GM WhtKnt's World's Largest Dungeon (Inactive)

Game Master WhtKnt

The World's Largest Dungeon beckons. Do you have what it takes to complete it?

Agromite Monshoon: HP 11/11; AC 16/14/13; F+2 R+5 W+2; Init +3
Klevum Athknees: HP 15/15; AC 18/11/17; F+5 R+1 W+5 (+2 vs. poison and spells); Init +1
Grumthar: HP 8/8; AC 11/11/10; F+2 R+1 W+2; Init +3
Jamadar: HP 8/8; AC 18/13/15; F+0 R+7 W+2; Init +5
Shae Oakenshield: HP 14/14; AC 17/12/15; F+5 R+2 W+5; Init +2

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Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Yes, lets pick this up!


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar will sleep as needed and help with overnight watches, chatting up the ogre if he is awake as well.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Indeed, the night passes without incident. The ogre sleeps well, the rest of you perhaps not as much, given his unearthly snoring.


Retired to Triaxius

Einar awakens after a rough night of sleeping, "Das verdammte Oger ganze Nacht geschnarcht, warum haben wir sie töten?" pulling rations out of the pack that he carries for Shae Oakenshield he tosses a crusty loaf of bread to Shae, calling out "Shall ve break zee fast bevore ve head into zee hallvay?" pulling out another loaf, thinking for a moment the calls out "Oger" tossing the large humanoid the second loaf, he removes a third for himself.

After Einar wolfs down his bread he shoulders the pack, placing the ioun stone back around his head and picking up the mace he heads to the hallway, 'the ogre said east but not north or south, north it is.', "Vee shall head Norden, ya?" Turning to the north Einar begins to follow the hallway, keeping a keen eye out.

Coming to the first intersection fairly quickly he calls back pointing with the mace first north and then east, as he shrugs his shoulders."Norden oder Osten? hat jemand geben ein Kesselflicker verdammen?"

perception: 1d20 + 4 ⇒ (17) + 4 = 21

Kellid:
"The damn ogre snored all night, why didn't we kill it?" second quote: "north or east? does anyone give a tinkers damn?"


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar fillets some of his rat meat into thin strips and tosses it into a pan over a small cooking fire. " Master Shae, would you be so kind as to purify this before we eat? Fresh meat anyone?"

So, our ogre friend says that the orc leader is to the east, or whichever way is 'that way', Grumthar says pointing in the same direction the ogre did. "Should we seek out Orghar and the orcs or avoid them? There may be something to be gained from seeking them out, if nothing else their supplies, but they may have more information as well."


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Before turning in for the night, Shae gathers everyone together to say a prayer for a safe night's rest and asks Bolka to make everyone feel rejuvenated.

Channel energy: 1d6 + 1 ⇒ (6) + 1 = 7

Also, at Grumthar's request, he purifies the food so the group can eat it.

Didn't we come from the east?


Retired to Triaxius

We came through three rooms moving from east to west,the other exit from this room is on the western wall and goes into a hallway which runs north and south. Einar headed north to the next intersection, which is beside the northwest tip of the room he just left, so the eastern hallway would run beside the northern side of the rooms we just left and continuing north up the hallway would take us, well, north. OH, thanks for the healing, I always forget to ask and get my characters in trouble!


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

After resting Jamadar leads the renewed search onward.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


M Gnome Rogue Trapsmith 1
Grumthar wrote:
"Should we seek out Orghar and the orcs or avoid them? There may be something to be gained from seeking them out, if nothing else their supplies, but they may have more information as well."

Agromite takes the offered meat gratefully and immediately rips off a corner with his teeth. "Normally I'd say avoid orcs, but wandering aimlessly around this place seems a quick way to get ourselves dead."

"Any information is better than none."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Forgive the delay; had a family member go into the hospital today with probable heart failure. Need to see to her.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You follow the corridor north until it turns to the east and widens, eventually ending at a door on the north wall.


Retired to Triaxius

Does the northern hallway widen and end in a door?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

No, it goes north for quite some distance before turning east and widening. It goes east a short distance and dead-ends, with a door on the north wall.


Retired to Triaxius

there is no more map north, is the ogre going with us?

Einar continues mumbling under his breath in Kellid as he leads the team north, following the hallway north and then east, keeping a keen eye out as the hallway widens he eventually stops at the door on the north wall and turning and asking. Agromite, meine gnome Freund, vould you inspect ze door, Ya?"

going up the hall Einar will take 10 (14) on perception as he goes


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Follows the large man, also keeping a sharp eye out even on the ceiling. He has his axe out as if he's expecting danger at any moment.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Well, crap! Forgot to shift the players to the new map! That's fixed. No, the ogre is not accompanying you, but does wish you well.

The door before you is unlocked and does not seem to be trapped (to the best of Einar's ability to tell).


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Someone should open the door and peer in this time. I can send the dancing lights in as well if it will help."


M Gnome Rogue Trapsmith 1
Einar 'Kinslayer' Bjornson wrote:
Agromite, meine gnome Freund, vould you inspect ze door, Ya?"

"Still not sure what youre saying, my large friend, but I better check out this door......." Its hard to tell from the gnome's expression whether he is serious or he is just messing with the northerner.

Check for Traps: 1d20 + 9 ⇒ (2) + 9 = 11 to the best of my ability as well, apparently.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar also checks the portal, using detect magic as well.

perception: 1d20 + 7 ⇒ (4) + 7 = 11

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The room beyond is dominated by a huge pillar in the center of the room, some 10 feet in diameter and rising from floor to ceiling. Defaced images cover every inch of the column leaving no clue as to what they might have been. Several open doorways lead out of the room, but they were obviously of little use to the orc corpses that litter the floor. Several bodies of reddish, leathery, octopus-like creatures are scattered about, one still attached to an orc's head. A pack of rats, each the size of a small dog, are scavenging the bodies. They hiss and snarl as the door is opened.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Well at least the rats are doing well ... maybe it is truly they who run this place...

"Hopefully they'll die quick and taste good."

Grumthar Init: 1d20 + 3 ⇒ (2) + 3 = 5

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

INITIATIVE
Jamadar
Rats
Einar
Grumthar
Agromite
Shae

Jamadar, you're up!

Agromite Init: 1d20 + 2 ⇒ (3) + 2 = 5
Einar Init: 1d20 + 2 ⇒ (12) + 2 = 14
Jamadar Init: 1d20 + 5 ⇒ (7) + 5 = 12
Shae Init: 1d20 + 2 ⇒ (17) + 2 = 19
Rats Init: 1d20 + 3 ⇒ (1) + 3 = 4


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

hello, do I get initiative... my modifier is a staggering +1!?


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

I'm a little confused by those init rolls and the apparent order.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

What the...!? Something happened between the time I sent it and the time it posted. Will fix tomorrow.

Sorry Kleevum, forgot to add you to the autoroller. I will correct that, but go ahead and roll.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Quick, are we rushing in or drawing them out?"


M Gnome Rogue Trapsmith 1

Rats....I HATE rats!

Agromite readies his weapon. "Let 'em come to us, could be more in the corners. Don't want to get overwhelmed....."

The gnome hopes he does not sound scared, but its hard for the longshanks to appreciate just how big these vile things look when youre gnome-sized.


Retired to Triaxius

Einar, grasping the Morningstar in both hands, which are shaking slightly with the thought of the adrenaline coursing through his body; looks at Grumthar eyes wide a smile starting, "vill die Ratten leave za food to attack? Ich sage, wir eilen sie, ya?" realizing the last part was in Kellid he reiterates "I zay ve Rush zem, ya?"


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar hisses a warning, shooting at one with his bow and taking a step back to make room.

bow: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 ⇒ 2

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Okay, proper initiative order is posted below. Sorry about that.

INITIATIVE
Shae
Klevum
Einar
Jamadar
Agromite
Rats

Klevum Init: 1d20 + 1 ⇒ (14) + 1 = 15


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Heh, well you left me out, but that's my fault for pre-posting my initiative instead of waiting for you.


Retired to Triaxius

excited to see action, and wanting to put the ogre incident behind. no one wants to put "head bashed in by an ogre" on their resume' Einar rushes into the room, happily waiving the Morningstar in both hands as he closes in on the nearest rat, "AAarrrrgggh" with a roar he swings the borrowed weapon at the rodent.

30 ft. move, attacks rat

attack: morningstar: 1d20 + 5 ⇒ (3) + 5 = 8 for damage: 1d8 + 6 ⇒ (4) + 6 = 10


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Hearing the sound of battle, Shae steps closer to the doorway and stands next to Klevum.

"Let's see what you can do," he says as he says a prayer and touches him on the shoulder. Touch of good: +1 to attack for 1 round.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar will move enough to get LoS on a rat and activate his Tremor ability.

Tremor: 1d20 + 5 ⇒ (12) + 5 = 17 vs trip CMD


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Pulls out his sling, and swings the bullet around his head and launches it at a rat.

Attack with Sling w/Touch of good: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Hahaha Shae, apparently not much! :)

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

It is only by the grace that the rat is engaged in eating that Klevum's attack connects, but the result is no less impressive. The bullet takes the creatures head off cleanly.

Einar rushes in, swinging wildly at one of the rats, but the blow falls short.

Jamadar fires, catching one of the rats in the flank, but not killing it, before stepping back.

Agromite hesitates, wanting the rats to come to them, but his words are lost in the flurry of attacks and Einar's roar of battle lust.

Grumthar summons a tremor, leaving one of the rats prone.

The rats surge forward, intent on defending their meal. Two attack Einar, but both miss the big man. Two, including the one that he dropped prone (having struggled to its feet), come for Grumthar. Only one gets an attack and it misses. The rat that Jamadar wounded moves to the doorway and bites at Agromite, but cannot hit the agile gnome.

Party is up!

Rat vs. Einar: 1d20 + 1 ⇒ (1) + 1 = 2
Rat vs. Einar: 1d20 + 1 ⇒ (9) + 1 = 10
Rat vs. Grumthar: 1d20 + 1 ⇒ (7) + 1 = 8
Rat vs. Agromite: 1d20 + 1 ⇒ (3) + 1 = 4


Retired to Triaxius

glaring at the rat his missed with hatred Einar screams "sterben! verdammte Ratte! sterben! as he swings the Morningstar at furry little vermin again.

attack: Morningstar: 1d20 + 5 ⇒ (12) + 5 = 17 for damage: 1d8 + 6 ⇒ (3) + 6 = 9


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar drops his bow in favor of his rapier and stabs at the rat on Agromite.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 1


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Whtknt, which is prone?

Grumthar takes a 5' step to give Agro a flank and defensively casts Mage Armor.

Cast Defensively: 1d20 + 1 + 4 + 4 ⇒ (20) + 1 + 4 + 4 = 29 vs DC 17
Success, AC now (MA 15/11/14).

Wow, what was I thinking. I did not see those other rats.

"We could use some exterminators in here. Particularly ones with large weapons..."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

None of them are prone, now. The one that was prone used a move action to stand and a move action to get to you, but did not attack.


M Gnome Rogue Trapsmith 1

Taking advantage Grumthar's tactical move the gnome swallows his fear and lashes out at the wounded rat. The coordinated move is a success, Agromite's sword cutting into a sensitive spot.

Short Sword, Flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage, sneak (w +1 trait bonus): 1d4 + 0 + 1d6 + 1 ⇒ (3) + 0 + (5) + 1 = 9


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Not seeing any openings, Shae drops his battle axe and shield.


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Take the opportunity to drop the sling and take out his axe and shield, reading an attack if a rat decides to charge.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

As Shae and Klevum switch out weapons, Einar smashes one of the rats threatening him. Jamadar jabs at a rat in the doorway and Agromite finishes it off with a quick thrust. Grumthar casts mage armor on himself, silently questioning the wisdom of entering this room.

The rats, for their part, seem intimidated by the sheer numbers facing them, but they fight on. One bites at Einar, the other two snapping at Grumthar's heels. Fortunately for the heroes, none of the rodents are able to connect.

Party is up!

Rat vs. Einar: 1d20 + 1 ⇒ (8) + 1 = 9
Damage (bite): 1d4 ⇒ 1
Rat vs. Brumthar: 1d20 + 1 ⇒ (11) + 1 = 12
Damage (bite): 1d4 ⇒ 2
Rat vs. Grumthar: 1d20 + 1 ⇒ (2) + 1 = 3
Damage (bite): 1d4 ⇒ 4


Retired to Triaxius

Snarlng at the rat that bit at him "verdammte Ratte!" he again swings the Morningstar at furry little vermin attempting to crush it.

attack: Morningstar: 1d20 + 5 ⇒ (4) + 5 = 9 for damage: 1d8 + 6 ⇒ (1) + 6 = 7


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Steps up to the rat that had attacked Brumthar, and swings his axe at it attempting to cut it in half.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Assuming that Klevum takes out another rat, Jamadar moves past and attempts to skewer the remaining rat on Grumthar.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 1

Confirm crit: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 ⇒ 4


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar takes a 5ft. step up next to Jamadar and fires off a glob of acid at the nearest rat but misses in his haste to step away.

Acid Splash RT: 1d20 + 1 ⇒ (1) + 1 = 2 for damage: 1d3 ⇒ 3 acid


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae pulls out his long spear and readies an attack if any rats come out the door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The group reacts quickly to turn the tide and two more rats are slain (by Jamadar and Klevum), while the one facing Einar turns and runs. Einar, you can either take the AoO or you can let it go.

in any case, Combat over!

A quick search of the room is made. The rats have nothing on them, and the orcs (7) each have a suit of studded leather, a falchion, and four javelins. You also find a small block of silver that someone has been whittling, a gold nosering, a small leather bag containing three deep blue uncut gems, a set of well worn ivory knucklebones, a silver and gold bracelet with images of dolphins, and a golden feather woven into an orc's hair.

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