The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru heeds the warning and grabbing a victim, moves out of the building.

map a bit cluttered to read, but Gharen?


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament moves to the door and casts CLWs on Gibbs. Lady of the Grave...wash over Gibbs with you healing power. Now get out while you can.

CLW: 1d8 + 2 ⇒ (5) + 2 = 7


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon moves behind the last of the fleeing people and says, "MOVE!"

Intimidate: 1d20 + 4 ⇒ (19) + 4 = 23


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Hissing at the pain as the fire washes over him, Simeon grabs a hold of Gharen with Elial and drags him down the walkway between benches.


The last of the townsfolk leave the burning building... including Gibbs who seems confused as to whether to be angry, hurt or grateful.

Simeon and Elidal make some progress with the unconscious councilman and a bucket brigade begins sluicing water in and around the entrance giving you needed time to get out.

In time and with your assistance and that of other townspeople such as the clergy who didn't attend the town meeting, the impromptu bucket brigade manages to get the fire under control and then out but the building is a smoking ruin that is gutted in places. It would take a great deal of work rebuilding it to get it back to a usable status and its borderline at this point whether or not it may be better to demolish it and start from scratch.

One thing is certain - whatever documents the town hall held on the prison are destroyed or in such a state that getting anything of what remains would take enormous time and effort... assuming that records from that era are not all burned to ashes.

An impromptu meeting is held after the fire - everyone saw the screeching flaming skulls and everyone acknowledges the eldritch nature of the spread of the flames. Its incontrovertible that something needs to be done and that you are the people to do it.

The town council offers you 500 gold coins apiece to end the threat that is posed to Ravensgro and gives you leave to enter The Harrowstone Prison. Gibbs is notable for his lack of protest to all this though he looks worried and angry all at once. He is not the only one who looks that way either. While it is evident the town supports you in a way they never seem to have earlier, anxiety and confusion is wide spread.

Father Grimburrow advises that a funeral for Deputy Leromar and for Isaacus Sharosh, the farmer who died in the fire will be three days from now, on Star Day, at an hour before noon. Sheriff Caeller and his deputies recover the charred remains of their deputy and they look totally demoralised with the loss of Leromar.

The town starts to break away to their various lodgings and to the Inns while others stay to watch the smoldering remains for any flare ups and you are left to your own devices. It has been a very very full day.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru simply shakes his head at recent events. "The spirits grow bolder. Let us return to the professors house to check on Kendra and get what rest we may. Tomorrow we investigate Harrowstone."


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon shakes his head. "I cannot rest. Gibbs is still walking free. I've yet to catch him in the act of vandalizing the statue."

Nighteyes does return to the Lorrimor residence, but only long enough to pile on warm clothes and blankets, and drink a few fortifying shots of liqour before heading out into the night to watch the statue.

Same M.O. as before.


No problems there

GM:
1d3 ⇒ 3

The night is foggy, a consequence of the warmer weather of the day and while visibility is poor Nighteyes can still keep watch.

None come to disturb him or the monument... that said this routine is taking its toll and he doesn't think he can manage another night of this without a risk of it impacting on his level of fatigue.

Survival 1d20 + 5 ⇒ (10) + 5 = 15

Nighteyes figures that the fog will hold into the next day as well - much more he can't predict.

Nighteyes got about 5-6 hrs sleep in the morning - Dawn to lunch time but being outside all night, then fighting both afternoon and evening (and fireman duties) and then another all night vigil - its tiring. You can try to keep this up but I think Fort saves vs fatigue would be in order


Anyone else doing anything or making any preparations? What time are you thinking of heading out to Harrowstone? Any shopping the next day at the General Store you want to do first and give Nighteyes at least a few hours sleep?


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

I plan(ned last time) on "sleeping" eight hours from dawn. Assuming that's around 6 AM, I should be up by the early afternoon. If they don't want to wait until then, they can go ahead. But in Baradlon's mind, he's the only one equipped to catch Gibbs, and that's just as important as going to the prison.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Gasping for breath, Simeon stamps out the smouldering fringe of his cloak. Looking up at Jaru's comment , "Indeed Jaru, these phantoms pose a significant danger to Ravengro. That they have the strength to manifest here at such a distance...our found tools will be of great use!"

As they walk back to the manor, Simeon settles in beside Jaru and says "I'd like your opinion on something, I found a few passages in one of the book we're to transport that were of a theological nature. While my knowledge of such matters is quite broad, the subject matter was esoteric enough that I needed another's opinion."

This is for the razor edged book. You mentioned that I should get someone religious to take a look.

At the manor, Simeon watches as Nighteyes makes ready for his vigil, "Good luck, Nighteyes. We will wait for you, before continuin on to Harrowstone."

Simeon retires for the night, exhausted, but almost hoping he gains another interesting visitation.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

The tall Garundi nods. "My own learning is rather more limited, but if it is a theological problem perhaps I can help."


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament rests next to the fireplace. Once again, sleeping through the night.


Inactive

As the group slowly makes their way back to the Lorrimor house, Elidal remains unusually quiet. The events of the day weigh on her mind; the general acceptance of their good intentions by the townsfolk had come with a heavy price in the form of the two lives lost in the fire. Though she was thankful that they had managed to save the others, she knew that she would hear those screams again in her dreams.

Once back at the house, she attempts to focus her mind on preparing for the upcoming trek to Harrowstone. Equipment is checked and mental notes are reviewed, but she still remains largely quiet unless spoken to. She also appears to avoid looking at or remaining near the fireplace for any real length of time.


Forgive this being late - had it typed but did not hit enter

Kendra is at home. She did not attend the meeting - emotional at what the town may say about her Father but she did help with the bucket brigade when the screams and shouts let her know the town was in trouble. Jorminda, of course, was already out of the building.

She makes you all a herbal tea with a splash of schnapps for those who want it when you arrive home and suggests you all get a good nights sleep.

For everyone who isn't wrapped in blankets in the cold watching a monument its a restless night.

You see a raging fire but this time not in the wooden town hall but in a stone corridor and a stone dungeon, people screaming, shouting and choking in complete chaos. You a sense of dread of inescapable dread and impending death as you see people trampled by a mob of poorly dressed people, their cries blending in with the noise.

The vision fades away and you are left with a fitful sleep that you awake from at dawn... when Nighteyes comes back to the house to sit warming himself in front of the fire.


What time are you thinking of heading out to Harrowstone? Any shopping the next day at the General Store you want to do first and give Nighteyes at least a few hours sleep?


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Eyes bleary, Simeon gratefull quaffs a couple cups of Kendra's tea, the schnapps sending wonderful tendrils of warmth through his body.

Turning to Jaru, "I'll show you that passage in the morning, hopefully you'll have some insights. And that will allow Nighteyes some time to recover from his over night vigil"

With that he retires...

Rising in the morning, Simeon rubs his eyes then his arms where the fire at the town hall had licked at his flesh. With a sigh he thinks These spirits are a morose and unimaginative bunch....

Having performed his abulutions, Simeon descends to the main room, finding Nighteyes before the fire.

"Any sign of our vandal?"


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7
Simeon Plavini wrote:

Eyes bleary, Simeon gratefull quaffs a couple cups of Kendra's tea, the schnapps sending wonderful tendrils of warmth through his body.

Turning to Jaru, "I'll show you that passage in the morning, hopefully you'll have some insights. And that will allow Nighteyes some time to recover from his over night vigil"

With that he retires...

Rising in the morning, Simeon rubs his eyes then his arms where the fire at the town hall had licked at his flesh. With a sigh he thinks These spirits are a morose and unimaginative bunch....

Having performed his abulutions, Simeon descends to the main room, finding Nighteyes before the fire.

"Any sign of our vandal?"

At the sour wizard's words, Nighteyes rouses himself from his meditations for a moment. "I'm afraid not, Simeon. I need to meditate until the early afternoon, but after that I will be ready to head to the prison." After he replies the elf closes his eyes again and drifts back off into his reverie.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru wakes troubled, but ready to deal with the lost souls and end this haunting once and for all. He meanders down to the common room to find out what Simeon was so interested about.


Jorminda is busy about the dining room, helping prepare for the serving of Breakfast but with an ear cocked for your conversation.


Inactive

After a night of dreams and uneasy sleep, Elidal rises and joins the others in the common room for breakfast. She gives them a wan smile, but otherwise seems to be lost in thought.

As she absently taps her ring on the table, she frowns and mutters to herself. "Still don't know why they're sniffing around Harrowstone - what's the purpose? It has to be more than just riling up spirits..."


I will need a day or so for your expedition into the Prison to prep as I have some work issues and family issues that said? Go for any voicing any other investigation theories or purchases you want... to cut a long story short? Your recent efforts have won you a 5% discount on purchases though for how long this good will holds is anyones guess

There is a knocking at the door... but for a refreshing change it is not a monster or a disaster. It is a letter, addressed to Father Toth, and a box.

Last night has convinced me that I may have either been delinquent or hasty in my investigation years ago, and for that I will need to answer to Pharasma. I will do that which I can to help - though I cannot be there in person, accept that I am there in spirit and that my prayers are with you.

Father Vauran Grimburrow.

P.S - I have other resources but these are of an expensive nature and not available without grave need. See me if you feel you are out of your depth. V.G.

Within the box is a scroll. A level 4 scroll of the Spell 'Bless' and five glass blown bottles containing, as indicated by the markings on the seals, holy water.

Now is the time to throw out theories etc and state preparations... no need to RP the purchases per se though you can include the goodwill extended by Luthko or Marta Avanaki, the owners of the General store, or the other merchants you have met and engaged with


Its also been some time between free flow in the game so I strongly recommend you take 5-10 mins over on the Obsidian portal site


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon sees Jaru and motions him over to the table where he lays open the razor edged book, pointing to the relevant section "See here..." then he points to another passage "and here..." He looks at Jaru , "As I said my knowledge of comparative religion is quite good, but these are a bit too esoteric for even me."


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru's lips curl with distaste at the vile text scribed on the blasphemous pages.

know religion: 1d20 + 5 ⇒ (9) + 5 = 14


Allowing today for final prep and then I'll fast foreward you all to midday and the prision


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

We need light sources, AOE damage, and holy water to be best prepared for all situations. I think we have all of them except AOE damage for non-undead. Maybe buy some acid vials?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Baradlon"Nighteyes" Vontarfonel wrote:
I think we have all of them except AOE damage for non-undead. Maybe buy some acid vials?

agreed. I've got one alch fire, but we should get more though fire seems kinda wrong considering the demise of the prison.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

GM- anything on the know religion check? Also, have we received anything other than promises of additional funds? I've got 16gp, 4 short of another alch fire.


Good point on the money - as such, no but you could pool resources etc as well as seeing if Jorminda will sell you some on credit. Will come back to you on the Know check... trying to remember what Simeon found in the book


Inactive

Elidal has 7gp left after buying herself that longsword & shield; I'm happy to pool cash if there are things left to buy. As far as merchants go, there's Jorminda and the guy from the magic shop that might have things of use.


Any objections if I move things on? One of the good points is that Harrowstone is a mile out of town... you want supplies? Go back, you feel like you are ready to rest? Head back


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Guess we're broke for now. Go ahead and move on.


In the morning while Nighteyes prepares to sleep after a night of keeping watch Jaru and Simeon discuss the book that Simeon found so facinating after the reading of the will - 'Serving Your Hunger', or the holy text of Urgathoa. The cover composes of two thin rusted plates and the vellum sheets which comprise the bulk of the works is bound in place with tarnished silver wire.

The text details the basic tenants of Urgathoa’s faith and worship. There are copious notes and additions in this particular copy drawing comparisons of interests between Urgathoa and a group called the 'Whispering Way'. Both groups seem to have undead as followers and it seems that they may share certain goals. Amongst the blasphemous psalms can be found what you think is Clerical prayer magic as well as something that appears arcane but this will take much time and study to understand everything within the context of the work... and it would seem it is grim and dark reading indeed.

There no are specific links to the prison and the Pallid Princess but there are definete references to the undead and there is some relevance there - It wouldn't be out of place for her cults to stir something up. The notes, written in Professor Lorrimors strong script seem to indicate that Urgathoa and the Whispering Way have ties and that they work cooperatively from time to time.

---
A light rain starts up, a cold and constant drizzle but not heavy. Water runs off the rooftops and into the streets dampening the clay and cobbles.

Its early afternoon in Ravengro, and while shopping is on your minds funds are tight. Nighteyes in tow but with Vigilance at home, you move around the town looking in the shops and stop for a cleansing ale to deliberate and discuss recent events.

The townsfolk give you wide berth, but it is respectful rather than standoffish. There are a few halting and shy waves of greeting even, a marked difference from your arrival and first few days.

Turning for home Simeon sees a familiar group of faces - those children who live near Kendras, playing with their friends heedless of the rain... skipping rope and singing, taking turns singing the main line and then the others repeating it.

Here is their song and you could swear you can hear the drops of water splashing off roof tops into barrels and puddles form a musical accompaniment.

Put her body on the bed.
Take a knife and lop her head.

- Put her body on the bed.
Take a knife and lop her head.

Watch the blood come out the pipe.
Feeds the stirge, so nice and ripe.

- Put her body on the bed.
Take a knife and lop her head.

Drops of red so sparkly bright.
Splatters spell her name just right.

- Drops of red so sparkly bright.
Splatters spell her name just right.

With a hammer killed his wife.
Now he wants to claim your life.

- With a hammer killed his wife.
Now he wants to claim your life.

Tricksy father tells a lie.
Listen close or you will die.

- Tricksy father tells a lie.
Listen close or you will die.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru grimaces and traces a spiral across his chest, "A loathsome text, Simeon. I would not delve any deeper into it."


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Once Baradlon awakens, he gathers his adventuring gear and heads out to look for the others. "I am ready to head to Harrowstone," he says once he locates them.


In the drizzle of the early afternoon you ascend the hill to the bleak ruins that is Harrowstone Prison. Its stark, sagging roof of its central structure is visible through a large gap in the surrounding crumbling stone wall.

A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Upon hearing the children's chant, Jaru frowns, Foreboding. I do not think that a typical thing for children to sing. The foul spirits influence continues to pervert this town. We must act quickly."

I did intend to buy another alchy fire with Elidal's contribution.

*******

At the walls, Jaru takes in the ruins and looks around the gates. I doubt if the rain has left much, but see if you can find any evidence of the cult, Nighteyes.

perception: 1d20 + 4 ⇒ (11) + 4 = 15


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament helps the priest look. Perception Assist: 1d20 + 6 ⇒ (16) + 6 = 22


It's quiet... Almost too quiet. There is a brooding stillness to the place though the broken gate clinks, clanks and groans as it moves slightly in the wind.

From your position outside the gates you can see nothing.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"What are we waiting for?" Baradlon asks, stepping into the prison proper. He draws his sword as he does so, wanting to be ready for anything. Once inside the gate he takes a couple of minutes to inspect the grounds of the prison for anything out of place.

Go inside, take 20 on perception for a 26. Looking for movement, or anything else unusual.


Nighteyes has to push the gate open to allow his passage and step into the grounds.

1d20 + 0 ⇒ (19) + 0 = 19

Map up... x represents the party

There is an uncanny tingle that runs through his body but the feeling passes in an instant.

Nighteyes looks slowly around from his position on the path inside the gates.

Off to the left stands a rickety small brick manor house, overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew. Near to the gate and further along the wall are what looks to be guard towers accessible by stone steps along the inner wall. To the right stands some trees and then a body of murky stagnant water sits where part of the wall should be. This large pond of dark, muddy water spreads out along the eastern section of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.

Ahead is a dirt and clay path strangely not overgrown, unlike much of the grounds here, except for a tree around 70 feet down the path, that grows out of the path near to what looks like the entrance to the prison.

A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure. to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels.

Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru looks over the gargoyle festooned stone building. That is our destination, he states and moves to the front doors.

Grand Lodge

I'll use Nighteyes take 20 here. Map updated

Moving to the front of the building Nighteyes notices that the ivy and grass have been cleared along the edge of the building where the foundation meets the ground.

Looking closer and investigating you find a series of sinuous runes has been etched along the base of the wall and then smeared with blood. The runes would seem to go around the entire length building’s foundation on the front of the building save for the northeast corner, where part of the building has flooded and the foundation has crumbled away.

The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Sry guys, a busy few days....

@ the Lodge

Simeon is visibly disappointed when Jaru cannot shed anymore light on the passages he indicated, but nonetheless says "Thank you for looking, Jaru. It is a loathsome tome indeed, but insight into the enemy is always welcome."

@the children

At Jaru's comment, "Indeed, Jaru, the influence of those imprisoned spirits is considerable, thought luckily the effect on these children appears to be more or less innocuous."

@the prison

Simeon peers around the dilapidated buildings, unconsiously staying close to the others.

When the runes are revealed, he steps forward, muttering to himself, attempting to descipher their meaning.

Knowledge(Arcana) 1d20 + 11 ⇒ (11) + 11 = 22 for the runes
Knowledge (History) 1d20 + 7 ⇒ (13) + 7 = 20 for the name


The name is that of Harrowstones last warden - commemorated at the Ravengro monument. The name and runes seem to have been part of a larger ritual that involved both abjuration and necromantic magic. You'd need very detailed notes to learn more... an exercise that require writing them all down and depending on how far the runes go? That would take a good deal of time.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament pulls out her whip and follows the others. She keeps an eye out for trouble. She casts dancing lights (will keep these up) and moves them to the building. She then casts message on the party so they can speak in private.

Through the message spell: Point at me and whisper. I will tell the rest of the group.


Inactive

Been a busy couple days here too, on top of some family drama.

As the group enters the grounds of the prison and begins to explore their surroundings, Elidal has her sword and shield at the ready, prepared for any signs of trouble.

"I know the prison itself is our ultimate destination, but it might be a good idea to secure what we can of the outer grounds - including this manor house. I'd hate for anything to be able to creep up behind us once we get into the prison itself."

As she speaks, she moves cautiously towards the open doorway into the manor house. She doesn't enter, but she does stare intently through the door into the house to see what she can see. She also studies the building itself, wondering how sound the remaining structure and roof really is.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


The structure looks rickety and creaks even in the breeze.

giving Simeon his due for engineering and a take10.

Simeon reports this manor is barely standing from what he can see - it would dangerous to enter if one wasn't careful.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Why the warden's name? Jaru wonders aloud. He casts a minor light spell upon his buckler and loads his crossbow. Perhaps those that can see best in the dark should lead the way.

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