Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Assuming that there are no more ghouls or ghasts attacking, Garrath lets the rage that fills him go, and stands, gasping for breath.

"Can we take a few moments? The rage it leaves me out of breath for a few moments.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Lending a comforting hand to Garreth, Elektra smiles at the big barbarian.
"We know, Garreth, we know. I also need a few moments to refocus and reasset our options and what happened here. How many of the unliving were here. Also, if my studies were correct, ghouls are not that... devious in their repopulation!"


All Ghast in the common room and kitchen are truly dead.

The bedroom door just happens to be neither locked nor trapped. As Brandark opens the bedroom door, one final Ghast bites at the Dwarf but is unable to penetrate the Cavalier's armor.

Ghast 1 bite: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (2) + 3 = 5

Brandark still has to make a DC 15 Fort save for the Stench. You must make a new save versus each Ghast you face.


Round Two recap.

Elektra begins to cast another spell, but Brandark ans Stone encourages her to hold her magic.

Brandark finishes off the last Ghoul in the common room.

Stone cast a curative on Brandark.

Round Three plus

As Garreth's Rage subsides, Elektra comforts the big Barbarian.

Brandark opens the bedroom door to find yet another Ghast.

Elektra 23
Garrath 10
Brandark 8
Kelvin 16
Ghoulies 15
Stone 14

After the four Ghast in the kitchen and common room were made dead again, there was a lull. However, since there is only one more enemy, I will maintain initiatives. Kelvin had actions in Round Two and likely would have checked the bedroom door. Brandark would have a move action to open the door. He now has a standard action. Map updated.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

If I have a standard action, then I guess I will use it. :)

Pushing the critter back with the haft of his axe, and then grabbing it in a firm two handed grip. Brandark attempts to send the thing back to its grave.

attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (17) + 5 + 4 + 1 - 2 = 25
damage: 1d10 + 6 + 4 ⇒ (4) + 6 + 4 = 14

Do you want me to list the mods ?

Edit forgot the fort save
fort save: 1d20 + 7 ⇒ (6) + 7 = 13Add 2 more if poison


Longbow (point blank shot & 30 feet): 1d20 + 9 ⇒ (17) + 9 = 261d8 + 2 ⇒ (5) + 2 = 7

After Kelvin checks the door, he steps back to the far wall and switches to his longbow as Brandark opens the door. Seeing another ghast he looses an arrow at it, hitting the creature.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will move up Ignite my blade with your holy fire

Sun Metal:
School transmutation [fire]; Level cleric/oracle 1, paladin 1, ranger 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target one melee weapon
Duration 1 round/level (see text)
Saving Throw Fort negates (object); Spell Resistance yes (object)

DESCRIPTION

The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.


fort save: 1d20 + 5 ⇒ (12) + 5 = 17


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

How much of a lull? 36 seconds worth? That's how long Garrath would be fatigued from the rage.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I doubt it matters, the thing is dead but I would think a minute. :)


Again, what Brandark started, Kelvin finishes as the last Ghast is defeated.

Garrath is no longer fatigued. :)

What do you do next? Also, you got some poor bloke out there looking for his wife, maybe just a day or two away from turning into a Ghoul himself.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"Stone can you help this man? I am not sure if it possible at all. We have to be prepared... well and let us check if one of the dead is was female."

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will go to the man and check him out.
heal check: 1d20 + 13 ⇒ (7) + 13 = 20


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark goes with stone, to help bring the man back to the house.


When Brandark and Stone get to where they left the man, he is not there.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

This does not bode well, not well at all.

Brandark starts to make his way back to the farmhouse to let the others know the man is gone.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Most likely we will have another ghoul on our hands soon.


The party is back at the farmhouse.

What do you do next?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"We should check and find him. Maybe your horse can track him?"
In any case.. I fear we have to burn the undead. It is safer that way.


As you search the fields around the Hambley Farm, you will find more tradition scarecrows that had been erected for the purpose of scaring crows. But after about thirty minutes of searching, you find the man struggling to free a scarecrow off a post. He is crying and too weak to free the scarecrow.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Was there a note on that body there at the door?
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Look Squirrel


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I think there was. But there were more pressing things to deal with at the time.

Before we go looking Brandark will take the note off the body and give it to Elektra.


Elektra's Note!

Do you grizzle up some Ghast and Ghouls?

And what do you do about this poor fellow fruitlessly trying to pry a scarecrow off of a post?


Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Kelvin looks over to Stone to see if he understands why the man is trying to take the scarecrow off the post. He also tries to study, from a short distance and not close enough to disturb the man, if the scarecrow is another person.


Kelvin barely hears a whimpering sound coming from the scarecrow. It sounds like a womam's voice. It become clear that this is the man's wife. When the party approaches, he looks back at them, "Help her. Please!"


"Someone hold her while I cut the ropes" the elf says as he runs up to the scarecrow, with a dagger in his hand and goes around the back to start cutting the ropes.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone runs up to help and gives her a quick check up
heal check: 1d20 + 13 ⇒ (12) + 13 = 25


As Stone helps Kelvin remove the woman from the post, you will discover this is Lettie Guffmin. She is in the advanced stages of Ghoul Fever.

She is alive with 2 Con and 2 Dex.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark will help move them both back to the farmhouse. As well as take the time to move the ones that are in the farmhouse out.

I think we should check all the remaining scarecrows before someone rides for additional help.


After a thorough search of the farm, you will conclude that the only scarecrows remaining are there for the purpose of scaring crows.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Once back at the farm house Stone will try to care the the lady Guffmin.
Kneeling down by her.
Please cleanse the women of this evil taint.
Remove Disease: 1d20 + 5 ⇒ (9) + 5 = 14
He then looks to the Mr. Guffmin.
Come here, your wife needs you. She will be fine. Unfortunately I can not cure you completely till morning but I can ease your suffering for now.
Stone will then lay hands on the farmer.
Give this man strength to do your will
Restoration, Lesser
Stone will also give him a Touch of Good +2 before he makes his next saving throw
Points of con: 1d4 ⇒ 2
Then before he finds a place to rest he will look at the party and ask.
Is anyone hurt and how are the horses?


While removing the Ghast and Ghouls from the farmhouse, you will notice that one of the Ghast had an iron key on a simple leather cord. The key had a symbol of a curious flower surrounded by thorns.

All but Stone can make a DC 5 Knowledge (nobility) check, Stone DC 15:
You recall this symbol as being the same design for the herald worn by Aldern Foxglove.

There was also a key on the body of the dead man at the door.

DC 22 Perception:
While removing bodies you notice a loose floor board. Underneath you find a stout wooden coffer. The coffer is locked.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

perception: 1d20 + 9 ⇒ (18) + 9 = 27
know noble, untrain: 1d20 + 1 ⇒ (2) + 1 = 3

Brandark will grab the keys.

Here now, what might this be.
Brandark pulls out the hidden coffer.

Kelvin, can you look this thing over?


Stone will remove the disease from Lettie and help Horran's constitution over night.


Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception (trap): 1d20 + 12 ⇒ (10) + 12 = 22
Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17 traps / unlock
Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17 unlock / not needed

Kelvin looks around but doesn't see anything till Brandark finds a hidden coffer. Looking it over for traps, if he finds one he tries to disable it. He then tries to unlock it first by using the key on the leather cord, and if that doesn't work then his tools.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I just had a thought why don't we all just go back to Sandpoint. I don't want to rest here and I bet neigh ther does anyone else.


Kelvin does not find a trap on the large wooden coffer. The key on the leather cord, found on the Ghast, does not fit this coffer. It is more like a door key.

However, the key from the dead man's body does fit the coffer. Inside are 35 meticulously arranges pouches, each holding 100 silver pieces.

Where do you go from here?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark whistles appreciatively. That is a lot of silver for a farmer.

I am thinking that we bring them back to sandpoint for the father to see if he can help as well.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

KNob: 1d20 + 5 ⇒ (20) + 5 = 25 15 as untrained
Looking at the symbol of the key Elektra suddenly sighs.
"This is the symbol of the Foxgloves. And if I remember correctly he was all over me the last time we met.... I get a bad feeling about this!"


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath gets a grim look on his face and nods, moving towards his horse. "Put the farmer and wife on my horse, if needed. I will run. We need to leave this place behind us and help these two. He then turns a tight jawed look back at the rest. "Then we will deal with Foxglove, and his unwanted intent towards Elektra."

He looks over the silver parceled out. "Split up like that, it looks like payments for something."

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will examine the body of the dead man.
heal check: 1d20 + 13 ⇒ (7) + 13 = 20
perception check : 1d20 + 3 ⇒ (4) + 3 = 7 Why did you not turn in to a ghoul? Stone will wounder aloud.


Stone will notice that the dead man was ritually murdered. He was singled out, a Sihedron Rune carved upon his chest.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Elektra, what does this rune actually mean.

Pointing out the rune that was carved on the dead mans chest.

Garrath, seeing as I didn't bring Suzie, we probably will have to.


Elektra will know that this is a symbol from ancient Thassilon. Why it is appearing now is beyond her scope of knowledge.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"Brandark, I have no clue. If you would ask me.... I would guess maybe some demon lord, no not chaotic enough, maybe a devils symbol. The number 7 has a few implications, like the days of the week.
Maybe I have to delve more into numerology for a question like that. But I will keep your question definetly in mind. It must be something incredibly important for them. Maybe the numbers of gods they believed, maybe the royal houses."


The party heads back to Sandpoint, straight to the new Cathedral. A crowd begins to gather in the square as the party takes Lettie and Horran in. An Acolytes runs to get Father Zantus.

When Father Zantus arrives the party tells him what has happened, "I am unable to remove disease, but I do have a scroll." The Padre sends an Acolyte to retrieve the parchment.

"Since this morning several families have arrived, hearing about Ghouls to the South. Fearful, they came into town. We have put up a couple of families here at the Cathedral. Then around noon, a Caravan came through. They mentioned that they saw dead Ghouls on the side of the road yesterday. And now this. I have heard of entire towns turned into Ghouls. This will cause a panic. It must be stopped."

The Acolytes brings Father Zantus the scroll.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Father if that is your only scroll you may want to save it. I can try to heal him in the morning and I fear after we leave you may need it. Also we have killed all the ghoul we could find to the south. But we think the source of the problem may lay in a place called The Misgivings do you know anything about it?


"Thank you. I will save the scroll. As for the Misgivings, I have heard of such a place, but do not know much about it. You may want to ask around town," the priest responds to Stone.

DC 12 Knowledge (local) or Diplomacy:
Foxglove Manor is over 80 years old, and has been the seat of the Foxglove family the whole time. Some sort of tragedy struck the family a few decades ago, and no one’s lived there since. Common rumor holds that the place is haunted.

DC 15 Knowledge (local) or Diplomacy:
Foxglove Manor is known as the “Misgivings” by some locals, particularly by Varisians. It certainly has a bad reputation—sightings of strange lights in the attic windows, muffled sounds of screaming from above and below, and even rumors of a huge bat-winged devil living in the caves below the manor are but a few of the tales told about the place. The Foxglove family lived there as recently as 2 decades ago, but then a fire burned down the servants’ building, Cyralie Foxglove was found dead—burnt and dashed on the rocks below the cliffs behind the house—and Traver Foxglove was found in his bedroom, dead by his own hand. The children, including young Aldern Foxglove, were sent away to be raised in Korvosa by distant relations.

DC 20 Knowledge (local) or Diplomacy:
Aldern Foxglove recently returned to live in the manor, but he had a hell of a time hiring locals to aid him in the reconstruction and repair of the old building. Until Aldern moved back in, the place was cared for by a man named Rogors Craesby (a retired innkeeper who lost an ear in a bar fight many years ago) who came in 3 days a week from Sandpoint to air the place out, check for squatters, and make minor repairs.

DC 25 Knowledge (local) or Diplomacy:
Foxglove Manor was built decades ago by Vorel Foxglove, a merchant prince from Magnimar. He and his family lived there for 20 years before the entire family perished from disease. The surviving Foxgloves of Magnimar shunned the place for 40 years, until Traver Foxglove moved back in.

DC 30 Knowledge (local) or Diplomacy:
The Foxgloves have traditionally been associated with the Brothers of the Seven, a secretive gentlemen’s club based in Magnimar and consisting of merchants or thieves, depending on whom you talk to. Members of the society periodically visited Foxglove Manor at night during the years the manor went unlived-in, perhaps to check up on the building and make minor repairs—or perhaps for more sinister pursuits.

If you make the above DC 20 check, Perception DC 15:
The Ghast that had the Foxglove key was missing an ear.


Knowledge (local): 1d20 + 11 ⇒ (12) + 11 = 23
Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Kelvin muses to himself and then realizes that he had heard about the Misgivings from one of the locals. everyone can read the DC20 and lower K (local) and the DC 15 Perception spoilers. Turning to Elektra, "the Aldern fellow that was so interested in you, is the owner of Foxglove manner, also known as the Misgivings. And the ghast that had the key was probably the caretaker."

Musing further, "I would be willing to bet that the key opens the manor house."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well then, I guess our course of action is set right now.
We spend the night, tomorrow Stone tries to heal those two, and the day after we go look in on the misgivings.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Klo: 1d20 + 9 ⇒ (4) + 9 = 13

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