Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Talenta Palains
Nice that you think that Rehil even has a clue.

Rehil stands tall. He slips an arrow out of his quiver, and nocks it, but holds the bow pointed low.


You have one rank in Knowledge (Local), according to your character sheet.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Not sure I've ever used it. Thanks for the reminder, Aubrey. BC, your hint was too subtle; you've got to figuratively hit me over the head.

Know(local): 1d20 + 4 ⇒ (17) + 4 = 21

"I've heard stories. The halflings wear masks when they're hunting."


The Plains

The halfling hunters charge forwards before wheeling their mounts about forty feet from the adventurers. They loose a volley of arrows and charge away.

Each of you is shot at twice.
Wultram attack 1 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 to hit, damage 1d6 ⇒ 5
Wultram attack 2 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 to hit, damage 1d6 ⇒ 1
Skellie attack 1 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 to hit, damage 1d6 ⇒ 4
Skellie attack 2 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 to hit, damage 1d6 ⇒ 4
Tal attack 1 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 to hit, damage 1d6 ⇒ 3
Tal attack 2 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 to hit, damage 1d6 ⇒ 6
Rehil attack 1 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 to hit, damage 1d6 ⇒ 4
Rehil attack 2 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 to hit, damage 1d6 ⇒ 2

EDIT Potential crit on Rehil
Rehil attack 1 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 to confirm, extra damage 2d6 ⇒ (5, 5) = 10

Please roll initiative. Map incoming.


The Plains

Map.

You guys are within 15' of the tree. Please place yourselves where seems appropriate based on the posts above (for the benefit of the newcomer, that means give me a square - only I can actually access the map to make changes). The light green is short grass - effectively normal terrain. The darker green is stands of longer grass - difficult terrain, but if you crouch you can get cover.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

R23

Init: 1d20 + 4 ⇒ (19) + 4 = 23

Rehil grunts as an arrow skims his thigh. He raises his bow to return fire.

"Kill the closest."


The Depths

Teprin nods. "Let us depart."

He leads the group out of the barracks and along some street until they reach a staircase going down, built into the face of the chasm. It descends a few hundred feet, offering views of the waterfalls tumbling from the city above, before ending in a blocky fortress which clings to the cliff under an overhang of rock. As with the other gate, this one is manned by wardens and two statues loom either side. More wardens peer down from the battlements and the snouts of ballistas poke over the edges of the towers.

"We are here on the High Warden's business," says Teprin to the guards and hands over a roll of parchment. A warden scrutinses it, nods and calls out, "Open the ways." With a groan, the heavy stone doors begin to pivot open.

Once inside the fortress, it is clear that it is effectively a fortified tunnel blocked with gates and portcullises. They are opened one-by-one, and the one behind must be closed before the next is opened. Murder holes stud the roof at regular interval. It takes some minutes to make it all the way through, and Teprin simply endures the time in silent, expressionless stoicism.

Finally the last door opens and the adventurers are able to enter the Depths proper. In fact, it looks just like the stairs above, although darker as the lights of the city dim in the distance. Teprin nods to the guards. "Any problems?"

"No recent activity," comes the reply, "Although some strange noises reported from the Flower Cavern. Nothing found in any searches, though." Teprin nods thoughtfully. He then leads on silently for a few more minutes before halting.

"The way we need to take will take us through a series of passages. We will need to use our sunrods to light the way." He shows how to use them, striking one on the stone wall to make it glow. When he is satisfied, he continues at the same unrelenting pace into the tunnel.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"Are the caverns named by a particular purpose? Is the Flower Cavern full of flowers, or is a name but a name?"


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

Vaard strikes his sunrod waiting for Teprin's response as Nalverren took the words right out of the Lizardman's mouth.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

T22

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

As arrows fall around Tal he says mostly to himself, "I hoped they would be open to hearing us out." He turns his head to Rehil, "I have a spell that would make your arrows last longer if you plan on shooting back!"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

V22 and W22, wultram and skellie in that order.

Init Wultram: 1d20 + 1 ⇒ (8) + 1 = 9
Init Skellie: 1d20 + 5 ⇒ (10) + 5 = 15

"You have chosen poorly!" The mage shouts out to the enemy as he takes a readied stance.


Halfling hunters
H1 1d20 + 3 ⇒ (5) + 3 = 8

Initiative
Rehil 23
Tal 21
Skellie 15
Wultram 9
Hunters 8

Rehil.

Map updated.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Can we see if they are carrying any other weapons besides the bows? Perception check in case it's necessary
perception: 1d20 + 9 ⇒ (6) + 9 = 15


They have spear-like lances and slashing swords.


The Depths

Teprin cracks the briefest of smiles. "The Flower Cavern is so called because of the mineral formations. There are several types but the most striking are like flowers made of stone. They are formed by minerals in dripping water."

The passage slopes downwards, steeply in a few places. There are a few junctions with side passages, next to which are carved small plaques with sequences of dots in relief. Teprin consults these by running his fingers over them, then chooses a direction and moves on. He also pauses from time to time to listen intently, then continues once satisfied.

The passage ends at a wider cavern, high in the cave wall. A tumble of large boulders forms a rough staircase down and the group scramble down to floor level. A small stream meanders across the cavern floor through a low carpet of ankle-high mushrooms and puffballs.

"We can rest here for a few minutes," says Teprin.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Where the rain in Spain falls mainly.

Rehil looses two shots at the leader in quick succession.

" If we kill them, we'll have plenty of arrows."

Longbow v H1, rapidshot: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 .... damage: 1d8 + 2 ⇒ (8) + 2 = 10
Longbow v H1, rapidshot: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 .... damage: 1d8 + 2 ⇒ (4) + 2 = 6


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Is it a bird? Is it a superman? No! It's the plains!

5ft forward to T24

Tal grasps his holy symbol as a wave of holy energy engulfs his allies, "May Dol Arrah guide us" Cast Bless (+1 to attack and saves vs fear)

Move action to Detect Evil on the lead halfling (full 3 rounds of detection as a move action on a single target)
"Halflings! Surrender now and you may yet live!"


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Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard nods to Teprin as he looks around the wonders of the cavern. He then breaks the silence of the trip by asking, "What can you or are you willing to tell me of the nature of your relationship with the Silver Flame Teprin?"


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

When Teprin looks over to answer Vaard's question, Nalverren will wave his hands in a strange manner, slowly, to see if Teprin seems to notice.


The Plains

Rehil's target tumbles from his saddle.

Skellie and Wultram next.

Tal:

Spoiler:
The lead halfling - who admittedly has just been killed by Rehil - did not detect as evil.


Down, down, deeper and down.

Teprin looks a little taken aback by Vaard's question. "The Flame is what guides us. As a warden it is my duty to protect the city and the people within it. My superiors in the city divine the will of the Flame and it is for me to follow their orders, and thereby carry out that will." He shrugs. "I am just a warden in the Depths, it is not my place to question these things."

As Nalverren gestures obscurely Teprin frowns slightly in confusion, but says nothing.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Thanks for the blessing.

"Back up to the tree. Don't let them surround us."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Block their path to the rest." Comes command which the skeleton obeys and then readies it's sword to strike anything that comes into reach.

Move to S24, readied attack.

Wultram in the meanwhile starts casting a spell and moments later ghostly visages appear shooting towards the mounts on the left. The mage hopes that the halflings aren't good enough riders to handle terrified mount, he then follows Rehils plan and backs away towards next to the tree.

Casting Scare, using a mythic point to use wild arcana to increase CL to 9 allowing targeting 3(H6,H7 and H8 the mounts spesifically) Will save DC 20 or be frightened, if succeeds then shaken for 1 round. Duration 9 rounds. Targets of 6HD or higher are immune.
Move to T-20


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

Down, down, deeper and down

Vaard nods, "Before our... encounter with the Flame I was a Guardian of my people. Now I begin to see things differently, the Flame spared me for a reason, a higher calling to protect the many not just the few. I wish to be shown the way but have none to teach me. Tell me Warden, tell me is that something that you too have experienced?"


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Depths

Cole follows along through the depths, keeping his own torches in reserve for the time being. He tries to take everything gin, but the plaques at the junctions particularly earn his interest.

“How do these work?” he rumbles, reaching out to touch the dots, “Is it a language? Or more of a code?”

What would it take for Cole to pick up the general use of the plaques/dots? Linguistics?
Linguistics: 1d20 + 1 ⇒ (5) + 1 = 6

The big warforged looks around at the stream and strange cavern foliage, "Also, what threats do you watch out for down here? Is there anything dangerous in here, for instance?"


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren frowns as well, and in general appears to be (as he is) attempting to discern if the guard is blind or not.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Sorry for my absence, with the times at which you guys sometimes post and the site's wonkiness I've been losing track.
Aaaand spealing of losing and keeping track, which kind of rolls -if at all necessary- would be needed for Ashshar to mentally note down the way back?

The depths were like nothing that Ashshar had seen. The caverns reminded him of his home, like a stoney and mushroomy jungle.

And the same as when back at home, he was completely alert. "Tell me, Teprin... the dangers... were are they? Here? Or deeper? I feel observed, but I'm not used to having a roof over my head constantly... maybe I am only awkward here."


Survival would be the skill for that.

Teprin is clearly not used to discussing deeper matters of faith. "I simply do as my superiors bid me."

Replying to Cole he adds, "It is a code. The signs are simply way markers saying where we are in the caverns. They are tactile so they can be used in the dark, in case one has no means of providing light."

By the way, Teprin is not blind. Though he's probably wondering if Nalverren is a bit simple in the head.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Survival: 1d20 + 11 ⇒ (12) + 11 = 23
Oh boy, I can't wait to get lost so I can show off with my amazing guiding skills!

"Tactile..." says Ashshar as he mkves towards the plate with his hand stretched. "Can you teach us the code? Or is it too difficult?"


"We do not teach the code to outsiders," says Teprin firmly.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar smiles and nods "Understandable... but I hope not to be considered an outsider forever." he answers before touching the bow on his back "Should we be ready for trouble? I feel at home in the jungle, but here I'm a true outsider "

Regarding the bow, you okay'd my request of it being a +1 Elemental Longbow... but I still need to know the most common element in the city. Otherwise I think I'll go with flaming as the most classic.elemental weapon


You can have whichever element you want.

Teprin seems more comfortable talking about the dangers in the Depths. "There are many monsters, spawn of Khyber or the aberrant filth of the Daelkyr. And there are other dangerous creatures, such as purple worms, which also dwell underground. And there are physical dangers, such as floods and poison gas. So it is important to be prepared at all times."


The Plains

Mount saving throws
H6 1d20 + 2 ⇒ (2) + 2 = 4
H7 1d20 + 2 ⇒ (4) + 2 = 6
H8 1d20 + 2 ⇒ (18) + 2 = 20

Two of the dinosaur mounts immediately head away at high speed, their riders struggling vainly for control, as does the rider-less mount. Another bucks but the hunter keeps it more or less steady.

H1, H6 and H7 disappear off the map. Since nine rounds is typically an eternity in combat (and anyway they'll need another nine rounds to get back) we won't worry about them too much at this stage.

The remaining halflings release one more volley and then ride away at speed a short distance before regrouping.

H2 and H3 shoot at Tal, H4 and H5 shoots at Rehil, and H8 shoots at Wultram (nice use of the human shields there by the necromancer).
H2 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 to hit, damage 1d8 ⇒ 8
H3 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 to hit, damage 1d8 ⇒ 1
H4 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 to hit, damage 1d8 ⇒ 6
H5 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 to hit, damage 1d8 ⇒ 5
H8 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 to hit, damage 1d8 ⇒ 8

Initiative
Rehil 23
Tal 21
Skellie 15
Wultram 9
Hunters 8

Rehil.

Map updated.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Depths

Teprin wrote:
"We do not teach the code to outsiders," says Teprin firmly.

Cole shoulders his big hammer, “But what if something happens to you?” His tone is genuine, “How should we get back? I would think it’d be in your best interest, too. We’re your best chance of getting back if something does happen.”

He looks around the cavern, “So, how far until we reach our goal?”


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

Depths

Vaard lapses into silence once more.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Well with AC 15 you got to get creative, even if it was no use this time. Also shouldn't the bows be using 1d6(assuming longbows, well composite since they are mounted) given these are halflings? Not that it matters that much, mostly interested in case these are some different type.


Whoops, you are right on the damage front - deduct 2 damage from all hits (minimum 1 damage).


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Trying to keep track of current hp so I can see who my Life Link acts on.

If my calculations are correct:
Wultram is down 6
Rehil is down 1


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

You can just check the numbers under name. Also 3 damage since I got DR.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Forgot you had dr as well. My bad, I missed that you updated your hp.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

DEPTHS

"That was my question, as well. If something were to happen to you, we'd have no guidance out of here. No one would know where to look for us."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

On the Plains

Rehil nocks another arrow and lets it fly at the knot of halflings.

Comp Longbow v H2, range , bless: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18 ... damage: 1d8 + 2 ⇒ (3) + 2 = 5

Satisfied, he sidesteps carefully backwards toward the tree.

Move to S21. I've got Rehil down 2 hp.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Planes

Tal readies his bow and steps back towards the tree as the halflings retreat further away.

5ft step to U21; Ready an action to shoot at one when they cover about half the distance to us

Bow attack:
MW Longbow, bless, range: 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 171d8 ⇒ 3
Not sure if range will be necessary but I included it just to be safe


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

With the enemy out of charging distance the skeleton starts putting away it's melee weapons.

"Either retreating or hoping to win a ranged battle. Suits me fine." The mage notes as he begins casting another spell, soon by now familiar shadowy tendrils shoot forward towards one of the rider's eyes. "Try hitting me now bloody knee-biter!"

Blindness/deafness on H8, the former option fort DC 20 negates, otherwise permanent(D) blindness.
Spells: 1st:8 2nd:6 3rd:4
MP:4


The Plains

H8 Fort save 1d20 + 4 ⇒ (17) + 4 = 21

Rehil's arrow finds its mark, although the halfling is only slightly wounded, and Wultram's spell fails to take hold. But the halflings take the hint. After a final volley, they ride away.

H2, H4 and H5 shoot at Rehil, H3 shoots at Tal, and H8 shoots at Wultram.
H2 1d20 + 7 - 2 - 2 ⇒ (6) + 7 - 2 - 2 = 9 to hit damage 1d6 ⇒ 1
H3 1d20 + 7 - 2 - 2 ⇒ (3) + 7 - 2 - 2 = 6 to hit damage 1d6 ⇒ 3
H4 1d20 + 7 - 2 - 2 ⇒ (9) + 7 - 2 - 2 = 12 to hit damage 1d6 ⇒ 1
H5 1d20 + 7 - 2 - 2 ⇒ (5) + 7 - 2 - 2 = 8 to hit damage 1d6 ⇒ 5
H8 1d20 + 7 - 2 - 2 ⇒ (8) + 7 - 2 - 2 = 11 to hit damage 1d6 ⇒ 2
Their mounts double-move which takes them 120' further away, and they will keep on going unless you try to stop them.


The Depths

Teprin shakes his head firmly. "We do not teach the code to outsiders. These tunnels provide a way into the city from below, and the way markers point the way. So it is important that understanding of them is restricted. If I am to perish underground, then my soul will join with the Flame to protect everyone from the spawn of Khyber. Whether you make it out of the Depths without me, that too is the will of the Flame."

He stands. "Shall we go? We have a few more hours of walking ahead of us."


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

I doubt any of us can catch them.

"We will have to remain vigilant. It seems they do not take kindly to visitors to their lands."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Cole readiness is obvious, so he nods. "I understand your stance, Teprin. I guess it just becomes that much important that you don't die."

Regardless, the big warforged tries to begin paying much more attention to their route down into the darkness.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren makes notes of the symbols as they pass.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"No point in pursuing. Besides I have ways of getting answers from the ones already here. But yes we should keep a lookout. They might be going to fetch some friends." Wultram notes starting to walk towards one of the bodies.
"Number of questions is limited and a strong enough spirit can resist my influence and lie." The mage starts explaining.

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