Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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NPC

A memory...

Hergelund wrote:

"One more thing..." It seems the claustrophobia of the sewers did get to the dwarf. He won't stop talking. "Try to avoid my former apprentice, Acrietia. She's out there somewhere. The undead got her." He shudders.

"She's one of the bad ones."


DM

Initiative order -

(also posted to 'Campaign Info' page)

1) Acrietia
2) Wights
3) Phoebe
4) La Siréene (& Void creature)
5) Quinn
6) Ianez
7) Sandru
8) Caromarc (& MM, Lantern archons)


DM

This time, you all see three wights that were trying to hide in the shadows. They are walking corpses...rotting and putrid...their bodies skeletal in places and their eye sockets glowing with red light. They are all dressed similarly in brown tattered robes.

@La Siréene, Quinn, Ianez, Sandru, MM:
You see an additional wight that looks especially fierce...a dread wight. A woman twisted into a dark tiki of her former self. She has twisted flesh, burning eyes, beast-like teeth. She stands at the ready in a martial-arts style pose.

(La Siréene sees this as concentric whorls in the shape of a humanoid figure).

She's dressed in a brown robe, like the others. Perhaps she is some kind of leader?

@La Siréene:
The ceiling is average for a building of this size, about 20 feet high.

(Perception checks were generally high enough that we'll start with a regular round.)


DM

Initiative order (revised) -

(also posted to 'Campaign Info' page)

1) Acrietia
2) Wights
3) Blackacre
4) Phoebe
5) La Siréene (& Void creature)
6) Quinn
7) Ianez
8) Sandru
9) Caromarc (& MM, Lantern archons)

(Sorry, I had left Blackacre out!)


NPC

Round 1:

Suggested music

Your party enters the main room of the station. The leader of the wights leans forward from shadows at La Siréene's left. She stands at the ready in a martial-arts style pose. Caromarc's lanterns light up her eerily stretched rictus. She wears a short, brown, tattered robe.

With a hiss, she tumbles past La Siréene, cartwheels past Ianez, does a backflip over Gaston, and lands behind Quinn (to AB-15). "Hi, Quinn! Remember me? Hergelund's first apprentice, Acrietia." She gives a hard jab to the left. WHAM! "Now I'm dead, and you're alive. I guess you're the favorite sidekick now." A chop of the side of her hand to his shoulder. WHAM! "Of course, you probably know he's fighting against the undead, which is a real pain in the arse." A swift chop to Quinn's windpipe. KRAK! "I like being around...even like this, you see. It's not perfect, but it's what I got." A bone-shattering kick to his knee. WHAM!

Her first punch breaks one of Quinn's ribs! The chop to his shoulder also lands hard. Some of his life energy drains into the wight. In her jealousy, she is stealing his life.

Acrietia successfully tumbles past La Siréene and Ianez (no AoO), but not Blackacre, who gets an AoO. Using flurry of blows with 1 ki point for extra attack. First attack is a crit (unconfirmed), second attack hits, followed by two misses. Quinn takes 22 damage and 1 negative level. Acrietia gains 5 temporary HP.

Acrietia barks a command to the other wights. "Attack the living!" she shrieks. "Observe, fellow monk...I don't need you or Hergelund now. I have my own team." The corrupted police officers advance.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Copper's got a girlfriend...


DM

The other wights are uniformed in brown robes similar to Acrietia's. Two of them skulk from the shadows at the far end of the room (I-9 & I-20). One appears on its master's heels (Y-17) and swipes its claws at La Siréene! "Drink...essence..." its throat rattles like an empty glass bottle. Its blood-stained nails catch at her blonde hair, but pass through and fail to land a meaningful scratch.

It is Blackacre's turn.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Of course the guy who is holding a ranged weapon is the one who gets the AoO. Unless I try a pistol whip [1d4 bludgeon damage?], retcon to put a sword in my hand, or make a houseruled ranged AoO, the opportunity will be lost.


DM

Pistol whip!


Female Aasimar Urban Druid 9

That'd be an attack roll at a -4 penalty, as an attack with an improvised weapon without the appropriate feat. 1d4 Bludgeon damage would probably be perfect, though, as the weapon Club.

How did this chick both take a move action and a full-round action?


DM

La Siréene! I developed such a headache trying to figure this out. But you're right. Ok, the flurry of blows is just flavor text. Only the first attack, which was a hit for 15 damage. No energy drain, no temporary HP. Blackacre still gets an AoO.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

As the ghastly Acrietia loops above him, Blackacre reaches out with his pistol and strikes at her.

attack: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
damage: 1d4 + 4 ⇒ (3) + 4 = 7

As she hammers what remains of this poor town's constabulary, Gaston seeks the power of his god to strike down the undead (apply bane swift action) and fires BOTH barrels at her!

barrel 1 vs touch AC: 1d20 + 8 - 4 + 2 ⇒ (9) + 8 - 4 + 2 = 15
barrel 2 vs touch AC: 1d20 + 8 - 4 + 2 ⇒ (12) + 8 - 4 + 2 = 18
damage 1: 1d8 + 2d6 ⇒ (6) + (5, 3) = 14
damage 2: 1d8 + 2d6 ⇒ (2) + (4, 4) = 10

The inquisitor's gun BOOMS with a flash and a gout of smoke...


NPC

The monks dodges with preternatural agility, the second shot almost grazing her rotting-off ear. "What?! Firearms?" This last part catlike, echoing... "No match for me." Evil laughter reverbs through the rafters, like the police station itself is cackling.

It's Phoebe's turn.


NPC

"AAARGHH!" Phoebe yells in surprised anger. "Get her away!" She put her fists up and takes a defensive stance.

It is La Siréene's turn.


Female Aasimar Urban Druid 9

La Siréene takes a five-foot step to 15-X

La Siréene looks at the Wight that swung at her. With a look that could signify both contempt and pity, she reaches out her arm and casts Magic Fang at her Void Creature as it stumbles past towards its food.

Her mind is otherwise engaged.

It is more... pliable now, more controlled. And there was no loss of consciousness, no error message. Why?... Because it already exists. The void was incompatible with the flesh, now it recognizes a form. But this is not enough; the effect on my body seems small... because it is not creating something anew? Am I bringing something into this world, some aspect of the void, when I summon new creatures? Give it more shapes to handle, analyze perhaps? What, then, is it doing to me?


HP 92/92

The Void Creature roars, a harsh, uneven sound, impeded by the mismatched pincers, tusks, choppers, teeth, fangs and assorted mandibles.

It starts to move, thin legs rotating it forward, shrieking, tossing its deformed head, drawing its maw along the floor as it charges into the meal at 17-Y, attacking from 16,17-W,X, ripping into the Wight legs first, then the torso as it slams into the wall.

Attack Roll: 1d20 + 13 ⇒ (6) + 13 = 19

Damage Roll: 4d6 + 16 ⇒ (3, 6, 1, 5) + 16 = 31


DM

The wight is chewed to shreds!

Wight #3 is dead.

It is Quinn's turn.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"Aaarrggghhhhh" The Zen Archer monk reels at the pain that he is enduring from Acrietia. The monk finds the will and discipline to endure the pain and go on the offensive. He unleashes his 3 arrows at the target, hold a slight second to focus more on the 3rd arrow. (Perfect Shot)

Quinn's attacks have been reduced by 1 to indicate the negative 1 level; modifiers are +12/+12/+7
Quinn uses Perfect Shot on his last Flurry of arrows

Flurry of Arrows #1: 1d20 + 12 ⇒ (12) + 12 = 24
Flurry of Arrows #2: 1d20 + 12 ⇒ (3) + 12 = 15
Flurry of Arrows #3: 1d20 + 7 ⇒ (10) + 7 = 17
Flurry of Arrows #3 *Perfect Shot: 1d20 + 12 ⇒ (12) + 12 = 24

Arrow Damage #1: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (2) = 14
Arrow Damage #2: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (5) = 15
Arrow Damage #3: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12


NPC

Acrietia takes the first arrow in her shoulder, and Quinn's precision third attack in her side. "You cad!"

Acrietia takes 26 damage.

It is Ianez's turn.


DM

Ianez readies his turn.

It is Sandru's turn.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I step up, to the walking dead... You couldn't die properly. I will try to help you. Her proximity to Phoebe is alarming, I rage!

Attack 1, Cutlass, 2H, Rage, PA: 1d20 + 11 + 2 - 2 ⇒ (5) + 11 + 2 - 2 = 16
Damage 1, Cutlass, 2H, Rage, PA: 1d6 + 1 + 9 + 4 ⇒ (1) + 1 + 9 + 4 = 15
Attack 2, Cutlass, 2H, Rage, PA: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21
Damage 2, Cutlass, 2H, Rage, PA: 1d6 + 1 + 9 + 4 ⇒ (1) + 1 + 9 + 4 = 15
Crit Conf 2, Cutlass, 2H, Rage, PA: 1d20 + 6 + 2 - 2 ⇒ (7) + 6 + 2 - 2 = 13
Crit Damage 2, Cutlass, 2H, Rage, PA: 1d6 + 1 + 9 + 4 ⇒ (3) + 1 + 9 + 4 = 17


NPC

Acrietia sidesteps Sandru's first swing. She spins and pushes the second attack away in one fluid movement.

(@Sandru - moved to AB14).

It's Caromarc's turn.


DM

Coldly the Mechanical Manservant walks around the ex-apprentice, scythe raised high, waiting for a momentary distraction. His eye meets Blackacre's, willing his target to follow his gaze.

Mechanical Manservant moves to AC14 and attacks with Scythe, flanking with Blackacre.

power attack scythe + flanking: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 damage+sneak attack: 2d4 + 16 + 2d6 ⇒ (4, 3) + 16 + (3, 1) = 27

The four Archons, desperate to save the innocent Phoebe, zoom in, bobbing around the roof.

Z13, AA13, AB13, AC13. Acrietia should be in range of all four auras, so 4 consecutive will (not mind-affecting) saves. If we're lucky maybe she'll be buried in penalties...

The one closest to Phoebe grants her a measure of its strength Aid for temp HP: 1d8 + 3 ⇒ (8) + 3 = 11. The others open up on the undead abomination with purifying light.

touch attack: 1d20 + 3 ⇒ (11) + 3 = 14damage ignores DR: 1d6 ⇒ 3
touch attack: 1d20 + 3 ⇒ (20) + 3 = 23damage ignores DR: 1d6 ⇒ 3
touch attack: 1d20 + 3 ⇒ (11) + 3 = 14damage ignores DR: 1d6 ⇒ 3

crit confirm: 1d20 + 3 ⇒ (11) + 3 = 14

Monks. Why did it have to be monks?

Caromarc retreats 5ft (to Y14), dragging at Phoebe to come with him, then begins summoning more allies.


Female Aasimar Urban Druid 9

Natural 20! Are you going to roll to confirm crit, Network?


DM

No. I mean yes. ;)


NPC

The wight monk is like a turret...spinning...deflecting attacks from all sides. Yet, when she tries to evade the scythe, the Manservant's tactics pay off. He brings the scythe down, cruelly scraping blade against bone!

The archons zap criss-crossing beams of light at her. One blast sears the undead's blackened flesh. They bathe her in a glow that's strangely menacing. Nevertheless, she rallies, calling upon an inner reserve once honorable but now twisted.

Acrietia takes 30 damage. Crit unconfirmed. She made her saves vs. the auras.

It is Acrietia's turn.


NPC

Round 2:

Acrietia is a blur. Her eyes roll in their sockets and ooze black decay. When she talks, her rotted tongue flicks through brown stumps of teeth. "I don't know your plans, but I know that the clock hand is important," she says. She renews her assault, intent on punishing Kwanjan Quinn. A hook to the face! KRAK! "I'll stop you." A roundhouse kick that connects with his jaw from the other direction! POW! "You won't succeed!" Two more punches, a flurry of blows that don't do much damage. Nonetheless, the policeman feels his life energy draining away.

"Give up, Quinn. Come join the ranks of my minions."

Quinn takes 24 damage and 1 negative level. Acrietia gains 5 temporary HP.

(@Quinn - Acrietia wasn't able to take a full-round action last turn, so this is the first negative level you've gained. Your current status is 34 (or 33?) hit points remaining (39/40 wounds total) and one negative level).

Acrietia hisses and points with sharp gestures, giving battlefield orders. To the other wights - "To me!"


DM

The wight minions close in on your party...

(to O-11 & O-18).

It's Blackacre's turn.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre's turn is coming; should not be long. Sorry for the deelay.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

The inspector drops his revolver against the corner of the wall near his feet and draws his sword.

As the steel sparks and crackles, he asks his patron goddess to Bring your wrath upon this beast, raises the blade above his head and strikes down with great vengeance and furious anger.

attack (bane, outflank): 1d20 + 11 + 2 + 4 ⇒ (7) + 11 + 2 + 4 = 24
damage (bane, precise strike): 1d10 + 7 + 1d6 + 2d6 + 1d6 ⇒ (9) + 7 + (3) + (3, 1) + (5) = 28

free to drop pistol, move to draw sword, swift to put bane (undead) on the bastard sword, standard to cut that be-otch.


NPC

Blackacre's patron honors his prayer. The dread wight executes another spinning evasion and is cut down in the attempt, thrown off by Blackacre and the Manservant's flanked attacks! Her corpse clatters to the floor. When Blackacre lifts his sword, it has seared a black line into the rotted, brown rags.

Acrietia is dead.

It is Phoebe's turn.


NPC

Phoebe looks on and cheers as the wight falls. Her face takes on a healthier hue, fortified by Caromarc's aid and the thrill of the battle. She maintains her defensive stance.

It is La Siréene's turn.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Internally, the zen archer monk celebrates the defeat of the monk abomination.

Quinn glances over to Gaston and gives the man a nodding thanks. Before he turns his sight to the other wights he whispers to the remains of Acrietia "Next time choose better friends."


DM

@Ianez:
Based on your previous search while scouting, you notice that there are pressure-sensitive tiles on the floor 10 feet in all directions around the pedestal with the clock hand. Also, there is an electric current running around the base of the device.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Do not get too close to the clock hand in the fight!"


Female Aasimar Urban Druid 9

La Siréene, upon hearing Ianez's warning, looks to the closest remaining Wight - so close to the pedestal. She walks up into the air, above the both the Wight’s, her friends and the Void Creature, and leads the Void Creature in her wake towards the closest Wight.

Heeere, thing! Follow mistress.

La Siréene takes a double move, first striding 15 feet into the air to 19-U, then moving straight towards the Wight, stopping adjacent but above it at 19-O, at which point she will survey the area around her and check for unseen dangers with her Blindsight. Note that the perception check isn't relevant to Blindsight - if it is detectable by it and within range, she'll know, regardless of Perception rolls.

Perception Check: 1d20 + 21 ⇒ (15) + 21 = 36


HP 92/92

As the Void Creature finishes with the shreds of its meal, its little master calls to it, bounces above it, leading it to its next victim.

The Void Creature follows, still holding the remains of its last meal in its maw, propelled swiftly forward on its thin legs, and where its little master stops, the Void Creature finds its next course.

Errant shreds of its last victim, a hand here, a leg there, still hanging from its nightmarish collection of mandibles, it opens its gap and grabs for more.

1d20 + 11 ⇒ (6) + 11 = 17
2d6 + 13 ⇒ (2, 2) + 13 = 17


DM

@La Siréene:
A hum emanates from base of the pedestal with the clock hand. An electrical current? Additionally, your echolocation bounces at a higher frequency off the tiles on the floor 10 feet in all directions around the pedestal. These tiles might be pressure-sensitive.

The wight holds up its claw to defend itself, only to helplessly watch as the Void Beast rip into its meat! It gives a strangled, gurgling shout.

Wight #2 takes 17 damage.

It is Quinn's turn.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Glad that the monk wight is down, the Zen Archer monk looks the wight closes to LaSireene (Wight #2) and unleashes his 3 arrows. The monk inhales as he draws the last arrow on the bow and exhales and releases simultaneously to help with his focus.

Quinn's attacks have been reduced by 1 to indicate the negative 1 level; modifiers are +12/+12/+7
Quinn uses Perfect Shot on his last Flurry of arrows

Flurry of Arrows #1: 1d20 + 12 ⇒ (16) + 12 = 28
Flurry of Arrows #2: 1d20 + 12 ⇒ (19) + 12 = 31
Flurry of Arrows #3: 1d20 + 7 ⇒ (8) + 7 = 15
Flurry of Arrows #3; Perfect Shot Roll: 1d20 + 12 ⇒ (8) + 12 = 20

Arrow Damage #1: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (2) = 13
Arrow Damage #2: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (2) = 14
Arrow Damage #3: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (1) = 9


DM

The arrows pierce the wight and end it. The gurgled yelling stops. Ashes to ashes...

Wight #2 is dead.

It is Ianez's turn.


DM

The pedestal with the clock hand was emanating a low hum, like an electrical current, that was audible only to the druid and the archaeologist over the sounds of the battle. However, Acrietia was only Hergelund's apprentice; she was not as skilled at trapmaking as he. At this point, without the dread wight to control it, the hum rises in pitch into a loud buzzing. The floor around the pedestal begins to glow white. The pedestal lights up with an unearthly purple glow, and the air around it is charged with static...ions of negative energy...concentric circles like tiny bulls-eyes that blow like a puffball and disperse throughout the room.

As if this was not disconcerting enough, from the three wings that are locked, there's the sound of grunting and shuffling that grows steadily louder as well. As Quinn puts an end to the wight in the room with you, hordes of glowing red eyes appear at the gates of metal bars. SLAM! SLAM! Other dead police officers...dead prisoners kept in jail cells...even corpses pinned or tied with rope to overturned furniture or to the gates themselves...they ALL rise and reach towards you, They shake bars and frantically untie knotted rope that is holding them off from attacking you.

Among their number are other dread wight monks similar to Acrietia. Former police sergeants...quick, lithe assassins that can kill with a single deadly unarmed punch...ready to attack in force.

The seconds tick, the locked gates becoming more and more knocked loose from their moorings...

All PCs make a Fortitude save.

PCs can make a Perception check (to examine Acrietia).

Map is updated.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Fortitude: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 17 ⇒ (17) + 17 = 34


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Fort save: 1d20 + 4 ⇒ (12) + 4 = 16

Perception check: 1d20 + 18 ⇒ (3) + 18 = 21

How big is the clock hand?


DM

@Quinn, Ianez:
Acrietia clutches a trigger device. When she died, she purposefully sparked a fuse in her sleeve, which short-circuited and sabotaged it. The controls are melted-down in her hand.

The trap has become unstable. It is not activated, but component parts are breaking down into the atmosphere. This has increased the DC for disabling the trap.

Quinn's disciplined fortitude purifies his health. However, Ianez starts to feel queasy.

@Ianez - You can act normally for your turn this round, but after that you gain the sickened condition.

The clock hand is 4.2 meters and weighs about 200 lbs.

PCs can make a Heal check to discover the nature of this strange malady.


DM

The wights against the bars - SLAM! SLAM! rattle SLAM! SLAM! rattle SLAM! SLAM! SLAM! SLAM!


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Sandru, all the traps on the hand are breaking down! You are better at disarming them; I will help you, though. Ianez double-moves towards the display, trying to avoid the pressure plates he's seen already.

Aid Another on disable device check: 1d20 + 14 ⇒ (3) + 14 = 17


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

fortitude: 1d20 + 8 ⇒ (1) + 8 = 9

Blackacre's eyes roll toward the fallen Acretia as he stands over her.
perception: 1d20 + 13 ⇒ (19) + 13 = 32

heal(untrained): 1d20 + 2 ⇒ (2) + 2 = 4


DM

Ianez spot-checks the trap for his ally, the gears in his mind working out how to nullify the device.

Meanwhile, the inquisitor blinks, and his eyes unfocus for a moment. He feels a creeping headache coming on.

@Blackacre:
(re Perception:) Acrietia clutches a trigger device. When she died, she purposefully sparked a fuse in her sleeve, which short-circuited and sabotaged it. The controls are melted-down in her hand.

The trap has become unstable. It is not activated, but component parts are breaking down into the atmosphere. This has increased the DC for disabling the trap.

(re Heal:) You are unfamiliar with whatever witchery the undead apprentice has brought upon you or Ianez.

Ianez and Blackacre gain the sickened condition.

It is Sandru's turn.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Heal, Untrained: 1d20 + 5 ⇒ (5) + 5 = 10

Quinn points to the dead wight monk as his anger begins to show.
"Pardon my language, but that b#$#@ has a mechanical device in her hand. Anyone know what to do with that?"


DM

@Quinn:
Queasiness, blurred vision? You reflect on your first aid and triage training. But this...subtle effects with no visible cause? You don't know the nature of the illness that suddenly afflicts your friends.

As an alternative to Heal, PCs can also/or make a Knowledge (nature) check.

3,000 posts! Woohoo! :D CONGRATULATIONS everybody!

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