and four of the Jackalmen appear! Crier spins in the chair, his weapon in hand.

Initiative:
Derrick 1d20 + 4 ⇒ (17) + 4 = 21
Bannock 1d20 + 2 ⇒ (13) + 2 = 15
Khalid 1d20 + 2 ⇒ (17) + 2 = 19
Wyatt 1d20 + 1 ⇒ (9) + 1 = 10
Marco 1d20 + 3 ⇒ (9) + 3 = 12
Jackalwere 1d20 + 4 ⇒ (3) + 4 = 7

Round 1 - All PC's
Then the Jackalmen.

Due to your level of preparedness for this encounter you each have advantage the first round while they will have disadvantage.

Khalid's spider climb has 25 minutes left. Wyatt and Derrick have 5 more minutes of invisibility left.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Round 1, SS of Quickness, Sneak Attack

Marco pops out of hiding and wields his rapier and SS of quickness in a fierce flurry of attacks on the nearest of the Jackalmen.

Rapier Att: 1d20 + 8 ⇒ (19) + 8 = 27
Rap Att Adv: 1d20 + 8 ⇒ (11) + 8 = 19
Rap Dam: 1d8 + 4 + 3d6 ⇒ (7) + 4 + (4, 1, 4) = 20

SS Att: 1d20 + 7 ⇒ (1) + 7 = 8
SS Att Adv: 1d20 + 7 ⇒ (11) + 7 = 18
SS Dam: 1d6 + 4 ⇒ (5) + 4 = 9

SS Att 2: 1d20 + 7 ⇒ (10) + 7 = 17
SS Att 2 Adv: 1d20 + 7 ⇒ (5) + 7 = 12
SS Dam 2: 1d6 + 4 ⇒ (2) + 4 = 6


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Khalid unleashes a fiery blast from his perch above the door, careful to leave his friends unharmed.

Fireball!: 8d6 ⇒ (3, 4, 2, 2, 4, 5, 2, 1) = 23

Save DC is 15

Khalids Sculpt Spell ability should be enough to keep his allies burn free.

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Bannock simply walks, slowly, to a space in front of the door, but not so close that he hampers the melee line. He brings his right fist close to his chest.
Turning to Derrick he says, "Fight well, brother. And fear not the Mutants. Their weapons will not harm you."

He bows his head and solemnly invokes the most powerful spell of protection he knows. An invisible channel of mana opens from himself to Derrick. It only channels pain. And only to the LifeCleric.

"The Emperor protects."

Casting Warding Bond. Target of Protection is Derrick, he gets, +1 AC and Saves, Resistance to damage, but any damage he takes I get an equal amount.


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Derrick, for his part, realizes that while they have the initiative, the group may want to avoid drawing more attention. He focuses his inner power and pushes it outward, the force of his will and spirit affecting the very workings of the world, trapping the sound generated here and dissipating it without release. The monk comes back into view as he releases this energy from his clasped palms, and a sudden silence fills the room.

Spending 2 ki points to cast silence, which negates sound coming from or passing through a 20-foot-radius sphere; if I can cover the whole room with that, I'd like to, but at the very least I'm gonna stick it so it covers the doorway and wall to main hall outside, so nobody decides to investigate the sounds of combat (in case anyone would).


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Good thinking!


Human Male Bard 3 | HP = 8/18 | AC = 12 | Init +1 | Per +6 Str -1, Dex +3, Con +1, Int +0, Wis +4, Cha +5

Wyatt casts Heroism. Marco you gain 3 temporary HP each round and are immune to fear for as long as Wyatt keep up his concentration.


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Round 1

Marco's short sword of quickness makes short work of the first foe who falls under his strike! I applied sneak attack damage to that weapon as you know that your Rapier does little damage to these creatures.

The second that charges forward also takes a cut to the shoulder that makes it yelp in pain. The bite of the Rapier though heals almost as fast as the damage was made.

Crier:
Constable Crier - Cold Iron Longsword 1d20 + 5 ⇒ (10) + 5 = 15
Longsword Damage 1d8 + 3 ⇒ (8) + 3 = 11

Crier's strike injures the Jackalwere though it slows it, the blow does not stop it in its tracks.

Dark Powers ONLY:
1 1d20 + 2 ⇒ (5) + 2 = 7. 2 1d20 + 2 ⇒ (5) + 2 = 7. 3 1d20 + 2 ⇒ (16) + 2 = 18. 4 1d20 + 2 ⇒ (12) + 2 = 14.

Khalid's Fireball unleashes most of its fury through the doorway of the next room. It's impact is felt and heard inside of this room though due to Derrick's Silence. Only one of the Jackalmen manages to resist the flames after the well placed blows of Marco and the Constable!

The final one attacks Crier!

Dark Powers ONLY:
Bite 1d20 + 4 ⇒ (20) + 4 = 24 Dis 1d20 + 4 ⇒ (5) + 4 = 9 - Damage 1d4 + 2 ⇒ (4) + 2 = 6

Round 2 - Heroes GO!


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Derrick leaps toward the remaining jackalwere, leading with a drawn sword of cold iron and following with a second slash and an elbow.

Sword Attack 1: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Sword Attack 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Unarmed Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Bannock grins grimly. "I have learned of you somewhat from the last time we fought your kind. I pledge to not make the same mistakes."

"Know the Mutant. Kill the Mutant."

At these sacred words small halos form over Derrick, Marco, and himself. All feel Torm's right hand upon them, and their martial endeavors are guided to success.
Bless. All saves and attacks at +d4

"While the enemies of Torm still draw breath there can be no peace."

The words are all that is needed to summon a blazing sword that hovers in the air and shines with RIGHTEOUS GLORY. It darts at the nearest foe and strikes down.

Spiritual Weapon. Bonus action to cast. Attack!: 1d20 + 6 + 1d4 ⇒ (5) + 6 + (3) = 14
Spiritual Weapon Damage!: 1d8 + 3 ⇒ (6) + 3 = 9
Fun fact. Spiritual weapon is not a weapon. It is a spell whose effect resembles a weapon. =]


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

Derrick becomes visible as his blows rain down upon the remaining foe. The surprise on the creatures' face is truly a sight as it falls dead cut into pieces by the Monk's slashing blades.

Wyatt becomes visible and Marco can still feel his spell flowing through him.


Human Male Bard 3 | HP = 8/18 | AC = 12 | Init +1 | Per +6 Str -1, Dex +3, Con +1, Int +0, Wis +4, Cha +5

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

"It appears we now have another way to explore".


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco heads over to the panel behind Edmund's desk after searching the bodies.


Male Half Vistani Wizard 6 AC: 15 HP: 38/38 Pass Per: 17 Pass Investigate: 21 Spells: DC 15 1st: 4/4 2nd: 3/3 3rd: 3/3

Khalid crawls along the walls over toward the newly opened passage and chides himself. "Well how did I not see this?"


Male Tiefling Slayer 2 | HP 0/24 | AC 18, touch 14, FF 14; CMD 20 | Fort +7, Ref +8, Will +2 | Init +5, Perception +6 (darkvision 60 ft.)

Derrick claps a hand on Khalid's shoulder. "Don't be hard on yourself, friend. You searched as best you could." He looks to Bannock and nods, a grim smile on his face. "My thanks for the blessing, battle-brother. Let us pursue this evil with haste!" So saying, he sets off down the passageway, swords drawn.


Shadow's Status

King's Quarters - Morning - Bloodhaven Estate - Sir Edmund's Office

The party steps into the room through the secret door and find a jumble of furniture crammed into this small space, it seems that any extra furniture in the manse was simply placed in here to make room for the party. The piles of furniture allow for a walk through the room in only three directions: (1) the secret door through which the Jackalweres attacked you, (2) a door that appears to lead back to the hallway based on where it leads to and the noise of busy workers on the other side, and (3) a spot right at the wall which stops there inexplicably.

Crier jams a chair under the handle of the office to impede anyone entering the room you all just vacated. He then steps in and shrugs, "Somehow I doubt those creatures simply waltzed through the hallways without creating any panic".

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