Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I appreciate a willingness to hear the backstory, though after I tried to set it up (if you check my last two posts specifically, and my behavior this whole module for that matter, there is plenty of dialogue that could serve as in-character hooks for us discussing what I'm doing with undead). However, your last post was 'sorry'...but I'm destroying your undead (it seemed without discussion). I would be happy to explain Necress' story, including her temporary utilizing of undead, assuming your character is willing.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo sheathes his arrow with a look of boredom.

Well maybe this opportunity (Chella destroying the undeads) will start the dialogue between the two characters, in order that, the next time the party encounters undeads, Necress can do what she does best. I think that in a "forgotten crypt" there are lots of them :)

However, Tametomo doesn't care about undeads, he even worships a LE deity...

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Alright, it seems like everyone has their own ideas on how handle the undead. In the future let's allow Necress to do whatever it is she does to gain control of them. Any that she doesn't gain control of, We just stomp them. Silva says.

Silva is lawful neutral. Just maintain order and use solid tactics, don't worry about how it looks.

He then looks to Chella and addresses her. Necress has indicated she has a unique ability to gain temporary control of the Undead. Temporary is a key word. They will be destroyed after they've served their purpose. Patience will aid our chances of survival and our ability to light this lantern. He says holding up the lantern in his hand.

Finally. He searches the skeletons and the crypt for loot and passageways.

Take 20 for 28, 30 if there's unusual stonework involved.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Ok, let's say Chella used her channel energy after the combat ended, even if, in my mind, it was in the initiative order

The halfling looks at the remains of the undeads and then at Necress' disapproving face. "My religion is very clear about evilness," she says. "It is our duty to fight it and put and end to it as much as we can. And, these skeletons were undoubtedly evil. Well, the simple fact of animating dead is an evil act."

Then, after pondering Wanderlei's arguments a moment. "Well, it will not an easy task for me, supporting the presence of... these things. But, if they can help us complete our mission, fight other evil, and if you say they will be destroyed after that, so be it."

My Goddess, forgive me if I do something wrong.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Thank you.

Necress's typical scowl deepens, whether at the sight of the undead or Chella, it is not clear. The deaf woman seems unsure of how to proceed with her fellow Pathfinders.

"These are no friends of mine," Necress sneers with a gesture to the skeletons. "I may as well share my secret...my curse...for you will discover it soon enough."

She looks at the group in turn, then says "I once could hear as well as any. Now there is a curse upon me, and the spirits of the dead torment me without respite. I am deaf to any word you say or any sound whatsoever, save for their incessant cries. They are in my dreams. We are surrounded, as we speak, by the numberless dead."

She looks at the two skeletons before her. "My curse is this...if I will help them, they will heed my command. When these two have served their purpose, they will harrow me no more and trouble this world no more. Perhaps they will prove of some use before the end."

She looks then at Chella. "You are correct that there is evil here. But whether they were created by some act of evil they committed during their lives, or some foul necromancer, they will not find their rest, nor I mine, until they have served me. Only then will their souls, and mine, find rest."

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Alright then, that was some interaction. Searching the room and lets get moving! Skeletons up front :P


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Sounds like a useful ability either way. We can save your channeling abilities for healing purposes Chella. And I can burn anything that is not undead. That way both of you can be useful and I can save up my resources. I would hate to have to rest in here to restore our spells."

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye looks around the room

"Ready to move on?"

Like I said, man of few words ;)

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

If Wanderlei doesn't see anything interesting, he'll head to the closest room.


MOLG// WOTW// Murder's Mark

the party can go to the left or to the right, just need to know which way to go

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

OK I say we go left. Can anyone offer a compelling reason to head right? If not we're heading left. The skeletons can head in first.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella looks at Necress with sadness and pity. "I don't know what happened that the gods punished you that way, but I will not object you using undeads if it can bring you - and them - some rest in the end."

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye shakes his head at Wanderlei's question and starts to follow the dwarf to the left.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo follows the dwarf and the half-orc silently.


MOLG// WOTW// Murder's Mark

the channel finished off the two commanded skeletons. They were close to 0 to begin with.
The party walks towards the left and sees a door at the end of a stone corridor. They determine the door is not trapped and open the door to reveal another set of corridors. This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"...why would there be 3 brooms inside here?"

Rye scratches his head and waits for Wanderlei to give the all clear for the next corridor before walking inside.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress appears physically stunned as the dead she had been prepared to assist are destroyed.

She falls to her knees as if she had been the one banished. It takes a moment for her to gather herself; then she follows the others in silence.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Perception: 1d20 + 10 ⇒ (9) + 10 = 19 for traps in stone

Nothing unusual as far as I can tell. Lets go in slowly and check out if there is anything strange about those brooms.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9 inspecting the brooms.

If not lets move slowly, and try to figure out what's on the far side of the room.


MOLG// WOTW// Murder's Mark

The monk begins walking in the room slowly taking the left branch. He determines the corridors intertwine and he spots an irregularity on the floor between one of the junctions see map. Checking it out the party determines it is a pit trap.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

After the pit trap is pointed out to him

"Looks like we can just walk around it, take the other route"

Rye waits for Wanderlei to deem the other passage save and then walks around the pit trap to the next part of the corridor.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Been a little sick the past couple of days, sorry I have been slacking on my posting. Especially when I'm taking point

Wanderlei points out the Pit Trap, he then takes another left. (North I suppose If I assume up is North, then carefully checks the room for traps.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

He'll give the "all clear" if he spots nothing then slowly draw the party forward, or he'll alert them to any more traps and look for alternate routes..

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision
Wanderlei Silva wrote:
Been a little sick the past couple of days, sorry I have been slacking on my posting. Especially when I'm taking point

As long as the GM is fine with it, we can just assume you take 10 (or even 20) on perception checks every time I (or anther party member) say I wait for you to check something, then there's no need for you to actually post/roll anything before the GM gives the results

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress enters the room and looks around for anything of interest.

perception (deaf): 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

If possible I'll be taking 20 on all trapfinding checks. I think that only takes about 2 minutes or so.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo follows the party and checks the room.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


MOLG// WOTW// Murder's Mark

From your vantage point you can see the two corridors going north end and there are other corridors branching off to the east. The monk also points out another trap similar to the one you found earlier.

Perception DC15:
Straining your eyes you can see what appears to be a switch or a lever in one of the dead end corridors going north.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Chella follows the others, renewing her light spell if necessary.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Perception: 1d20 + 0 ⇒ (19) + 0 = 19

"Look, I can see what appears to be a switch or a lever in one of the dead end corridors going north. Let's go check it out"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress moves forward along the southern wall of the room, looking for additional traps.

take 20 perception all along the southern wall: 20 + 6 = 26


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia follows the group, taking care to avoid any of the pit traps. Using a broom she pokes down hard with the handle on one of the trapped areas.


MOLG// WOTW// Murder's Mark

Irelia pokes one of the found traps and the floor swings open on both sides revealing a 10 foot fall into what you believe are pillows...
As the team continues moving they start to identify the traps as they get close to them, as if the traps were not completely set before someone stopped working on them.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

What in the Land of Linnorm Kings is this? Who or what would create a pit trap with pillows to land on? Wanderlei says, his brow furrowing.

Take 20 on perception to examine a trap.

He decides to take a closer look at the bottom of the pit trap. If he sees something interesting he'll point it out, otherwise he'll lead the group onward and continue to check for traps.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Really Silva, must you ask this still? The locals put everything up here to challenge those who do this lighting of the torch, not kill them. Apparently they were surprised by the undead."


MOLG// WOTW// Murder's Mark

Silva sees a small sack in the bottom of the trap in the center of the room. marked in a different color

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

"And one may wonder where do those undeads come from" the halfling says.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei will point out the sack to the other members of the group. He well then tie a rope around himself and tie the other end around one of the nearbypillars.

I'm going down to find out what is in that sack over there The dwarf says to the team ignoring Irelia's comment. Rye, Tat, I'm counting on you guys to pull me up if something goes horribly wrong.

With that Wanderlei makes his way and jumps into the trap and if nothing goes wrong, will grab the sack and bring it back up with him.

Take 10 for acrobatics to get 16 on that check, and another 10 to climb back up with the sack. Note, he won't open the sack until he's out of the trap and re-united with the party. If a surprise happens... welp, Silva will go from there.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye stand next to the rope and gets ready to pull Wanderlei out if/when needed

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo raises an eyebrow but still gets ready to help Rye in case they need to pull the dwarf out.
Was the dwarf referring at me? I wonder...

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Tametomo, Silva meant no offense. He is wise, he's just not very smart or charismatic, had trouble pronouncing your name so he made up his own shorthand :p It's Nothing personal.


MOLG// WOTW// Murder's Mark

Silva manages to get down into the it with assistance. He finds a sack with 1 platinum piece inside and a scrap of paper which reads “three to open, but be quick, for the door will only open for those who work together”

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva shows the note to the group.

Anyone have any idea what this means?

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

None taken, Silva :) It was just a joke.

"Might be some trap door or something this kind, don't you think?"


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"A poor attempt at a riddle obviously. Probably three keys or levers that must be pulled simultaneously." Irelia says and starts looking around the room for one pointing it out to the others.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Or maybe 3 people have to push it open at the same time"


MOLG// WOTW// Murder's Mark

The party continues to search the area and finds more traps and two additional levers. The party also finds a door to the south that is locked with a very complex locking device.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

"Well three levers and one door. It doesn't seem that difficult. Let use them all at the same time." says Tametomo with a bored voice, heading to one of the levers.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye nods and carefully avoiding the traps moves towards another lever

"Ready when you are."

he says as he puts on hand on the lever, ready to pull it down once 2 other people are ready to pull on 2 other levers as well.

"Someone better cover the door as well, see if it opens"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress seems to understand what is going on, and moves to stand by another lever.

She prepares to pull it when the others do.


MOLG// WOTW// Murder's Mark

what is going to be the signal to pull the lever? the levers are not within eyesight of each other, but they are within earshot.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Everyone can just shout on the count of three?

OK, so we need to pull all three levers at the same time then. Let's
be ready for anything. Any undead pop out we let Necress handle it.

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