Legacy of Fire (Inactive)

Game Master dinketry

The sands of the desert are unforgiving, and those who show weakness rarely survive.

Kelmarane Regional Map

The Mountain's Maw

The House of the Beast


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Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Uzma finds anything he can to set the broken leg, and urges his companions to carry Nishv into the nave.

"I propose to take the last watch, to greet the sunrise," Uzma suggests, once they have set camp.

Grand Lodge

The Mountain's Maw |

The group moves back into the sheltered area of the nave and passes the rest of the night watching over their unconscious companion while learning about their new companion. Occasional chirps and growls from the chapel echo into the nave as the night passes.

Besides Uzma at last watch, please tell me the watch order. There needs to be two other shifts of watch, if you're keeping a watch. If there's anything you'd like to do before going to sleep, please let me know that as well.


Male Half-Orc Keleshite Oracle (Lunar) 1 | HP 10/10 | AC 18/FF 18/Touch 14 | Init - 1 | Fort +3 | Ref +6 | Will +4 | Darkvision 60', Uncanny Dodge | Perception +5

Rafyyk moves over to Nishv once they have found a place to rest. He will call upon his Goddess and cure some of the wounds of his ally. He pats the man on the shoulder. "Rest easy, my friend." He then sits back and lets out a sigh. "I will take the first watch. Then I will need to sleep to regain my spells."

He stands up and stands watch.

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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The Mountain's Maw |

Rafykk's ministrations seem to make the monk rest easier, though curiously, he does not wake up. Settling in for his post, the oracle notes Nishv tossing and turning, as if having feverish dreams.

Evil GM roll: 1d20 ⇒ 17

With his short passed in an otherwise unspectacular fashion, the weary oracle moves to wake up the next watch short.

Who is taking middle watch?


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Drael shakes his head groggily as Rafyyk wakes him, but he quickly rises and takes his place keeping watch, his hammer kept close to hand.

Grand Lodge

The Mountain's Maw |

Drael notices no further growls or chirps coming from the chapel during his watch. The suli did not really get a chance to see the creatures that the gang had been having trouble with, but felt confident that he'd be able to defend their position long enough to wake the others if any foes attempted to enter.

Evil GM roll: 1d20 ⇒ 18

Drael passes his night shift without incident, happily waking Uzma before settling back to his slumber.

Uzma, let me know if you'd like to do anything particular during your 3-hr watch.

Evil GM roll: 1d20 ⇒ 16


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Nothing specific. Pray and pay attention!

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The Mountain's Maw |

Uzma finishes his prayers and passes the remainder of his watch without disturbance. Nishv has awoken. He attempts to rise, grimaces, and sits back down again.

"Who is this new one?" Nishv asks of Uzma, nodding at the sprawled form of Drael.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

"His name is Drael. Gozreh called upon him to join us, and Princess Almah told him the way to find us," Uzma answers with his usual zeal. Too much time spent in the desert, or do the Gods veritably speak to him?

"I am glad that you have survived the night," he continues, offering a silent prayer to the Heavens.

He looks up at the balcony, to make sure that the pugwampis are still there. They will have to come down at some point...?

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The rest of the group begins to stir as the rays of the dawn sun find their way into the monastery building.

Uzma sneaks into the chapel from the nave, peering up at the balcony.

I need a Stealth roll from you, Uzma.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

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The Mountain's Maw |

Uzma creeps into the chapel. Despite the sun peering into other areas of the ruined monastery, the chapel remains dark. The balconies remain a darkened lining to the upper section of the chamber.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Uzma remains hidden and perfectly still, and attempts to see or hear the pugwampi...

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Grand Lodge

The Mountain's Maw |

Uzma cannot see anything in the balconies due to the darkness, but he can hear a slight raspy breathing as if something awaits from above.

Grand Lodge

The Mountain's Maw |

Mystery GM Rolls:
1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (1) + 2 = 3

The rest of the gang wakes up, packing up their bedrolls, blinking in the bright light that streams into the ruined monastery in gashes in the wall and ceiling.

Everyone who needs one gets a single hit point in healing from the rest. I have the following hp totals:

PC hp totals:
  • Drael 12/12 hp
  • Korum 6/8 hp
  • Loran 5/7 hp
  • Rafyyk 10/10 hp
  • Uzma 8/10 hp
  • Nishv grimaces at the group: "I feel alright, but my leg won't bear my weight. Do not tarry; Lady Almah is awaiting us. I will remain here, in the alcove by that statue," here, he points towards the statue to the west where you bedded down, "for your return." His set look brooks no debate.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    GM:
    With regards to spells chosen for the day: are there plants in the area? Or rather: are there plants that would allow casting Entangle? Also: could Expeditious Excavation be used to bring the whole thing crashing down?


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Uzma looks to the two half-orcs, and to the Suli newcomer, along with the others who have dared to venture this far, as if to say: ready?

    Can Uzma approximate the location of the pugwampis? Are they within 25'? And given that we have seen the balcony, is it safe to assume that they are within a 10' radius?

    Grand Lodge

    The Mountain's Maw |

    The balconies are 20 feet above the floor. They are dark, but you can approximate where the rasping breathing has come from, and can get within 25 feet of it. Your colleagues, however, have not moved into the chapel again from the alcove where you slept.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Hold action: if/when they come, should the pugwampis notice them, Uzma casts Flare Burst.

    Grand Lodge

    The Mountain's Maw |

    Uzma sits alone in wait in the dim/dark chapel.

    As the rest of the gang wake up and get ready for the day, another discovery is made: Loran the halfling is gone. His gear as well as any signs of his exit have faded into the desert sands.

    Awaiting the rest of the group...


    Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
    Spells:
    0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist

    Since I still have a spell prepared from the night prior, I'd like to spend 2 hours scribing another scroll. I also changed and updated spells prepared.

    Korum wakes after a night of fitful sleep, his back stiff, feet still sore from the previous day's walking. After quickly packing up his bedroll and book, he sets off toward the chapel, standing behind Uzma. "Damn those creatures..." he mutters under his breath.

    Grand Lodge

    The Mountain's Maw |

    Korum, can you give me a Stealth check please?


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael wakes up as Korum packs up, quietly looking up at the chapel before heading after the half-orc. I didn't get a great look at what was giving them so much trouble before, but it doesn't hurt to assume whatever it was is still there. Bow in hand, he does his best to move slowly and carefully despite his armor, so as to not draw attention to himself.

    Stealth: 1d20 - 5 ⇒ (10) - 5 = 5

    Grand Lodge

    The Mountain's Maw |

    Nevermind, Korum, I'll handle your Stealth check.

    Korum's Stealth check: 1d20 + 1 ⇒ (18) + 1 = 19

    Korum peers up into the rafters of the chapel as he silently makes it to Uzma's side.

    Korum:
    You can see a lone pugwampi (on the 'upper works' map) standing by the curious bone chandelier, peering into the chapel, bow in hand.

    The newcomer walks down the steps into the chapel, bow in hand. Unfortunately, the clangs of his armour ring out as he reaches Uzma's side, sending the pugwampi into a flurry of action.

    Initiative Rolls:
    1d20 + 3 ⇒ (8) + 3 = 111d20 + 1 ⇒ (5) + 1 = 61d20 - 1 ⇒ (13) - 1 = 121d20 + 2 ⇒ (19) + 2 = 211d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (18) + 5 = 23

    Initiative Order:
  • Enemy E
  • Enemy H
  • Enemy F
  • Enemy A
  • Uzma
  • Enemy G
  • Enemy D
  • Rafyyk
  • Drael
  • Korum
  • Surprise Round! Uzma and Korum may act! Uzma, you cannot see the enemy. Rafyyk is still in the other room.

    Additionally, any d20 roll for a combat action, skill action with STR, DEX, or CON modifier, or saving throw needs to be rolled twice, taking the lower roll. The Stealth rolls from earlier were not affected, but now they would be.

    The lone pugwampi screeches and begins shaking the bone chandelier, making an eerie and quite loud clattering noise that echoes throughout the chamber.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Uzma prays to Gozreh and calls upon His light.

    Surprise round: cast Flare Burst centered on approximately where I imagine the pugwampi to be and/or with the intent to cover as much of the balcony as possible.

    Grand Lodge

    The Mountain's Maw |

    Uzma, please give me a spell resistance roll. And yes, that one I will need twice.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Caster level check: 1d20 + 1 ⇒ (14) + 1 = 15
    Caster level check: 1d20 + 1 ⇒ (2) + 1 = 3

    Grand Lodge

    The Mountain's Maw |

    The flare of light flashes in the balcony above, highlighting the position of the lone pugwampi fitting an arrow to his bow. The light does not seem to affect the creature's eyes.

    Everyone in the room can see the pugwampi. Korum may act.


    Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
    Spells:
    0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist

    Korum glares at the creature above him in the rafters, unrolling the scroll he'd written only the night before and reading the words of power scrawled onto the vellum. Energy bursts from the page, enshrouding him in translucent force. His eyes never leave the Pugwampi .

    Cast Mage Armor from the scroll

    Grand Lodge

    The Mountain's Maw |

    Round 1! I will rule that the leftover light from Uzma's spell allows for this round to proceed with low-light conditions for the balcony, but it will be back to dark in the balcony at the end of this round, unless something else occurs.

    Initiative Order:
  • Enemy E
  • Enemy H
  • Enemy F
  • Enemy A
  • Uzma
  • Enemy G
  • Enemy D
  • Rafyyk
  • Drael
  • Korum
  • The gang can hear growls and shouts as several more of the rat-faced creatures emerge up on the balconies, moving into position this round. The pugwampi sentry who spent the last round alerting the others raises his bow and aims at the most open target - Korum.

    Ranged Attack on Korum: 1d20 + 3 ⇒ (11) + 3 = 141d3 - 4 ⇒ (3) - 4 = -1 MISS!

    Arcane energies crackle as the arrow deflects off of the mage. Rafyyk grabs his gear and rushes into the room, cursing.

    "Those bastards are back again, eh? Curses on them." He spits.

    All may act! Remember that any attack d20 roll will need to be rolled twice.


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael groans as he hears the pugwampi notice him, raising his bow as soon as he gets a good view of the sentry and sending an arrow spiraling up into the rafters,
    Attack1: 1d20 + 2 ⇒ (15) + 2 = 17
    Attack2: 1d20 + 2 ⇒ (19) + 2 = 21
    Damage: 1d6 ⇒ 5

    Grand Lodge

    The Mountain's Maw |

    Drael's arrow flies true, skewering the pugwampi brandishing the bow through the face. The pugwampi does not fall, but drops its bow and grabs at the arrow with both clawed hands.

    Uzma goes for the ladder. "It is time to end this," the half-orc utters.

    Everyone else may take actions!


    Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
    Spells:
    0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist

    Korum chants softly to himself, conjuring a small blob of acid and hurling it at the creature pawing at his arrow wound.

    Acid Splash attack: 1d20 + 1 ⇒ (18) + 1 = 19
    Acid Splash attack: 1d20 + 1 ⇒ (19) + 1 = 20

    Acid Splash damage: 1d3 ⇒ 2

    Grand Lodge

    The Mountain's Maw |

    Korum, I'll need a spell resistance roll - twice - from you as well.

    Grand Lodge

    The Mountain's Maw |
    GM Dinketry wrote:
    Korum, I'll need a spell resistance roll - twice - from you as well.

    Never mind on this. My mistake! Kudos to our lurker for catching this!

    The globule of acid hits the pugwampi squarely in the back of the head as it makes to rush off, dropping it abruptly.


    Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
    Spells:
    0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist
    GM Dinketry wrote:
    GM Dinketry wrote:
    Korum, I'll need a spell resistance roll - twice - from you as well.

    Never mind on this. My mistake! Kudos to our lurker for catching this!

    The globule of acid hits the pugwampi squarely in the back of the head as it makes to rush off, dropping it abruptly.

    Picked up acid splash for just that reason :D

    Grand Lodge

    The Mountain's Maw |

    Awaiting Uzma's actions...


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Uzma calls upon the Heavens, and a Fire Beetle crawls out of a crack in the wall. It attacks one of the Pugwampis, while shedding light in its vicinity.

    Fire Beetle bite: 1d20 + 1 ⇒ (5) + 1 = 61d4 ⇒ 4

    The attack fails, but the light of Gozreh continues to glow...

    Cast Summon Nature's Ally

    Grand Lodge

    The Mountain's Maw |

    Uzma, the duration of Summon Nature's Ally spells is one round, so you're summoning for the entire round - no possible attack this round, but I'll count your roll towards the next round. Also, if you are making an attack, you need to roll it twice for me - beginning next round, as we will assume your beetle missed this round.

    Grand Lodge

    The Mountain's Maw |

    Round 2! The light from Uzma's flare spell fades, leaving the balconies in darkness and the rest of the chapel in low-light. Drael and Uzma cannot see their foes to start this round.

    Initiative Order:
  • Enemy E
  • Enemy H
  • Enemy F
  • Uzma's Fire Beetle
  • Uzma
  • Enemy G
  • Enemy D
  • Rafyyk
  • Drael
  • Korum
  • Three of the pugwampi get arrows off from under cover of darkness.

    Evil GM rolls: 1d6 ⇒ 11d6 ⇒ 41d6 ⇒ 3

    Ranged Attack on Drael: 1d20 + 5 ⇒ (20) + 5 = 251d3 - 4 ⇒ (2) - 4 = -2 CRITICAL THREAT!
    Critical Confirm on Drael: 1d20 + 5 ⇒ (19) + 5 = 241d3 - 4 ⇒ (3) - 4 = -1 CONFIRMED! (3 hp dmg)
    Ranged Attack on Uzma: 1d20 + 5 ⇒ (19) + 5 = 241d3 - 4 ⇒ (1) - 4 = -3 HIT! (1 hp dmg)
    Ranged Attack on Uzma: 1d20 + 5 ⇒ (17) + 5 = 221d3 - 4 ⇒ (1) - 4 = -3 HIT! (1 hp dmg)

    The arrows strike true, the suli receiving a painful arrow in the groin as a welcome to the group. At that moment, a fire beetle scuttles out from the walls of the monastery, answering the druid's mystic call, its luminescent glands providing some radiant light to the scene.

    The fire beetle provides light only in a 10 foot radius. I'll rule that it increases the lighting to low-light for those with normal vision.

    Uzma, you may act!


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael groans as he fires another arrow in return at the damned nuisances, but his aim is off as he releases the bowstring and the projectile flies wide.
    Attack: 1d20 + 2 ⇒ (4) + 2 = 6
    Attack: 1d20 + 2 ⇒ (18) + 2 = 20
    Damage: 1d6 ⇒ 1

    Grand Lodge

    The Mountain's Maw |

    Uzma, it is your turn. Drael, I'll apply your actions on your turn when it comes up.


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Whoops, sorry about that, misread your post.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Free action: Heat Shimmer

    Uzma prays as he rushes forth, staff in hand.

    Is Rafyyk in the way? If so, Uzma makes his way to the ladder. If not, he will run up and attempt to leap over the pit trap, in order to engage a pugwampi. Do-able?

    Grand Lodge

    The Mountain's Maw |

    Uzma rushes forward and begins climbing a few rungs below Rafyyk.

    Two more pugwampi fire arrows at the half-orc wizard, chittering and growling as they do so.

    Ranged Attack on Korum: 1d20 + 3 ⇒ (11) + 3 = 141d3 - 4 ⇒ (3) - 4 = -1 MISS!
    Ranged Attack on Korum: 1d20 + 3 ⇒ (20) + 3 = 231d3 - 4 ⇒ (2) - 4 = -2 CRITICAL THREAT!
    Critical Confirm on Korum: 1d20 + 3 ⇒ (12) + 3 = 151d3 - 4 ⇒ (1) - 4 = -3 FAIL! (1 hp dmg)

    One arrow is deflected via arcane energies, but the second arrow hits the side of the half-orc's face, narrowly missing an eye.

    The suli warrior launches an arrow that flies wide, groaning in pain at his groin wound. Rafyyk reaches the balconies a second time, his great axe drawn.

    Korum, you may act!


    Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
    Spells:
    0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist

    How high up is the second floor?

    A mischievous grin grows on Korum's face as he rush forward, chanting a different spell than before, calling the scarce water of the desert to his will, forcing it to steam and swirl around him. When he is done, the fog is thick and almost refreshing, given the heat of the desert.

    Moving and casting Obscuring Mist. I'm hoping it's high enough to cover the entire climb up the ladder.

    Grand Lodge

    The Mountain's Maw |

    20 feet.

    Grand Lodge

    The Mountain's Maw |

    Round 2!

    A thick mist billows up from around the half-orc wizard, shrouding the lower chapel in haziness. At the same time, the summoned fire beetle pops out of existence, extinguishing the only source of light for those sensitive to it. Just at that moment, light bursts forth from Uzma, illuminating the foggy scene.

    Without a clear target, two of the pugwampi focused on the chapel floor shift their bows to the half-orc on their level that stands free of the fog.

    Ranged Attack on Rafyyk: 1d20 + 3 ⇒ (19) + 3 = 221d3 - 4 ⇒ (3) - 4 = -1 HIT! (1 hp dmg)
    Ranged Attack on Rafyyk: 1d20 + 3 ⇒ (8) + 3 = 111d3 - 4 ⇒ (2) - 4 = -2 MISS!

    Another pugwampi judges its shot on the druid carefully through the nascent fog.

    Ranged Attack on Uzma with obscurement: 1d20 + 3 ⇒ (4) + 3 = 71d3 - 4 ⇒ (1) - 4 = -31d100 ⇒ 44 MISS!

    The arrow misses wildly, unlike one of the two arrows that found its target in Rafyyk.

    Uzma and Drael may act!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Still whispering prayers to Gozreh, and attempting to steady his nerves, Uzma continues his way up to the balcony.

    Free action: Heat Shimmer

    Grand Lodge

    The Mountain's Maw |

    Rafyyk curses at the pugwampi.

    "Foul desert rats ---" and with a mighty leap, he jumps over the splintered hole in the balcony to land near the closest enemy "--- meet your doom!"

    Evil GM roll: 1d100 ⇒ 68

    With a crack and a pop, the flooring where the half-orc lands breaks away (again).

    Rafyyk Reflex Save #1: 1d20 + 0 ⇒ (7) + 0 = 7
    Rafyyk Reflex Save #2: 1d20 + 0 ⇒ (18) + 0 = 18

    Rafyyk plummets through the hole in the flooring, to the chapel floor below, disturbing the foggy tendrils summoned by Korum with a violent crash near to where his colleagues mount the ladder.

    Falling Damage: 2d6 ⇒ (2, 2) = 4

    Drael, it is your turn!

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