DM-Camris' CARRION CROWN Chapter 1: The Haunting of Harrowstone (Inactive)

Game Master Camris

When a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames.
Can the heroes discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?


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Male Half-Elf Ranger (skirmisher) 2

Merenso looks at Ereviss in surprise as the detective tries to elbow his way on Merenso's place.

Sorry mate I took T10 earlier :)


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

T9


f

@ereviss, seems you have to try agine, there is a star thing at t9 what ever or who ever that might be.


Sorry it's not marked in a clearer manner, but rows 8, 9 and 10 are up on the stage. If you go up there, you'll be booed and jeered at until you get off or spark the riot.


Female Aasimar Summoner 3

G11 Bingo!!!!! :)


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Closet to the stage on the top right.


Male Half-Elf Ranger (skirmisher) 2

Merenso reluctantly goes down the stage and takes a seat at the rightmost bench in the first row.
R12 then


Most of the people here ignore your presence; you overhear many sharing frightening encounters with eerie happenings, ghostly sights and shambling dead men. More and more are demanding solutions in increasingly strident tones; then the councillors enter and quickly take the stage behind the podium.
The mob grows quiet as Councilman Hearthmount begins to speak. He smoothly assures the citizens that they are looking into solutions to the "civil concerns of late events in the town proximities."
First one, then another fellow jumps up and loudly declaims that "its obvious" that the late Professor Lorrimor was the cause. "Now his friends are in town too, and it's gotten worse!"
Shouts of "hear, hear" and venomous glances are turned in your direction.

sense motive DC12:

Yep, mob forming; but it's clear from the embarassed grimaces and shaking heads that there are a substantial number of the crowd that isn't buying it.

Sense Motive DC16:
From the way Kendra frowning and is gripping the chair in front of her, she is clearly about to launch a diplomatic assault on the speaker; or maybe just plain assault him.


f

1d20 + 3 ⇒ (17) + 3 = 20 very nice roll

stealth cast hypnotism on unruly people, stealth so they dont know it was me casting. i think the dc is 20, 1d20 + 5 ⇒ (6) + 5 = 11
hit die effected: 2d4 ⇒ (4, 2) = 6
duration: 2d4 ⇒ (1, 2) = 3
to those that fail will save.
Calm down, anger will get us no where, listen to what Kendra has to say and think for yourselves.

well lets hope they dont have spellcraft... and i might have made things worse. but i still have burning hands left to run away with ahahha


Female Aasimar Summoner 3

Sense Motive 1d20 + 1 ⇒ (19) + 1 = 20

Noticing that the majority of the people aren't buying what the speaker is selling, Domminia starts to have a somewhat loud conversation with the two townsfolk next to her, pointing out flaws in the speaker's logic arousing a great deal of laughs at the speaker's expense. The more positive the response from her neighbor's, the more folk jump in on the conversation and the laughs increase.

When Kendra looks in her direction, Domminia winks at her and starts to calm down. Domminia was worried that Kendra go off into a tirade but the laughing has a soothing affect on her.

At hearing the speaker saying gotten, she interjects "BETTER!!!!"

Bringing the house down in laughter. "Let's go to the tavern, and the first drink is on me!"


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Ereviss smiles as Kendra speaks,
He raises his hand. "Permission to take the floor."


Dhampir Inquisitor 2

Sense Motive check: 1d20 + 7 ⇒ (18) + 7 = 25

Fengrig shifts in his seat; the darkening mood in the room made him uneasy.

"How many angry mobs do we have to fend off in a day?" he mutters to Merenso.


The crowd becomes more boisterous; everyone is on their feet now. It becomes clear that many in the crowd, especially the women, are backing Kendra against the political tide being incited by some of the rabble rousers. Councilman Hearthmount continues to wave his arms, but nobody seems to be paying attention.
Kendra begins to speak in rebuttal to one of the troublemakers, then shout, then stand on a bench and shout.

Over by Ysabot, one obnoxious fellow talking very loudly about "having a good witch-buring" suddenly apologize profusely to her while his buddies look at him amazed.
"Are you feeling alright Luke?" You hear one of them ask.

Over by Domminia, the people she is trying to persuade seem immune to her charms; up until she mentions taking them to a tavern. They seem much more likely to listen to you now.
Domminia, I'll need a Diplomacy or Intimidation roll for what you are attempting.

Up on the stage, Ereviss slides behind the podium while the councillors are otherwise distracted by the crowd. They turn and look at him amazed; as if he had appeared by magic.

Finally, Kendra has had enough. She snatches up a chair and charges one of the more obnoxious of the rabble-rousers.
"That's it Boyd! I've had enough..." Is all you can hear of her rebuttal as she closes.


Female Aasimar Summoner 3

Domminia jumps up and repeats what she said to her neighbors "Let's go to the tavern, first round is on me, wouldnt any of you people come with me?"
Diplomacy 1d20 + 5 ⇒ (9) + 5 = 14


Male Half-Elf Ranger (skirmisher) 2

Sense Motive: 1d20 ⇒ 5
As the debates were heating, Merenso has left his chair and inched closer and closer to Kendra. When she finally snapped, he quickly stood between her and Boyd, grabbing the chair.
Disarm: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Favored enemy bonus applies to CMB, right?
He quickly whispers to her: Stop it! You're just making it easier for him!
He then turns to Boyd, who is about to assume the classic look of a man betrayed in his best feelings.
"Listen up, rowdy boy. Look around you. People are cheering and about to have a drink, you alone here want trouble. If it's trouble you want, why pick a frail woman who can barely hold a chair? Let's go out and have a conversation like men do."
Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Ereviss quickly casts a spell Disguise self as he takes the stage. Ereviss appears a full foot taller, and has assumed many of the features and mannerisms of the late professor. He clears his throat quite dramatically before speaking as a narrator or a third person to take the emotional edge off the confrontation.

"A fight for the very survival of this town goes on at this very moment. The proteges of the great professor are at odds with an evil that is embodied by the prison here in town. At great risk to themselves, these people have cast their lot with this town to resist the great evil you all KNOW is in you midst."

"The professor gave his life to fight this evil, and what did you do? You allowed a mob to question his right to be buried among you. Those he tried to protect with his last breath."

"This collection of heros has chosen to fight for you. As your champions, all they wish is the support you can give. What are they willing to give? Obviously the fate of the great professor can easily be shared by his pupils and shadows these intrepid adventures as surely as the shadow of the prison dogs everyone here."

Perform (oratory) 1d20 + 7 ⇒ (2) + 7 = 9
Diplomacy 1d20 + 7 ⇒ (2) + 7 = 9
Too bad you have to roll dice in this game :-(


Female Aasimar Summoner 3

Today isnt your day, try intimidate then....



Merenso; yes, I believe Favored Enemy bonus applies to CMB as well.
Ereviss; are you appearing AS Professor Lorrimor, or just going for a similarity while remaining yourself?


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

I am going for a hybrid effect. A subtle blend of both.


Dhampir Inquisitor 2

When Ereviss finishes, Fengrig hoarsely shouts "Here,here! out of the corner of his mouth.

Then he begins clapping and elbows the person sitting next to him, urging him to begin clapping as well.


Domminia goes to work on her neighbors, which isn't easy with the noise and distraction. Still she seems to be making headway with the guys directly adjacent to her.

Sense Motive DC10:

Though they seem more interested in her personally rather than her arguement.

As Kendra swings her chair, Merenso seems to magically appear behind her and stop the chair with one hand mid-air.
He leans in and whispers a few words to Boyd, who goes dead white and jerks back behind a couple of his friends.

Ereviss (who seems to have taken on a resemblance to the late Professor) begins to speak, but it seems the noise has risen to the point where none of the audience can hear him. The councillors look at him with astonisment,

Sense Motive DC15:
mixed with a little guilt and fear as well.
Councillor Heathmount looks very displeased.
"Master Ereviss! What is the meaning of this interruption? Go take your seat immediately!"


It is at this moment that the otherworldly armored figure of Sir Theodoric appears behind Domminia. Dead silence falls on the room as the onlookers can only gape with shock.
"It is Done, my Child." He is heard to say clearly in an archaic accent.
Noticing the room, he slowly glances around.
"Is this a Bad Time?" He inquires politely.


Female Aasimar Summoner 3

Can I get an approximate time difference here, I don't think would have shown up yet because he wants to make sure the job is complete. The professor is completely destroyed. Which would have taken longer. Plus I was about to have Domminia leave with her new friends.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Ereviss will change his tone and pronounce a dire warning.
"If you do not help, the very graves will open and the dead will walk; the streets will run with blood!"

Intimidate1d20 + 6 ⇒ (12) + 6 = 18


Female Aasimar Summoner 3

Sense Motive1d20 + 1 ⇒ (19) + 1 = 20

She looks at Theodoric with a sinister smile on her face, thinking the more the merrier.

After being nudged by Domminia, Theodoric says "Let us go down to yonder to the tavern and have us an ale, my treat!"

Domminia pipes up "What do you say folks, two drinks" she then brushes the arm of the leader of the group and leans in and whispers to him "and for you maybe more"

Diplomacy Theodoric 1d20 + 1 ⇒ (11) + 1 = 12
Diplomacy Domminia 1d20 + 5 ⇒ (19) + 5 = 24


f

sense motive: 1d20 + 3 ⇒ (9) + 3 = 12

waits for something more threatening to happen.


At this exact moment, the oil lamps shedding light on the gathering give a shuddering hiss, then explode; dousing the squares marked in red in burning oil. Those unfortunate souls who failed to dodge out of the way are marked in orange are caught in the fire and collapse. Unless someone can get them out, they'll burn to death.

Knowledge (Engineering) or (Arcana) DC15:
Definately something not natural about the lamps blowing up like that. And look! The fire is rapidly expanding, definately unnatural influence here.

>CLICK< for the Tactical Overview.

A few rules to bear in mind...

Any townsfolk in a fire square are automatically reduced to –1 hit points, and at the end of a second round spent in a fire square,
they die. For the sake of ease, assume that any townsfolk pulled from a burning square before this point are automatically stabilized and saved
from death.

The PCs have several options in this event—the most likely options are listed below.
Flee: A PC can simply f lee the fire, moving through crowded squares at half speed.
Fight Fires: A PC can fight a fire in an adjacent square by beating the fire with a cloak or tapestry (such as the tapestries that hang on the walls of the room) by making a DC 12 combat maneuver check. Using magic to fight the fire (such as by casting create water or enlisting the aid of an unseen servant) grants a +4 bonus on this check. With a successful check, the fire in that square is extinguished, but the square can still catch on fire as normal in a later round.
Direct the Crowd: By making a DC 15 Diplomacy check (full-round action) or a DC 20 Intimidate check, a PC can direct the panicked crowd to the exit, allowing the villagers to move 6 squares per round toward the exit.
Save the Townsfolk: As long as she is an adjacent square, a PC can save a townsperson from a fire square by picking the victim up as a standard action. A single PC can only carry (or drag) one townsperson at a time, but once the PC does so, that townsperson automatically stabilizes and is not in danger of dying from the fire unless the PC carrying him falls unconscious or unless the townsperson is dropped in or left in a burning square.


Male Half-Elf Ranger (skirmisher) 2

Must we get them out of the building, or out of the red squares is enough?
Merenso quickly checks the interior to see if there is any water or heavy drapings available to douse the fires, then proceeds to drag the nearest unfortunate soul out.
The one at T11
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Survival: 1d20 + 4 ⇒ (19) + 4 = 23


Ereviss, the councillors waiver under your denouncement.
Domminia, it has been 30 minutes since you left the house. You may place Sir Theodoric where you wish on the map. Your neighbors are responding very positively to you.

Round 1__________
The fires have just exploded and the crowd just starting to panic.
You may act in order of posting.


Female Aasimar Summoner 3

Knowledge Arcana 1d20 + 5 ⇒ (16) + 5 = 21

"Theodoric help the person in the back" referring to F21

Domminia grabs the (wo)man burning at F12 and tries to administer first aid. Heal 1d20 + 1 ⇒ (14) + 1 = 15

Theodoric makes his way to the back and grabs the person and attempts to heal as well, 1d20 ⇒ 19

"There is something unnatural at work here with the fires. "
After pulling the person out of the fire, she empties her waterskin on the area where that person was. Hoping to douse the flames.

Theodoric after stabilizing his quarry, takes a tapestry and tries to beat out the flames in his area. 1d20 + 5 ⇒ (9) + 5 = 14


f

arcana: 1d20 + 7 ⇒ (10) + 7 = 17

your right something is not right here

direct townsfolk diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

Quickly people get out of here, move move move,

also where is the nearest source of water like a well from here? that the characters would know about


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

"Put out fire spots and stop the spread of the fire."

Ereviss rushes with cloak and ropetrick to put out a fire.

Cmb 1d20 ⇒ 10

"Pit out spots with people in them first."
do not know if I got any bonuses for Ropetrick.


Dhampir Inquisitor 2

Fengrig clambers over the bench in front of him and growls at the people in the front row: "If you're not gonna help, get outta my way!"

Intimidate check: 1d20 + 6 ⇒ (15) + 6 = 21

"This is a bad day to be my cloak," he says as whips off the garment to use against the flames.

Combat Maneuver: 1d20 + 2 ⇒ (16) + 2 = 18


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj was observing in back, watching what passed for debate in these barbaric lands when the fires exploded.
Cursing himself in Tian for not thinking of preparing something to suppress fires, he quickly lunged forward to drag the citizen at (O,20) free of the fire and pat the flames out.


ROUND 1__________

Merenso Kull(Male Half-Elf Ranger (skirmisher) 1)
________________________________________

Merenso:

Q: Must we get them out of the building, or out of the red squares is enough?
A: Dragging them free of the fire will save them in the short term, but remember the fire is spreading. Barring some heroic effort from the PC’s, you’ll need to get them out of the building altogether some time.
Also, while you are dragging that guy out of the fire, you noticed something out of the corner of your eye. Something seemed to flit overhead; and you heard a soft snicker.

Merenso quickly checks the interior to see if there is any water or heavy drapings available to douse the fires, he sees there are wall tapestries that may be used to beat out the flames. He then proceeds to drag the nearest unfortunate soul out of the fire.

Domminia Vorsaife(Female Aasimar Summoner 1)
________________________________________
"Theodoric help the person in the back" Domminia orders Theodoric.
Domminia grabs the (wo)man burning at F12 and drags her from the fire as well.
Displaying surprising agility, Theodoric avoids the panicked traffic jam in the aisles and hops from bench to bench to get to the woman in the back left corner. He drags her free of the fire.
"There is something unnatural at work here with the fires. "

Dimminia:

“After pulling the person out of the fire, she empties her waterskin on the area where that person was. Hoping to douse the flames.
Theodoric after stabilizing his quarry, takes a tapestry and tries to beat out the flames in his area. 1d20 + 5 ⇒ (9) + 5 = 14”
These actions will have to wait for another round.

ysabot vas(f witch 1)
_______________________________________
“you’re right something is not right here.”
At this critical point, Ysabot exerts a focused leadership on the crowd around her, getting them to move in an orderly fashion towards the exit, relieving the traffic jam somewhat.
“Quickly people get out of here, move move move, “

Ysabot:

Q: also where is the nearest source of water like a well from here? that the characters would know about.
A: The town well is about sixty feet away in the center of the town square. The river is about 150 feet away.

Ereviss Ladyhunter
________________________________________
"Put out fire spots and stop the spread of the fire."
Ereviss rushes with cloak and ropetrick to put out a fire.
"Pit out spots with people in them first."
Despite his efforts, he cannot quite snuff the fire in the area where one of the councilors fell.

Ereviss:

Q: do not know if I got any bonuses for Ropetrick.
A: I don’t know what you mean by Ropetrick, I don’t think you mean the spell. Is it a feat or trait?

Fengrig Salant(Dhampir Inquisitor 1)
________________________________________

Fengrig clambers over the bench in front of him and growls at the people in the front row: "If you're not gonna help, get outta my way!"
They get out of his way.
"This is a bad day to be my cloak," he says as whips off the garment to use against the flames.
Fengrig notices that the fire seems to be growing along the walls.

Xiuj-Hak-Leyng IV(Human (Tia.) Alchemist L1
________________________________________
Xiuj drags a man out of the fire in back.

The crowd barely holds it together under Ysabot’s influence, and they just start exiting the doors. There is an inevitable pileup of bodies pushing and shoving though, and you can see the panic rising again.


ROUND 2__________

>CLICK< for the Tactical situation.

You may act in order of posting.


Female Aasimar Summoner 3

Can you give us an updated map?


Sorry, Photobucket was being annoying.


Female Aasimar Summoner 3

[ooc]My main question can the guy at K9 still be saved by Domminia or is he completely engulfed in flames?[ooc]


Yes, the people in orange are unconscious in the fire zone, but still alive and you can rescue them. Anyone marked in black is beyond saving.


Female Aasimar Summoner 3

What do the stars mean?


Male Half-Elf Ranger (skirmisher) 2

I second that question: do they signify living people or not?
Having put one man out of immediate danger, Merenso takes a breath and looks up where he noticed something odd:
Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Theodoric after stabilizing his quarry, takes a tapestry and tries to beat out the flames in his area map (H21) to widen the bottleneck .

Quote:
1d20 + 5 ⇒ (9) + 5 = 14.

He shouts to the people, "Can someone help this injured man outside?"


f

crowd control diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Be quick but safe about getting out, after your out stat making a bucket line from the well, we need water in here people.

can two people direct the crowd and have them move 12? also i am kind of stuck from moving so best get people out of the building :p


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

DM:
Sorry, rope trick was the old AD&D name. Ereviss used animate rope to have the rope coil and assist in pulling the tapestry around the fire. Maybe not as useful as create water, but still might help.
If needed, roll to hit the cloak and fire with rope.
range touch1d20 + 3 ⇒ (15) + 3 = 18
Animate Rope

School transmutation; Level bard 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Target one rope-like object, length up to 50 ft. + 5 ft./level; see text

Duration 1 round/level

Saving Throw none; Spell Resistance no

You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

The spell cannot affect objects carried or worn by a creature.

Ereviss continues to grab a tapestry and use his rope to coil the tapestry around the fire. CMB1d20 ⇒ 13


Female Aasimar Summoner 3

Domminia helps the guy she saved to I11 gives him to one of the villagers there Grab and help him please! and runs to pull the man at K9 out of the fire.


Dhampir Inquisitor 2

CMB: 1d20 + 2 ⇒ (19) + 2 = 21

Fengrig makes a grab for one of the tapestries to use it to keep the fire from spreading.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj shouts at the villagers, trying to get them into a bucket brigade formation.
Charisma check: 1d20 - 1 ⇒ (8) - 1 = 7
But they ignore him; just milling about looking at the smoke pouring from the upper windows.


ROUND 2__________
The stars marked on the map are random set dressing; coatracks, standing flags, statues, etc.

Domminia:

Yes, you can still save the guy at (K,9), but you’ll need to be quick, this is his last round.

Merenso Kull(Male Half-Elf Ranger (skirmisher) 1)
________________________________________
Having put one man out of immediate danger, Merenso takes a breath and looks up where he noticed something odd.
But sees nothing but smoke and flickering shadows.

Theodoric
________________________________________
Theodoric after stabilizing his quarry, takes a tapestry and tries to beat out the flames in his area map (H21) to widen the bottleneck .
And succeeds in snuffing the fires in that square.
He shouts to the people, "Can someone help this injured man outside?"
Most people flinch from him and hurry along faster, but one man realizes you are trying to help, grabs the injured man and takes him along.

ysabot vas(f witch 1)
________________________________________
“Be quick but safe about getting out, after your’e out start making a bucket line from the well, we need water in here people. “
Ysabot continues to exert her control over the crowd, continuing their orderly retreat.

Ysabot:

Q: can two people direct the crowd and have them move 12?
A: No.

Ereviss Ladyhunter
________________________________________

Ereviss:

Nope. Animate Rope can’t help you with putting out fires in a square, but it can help get people out who are incapacitated in a fire square.

Ereviss continues to grab a tapestry and use his rope to coil the tapestry around the fire.
With tremendous effort, Ereviss manages to snuff the flames in the area, rescuing the fallen councilor from horrible death.

Domminia Vorsaife(Female Aasimar Summoner 1)

Domminia helps the guy she saved to I11 gives him to one of the villagers there.
“Grab and help him please!”
The villager looks at her as if she was crazy, but automatically takes the burned man and moves along.
and runs to pull the man at K9 out of the fire.
She drags the badly burned Councillor out of proximity to the dangerous fires Ereviss is fighting.

Fengrig Salant(Dhampir Inquisitor 1)
________________________________________
Fengrig makes a grab for one of the tapestries to use it to keep the fire from spreading.
Fengring smothers another square of the fire.

Kendra__________
Kendra rushes over next to Ereviss , grabs a tapestry and proceeds to beat out the flames in one of the squares next to her.

Xiuj__________
Xiuj and the guy he rescued are carried out by the stream of the exiting villagers. He screams at them to form a bucket brigade, but they ignore the crazy foreigner.

The Sherriff grabs a couple of men, bangs their heads together and starts putting together a bucket brigade.

Merenso:

There it is again! And you’re sure this time, it looks like a skull that’s on fire. It flickers through the smoke overhead and is gone again.


ROUND 3__________

>CLICK< for the Tactical situation.

You may act in order of posting.

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