DM Panic's Scourge of the Slavelords Prologue

Game Master wakedown

Prologue in the Free City of Greyhawk to a campaign that may lead into the Scourge of the Slavelords arc.


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Female Half-Elf Monk (Zen Archer) 1

With Mukluk taking the end of the hall, Aralynn settles for H12. She examines the door, trusting more in her perception than Doruk's amror.
1d20 + 13 ⇒ (18) + 13 = 31

Assuming no trap is seen.
"The only thing dangerous about this door is what might be beyond it."


Male Human Rogue 4: Knife Master, Sanctified Rogue

Petrel will swipe the thieves tools, then collect the smokesticks, caltrop bags and silk rope with grapple hook.

Sleight of hand on thieves tools1d20 + 8 ⇒ (17) + 8 = 25

Huh, smokesticks. These would be better good if we evers fight someone at night or in magical darkness. Would really even the score.


Human Cleric of Pelor 4

If there are bolts for the crossbows Martigan will take 20 bolts and a crossbow, equipping it instead of his mace and shield.

"We'll see if this comes in handy. Doruk you should let Petrel handle the traps, we may not be so lucky next time."


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)
Martigan the Sun-Touched wrote:
"We'll see if this comes in handy. Doruk you should let Petrel handle the traps, we may not be so lucky next time."

"Agreed. That was too close for my comfort!"

Doruk leads... after traps are cleared.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Hearing Aralynn say that she thinks the doors are clear of traps, nods to Petrel/Doruk to open the door.

"I think Daylin said the twins were going to be upstairs. Let us hope there is a way up here."


You push the double doors open and enter the room beyond.

A grand staircase rises up to the second floor of the manor. A gilded chandelier hands from the ceiling, covered in cobwebs and dust. Several paintings, which look to have been torn into pieces by a knife or dagger adorn the walls.

D: 1d20 + 8 ⇒ (9) + 8 = 17

Perception
Aralynn: 1d20 + 13 ⇒ (16) + 13 = 29
Doruk: 1d20 + 2 ⇒ (1) + 2 = 3
Martigan: 1d20 + 3 ⇒ (3) + 3 = 6
Mukluk: 1d20 + 5 ⇒ (15) + 5 = 20
Petrel: 1d20 + 3 ⇒ (1) + 3 = 4

Aralynn and Mukluk spot the shadow of a woman crouched in the upper landing area.

Initiative Rolls
Aralynn: 1d20 + 4 ⇒ (12) + 4 = 16
Doruk: 1d20 + 1 ⇒ (10) + 1 = 11
Martigan: 1d20 ⇒ 13
Mukluk: 1d20 + 4 ⇒ (15) + 4 = 19
Petrel: 1d20 + 4 ⇒ (16) + 4 = 20
"D": 1d20 + 4 ⇒ (3) + 4 = 7

Initiative
Petrel 20 :
Mukluk 19 :
Aralynn 16 :
Martigan 13 :
Doruk 11 :
"D" 7 :

The woman upstairs is doing something... Aralynn and M.M. get to act before her in a surprise round.

Note: the woman has partial cover (+4AC) from the railing and posts that adorn the second floor landing.

Updated Map - shows the surprise round before any actions.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk move to K18 and try to figure out what she is doing.

1d20 + 1 ⇒ (1) + 1 = 2 Sense Motive
1d20 + 3 ⇒ (14) + 3 = 17 Know (Engineering) (untrained + whatever dwarfy bonuses)


Female Half-Elf Monk (Zen Archer) 1

Surprise Round
"Look out for the chandelier!"
1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16 -4 for cover. I missed you were adding it as AC
1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Aralynn shouts as she fires an arrow at the woman.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk looks at Aralynn and then at the precarious chandelier above her.

She saw the danger, but instead chose to stand under it. She's about as sharp as those arrows she shoots. Yeah, them funky ones that don't kill, only knock the wind out.

"Get out of the way, woman!"


Female Half-Elf Monk (Zen Archer) 1
Mukluk Muletender wrote:
"Get out of the way, woman!"

As soon as I'm able to you sorry excuse for a mule. Running and lying down seems to be our employers' answer for everything.

Aralynn sighs and keeps her eyes and her bow trained on the woman in the upper landing.


Male Human Rogue 4: Knife Master, Sanctified Rogue

The chandelier is attacking us? What about that lady?


Damn you for seeing the foreshadowing! The chandelier yells FEED ME!

Surprise ---
Mukluk 19 : Smartly moves away
Aralynn 16 : Fires her bow, hit for -9HP
"D" 7 : Cuts the cord securing the chandelier

1---
Petrel 20 :
Mukluk 19 :
Aralynn 16 :
Martigan 13 :
Doruk 11 :
"D" 7 :

Mukluk senses the chandelier is a dangerous weapon in the wrong hands while Aralynn seizes the opportunity to send an arrow up at the woman. Her arrow clips the woman's exposed arm as she shrikes in surprise.

Only hit because she was flat-footed!

The woman finishes her work, cutting the rope securing the chandelier and it plummets to the ground with a thunderous crash.

Petrel and Doruk are in the path of the crashing chandelier (K,15):(M,16)

Chandelier damage: 2d6 ⇒ (5, 3) = 8
DC12 Reflex for half damage.

Now everyone is up!

Updated Map shows Round 1 before anyone has moved.

Consider the 4 squares where the chandelier dropped rough terrain.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round1, Init 20

Mukluk will move to O15 and turn at look at the woman.

"Dang it! Why'd you hafta do that!?"

Mukluk we create an acid cloud on her position, centered on point bc:13/14.

1d6 ⇒ 1 acid damage + sick for one round (DC13 save for half and not sick)

acid cloud:

Acid Cloud: (1d6) (6/day) (DC 13)
Acid Cloud (Su): Stnd action: create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. Deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. DC= (10+1/2 level+Int mod)=13.

Sickness = –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks

Mukluk's Status:

HP: 6/8
AC: 12 (13 with shield)
Status:
Effects:
Acids Used/Left: 1/6


Human Cleric of Pelor 4

Round 1 Initiative 13 {J,15}

Status:

HP = 10
AC = 17
Weapon Equipped = Light Crossbow
Speed = 20'
Channels Left = 2/6
Cleric Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Purify Food and Drink (DC 13), Create Water, Light
1 Sun Metal (DC 14)
Status Effects = None

Martigan takes his new found crossbow and attempts to stick a sharp object into the woman who enjoys cutting down chandiliers.

Light Crossbow
1d20 ⇒ 91d8 ⇒ 5


Female Half-Elf Monk (Zen Archer) 1

Round 1, Init 20

status:
AC 16, touch 16, flat-footed 14 (+2 Dex)
HP 9 Fort +2, Ref +4, Will +6

Araylnn takes a step and fires two quick arrows at the woman on the balcony without success.

5' step to 17-K
-----Flurry with bow (pointblank)-----
1d20 + 2 - 1 + 1 ⇒ (13) + 2 - 1 + 1 = 15 - not including cover
1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
1d20 + 2 - 1 + 1 ⇒ (7) + 2 - 1 + 1 = 9 - not including cover
1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


Male Human Rogue 4: Knife Master, Sanctified Rogue

Round 1, init 20, location K16

Petrel is distracted with a count of how many of the green dagger gang they have encountered so far vs how many are said to be upstairs.

Was it one plus two plus two plus one, or one plus two plus *one* plus one?

Reflex +6 save vs DC 12 1d20 + 6 ⇒ (4) + 6 = 10

As a consequence he is clobbered by the falling chandelier.

status:

HP = 4 / 12
AC = 16, CMD = 14
Fort = 2, Ref = 6, Will = -1
Condition: None

Wheezing, he will stumble up the stairs to the landing (P, 15). There he will attempt to get a better look at who they are dealing with, while being alert for further attacks.

Total defense, AC 20


Female Half-Elf Monk (Zen Archer) 1
Petrel wrote:
Wheezing, he will stumble up the stairs to the landing (P, 15).

At least he's moving in the right direction this time.


1---
Petrel 20 : Moves to landing, total defense
Mukluk 19 : acid cloud, moves to stairs
Aralynn 16 : fires two arrows, misses, moves 5ft
Martigan 13 : fires crossbow, misses
Doruk 11 : TBD
"D" 7 : (-10HP) TBD

Dalta Fort vs Acid: 1d20 + 3 ⇒ (18) + 3 = 21

A cloud of acid springs forth on top of the woman, but she looks practically unphased by it. Two arrows and bolt also litter the upstairs railing as the woman cackles.

"Knew it was a lucky shot first time, hon!"

Petrel carefully moves up the stairs, ready to dodge or evade any incoming attack.

Just waiting on Doruk then Dalta gets her action in.

Updated Map - show round 1 prior to Doruk and Dalta acting.


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 1, Initiative 11, Location K 15 -> c 18

Status:
AC: 15 HP: 3/12
Weapon Equipped = Guisarme
Conditions = none

Reflex save 1d20 + 1 ⇒ (17) + 1 = 18 vs DC 12

Doruk takes 4 points of damage from the chandelier and wonders if this group has any healing or if it is better to withdraw at this point. Seeing no movement to the rear from his cohorts he decides to press his luck...

Doruk moves to c 18 (double move assuming the stairs are difficult terrain).

I hope this isn't my last move! He tries to blink the blood out of his eyes.


Stairs aren't usually difficult terrain unless they are exceptionally steep or dangerous. A regular staircase (which this appears to be) isn't difficult.

I'll presume you want to go all the way to (c,15) and get the woman in range of your reach weapon.


Round 1 Continued

Blood dripping from a wound on his scalp, Doruk shrugs it off, ascend the stairs and closes with the woman.

Seeing him reach her, she sneers in disappointment.

"And here I was hoping to show your friends how shooting a bow is done proper!"

5ft step
Attack (rapier): 1d20 + 6 ⇒ (7) + 6 = 13
Damage (rapier): 1d6 + 1 ⇒ (3) + 1 = 4

She draws her rapier, and with a heavy wooden shield in her left hand, she steps forward, thrusting it's point at Doruk's chest. Luckily the Shieldlander pivots to avoid the attack just in time.

Round 2, you all go again!

Updated Map shows round 2 before anyone has acted.


Female Half-Elf Monk (Zen Archer) 1

Round 2, Init 16

Status:

AC 16, touch 16, flat-footed 14 (+2 Dex)
HP 9 Fort +2, Ref +4, Will +6

Araylnn smiles to see Doruk avoid most of the chandelier and engage the woman. She fires two more arrows, trying to slip them past the cover without hitting Doruk.

-----Flurry with bow (pointblank)-----
1d20 + 2 - 1 + 1 ⇒ (15) + 2 - 1 + 1 = 17 - Not counting cover
1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
1d20 + 2 - 1 + 1 ⇒ (11) + 2 - 1 + 1 = 13 - Not counting cover
1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Human Cleric of Pelor 4

Round 2 Initiative 13 {J,15}

Status:

HP = 10
AC = 17
Weapon Equipped = Light Crossbow
Speed = 20'
Channels Left = 2/6
Cleric Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Purify Food and Drink (DC 13), Create Water, Light
1
Status Effects = None

Martigan, seeing the state of his companions, moves through the wreckage of the chandelier to channel the power of the sun into them.

Move to {M,15} and Channel Positive Energy, excluding Dalta
1d6 ⇒ 6


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 2, Init "Aralynn+4"

Mukluk will move to F13 and acid gas Dalta again (pinpointing at cd/13-14) unless Petrel moves there just to spite me.

1d6 ⇒ 2 acid damage & DC 13 Fort vs. Sickness


2---
Petrel 20 : TBD
Mukluk 19 : moves to (f,13) and... crash!
Aralynn 16 : fires two arrows, misses
Martigan 13 : channels for +6HP
Doruk 11 : TBD
"D" 7 : (-10HP) TBD

As Mukluk ascends the second set of steps to the west, as his foot comes off a step in the middle, he hears a clicking sound followed by a loud snap. The stairs shudder and collapse, bringing the dwarf with them to the ground below.

DC15 Reflex save or take 2d6 damage from the collapsing stairs. These steps will no longer be useful to reach the 2nd level.

Aralynn, trying to ignore the cacophonous noise, aims two arrows but finds the woman exceedingly difficult to hit with her cover and Doruk flashing between them in combat. The woman's sheer speed, and her keeping her shield facing all arrows and bolts making her all but impossible to hit.

Dalta is AC19. For her cover and her being in combat, you'll take a -8 penalty now (making her AC27 without penalties)

Martigan's healing mends wounds and injuries sustained by the others.

Petrel and Doruk still to go.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

In theory, Petrel could go first over these stairs..

1d20 + 2 ⇒ (2) + 2 = 4 Reflex save

Take the damage, but then gain +6 hp from Martigan.

"Grumble."


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 2, Initiative 11, Location K 15 -> K 16

Status:
AC: 15 HP: 9/12
Weapon Equipped = Guisarme
Conditions = none

"So you have no interest in talking this out? I don't see any advantage to either side in all this blood letting!"

That said...

Doruk takes a 5' step back and tries to do some damage with his Guisarme.
I should trip her to give her time to respond, but that would only give her more cover from my allies!

Guisarme attack 1d20 + 5 ⇒ (14) + 5 = 19 doing 2d4 + 4 ⇒ (2, 1) + 4 = 7 damage.

"Thanks for the help Martigan!"


2---
Petrel 20 : TBD
Mukluk 19 : moves to (f,13) and... crash!
Aralynn 16 : fires two arrows, misses
Martigan 13 : channels for +6HP
Doruk 11 : Hits Dalta for -9HP
"D" 7 : (-19HP) Bleeds

Dalta appears to have no interest other than sticking Doruk with the pointy end of her rapier...

Unfortunately, Doruk is faster, bringing his guisarme around, he slices the woman across her neck when she's distracted by the arrows firing at her from below. With a gurgle, she collapses back to the ground.

Out of combat.

Yes I suppose Petrel could have crossed the stairwell trap first, but apparently he was insanely clever by hesitating. I tend to favor resolving everyone's actions if only one character is missing. Think of the system as almost group initiative since I roll for the bad guys as an average most of the time.

Damage for stairs trap: 2d6 ⇒ (3, 3) = 6

And yes, M.M. nets zero between the trap and the channel!


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Doruk turns to the leadership, "Perhaps we should save her and try to barter our way further?"

He then carefully cleans his weapons and his wounds before thanking Martigan again, "Well healed sir and I sorely needed it. I'm still slightly injured, but it can keep for now."

Always make friends with the healer. They'll keep you alive to deal with everyone else another day.


Human Cleric of Pelor 4

"You're welcome Doruk. I can only do that once more today. Do we want it used now or later? Good job finding that trap Mukluk, it distracted her just in time."

Martigan rushes up the stairs (the extant ones) to save Dalta's life and grab a bargaining chip.

Heal 1d20 + 7 ⇒ (5) + 7 = 12


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk picks himself up and dusts himself off.

grumble

"I'd better check those vials I picked up to see if they broke in the fall."

Mukluk will remove the vials and check them.

1d20 + 7 ⇒ (10) + 7 = 17 Spellcraft to ID vials

If that's a fail, I'll ask Aralynn to see if these are common potions.

1d20 + 13 ⇒ (2) + 13 = 15 perception to ID vials

Geez. She's worse than I am at this!

Mukluk will then cast detect magic, scanning the room.


Male Human Rogue 4: Knife Master, Sanctified Rogue
Mukluk Muletender wrote:
In theory, Petrel could go first over these stairs..

I stayed up way too late playing Bastion & was slow to turn on the computer this morning.

Petrel's action was going to be go up those same stairs to flank, only to find he was short of movement due to encumbrance. At D, 13 he would have thrown his coil of rope off in disgust.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Out of combat, Petrel will un-encumber himself by dropping the rope and grappling hook.

status:
HP = 10 / 12
AC = 16, CMD = 14
Fort = 2, Ref = 6, Will = -1
Condition: None


1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (16) + 7 = 23

Of the 5 vials you identify them as:

2x Potion of Cure Light Wounds
2x Alchemist Fire
1x Acid

Reminder that the longsword and one rapier are dwarven-made and masterwork.

Dalta's quarrel of crossbow bolts radiates magic, as well as her wooden shield.

A 50ft coil of rope and a grappling hook rests at the bottom of the stairs.


Dalta was equipped with:

Masterwork rapier (the second of which you've found)
Crossbow bolts (x10) - radiating magic
Heavy wooden shield - radiating magic
Leather armor
Light crossbow

1 platinum plate, 1 gold orb, 3 silver nobles.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"Doruk, take this for your wounds. I believe they will heal you." Mukluk will avoid giving Doruk the acid to drink, and instead offer him both the potions of CLW.

Were I a silly gnome, I'm sure I'd think that was a good prank. Hawhaw.

While he has detect magic running, he will attempt to identify the bolts and shield.

1d20 + 7 ⇒ (8) + 7 = 15 Spellcraft on the bolts
1d20 + 7 ⇒ (2) + 7 = 9 Spellcraft on the shield

"Alchemist's fire, anyone? Martigan?" Mukluk will offer the useful consumables around.


Male Human Rogue 4: Knife Master, Sanctified Rogue

If Mukluk hadn't charged ahead that trap could've taken me out! I need to be more careful, I can't take anymore scares.


Female Half-Elf Monk (Zen Archer) 1

Araylnn proceeds upstairs, stands at 17-c, and bluntly announces to any who care, "The doors look safe to me. We can gather up the things when were done here or are you in the habit of letting your enemies get away? Can I get you some tea perhaps?"
1d20 + 13 ⇒ (4) + 13 = 17 - perception


Female Half-Elf Monk (Zen Archer) 1
DM Panic wrote:
Dalta is AC19. For her cover and her being in combat, you'll take a -8 penalty now (making her AC27 without penalties)

Just FYI for next comabt. I do have Precise Shot, but I figured with the cover she was going to be a pain to hit anyway.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk will nod to Petrel and Doruk, "The 'lady' says the doors are safe. Let's open them and get in there. In case any of you have missed it, this place is loaded with traps."

Mukluk rolls his eyes at his own silliness.

Rigged stairs? Who does that? This is why dwarves build out of solid stone...much more difficult to rig into a deathtrap.

Mukluk will stand at c17, unless someone else wants/needs that spot.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Petrel will go up to C, 14.


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

When the party is in position, and the doors have been checked for traps, he will open them from the side so that he's not directly in the way of the ballista bolt (or whatever else they have planned in there).

After a brief delay, he'll enter the room.

They had to hear the combat, they know we're coming.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk will stand in c18.


After the group's brief respite, Doruk opens the double doors to a hallway beyond (G14).

A blue threadbare rug lies on the floor of this hallway and grimy chairs sit against the walls. Strips of cloth have been used to cover a door to the east.

A quick inspection of the hallway finds the door to the roof and another room are both locked. With a few minutes of effort, Petrel makes quick work of both locks after finding no traps of note.

The first room (G16) contains a large map of the River Quarter displayed on a large table next to two ledgers. The walls are free of cracks and look recently painted. The floor is clean and the furniture here is free of filth.

The second room (G17), with a previously locked door contains two bunks pushed up against the far wall with a large table between them. A wooden wardrobe stands next to the door.

The double doors to the outside (G18) were locked but picked by Petrel.

The single door to the dark area off the hallway covered by the cloth strips appears to be untrapped and unlocked.

None of you have entered the two now open rooms (G16 and G17) and all still stand in the hallway.

Updated Map - shows upstairs hallway and 2 new rooms.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk, having been bitten by a trap already, will cast detect magic from the safety of the hallway on both rooms (b15, if Petrel has already been in the hallway).

"Somebody watch those doors, eh? I'll be concentrating over here."


Male Human Rogue 4: Knife Master, Sanctified Rogue

Petrel will be careful not to walk on the carpet - or trap tarp, as they are known in the business. He'll enter the room G16 and look at the map of the River Quarter and the ledgers. Can he tell what sort of racket is being run?


No magic auras can be detected in either room.

The rug appears perfectly safe to walk across.

Petrel enters the planning room and takes a look at the map while opening up the first of the ledgers. It appears to detail the expenses and purchases of the gang. The purchases all seem fairly mundane - food, daggers, leather armor.

The second ledger has a small lock on the cover.

I'll presume Petrel will take 10 to open it (it's DC15).

The lock doesn't stop Petrel much as he jimmies it open with ease.

Inside there's a daily log of the gang's activities. Scanning it you see the gang hasn't done anything for two solid weeks.

Something of particular note is the latest entry indicates "Irontusk" was hired to perform a mission for someone referred to as "the healer".

At the end of this ledger, there is a detail of the gang members who are "infected" or "dead". The only gang members listed as neither are Dalta, Tisa, Risa and Cyrathas. The infected names you all recognize as the rogues downstairs.


Male Human Rogue 4: Knife Master, Sanctified Rogue
DM Panic wrote:


The rug appears perfectly safe to walk across.

Note DM Panic only said it appears safe, not that it is safe! :)

Petrel is not walking on it and will comically teeter around the edge of the rug to avoid being the first one to tread on it.

DM Panic wrote:


The second ledger has a small lock on the cover.

The lock doesn't stop Petrel much as he jimmies it open with ease.

Inside there's a daily log of the gang's activities. Scanning it you see the gang hasn't done anything for two solid weeks.

Something of particular note is the latest entry indicates "Irontusk" was hired to perform a mission for someone referred to as "the healer".

At the end of this ledger, there is a detail of the gang members who are "infected" or "dead". The only gang members listed as neither are Dalta, Tisa, Risa and Cyrathas. The infected names you all recognize as the rogues downstairs.

Petrel will share the information about how Irontusk's Green Dagger mission was for someone named only as "the healer."

He will then write "dead" next to Dalta's name in the ledger.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"There is nothing magical here...let's clear out this floor. That door remains."

Mukluk nods to Petrel and moves to a14.


Female Half-Elf Monk (Zen Archer) 1

1d20 + 13 ⇒ (16) + 13 = 29 - Perception
Presuming Aralynn does not see any traps in the first room she will check on the wardrobe in G17.
1d20 + 13 ⇒ (12) + 13 = 25 Again, presuming Aralynn does not see any traps she will open the wardrobe.

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