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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Dark Archive

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

Forgive the delay. It was a long weekend with a lot on the honeydo list.

Nothing radiates magic and nothing moves within the hall. Grumthar can see only more bodies. The corpses include orcs, kobolds, a strange hyena-like creature which looks as though it has had its face and muzzle peeled back, rats, strange insect-like birds, and flat, octopus-like creatures.


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 whispers in deep tone, "I can see only more bodies further out in the darkness. It looks like a large battle happened here, possibly among various factions, or possibly between the bipedal creatures and the more animal-like ones. Nothing moves about that I can see; it could be safe..."


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 proceeds slowly, paying special attention to the ceiling to avoid a surprise from those darkmantles mentioned by the orc earlier.

Dark Archive

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

Jamadar creeps slowly through the hall, careful not to step on wayward corpses and alert for possible ambushes or traps. After a time, he reaches the end of the hall. Along the way, he discovers that there are eight exits from the hall; two on the north, two directly opposite them on the south, two further east on the south wall, and one on the east wall, and one on the west wall. Through the open east door, he can see a large room, filled with debris.


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 moves back and whispers his findings to the group. He motions, asking silently whether to check the closest door or proceed through the open one.


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 listens to Jamadar's report on the layout of the room. "I'd rather not have these doors at my back. Let's at least check them first before moving on to the others," he whispers. "Does anyone recognize any of these odd creatures?" he adds.

Before moving on, Shae inspects some of the bodies nearest him, trying to determine if this was one big battle and these creatures killed each other, or if this was a series of smaller battles and these creatures were killed by something else which may still be out there.

Heal: 1d20 + 7 ⇒ (18) + 7 = 25

Dark Archive

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

As best Shae can tell, several smaller battles were fought here over a period of several weeks or months.


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

"Just in case someone else isn't already thinking it; this may not be the best place to hang out," Grumthar whispers worriedly.

Grumthar proceeds, ever so carefully expecting trouble...


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 nods his head in agreement. "Yes, it appears that this was several battles, so something could still be out there. Do you recognize any of these creatures?" he says pointing to the strange hyena-like creature, the strange insect-like birds, and the flat, octopus-like creatures specifically.

Once he gets his answer, he points to the door to the north. "Let's start with the door next to the one we came through. Jamadar, can you do the honors?"


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

Klevum farts. Ah, that feels better Moves up closer to the door and casts detect magic on it.

Dark Archive

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

Strange Birds (Knowledge - Arcana (DC 6):
These are stirges, an insectoid race of bird-like creatures who stab prey with their proboscis and drain blood.

Octopus Creatures (Knowledge - Arcana (DC 6):
These are darkmantles, an underground pest that poses are parts of the ceiling and drops down upon unwary prey, choking the life from them.

My error, the faceless hyena-like critters are more like earless panthers, though the part about their face being peeled away is accurate.

Panther-like Beasts (Knowledge - Arcana (DC 11):
The beasts are krenshar, a sort of great cat that possesses the ability to peel back it's face and emit a terrifying screech at the same time to frighten predators or prey.

Klevum:
The door is unremarkable and non-magical.

Note that all of the doors leading from the room are open.


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

Knowledge Check Results:

K(arcana): 1d20 + 5 ⇒ (3) + 5 = 8
K(arcana): 1d20 + 5 ⇒ (11) + 5 = 16
K(arcana): 1d20 + 5 ⇒ (15) + 5 = 20
---

Dark Archive

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

Assuming that you choose to share, everyone can read the results above for themselves.


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

Ooh, my bad. I thought someone else rolled also and I didn't want to steal their thunder.

Will skip the stirge response since I believe we have already encountered them before now...

As Shae asks about the dead things laying all about, Grumthar inspects the various monstrous corpses.
After giving the octopus thing some thought he casually remarks, "Ahh, bloody darkmantles. Little bastards like to drop down from the ceiling and choke the life out of their prey.' He wanders over to the panther looking beast and nudges it around as well, "Never fought one before, but it seems to match the description of a krenshar. Mostly an ordinary cat until it peels its face back and screeches at you. The grotesqueness of its faceless head and the horrific sound is enough to panic even the most tested orc." Grumthar shrugs, "I've heard a caver's tale about wax in the ear helping with the sound, though that wouldn't work well for a spell-slinger like me."

"Hopefully, they have all managed to run their own numbers low. Looks like there's some good meat still left around though. Hrumph!"


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

The door is unremarkable and non-magical.

Note that all of the doors leading from the room are open.

It's not just the door... unless its a 1' stone door then the detect magic goes through it for 60' feet.

Dark Archive

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

Ah, too true.

Klevum:
At the very edge of your range, you feel the familiar tug of magical emanations. Studying it for a bit, you can determine that the magic comes from two different sources. Both are faint.


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Jadedly ignoring the pile of corpses, Bollux slowly peers through the open doors, not quite sure what he's looking for or what to do next.


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 shrugs and proceeds to check and open the nearest of the doors.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Dark Archive

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

All the doors to this room are open.

Bollux sees nothing in the corridors beyond the doors.


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 goes through the door Bollux is next to and looks around.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9


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

Farts, scratches himself and shrugs and follows Shae. As he steps up to Shae and Bollux he casts a spell in their direction detect magic.


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)

"There is a door down the hall here. Maybe that's where the magic aura you are sensing, Klevum, is coming from. I think we should at least do a cursory look at the rest of the doors in this room first though." He then crosses the room to the door the south and looks around.

perception: 1d20 + 3 ⇒ (13) + 3 = 16

Dark Archive

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

Looking south, you see only an empty corridor going south, seemingly with no end. The tug of the magical emanations is definitely coming from the NE. One of the auras is enchantment and the other is abjuration.


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

I see some auras, enchantment and abjuration from the northeast. he grumbles. Abjuration is usually defensive in nature...


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

"If Kelvum says there's something interesting this way, then that's where I'm going."

Bollux takes off down the hall to the Northeast.


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 looks at Klevum and Bollux. "Hold on. Let me check this door here first. You know, Jamadar said there were doors at both ends of this room, but we can go see what Klevum is detecting and come back." He then moves over to the other door in the south wall and looks out.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Dark Archive

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

Also only a featureless corridor that extends to the limit of your vision.


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

Shrugs at Shae, and then tromps off after Bollux.


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)

"Alright, we can search those hallways later," Shea says as he follows the others into the hallway, stopping outside the doorway to the north to let Jamadar search for traps.


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 looks around twice, not wanting another shock.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

If clear he leads the way in. (Watching the roof for darkmantles)

Dark Archive

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

Following Jamadar, who is in turn guided by Klevum, the group makes their way through the maze of corridors, on the elusive trail of the magic that Klevum sensed earlier. Stymied by a corridor that only leads further away, they return to the long hall and go back the way they had come, eventually working their way to the source of the magic.

Their way is blocked by a stout wooden door. Klevum affirms that the source of the magic is just beyond the door.


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

"Hmmm, this doesn't quite feel so right. I think it would be wise for the rest of us to back up a bit while one tries out the door," Grumthar mentions as he moves back.

Dark Archive

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

Jamadar kneels and carefully checks the door for traps. Taking 10 on Perception and Disable Device (if necessary).

Finding nothing of interest and the door being unlocked, he opens it and peers inside. A couple of broken crates are all that remain of interest in this otherwise empty room.

Klevum still feels the tug of magic from the room; more specifically, the door frame.


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 looks at Klevum quizzically. "The door frame? Are you sure? What about it?" he asks.


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 also casts Detect Magic and studies the door frame for a bit, hopefully to help out with the assessment.

K(Arcana): 1d20 + 5 ⇒ (17) + 5 = 22 to discern aura

"We may be able to tell its complete properties, but we would have to likely interact with it in study", the curious half-orc adds.

Dark Archive

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

There are two auras present, both faint. One is enchantment, and the other is abjuration.


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 sense faint auras of enchantment and abjuration on the door. Since touching and opening the door didn't trigger anything, it could be a lot of things. If it is a trap, perhaps something has to step through the door to trigger it. If it isn't meant to be a trap, then ... hmmm ... who knows ...", after pausing for a second he adds, "try throwing something into the room".


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Hearing Grumthar's suggestion, Bollux complies, saying, "There's a good idea, my orcish friend."

He throws his newly acquired throwing axe into the room, trying to embed it in one of the broken crates.

Dark Archive

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

As the axe whirls through the portal, there is a blast of scintillating lights that appear suddenly in the space between the door frame. The closest four characters looking in that direction (which should be at the very least Bollux and Grumthar) need to make a Will save (DC 13) or be fascinated for 2d4 ⇒ (2, 4) = 6 rounds. At the same time, a piercing klaxon emits from the doorway, sounding for a full 6 seconds before fading, leaving your ears ringing.

Fascinated:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

Affected: 2d4 ⇒ (3, 1) = 4 HD

GM Screen:
1d20 ⇒ 2


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Will save: 1d20 - 1 ⇒ (9) - 1 = 8

Ooh...shiny


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

Coughs, Well there be an alarm me friends... so the question is who is now coming for us?


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

Will: 1d20 + 2 ⇒ (19) + 2 = 21 Not fascinated

"WELL I THINK WE FIGURED IT OUT", Grumthar speaks quite loudly, as if his ability to control his speech volume is shot.

"DEFEND the HALLWAY or defend INSIDE THE room??", he continues while also casting Mage Armor. "OH BLAST, something's wrong with BOLLUX!"

AC=15, Mage Armor


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 idea, Grumthar," Shae says as he moves back down the hall.

Dark Archive

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

No sooner has the alarm subsided before a group of something approaches from the east. Grumthar can see an orc in the lead, but they are moving cautiously.


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)

When Grumthar points to the door to the left, Shae readies his battleaxe to attack whatever comes through if they make a hostile move.

Readied attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Dark Archive

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

As the first orc comes around the corner and sees Grumthar and Shae, it suddenly stops. "Orklar kurash istayman, lekin himoya qiladi, balki."

Orcish:
"Orcs not want fight, but will defend."


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 speaks up with one empty palms up, "orada saxlayın. Bu gün mübarizə üçün heç bir ehtiyac yoxdur."

Orcish:
Hold there. There is no need for fighting this day.

Seeing them respond likewise, Grumthar speaks to the group, "Well, now what? They may not fight us ..."


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

Had readied his axe, but once Grumthar speaks he lowers it slightly. If ye say so laddie... but I still be wary he says as he keeps an eye on the orcs.

Dark Archive

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

"Raghar e outros procuram lugar para descansar. Raghar não se importa com a luta."

Orcish:
"Raghar and others look for place to rest. Raghar not care about fighting."


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 nods, "Ragahr says they are just looking for a place to rest. They don't want to fight. Perhaps we should entreat them to tell us about what they know. I'll ask about the alarm trap first."

He turns back to the lead orc, "Ragahr, qrup qapısını bu səs-küy tələ qurmaq idi? Əgər başqa bir şey gələn ola bilər düşünürsünüz?"

Orcish:
Ragahr, did your group set this noise trap on the door? If not, do you think something else may be coming?
-------------

Sorry guys, I am usually better at checking my games than I was this week. Bollux, Shae, Klevum, or Jam, feel free to continue Grumthar's conversing for me if I don't chime in within a day or two. (I've been using Azerbaijani for Orc if you want full consistency.)

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