Dragon's Delve PbP

Game Master Shalm


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Maybe you first heard the name in a tavern well after closing time, as two old adventurers, well past their prime, spoke of it in hushed tones. Maybe it was from your own mother, who swore she'd send you there when you misbehaved. Perhaps you read the name in an ancient tome of history and lore illuminated by flickering candlelight late at night as the wind howled outside. Wherever you first heard of the place, you have long heard tales of Dragon's Delve.

A vast underground dungeon of labyrinths and catacombs, built perhaps by dwarves or perhaps by wizards--or maybe even dragons--Dragon's Delve is infamous among treasure-hunters and monster-slayers. Filled with deadly danger and ancient treasures, the dungeon offers both risk and reward in equal amounts, each growing more intense the deeper one goes. How much peril is worth risking for how much return? It's all up to those brave enough to try.

The tales of Dragon's Delve teem with contradictions and unbelievable anecdotes of impossible encounters and bizarre monstrosities. And yet, some of it all must be true. Do demonic cultists really use Dragon's Delve as a secret base? Is there truly some kind of ambient magic seeping up through the place? Did wizards of old hoard away powerful artifacts in the dungeon's vaults? Do gateways to remote lands and even other planes of existence really lie somewhere in Dragon's Delve? Does the prince of all dragonkind really hold court in the deepest reaches of the subterranean stronghold? No one knows for certain, but those that could find the answers to even some of these questions, or learn even a few of the dungeon's other secrets, might earn for themselves notoriety and wealth beyond imagining.

If they survive.

Dragon's Delve lies in a remote corner of a long-forsaken wilderness that people once called the Duchy of Chordille. Yet a hundred years ago or so, the folk of the surrounding lands took up arms against Chordille. They razed the keep and slew the duke. It's hard now to find someone who knows the real reason why this happened. A few speak of evil intent on the part of the duke, who had plans for conquest. Others, however, say that the duke's actions were always benevolent, and that the conflict arose from misunderstanding, or perhaps deception on the part of some mysterious third party.

All that is known for certain is that folks call that remote realm the Fallen Duchy. It boasts no ruler and little population. Wilderness reclaimed Chordille, and it is now a land of dangers.

People in Brindenford, a small town just two miles to the north, claim that murderous humanoid creatures prowl those ruins. Goblins? Orcs? Worse? No one seems to know for sure, and eyewitness accounts are few, and always contradictory. They also claim that the place is both haunted and cursed.

So many questions. So many secrets.

If you dare to brave this ancient dungeon, go well equipped. Be ready for anything. Keep your eyes open, and search everywhere. Any passage or door you find could lead to wealth enough for you to retire. Or it could lead to certain doom.

But that's what being an adventurer is all about, right? This isn't an undertaking that you'll finish in one foray or even a dozen. This is the challenge of a lifetime. As someone thrilled at the prospect of exploring the unknown, incredible challenges, and the promise of gold and magic, Dragon's Delve is exactly where you've always wanted to go.


The town of Bridenford's economy runs on providing shelter, meals, and equipment for the adventurer's who come to try their luck at Dragon's Delve. As such, they are quite friendly to adventurers, even going so far as to provide each of you with an "Adventuring Pack" for your journey. This is a backpack with the items found in a Common Dungeoneering Kit along with a potion of Cure Light Wounds. Any other equipment must be purchased with your starting gold, along with weapons and armor. For those that don't know, I allow you to roll for gold, and if you get less than the average for your class, you can take the average.

Also, if anyone would like to try to gather information about Dragon's Delve, give me a Knowledge (local) or a Diplomacy check.


Male Half-Elf Fighter/1

"What else can you tell me about this dungeon?" I ask rather abruptly to no one in particular.

Diplomacy 1d20 - 2 ⇒ (13) - 2 = 11


We're using Diplomacy and Knowledge (local) here as Gather Information, so it doesn't have to be an actual conversation. Basically, you were chatting people up in the pub last night.

Grant:
Besides many crazy and unrealistic stories about Dragon's Delve, you hear a few people mention the Bestial Host. The Bestial Host serves the Beast God, a savage and terrible deity that demands blood and violence. The host has a strange fascination with Dragon's Delve.

Shadow Lodge

Female Kitsune Rogue/1

What about knowledge (dungeoneering)? Also, can we not use knowledge (local) without ranks?

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge (local): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (dungeoneering): 1d20 + 8 ⇒ (13) + 8 = 21


You can only do knowledge check untrained if the DC of the check is 10 or lower. I'll let you know if you can use it untrained.

Emily:
You hear a couple of credible rumors during your conversations with people. First, you hear that Glarias, the Moon Goddess, was once worshipped in the region, but now her followers have virtually disappeared. You also hear something about bluesteel doors. Throughout Dragon's Delve lie bluesteel doors, magical barriers created by the infamous Mages Four. These doors are almost indestructible, but each has a magical password unique to it that allow them to be easily opened.

Shadow Lodge

Female Kitsune Rogue/1

To our group:
"I heard a couple of credible rumors. One was about Glarias, the Moon Goddess, who was once worshiped in the region, but now her followers have virtually disappeared. I also heard something about bluesteel doors. Apparently throughout Dragon's Delve lie bluesteel doors, which are magical barriers created by the infamous Mages Four. These doors are almost indestructible, but each has a magical password unique to it that allow them to be easily opened."


Female Human Cleric

"Unfortunately," Aleithea sighs, "most of my money went toward armor and weapons. I haven't much left to contribute."

She casually readjusts one of several weapons and straightens out her shiny new scale mail before continuing.

"I do think it would be a good idea to begin choosing a few miscellaneous items to try to scrounge up. You never know what might be most effective against the creatures we come across. Any ideas?"

Are we tracking things like arrows used and trail rations? I know that sometimes DM's want you to and other times they don't really care.


Female Human Cleric

Oops, almost forgot.

Knowledge (Religion) regarding Glarias: 1d20 + 5 ⇒ (12) + 5 = 17


Male Half-Elf Fighter/1

"I learned a little something about the Bestial Host. The Bestial Host serves the Beast God, a savage and terrible deity that demands blood and violence. The host has a strange fascination with Dragon's Delve. So hopefully we will run into some cultists who want to sacrifice us while we are out and about. Being sacrificed by a cult is still on my bucket list."

Sense Motice DC3:
I don't actually want to get sacrificed. Yay for in game sarcasm!


Male Half-Elf Fighter/1

The sense motive thing is suppose to be blue


@Elizabeth: I don't hate my life, so no I don't keep track of rations or arrows. That would just be the worst.

Aleithea:
Glarias is a minor goddess worshiped in the lands surrounding the Fallen Duchy and revered there in its heyday. She presides over the moon, so while she is not an evil goddess, she uses shadow (and even darkness) as well as light as both tools and raiment. Worship of her in the area fell away some time ago.


Male Drow Alchemist/1

'Ah, the Moon Goddess,' exclaims Timur. 'I, I, I prayed to her once. She made it brighter, but only...hmmm...a little bit. And only at night. Then I, I prayed to the Sun God. And it was brighter during the day. I later moved in with a bear and there was no light at all because I stopped praying. Don't worry though, I've...uh...been religiously worshiping since those three dark days to maintain the light balance of the universe.'

'So I'm already...ah...doing my, my, my part to keep this group going,' stammers Timur, nervously but with a strange underlying force, much like the fine actor Jeff Goldblum (see here or here ). 'Plus I think a beast stole all my gold...yes, it was a beast!

As the word beast escapes his lips for the second time, Timur becomes distracted, either deep in thought or utterly incapable of it. He is staring at Nya. Seconds pass.

'My book, friends, my, my, my book.' Timur roughly tosses his man-purse onto the nearest table. Given the number of small glass vials and shoddily-made bombs which spill out of it, this appears to have been a bad idea. He surveys his inconveniently wheel-like possessions as they begin to roll from the table. Lunging, he grabs a single vial and holds it up to the light. It appears to be empty. His countenance goes from flustered to suspicious. 'We never saw this one, did we friends? We are all friends, right?'

With slightly above average dexterity, Timur slides the empty vial into his pants, bypassing pockets entirely. He shifts, bringing the vial to the front of his pants, significantly increasing his chances with the bar wenches this coming evening.

'Ha. Here it is: my book.' Timur has withdrawn a worn leather book from his purse. It's edges are singed and it smells of strong cheese. Carved into the front cover is an anarchy symbol and the back displays "TL+ST=4EVER". Timur flips it open to the third page, "My potions are in the back. Cure light wounds. Two-thirds the cost of a shop. I've, I've, I've got to cover raw materials.'

Shadow Lodge

Female Kitsune Rogue/1

While starring back with an ever so slight smirk, Nya thinks I'm pretty sure that Timur just implied that I'm a beast and a thief. I prefer Kitsune and rogue, but if he's got any gold left, it's mine now.

GM - Eric:
What's the DC on pick pocketing a level 1 alchemist ... who has say a perception bonus of 6. Oh and, how poorly would the people around town who supplied us with kits react to being stolen from?

Thank you for my 5gp back from those crossbow bolts. Yippee!

Nya's obviously restless, which is not something most people see as a good state for a rogue."Since I couldn't quite buy that orb of consumption I had my eye on, I picked up a cure light wounds potion and thieves' tools. Who's got an extra 40gp so I can upgrade it? You might as well just give me the money."

Pause

"Anyone have any alchemical items?"


Male Half-Elf Fighter/1

"At this point we could probably just poke around the dungeon for a while, gather some treasure up, and then come back to this town to resupply. Then we could head in for a more extended journey." Pharetram stated anxiously.

I just want to shoot things with arrows...

Shadow Lodge

Female Kitsune Rogue/1

"True."

I want treasure and a good puzzle.

"Can we go yet?"

Everyone post your d@nm rolls and let's do this!


Male Drow Alchemist/1

'Oh, a dungeon. That sounds nice. We, we, we should go right away,' sings Timur, dancing about like Natalie Portman in Garden State. The vial dislodges from pants, falls out his pant leg and shatters on the floor. As he looks down at the shards of glass near his feet, a single tear descends his cheek. Suddenly monotone, he voices his concern, 'Well, at the very least, we, we, we should proceed to a well ventilated area.'

Making a hasty exit, he adds,'Well, except maybe for you,' glancing over his shoulder at Batorsag.


At the center of the Fallen Duchy lie the ruins of Chordille Keep (which itself provides entrance to Dragon's Delve). This ruin offers no intact structures--only vine-grasped piles of stones, overgrown outlines of foundations, and the furtive hint of walls and arches. The entrance to the dungeon itself is little more than a twenty-foot wide open pit with an exposed stone stair that descends into darkness. Various explorers and treasure seekers have left the entrance well-cleared. Likewise, the observant adventurer may notice the remnants of cooking fires and other signs that previous delvers have made camp near this pit.

You head down the stairs, and the air becomes stale quickly. The stairs, the walls, and the ceilings 15 feet above your head are made of masonry stone. At the foot of the stairs lies a platform with three further descending staircases--one heading north, one east, and one west.

Dragon's Delve Map

You can see the map, but can't edit it. You'll tell me where you want your character to move to. The start is near the center of the document. I've lined you up the way I would have you go down the east (left) stairs, since I know that's the direction you'll want to head. (Emily and Elizabeth, this group ALWAYS goes left first. It's their thing.) So I put the trap finding rogue first, then the tanks, then the ranged fighters, then the squishy Sorcerer. If you want to arrange yourselves differently before you go down, let me know. Otherwise, let's set off.


Male Half-Elf Fighter/1

"Fun line we are in. And left we go!" Pharetram remarked as he quickly broke ranks and headed down the left (apparently east) staircase.

Double Move to 49 AA

I know you said this thing was going to be big but Holy Balls. Also any chance you could throw up a compass on that doc just to help me not get confused since everything is upside down


This is only level 1...of 20. And nothing is backwards, I'm just an idiot and don't know my directions. Left is, of course, WEST.

GM only:
P Perception: 1d20 + 5 ⇒ (11) + 5 = 16
P Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Pharetram:
When you reach the foot of the stairs, all light has gone out in this area of the dungeon, but with the light cast on your bow (which I assumed happened before you went barreling downstairs) you see that the hall you entered runs north and south, the walls adorned with painted frescoes of humans riding, running along with, or chasing horses. A few ride winged horses high in the sky.

A skeletal corpse lies near the bottom of the stairs.

Off in the distance, down the southwest hallway, you hear a low purring. Make me a Knowledge (nature) check if you have it. You cannot make it untrained.


Also, for everyone: I will make passive Perception checks for everyone, along with passive Stealth checks. If you want to make a Perception check of your own, you need to tell me if you want to search the room as a whole (which will take a few rounds), or something particular (which will take a variable number of rounds depending on how large this thing is).


Male Half-Elf Fighter/1

Not trained in natured


Female Human Cleric

Morningstar in hand, Aleithea quickly follows Pharetram into the deep dark.

Double move to 48AA.

Upon reaching the base of the staircase, she takes in her surroundings.

Perception Check: 1d20 + 3 ⇒ (2) + 3 = 5

What is the light situation where Grant and I are standing? Do we need a light source at this point?


I'm going to take this Perception check as your passive Perception, but read what I said above about making Perception checks (*fake-but-still-slightly-angry face*).

GM only:
A Stealth: 1d20 - 2 ⇒ (14) - 2 = 12

Aleithea:
When you reach the foot of the stairs, all light has gone out in this area of the dungeon, but with the light cast on your sword (which I assumed happened before you went downstairs) you see that the hall you entered runs north and south, the walls adorned with painted frescoes of humans riding, running along with, or chasing horses. A few ride winged horses high in the sky.

A skeletal corpse lies near the bottom of the stairs.

Shadow Lodge

Female Kitsune Rogue/1

Nya will follow suit even though she wants to check out the blue block (pool?) to the East.

Double move to Z48 - assuming I don't notice any traps on the way in.
Perception check: 1d20 + 3 ⇒ (7) + 3 = 10

Do we actually have a map of this place? I'd like to keep track of where we are in relation to everything else, particularly the entrance.

What's with the colors on the map?

Is there a door on the southern wall?


You do not actually have a map of the place. I'll put a checkmark or something in the rooms once you've been in them. The colors are just there to differentiate rooms so you can seem them better. And yes, that is a door—dotted lines for doors. Also, you're probably going to need to do the ooc function for each paragraph. Annoying, I know.

GM only:
N Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Nya:
When you reach the foot of the stairs, all light has gone out in this area of the dungeon, but with the light from Aleithea's sword and Pharetram's bow, you see that the hall you entered runs north and south, the walls adorned with painted frescoes of humans riding, running along with, or chasing horses. A few ride winged horses high in the sky.

A skeletal corpse lies near the bottom of the stairs.

You do not see any traps.

As a side note, your trap finding class feature allows you to add half your level (rounded down, minimum 1) to Perception checks to spot traps, so your Perception to find traps is +4

Shadow Lodge

I used the wrong slash. You can group paragraphs together and all that.

Shadow Lodge

Female Kitsune Rogue/1

I used the wrong slash. You can group paragraphs together and all that.

"What do you guys think? Should we explore the room a little more? Let me know if you see or hear anything interesting. All I've noticed so far are some frescoes and this skeleton." Nya said, nodding at the skeleton.

Cautiously move to Y46. I'm eventually going to search the whole room with particular attention to the door. Is it blue?


Male Half-Elf Fighter/1

"I heard some purring coming from somewhere over that way. Here kitty, kitty, kitty..." Pharetram said pointing vaguely to the southwest. He then turns his back on the indicated direction and starts poking the skeleton with his boot.

Perception inspecting the skeleton 1d20 + 5 ⇒ (15) + 5 = 20


Male Drow Alchemist/1

'Forward, ever forward.'

Timur scuttles to join his companions. Contorting his elongated frame into a position which can only be described as uncomfortable, he crouches behind Aleitha. Holding onto her armor, he slowly peeks around his new-found human barrier. He takes note of the skeleton, 'Oh, I, I, I think I knew him. I always like Reginald. He went too soon.'

His hands nervously twirl a grenade.

Move to AB48. Assume a defensive position. Arm a bomb.


Male Ifrit Sorcer - Elemental (Fire) Bloodline - 1

"I suppose it's time for me to join this thing, huh?" Maqej says as he begins ambling forward.

Move to AC49. Perception of what I can see into the room in front of me. Nothing too big, just one round's worth of perceiving I guess. 1d20 + 1 ⇒ (6) + 1 = 7


Batorsag moves down into the room as well, drawing his sword and checking the exits.

This hall runs north and south, the walls adorned with painted frescoes of humans riding, running along with, or chasing horses. A few ride winged horses high in the sky.

A skeletal corpse lies near the bottom of the stairs.

Pharetram:
The skeleton is wearing what looks like rotted clothing that might have been worn by an adventurer, but he isn't wearing anything else of note.

Nya:
No, the door is not blue. It is a regular wooden door.

GM only:
P Perception: 1d20 + 5 ⇒ (8) + 5 = 13
N Perception: 1d20 + 3 ⇒ (19) + 3 = 22
A Perception: 1d20 + 3 ⇒ (4) + 3 = 7
B Perception: 1d20 + 5 ⇒ (6) + 5 = 11
T Perception: 1d20 + 6 ⇒ (18) + 6 = 24
M Perception: 1d20 + 1 ⇒ (12) + 1 = 13

P Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
N Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
A Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
B Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
T Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
M Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Lion Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

Lion Attack: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 5 ⇒ (8) + 5 = 131d20 + 9 ⇒ (17) + 9 = 261d4 + 5 ⇒ (4) + 5 = 91d20 + 9 ⇒ (15) + 9 = 241d4 + 5 ⇒ (3) + 5 = 8

Nya and Timur:
You hear the sound of padded feet and claws hitting the dungeon floor seconds before...

Suddenly, a large, feline form appears from the shadows of the southwestern hallway, leaping through the air towards Pharetram. He takes a vicious bite out of the archer, who falls over, dead.

Pharetram takes 30 damage, is killed on the spot. If anyone would like to make a Knowledge (nature) check to identify the feline and know things about it, you may. You must be trained.

Surprise Round
Feline
>>Timur
Nya

First Round
Feline
Timur
Nya
Maqej
Aleithea
Batorsag


Male Human Bard/1 (Arcane Deulist)

Enter Thom Merrilin who quickly descends the stairs and stabs Pharetram in the back while he is busy looking at the skeleton.

"That's for the part you played in the death of my nephew!"

Thom then casually drops his weapon as Pharetram falls to floor dead and turns to face the dead man's companions.

"Please don't attack me. That man was not all that he told you and clearly I had some business that was just between the two of us that needed to be settled. But I am a man of honor and I seem to have put you kids in a difficult position by eliminating your comrade. Please let me make it up to you by helping find whatever it is you all desire from this place."

If you didn't see in the discussion I was feeling character regret and Eric let me change so hopefully this is sufficient storytelling to explain one character disappearing and being replaced by someone else


I pulled a punch on the original attack too, so as not to kill Pharetram, and then just changed it. So it looks like he died twice. Serves him right.

GM only:
1d20 + 3 ⇒ (16) + 3 = 19

Surprise Round
Feline
>>Timur
Nya

First Round
Feline
Thom
Timur
Nya
Maqej
Aleithea
Batorsag


Male Human Bard/1 (Arcane Deulist)

Oh crap Eric and I posted at the same time. Anyway ignore that last thing I guess and anyway I will be around as a new character

Shadow Lodge

Female Kitsune Rogue/1

F! If I attack this thing, I'm going to be the next one to drop.

Any chance I can get in a sneak attack during the surprise round? Especially since the feline leaped on Pharetram and Timur is hopefully about to throw a bomb at it?

Nya, suspecting Timur to throw something, is ready to shift positions a bit.

Draw daggers if I can do a sneak attack. Otherwise, can I move to Y45 without proving an attack of opportunity and draw my crossbow?


You can sneak attack in two situations—if you are flanking the creature, or if it for any reason loses its Dex bonus to AC (flat-footed). Since it went first, it is not flat-footed, so no, you cannot sneak attack. Also, remember that you only get one action during the surprise round (standard or move). But since you're going to five-foot step back (which is a free action), then you may attack with the crossbow.

Also, I'm ok with going slightly out of turn if I think that it won't affect things too much, which in this case I don't. So Nya, you may take your attack while we wait for Timur's action.

Finally, Timur please let me know what infusions you have prepared for the day.


Male Drow Alchemist/1

Throws bomb, aiming for the rear quarter of the cat
1d20 + 2 ⇒ (10) + 2 = 121d6 + 3 ⇒ (3) + 3 = 6

Known formulae:Bomber's Eye, Cure Light Wounds,Shield,Target Bomb Admixture, Disguise Self

Prepared: Target Bomb Admixture, Cure Light Wounds

GM:
Bombs do splash damage to the surrounding squares. Since the cat is large, do they do additional damage? I doubt it, but it worth checking.


Timur lobs one of his bombs at the back end of the large cat. The explosive connects with the cat, fire splashing all around. The cat hisses in pain.

GM only:
Lion Status: 26/32

Timur:
Unfortunately, you're correct. It only takes normal damage if you actually hit it, and only splash damage once otherwise.

Also, Alchemist's get the "Throw Anything" feat as a bonus feat for first level, which gives you a +1 on attacks with thrown weapons. So your attack bonus for bombs should be +3.

Surprise Round
Feline
Timur
>>Nya

First Round
Feline
Thom
Timur
Nya
Maqej
Aleithea
Batorsag

Updated Map


After looking at this again, it takes a move action to draw your crossbow, so that takes up your surprise round turn. I guess that means I'm up...who should I kill next?

Shadow Lodge

Female Kitsune Rogue/1

I know. I don't want to get cornered, so I just drew my weapon. Hopefully, we can flank this thing. We'll see how my plan works.

Please don't kill me.


GM only:

Bite (Al): 1d20 + 7 ⇒ (16) + 7 = 231d8 + 5 ⇒ (4) + 5 = 91d20 + 13 ⇒ (13) + 13 = 26
Claw (Th): 1d20 + 7 ⇒ (1) + 7 = 81d4 + 5 ⇒ (2) + 5 = 7
Claw (Ba): 1d20 + 7 ⇒ (15) + 7 = 221d4 + 5 ⇒ (4) + 5 = 9

The large feline lunges forward, swiping its claws at Thom in one direction, and Batorsag in the other. Thom swiftly jumps out of the way, but Batorsag is too slow, and a claw rips through his armor.

Batorsag takes 9 damage

Finally, the cat bites at Aleithea, grabbing her and sinking its teeth into her.

Aleithea takes 9 damage, and is grappled. -4 to Dex, -2 on attack, and a rather hefty concentration check to cast a spell. To escape, you need a Standard action, and you either need a CMB check (with the above -2) or an escape artist check. Or you can just take the penalties and attack.

First Round
Feline
>>Thom
Timur
Nya
Maqej
Aleithea
Batorsag

Updated Map


Male Human Bard/1 (Arcane Deulist)

Thom takes a slight step back and with surprising grace for man of his age slings a dagger that radiates a slight aura from the blade toward the feline.

HP:10/10
Free action: Five foot step to 45 AA
Swift action: Imbue dagger with arcane strike
Std Action: Throw dagger 1d20 + 3 ⇒ (8) + 3 = 111d4 + 2 ⇒ (1) + 2 = 3
Move Action: Draw another dagger


Thom's dagger flies over the head of the beast, clanking off the back wall of the room.

First Round
Feline
Thom
>>Timur
Nya
Maqej
Aleithea
Batorsag

Updated Map


Male Drow Alchemist/1

'Flight straight, dear bomb, and explode in a alarming manner!,' cries Timur, as he heaves another bomb at the rear of the foe.
Drink Targeted Bomb Admixture (no splash damage, double my intelligent modifier for damage)

Tosses another bomb
1d20 + 4 ⇒ (3) + 4 = 71d6 + 7 ⇒ (1) + 7 = 8


Timur's bomb, much like Thom's dagger, slams into the west wall of the room and shatters, spraying fire.

First Round
Feline
Thom
Timur
>>Nya
Maqej
Aleithea
Batorsag

Shadow Lodge

Female Kitsune Rogue/1

HP: 10/10

Nya takes a shot at the feline with her light crossbow.

Cross bow: 1d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 5


Nya's crossbow bolt sinks into the side of the cat, causing it to flinch in pain.

GM only:
20/32

First Round
Feline
Thom
Timur
Nya
>>Maqej
Aleithea
Batorsag


Male Ifrit Sorcer - Elemental (Fire) Bloodline - 1

HP = 11/11
"Time to make this feline a little more colorful!" yells Maqej, as he steps forward and points toward the cat. A vivid cone of clashing color springs forth from his hand.

Move Action: Forward to AA49.
Standard Action: Cast Color Spray. Will DC 17 negates.


GM only:
1d20 + 2 ⇒ (18) + 2 = 20

The cat seems unaffected by the spray of colors, and hisses at Maqej.

First Round
Feline
Thom
Timur
Nya
Maqej
>>Aleithea
Batorsag

Updated Map

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