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

Roll20 Site


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Dark Archive

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

The following location does not have a map.

You are two days north of Highhelm, deep in the Five Kings Mountains, where you are seeking a hidden cavern spoken of in an ancient journal that your group recently came across. It was difficult to decipher, given its age, and you were only able to achieve a partial translation; something about an entrance in this region and a "magical prison."

As you climb the mountain, rocks and debris slow your ascent. Numerous tracks of different creatures ascend the hillside. The climb levels off as you get closer to the cave mouth. You see a man the size of a galleon lying on the ground at the cave opening. As you get closer, you can see that death has taken him. Despite his obviously decomposed state, he does not exude the odor of decay. A gargantuan halberd lays beside him and he wears a chain shirt over his chemise.

There are no obvious wounds or signs of a struggle. Who was he, and how did he die?


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

heal: 2 + 1d20 ⇒ 2 + (16) = 18 as an attempt to figure out how he died.
perception: 3 + 10 = 13 I'm also searching his body taking 10


M Gnome Rogue Trapsmith 1

Seeing the archer move directly to searching the body, Agromite goes to the other side of the behemoth and does the same.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Dark Archive

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

Agromite, you find that the giant wears a belt pouch that is nearly twice as large as you are! With some effort, you manage to open the buckle and a sheaf of giant papers spill out, threatening to bury you! The papers are covered in scribbles in an unknown language.

Glade Wolf, you find that his pockets are full of the same. You are unable to discern what killed him.

Linguistics (DC 30):
The writing is ancient in origin. You are unable to decipher all of it, but the general gist is that of a journal that holds the thoughts and ramblings of an ancient creature.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Well, if we can't read the writing, we should take the note with us, and maybe someone else can. does the paper weigh anything? Unless someone can get a linguistics of 30.

Dark Archive

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

All of the papers combined weigh 500 pounds.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Nevermind, if we can't read it, we leave it here in the room, it is too heavy. 500 LBS, how long would it actually take to read it all? I hope we aren't under a time limit, because I know people will want to stop and do stuff like this.

Dark Archive

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

Hours upon hours upon hours. Even then, you won't comprehend a vast majority of it. The important thing to take away from this is that there is a lot of it and it looks like a journal of some sort, as many of the scraps are dated.

Technically, you aren't in a room, you are just outside the cave mouth at this time.


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 continues to slog up the path with his head down. When he reaches the cave, he looks up. With a loud exhale, he lets his heavy pack fall to the ground with a thud. He then uses it as a stool to sit for a moment.

"Finally. I thought we'd never get here. I was beginning to second guess my decision to bring so much equipment, but I didn't want us to get all the way up here in the middle of nowhere and not have something we needed," he says to anyone who will listen.

After a few moments of rest, he gets up and walks towards the fallen body. "Now what have we here? A guard maybe? But was he keeping things from entering or exiting?"

Not sure if I can take 20 on a heal to determine cause of death. I will if I can for a 27, otherwise...

Cast Guidance on self
Heal: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Aid perception(Agromite): 1d20 + 3 ⇒ (20) + 3 = 23

lol, whoa, let's not use up all the good rolls so soon. Also, looks like I got ninja'd.


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

"Ahh, I can tell great times await us; never before has a dwarf complained about climbing a mountain," Grumthar chuckles as Shae sighs relief and sits down.

"Nevertheless friends, we should be cautious. Something brought down this giant."

Grumthar will take a look at the papers in case he recognizes the language. Grumthar knows draconic and orc, if that helps.

Following that up, Grumthar will curiously check around the area for anything else of interest.
Perception: 1d20 + 0 ⇒ (15) + 0 = 15

Dark Archive

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

There are no marks on the body to indicate what felled him, so it is safe to assume that he fell to disease, poison, or some nefarious magics. The language is not one that you recognize. There is nothing else of interest in the area.


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 furls his brow at the half-orc as he prepares to pick his pack back up. "You will all thank me later that I came prepared, not like we were going for a walk in the park. Now that I've done all the hard work getting this stuff up here, anyone else want to give me a hand?

He hands Grumthar the crowbar. "Thanks, every little bit helps."

"Well, it looks like we have seen all that there is to see out here. Unless there is something I missed, we might as well go into the cave. Everyone ready?" Before entering, Shae stops and says a quick prayer to Bolka.


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 the crowbar with ambivalence and stuffs it in his pack, and responds, "Hah, I've been caving all my life and haven't needed one. Maybe this cave is more than it seems though judging by our friend on the ground." After a moment of reflection, he adds, "I am sure you will prove to be right master Oakenshield. We will likely need every tool we can spare."

"I am always ready for a new cave." Noticeably giddy and humming a tune of festivity, Grumthar moves toward the cave entrance casually peering inside.
Perception: 1d20 + 0 ⇒ (13) + 0 = 13 + darkvision

Finally, these last few weeks always above ground have been like torture.

Is the cave large enough to accommodate the giant on the ground?


Retired to Triaxius

Einar following after Grumthar, looks at the giant, then at the pile of papers covering the gnome, laughing a little he then says to Shae Oakenshield

"ven you are done sitting on the pack Liliputaner, I vill carry it for you, Ja?"

looking at the group and then the cave he asks

"Shall ve go into the Höhle, Freunde's?"

when Shae gets up Einar will tie his bag to the pack and put it on, following whoever has a light into the cave.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Is his stuff useable, or is it large sized? I might take the weapon and better armor with me. Glade will be in the back.

Dark Archive

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

It is Gargantuan. No chance of using it, and even to carry it would be encumbering.


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

Is the cave dark or lit? About how far back can Grumathar see standing near the entrance?

Assuming dark ... once the light from the entrance fades

"Well, I will see just fine in the dark, but what is the plan to make light for the hum-ies? I can make these little lights like a torch or even a rough looking Grumthar shaped light. Both will only last for a short time, but I can send them forward to scout and summon them as many times as needed."

Grumthar casts Dancing Lights twice, showing off both the 4 lantern and humanoid options, and sends them off into the cave about 50 ft (if they can go that far).


M Gnome Rogue Trapsmith 1

Agromite's face breaks into a big smile as he discovers something, only to quickly change once he realized how worthless it is.

"Well, THAT was disappointing, wasn't it?" He looks to the cave entrance. "Let's hope things start getting more interesting inside?"

With a mischievous smirk the gnome reaches into one of his many pouches and pulls out a dull grey stone. With a casual flick of his wrist he sends it into the air but instead of falling it begins to spin through the air, orbiting around his head and emitting a dull glow. "Shall we?"


Retired to Triaxius

I am assuming that Hallit, Einar’s native tongue, is not common. So I am using German to represent it, really I just have wanted to play a character with a German accent ;-)

Helping the Dwarf will make the team feel at ease, and if we get separated or something goes wrong I will have all the survival gear, this is a win-win

Einar shifts the backpack on his shoulders, ready to go into the cave, looks curiously at the gnome,

” Freunde I know not vat could be more interesting zan a gigant dead for no offensichtlich reason, but if you are willing to lead into zee dunkle Höhle, Einar vill follow you, ja?”

Einar will follow along behind Agromite, club in hand.


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

"It may be good to at least grab one page of the journal", Grumthar mentions as he moves over and folds up a random page. "We may one day be able to decipher it and if not it could make good tinder."

Grumthar then falls in line at the back just in front of Glade Wolf.

WhtKnt, what is the weight of one page for tracking?

Dark Archive

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

One page weighs about 2.5 lbs.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Glade travels along Light spells, you guys rock


M Gnome Rogue Trapsmith 1

Agromite glances back as the party forms up for travel. "Normally I use this ioun torch for working locks and things. Once we're ready to go inside I'll let one of you sword-swinging types take it so I can scout ahead unnoticed."

Maybe its the light of the torch, but you can almost see a reddish glint in his eyes as he grins widely again.

Dark Archive

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

Beyond the body of the titan is a single cave that winds down into the earth. The cave is low and shallow, obviously dug by small crude hands. Many footprints mark the dirt, and debris litters every corner. In the back of the cave, a narrow tunnel, poorly lit, leads deeper.


Retired to Triaxius

I'll be up front, may as well use the ioun stone

Einar puts his hand out to the gnome,

"I vill carry your doodad, vor uou if you vish, Ja?"

whether Aromite gives Einar the ioun torch or nor, he will continue

may as well get started, no point standing here

Einar then point to the cave, hefting the pack and begins to move forward, saying

Ve may as well get undervay,

he walks into the cave looking around as he goes stopping in the cave and kneeling looks at the small tracks and then at the debris in the corners.

I wonder what kind of footprints these are

perception: 1d20 + 4 ⇒ (1) + 4 = 5
survival, identify tracks: 1d20 + 4 ⇒ (20) + 4 = 24

after looking around he points to the cave and says to Agromite

" do you vant to go in die Höhle? Or do you vant to stay mit der gruppe?

if Aromite goes ahead Einar will use the time to look around more, so take 20 on perception then


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

"Hrrmmph. Even more curious, the titanic man didn't come from in here. Lots of trash and cramped? I wonder if a pack of gobbos could have brought such a thing down?"


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

survival: 6 + 1d20 ⇒ 6 + (5) = 11 to id the exact kinds of footprints and such.
perception: 3 + 1d20 ⇒ 3 + (15) = 18 to see if there are any secrets before I get to the back of the cave that gets to the tunnel.


M Gnome Rogue Trapsmith 1

Gods, these tall folk talk funny!

Agromite gladly hands the stone over to Einar, giving him a quick lesson on how to snag it and reactivate it. Then he draws his shortsword, puts a finger to his lips in an exaggerated call for quiet before stalking toward the narrow tunnel entrance.

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
1d20 + 8 ⇒ (8) + 8 = 16 another +1 to find traps

Dark Archive

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

The footprints are those of a variety of creatures. The tunnel winds into the mountain, its ceiling some 6 ft. high and 5 ft. wide at the widest. After about 100 ft. or so, the tunnel opens into a larger room, cut from stone and built, rather than dug. It is obvious something lives here.

You exit the dark and, yes, dank, narrow passageway onto a worked stone floor. Looking about, you see that you have entered a large square chamber hewn completely from stone. You notice two iron doors, one to your side and the other in front of you. Otherwise, there are no features of interest in the stone.

A map will be posted when I have a chance.


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

was this just for Agromite, or did we all move up with him?

Dark Archive

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

I assume that all of you closed ranks once he said it was clear.


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

Two large iron doors? Curious, why would someone do that at the back of a ratty cave?

"This cave is more than it would seem. We may have stumbled onto some sort of stronghold, or perhaps this prison we've heard about. Though, the rumors said it was a magical prison. Hrmpf, doesn't seem much magical about iron doors," Gurmthar says with a gruff smile.

"Lets see what may be unseen," Grumthar commands. With a quick wave of the hand he casts Detect Magic, concentrating specifically on the two doors but also peering around the room for any magical auras.

Grumthar will let the group know of any auras before suggesting that Agromite check the two doors out.


Retired to Triaxius

better to make an informed decision I guess

Einar stands patiently, twirling his club, waiting for the sorcerer and thief to determine what Iron door they will open first.

"Ja, mein Freund, patience is gut, ve vill vait for mehr Informationen"

Dark Archive

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

The detect magic reveals nothing, and a check of the doors by Agromite indicates nothing amiss. No traps are apparent, and the doors appear to be unlocked.


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, no reason to believe either is a better choice. Agromite, take us through the left door."


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 prepares to enter the door with his shield and battleaxe ready. "Well, this is what we came here for. Let's go."


Retired to Triaxius

I am going to get old just waiting here, if the thief is nervous, I am not

Einar, wearing Agromite ioun stone for light, tired of waiting and watching, the prompting from Shae enough to convince him, walks up to the left iron door holding his club in hand, opens the cold iron door and it looks in

perception: 1d20 + 4 ⇒ (12) + 4 = 16


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Glade goes through as well, following behind everyone.

Dark Archive

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

Okay, the Roll20 site should be active for those of you who have joined the campaign. Let me know if you can't see anything and I will attempt to fix it.

Dark Archive

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

As you push the door, the edge disappears into a blackness that lies just beyond. You allow the door to open completely and watch as more and more of it is swallowed up in the barrier until only it's hinges are visible. Peering cautiously into the darkness for signs of movement, you see nothing. Even your ears can detect only the breathing of your fellow adventurers. The dark space reveals nothing of what lies beyond.


Retired to Triaxius

so the light doesn't cast into the room?

Dark Archive

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

Nope.


Retired to Triaxius

Einar looks curiously into the room then back to the group, then back into the room, he steps away from the door and scratches his head

well that just wrong

”vell, that is most curious, ve shall see if za verdammt light vork behind die rechte Tür, Ja?”

He goes to the door on the right side opening it and sees if the light shines in there.

perception: 1d20 + 4 ⇒ (20) + 4 = 24

Dark Archive

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

Nope, same result. The light does not penetrate the darkness beyond the door.


Retired to Triaxius

really the light doesn't work at all

Einar mumbles under his breath and walking back to the left door slowly steps into the doorway, carefully placing his foot on the floor, then stepping into the room keeping his left had on the wall and his club in his right hand, he slowly walks along the wall, about four paces.

"I vill go into za verdammt room and zee if I can find another door vay, Ja"

perception: 1d20 + 4 ⇒ (5) + 4 = 9


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

I am not sure what I should see on the Roll20 site, but I don't really see anything new since first signing in. It also looks like I can only see chat and not post to it. (I am Peter on there)

Grumthar growls, "This does not bode well friends. Let's try one more thing before stepping through."

Grumthar sticks his mace into the darkness up to the hilt and then attempts to remove it.


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 wrote:

I am not sure what I should see on the Roll20 site, but I don't really see anything new since first signing in. It also looks like I can only see chat and not post to it. (I am Peter on there)

Grumthar growls, "This does not bode well friends. Let's try one more thing before stepping through."

Grumthar sticks his mace into the darkness up to the hilt and then attempts to remove it.

Disregard this post, I didn't catch that Einar actually stepped into the room (coffee must not have kicked in)

Seeing Einar blindly step into the dark room alone, Grumthar follows.


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)

"Good luck," Shae says as he carefully watches Einar step into the doorway. "Can you still hear me?" he yells after Einar disappears.


Retired to Triaxius

can Einar still hear Shae?

Dark Archive

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

Grumthar and Einar:
You find yourselves in another large room. As before, the doorway is cloaked in blackness. What is more, you are unable to pass back through! You hear nothing of your companions.

Your cries go unanswered.

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