Corsario's Ire of the Storm (Inactive)

Game Master Corsario

After the heroes arrive in the Sargavan colony of Pridon’s Hearth, the sheriff sends them to check on the local fort. Before the heroes can follow up on the violence discovered there, they must help prepare the town for an unexpected storm.
Fort Breakthrough Map


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Roll Diplomacy...


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

diplomacy: 1d20 ⇒ 20

Sometimes the dice gods favor you.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar scratches his head at the exchange between the Halfling, Damiel and Flavius.

When Damiel asks him to close the door, he is a little surprised. The woman didn't look dangerous even waving her little knife around and besides, she was greatly outnumbered. After all the wanton death and destruction they have seen recently, it would be nice to save a life.

Are ye sure? He asks Damiel.

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Flavius extends a waterskin to the girl, which immediately goes at it, drinking greedily.
After some seconds she smiles, and thank you with her eyes. She points at herself and speaks.
"Muhdzuzi."
Muhdzuzi is dehydrated and suffers from fatigue.
Anyone has Polyglot, Halfling or Linguistics?
Although Muhdzuzi nibbled on the contents of the large crate of rations here, it still contains 100 gp worth of food. It wouldn't be easy to move.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

I know Polyglot.

"I'm sure, but the warriors seem to want to rescue her." he replies to Gundar. "As long as they are responsible for her, that is ok with me also."


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

She seems to have changed her tune! Gundar says.

Perception to see if she is injured or just dehydrated and fatigued.: 1d20 + 4 ⇒ (15) + 4 = 19

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She is uninjured.
There are more stuff in the room, as hard to move as the food.
Dry goods, nails, canvas, fresh clothing, and other basic supplies were kept in this chamber, located under the former fort commander’s quarters for security.
Muhdzuzi tells Damiel her ordeal. She hid from the Mireborn war party, an aggresive lizardfolk tribe, during the attack, only to be trapped when a bookcase above toppled and sealed the trap door. After a week of isolation and little water, she was desperate, and thank you for saving her.
She swears she will repay the debt of honor she now has.
She and six other hunters encountered the Mireborn raiding party 9 days ago and fled toward the coast, only to discover the human fort. Setting aside their traditional isolationism, the Song’o asked the strangers for shelter from the lizardfolk. Sadly, none of the resident soldiers could understand the halflings, and their warnings went unheard until the Mireborn attacked that night.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Damiel translates what she says to the others. "Do any of you have questions for her?"


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Do you want to accompany us back to our town, or do you wish to return to your people? I"m not sure if we can escort you to your people though, and I have to imagine it is dangerous around here. "

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She looks somewhat ashamed. She tells you she would like to return home, but she wouldn't dare to do it on her own, and she has the life debt to pay to all of you.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

After Damiel or Flavius translates Gundar will say, We could take her back to town then back to her people after we report in.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Catching up.

Finding the armory

Ojore looks over the weapons and armor and comments All these things belong to the town. Perhaps they will give us some as a reward but they are not our property. Still we should use what we can if it helps in our mission. Specifically to Damiel he admonishes That armor is worth much trade goods. Would you take food from the captain's widow and children? If he has heirs they have claim to it.

Druid's weapon list is quite short. He could use the silver dagger. That is about it. He will agree to carry it but plans to try to return it to the captain's heirs.

Finding the halfling

Ojore also speaks Polyglot. Its his native tongue after all. Muhdzuzi, you will come with us to the human town. I promise to keep you safe there. You will tell them your tale. Then you and I will go to your people and tell them what happened. The others of this group may choose to go as well. That is up to them. These lizard people have tried to make it look like your people did the killing of men here. We must work together to oppose these evil lizardmen. Ojore states this like it must be so.

Food stuff and supplies.

We are strong and can carry much of this. Let us choose what is valuable and needed and carry back what we can. If we must fight we can easily drop what we carry and not be hampered.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5
Ojore wrote:
Specifically to Damiel he admonishes That armor is worth much trade goods. Would you take food from the captain's widow and children? If he has heirs they have claim to it.

"And if we die because we are not properly protected, they will not get anything anyway. If you choose to not use the armor or shields, that is your choice. I would rather go on living than dieing because of poor equipment" Damiel responds to the self righteous druid.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Note that Ojore clearly said we should use the gear to get back. Do you you still wish to say what you said? Also your character can call me self righteous in your statement to my character. But I ask you not to state criticisms as fact like you do here as you are criticizing me but there is no way to respond in character. OOC I will say that Ojore is not at all self righteous but a good character that is concerned for others.

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Ojore wrote:

Finding the halfling

Ojore also speaks Polyglot. It's his native tongue after all. Muhdzuzi, you will come with us to the human town. I promise to keep you safe there. You will tell them your tale. Then you and I will go to your people and tell them what happened. The others of this group may choose to go as well. That is up to them. These lizard people have tried to make it look like your people did the killing of men here. We must work together to oppose these evil lizardmen. Ojore states this like it must be so.

Muhdzuzi eyes widen.

"My people attacking the fort! We would never! We do not like to deal with strangers, but we had never attacked your people! Yes! I will do all I can to clear my people's name! The Mireborn did it!"
Ojore has it right. Stuff on the fort is the property of the town, except for some "personal items" that can be reclaimed by next of kin.
No one will ask for it now, but maybe when you arrive in the town they will ask you to return it.
Something else you want to do before heading back to town?


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

I wanted the "self righteous druid" part to be in italics, ie. he was thinking that. Forgot the {i} {/i} tags.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Let's bury the dead and be on then. Gundar says hoping to conclude quickly the business at the fort.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Ojore pitches in and help bury the dead.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"With nobody around to watch the graves, scavengers would just dig them up. Best if we do a funeral pyre to dispose of the bodies. It would also take less time and we have to get back and report. "

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So... burning or digging. Burning is faster, digging is more "proper" in this place and time.


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar will defer to Ojore as to the best way to dispose of the dead in order to have a successful journey to the afterlife.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

They should be buried. It will also not raise a plume of black smoke. We will place rocks on the graves to deter predation. Choosing a good spot Ojore begins to dig.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Ok, dig it is. Flavius will help.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Ok, Memorial Day weekend is over. Back to PbP.

Damiel Perform(Oratory): 1d20 + 7 ⇒ (5) + 7 = 12

As the stronger ones in the group begin to dig, Damiel stands near the grave and begins to tell the story of Nefis, a human warrior who saved his company from lizard folk from the swamp, but died in the process. Not feeling close to any of these men, nor the digging of graves, he only gives a half hearted performance.

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After you bury the bodies, Ojore performs a quick funeral rite, and Damiel's narration you feel like the air clears a little in the fort.
The weather begins to worsen once you leave Fort Breakthrough; drizzle, light rain, and gusting winds begin buffeting the area as a storm strikes the coast. Wandering animals desperately seek shelter from the coming storm, which you can spot in the distance as you travel. A constant, gray haze covers the sky, darkening to an ominous black in the west.
After a day and a half of travel you return to Pridon’s Hearth to present their information to Sheriff Adaela and the rest of the townsfolk. The folks of Pridon’s Hearth seem distraught of the news of the massacre, and family and friends cry and vows revenge, but most of the town remain distracted by the sudden and dramatic change in the weather.
Sheriff Adaela is skeptical at first of your and the halfling’s story. She discounts her report as a wild tale to conceal her halfling tribe guilt in the fort massacre - as no one in Pridon’s Hearth has ever seen the lizardfolk so far south, or so aggressive. But with your additional testimony, and most importantly, your evidence of the lizardfolk threat (such as the medium size terbutje found, the severed lizardfolk hand, and your investigation of the bodies), she changes her mind and accepts your conclusions.
She pays what was agreed before (50gp each), and lets you keep the equipment you are currently wearing (and maybe a little more).
"You can make best use of it than those unfortunate souls. And something tells me the town will keep requiring your help."
Well done! First part of the adventure done! You are now Level 2. Change your characters, make the shopping you need and tell me when you are finished, so we can continue.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Was that 50gp each, or 50gp to be split by the group. Also, how much do we have left over from the initial amount.
Damiel wants to by some Thieves tools. Eventually he wants a longbow.
edit: Ok, 50 gp each.
edit2: Ah we crossed posted on that, so 100gp total [The initial was 100g each?]
edit3: Ok, all updated, and I kept the heavy crossbow, some bolts and masterwork studded leather. Can I sell my leather armor, and at 50% (I assume).

"We still have money left over from our initial pay" he says. "I do not need it for now, but perhaps if we decide to stick together, we could buy some healing potions for emergencies?"

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50 gp each. The initial amount was 100gp TOTAL, minus whatever you buy with it. Let me check.
You had 93 GP remaining.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Ojore will sell his leather and purchase Lamellar leather armor. That takes most of his money, but he needs very little. He could use his animal companion soon though. :)

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Damn! Your animal companion!
In the way back, while camping in the night, Ojore has a dream. He is a lion, and he has a mission. He needs a companion, a leader, so he can accomplish it. He asks for Gozreh to send him he who will help him, and feels like his prayer is being heard, and answered.
On the morning, to everyone surprise, you find a lion sleeping quietly next to Ojore.
His new animal companion, Shang.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Hmm. Lets hope Ojore wakes first. :) And who on watch let the cat slink into camp and nap beside me? lol.

Waking from his dream the druid is as surprised as any to see the young lion at his side. Using only hand signals he calms and reassures the others in the party. Finally he dares to stroke the sleeping cat. After introductions are made he explains The lion is my totem. My ancestors have sent me this young cat to guide and for a companion. The land's need must be great for one such as him to come to me. Ojore seems quite happy, but also concerned about the responsibility of taking care of his new friend.

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The lion seems very friendly and at ease in the middle of the party.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Waking to the sounds of Ojore speaking, Damiel wakes somewhat, rubs his eyes and thinks "you really need to stop having these dreams." He begins to turn over and go back to sleep, when he realizes that he wasn't dreaming at all, so he sits bolt upright, but noticing that Ojore is petting the creature, he asks, "your companion? Whats his name? I still have some rations left if he is hungry."


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

In Camp

Gundar is surprised when he awakes and sees the sleeping cat. He is about to call out an alarm when he sees Ojore make shushing motions. When Ojore explains that the lion is his totem, Gundar whispers, I just hope it's friendly...and not hungry!

In town

Gundar thanks the Sheriff for the reward and thanks her again when she says he can keep his new studded leather armor!

I don't think I can afford anything else.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

His name shall be Shang. And yes, if you have fresh meat I am sure he would like it.

Could Ojore get armor made for the cat in town? Just leather armor for now.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Damiel is a somewhat of a smart ass so take the following as such.....

"Rations only, no fresh meat. If he is looking for fresh meat, tell Shang that elves are stringy, dwarves are tough, so maybe Godwyn or Flavius will do" he replies half seriously, half jokingly.

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Well, I keep you without a companion for a level, so let's say the sheriff had one in storage and is willing to let Shang have it.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I rather imagine the lion can hunt for itself. If it got this big, it didn't do it on mother's milk. "

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The Storm Approaches
Within several hours of your return, the weather takes a swift turn for the worse as a powerful storm front breaks away from the growing mass offshore and begins barreling directly toward the tiny town. Sheriff Adaela coordinates the citizens, decreeing that the Stone Hall will serve as a temporary headquarters and as a refuge for evacuees - an unusually high storm tide already laps at the lowest streets of Island Town. Adaela sends a deputy to bring you to her, hoping these extraordinary newcomers might throw in with the defense of their new home.
Adaela asks you to help with numerous tasks, deputizing them as her agents and granting them the authority to issue commands on her behalf and arrest criminals. Your travel to find the Song'o halfling tribe will have to wait.
Sheriff Adaela summarizes several options that will help everyone weather the unexpected storm: reinforcing weaker structures, collecting supplies in sturdy shelters, and keeping the citizens calm and coordinated.
Each task presents a possible skill check, and the town earns 1 Preparation Point for each skill check at which you succeed. Too few Preparation Points, and the jungle will be your new home (if you survive). Too many and statues of you will decorate the town in a generation or two. If you exceed the listed DC by 5 or more, your efforts are especially helpful and earn the town 2 Preparation Points instead. Each one of you can attempt a check only once, but more than one of you can attempt the same check. You will be working alongside residents of Pridon’s Hearth, and you can get a reward for exceptional roleplaying with a +2 circumstance bonus on related skill checks to help secure the community. Four hours remain to prepare the town before you must take shelter from the storm, and each skill check represents 2 hours of work, allowing each of you to attempt two skill checks.
Boarding Up: The first goal is to board up any glass windows, shutters, or openings in buildings that rain and wind could break through, and secure any buildings that rely on canvas roofs or walls. You can attempt the following skill checks: Craft (carpentry) or Profession (woodcutter) to cut properly sized boards, Climb to reach roofs and eaves, and Knowledge (engineering) or Profession (engineer) to identify structural weaknesses. You can also attempt Strength or Wisdom checks to work efficiently and tirelessly. If you succeed at a DC 12 check using any of these skills or abilities earn the town 1 Preparation Point.
Keeping the Peace: Already an independent lot unaccustomed to cooperating, the people of Pridon’s Hearth grow restless with the approaching storm. More vocal characters can calm or even coordinate the townsfolk into an effective unit. You can attempt the following skill checks: Diplomacy to reason with townsfolk, Intimidate or Profession (soldier) to cow them into helping, Perform to keep people entertained and relieve stress, and Sense Motive to determine moods and assign the townsfolk tasks to keep them occupied. You can also attempt Charisma or Intelligence checks to motivate people with charm or logic. If you succeed at DC 12 check using any of these skills or abilities earns the town 1 Preparation Point.
Moving Supplies: Food, water, clothing, and emergency supplies must be collected in secure locations, like the Stone Hall and the Countinghouse of Abadar. You can attempt the following skill checks: Appraise or Profession (merchant) to determine the most useful medical supplies and foodstuffs, Handle Animal or Profession (driver) to coerce the town’s few beasts of burden to haul goods, and Ride to better navigate the hazards created by the wind and rain. You can also attempt Constitution or Dexterity checks to act as haulers, relying on endurance or speed instead of skill. If you succeed at a DC 12 check using any of these skills or abilities earn the town 1 Preparation Point.
--
Also, you can get creative and help the community with other of your resources and abilities.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will help with boarding up high windows (climb) and hauling supplies, having once been a teamster.

As they work on various building he scampers up like a monkey hammering in the boards.

climb: 1d20 + 7 ⇒ (5) + 7 = 12 ok, mayabe not quite like a monkey, but well enough.

Then he will attempt to help organize the shipment of supplies to Stone House to enable the people to weather the storm.

profession driver: 1d20 + 4 ⇒ (9) + 4 = 13 and just enough again.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Godwyn made his way around town, talking with the locals and talking them into working for the greater good.

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

He also worked at helping those he talked with board up windows and otherwise secure their homes.

Strength: 1d20 + 4 ⇒ (8) + 4 = 12


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

Gundar immediately grabs some boards and nails. He sees Flavius ascend up the ladders like it was second nature to him. Not one for climbing ladders, he proceeds to board up ground floor windows.

Strength Check: 1d20 + 2 ⇒ (19) + 2 = 21

As he is working tirelessly, he entertains those also boarding up windows with the long-ago siege of the Dwarven citadel Ironbark from a vicious tribe of orcs and the dwarves were doing what the town now is doing.

Dwarven Lore: 1d20 + 9 ⇒ (15) + 9 = 24

Seeing that the windows and doors are done being boarded, Gundar next moves onto moving supplies.

Con Check: 1d20 + 3 ⇒ (6) + 3 = 9

The two hours boarding up the windows and doors have taken their toll on the dwarf, and he is not moving as fast as the others.

Fetch some jugs and fill it with water from the sea. Take some baskets and fill it with produce that looks a little rotten. he calls out to several members of the town. When the food and water has been collected, he will sit for a spell and cast Purify Food and Drink and add to the town's food and water storage.


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Ojore will help first will the moving of goods within the town, and the securing of the animals. Next he helps boarding up, moving heavy object where there are needed.

Handle Animals: 1d20 + 5 ⇒ (7) + 5 = 12

Strength: 1d20 + 4 ⇒ (12) + 4 = 16


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Not only is my body tired, but my bones are tired. I think even the marrow in my bones is tired also! But it was a lot of fun at the Bronx Zoo.
Damiel Knowledge(engineering): 1d20 + 7 ⇒ (1) + 7 = 8
Damiel Perform(comedy, oratory): 1d20 + 8 ⇒ (9) + 8 = 17

At first Damiel checks out the buildings trying to figure out which ones need to be boarded up, but his knowledge of engineering seems to be lacking and he gives up on that pursuit.

Working with the townspeople by performing some skits, and light comedy routines, is more his cup of tea, and he manages to calm the folks down, and they start to work together more efficiently.

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Sorry for the delay. We are back!
Flavius: 1 point for helping board up hard to reach places, and another for handling a pack of mules hauling provisions.
Godwyn: 2 points for organizing the work of the residents boarding up the houses, and 1 for the actual labor of boarding up.
Gundar: 2 points for showing how dwarves prepare for bad weather (gaining a couple of female admirers on the way), and his tale of fight and perseverance keep the spirits up, gaining them 2 other points of preparation. His ability to restore food and water to consumption status is also very appreciated, and everyone agrees will be very handy in the days ahead.
Ojore: He helps Godwyn, and works with him to the boarding of structures and after that helps Flavius with some scared mules (2 preparation points).
Damiel: He is unfamiliar with the construction techniques used here, but his comedic abilities, feigning mistakes and slapstick comedy, make them forget the danger that lurks ahead and keep more than one children laughing instead of crying. (2 Preparation Points).
So... the great total: 13.
Relatively Intact: Broken windows and flooding damage a few homes. Businesses reopen within 2 days.
Nicely done!

-----
When the last of the preparations are done, Sheriff Adaela arrives, wet and worried.
Emboldened by the storm and growing chaos, a troll from the nearby jungle has come into town to loot the vacant buildings. It has bash open a few homes, stuffing odds and ends into a bag, and now is trying to break into the bakery. Several guards have been injured trying to chase it off.
"Can you face it? At least make it go into the jungle again?"
If you go, roll stealth if you try to surprise it, intimidate if you try to scare it, or initiative if you attack it outright.

Knowledge (Local) DC 5, or Intelligence Check DC 10:
Trolls regenerate, unless harmed by fire ot acid.
With the rain, that will be harder to do.


CG Male Human rogue 13 Archetype(Scout) / Trickster 5

Damiel Knowledge(arcana,dungeoneering,geography,history,local,nature,planes): 1d20 + 7 ⇒ (11) + 7 = 18

Damiel looks at the others in the group, and thinks to himself 'yea, they want to help', so he says to the sheriff and the rest of the group, "we can handle it, but we are going to need flasks of alchemical fire or acid to take it down. Trolls regenerate, and this rain won't make it easy."

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Adaela looks at all of you.
"Do you expect me to have those around? If we had them, we wouldn't look for you to help us."
She turns and departs to deal with the rest of the storm preparations.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I still have a few flasks of oil. If we we can keep it down, then we burn it to make it stay down. "


Male Dwarf Cleric 3 (HP 33/33 AC:15 T:10 F:15 Saves F:+7 R:+2 W:+7 CMB:+4 CMD:14 Init:+0 Perc: +4)

As Adaela departs, Gundar harrumphs. Looks like we went from heroes to zeroes! Turning to the others he says, My deity grants me the ability to shoot acid darts from my hands-that should help. I don't think we are the stealthiest group. Should we just march over and give the beast a welcome?


M: Human Mwangi Druid 2 || HP 25/25 || AC 19, T 13, FF 16, CMD 18 || F +5, R +2, W +5 || Per. +7 Init +2, Sense Motive +7

Pitty I do not still have that fire belly spell memorized. Ojore laments. Still, we outnumber the creature. Surely we can drive it off. He casts Frostbite on his cat and says We are ready. Lets do this.

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Roll Initiative then!
Troll Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

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