[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

IronDesk's List'O'Loot


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HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Yeah I'm on here every day. The only reason I'm not posting is I'm protecting Fana. I though the plan with the barricade and defense was to let them come to us, but now others are out looking for them. Havark stays true to the mission and stays with Fana. He will attack when the frights come to them.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Because they got behind the barricade and were slaughtering Glowens side pretty handily.
Right now Havark insisting we stick to the plan is a little like that scene in Aliens where the marines first encounter the aliens - and Havark is Goreman


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Hey you guys picked the location I was on vacation. I would have picked a bottle neck or made the barricade to bottle neck them forcing them to come to us instead of being able to come right up our middle. :)


Yup, Havark. I don't have concerns about anyone else, to be clear - you would have heard from me if I did. ;-) Havark's plan has always continued to be to protect Fanna, and Glowen's been panicked for over half the combat, so neither of them have been needing to post right now. And Tyv keeps up just fine.

As for your strategy, I'm sure you'll work out your differences... or die trying. ;-)


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

I'm all ears - where would you have built this bottleneck? In the central room with two staircases opening into it? In one of the side rooms that are too small for even half our group?

We did create a bottleneck. One which maximized the number of fighters we could bring to bear and gave us the chance to trap and flank them.. But the frights mysteriously completely bypassed our defences and attacked Azul and Glowen from behind the barricade ( my guess is a secret door in the main chamber that we missed).

I don't mean to sound whiney here. I am genuinely interested in what you would have done differently given the limited time, resources and intel available.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

built up the fire in the small initial room to help melt the ice while all worked to chisel out enough space to barricade in there and used ranged attacks while the fights climb over the barricade. I don't know how much time we had or if this would have worked.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

The frights upstairs were worming their way through the passage, and the ones downstairs had already started to break free. We thought we had only minutes. Similar thought process to yours about using the barricade to impede movement and enable missile fire, but they dropped that fog cloud on us and then magically got around the barricade, neatly avoiding all our defences.

Like you suggested, my original thought was to barricade ourselves in the first room with the fire, but it was just too small.


Since Azul's NPC'd and on his way out, he won't get a cut on this.
Total XP: 600 + 600 = 1200
XP Each: 400 = 400


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

ok, so we can't go down due to the fear effect. I'm reasonably sure the two frights we fought came from the lower level:

GM Arcadius Blue wrote:
...as two frights glide into sight from below...

So that leaves frights above and below us still. We could strike out for the 9th floor and try to engage the frights there before the others from the basement reach us, but then we are fighting against the terrain, and anyone that flees is going to run straight down the stairs, likely getting separated (you can run a long way in 1d6 rounds!).

We could go up the stairs and look for a place to make a stand along the northern loop, preferably above level 9 where we will have the terrain and elevation working in our favour, but we run the risk of stumbling upon the unknown and alerting even more frights to our presence. The advantage here is that we may also stumble onto something useful as well.

Or we could keep trying to make a stand here on the main floor. If the fog effects are going to persist for a while that means any frights coming from the stairs are not going to be able to see us through them either, so lets use that to our advantage. What about setting the barricades to block off the corridor between the two clouds - I've moved them on the map to illustrate. This would give us a room for terrified people to flee to so we don't end up scattered all about. I could send the two zombies down to the basement to pre-emptively attack whatever is down there in their last couple minutes of animation while we reset the baricades

Resources:
Tyv has used most of his magic for the day already and cannot perform for another extended encounter like the last one - should probably hold back remaining spell points and channels for healing. Hosvir is crippled without more healing and I think Ragnfast is still wounded. that leaves 2 oarsmen and the partygoer in trim shape, plus Fanna and granpa.

Thoughts?


Responding to the gameplay thread, sorry about your gout, Ashe/Havark. That's rough, take your time.

Tyv wrote:
ok, so we can't go down due to the fear effect. I'm reasonably sure the two frights we fought came from the lower level:
GM Arcadius Blue wrote:
...as two frights glide into sight from below...

Hmm, I suppose I did say that. And it's not like these frights have ever been tricky with their movement before! *devious grin*

It sounds like you're covering the bases regarding a plan to move up the stairs. As far as moving the barricades, there are two more parts to this that bear mentioning:

  • As you said, the clouds might linger a while. Where does the barricade idea stand if they fade shortly before or after the frights come, such that you can't react?
  • With or without the previous bullet, realize that letting the frights come to you could result in fighting the remaining four at once. Realistically, that's true either way, but controlling the where means completely giving up the when and how.
I, of course, don't have an opinion here, but I figure it moves things along if I bring it up now rather than wait a week for someone else to think of it and then we start all over again. :-)

Your assessment of the NPCs is accurate here, Tyv.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

I'd rather be moving up the tower but I'm inclined to think the where is more important than the when and how at this point: If anybody gives in to fear while we are on the stairs, they flee down and away, likely into the frights from the basement - its probably a death sentence. Getting caught fighting on the south side of the stairs sounds like a very bad plan as well. At least on the main floor we can curtail our own potential random movement and won't be caught by surprise.

I'm eager to hear what Glowen and Havark suggest...


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Glowen has been useless so far, but even without being panicked, I don't think he would have been very effective. He is focused on misdirection and crowd control, but with this dang mist, he cannot even do that.

I cannot tell if I just happened to make a character that is a terrible fit for the module, I didn't make the character as good as I thought, or I just don't know how to play him.

My only advice would come from meta. I'm betting the intent of this module is to keep us running, just ahead of the danger until the very end. In this case, we may have to throw patience, logic, and good tactics out the window.

Kind of like that insurance commercial where the people decide to forgo the car with the running engine and try to hide behind the curtain of chainsaws and other sharp implements.

-Posted with Wayfinder


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

So I say go up too.

-Posted with Wayfinder


I wouldn't say you're a terrible fit for the modulem Glowen (I would have mentioned it loooong before now if I thought you were), but undead who are pretty good at misdirection themselves certainly aren't prime targets for you. And you've had some pretty shit luck with the dice. There's plenty of module left once you guys get to the Ice-Break Þing. :-)

Keep in mind you all have a potion of goat hoof's charm which would be useful in ascending the tower, among other potentially helpful items.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Yeah, I do remember explicitly grabbing several pairs of the boot spike thingies. How well do those help on ice and how much of a pain are they on regular stone?


They will help on the stairs, as the steps are covered with ice. Anyone who wears them are treated as if using climbing gear, which grants a +2 circumstance bonus to Climb checks. It's reasonable to assume that a few pairs would be sized for young children, since they were a part of emergency supplies and all, so young-sized Tyv and Small-size Glówen should have no trouble finding pairs that fit them. Everyone else is good to go for this too.

Sounds like we want to go up. I'll post tonight/tomorrow with your progress depending on where you three land on a couple decisions. Meanwhile, I'll figure out what kind of success Matila & Odd have going downstairs to beat on frights. Are our zombies armed with war razors for this task? Odd also had a handaxe.

Next thing, what's the plan with Hosvir? After Tyv's lovelorn soul wears off (which lasts for 1 minute total), he's unconscious again at -6. Azul could carry him, but Hosvir+gear is 210 lbs (he's 190 by himself), and without being able to expand to full size on the narrow staircase, he'd go from medium to heavy encumbrance.

Once we know that, what's your marching order up the stairs? From front to back, it previously was:

  • Azul
  • Glówen
  • Nord
  • Fanna
  • Tyv
  • Havark
But now you need to add:
  • Ærinmund
  • Sæmund
  • Sigbjorn
  • Ragnfast
  • Hosvir (possibly)


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Havark will take the lead now as he has the best AC and darkvision. Fanna will follow so he can protect her. The rest of you can choose. Put the NPC train bringing up the rear besides for Nord. He can stay somewhere in the middle.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Can we make a quick stretcher and have the NPCs drag him behind us. He will be stable at -6, right?

Yes, put on the foot gear.

Glowen will take a dark razor if they haven't all already gone down with the zombies.

For marching order, I'll continue to hide behind the giant.

What else am I supposed to be answering.
?

-Posted with Wayfinder


Those are it, Glówen. You can have one of the dark razors - I'd recommend keeping it stashed for the climb so the less darkvision-fortunate can see where they are walking. As for Hosvir, between the extra cloaks and broken wood, you can make a simple stretcher. Just be aware that it's going to eat up a minute or two of your time to get it done. Unless I hear otherwise though, I'll move ahead with that. Girlfriend and I are going to our LGS for board game night after I pick her up from work in about ~30 minutes. I'm unsure if we're going to stop at home for a bit first or just grab dinner and head straight there. Regardless, whenever I'm next at my computer, I'll post.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Tyv will stay roughly centre of the group, near Hosvir's stretcher( good thinking there Glowen) Tyv feels a little responsible for the guy. Guilt is new to him. Seamund and Ragenfast will carry the stretcher.

The zombies just took a normal war razors, giving Odd's axe to one of the other NPCs. Tyv makes sure all the other NPCs are armed with a slashing weapons as well. Tyv will wear the claw-feet too.

Would it make sense to put Azul in the back? We know there are frights behind us. Or maybe second (instead of Fanna) where he could use his reach to attack past Havark?

The two light razors should be at the front and back of the line.


Working on putting the post up now. We'll put Azul in the back with one of the glow razors - he won't be able to grow to full size on the staircase, and therefore won't get the extra reach. Glówen can stay in front of him, and the oarsmen & Sæmund in front of them. Have a little space in between, and then Tyv, Nord, Fanna, and Havark at the front. Fanna can hold the other glow razor, and Odd's axe can be given to Nord. All oarsmen have axes, so then Tyv & Sæmund each get a razor.


Anyone here ever play the board game Mansions of Madness? Fun Fact: Until you figure out how to play, it's a huge time sink. Still pretty fun though.

The moral of this story is that while I intended to bot through Glowen and Havark's turns tonight so we can be ready for Round 5 tomorrow, it is instead 2:45 AM and I'm going to bed. I'll post as early as I can tomorrow, but I doubt it'll be that early. Topping it off, I've got four hours of driving to do on Thursday, and will likely be sparse that day as well. Thanks for bearing with me. :-D


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

No worries. And no I don't believe I have played that.


It's pretty neat. From Fantasy Flight (probably best known these days for making the X-Wing Miniatures game or the WH40K & Star Wars RPGs), it's a Lovecraft-mythos game. One player takes on the role of Keeper, the others team up against him as investigators, and then you run through various scenarios based around exploring (you guessed it) mansions. I wouldn't call myself a board-game connoisseur (though the largest closet in our house is dedicated to RPG books and board/card games), but if you like Cthulhu, adversarial gameplay, and something that can kill a evening, you could absolutely do worse. It also comes with plastic miniatures if you count model painting among your hobbies.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Cool, there was one a few years ago. We called it house on haunted hill, but I don't remember the actual name. It was a tile flip explore the mansion game. There were event , item, and omen cards. When the fright finally triggered one of you usually became the bad guy and turned on the others. There were a couple frights where it was all of you vs the house or the big bad. It was a pretty fun game. Recently we played Castle of the Mad king Ludwig. If you ever played Vegas Show Down it is similar. You build a castle and earn Victory Points for the rooms you purchase and the way they are laid out.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

House on Haunted Hill was lots of fun - high replay value to with all the different scenarios.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Yeah, my kid has gotten into board games. We've played both. They are great. Although I usually wind up focusing on building a cool castle instead of victory points.

-Posted with Wayfinder


Yes! Betrayal at the House on the Hill, right? Not actually ours, but that's one in the closet. We've had a lot of fun with that.

Haven't heard of Vegas Showdown, but I was looking at Castle of the Mad King Ludwig last week at board game night, kinda caught my eye. I meant to give it a closer look though, thanks for the reminder! The big one begging to be brought home that night was Steampunk Rally, but we're hoping to get in on a game before we commit to dropping money on it.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

Yep Betrayal was it. We used to play lot's of stuff, but my wife isn't really into games so now I play with the guys every now and then.


No worries about weekend post Tyv. I've been hella busy between International Tabletop Day and transferring all my data to my new laptop. So you not having time gives me a little extra. :-)


I'll move us along tonight whether or not Tyv posts before then. Thanks for your patience all.


Copy/paste from the Northland's setting book.

The Þing:
Travelers familiar with an autocratic feudal society are often surprised by the democratic traditions of the North. Families and neighbors sort out local matters among themselves without concern for jarls or kings, but every region also has a regular meeting called a Þing (pronounced thing) that’s a combination of court and trade fair. Northerners from miles around come to settle quarrels, make vows of peace or war, forge new alliances, celebrate great deeds, and invoke ancient laws.

A council of wise men (“lawspeakers”) and jarls oversee debates and attempt to broker satisfactory settlements, but all the discussions are public and any freeman can have their say. Much is decided by the influence of local lords and bullies, but big decisions usually need public approval—although like all politics intimidation and backstabbing goes on behind the scenes. Even in relatively peaceful times there are arguments to settle and feuds to avert, so the Þing’s lawspeakers are always busy. Disputes range from hunting and pasturage rights, debts unpaid and stolen thralls or cattle to more serious matters like kidnapping and murder. If agreement and recompense cannot be reached then there is always the sanctity of the duel or declaring a feud.

There’s also trading to be done. As well as raid booty to dispose of, most families have slaves, cloth, fine weapons, cattle and oxen, salt, wax, hides, raw materials and a variety of hand-crafted household goods to offer in trade. Master craftsmen, rune masters, and wizards also prowl the Þing in search of potential customers, and in a region with few cities it’s the best opportunity for a wealthy man to lay his hands on exotic or magical items.

Kings and powerful jarls from outside the area sometimes send men to the Þing to safeguard their interests and ensure events progress to their advantage. Locals despise such sly emissaries however, and it’s not uncommon for such folk to have their heads removed and sent back to their masters as a message that people prefer to manage their own affairs. This and duels are the only violence permitted at the Þing, although most attendees consider it a poor event if less than three or four men travel the hel-road during a moot. Death is always great entertainment, a fine sacrifice to the gods, and a good way to remind everyone how useful the peace of the Þing is.

Most Þings take place at a traditional spot: A sacred glade, blessed rock, world tree, or other location sacred to Tyr. Borders are a common locale, allowing rival regions to stay separate between debates. A nearby hall may host prominent visitors but most people camp in the surrounding fields. Divinely sent afflictions and public condemnation await those who break the Þing’s solemn truce.


Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Hi all, sorry for dropping off the map for a week - Family member with a health scare - all good now.


I've updated the Roll20 page as well, now displaying a map of Viezla and its key locations. For extra credit, the measure tool should show distances fairly accurately! The width of the map is about 1 1/2 miles.


I doubt I'll have time to post today, but I should be able to tomorrow regardless. Just keeping y'all informed.


This first morning's been hella fun. When we reach the end of your respective activities, bug me for some XP. Between kicking ass at contests that were NOT easy, and all of the cool RP everyone's doing, I think you guys have earned it.

Speaking of XP, I spotted what Tyv's tracked in his alias so far: math looks good, but since you began at 3rd level, you can count yourselves as having 3000 XP at the adventure's start.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

you mean 5000xp you man have been looking at level 3 wealth and got the 3000 or just a typo. :)


>.> Yes... that.

More like, I looked at the medium XP progression a couple days ago, and pulled the number from my oh-so-reliable memory. So yes, 5000 xp should be your square zero. :-P


Like I said, my posting is gonna be whacked for a while - low on time, and lower on motivation. The former will start to improve come Wednesday of next week, and the latter should follow. I'll get a post done sometime tomorrow regardless.


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

No worries PBP are long time commitments so take your time.


^ Thanks, btw. Wednesday wasn't the end of my schedule being screwed up after all, but on the bright side, my motivation's doing better! :-)

Also, if you guys want to move faster through the Þing events, let me know. They're fun and interesting, but not every one moves the plot forward. >.>


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

pace is fine so far. Obviously the ones we are involved in will move at the pace that others post. These that we are just watching can be moved along with narration and a chance to act if needed. Or you can assume we act and include it and then pause for how we interact with the narration. Up to you.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

Yes, it is very interesting. And slow is always fine for me.

-Posted with Wayfinder


Glówen #544 wrote:
Eventually, once he thinks it is safe, he'll cast charm person on the guy. He explains that he will make himself look like a very attractive woman... To bag it fails.
D20PFSRD.com wrote:

Succeeding on a Saving Throw

A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

So Glówen may want to tweak his approach slightly. If you say, "I'm going to turn into a beautiful woman," and then cast a spell on HIM and he succeeds on his throw, he'll know straight-away that he was the real target, not you.


Male Ratfolk | Rogue 1 / Illusionist 2 |HP: 12/12 | AC13 T 13 FF 11 | F-1 R+4 W+3 | Init +8 | Perc +8 | SM +5| CMB -1 | Speed 20

I was trying to do that. If it failed he would explain that it was really an illusion but the guy was too smart and saw through it.

But yes.... We can change that to..."make you think I am a beautiful woman"

-Posted with Wayfinder


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

My parents are coming to stay for the week. So the wife and I are taking a staycation. We will be doing stuff around the house and hitting the beach and stuff with them so my posting will be spotty and way down from my normal rate till next Friday.


Sounds good - I've got a crazy weekend ahead of me myself, so I'll follow through with Glówen & Tyv come Tuesday, and we'll see you when we see ya, Havark.


Alright, I'm going to try to get some posts down today, but I'm still going to be in-and-out as I picked up a nasty-ass cold right as the weekend kicked off, so my energy's all over the place. And as my band has two shows next week, I need to do my best to kick this bug and take it easy.

I know you've all cool with the pacing and struggles of real-life, but it's not going to stop me from thanking you for your patience anyway. :-)


Another brief note: don't be afraid to say something, in a private message or in the discussion, if I or another player include content that makes you uncomfortable or brings up bad memories. As an example, this last scene could have been really un-fun on the off-chance that one of you witnessed the death of a parent at a young age. And no pressure to explain yourself in such a situation either - just please keep me in the loop so that we can test boundaries and explore situations like this without anyone having a bad time. :-)


HP 43/49 | AC: 29 /T: 22 /FF: 25 | Perc. +13(+15) | F: +6 / R: +9 /W: +12 | CMB +3 | CMD 23 | PDC 24 | Speed 30 | Init. +6 | PP: 17/18 | XP: 14534

oh, yeah sorry if that happened I don't think of things like that. Not that I haven't had crappy things happen in life. Sorry.

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