Gark's Eleder PBP overflow

Game Master Human


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It's about time I gave out xp! For the chest trap and the trapdoor gave Juno weird feelings: Juno and Nesica each gain 1600 XP. Adi and Sunt each gain 400 XP.

The elemental walks down into the center of the room. Just as it's nearing the pedestal, though, a rattling can be heard - all six of the skeletons have suddenly animated and charged to the furthest reach of their chains. They can't get any further than the second black ring, but the elemental appears to be trapped.

It picks up the sword from the pedestal in two hands of living water. "Bglub slupp burlblubl."

Aquan:
"There's writing on the rock."


Also, let's move into Initiative. Skeletons: 6d20 ⇒ (7, 4, 10, 13, 10, 2) = 46 So looking from the entrance towards the staircase it's 13 directly right, 10 at 3 o'clock, 16 at 5 o'clock, 19 at 7 o'clock (nearest pedestal), 16 at 8 o'clock, and 8 directly left. Nesica: 1d20 + 2 ⇒ (20) + 2 = 22 Juno: 1d20 + 4 ⇒ (13) + 4 = 17

Round 1: [Nesica+summons] 20 [7 o'clock skeleton] [Juno] [5 o'clock skeleton] [8 o'clock skeleton] 15 [rightmost skeleton] [3 o'clock skeleton] 10 [leftmost skeleton]
Nesica gets another round of actions before the skeletons do anything more, if she wants to do something after healing herself. Juno, you can post your action now and it'll take place immediately after Nesica's does, or you can wait to see what she does before posting.


Juno follows Nesica's lead, trying to remember what she knows about undead. Will her longsword do anything to them? Her musket? Does she want to waste her precious six shots on these, or save them for later?

Knowledge Dungeoneering: 1d20 + 2 ⇒ (5) + 2 = 7


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

The water elementals begin blubbing aggressively. They're not very good at fighting when there isn't water on the ground. They begin swinging tendril arms at the skeletons in a blind panic. The one with the sword attempts to...swing the sword...

Nesica pinches the bridge of her nose. She forgot the water spirits are hopelessly silly...

Power Attack Melee@Skeleton 12 o'clock: 1d20 + 5 - 4 - 1 ⇒ (11) + 5 - 4 - 1 = 11
Slam: 1d6 + 3 + 3 - 4 ⇒ (5) + 3 + 3 - 4 = 7

Power Attack Melee@Skeleton 9 o'clock: 1d20 + 5 - 4 - 4 - 1 ⇒ (9) + 5 - 4 - 4 - 1 = 5
Longsword?: 1d8 + 3 + 3 - 4 ⇒ (6) + 3 + 3 - 4 = 8

She prepares to bring in more reinforcements. This time, she's calling in...

Ruchon.


Juno's got no idea what hurts undead skeletons good, not having faced them before. She's pretty sure that someone versed in religion, like Ilisa, could tell her, though.

There aren't any 12 o'clock or 9 o'clock skeletons, but the attack missed anyways. I'll assume you're having the elemental in the hallway attack either the leftmost or rightmost, and the elemental with the sword attack the one at 8 o'clock.

The skeletons, though unarmored, are incredibly agile, and easily dodge the clumsy tentacles of the fire-quenching elemental and the even clumsier swings of the door-opening and sword-holding elemental. The latter burbles, "Labd sshurb!"

Aquan:
"This sword sucks!"
The two skeletons nearest the pedestal each pull out a rib bone and throw it at the sword-wielder, while the one the sword-wielder engaged lunges to slash the watery person with its sharp, bony fingers. The ribs sink through the elemental's form without doing any injury, but the claws rip through the magic keeping the elemental's form stable.

Improvised weapon from 7 o'clock to sword elemental: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5 Bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4
Improvised weapon from 5 o'clock to sword elemental: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 Bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4
Claw from 8 o'clock to sword elemental: 1d20 + 2 ⇒ (19) + 2 = 21 Bludgeoning and slashing: 1d4 + 2 ⇒ (2) + 2 = 4 Claw from 8 o'clock to sword elemental: 1d20 + 2 ⇒ (19) + 2 = 21 Bludgeoning and slashing: 1d4 + 2 ⇒ (1) + 2 = 3 Looks like 2 hits for 4 and 3 damage, or 7 total.

Round 1: [Nesica+summons] 20 [7 o'clock skeleton] [Juno] [5 o'clock skeleton] [8 o'clock skeleton] 15 [rightmost skeleton] [3 o'clock skeleton] 10 [leftmost skeleton]
Juno is up! Also, I think the elementals expire on your next turn, Nesica. At the latest :V


Let's get this options paralysis resolved: 1d3 ⇒ 3

Juno elbows her way over Nesica and stands in the entrance to the hallway, pulling out her musket. She fires at the skeleton on her right.

Point blank deadly shot: 1d20 + 8 ⇒ (11) + 8 = 19 Bludgeoning and piercing: 1d12 + 5 ⇒ (11) + 5 = 16

The skeleton was about to lunge for Juno, but gets a chestful of metal shot instead - it explodes into pieces. The skeleton behind it flings a rib at Juno's eye, but hits one of the ricocheting bone fragments instead.

Improvised weapon from 3 o'clock to Juno: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4 Bludgeoning: 1d4 + 2 ⇒ (3) + 2 = 5

The water elemental near the hallway then faces a frenzy of clawing from the skeleton it engaged.

Claw from left to hall elemental: 1d20 + 2 ⇒ (4) + 2 = 6 Bludgeoning and slashing: 1d4 + 2 ⇒ (4) + 2 = 6 Claw from left to hall elemental: 1d20 + 2 ⇒ (20) + 2 = 22 Bludgeoning and slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Confirm?: 1d20 + 2 ⇒ (10) + 2 = 12 Bludgeoning and slashing: 1d4 + 2 ⇒ (3) + 2 = 5 So a total of 6 damage to hall elemental.

Round 2: [Nesica+archon] 20 [7 o'clock skeleton] [Juno] [5 o'clock skeleton] [8 o'clock skeleton] 15 [3 o'clock skeleton] 10 [leftmost skeleton]
Nesica is up!


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

As the elementals gurgle their farewells, Nesica completes her spell, bringing forth RUCHON.

It seems to come flying from the corridor into the room, letting out a deep droning noise and firing lasers from its eyes at the nearest skeleton. It sits readily between the skeletons and the party.

Nesica, meanwhile, casts another spell.

LASERS@7 o'clock: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 5
Lasers@7 o'clock? 5 o'clock?: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 5

Scorching Ray@8 o'clock: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 4d6 + 4 ⇒ (3, 2, 1, 4) + 4 = 14
Scorching Ray@3 o'clock: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 4d6 + 4 ⇒ (2, 3, 1, 2) + 4 = 12


It probably can't reach the 7 o'clock and 5 o'clock if it's between all the skeletons and the party, but if you summon it to the other side of the staircase it could easily reach from there.

A flurry of light beams sends bones rattling around the grey stone walls of the chamber, immediately destroying the skeletons at 5, 7, and 8 o'clock. Nesica's second scorching ray doesn't hit its mark, due to Juno getting in the way at the wrong moment, but there are only two skeletons remaining - one on the left, and one further away on the right.

Round 2: [Nesica+archon] 20 [Juno] 15 [3 o'clock skeleton] 10 [leftmost skeleton]
Juno is up!


Juno draws her sword. She's not the best with it, but the skeletons are bound and she needs to conserve ammunition. She brings it crashing down on the closest skeleton.

Longsword: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 ⇒ 2


Juno turns to the left and brings her longsword horizontally in a slashing motion, but the skeleton gets out of the way too quickly for her to connect, then lunges for Juno's throat with both bony hands. She manages to dodge, though.

The skeleton on the right throws an arm bone at the archon, which zips out of the way as well.

Improvised weapon at archon: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13 Bludgeoning: 1d4 + 2 ⇒ (4) + 2 = 6
Claws on Juno: 1d20 + 2 ⇒ (8) + 2 = 10 Bludgeoning and slashing: 1d4 + 2 ⇒ (4) + 2 = 6 Claws on Juno: 1d20 + 2 ⇒ (10) + 2 = 12 Bludgeoning and slashing: 1d4 + 2 ⇒ (4) + 2 = 6 I don't think any of those hit :V
Round 3: [Nesica+archon] 20 [Juno] 15 [3 o'clock skeleton] 10 [leftmost skeleton]
Nesica's up! Juno's actions will happen after hers.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

The ruchon is entirely unperturbed by these launched projectiles. It continues its laser assault.

Laser@3 o'clock: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 2
laser@3 o'clock: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 3

Nesica launches a series of small air bolts towards the last skeleton, striking unerringly. magic missile

Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (2) + 2 = 4
Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6


The archon flies around the room. The skeleton on the right explodes into bones under its concentrated fire, while the bones of the one on the left just disintegrate under Nesica's eroding bolts of air. The clattering noise ceases as soon as these bones hit the floor.

End combat. All six skeletons have been destroyed, though their . . . skeletons . . . remain scattered around the room. The golden longsword lies behind the pedestal, which is behind a spiral staircase going up to a panel in the ceiling, in the center of concentric rings of gold, white, black, white, green, and black steps. Juno is standing on the outer gold ring, while the pedestal and staircase and longsword are all within the central black ring. Nesica is standing in the hallway, and the archon is floating about 30 feet away from her on the opposite side of the room from Juno.


"Hm. A fight we win without me being nearly killed? A nice change of pace." She looks down at the ringed steps, and says, "If your archon has some time left, could it float over these and get the sword? I don't trust these rings." She doesn't move, but she readies her musket, figuring expending her remaining 5 rounds is worth staying alive to get some loot back to the city so she can afford to replenish.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

With the situation thoroughly under control, Nesica instructs the Archon to scout ahead while she inspects the area for magic. Detect magic

The archon drops an aid spell onto Juno before wisking away to grab the sword.

Aid THP: 1d8 + 3 ⇒ (3) + 3 = 6


Looking towards the center of the room, Nesica discovers four auras. One of them is strong.

The archon drops a literal bubble of golden light on Juno, causing her to feel more inspired and stronger. As it grabs the sword, the archon remarks in a green-glowing whisper, "There is writing on the pedestal."


GM rolls:
Knowledge (arcana): 1d20 + 5 ⇒ (16) + 5 = 21 Knowledge (arcana): 1d20 + 5 ⇒ (13) + 5 = 18 Knowledge (arcana): 1d20 + 5 ⇒ (1) + 5 = 6 Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23

Nesica can tell that the outer black ring and the inner white ring have faint abjuration auras. The green ring has a faint aura of some type. The golden sword, which the archon now dangles by the hilt near the staircase, is a +1 defending longsword.

Reminder about the rings wrote:
The floor slopes downwards in rings of steps, each ring being colored differently - the ring closest to the entrance is gold, while the next rings are white, black, white, green, and black.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Thanks Ruchon. Now, roll down the stairs and hit each ring!" Nesica pulls Juno from the room and closes the door partially.

"They have wards. Could blow up."


Ruchon teleports to the gold outer ring and drops to the ground with a bit of horizontal momentum. It has difficulty rolling while holding the sword, but it manages to at least hit each step with a consistent force. Nothing blows up, even as it comes to a rest in the inner black ring.

It probably has a round of actions left.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica pokes her head out and says "Neat, wonder what the wards are then...oh well, head on over Ruchon. We're outta here.


"Why does it have to hit the rings?" Juno asks. "Are you TRYING to trigger the traps?"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Maybe. Hang on, I'm forgetting something. There is the writing on the pedestal...and the summons had no idea what it said..."

Nesica pats her chin with her finger as Ruchon drops the sword in her hand. She is immediately toppled over from the weight.


Juno helps Nesica up, and holds the sword up for Nesica to read it. "What does it say?"


The archon disappears just at the moment it relinquishes the sword. As Nesica passes it off to Juno, she feels a little twinge of avarice - as if that should be her sword. But she manages to quash the strange feeling.

The sword itself has no writing on it.


"Oh, the writing was on the pedestal?" Juno hands the sword back, if Nesica can carry it. If not, she suggests that, since she's already overencumbered, a few pounds extra weight isn't going to slow her much more, but warns that she's approaching heavy encumberance if they pick up any more.

Juno is already at 63.9/76 lbs medium encumberance, not counting the sword.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Yeah. And I suppose we can't reach it...I have no way to deal with the traps, if any." Nesica looks down at the sword and holds it up again.

"I can't hold it. And this is a pretty powerful blade. I'd rather you hold onto it. I'll take your old sword if you can't carry it." Nesica, whether Juno takes the sword or not, walks back into the burnt office and pulls out her grappling hook.

"I think we're unprepared here. We nearly died. Lets get the scraps we can and magically repair them later, then send some of the explorers to have a look through here. You know, the ones who are actually trained for dealing with trapped madhouses. That we hired."


"You don't know how glad I am to hear that." Juno accepts the blade. "I can carry my old sword, but I can't carry much more."


Returning to the smoking, steaming ruins of the office, Juno and Nesica can't find any scraps of the robes or paintings, but they do find that the suit of armor is (apart from scorch marks) entirely unharmed. The chest has stopped burning, and is now a pile of embers.

Exits include the locked and scorched door (straight ahead as you leave the hallway) and the shaft leading upwards on your left. Also, it's worth noting that Juno's 10 foot rope was consumed in the fire, but there are still metal rungs all the way up.

Liberty's Edge

Male Underpowered Warrior 1

Also, 803 XP to Juno and Nesica!


Juno has levelled up! She now has 29/49 HP, weapon finesse to make her melee less useless, and gains a +4 on damage rolls with a two-handed weapon.


Actually, scratch weapon finesse - was convinced it wasn't great for her class. She now has Endurance instead.


"So, I guess we're going back?" Juno says, as she puts her old sword in her pack and then sheathes the Sword of Defending into the scabbard where her old sword was. "Do we want to pop in on the hobgoblin before we leave? Let her know that the anticore is dead, that some of these rooms are magically trapped?"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"I'm a bit worried she'll sick the bison on us...maybe we should just leave a note in the room the others are resting in. I'd rather not disturb her more than we have."

Nesica gets out her rope and preps the grappling hook, handing it over to Juno's more accurate hands to put into place. She stuffs the very heavy armor into her backpack. "We'll need to pull this up by the rope and drag it back. I hope Sunt can carry this in her hipposhape."

While Juno does that, Nesica pulls out some chalk and draws a small diagram on the wall pointing towards the pedestal room, demonstrating which steps have what auras. The one she didn't get she simply puts as a question mark. She adds a note "was filled with skeletons, now they're skeledones.", snirking to herself at her dumb pun.

She also puts a big 'whoops' in the burned room.


If you don't have anything else to do:

Juno manages to lodge the grappling hook on one of the rungs, and it is easy enough for her and Nesica to climb up. They squeeze themselves into the narrow tunnel and walk the half-circle. The smoke up here is rather thick.

Make a Fortitude save. If you get a 15 or less, you are sickened for 30 minutes by breathing the smoke. You can try to hold your breath as well, but remember that it took "several minutes" just for the crawling section.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica, seeing the smoke, summons up a breeze around her. Breeze cantrip for a +2 to the Fort save

Fort: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

The smoke gets into her lungs never the less. She holds her breath.


Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24


Juno coughs a bit as she helps Nesica up, but it's not as bad as she expected.

Sorry, the last post timed out before I could add the in-character detail.


Actually if you hustle it just takes 6 rounds, all with two move actions per round, to get to the shaft down to the gatehouse. So Nesica's able to hold her breath until then.

Nesica and Juno climb down out of the smoky shaft, severely burned but still alive. They see Whimsy in the doorway, lying with all legs splayed out and rapidly panting. Adi is sitting with her back against the wall and oiling her lockpicks. She looks up when she hears the grappling hook dislodge. "Ah, you're back. Sunt went down the hill to refill our waterskins. Did you find anything?"


"We found some magical items and a pretty nifty sword," Juno says, unsheathing it to show the golden gleam. "There's more back there, including some hellknight plate armour, but there was an, er, accident involving some alchemists fire that damaged some of it. We're returning another day to finish searching and looting the heavy stuff. Preferably when I have more ammunition to deal with anything we may face here."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica nods. "We're going to need to find a trapbreaker."


Did Nesica not want to bring the plate armor in her pack?

Adi nods. "Sounds cool. I'm a trapbreaker, you know."

Whimsy goes up to Nesica and licks her face.


"Trapbreaking is useful, but more useful? Being able to actually CARRY the stuff we find, and right now we can't. At the very least we could look at buying a horse to carry it."


Adi shakes her head. "Well, I can't help with that. I suppose we could get Sunt to carry some stuff. She's barely got any armor."

When Juno says the word "horse," Whimsy growls.

Ready to move on out of the gatehouse? If so, I need a Fortitude save against heat from Juno and Nesica - they didn't get to chill out in the shade here after the walk up the hill, and instead went straight into the fire and skeleton zone. Note the +4 bonus on this save from Sunt's Survival check earlier.

After rolling:
If they got an 18 or lower, they advance from Fatigued to Impaired, continuing to be fatigued and taking a -5 penalty to their speed after armor. They also take nonlethal fire damage: 1d4 ⇒ 1

Otherwise, they take no damage and remain simply fatigued.


Fortitude (with Endurance): 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort+Breeze: 1d20 + 6 + 2 + 4 ⇒ (3) + 6 + 2 + 4 = 15

Apparently I can't seem to roll well at all lately


The halfling, half-elf, gnome, and dog leave the gatehouse and head towards the skeleton treeline. Just before they reach the trees, they see Sunt fast-walking up the road to meet them. She's carrying a few waterskins and has shaped a dome-like spot on her head to carry additional water. She gladly takes the plate armor, if Nesica offers it.

As the party gets onto the road and begins the hike downhill, the sun comes out from behind the clouds again and beats down on all exposed skin. Juno is doing fine, but Nesica has a killer headache to complement her scorched-out throat, and her muscles feel weak and heavy.


"I'm telling you, Nesica, a horse. Something you can ride, and carry plate armour so you don't have to rely on the generosity of friends," Juno says, gesturing to Sunt as she does. "We call it Jape, to go with Whimsy."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Nothing stopping you from getting one Juno..." Nesica rubs her temples and groans a bit. A few people feel rain drops spatter them despite the current lack of clouds.

Yes, Nesica asks Sunt to carry the armor back.


Adi catches a few of the raindrops and rubs them on her face. "I wouldn't mind a small horse. Ooh, or a wagon!"

Leaving the black-boughed and leafless trees to their buzzing cicada denizens, the party enters the ring of sparse forest around the bottom of Krane Hill. Now and then a bird calls, but the terrain is still very quiet, as if waiting for the sunset. In the distance as they trudge downhill, the party can see the deep blue of Desperation Bay.

Circling around to the south (assuming the party wants to take the faster, overland route rather than the coastal road), the party loses sight of the sea. A bit over an hour after sunset, they arrive at the grove and stream where they heard galagos calling two nights ago. However, the grove is quiet.

You're moving at 1.5 miles/hour, so you've cleared about 3 miles before the night comes. Can I get a couple more DC 19 Fortitude saves from each of you? Including that +4 bonus, of course. First damage is nonlethal fire: 1d4 ⇒ 1 and second is 1d4 ⇒ 2.


Fortitude (Endurance, remembering the +4 from survival this time): 1d20 + 6 + 4 + 4 ⇒ (2) + 6 + 4 + 4 = 16

Damn.

"Well, it'd be handy for guild business. If I'm buying a horse, it's for me, I decide what to call it, what to use it for, and so on. If the guild buys a horse, we all get a say in what it does."

Juno realises that, somehow, her sleeve has caught fire, and hurriedly puts it out.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort: 1d20 + 6 + 2 + 4 ⇒ (11) + 6 + 2 + 4 = 23

Fort: 1d20 + 6 + 2 + 4 ⇒ (14) + 6 + 2 + 4 = 26

Nesica seems to be weathering the heat thanks to the cool breeze. Which only seems to be affecting her.

"That's fine...it's just that we don't have a stable to house it in...or somewhere to put the cart..."

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